Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SAMMY CORPORATION
- Filing Date
- 2022-10-25
- Publication Date
- 2026-06-05
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and performance through dynamic setting values that balance player advantage and disadvantage, leading to inconsistent gaming experiences.
Implementing multiple setting values, including a first set value less than 90% ball payout rate and a second set value most advantageous to the player, with distinct indicators and execution frequencies for these settings, along with an instruction function to guide optimal gameplay.
Enhances gaming machine performance by providing a balanced and engaging experience that improves player interaction and outcome predictability.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, slot machines have been known as one type of gaming machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-016110 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to improve the performance of a gaming machine. [Means for solving the problem]
[0005] The present invention solves the above-mentioned problems by the following means (the configuration of the corresponding embodiment is shown in parentheses). Note that the present invention corresponds to original invention 10 among original inventions 1 to 15 described below. The present invention (fourteenth embodiment) is It has multiple setting values for the player's advantage (6 levels: setting L, setting 1, setting 2, setting 4 to setting 6), The setting values include a first setting value (setting L) that is the most disadvantageous to the player and has a payout rate of less than 90%, and a second setting value (setting 6) that is the most advantageous to the player. the first set value is not included in the even set values, and the second set value is included in the even set values; A first effect (turning off the lower panel lamp 21d) indicating that the setting is the first setting value, a second effect (setting 6 confirmation effect) indicating that the setting is the second setting value, and a third effect (even number setting confirmation effect) indicating that the setting is an even number setting value can be executed. The execution frequency of the first effect is higher than the execution frequency of the second effect (the execution probability of the setting 6 confirmation effect at the end of the AT is "5 / 100", while when the setting is L, the lower panel lamp 21d is always turned off) (Figure 208). It is characterized by: [Effects of the Invention]
[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a block diagram showing an outline of control of a slot machine, which is an example of a gaming machine in the first embodiment. [Figure 2] FIG. 2 is a diagram showing the arrangement of symbols on the reels in the first embodiment. [Figure 3] In the first embodiment, (A) is a diagram showing the positional relationship between the display window and each reel, and the pay lines, and (B) is a diagram showing the names of the symbol positions. [Figure 4] FIG. 1 is a diagram showing winning symbol combinations and payout numbers (1) in the first embodiment. [Figure 5] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (2) in the first embodiment. [Figure 6] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (3) in the first embodiment. [Figure 7] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (4) in the first embodiment. [Figure 8] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (5) in the first embodiment. [Figure 9] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (6) in the first embodiment. [Figure 10] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (7) in the first embodiment. [Figure 11] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (8) in the first embodiment. [Figure 12] FIG. 10 is a diagram illustrating RT transition in the first embodiment. [Figure 13] FIG. 10 is a diagram showing a non-RT number table (1) in the first embodiment. [Figure 14] FIG. 10 is a diagram showing a non-RT number table (2) in the first embodiment. [Figure 15] FIG. 10 is a diagram showing a numerical value table (1) of RT1 in the first embodiment. [Figure 16] FIG. 10 is a diagram showing a numerical value table (2) of RT1 in the first embodiment. [Figure 17] FIG. 10 is a diagram showing a table of numbers (1) during RB operation in the first embodiment. [Figure 18] FIG. 10 is a diagram showing a table of numbers (2) during RB operation in the first embodiment. [Figure 19] FIG. 1 is a diagram showing a bonus condition device and a small bonus and replay condition device (1) in the first embodiment. [Figure 20] FIG. 10 is a diagram showing a small win and replay condition device (2) in the first embodiment. [Figure 21] FIG. 10 is a diagram showing a small win and replay condition device (3) in the first embodiment. [Figure 22] FIG. 10 is a diagram showing a small win and replay condition device (4) in the first embodiment. [Figure 23] FIG. 10 is a diagram showing a small win and replay condition device (5) in the first embodiment. [Figure 24] FIG. 10 is a diagram showing a small win and replay condition device (6) in the first embodiment. [Figure 25] FIG. 10 is a diagram showing a small win and replay condition device (7) in the first embodiment. [Figure 26] FIG. 10 is a diagram showing a small win and replay condition device (8) in the first embodiment. [Figure 27]FIG. 10 is a diagram showing the performance group numbers in the first embodiment. [Figure 28] This is a diagram explaining the expected value for irregular button press orders and sequential button press orders when the performance group number is "8" in the first embodiment. [Figure 29] FIG. 10A is a flowchart showing normal section lever processing, and FIG. 10B is a diagram showing an initial normal mode lottery in the first embodiment. [Figure 30] In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the number of places for the normal mode lottery in the first game of the advantageous zone. [Figure 31] FIG. 10A is a diagram showing types of normal modes, and FIG. 10B is a diagram showing transition probabilities of each normal mode in the first embodiment. [Figure 32] 10 is a flowchart showing a pseudo-game presentation of a "red 7" combination in the first embodiment. [Figure 33] A flowchart showing the continuous presentation of advantageous zones in the first embodiment. [Figure 34] FIG. 10 is a diagram showing the transition of a difference counter and a stop counter in the first embodiment. [Figure 35] FIG. 4 is a diagram illustrating the relationship between a difference counter and a stop counter and power interruption in the first embodiment. [Figure 36] 1 is a flowchart showing the flow from power-on to main processing in the first embodiment. [Figure 37] 37 is a flowchart showing the error processing in step S513 of FIG. 36. [Figure 38] 37 is a flowchart showing a complete function calculation process in step S525 of FIG. 36. [Figure 39] FIG. 10 is a diagram showing an image giving a notice of activation of the complete function in the first embodiment. [Figure 40] FIG. 10 is a diagram showing a section in which the activation of the complete function is announced in the first embodiment. [Figure 41] FIG. 10 is a diagram showing an example in which a complete function operation is displayed on the entire screen in the first embodiment. [Figure 42] FIG. 10 is a diagram showing a complete function activation image in the first embodiment. [Figure 43] FIG. 10 is a diagram showing a case in which the play stop counter reaches "19000" during a special game state in the first embodiment. [Figure 44] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 45] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 46] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 47] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 48] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 49] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 50] FIG. 10 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 51] FIG. 10 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 52] 5 is a flowchart showing a sub-side power supply restoration process in the first embodiment. [Figure 53] FIG. 10 is a diagram illustrating the configuration of a main CPU, a ROM, and a RWM in a second embodiment. [Figure 54] FIG. 10 is a diagram showing the address, label name, number of bytes, and name of data stored in the used area of the RWM in the second embodiment. [Figure 55] FIG. 11 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of the RWM in the second embodiment. [Figure 56]FIG. 35 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of the RWM in the second embodiment, and is a diagram following FIG. 34. [Figure 57] FIG. 10(A) is a diagram showing various LEDs on a display substrate in the second embodiment, and FIG. 10(B) is a diagram showing a management information display LED in the second embodiment. [Figure 58] FIG. 10 is a diagram showing the relationship between digits 1 to 9 and segments A to G and P in the second embodiment. [Figure 59] FIG. 10 is a diagram showing signals output from output ports 2 to 7 in the second embodiment. [Figure 60] FIG. 10 is a diagram showing the relationship between digits and segments in the second embodiment. [Figure 61] (A) is a diagram showing the relationship between LED display counter 1 (_CT_LED_DSP1) in the second embodiment and the signal output from output port 3, (B) is a diagram showing the relationship between LED display counter 2 (_SC_LED_DSP2) in the second embodiment and the signal output from output port 6, and (C) is a diagram showing the LED display request flag (_FL_LED_DSP) in the second embodiment. [Figure 62] 10 is a flowchart showing a program start process (M_PRG_START) in the second embodiment. [Figure 63] 10 is a flowchart showing a power restoration process (M_POWER_ON) in the second embodiment. [Figure 64] 10 is a flowchart showing an unrecoverable error process (C_ERROR_STOP) in the second embodiment. [Figure 65] 10 is a flowchart showing initialization processing (M_INI_SET) in the second embodiment. [Figure 66] 10 is a flowchart showing a setting change confirmation process (M_RANK_CTL) in the second embodiment. [Figure 67] 10 is a flowchart showing a main process (M_MAIN) in the second embodiment. [Figure 68]10 is a flowchart showing an interrupt process (I_INTR) in the second embodiment. [Figure 69] 10 is a flowchart showing a power-off process (I_POWER_DOWN) in the second embodiment. [Figure 70] 10 is a flowchart showing an RWM checksum set process (S_SUM_SET) in the second embodiment. [Figure 71] 10 is a flowchart showing LED display control (I_LED_OUT) in the second embodiment. [Figure 72] 10 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in the second embodiment. [Figure 73] 10 is a flowchart showing a ratio display preparation process (S_DSP_READY) in the second embodiment. [Figure 74] 10 is a flowchart showing a blinking request flag generation process (S_LED_FLASH) in the second embodiment. [Figure 75] FIG. 11 is a diagram showing a blinking / non-applicable item determination value table (TBL_SEG_FLASH) in the second embodiment. [Figure 76] 10 is a flowchart showing a rate display timer update process (S_RATE_TIME) in the second embodiment. [Figure 77] 10 is a flowchart showing a ratio display process (S_LED_OUT) in the second embodiment. [Figure 78] 10 is a flowchart showing a blinking bit check count table (TBL_FLASH_CHK) in the second embodiment. [Figure 79] 10 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in a modified example of the second embodiment. [Figure 80] FIG. 10 is a diagram showing signals output from output ports 2 to 5 in a modified example of the second embodiment. [Figure 81]10 is a diagram showing the relationship between the LED display counter 1 (_CT_LED_DSP1) and signals output from output ports 3 and 6 in a modified example of the second embodiment. FIG. [Figure 82] FIG. 10 is a diagram illustrating a one-chip microprocessor according to a third embodiment. [Figure 83] FIG. 83 is a diagram showing in more detail the memory map in the built-in ROM in FIG. 82 in the third embodiment. [Figure 84] FIG. 83 is a diagram showing in more detail the memory map in the built-in RWM in FIG. 82 in the third embodiment. [Figure 85] 10A and 10B are diagrams illustrating an interrupt initial setting address in the third embodiment, in which (A) shows data details of the interrupt initial setting address, and (B) shows the relationship between interrupt priority levels and interrupt priority setting values. [Figure 86] 10A and 10B are diagrams illustrating vector address values and data values stored in vector addresses in the third embodiment, where (A) shows the vector address value, (B) shows the relationship between interrupt causes and automatically assigned values, and (C) shows an example of the data value of the vector address. [Figure 87] FIG. 11 is a diagram showing a process from when the power is turned on until when the device transitions to a user mode in the third embodiment. [Figure 88] FIG. 11 is a diagram showing an example of a program that starts from "0000H" in the program area of the used area of the built-in ROM in the third embodiment. [Figure 89] FIG. 11 is a diagram showing an example in which the vector address is set to "00F4H" in the third embodiment. [Figure 90] 10 is a flowchart showing an example of processing called by an RST command in the third embodiment, where (A), (B), and (C) show example 1, example 2, and example 3, respectively. [Figure 91] FIG. 11 is a diagram showing program code area setting addresses and their data values in the third embodiment. [Figure 92]In the fourth embodiment, (a) is a diagram showing the type of role, the probability of winning, the number of coins paid out for each order in which the stop switches are pressed, etc., and (b) is a diagram showing the ball-out performance of biased roles. [Figure 93] This figure shows the flow of presentation (Example 1) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 94] This figure shows the flow of presentation (Example 1) when the stop switch is operated in a non-recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 95] This figure shows the flow of presentation (example 2) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 96] This figure shows the flow of presentation (Example 2) when the stop switch is operated in a non-recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 97] FIG. 13 is a diagram illustrating the transition of (image) layers when a recommended image is displayed in the fourth embodiment. [Figure 98] This is a continuation of Figure 97. [Figure 99] In the fourth embodiment, this is a time chart showing the image display, push button lamp state, and menu display when a bet operation and start switch operation are performed after the demo display (when no replay is won), where (a) shows the recommended button press order and (b) shows the non-recommended button press order. [Figure 100] This is a time chart showing the image display, push button lamp state, and menu display when the start switch is operated 60 seconds after a replay is won in the fourth embodiment, where (a) shows the recommended pressing order and (b) shows the non-recommended pressing order. [Figure 101] This is a time chart showing the image display, push button lamp status, and menu display when, in the fourth embodiment, a bet operation is performed within 3 seconds after the full stop and a start operation is performed 60 seconds after the full stop, where (a) shows the recommended push order and (b) shows the non-recommended push order. [Figure 102]10 is a flowchart showing a main process in the fourth embodiment. [Figure 103] A flowchart showing the push order instruction number setting process in step S181 of Figure 102. [Figure 104] 103 is a flowchart showing the rendering group number setting process in step S182 of FIG. [Figure 105] FIG. 13 is a diagram showing the relationship between a winning combination (biased combination) and an indication monitor and image display in the fourth embodiment. [Figure 106] 13 is a flowchart showing temporary storage processing 1 in the fourth embodiment. [Figure 107] This is a flowchart continuing from Figure 106. [Figure 108] 108 is a flowchart showing another example of FIG. 107. [Figure 109] 13 is a flowchart showing temporary storage processing 2 in the fourth embodiment. [Figure 110] This is a flowchart continuing from Figure 109. [Figure 111] FIG. 11 is a side cross-sectional view of a slot machine according to a fifth embodiment. [Figure 112] FIG. 13 is a block diagram showing an outline of control of the slot machine in the fifth embodiment. [Figure 113] FIG. 10 is an explanatory diagram (1) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 114] FIG. 13 is an explanatory diagram (2) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 115] FIG. 13 is an explanatory diagram (3) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 116] FIG. 13 is an explanatory diagram (4) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 117] FIG. 13 is an explanatory diagram (5) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 118]FIG. 13 is an explanatory diagram (6) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 119] FIG. 13 is an explanatory diagram (7) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 120] FIG. 10 is an explanatory diagram (8) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 121] FIG. 10 is an explanatory diagram (9) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 122] 10 is a time chart (1) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 123] 13 is a time chart (2) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 124] 13 is a time chart (3) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 125] 13 is a time chart (4) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 126] 13 is a time chart (5) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 127] 10 is a time chart (6) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 128] 10 is a time chart (7) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 129] 10 is a time chart (8) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 130] 10 is a time chart (1) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Figure 131] 13 is a time chart (2) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Figure 132]13 is a time chart (3) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Figure 133] 20 is a time chart showing Example 1 of error notification in the sixth embodiment. [Figure 134] 20 is a time chart showing a second example of error notification in the sixth embodiment. [Figure 135] 20 is a time chart showing Example 3 of error notification in the sixth embodiment. [Figure 136] 20 is a time chart showing an example (Example 4) in which a power outage occurs while a first error occurs in the sixth embodiment. [Figure 137] This is a time cheat showing an example (R5) in which a power outage occurs during the occurrence of the first error in the sixth embodiment, and is a modified example of FIG. [Figure 138] 20 is a time chart showing Example 6 of error notification in the sixth embodiment. [Figure 139] 20 is a time chart showing Example 7 of error notification in the sixth embodiment. [Figure 140] 20 is a time chart showing Example 8 of error notification in the sixth embodiment. [Figure 141] 20 is a time chart showing Example 9 of error notification in the sixth embodiment. [Figure 142] FIG. 13 is an external perspective view showing a slot machine in a seventh embodiment. [Figure 143] 13A and 13B are diagrams showing a door key and a door key cylinder in a seventh embodiment, in which (a) is a front view showing the door cylinder, and (b) is a side view showing the state in which the door key is inserted into the door key insertion slot. [Figure 144] FIG. 13 is a front view showing the positional relationship between the door key insertion slot and the door key in the seventh embodiment. [Figure 145] In the seventh embodiment, (a) is a front view illustrating various dimensions of a door key cylinder, and (b) is a plan view and a side view illustrating the dimensions of a power plug. [Figure 146]FIG. 13 is a schematic diagram illustrating a locking device in a seventh embodiment, and is a front view seen from the inside of the front door toward the outside (player side). [Figure 147] FIG. 147 is a diagram showing the state when the cam is rotated 45 degrees counterclockwise from the state of FIG. 146 in the seventh embodiment. [Figure 148] FIG. 147 is a diagram showing the state when the cam is rotated 45 degrees clockwise from the state of FIG. 146 in the seventh embodiment. [Figure 149] FIG. 13 is a front view showing a structure for locking the door key in position after the front door is opened in the seventh embodiment. [Figure 150] 13A and 13B are diagrams showing the setting key and setting key cylinder in the seventh embodiment, in which (a) is a side view showing the state in which the setting key is inserted, and (b) is a side view showing the state in which the setting key is rotated 90 degrees clockwise. [Figure 151] FIG. 13 is a diagram showing the relationship between the rotation angles of the door key and the setting key and the rotation torque corresponding to the rotation angles in the seventh embodiment. [Figure 152] FIG. 13 is a diagram showing a production stage in the eighth embodiment. [Figure 153] FIG. 13 is a diagram showing the types of effects in the eighth embodiment. [Fig. 154] FIG. 13 is a diagram showing the event names, number of cuts, and number of branches for production 01, production 03, and production 14 in the eighth embodiment. [Figure 155] FIG. 13 is a diagram showing the event names, number of cuts, and number of branches of effects 15, 16, and 17 in the eighth embodiment. [Figure 156] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment of the present invention, for the effects 18, 20, 21, and 22. [Figure 157] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the effects 23, 24, and 25 in the eighth embodiment. [Figure 158] FIG. 13 is a block diagram showing a gaming machine (medalless gaming machine) in a ninth embodiment. [Figure 159]13 is a flowchart showing counting-related processing in the ninth embodiment. [Figure 160] FIG. 23 is a diagram showing the transition of the number of icons in the pull-back zone in the tenth embodiment. [Figure 161] 23 is a flowchart showing a pull-back lottery process for the pull-back zone in the tenth embodiment. [Figure 162] This is a flowchart showing the determination of whether the advantageous zone continues in step S705 of Figure 161 in the 10th embodiment. [Figure 163] 23 is a flowchart showing the withdrawal lottery process in the normal section in the tenth embodiment. [Fig. 164] 13 is a flowchart showing a pull-back lottery process in the transition preparation state in the tenth embodiment. [Figure 165] A flowchart showing the advantageous zone clear counter management process in the 10th embodiment. [Figure 166] 20 is a flowchart showing the flow of a display process of a demonstration image in the tenth embodiment. [Figure 167] This is a flowchart continuing from Figure 166. [Figure 168] 23 is a flowchart showing a control process of an SP flag in the tenth embodiment. [Figure 169] 13 is a flowchart showing the flow of a sub-bonus transfer process in the tenth embodiment. [Figure 170] 23 is a time chart showing the relationship between interrupt processing, "1" / "0" of the 1 to 3 bet lighting data, and lighting / extinguishing of the 1 to 3 bet display LEDs in the eleventh embodiment. [Figure 171] 13 is a time chart showing the relationship between the cycle "T1" of the interrupt process and the time "T2" from clearing the number of bets data to setting the 1 to 3 bet lighting data "1" when a replay is won in the eleventh embodiment. [Figure 172]13 is a time chart showing the relationship between the cycle "T1" of interrupt processing and the time "T3" from when the 3-bet switch is turned on until the 1-bet lighting data "1" is set in the 11th embodiment. [Figure 173] 13 is a time chart showing the relationship between the cycle "T1" of the interrupt process and the time "T3" from when the 3-bed switch is turned on until the 1-bed lighting data "1" is set in the 11th embodiment. [Fig. 174] 68 is a flowchart showing the process of medal payout (MS_WIN_PAY) in response to winning in step S294 during the main process of FIG. [Figure 175] 23 is a time chart showing the relationship between the cycle "T1" of the interrupt process and the time "T6" from the payout number data set until the credit number data is added by "1" in the eleventh embodiment. [Figure 176] 68 is a flowchart showing the process in step S285 in preparation for starting reel rotation during the main process of FIG. 67. [Figure 177] This is a time chart showing the relationship in the 12th embodiment between the length of the wait sound output when the start switch is operated before the minimum game time has elapsed and the length of the reel start-up sound output when the reels start to rotate. [Figure 178] FIG. 23 is a diagram showing the relationship between the volume of the wait sound and the volume of the reel start-up sound at each volume setting in the administrator mode and each volume setting in the player mode in the twelfth embodiment. [Figure 179] In the 12th embodiment, this is a time chart showing the relationship between the timing at which the bet sound output ends when the bet switch is operated and the timing at which the wait sound output begins when the start switch is operated before the minimum playing time has elapsed. [Figure 180] This is a time chart showing that in the 12th embodiment, when transitioning from pseudo-game to actual game, a random delay process is executed to randomize the timing at which each reel starts to rotate, and a reel start-up sound is output when each reel starts to rotate. [Figure 181]This is a time chart showing that in the 12th embodiment, when the start switch is operated before the shortest time until the reels start spinning has elapsed, the start of the reels spinning is delayed until the shortest time has elapsed, and a wait sound is output during that time. [Figure 182] FIG. 23 is an external perspective view of the slot machine according to the thirteenth embodiment, as seen from the front side. [Figure 183] FIG. 22 is a side cross-sectional view of the slot machine according to the thirteenth embodiment. [Figure 184] A diagram showing the medal selector and return member in the 13th embodiment, a front view of the back surface of the front door. [Figure 185] FIG. 22 is an explanatory diagram showing the on / off state of the passage sensor when a medal passes the position of the passage sensor in the medal passage in the thirteenth embodiment. [Figure 186] An explanatory diagram of the state of the movable member and passage sensor of the medal selector when the left side panel of the cabinet is facing downward in the thirteenth embodiment. [Figure 187] FIG. 23 is a rear view of the return member in the thirteenth embodiment. [Figure 188] FIG. 23 is a left side view of the return member in the thirteenth embodiment. [Figure 189] FIG. 23 is a rear view of the return member in the thirteenth embodiment with the left side panel of the cabinet facing downward. [Figure 190] FIG. 23 is a left side view of the return member in the thirteenth embodiment, with the back panel of the cabinet facing downward. [Figure 191] FIG. 23 is a front view and an enlarged view of part A of a slot machine according to a thirteenth embodiment. [Figure 192] FIG. 22 is a cross-sectional side view of the slot machine according to the thirteenth embodiment, showing the flow of liquid inserted through the medal insertion slot with arrows. [Figure 193] FIG. 22 is a block diagram showing an outline of the control of the slot machine in the fourteenth embodiment. [Figure 194] FIG. 23 is an external perspective view of a slot machine according to a fourteenth embodiment. [Figure 195] FIG. 23 is an explanatory diagram of a roulette effect with three squares in the fourteenth embodiment. [Figure 196] FIG. 23 is an explanatory diagram of a roulette effect with four squares in the fourteenth embodiment. [Figure 197] FIG. 23 is a diagram showing an example of an image display of a roulette effect with three squares in the fourteenth embodiment. [Figure 198] FIG. 23 is a diagram showing an example of an image display of a roulette effect with four squares in the fourteenth embodiment. [Figure 199] FIG. 23 is a diagram showing the relationship between the time it takes for the effect display to go around one square in a roulette effect with three squares and the blinking time interval of the effect display when stopped in the fourteenth embodiment. [Figure 200] FIG. 23 is a diagram showing the relationship between the time it takes for the effect display to go around one square in a roulette effect with four squares and the blinking time interval of the effect display when stopped in the fourteenth embodiment. [Figure 201] FIG. 22 is a diagram showing the relationship between the time required for the effect display to move one square in a roulette effect with three squares and the blinking time interval of the effect lamp in the fourteenth embodiment. [Figure 202] FIG. 22 is a diagram showing the relationship between the time required for the effect display to move one square in a roulette effect with four squares and the blinking time interval of the effect lamp in the fourteenth embodiment. [Figure 203] 23 is a time chart showing the relationship between the on / off of the effect display and the on / off of each switch in a roulette effect with three squares in the fourteenth embodiment. [Figure 204] 23 is a time chart showing the relationship between the on / off of the effect display and the on / off of each switch in a roulette effect with four squares in the fourteenth embodiment. [Figure 205] A diagram showing the types of setting values and ball payout rates in the 14th embodiment. [Figure 206] FIG. 23 is a diagram showing a table of setting values for effect purposes in the fourteenth embodiment. [Figure 207] 23 is a flowchart showing the setting increase confirmation effect processing in the fourteenth embodiment. [Figure 208] This figure shows the types of setting values and ball payout rates when setting 3 is removed and setting L is provided in the 14th embodiment. [Figure 209] FIG. 22 is a diagram showing a table of setting numbers for effect purposes relating to setting values when setting 3 is eliminated and setting L is provided in the fourteenth embodiment. [Figure 210] FIG. 23 is a view showing the rear surface of the front door in the fourteenth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] In this specification, the meanings of the terms are as follows: "Bet" means to bet medals (game media) to play a game. To bet medals, you can insert actual medals into the medal insertion slot 47, or operate the bet switch 40 to bet credited (stored) medals. On the other hand, "credits (also called "savings")" differs from the above-mentioned "bet" and refers to saving medals inside the slot machine 10. In this specification, when we say "credits," we do not mean "bet." Furthermore, "to deposit" refers to betting or crediting medals. In addition, the "prescribed number" refers to the number of bets that can be made to start (execute) a game in question. For example, in a game with a prescribed number of "2" or "3," the game can be started with either a bet of "2" or "3," and the game cannot be played with a bet of "1." For ease of explanation, the "specified number" may also be referred to as the "number of bets." On the other hand, when we say "number of bets," it can also refer to something other than the "prescribed number." For example, in a game with a prescribed number of "2" or "3," when one medal is inserted (before the game starts), the number of bets is "1" (the number bet at that time).
[0009] "Cleaning" refers to the player inserting a medal into a medal insertion slot 47 (described later). A "care bet" refers to a bet made by a player by caressing medals through the medal insertion slot 47. The term "care credit" refers to a player crediting medals (adding credits) by care of medals through the medal insertion slot 47.
[0010] "Bet medals" refers to medals that have been bet on. "Stored medals" refers to medals that have been credited (stored). A "reserved bet" means that the player operates the bet switch 40 (described below) to bet some or all of the credited medals to play a game within the range that can be bet on that game. "Automatic bet" means that when a replay wins, the slot machine 10 automatically bets the same number of medals as was bet in the previous game through the control process. Here, when a symbol combination corresponding to a small win is displayed as stopped (meaning that it has stopped on an effective line; the same applies below), this is called a "winning small win." On the other hand, the "Rules Concerning the Certification and Model Inspection of Gaming Machines, etc. (hereinafter simply referred to as the "Rules")" interprets that when a symbol combination corresponding to a replay is displayed as stopped, it is the activation of a conditional device related to replay, and not a "winning". However, in this application (this specification, etc.), a replay is also treated as one of the roles (replay role), and the stopped display of a pattern combination corresponding to a replay may be referred to as a "winning replay." "Settlement" refers to paying out bet medals and / or saved medals to a player. In this embodiment, settlement processing is executed when a settlement switch 43 (described later) is operated.
[0011] "Payout" refers to the payment of medals to a player based on the winning combination, or the payment of medals as a result of the above-mentioned settlement. When medals are paid out to a player based on the winning combination, this includes both storing the medals as credits (adding stored medals, in other words, updating the electronic data stored in the RWM 53 (described later)) and paying out actual medals from a payout port (not shown). When paying out medals, for example, "50" medals are credited as the limit, and any medals exceeding "50" credits are controlled so that they are actually paid out to the player. Note that "payout" may also be referred to as "grantment." Therefore, the "number of payouts" may also be referred to as the "number of grants."
[0012] In this embodiment, the "game medium" is a medal, but in the case of an enclosed (ECO) game machine, for example, electronic information (electronic medals, electronic data) is used as the game medium. Note that "electronic information" means that when money (banknotes) is inserted into a lending machine, it is converted into electronic information corresponding to the amount of money, and part or all of that electronic information can be credited to the game machine as game medium for playing games on the game machine. In addition, "gaming media" may also be referred to as "gaming value."
[0013] Furthermore, when the gaming medium is electronic information, "paying out medals" means crediting (adding) the medals to a gaming medium credit device provided in the gaming machine. Therefore, "paying out medals" does not only mean actually paying out medals from a hopper 35 (described later), but also includes the process of crediting (adding) electronic information of a payout amount corresponding to a winning combination to the gaming medium credit device.
[0014] When a game progresses from the "N-1"th game, to the "N"th game, to the "N+1"th game, etc. ("N" is an integer of 2 or greater), and the current game is the "N"th game, the "N"th game is referred to as the "current game." The "N-1"th game is referred to as the "previous game." Furthermore, the "N+1"th game is referred to as the "next game."
[0015] In this specification, a number with "(B)" added to the end (especially 8-bit) means a binary number. Similarly, a number with "(H)", "H", or "h" added to the end means a hexadecimal number. Specifically, for example, a number representing "16" in decimal is written as "00010000(B)" in binary, and as "10(H)", "10H", or "10h" in hexadecimal. Furthermore, a number representing a decimal number is written as "16(D)" as necessary. However, when it is clear whether the number is binary, decimal, or hexadecimal, the final symbol "(B)", "(D)", "(H)", "H" or "h" may be omitted.
[0016] In addition, the probability that the desired symbol to be displayed on the pay line can be stopped on the pay line from the moment the stop switch 42 is operated until the reel 31 stops (maximum number of moving frames) is called the "pull-in rate (PB)." Furthermore, unless the stop switch 42 is operated at the appropriate position on the reel 31 (at a timing at which the target symbol can be stopped on an effective line within the range of the maximum number of moving frames), it is not possible to stop the target symbol on an effective line (pulling it in to the effective line), which is called "PB≠1". In contrast, "PB=1" means that the target symbol can always be stopped (pulled in) on the valid line regardless of the position of the reel 31 at the moment the stop switch 42 is operated (regardless of the timing of operation of the stop switch 42).
[0017] Further, the "operation mode" of the stop switch 42 means the order in which the stop switch 42 is pressed and / or the operation timing (the timing at which the stop switch is pressed to stop the target symbol on the activated line). Furthermore, the "advantageous operation mode" of the stop switch 42 refers to an operation mode in which a symbol combination that has a payout or has a large number of payouts stops, an operation mode in which a symbol combination that shifts (promotes) to an advantageous RT stops, or an operation mode in which a symbol combination that does not shift (fall) to an unfavorable RT stops, in a game in which the operation mode of the stop switch 42 results in an advantage / disadvantage in the game result (symbol combination that stops on an active line). The "advantageous operation mode" is also called the correct operation mode or the correct push order.
[0018] "A game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game result" corresponds to, for example, a game in which multiple types of small roles (bells) with different payout amounts are won (a game in which the so-called "push order bell" is won), in which the type of small role (bell) won (the payout amount is different) differs depending on the operation mode of the stop switch 42. Also, for example, in a game in which multiple types of replays are won (when multiple replays are won, a game in which the so-called "push order replay" is won), the RT also corresponds to a case in which the RT shifts depending on the type of replay won.
[0019] The "instruction function" means a function of instructing the player on how to operate the stop switch 42. In principle, the instruction function is a function of instructing the player on an advantageous operation mode of the stop switch 42. In other words, the "indicating function" refers to a device that facilitates winning a prize. It should be noted that "display" refers to visibly showing the content of an "instruction," and "notification" refers to informing the player of the content of the instruction. Therefore, the "instruction function" is both a "display function" and an "notification function."
[0020] Furthermore, the notification of the operation mode of the stop switch 42 may not be limited to the most advantageous operation mode. The notification of the most advantageous operation mode of the stop switch 42 may be regarded as "activation of the instruction function," but the notification of any operation mode including the most advantageous operation mode of the stop switch 42 may also be regarded as "activation of the instruction function." For example, if the push order bell has six options, the payout when the push order bell is won will be one, three, four, ten, or no prize (no win), depending on the push order. Here, notifying the order of pressing buttons to win a 10-coin winning combination is a notification of an advantageous operation mode of the stop switch 42, and of course, this corresponds to the "activation of the instruction function." On the other hand, announcing the order of pressing buttons to win a 1-coin, 3-coin, or 4-coin prize may be considered as "announcement of an advantageous operation mode (activation of the instruction function)" or may not be considered as "announcement of an advantageous operation mode."
[0021] The button press sequence for winning a 4-coin combination is not the most advantageous operation because it does not result in a 10-coin combination. However, since the payout is "4" for a bet of "3" and the difference in coins for the game is "+1", this is an operation sequence that increases the difference in coins, and is not necessarily a disadvantageous operation sequence. Similarly, the button press sequence for winning a 3-coin combination is not the most advantageous operation mode because it does not result in a 10-coin combination. However, since the payout number is "3" for the bet number "3" and the operation mode maintains the current difference in the number of coins (does not decrease the difference in the number of coins), it is not necessarily an unfavorable operation mode.
[0022] Similarly, the pressing order to win a 1-coin combination is not the most advantageous operation because it does not result in a 10-coin combination. Furthermore, the payout is "1" for a bet of "3," which reduces the difference in the number of coins. However, since it can also be said to be an operation that does not miss out on a combination, it may not be considered an unfavorable operation.
[0023] In this embodiment, when the push order bell is won, the instruction function is activated to notify the player of the operation mode (correct push order) that will result in the winning combination with the largest payout amount. However, for example, when the end condition of the advantageous zone is approaching, when the push order bell is hit, it is possible to announce the push order that will result in a winning combination of, for example, 3 or 4 coins, as described above, and control the number of coins so that the difference remains roughly the same.
[0024] In addition, in this embodiment, the activation of the instruction function is limited to one specified number. For example, suppose the specified number for activating the instruction function is set to "3." In this case, in a game during AT with a specified number of "2" or "3," if the game is started with a bet number of "3" and the push order bell is won, the instruction function can be activated. In contrast, if the game is started with a bet number of "2," the instruction function cannot be activated even if the push order bell is won.
[0025] The "game zone" comprises a "normal zone (non-advantageous zone)" and a "advantageous zone." Note that the 5.9 machine had a "waiting zone" (a game zone where the player has won the advantageous zone lottery but has not yet moved to the advantageous zone), but the current rules for 6 machine do not provide for a "waiting zone." However, this is not limited to this, and game zones other than the normal zone and advantageous zone may also be provided. A "normal zone" is a game zone in which signals related to the instruction function, specifically the push order instruction number and winning and replay condition device number (information that can determine the correct push order) described below, are prohibited from being sent to a peripheral board (for example, sub-control board 80), and which does not affect the performance related to the instruction function at all (no processing related to the instruction function is executed). In other words, the normal zone is a game zone in which the operation mode cannot be notified. However, in addition to drawing lots for roles, it is possible to make a decision (by drawing lots, etc.) as to whether or not to move to an advantageous zone.
[0026] In the normal section, the instruction function must not be activated, so it is not possible to display push order instruction information on a specified display device (LED, etc.) electrically connected to the main control board 60, and since signals related to the instruction function are not transmitted to the peripheral board, it is not possible to display (notify) advantageous operation modes using the image display device 23 electrically connected to the sub-control board 80.
[0027] On the other hand, the "advantageous zone" is a game zone that has the capability related to the instruction function (the instruction function may be activated), and specifically refers to a game zone in which, when the instruction function is activated, a signal related to the instruction function can be sent to the sub-control board 80 only when push order instruction information is displayed so that the instruction content (the operation mode of the stop switch 42) can be identified on the main control board 60. In other words, the advantageous zone is a game zone in which the instruction function can be activated (the instruction function may be activated), that is, a game zone in which the operation mode of the stop switch 42 can be displayed (may be displayed). However, the sub-control board 80 cannot output effects that are contrary to the instructions given by the main control board 60 or the signals related to the received instruction functions.
[0028] Furthermore, even in the advantageous zone, where the operation mode of the stop switch 42 results in an advantage / disadvantage in the game outcome, the indication function does not have to be activated. On the other hand, during the advantageous zone, in a game in which the operation mode of the stop switch 42 determines whether the game result is advantageous or disadvantageous, the indication function may be always activated to display the operation mode of the stop switch 42. The AT (notification game state) is a game state that notifies the operation mode of the stop switch 42 in a game in which the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42. Therefore, the AT is always executed during an advantageous period, and is never executed during a non-advantageous period.
[0029] In addition, the AT may always (100%) report the operation mode of the stop switch 42 in games where the operation mode of the stop switch 42 has an advantage / disadvantage in the game outcome, but it may also not report the operation mode of the stop switch 42 even in games where the operation mode of the stop switch 42 has an advantage / disadvantage in the game outcome, for example, to keep the payout rate for a specified period within a range specified by the rules. For example, if the AT termination condition is approached during AT, it may be possible to temporarily not notify the operation state of the stop switch 42 (not activate the instruction function) from the viewpoint of extending the life of the AT.
[0030] The relationship between the advantageous zone and the AT can be set in various ways. For example, the first setting is "advantageous zone = AT." In this case, winning the advantageous zone and winning the AT are equivalent. The AT starts from the first play in the advantageous zone. The AT ends when the advantageous zone ends.
[0031] Secondly, it is important to set the AT not to be in an advantageous zone. In this case, the conditions for starting (executing) the AT are not met simply by moving to the advantageous zone, and whether or not to execute the AT is decided by lottery or the like, provided that the player is in the advantageous zone, and when it is decided to execute the AT, the AT is executed until the predetermined termination conditions for the AT are met. Note that when the player is not in the AT upon moving to the advantageous zone, the main gaming state may be set to, for example, the normal zone, premonition, CZ (chance zone (period during which it is easy to win the AT)), etc.
[0032] When transitioning to a premonition after winning the AT, the premonition may always transition to the real premonition, and transition to the AT after a predetermined number of plays of the real premonition have been completed. Alternatively, whether the premonition is real or a false premonition may be determined by lottery or the like, and if the premonition is determined to be real, transition to the AT may occur after the real premonition has ended. Also, if the premonition is determined to be false, the advantageous zone may be maintained after the false premonition has ended, or a transition to the normal zone may occur. Furthermore, when the AT termination conditions are met, both the AT and the advantageous zone may be terminated. Alternatively, if the AT terminates but the advantageous zone termination conditions are not met, the advantageous zone may continue (non-AT and advantageous zone). The same applies when the AT is started at the same time as the advantageous zone.
[0033] In addition, the number of times to play the advantageous zone is determined when the advantageous zone starts, and no lottery or the like relating to the advantageous zone is conducted during the advantageous zone. Furthermore, when the advantageous zone starts, the initial number of times to play in the advantageous zone is determined, and during the advantageous zone, a decision is made (by lottery, etc.) as to whether or not to add (add) the (remaining) number of times to play in the advantageous zone. Furthermore, if a predetermined termination condition is set for the advantageous zone, when the predetermined termination condition for the advantageous zone is met, the advantageous zone will end at that point even if there are remaining number of plays in the advantageous zone (or remaining number of plays in the AT).
[0034] Here, the "predetermined end condition" of the advantageous zone is, for example, when the difference counter value described below exceeds "2400 (D)" or when the advantageous zone clear counter (the number of remaining games in the advantageous zone) described below reaches "0." When either of these conditions is met, it is determined that the end condition of the advantageous zone has been met, and the next game will transition to the normal zone (non-advantageous zone). In this case, even if the final game is an AT, the AT will also end at the same time as the end of the advantageous zone.
[0035] In the advantageous zone, the advantageous zone display LED (also called "zone indicator") 77 (see, for example, Figure 58 described below; segment P of digit 4 (the lower digit of the number of wins display LED 78)) may be lit to notify the player that he is in the advantageous zone. However, this is not limited to this, and it is also possible not to notify the player that he is in the advantageous zone without providing an advantageous zone display LED 77 or the like. The advantageous zone display LED 77 may be kept lit during the advantageous zone, but may also be lit when a predetermined lighting condition is met after the transition to the advantageous zone. Here, the "predetermined lighting condition" refers to, for example, when the instruction function is activated in a game state where the advantageous zone is in effect and the zone Sim payout rate exceeds 1. Once the advantageous zone display LED 77 is turned on, it remains lit during the advantageous zone.
[0036] The "interval Sim (simulation) payout rate" is the payout rate assuming that the symbol combination corresponding to the winning role always stops (even when a role with "PB≠1" is won, the symbol combination corresponding to that role stops), and assuming that when there are multiple symbol combinations corresponding to the winning role, the symbol combination most advantageous to the player (when the push-order bell is won, the high-numbered bell with the maximum payout) stops. The calculation of the interval Sim payout rate does not include the payouts (number of balls paid out) resulting from the activation of special devices (such as the activation of a single BB). In addition, in a game in which a replay is won, if the number of bets is "3," the number of payouts is counted as "0." In a replay based on a winning replay (the next game after the game in which a replay was won), the number of bets is counted as "0" and the number of payouts is "x" (where "x" is the number of payouts for that game). Alternatively, the number of payouts for the game in which a replay is won and the number of bets for the next game may not be counted. Furthermore, "a gaming state in which the interval Sim ball payout rate exceeds '1'" includes an RT or main gaming state in which the interval Sim ball payout rate is set to exceed '1'. Here, an example of an RT with a section Sim payout rate exceeding "1" is an RT with a high replay winning probability. Furthermore, if normal, CZ (chance zone), AT, pull-back zone, etc. are provided as main gaming states, AT is an example of a main gaming state in which the zone Sim ball payout rate exceeds "1".
[0037] When the advantageous zone display LED 77 is turned on, the advantageous zone display LED 77 is turned off when the advantageous zone ends, more specifically, in the final game of the advantageous zone, for example, during the game end check process described below, or during the game start set process for the next game of the final game of the advantageous zone. When the advantageous zone end conditions are met, the advantageous zone display LED 77 is turned off in the subsequent interrupt process by executing the initialization process of the advantageous zone display LED flag described below.
[0038] Examples of "processing related to advantageous zones" include the following processing. 1) Lottery for (transition to) advantageous zone 2) Update the advantageous zone clear counter (subtract, clear) 3) Update the difference counter (calculate, clear) 4) Update the advantageous zone type flag 5) Control of the advantageous zone display LED77 (updating the advantageous zone display LED flag)
[0039] Furthermore, examples of "processing related to instruction functions" include the following processing. 1) Display of push order instructions (activation of instruction function) 2) AT lottery 3) In the case of a game count management type AT (the AT ends when the remaining number of plays reaches "0"), the AT play count counter is updated (subtracted, added, cleared) 4) In the case of a difference number management type AT (the AT ends when the remaining difference number becomes "0"), the AT difference number counter is updated (subtracted, added, cleared)
[0040] The current rules stipulate that processing related to advantageous zones and processing related to instruction functions can be executed in one specified number in one game state (RT), except for the following: Therefore, in this embodiment, processing related to advantageous zones and processing related to instruction functions can be executed when the specified number is "3", and processing related to advantageous zones and processing related to instruction functions cannot be executed when the specified number is "2". However, during the advantageous zone, the advantageous zone clear counter and the difference number counter must be updated regardless of the specified number.
[0041] In addition, when the result of the lottery is not a winning combination, in other words, when the condition device is not activated, it may be determined that the processing related to the advantageous zone (lottery for transition to the advantageous zone) is not executed. However, it is not limited to this, and the processing related to the advantageous zone may be executed even if the result of the lottery is not a winning combination. On the other hand, even if the result of the lottery is a non-winning result, if the probability of not winning is above a predetermined value (when the probability is not extremely low, for example, above 1 / 17500), processing related to the instruction function (AT lottery processing) may be able to be executed.
[0042] Furthermore, if the result of executing the advantageous zone transition lottery (processing related to the advantageous zone) is that the advantageous zone transition lottery is won, the advantageous zone will be entered from the next game. Therefore, in a game in which the advantageous zone transition lottery (processing related to the advantageous zone) is executed and the advantageous zone is won, it is not possible to execute the notification of the correct button press order (processing related to the instruction function). However, it is acceptable to perform the advantageous zone transition lottery (processing related to the advantageous zone) and the AT lottery (processing related to the instruction function) in one game. Furthermore, for example, when a specific role lottery result is obtained, it may be determined to be an advantageous zone and AT (without performing the lottery).
[0043] The management information display LED (also called a "role ratio monitor" or "ratio display") 74 consists of, for example, four LEDs, and is composed of a two-digit identification segment (an LED that displays which of the five items below it is using a specified symbol, etc.) and a two-digit ratio segment (an LED for displaying the calculated ratio).
[0044] The management information display LED 74 repeatedly displays the ratios of the following five items 1) to 5) at predetermined intervals. 1) Either the advantageous zone ratio (cumulative) (7U.) or the instructed role ratio (cumulative) (7P.) 2) Ratio of consecutive wins (6000 games) (6 years) 3) Ratio of winning combinations (6000 games) (7 years) 4) Continuous feature ratio (cumulative) (6A.) 5) Gambling ratio (cumulative) (7A.)
[0045] For example, when displaying the reel ratio (cumulative), if the ratio is "50"%, the symbol "7A." indicating the reel ratio (cumulative) is displayed in the identification segment, and "50" is displayed in the ratio segment. Here, "cumulative total" refers to the sum of the values that have been counted up to that point, and in this embodiment, counting continues until it reaches at least 175,000 games played. When the cumulative total is less than 175,000 games played, the ratio is displayed, for example, by flashing, and when it is 175,000 games played or more, the ratio is displayed, for example, by lighting. Even after the cumulative total reaches 175,000 games played or more, it continues to add up until it reaches a value (upper limit) that can be stored in a specified address of the RWM 53. In addition, "6000 games" refers to the total number of games played over 15 sets, each of which is 400 games played.
[0046] The "benefit zone ratio" refers to the ratio (proportion) of time spent in the benefit zone to the total play zone (non-benefit zone + benefit zone). Specifically, if the number of plays in the total play zone is "1000" and the number of plays in the benefit zone between them is "700", the benefit zone ratio is "70%". The "ratio of special features with instructions" is the sum of the number of payouts when the special feature is activated and the number of payouts in games where the instruction function is activated, divided by the total number of payouts. In slot machines that do not have special features, the "ratio of special features with instructions" is the number of payouts in games where the instruction function is activated divided by the total number of payouts. The sum of the number of payouts when the device is activated and the number of payouts in a game in which the instruction function is activated is counted by an instruction-included device counter.
[0047] Furthermore, the "number of payouts in a game in which the instruction function is activated" is determined based on the operation of the stop switch 42 in accordance with the pressing order displayed by the activation of the instruction function; for example, when 10 bells are won, "10" is added to the instruction-included device counter. On the other hand, in a game in which the instruction function is activated, if the stop switch 42 is operated in a different order from the order displayed, and, for example, one bell is won, "1" is added to the instruction-included device counter. Similarly, in a game in which the instruction function is activated, if the stop switch 42 is pressed in a different order from the displayed order and a winning combination is missed (when the combination is not won), the instruction-included combination counter will not be incremented. In other words, the count value from the previous game will remain the same.
[0048] When a common bell is won during AT, the instruction function is activated in the same way as when a push order bell is won, and push order instruction information (dummy) is displayed on the winning number display LED 78, or the instruction function is not activated. If the instruction function is activated when a common bell is won, the number of payouts in that game is added to the instruction-included device counter.
[0049] On the other hand, if the common bell is won and the instruction function is not activated, the payout number for that game will not be added to the instruction function counter. However, the total payout number will be added to the counter. In this case, the sub-control board 80 may notify the correct button pressing order by image or sound.
[0050] "Continuous feature ratio" refers to the ratio of the number of payouts when the first-class special feature (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to the "number of payouts during 1BB activation to the total number of payouts." For example, if the total number of payouts for 6000 games is 2000, and of that, the number of payouts when the "Type 1 special feature (RB)" is activated is 500, the "consecutive feature ratio (6000 games)" will be 25 (%).
[0051] In addition, "role ratio" refers to the ratio of the number of payouts when a role is activated to the total number of payouts. Here, "role" includes not only the above-mentioned first-class special role, but also second-class special role (CB), MB (also called 2BB. Second-class role continuous operation device. CB operates continuously), and SB (single bonus). In addition, for gaming machines that do not have the function corresponding to the above five items, the ratio segment will be displayed as "--". For example, if the machine is not equipped with an "RB (Type 1 special feature)," there is no continuous feature ratio, so when the ratio display numbers "2" and "4" are displayed, the ratio segment is displayed as "--." As described above, the management information display LED 74 displays five types of ratios, but also displays a test pattern at a predetermined timing when a predetermined condition is met.
[0052] In addition, the rules stipulate that the ratio of advantageous zones and the ratio of instructed roles should be 70% or less. It also states that the ratio of roles should be 70% or less, and the ratio of consecutive roles should be 60% or less. Therefore, by looking at the information displayed on the management information display LED 74, it is possible to confirm whether or not the value is within the range stipulated by the regulations.
[0053] A gaming machine with a specification that sets the advantageous zone ratio at 70% or less is called a "7U" type, and a gaming machine with a specification that sets the instruction-included device ratio at 70% or less is called a "7P" type. Gaming machines with advantageous zones are either "7U" type or "7P" type. In the case of the "7U" type, the advantageous zone ratio (cumulative) is displayed on the management information display LED 74, and in the case of the "7P" type, the instruction-included device ratio (cumulative) is displayed. In the "7U" type, the ratio of the advantageous zone to the total playing zone must be "70"% or less, but in the "7P" type, the number of payouts paid out by the operation of the instruction function and the operation of the device must be 70% or less of the total number of payouts, and for example, the entire period of the playing zone, or most of it, may be an advantageous zone.
[0054] For example, when moving to a non-favorable zone, the probability can be set to 100% to win the favorable zone lottery, or the probability can be set to almost 100% (for example, about 98%) to win the favorable zone lottery, or the probability can be set to a high probability (for example, 70%) to win the favorable zone lottery. The "7U" type cannot refer to the set value itself to perform processing related to the instruction function (for example, AT lottery), but the "7P" type can refer to the set value itself to perform processing related to the instruction function.
[0055] The management information display LED 74 can also be applied to pachinko gaming machines as a performance display monitor. In this case, the management information display LED 74 (performance display monitor) is composed of a two-digit identification segment and a two-digit ratio segment, just like in slot machines (slot machines). It sequentially displays the real-time (currently being measured) base value for every 60,000 out balls (the "base value" indicates the number of safe balls per 100 out balls), as well as the base values for the previous, second, and third times before for every 60,000 out balls. For example, the identification segment for the real-time base value is displayed as "bL.", the identification segment for the base value one time before is displayed as "b1.", the identification segment for the base value two times before is displayed as "b2.", and the identification segment for the base value three times before is displayed as "b3." In this way, the management information display LED 74 is not limited to slot machines among gaming machines, but is also applicable to pachinko gaming machines.
[0056] "RT" means that the type (number) of roles to be drawn and their winning probability are in a specific lottery state, and "RT transition" means that by transitioning from one RT to another RT, the winning probability of at least one replay to be drawn changes. Therefore, the type of replay and its winning probability in one RT are values specific to that RT, and the types of replays and their winning probabilities will not all be the same in one RT and another RT. However, it is acceptable for the total value of the replay winning probability to be the same in one RT and another RT. Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0." Therefore, when "RT" is mentioned in this specification, it includes non-RT.
[0057] First Embodiment The first embodiment will be described below with reference to the drawings. FIG. 1 is a block diagram showing an outline of the control of a slot machine 10, which is an example of a gaming machine according to the first embodiment. The slot machine 10 includes a main control board 50 and a sub-control board 80 as typical control boards. The main control board 50 has an input port 51 and an output port 52, and is equipped with a RWM 53, a ROM 54, a main CPU 55, etc. (this does not mean that it is equipped with only the components shown in FIG. 1).
[0058] 1, a main control board 50 and peripheral devices for game progression, including operation switches such as the bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection part to which signals from the operation switches and the like are input, and the output port 52 is a connection part to which signals are transmitted to peripheral devices such as the motor 32. In Figure 1, input peripheral devices are indicated by arrows pointing from the signals from the peripheral devices to the main control board 50, and output peripheral devices are indicated by arrows pointing from the main control board 50 to the peripheral devices (the same applies to the sub-control board 80).
[0059] The RWM 53 is a storage medium capable of storing (updating) various data (variables) based on the progress of the game, etc. The ROM 54 is a storage medium that stores programs and various data (for example, data tables) necessary for the progress of the game. The main CPU 55 refers to a CPU (IC with calculation functions) installed on the main control board 50, which executes programs and performs calculations necessary for the progress of the game, and specifically performs the drawing of winning roles, drive control of the reels 31, and payouts when a prize is won.
[0060] Furthermore, an MPU including a RWM 53, a ROM 54, a main CPU 55, and a register is mounted on the main control board 50. The RWM 53 and ROM 54 may be mounted inside the MPU or may be provided externally. Incidentally, an MPU including a RWM 83, a ROM 84, and a sub-CPU 85 is also mounted on a sub-control board 80, which will be described later. Incidentally, the RWM 83 and the ROM 84 may be provided externally instead of being mounted inside the MPU.
[0061] In FIG. 1, a medal inserted through a medal insertion slot 47 is sent to the inside of the medal selector. As shown in Figure 1, the medal selector is provided with (but is not limited to) a passage sensor 46, a blocker 45, and an insertion sensor 44 (a pair of insertion sensors 44a and 44b), which are electrically connected to the main control board 50. A medal inserted through the medal insertion slot 47 is first detected by the passage sensor 46.
[0062] Furthermore, a blocker 45 is provided downstream of the path sensor 46. The blocker 45 is used to permit / prohibit the insertion of medals, and when the insertion of medals is prohibited, it forms a medal path that returns medals inserted through the medal insertion port 47 from the payout port. On the other hand, when the insertion of medals is permitted, it forms a medal path that guides medals inserted through the medal insertion port 47 to the hopper 35. The blocker 45 is composed of, for example, a switching member that blocks an opening (the opening that leads to the medal return port) formed in part of the medal path in the medal selector to form a medal path for guiding medals to the hopper 35 side, and an actuator for driving the switching member, etc.
[0063] Here, the blocker 45 does not permit the insertion of medals during a game (from the time when the reels 31 start to spin until all the reels 31 stop, and until the end of the payout corresponding to the winning combination in the case of a winning combination). In other words, the blocker 45 permits the insertion of medals at least when a game is not being played.
[0064] Within the medal selector, a throw-in sensor (optical sensor) 44 is provided further downstream of the blocker 45. In this embodiment, the throw-in sensor 44 consists of a pair of throw-in sensors 44a and 44b arranged a predetermined distance apart, and is configured so that a medal is detected by one throw-in sensor 44a and then detected by the other throw-in sensor 44b a predetermined time later. Whether the correct medal has been thrown in is determined based on the timing at which the pair of throw-in sensors 44 turn on and off, respectively.
[0065] As shown in FIG. 1, the main control board 50 is electrically connected to operation switches operated by the player, including a bet switch 40 (40a or 40b), a start switch 41, a (left, center, right) stop switch 42, and a settlement switch 43. Here, "operation switch (or simply "switch")" refers to a device (including an electrical circuit and / or electrical components) that switches an electrical signal on / off based on (receiving external force from) the operation of an operating object by a player (operator), and does not limit the shape of the operating object operated by the player.
[0066] When the operation switch is in the OFF state, for example, light from the light-emitting element continues to be incident on the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the OFF state). Then, when the operation switch (operator) is operated by a player or the like, the light from the light-emitting element does not enter the light-receiving element. When this state is detected, an electrical signal indicating that the operation switch has entered the ON state is sent to the main control board 50. Note that, conversely to the above, the operation switch may be configured so that when the operation switch is in the OFF state, light from the light-emitting element does not enter the light-receiving element, and the ON state is entered when light from the light-emitting element enters the light-receiving element.
[0067] In this embodiment, the operating body of the start switch 41 is lever (rod) shaped (for this reason, it is also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, stop switch 42, and settlement switch 43 are push button shaped (for this reason, they are also referred to as the "bet button (switch) 40," "stop button (switch) 42," and "settlement button (switch) 43").
[0068] Although not shown in Fig. 1, an LED (light emitting means) is provided on the operating body of the operation switch and / or around or near it. When the operation acceptance of the operation switch is in an permitted state, the LED or the like corresponding to the operation switch emits blue light, for example, and when the operation acceptance of the operation switch is in a prohibited state, the LED or the like of the operation switch emits red light, for example, to indicate to the player the permitted / prohibited state of the operation switch.
[0069] Specifically, for example, when all reels 31 are spinning and a stop switch 42 is ready to be operated, the LEDs of all stop switches 42 are illuminated blue to indicate to the player that they are ready to be operated. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is controlled to stop. The remaining stop switches 42 then become operable after the excitation state of the motor 32 corresponding to the stopped reel 31 ends and the detection sensor 42e of the operated stop switch 42 turns off. Therefore, during this time, the LEDs of all stop switches 42 are illuminated red. When the excitation state of the motor 32 corresponding to the operated stop switch 42 ends and the detection sensor 42e corresponding to that stop switch 42 turns off, the LEDs of the stop switches 42 that have already been operated continue to emit red light, but the LEDs of the stop switches 42 that have not yet been operated emit blue light.
[0070] The bet switch 40 is an operation switch operated by a player when betting stored medals for the current game. In this embodiment, it is provided with a 1-bet switch 40a for inserting one medal and a 3-bet switch 40b for inserting three medals (maximum number, specified number). However, this is not limiting, and a bet switch for betting two coins may be provided.
[0071] The specified number may be predetermined depending on whether the special feature is inactive or active. In this case, for example, it is set to three medals when the special feature is inactive, when the SB is active, or when the 1BB is active, and two medals when the 2BB is active. Operating the 1-bet switch 40a twice allows two medals to be inserted, and operating it three times allows three medals to be inserted. Also, when the specified number is three medals, operating the 3-bet switch 40b allows three medals to be inserted at once, and when the specified number is two medals, operating the 3-bet switch 40b allows two medals to be inserted at once. If the 3-bet switch 40b is operated when a number less than the specified number has already been bet, betting processing is performed so that the number of medals bet becomes three. In addition, the prescribed number may be, for example, set uniformly (regardless of the game state, etc.) to, for example, "3 coins." In the example of the first embodiment below, the prescribed number is always set to "3 coins."
[0072] The start switch 41 is an operating switch that is operated by the player when starting all of the reels 31 (left, center, and right). Furthermore, three stop switches 42 are provided corresponding to the three reels 31 (left, center, right), and are operation switches that are operated by the player when stopping the corresponding reel 31. Furthermore, the settlement switch 43 is an operation switch that is operated by the player when paying out medals bet and / or saved (credited) inside the slot machine 10.
[0073] 1, a display board 75 is electrically connected to the main control board 50. In reality, a relay board is provided between the main control board 50 and the display board 75, and the main control board 50 and the relay board, and the relay board and the display board 75 are connected to each other, but the relay board is not shown in FIG. 1. In this way, the main control board 50 and the display board 75 may be directly connected by a harness or the like, or another board may be interposed between them. Furthermore, the control boards are not necessarily connected directly to each other by harnesses or the like, but may be connected via other separate boards (relay boards or the like). For example, one or more other separate boards (relay boards or the like) may be interposed between the main control board 50 and the sub-control board 80.
[0074] The display board 75 is equipped with a credit number display LED 76 and an acquisition number display LED 78 . The credit number display LED 76 is an LED that displays the number of medals stored (credited) inside the slot machine 10, and is composed of two digits, an upper digit and a lower digit.
[0075] The winning number display LED 78 is an LED that displays the payout number (the number of winnings of the player) when a winning combination is achieved, and is composed of two digits, a high-order digit and a low-order digit, just like the credit number display LED 76. The acquired number display LED 78 may be controlled to be turned off when there are no medals to be paid out. Alternatively, the upper digits may be turned off and only the lower digits may be displayed as "0".
[0076] Furthermore, the acquisition number display LED 78 normally displays the acquisition number, but when an error occurs, it functions as an LED that displays the content (type) of the error. Furthermore, in a game in which the push order is notified during AT, the winning number display LED 78 functions as an LED that displays push order instruction information (notifies an advantageous push order). Therefore, the winning number display LED 78 in this embodiment is an LED that also displays the number of wins, error content, and push order instruction information. However, it is not limited to this, and it is of course possible to provide a dedicated LED or the like that displays push order instruction information. During the AT, the advantageous pressing order is also notified by the image display device 23 connected to the sub-control board 80.
[0077] In FIG. 1, a main control board 50 is electrically connected to a motor (a stepping motor in this embodiment) 32 of the symbol display device and the like. The symbol display device includes (three in this embodiment) reels 31 that display symbols, motors 32 that drive each of the reels 31, and a reel sensor 33 that detects the position of the reels 31.
[0078] The motor 32 serves as a driving means for rotating the reels 31, is connected to the rotation center of each reel 31, and is controlled by a reel control means 65, which will be described later. Here, the reels 31 consist of a left reel 31, a center reel 31, and a right reel 31, and the stop switch 42 operated to stop the left reel 31 is the left stop switch 42, the stop switch 42 operated to stop the center reel 31 is the center stop switch 42, and the stop switch 42 operated to stop the right reel 31 is the right stop switch 42. The left reel 31 may be referred to as the first reel 31, the center reel 31 may be referred to as the second reel 31, and the right reel 31 may be referred to as the third reel 31.
[0079] The reel 31 is ring-shaped, and has a reel tape attached to its outer periphery on which a number of types of symbols (symbols that make up symbol combinations corresponding to winning combinations) are printed. Each reel 31 is provided with one index (or two or more). The index is provided in a convex shape on the circumferential surface of the reel 31, for example, and is used to detect whether the reel 31 has passed a predetermined position, whether it has made one rotation, etc. Each index is detected by a reel sensor 33. A signal from the reel sensor 33 is electrically connected to the main control board 50. When an index detects (turns off) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.
[0080] In addition, the symbols on the reference position at the moment when the reel sensor 33 detects the index of the reel 31 are stored in advance in the ROM 54. This makes it possible to detect the symbols on the reference position at the moment when the index is detected. Furthermore, it becomes possible to identify how many pulses the (stepping) motor 32 needs to be driven from the moment when the reel sensor 33 detects the index of the reel 31 to stop the symbol on the pay line, counting from the symbol on the reference position.
[0081] In addition, a medal payout device is electrically connected to the main control board 50. The medal payout device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when paying out medals from the hopper 35 through a payout opening, and a payout sensor 37 that detects medals paid out from the hopper motor 36.
[0082] The medals that are received through the medal insertion port 47 and accepted (determined to be normal) are configured to be stored in the hopper 35 . In this embodiment, the payout sensor (optical sensor) 37 comprises a pair of payout sensors 37a and 37b arranged a predetermined distance apart. When a medal is paid out, a predetermined moving member is moved by the medal. The movement of the predetermined moving member turns the payout sensors 37a and 37b on / off. Whether the medal has been paid out correctly is determined based on whether the payout sensors 37a and 37b have been turned on / off within a predetermined time range.
[0083] For example, if the pair of payout sensors 37 are not detected as being on even though the hopper motor 36 is being driven, it is determined that no medals have been paid out, and a hopper error (no medals) is detected. On the other hand, when at least one of the payout sensors 37 continues to output an ON signal, it is detected that a medal jam has occurred.
[0084] When a player starts a game, he or she either inserts pre-credited medals by operating the bet switch 40 (a reserve bet) or deposits medals through the medal insertion slot 47 (a maintenance bet). When the start switch 41 is operated after the specified number of medals for the game have been bet, a signal is generated and input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, described later) performs a lottery using the winning combination lottery means 61 and controls the driving of all motors 32 to rotate all reels 31. As the reels 31 are rotated by the motors 32 in this way, the symbols on the reels 31 are displayed moving up and down within the display window at a predetermined speed.
[0085] Then, the player presses a stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, a signal is generated at that time and input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, which will be described later) drives and controls the motor 32 corresponding to that stop switch 42, and performs stop control of the reel 31 related to that motor 32 so as to correspond to the lottery result of the role lottery means 61 (the result determined by the internal lottery means).
[0086] The game result of the current game is displayed based on the symbol combination when all reels 31 stop. Furthermore, when a symbol combination corresponding to any winning combination stops on an active line (when that winning combination is won), medals corresponding to the winning combination are paid out.
[0087] Next, the specific configuration of the main control board 50 will be described. 1, the main CPU 55 of the main control board 50 includes the following role selection means 61. The following means in this embodiment are examples, and are not limited to the means shown in this embodiment.
[0088] The role lottery means 61 draws (determines, selects) winning numbers. For this reason, the role lottery means 61 is also referred to as "winning number lottery (determines, selects) means." Here, "drawing of winning numbers by the role lottery means 61" is the same as "internal lottery" in the Amusement and Entertainment Act Regulations (regulations regarding the certification and model inspection of gaming machines, etc.; hereinafter simply referred to as "the Regulations"), and the result of the lottery by the role lottery means 61 is the same as "the result determined by internal lottery" in the Regulations. Therefore, the role lottery means 61 is also referred to as "internal lottery means 61," an expression that conforms to the Regulations. The winning lottery means 61 includes, for example, a random number generating means for the lottery (such as a hardware random number generator), a random number extracting means for extracting the random numbers generated by the random number generating means, and a winning number determining means for determining the winning number based on the random number value extracted by the random number extracting means.
[0089] The random number generating means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal notation). The random numbers are generated by a counter that counts one cycle, for example, every 200 n (nano) seconds, from "0" to "65535," and the counter continues to count random numbers while the slot machine 10 is powered on.
[0090] The random number extraction means extracts the random number generated by the random number generation means at a predetermined time, in this embodiment, when the player operates (turns on) the start switch 41. The determination means determines the winning number corresponding to the area to which the random number value belongs by comparing the random number value extracted by the random number extraction means with a lottery table described later.
[0091] When the winning number is determined by the role lottery means 61, a condition device number (a prize and replay condition device number, and a role condition device number) is determined based on the winning number, and the prize and replay condition devices and role condition devices that can be operated in the game are determined. For this reason, the role lottery means 61 is also called a condition device number determination (lottery or selection) means, a winning role determination (lottery or selection) means, etc. The "Gem Condition Device Number" is the condition device number corresponding to the special role (Gem). Furthermore, the "winning and replay condition device number" is a condition device number corresponding to a small win or a replay.
[0092] The winning flag control means 62 controls the on / off of a winning flag corresponding to each role based on the lottery result by the role lottery means 61. In this embodiment, a winning flag is provided for each role for all roles. When any role is won in the lottery by the role lottery means 61, the winning flag for that role is turned on (the winning flag is set). Note that winning roles can be classified into two cases: when there is one winning role (single win) and when there are multiple winning roles (multiple win).
[0093] The push order instruction number selection means 63 selects (determines) the push order instruction number (the number corresponding to the correct push order) based on the result of the lottery for the winning number by the role lottery means 61 (when the push order bell or push order replay is won). The "push order" of the push order instruction number selected here refers to the push order that is advantageous to the player (correct push order). For example, when the push order bell is won, it refers to the push order that will result in a high bell (correct push order). Also, when a replay is won multiple times, it refers to the push order that will promote the player to an advantageous RT or prevent the player from falling into an unfavorable RT.
[0094] In this embodiment, each winning number is provided with its own unique push order instruction number. Then, when a push order bell or push order replay is won during the AT, the main control board 50 displays push order instruction information corresponding to the push order instruction number, specifically information such as "=*" ("*" = 1, 2, ...), on the above-mentioned winning number display LED 78. In this way, the function of displaying push order instruction information when a condition device with an advantageous push order is activated is also called an instruction function. Also, when the push order bell or push order replay is won during the AT, the main control board 50 sends a command corresponding to the push order instruction number to the sub-control board 80 at the start of the game (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives this command, it displays the correct button press order on the image display device 23.
[0095] Note that the push order instruction number selected by the main control board 50 can only be transmitted to the sub-control board 80 during the advantageous zone (AT). Therefore, even if a push order instruction number is selected by the push order instruction number selection means 63 during the normal zone, that push order instruction number will not be transmitted to the sub-control board 80. Note that it is not necessary to select a push order instruction number during the normal zone.
[0096] The effect group number selection means 64 selects an effect group number corresponding to the winning number, and a number to be transmitted to the sub-control board 80 . Here, the effect group number corresponding to the winning number is determined in advance. Then, when the winning number is determined by operating the start switch 41, the effect group number selection means 64 selects the effect group number corresponding to the winning number of that game, and the main control board 50 transmits the selected effect group number to the sub-control board 80. The sub-control board 80 outputs an effect related to the winning role based on the received effect group number. Unlike the above-mentioned push order instruction number, the effect group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.
[0097] In addition, the main control board 50 does not transmit the winning number for that game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number for that game. However, since the sub-control board 80 receives an effect group number for each game, it is able to output an effect based on the received effect group number. However, even when the push order bell or push order replay is won, the correct push order cannot be determined from the effect group number, so the sub-control board 80 does not announce the correct push order based on the effect group number. In contrast, during AT, when the push order bell or push order replay is won, the main control board 50 sends a push order instruction number to the sub-control board 80. This allows the sub-control board 80 to announce the correct push order based on the received push order instruction number.
[0098] When the reel control means 65 receives a command to start the rotation of the reels 31, particularly when it detects the operation of the start switch 41 in this embodiment, it controls all (three) reels 31 to start rotating. Furthermore, after the winning number is determined by the role drawing means 61, the reel control means 65 refers to the on / off state of the winning flag for the current game and selects a stop position determination table corresponding to the on / off state of the winning flag, and when the stop switch 42 is operated, determines the stop position of the reel 31 corresponding to the stop switch 42 based on the timing when the operation of the stop switch 42 is detected, and drives and controls the motor 32 to stop the reel 31 at the determined position.
[0099] For example, in a game in which at least one winning flag is on, the reel control means 65 controls the reel 31 to stop so that a symbol combination corresponding to a winning role (a role for which the winning flag is on) can be stopped on an effective line within the range of the stop control of the reel 31, and also controls the reel 31 to stop so that a symbol combination corresponding to a role other than the winning role (a role for which the winning flag is off) cannot be stopped on an effective line.
[0100] Here, "within the range of the stop control of the reel 31" means the range of the time from the moment the stop switch 42 is operated until the reel 31 actually stops or the range of the amount of rotation of the reel 31 (number of moving symbols (frames)). In this embodiment, the reel 31 rotates at a constant speed of approximately 80 rotations per minute. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reels 31 are stopped is set to within 190 ms, except for a predetermined reel 31 during MB operation (for example, the center reel 31). As a result, in this embodiment, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reels 31 are stopped is set to four symbols, except for a predetermined reel 31 during MB operation.
[0101] On the other hand, for a predetermined reel 31 during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set to within 75 ms. As a result, for a predetermined reel 31 during MB operation, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to one symbol.
[0102] Then, at the moment when the operation of the stop switch 42 is detected, if any of the symbols within the range of the stop control of the reel 31 is a symbol that should be stopped on a predetermined effective line, when the stop switch 42 is operated, the symbol is controlled to stop on the predetermined effective line. In other words, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated and the symbol of the winning combination corresponding to the winning number does not stop on the predetermined effective line, the reel 31 is controlled to rotate and move within the range of the stop control of the reel 31 until the reel 31 is stopped, thereby controlling the symbol of the winning combination corresponding to the winning number to stop on the predetermined effective line as much as possible (pull-in stop control).
[0103] Conversely, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated, and a symbol combination of a winning combination that does not correspond to the winning number stops on an effective line, the reel 31 is controlled to rotate and move within the range of the stop control of the reel 31 when the reel 31 stops, so that the symbol combination of a winning combination that does not correspond to the winning number does not stop on an effective line (kick-off stop control). Furthermore, in a game where multiple winning combinations are achieved (for example, when the push order bell is achieved), the priority of the winning combinations is predetermined according to the order in which the stop switch 42 is pressed and the timing of operation of the stop switch 42, and the pulling-in stop control of the symbol associated with the most prioritized combination is performed according to the predetermined priority.
[0104] The winning determination means 66 determines whether or not the symbol combination of the reels 31 that has stopped on the pay line corresponds to any winning combination when the reels 31 have stopped. Here, the winning determination means 66 does not actually detect whether the symbol combination corresponding to the winning combination has stopped on an active line. Specifically, based on the condition device operated in the game and the pressing order of the stop switch 42 and / or the operation timing of the stop switch 42, the winning determination means 66 determines in advance the symbol combination that will stop on an active line before the reels 31 actually stop, or determines in advance the symbol combination that will stop on an active line after the reels 31 have stopped.
[0105] The control command transmission means 71 transmits to the sub-control board 80 information (control commands) required for the performance to be output by the sub-control board 80. Control commands include, for example, information when the bet switch 40 is operated, information when the start switch 41 is operated, push order instruction number (only during AT and when the winning number with the correct push order is won), performance group number, RT (game status) information, information when the stop switch 42 is operated, information on the winning role, etc.
[0106] The main control board 50 is provided with a set value display LED 73 . The "setting value" relates to the degree of advantage of the player, and although not shown in the figure, in this embodiment, there are six levels, from setting 1 to setting 6. The higher the setting value, the higher the degree of advantage of the player. Furthermore, when the power is off and a setting key switch (corresponding to the setting key switch 152 in FIG. 112 (fifth embodiment) described later) is turned on and the power is turned on in this state, the device transitions to a setting change state (setting change mode) in which the setting values can be changed. At this time, an initialization process (RWM clear process) is executed to initialize a predetermined storage area of the RWM 53. Furthermore, when the setting key switch is turned on while the power is on, the setting value cannot be changed, but the device enters a setting confirmation state (setting confirmation mode) in which the setting value can be confirmed.
[0107] In FIG. 1, a sub-control board 80 controls the selection and output of effects (information) during a game and during game standby. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71) transmits the information (control commands) necessary for outputting the performance unidirectionally to the sub-control board 80 via parallel communication. The main control board 50 and the sub-control board 80 are not limited to being electrically connected, but may be connected using optical communication means. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, but may be serial communication, or serial communication and parallel communication may be used together.
[0108] Similar to the main control board 50, the sub-control board 80 includes an input port 81, an output port 82, a RWM 83, a ROM 84, a sub-CPU 85, and the like. The sub-control board 80 is electrically connected to the following performance peripherals such as the performance lamps 21 shown in Fig. 1 via the input port 81 or the output port 82. However, the performance peripherals are not limited to these. The RWM 83 is a storage medium that can temporarily store data and the like that is captured when the sub-CPU 85 controls the performance. The ROM 84 is a storage medium for storing programs and various data for performing lotteries related to effects as performance data.
[0109] The effect lamps 21 are made up of, for example, LEDs, and light up in a predetermined pattern when predetermined conditions are met. The effect lamps 21 include a back lamp that is arranged on the inner periphery of each reel 31 and illuminates the symbols displayed on the reel 31 (three consecutive symbols visible through the display window) from behind, a fluorescent lamp that illuminates the symbols on the reel 31 from above the reel 31, and a frame lamp that is arranged in front of the front door of the slot machine 10 and flashes when a winning combination is achieved.
[0110] The speaker 22 also outputs a predetermined sound when a predetermined condition is met in order to perform various effects during a game. Furthermore, the image display device 23 consists of an LCD display, an organic EL display, a dot display, etc., and displays various presentation images during play (such as the correct button press sequence, presentations corresponding to the conditional devices activated in the game), game information (such as the number of plays and number of coins won when the special device is activated or during the advantageous zone (AT)), etc.
[0111] 2 is a diagram showing the arrangement of symbols on the reels 31 in the first embodiment. As shown in FIG. 2, in the first embodiment, each reel 31 consists of 20 frames. In the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to "4". Therefore, if four predetermined symbols are arranged on one reel 31 at intervals of five symbols, the predetermined symbols can always be stopped and displayed on an active line, regardless of the position at which the stop switch 42 is operated. Specifically, for example, on the left reel 31, "replays" are arranged at numbers 17, 12, 7, and 2. Therefore, four "replays" are arranged at intervals of five symbols on the left reel 31. Therefore, for the left reel 31, "replays" can always be stopped on an active line, regardless of the timing at which the left stop switch 42 is operated. This symbol arrangement is sometimes referred to as a "PB=1 arrangement." On the other hand, a symbol arrangement other than this is sometimes referred to as a "PB≠1 arrangement."
[0112] On the left reel 31, "Replay," "Watermelon," and "Bell A" are each in the "PB=1" configuration. Also, on the center reel 31, "Replay", "Bell A", and "Bell B" are each arranged as "PB=1". Furthermore, on the right reel 31, "Replay", "Watermelon", and "Bell A" are each arranged as "PB=1". Furthermore, for example, on the left reel 31, the combination of the two symbols "Blank B" and "Cherry" results in a "PB=1" arrangement. Therefore, regardless of when the left stop switch 42 is operated, either the "Blank B" or the "Cherry" can be stopped and displayed on the active line. In this way, there are locations where the combination of the two symbols results in a "PB=1" arrangement. Furthermore, for example, on the left reel 31, the four symbols "white bar," "red 7," "black bar," and "blank A" are arranged in a "PB=1" configuration in total. Therefore, no matter when the left stop switch 42 is operated, any one of the "white bar," "red 7," "black bar," and "blank A" can be stopped on an active line. In this way, there are locations where the four symbols are arranged in a "PB=1" configuration in total.
[0113] FIG. 3(A) is a diagram showing the display window 18, the relative positions of the reels 31, and the pay lines (display lines that display symbol combinations). This can be done.
[0114] In the first embodiment, the pay line is one line in the middle horizontal row. Each reel 31 is arranged so that three consecutive symbols are visible from above and below through the display window 18. Therefore, a total of nine symbols (frames) are visible through the display window 17 of the slot machine 10. In the first embodiment, the positions of the symbols when stopped as seen through the display window 18 are referred to as the "top row," "middle row," and "bottom row" from top to bottom, and in the case of the left reel 31, they are referred to as the "top left row," "middle left row," and "bottom left row," respectively.
[0115] 4 to 11 are diagrams showing types of winning combinations (winning combinations corresponding to winning numbers drawn by the winning combination drawing means 61), symbol combinations, payout numbers, and the like in the first embodiment. As shown in Figure 4, the game states in the first embodiment include when the special device is not activated (non-special game state) and when the RB is activated (when the special device is activated, special game state), and the specified number (number of bets) for these game states is set to "3". As shown in FIG. 4, the only special role (role) is 1BB (first-class role continuous operation device; first-class big bonus) with role number "001". When 1 BB is won, the win is carried over to the next game until 1 BB is won. A state in which 1 BB is not carried over is called "non-internal," and a state in which 1 BB is carried over is called "internal." A game in which 1 BB is won is also called "non-internal." In other words, when referring to "internal," it refers to a state in which 1 BB was won by the previous game. The timing of the transition to internal can be set as appropriate. For example, in a game in which 1 BB is won, the transition to internal 1 BB may occur after all reels 31 have stopped, or the transition to internal 1 BB may not occur in the game in which 1 BB is won, but may occur in the next game. If you win 1BB in a non-special game state (when the device is not activated), and 1BB is awarded, no medals will be paid out for this game, but from the next game onwards, you will transition to 1BB game (special game state), and during 1BB game, the RB will be in a continuous operation state (device activated) until the conditions for ending 1BB game are met. Here, in the first embodiment, it is not assumed that 1BB will win, and the game is played while inside 1BB. Unlike 1BB, which is won and carried over to the next game, replay and small winnings are only valid for the game in question and are not carried over to the next game.
[0116] In addition to the above 1BB, special roles include MB (second-type role continuous operation device; second-type big bonus). If you win MB and the symbol combination corresponding to MB stops on an active line (MB wins), no medals will be paid out in this game, but MB game will start from the next game. During MB game, CB (second type special role) game will be executed continuously. In CB games, regardless of the results of the lottery by the prize lottery means 61, all minor prizes are won in duplicate, and for a specific reel 31 (for example, the left reel 31), the time from the moment the stop switch 42 is operated until the reel 31 stops is within 75 ms (maximum number of moving frames is 1 frame). CB games end after one game. When the number of medals paid out during MB games exceeds a predetermined number, MB games end, and the game returns to the game state before switching to MB games from the next game.
[0117] As shown in Figures 4 to 7, the types of replays in the first embodiment include Replay 01 to Replay 22. When a symbol combination corresponding to any of the replays is stopped and displayed, a replay is performed. The symbol combination for Replay 04 with role number "008" is a "red 7" combination, and as will be described in detail later, when a predetermined condition device including Replay 04 is activated in the winning role, if the stop switch 42 is operated in the predetermined pressing order, the "red 7" combination can be displayed as a stopped combination, and it becomes possible to transition to a sub-bonus (also called "sub-bonus game", which is the same as "AT", and will be described in detail later).
[0118] As shown in FIGS. 7 to 11, the types of small wins in the first embodiment include small wins 01 to 87. Small prizes 01 to 08 are small prizes that will pay out 14 coins, and when a predetermined condition device (a prize A condition device or a prize B condition device described below) is activated, which determines the game result depending on the pressing order, these small prizes can be won by operating the stop switch 42 in a pressing order that will result in a 14-coin prize (also called an ``advantageous pressing order'' or ``correct pressing order''). In addition, small prizes 09 to 13 are small prizes that result in the payout of three coins, and when a specific condition device (a prize C condition device, a prize D condition device, or a prize E condition device, described below) is activated, which results in different game results depending on the pressing order, these small prizes can be won by operating the stop switch 42 in a pressing order that will result in a three-coin prize (also called an "advantageous pressing order" or "correct pressing order" as above). In addition, small prize 14 to small prize 69 (1 piece prize) are prizes that can be won when the stop switch 42 is operated in an unfavorable pressing order when a condition device in which the game result differs depending on the pressing order is activated.
[0119] FIG. 12 is a diagram showing RT transitions in the first embodiment. First, when the RWM 53 is initialized, it transitions to non-RT. The "RWM initialization" here is executed, for example, when the power is turned on with a setting change, and indicates the initialization of the entire range of the RWM 53, including the information on whether 1BB has been won and the initialization of the RT state. When the RT state data is initialized, it becomes "0", and when the RT state data is "0", it corresponds to non-RT. Non-RT is a non-1BB internal event and will continue until 1BB is won. As will be described later, the probability of winning 1BB in a non-RT event is 7564 / 65536 (approximately 11%).
[0120] If the symbol combination corresponding to 1 BB is not stopped and displayed in a game in which 1 BB is won, the next game will be RT1 (within 1 BB). In this embodiment, once RT1 (within 1 BB) is reached, there are no non-winning games of small wins and replays. For this reason, 1 BB does not win in RT1. Therefore, 1 BB wins are limited to games in which 1 BB is won in non-RT. Furthermore, games in which 1 BB is won in this embodiment include a single win of 1 BB and a double win of 1 BB and a small win (win E). In addition, in a game in which 1 BB and a small win (win E) are won double, the symbol corresponding to the small win (win E) is stopped and displayed preferentially, so 1 BB does not win in that game. Therefore, the only time 1BB can be won is when 1BB is won alone in a non-RT game (as will be described later, the probability is 4 / 65536). Therefore, such a case rarely occurs. On the other hand, when a symbol combination corresponding to 1BB is displayed in a game in which 1BB is won, the game enters a 1BB operation (RB operation) (special game state), and continues until the end conditions of 1BB operation are met (for example, until 100 coins are paid out). When the end conditions of 1BB operation are met, the game transitions to non-RT again.
[0121] Figures 13 to 18 are diagrams showing the number of symbols to be set (probability of winning) for each winning number in the first embodiment. Figures 13 and 14 show the number of symbols to be set for non-RT, Figures 15 and 16 show the number of symbols to be set for RT1, and Figures 17 and 18 show the number of symbols to be set during RB operation. The winning probability is calculated by dividing the value in each number table by 65536. For example, in Figure 13, the winning number "1" (Replay A) is 8943 for all settings, so the winning probability is 8943 / 65536 (approximately 1 / 7.3). Also, the "setting value" relates to the degree of advantage of the player, as in the first embodiment, and has six levels, "setting 1" to "setting 6". In this way, the number of settings is determined for each RT (game state) and each setting value.
[0122] Furthermore, in each number table, "advantageous zone" indicates whether or not a lottery for transitioning to the advantageous zone will be held. "○" means that a lottery for transitioning to the advantageous zone will be held when the winning number is drawn, and "?" means that a lottery for transitioning to the advantageous zone will not be held when the winning number is drawn. "-" means that the number is not subject to the lottery and therefore will not be subject to the lottery for the advantageous zone (because the number drawn is "0"). Furthermore, in this embodiment, when a lottery for transitioning to the advantageous zone is held, it is set so that there is a 1 / 1 probability of winning the advantageous zone. For example, if the game is in the normal zone and the winning number "1" (replay A) in FIG. 13 is won, the game will definitely win the transition to the advantageous zone, and the game will become an advantageous zone from the next game. In addition, when you are in a favorable zone, the lottery to move to the favorable zone will not be held. 13 and 15, in both non-RT and RT1, when the winning number "2" (Replay B) is won, the lottery for shifting to the advantageous zone is not executed, and the player does not shift to the advantageous zone. Therefore, when the winning number "2" is won in the normal zone, the next game will also be in the normal zone. Furthermore, as shown in Figure 16, when the winning numbers "60" to "71" (winning numbers E1 to 12) are won in RT1, the lottery for shifting to the advantageous zone is not executed, so there is no shift to the advantageous zone. Therefore, as with the winning number "2," when the winning numbers "60" to "71" are won in the normal zone, the next game will also be in the normal zone. In addition, it is also possible to determine a winning number that will move to the advantageous zone without executing a lottery for moving to the advantageous zone, and when that winning number is won, the player will move to the advantageous zone from the next game. For example, when the player wins a winning number that has a "○" in the advantageous zone column in each of the number setting tables shown in Figures 13 to 16, the player may move to the advantageous zone from the next game without executing a lottery for moving to the advantageous zone.
[0123] As shown in Figures 13 and 14, the winning of 1BB in non-RT (non-internal) mode includes the winning number "0", which is a single win, and the winning numbers "60" to "71", which are double wins with prize E. In contrast, there is no chance of winning 1BB in RT1 (internal). Therefore, there is no chance of winning the winning number "0" in RT1. Also, winning numbers "60" to "71" in RT1 will result in a single win of prize E. In this embodiment, the non-RT state occurs after RWM initialization, that is, after power-on with a setting change, as shown in Figure 12. If 1 BB is not won in a game in which 1 BB is won, the state remains RT1 (internal). On the other hand, as will be explained in more detail later, the advantageous zone ends when the difference in number (the number of payouts minus the number of coins inserted) from the start of the advantageous zone exceeds 2400, and the next game after the difference in number exceeds 2400 will be the normal zone. However, since the 1BB win is carried over even after moving to the normal zone, it remains in RT1. Therefore, in the case of this embodiment, after RWM initialization (after the setting is changed), it is a non-RT and normal zone, but if 1 BB is won, it becomes RT1, and if a winning number that moves to a favorable zone is won, the zone will move to the favorable zone from the next game. After entering RT1 and the advantageous zone, if the difference exceeds 2400, the next game will be RT1 and the normal zone. If you win a winning number that transitions to the advantageous zone during RT1 and the normal zone, the next game will be RT1 and the advantageous zone.
[0124] 19 to 26 are diagrams showing condition device numbers, condition devices, winning combinations, and the like. First, the winning combination lottery means 61 draws a winning number with a winning probability corresponding to the above-mentioned number table according to each game state. For example, if the winning number "0" (1BB) is won in a non-RT game, the game becomes a game in which the 1BB condition device with the role condition device number "1" can be activated. Then, in a game in which the 1BB condition device can be activated, the winning combination included in the 1BB condition device, i.e., the symbol combination corresponding to 1BB, can stop on an activated line. Also, for example, if the winning number "1" (Replay A) is won in non-RT, the game will be one in which the Replay A condition device can be activated among the small winning combinations and replay condition devices. In a game in which the Replay A condition device is activated, the winning combination included in the Replay A condition device, specifically any one of the symbol combinations Replay 01, 03 to 05, can stop on an active line.
[0125] Furthermore, in this embodiment, when playing with the Replay B condition device activated, operating the stop switch 42 in the reverse order (push order 321 (right, center, left)) will stop the symbol combination corresponding to Replay 04 (a line of "red 7s"), and operating the stop switch 42 in any other order will stop the symbol combination corresponding to Replay 01. In addition, when playing a game with the Replay A, Replay C to Replay G condition devices activated, the symbol combination corresponding to Replay 01 can be stopped regardless of the order in which the stop switches 42 are pressed. For example, the symbol combination for Replay 01 is "Blank B"-"Blank B"-"Replay" with the combination number "001" in Figure 4, but the "Blank B" on the left and center reels 31 are in the "PB=1" configuration, and the "Replay" on the right reel 31 is in the "PB=1" configuration. Therefore, in a game in which the Replay A to Replay G condition devices are activated, Replay 01 can be stopped and displayed no matter in what order the stop switch 42 is operated.
[0126] In addition, the winning combinations of Replay 01 to 05 included in the Replay B condition device are as follows: Replay 01: "Blank B" - "Blank B" - "Replay" Replay 02: "Bell A" - "Replay" - "Bell A" Replay 03: "White BAR" - "Replay" - "Red 7" Replay 03: "Red 7" - "Replay" - "Red 7" Replay 03: "Black BAR" - "Replay" - "Red 7" Replay 03: "Blank A" - "Replay" - "Red 7" Replay 04: "Red 7" - "Red 7" - "Red 7" Replay 05: "White BAR" - "Red 7" - "Red 7" Replay 05: "Black BAR" - "Red 7" - "Red 7" Replay 05: "Blank A" - "Red 7" - "Red 7" is. Then, in a game when the Replay B condition device is activated, if the "Red 7" can be stopped at the first stop on the right, for example, the "Red 7" is stopped in the middle right row. If the "Red 7" cannot be stopped in the middle right row, the "Replay" is stopped in the middle right row. After stopping "Replay" in the middle right row, then stop "Blank B" in the middle middle row, and then stop "Blank B" in the middle left row.
[0127] On the other hand, after stopping "Red 7" at the first stop on the right, if it is possible to stop "Red 7" in the middle row at the second stop in the middle, "Red 7" will be stopped in the middle row. If "Red 7" cannot be stopped in the middle row, "Replay" will be stopped in the middle row on the right. Furthermore, if "Red 7" is stopped at the first stop on the right and "Replay" is stopped at the second stop in the middle, "White BAR", "Red 7", "Black BAR" or "Blank A" (the four symbols combined make "PB=1") will be stopped at the third stop on the left. This will cause Replay 03 to stop and be displayed. Next, if "Red 7" is stopped at the first stop on the right and at the second stop on the center, and if "Red 7" can be stopped at the middle left row at the third stop on the left, "Red 7" is stopped at the middle left row. This causes the symbol combination of Replay 04 to stop and be displayed. On the other hand, if you cannot stop "Red 7" in the middle left row at the time of the third stop on the left, stop "White BAR", "Black BAR" or "Blank A" in the middle left row. This will cause Replay 05 to stop and be displayed.
[0128] Furthermore, when the first stop is on the left reel 31, "Bell A" is stopped in the left middle row (PB=1). After that, when the center reel 31 stops, "Replay" is stopped in the middle middle row (PB=1), and when the right reel 31 stops, "Bell A" is stopped in the right middle row (PB=1). As a result, Replay 02 is stopped and displayed. The same applies when the first stop is the center reel 31. When the center reel 31 stops, "Replay" is stopped in the middle row, and then when the left reel 31 stops, "Bell A" is stopped in the middle left row, and when the right reel 31 stops, "Bell A" is stopped in the middle right row.
[0129] Furthermore, since RT1 carries over the 1 BB win, when any replay wins, the 1 BB condition device and the winning replay condition device are activated in the game. However, in a game where both 1 BB and replay can be stopped and displayed, priority is given to stopping and displaying the replay. Furthermore, the replay is "PB=1". Therefore, in RT1, there is no case where 1 BB is stopped and displayed in the game when the replay condition device is activated. Furthermore, in RT1, when any of the small roles is won, the 1BB condition device and the winning small role condition device are activated. However, in a game in which both the 1BB and the small role can be stopped and displayed, priority is given to stopping and displaying the small role. Here, the small role includes a small role where "PB=1" and a small role where "PB=1" is not. However, if priority is given to stopping and displaying the small role, the 1BB is not stopped and displayed. In other words, even in a game in which the small role cannot be stopped and displayed, the 1BB is not stopped and displayed. Specifically, when playing by pressing the buttons in order, in order to display a 1BB symbol combination, it is necessary for the left reel 31 to stop with a "blank B" in the middle left row. However, the only symbols on the left reel 31 that are "blank B" are the small symbol 72 with the symbol number "276," the small symbol 76 with the symbol number "280," and the small symbol 78 with the symbol number "282." However, in a game when the small symbol condition device is activated, there is no case where the displayed small symbol 72, the small symbol 76, or the small symbol 78 takes priority. For example, the winning A1 condition device includes the small symbol 72 as a winning symbol, but when pressing the buttons in order, the displayed small symbol 52 or 54 takes priority. From the above, in RT1, there is no game in which the 1BB pattern combination is displayed when any of the condition devices are activated.
[0130] Next, we will explain the so-called push order bell condition device. The push order bell condition device consists of the following types. Winning A Condition Device: Winning A1 Condition Device ~ Winning A16 Condition Device Winning B Condition Device: Winning B1 Condition Device ~ Winning B16 Condition Device Winning C Condition Device: Winning C1 Condition Device ~ Winning C8 Condition Device Winning D Condition Device: Winning D1 Condition Device ~ Winning D12 Condition Device Winning E Condition Device: Winning E1 Condition Device ~ Winning E12 Condition Device The winning A condition device and the winning B condition device are condition devices that make irregular pressing (the first stop on the middle or the first stop on the right) the correct pressing order. When these condition devices are activated, if the pressing order is correct, a small prize with a payout of 14 coins will be won, and if the pressing order is incorrect, a small prize with a payout of 1 coin will be won or the winning will be missed. On the other hand, the winning C condition device is a condition device that makes the push order (first stop on the left) the correct push order. When the winning C condition device is activated, if the push order is correct, a small prize of three coins will be won, and if the push order is incorrect, a small prize of one coin will be won or the prize will be missed. In addition, in the game when the winning D condition device is activated, the first left stop 1 is the correct push order in the game when the winning D1 to D4 condition device is activated, the first middle stop is the correct push order in the game when the winning D5 to D8 condition device is activated, and the first right stop is the correct push order in the game when the winning D9 to D12 condition device is activated. In the game when these condition devices are activated, if the push order is correct, a small role with a payout of 3 coins will be won, and if the push order is incorrect, a small role with a payout of 1 coin will be won or will be missed. Furthermore, in the game when the winning E condition device is activated, when the winning E1 to E4 condition device is activated, the first left stop is the correct push order, when the winning E5 to E8 condition device is activated, the first middle stop is the correct push order, and when the winning E9 to E12 condition device is activated, the first right stop is the correct push order. In the game when these condition devices are activated, if the push order is correct, a small role with a payout of 3 coins will be won, and if the push order is incorrect, a small role with a payout of 1 coin will be won or will be missed.
[0131] Below, we will explain the reel stop control when the condition device is activated by selecting some condition devices related to the push order bell. Also, in the following explanation, even if the winning of 1 BB is carried over in RT1, the stop control related to 1 BB will be omitted. (Example 1) Small role A1 condition device (push order 213 correct answer) For example, in a game in which the winning number is "8" in RT1 and the small win A1 condition device is activated, any of the small wins 01, 14, 32, 52, 54, and 70 to 72 can be won, as shown in FIG. 19. However, the small wins that can actually be won are any of the small wins 01, 14, 32, 52, and 54. The small wins 70 to 72 are control wins (control wins are wins that change the stop control of the reel 31, and are not wins that result in a win). As explained in the first embodiment, when multiple types of minor winning combinations are won simultaneously, the reel 31 is stopped and controlled with priority given to the number of coins if the button presses are correct, and with priority given to the number of coins if the button presses are incorrect. As shown in Figure 19, when the winning A1 condition device is activated, Push order 123 (incorrect): Small role 52, 54 (1 piece) (winning rate "1 / 2") Push order 132 (incorrect): Small role 52, 54 (1 piece) (winning rate "1 / 2") Push order 213 (correct answer): Small prize winning 01 (14 coins) (PB = 1) Push order 231 (incorrect): Small role 14 (winning rate "1 / 2") Push order 312 (incorrect): Small role 32 (winning rate "1 / 8") Push order 321 (incorrect): Small role 32 (winning rate "1 / 8") Each of them can win a prize. In addition, the order of pressing each button shown above is the same as in the first embodiment. Push order 123: Push order left center right Push order 132: Push order left, right, middle Push order 213: Push order middle left right Push order 231: Push order middle right left Push order 312: Push order right left middle Push order 321: Push order right center left These mean the following:
[0132] Furthermore, the symbol combinations corresponding to each small win included in the winning A1 condition device are as follows: Small role 01: "Watermelon" - "Bell A" - "Watermelon" Small role 14: "White BAR" - "Bell A" - "Bell A" Small win 14: "Red 7" - "Bell A" - "Bell A" Small role 32: "Black BAR" - "White BAR" - "Replay" Small role 32: "Blank A" - "White BAR" - "Replay" Small role 52: "Replay" - "Watermelon" - "White BAR" Small role 52: "Replay" - "Watermelon" - "Black BAR" Small role 54: "Replay" - "Blank B" - "White BAR" Small role 54: "Replay" - "Blank B" - "Black BAR" Small role 70: "Bell A" - "Replay" - "Watermelon" Small win 71: "Cherry" - "Replay" - "Red 7" Small role 72: "Cherry" - "Replay" - "Blank B" Small role 72: "Blank B" - "Replay" - "Blank B" First, when the first middle stop occurs, the pressing order is correct at this point, so in order to win small prize 01, "Bell A" is stopped in the middle middle row (PB=1) with priority given to the number of coins. Next, when the second left stop occurs, the correct button press order is reached, so the "watermelon" stops in the middle left row based on the number of coins (PB=1). Then, when the third stop on the right is made, the "watermelon" is stopped in the middle right row (PB=1). This results in small prize 01 being awarded. Also, after the first bell stops in the middle, when the second bell stops on the right, the pressing order is incorrect at this point, so "Bell A" will stop in the middle right row (PB=1) based on the number of bells. Then, at the third stop on the left, if it is possible to stop the "white bar" or "red 7" in the middle left, either of these symbols will be stopped (PB ≠ 1). If the "white bar" or "red 7" can be stopped in the middle left, it will be a win of small prize 14. Here, the "white bar" on the left reel 31 is positioned at number "16" and the "red 7" is positioned at number "11". Therefore, the probability of being able to pull the "white bar" or the "red 7" into the middle left row (pulling rate (PB)) is "1 / 2". Therefore, when the push order is 231, the small prize 14 can be won, and the winning rate is "1 / 2".
[0133] Next, when the first right reel stops, the push order is incorrect at this point, so if quantity priority is adopted, the symbols with the most occurrences on the right reel 31 are "Bell A," "Replay," "White BAR," "Black BAR," and "Blank B" (2 of each). In this way, when there are multiple symbols with the most occurrences, any of them can be determined arbitrarily, so of these symbols, "Replay" is determined to be the priority, and "Replay" is stopped in the middle right row (PB=1). At this point, only small win 32 is possible. Next, at the time of the second left stop, if it is possible to stop either the "black bar" or the "blank A" in the middle left row, either of these symbols will be stopped in the middle left row. The pull-in rate of the "black bar" or the "blank A" to the middle left row is "1 / 2". Furthermore, when the third middle stop occurs, if the "white bar" can be stopped in the middle middle row, the symbol will be stopped in the middle middle row. The pulling rate of the "white bar" to the middle middle row is "1 / 4". Therefore, when the pressing order is 312, minor prize 32 can be won, and the winning rate is 1 / 8. Also, after the first stop on the right, when the second stop on the center, the "white bar" stops at a retraction rate of "1 / 4" as described above. Furthermore, when the third stop on the left, the "black bar" or "blank A" stops at a retraction rate of "1 / 2" as described above. Therefore, when the pressing sequence is 321, small prize 32 can be won, and the winning rate is 1 / 8.
[0134] Next, when the first left reel stops, the push order is incorrect at this point, so if we use the number priority, the most common symbol on the left reel 31 is "Replay" (4 symbols). Therefore, we decide to stop "Replay" (PB=1). At this point, small win 52 or 54 becomes possible. Next, at the time of the second middle stop, if "watermelon" or "blank B" can be stopped in the middle middle row, either of these symbols will be stopped in the middle middle row (total "PB=1"). Furthermore, at the third stop on the right, if a "white bar" or a "black bar" can be stopped in the middle right row, either of these symbols will be stopped in the middle right row. The pull-in rate of the "white bar" or the "black bar" to the middle right row is "1 / 2". Therefore, when the pressing order is 123, small prizes 52 or 54 can be won, and the winning rate is 1 / 2. Also, after the first stop on the left, at the second stop on the right, the "White BAR" or "Black BAR" can be stopped with a retraction rate of "1 / 2" as described above. Furthermore, at the third stop in the middle, the "Watermelon" or "Blank B" can be stopped in the middle middle row with "PB=1" as described above. Therefore, when the pressing sequence is 132, small prizes 52 or 54 can be won, and the winning rate is 1 / 2.
[0135] (Example 2) Small role A13 condition device (push order 321 correct answer) In a game in which the small win A13 condition device is activated, any of the small wins 04, 20, 36, 60, 62, 77, 78, and 80 can be won, as shown in FIG. When the winning A13 condition device is activated, Push order 123 (incorrect): Small role 60, 62 (1 piece) (winning rate "1 / 4") Push order 132 (incorrect): Small role 60, 62 (1 piece) (winning rate "1 / 4") Push order 213 (incorrect): Small role 36 (1 piece) (winning rate "1 / 8") Push order 231 (incorrect): Small role 36 (1 piece) (winning rate "1 / 8") Push order 312 (incorrect): Small role 20 (1 piece) (winning rate "1 / 2") Push order 321 (correct answer): Small role 04 (14 pieces) (PB = 1) Each of them can win a prize. The symbol combinations for each minor win are as follows: Small role 04: "Watermelon" - "Watermelon" - "Replay" Small role 04: "Watermelon" - "Blank B" - "Replay" Small role 20: "Bell A" - "White BAR" - "Replay" Small win 20: "Bell A" - "Red 7" - "Replay" Small role 36: "White BAR" - "Replay" - "White BAR" Small role 36: "Red 7" - "Replay" - "White BAR" Small win 60: "Replay" - "Bell A" - "Red 7" Small win 62: "Replay" - "Watermelon" - "Red 7" Small win 77: "Cherry" - "Bell B" - "Watermelon" Small role 78: "Blank B" - "Bell B" - "Watermelon" Small win 80: "Black BAR" - "Black BAR" - "Watermelon" Small win 80: "Blank A" - "Black BAR" - "Watermelon"
[0136] Here, we will explain using the examples of push order 123 and push order 132 (which result in a winning probability of 1 / 4). If the first stop on the left is reached, the push order is incorrect, so the symbols are stopped in order of number. In this case, "Watermelon", "Bell A", and "Replay" each have a symbol count of "2", but here we define it as "Replay" (PB=1). Also, when the middle (second or third) stop occurs, if "Bell A" or "Watermelon" can be stopped in the middle row, one of these symbols will be stopped. Note that the middle reel 31 has only "Bell A" and "PB=1". Furthermore, when the right reel (second or third) stops, if a "red 7" can be stopped in the middle right row, that symbol is stopped (PB ≠ 1). Note that there is only one "red 7" on the right reel 31, so the draw rate is "1 / 4". Therefore, when the small win A13 condition device is activated, the winning rate of small win 60 or 62 in push order 123 and push order 132 is "1 / 4".
[0137] (Example 3) Small role B15 condition device (push order 321 correct answer) In a game in which the small winning combination B15 condition device operates, as shown in FIG. 23, any of the small winning combinations 08, 21, 50, 64, 65, 77 to 79 can be won. Also, when the winning B15 condition device is activated, Push order 123 (incorrect): Small role 64, 65 (1 piece) (winning rate "3 / 4") Push order 132 (incorrect): Small role 64, 65 (1 piece) (winning rate "3 / 4") Push order 213 (incorrect): Small role 50 (1 piece) (winning rate "1 / 8") Push order 231 (incorrect): Small role 50 (1 piece) (winning rate "1 / 8") Push order 312 (incorrect): Small role 21 (1 piece) (winning rate "1 / 2") Push order 321 (correct answer): Small role 08 (14 pieces) (PB = 1) Each of them can win a prize. The symbol combinations for each minor win are as follows: Small role 08: "Watermelon" - "Replay" - "Replay" Small role 21: "Bell A" - "Black BAR" - "Replay" Small role 21: "Bell A" - "Cherry" - "Replay" Small win 50: "Black BAR" - "Bell A" - "Cherry" Small win 50: "Blank A" - "Bell A" - "Cherry" Small role 64: "Replay" - "Watermelon" - "Blank B" Small role 65: "Replay" - "Blank B" - "Blank B" Small win 77: "Cherry" - "Bell B" - "Watermelon" Small role 78: "Blank B" - "Bell B" - "Watermelon" Small win 79: "White BAR" - "White BAR" - "Watermelon" Small win 79: "Red 7" - "White BAR" - "Watermelon"
[0138] Here, we will explain using the examples of push order 123 and push order 132 (which result in a winning probability of 3 / 4). If the first stop on the left is reached, the push order is incorrect, so the symbols are stopped in order of number. In this case, "Watermelon", "Bell A", and "Replay" each have a symbol count of "2", but here we define it as "Replay" (PB=1). Also, when the middle (second or third) stop occurs, if it is possible to stop either the "watermelon" or "blank B" symbol in the middle row, one of these symbols will be stopped. Note that the center reel 31 has a "PB=1" with the sum of the two symbols, "watermelon" and "blank B". Furthermore, when the right (second or third) reel stops, if a "blank B" can be stopped in the middle right row, that symbol is stopped (PB ≠ 1). Note that on the right reel 31, "blank B" symbols are arranged in three locations at intervals of five symbols, so the draw rate is "3 / 4". Therefore, when the small win B15 condition device is activated, the winning rate of small win 64 or 65 in press order 123 and press order 132 is 3 / 4.
[0139] As described above, when the winning A condition device and the winning B condition device are activated, irregular button presses are considered the correct button press sequence, and when the button press sequence is correct, "PB=1" is obtained and a 14-piece role is won. Also, if the first stop is correct but the second stop is incorrect, the winning probability is 1 / 2 and you will win a 1-piece role. Furthermore, when the first stop on the left (push in order) occurs, a 1-piece role will be won with a winning probability of "1 / 1", "1 / 2", "1 / 4" or "3 / 4". Furthermore, if the first stop is incorrect when pressing the buttons in an irregular sequence, a 1-piece role will be won with a winning probability of 1 / 8.
[0140] (Example 4) Winning C1 Condition Device (First correct answer on the left) In a game in which the small win C1 condition device is activated, any of the small wins 09, 28, 29, 44, and 45 can be won, as shown in FIG. Also, when the winning C1 condition device is activated, Push order 1--(correct answer): Small role 09 (3 pieces) (PB=1) Push order -1- (incorrect): Small role 44, 45 (1 piece) (winning rate "1 / 4") Push order--1 (incorrect): Small role 28, 29 (1 piece) (winning rate "1 / 4") Each of them can win a prize. The symbol combinations for each minor win are as follows: Small role 09: "Replay" - "Replay" - "Watermelon" Small role 28: "White BAR" - "White BAR" - "Replay" Small role 28: "Red 7" - "White BAR" - "Replay" Small role 29: "White BAR" - "Red 7" - "Replay" Small role 29: "Red 7" - "Red 7" - "Replay" Small role 44: "White BAR" - "Bell A" - "White BAR" Small win 44: "Red 7" - "Bell A" - "White BAR" Small win 45: "White BAR" - "Bell A" - "Black BAR" Small win 45: "Red 7" - "Bell A" - "Black BAR" First, when it stops first on the left (correct push order), "Replay" stops in the middle left row (PB=1). When it stops in the middle row after that, "Replay" stops in the middle middle row (PB=1), and when it stops on the right row, "Watermelon" stops in the middle right row (PB=1). This results in small win 09. Also, if the first symbol stops in the middle row, the button press order is incorrect at this point, and the number of symbols is prioritized, so "Bell A," which has the most symbols, stops in the middle row (PB=1). Furthermore, when the reel subsequently stops on the left, a "White BAR" or "Red 7" will stop in the middle left row (the combined reel rate for the two symbols is "1 / 2"). Furthermore, when the reel subsequently stops on the right, a "Cherry" or "Blank A" will stop in the middle right row (the combined reel rate for the two symbols is "1 / 2"). Therefore, when the first middle stop occurs, small symbols 44 or 45 will be displayed with a winning probability of 1 / 4. Next, if the first stop is on the right, the button press order is incorrect at this point, and the "Replay" with the most symbols will stop in the middle right row (PB=1) due to the priority of the number of symbols. Furthermore, when the reel stops on the left after that, a "white bar" or a "red 7" will stop in the middle left row (the combined draw rate of the two symbols is "1 / 2"). Furthermore, when the reel stops in the middle after that, a "black bar" or a "cherry" will stop in the middle middle row (the combined draw rate of the two symbols is "1 / 2"). Therefore, when the first stop occurs on the right, small symbols 28 or 29 will be displayed with a winning probability of 1 / 4.
[0141] (Example 5) Winning D5 Condition Device (First Correct Answer) In a game in which the small win D5 condition device is activated, as shown in FIG. 24, any of the small wins 11, 52, and 66 can be won. Also, when the winning D5 condition device is activated, Push order 1--(incorrect): Small role 52 (1 piece) (winning rate "1 / 4") Push order -1- (correct answer): Small role 11 (3 pieces) (PB=1) Push order--1 (incorrect): Small role 66 (1 piece) (winning rate "1 / 4") Each of them can win a prize. The symbol combinations for each minor win are as follows: Small role 11: "Watermelon" - "Bell A" - "Replay" Small role 52: "Replay" - "Watermelon" - "White BAR" Small role 52: "Replay" - "Watermelon" - "Black BAR" Small win 66: "White BAR" - "White BAR" - "Bell A" Small win 66: "White BAR" - "Red 7" - "Bell A" Small win 66: "Red 7" - "White BAR" - "Bell A" Small win 66: "Red 7" - "Red 7" - "Bell A" First, when it is the first stop in the middle (correct push order), "Bell A" will stop in the middle middle row (PB=1). Also, when it stops on the left after that, "Watermelon" will stop in the middle middle row (PB=1), and when it stops on the right, "Replay" will stop in the middle right row (PB=1). This will result in a small win of 11. Also, if the first button on the left stops, the button press order is incorrect at this point, and based on the priority of the number, either "Replay," "White BAR," or "Red 7" will stop in the middle left row, but here we have decided to stop "Replay" (PB=1). Furthermore, when the reel subsequently stops in the center, the "Watermelon" will stop in the middle row (with a pull-in rate of 1 / 2). Furthermore, when the reel subsequently stops on the right, the "White BAR" or "Black BAR" will stop in the middle row on the right (with a pull-in rate of 1 / 2 for the two symbols combined). Therefore, when the first left stop occurs, the small symbol 52 is displayed as stopped with a winning probability of "1 / 4". Next, if the first stop is on the right, the button press order is incorrect at this point, and the number of symbols is prioritized, so "Bell A" with the most symbols is stopped in the middle right row (PB=1). Furthermore, when the reel stops on the left after that, the "white bar" or "red 7" will stop in the middle left row (the combined reel rate for the two symbols is "1 / 2"). Furthermore, when the reel stops in the middle after that, the "white bar" or "red 7" will stop in the middle middle row (the combined reel rate for the two symbols is "1 / 2"). Therefore, when the first stop occurs on the right, the small symbol 66 will stop and be displayed with a winning probability of 1 / 4.
[0142] (Example 6) Winning E9 Condition Device (First correct answer on the right) In a game in which the small win E9 condition device is activated, any of the small wins 12, 42, 43, and 52 can be won, as shown in FIG. Also, when the winning E9 condition device is activated, Push order 1--(incorrect): Small role 52 (1 piece) (winning rate "1 / 4") Push order -1- (incorrect): Small role 42, 43 (1 piece) (winning rate "1 / 4") Push order--1 (correct answer): Small role 12 (3 pieces) (PB=1) Each of them can win a prize. The symbol combinations for each minor win are as follows: Small role 12: "Watermelon" - "Bell B" - "Replay" Small role 42: "Black BAR" - "Replay" - "Cherry" Small role 42: "Blank A" - "Replay" - "Cherry" Small role 43: "Black BAR" - "Replay" - "Blank A" Small role 43: "Blank A" - "Replay" - "Blank A" Small role 52: "Replay" - "Watermelon" - "White BAR" Small role 52: "Replay" - "Watermelon" - "Black BAR" First, when it stops on the right first (correct push order), "Replay" stops in the middle right row (PB=1) due to the number of coins being prioritized. Also, when it stops on the left after that, "Watermelon" stops in the middle left row (PB=1), and when it stops in the middle row, "Bell B" stops in the middle right row (PB=1). This will result in a small prize of 12. Also, if the first button on the left stops, the button press order is incorrect at this point, and based on the priority of the number, either "Replay," "Black BAR," or "Blank A" will stop in the middle left row, but here we have decided to stop "Replay" (PB=1). Furthermore, when the reel subsequently stops in the center, the "Watermelon" will stop in the middle row (the reel-in rate is "1 / 2"). Furthermore, when the reel subsequently stops on the right, the "White BAR" or "Black BAR" will stop in the middle row on the right (the reel-in rate for the two symbols combined is "1 / 2"). Therefore, when the first left stop occurs, small prize 52 will be won with a winning probability of 1 / 4. Next, if the first symbol stops in the middle row, the button press order is incorrect at this point, and the number of symbols is given priority, so the "Replay" symbol with the most symbols stops in the middle row (PB=1). Furthermore, when the reel stops on the left after that, the "Black BAR" or "Blank A" will stop in the middle left row (the combined reel rate for the two symbols is "1 / 2"). Furthermore, when the reel stops on the right after that, the "Cherry" or "Blank A" will stop in the middle middle row (the combined reel rate for the two symbols is "1 / 2"). Therefore, when the first middle stop occurs, small prize 42 or 43 will win with a winning probability of 1 / 4.
[0143] In non-RT or RT1, there is a possibility that winning numbers "72" to "75" may be selected (Figures 14 and 16), and when these winning numbers are selected, the prize F condition device, prize G condition device, prize H condition device, and prize I condition device will be activated, respectively. Also, while the RB is operating, there is a possibility that winning numbers "76" to "78" will be selected (Figure 18), and when these winning numbers are selected, the prize J condition device, prize K condition device, and prize L condition device will be activated, respectively. The description of the reel stop control when these condition devices are activated will be omitted.
[0144] FIG. 27 is a diagram showing the effect group numbers in the first embodiment. In the main processing, for each game, an effect group number corresponding to the winning combination lottery result (winning number) is selected (effect group number selection means 64 in FIG. 1), and the selected effect group number is sent to the sub-control board 80. The sub-control board 80 determines and outputs the effect for the current game based on the received effect group number. In the effect group number, the feature of the first embodiment is that the winning A1 to A16, winning B1 to B16, and winning C1 to C8 all have the same effect group number "8." Therefore, when the sub-control board 80 receives the effect group number 8, it can determine that the current game has won the push order bell of the winning A1 to A16, winning B1 to B16, or winning C1 to C8, but it cannot determine the correct push order.
[0145] Here, among the effect group number "8", the correct button press order for the winning A1 to A16 and the winning B1 to B16 are all irregular button press orders, so depending on the number of winning numbers placed and the number of coins paid out in the correct button press order, the expected value when pressing irregular buttons may exceed the specified number (number of bets). However, in this embodiment, even if you press irregular buttons knowing that the effect group number for this game is "8", the expected value of this game is set to be less than the specified number. This means that even if someone fraudulently obtains the performance group number transmitted from the main control board 50 to the sub-control board 80, for example, through cheating, it is not possible to win more medals than the specified number.
[0146] FIG. 28 is a diagram illustrating the expected value when the effect group number is "8" in the first embodiment. Here, we will use the example of the irregular button sequence 213. Although we will omit the calculation, the expected value for the irregular button sequences 213, 231, 312, and 321 is the same. Also, for the sequential pressing, we will use the pressing order 123 as an example. Although we will omit the calculation, the expected value for the pressing order 123 and the pressing order 132 are the same value. First, if you win any of the winning numbers A1 to A16, you will get a payout of 14 coins if you press A1 to A4 in the pressing order 213. Therefore, if you press A1 to A4 in the pressing order 213, the winning rate is 1 / 1 and you will win 14 coins, so the expected value is 14 (coins). Also, in the pressing order 213, when the winning combination is A5 to A8, the winning probability is 1 / 2 for a 1-piece role, so the expected value is 0.5 (pieces). Furthermore, in the push order 213, when the winning combination is A9 to A16, the winning rate is 1 / 8 for a 1-piece combination, so the expected value is 0.125 (pieces). The above also applies to the winning entries B1 to B16. Furthermore, in the pressing sequence 213, when the winning combination is C1 to C8, the winning rate of 1 coin is 1 / 4, so the expected value is 0.25 (coins).
[0147] Next, in the pressing order 123, when the winning combination is A1 to A8, the winning probability is "1 / 2" for a 1-piece role, so the expected value is "0.5 (pieces)". Furthermore, in the push order 123, when the winning combination is A9 to A12, "PB=1" results in a 1-piece winning combination, so the expected value is "1 (piece)". Furthermore, in the push order 123, when the winning combination is A13 to A14, the winning rate for a 1-piece role is 1 / 4, so the expected value is 0.25 (pieces). Also, in the push order 123, when the winning combination is A15 to A16, the winning rate for a 1-piece role is 3 / 4, so the expected value is 0.75 (pieces). The above also applies to the winning entries B1 to B16. Furthermore, in the push order 123, when the winning numbers are C1 to C8, "PB=1" results in a 3-piece winning combination, so the expected value is "3 (pieces)".
[0148] From the above, in the case of pressing order 213, the expected value when winning A1 to A16 and winning B1 to B16 is "3.6875 (pieces)". In addition, in the case of the pressing order 213, the expected value when the winning symbols are C1 to C8 is "0.25 (pieces)". On the other hand, when the pressing order is 123, the expected value when the winning combinations A1 to A16 and B1 to B16 are achieved is 0.625 (pieces). Also, in the case where the pressing order is 123, the expected value when the winning combination is C1 to C8 is "3 (coins)". The winning probabilities (placement number "1112") for the prizes A1 to A16 are the same. Furthermore, the winning probabilities (placement number "1112") for the prizes B1 to B16 are the same. Furthermore, the winning probabilities (placement number "1113") for the prizes C1 to C8 are the same. Therefore, the total number of winning symbols A1 to A16, B1 to B16, and C1 to C8 is: 1112×16+1112×16+1113×8 =44488 is. Therefore, the probability of winning A1 to A16 when the performance group number is "8" is (1112×16) / 44488 ≒0.399928 is. The probability of winning B1 to B16 when the effect group number is "8" is also "0.399928" as above. In addition, when the performance group number is "8", the probability of winning C1 to C8 is (1113×8) / 44488 ≒0.200144 is.
[0149] Therefore, the expected value when pressing in the order 213 when the performance group number is "8" is: 0.399928×3.6875+0.399928×3.6875+0.200144×0.25 ≒2.9995 (pieces) This is below the specified number of 3. In addition, when the performance group number is "8" and the push order is 123, the expected value is 0.399928×0.625+0.399928×0.625+0.200144×3 ≒ 1.1003 (pieces) This is below the specified number of 3. From the above, even if the player knows that the current game is in the performance group number "8" and presses the irregular buttons, the expected value cannot exceed the specified number "3".
[0150] As mentioned above, when the effect group number is "8", the expected value when pressing buttons in an irregular sequence is higher than the expected value when pressing buttons in order. However, in the first embodiment, in the current game in which irregular pressing is performed during non-AT, the sub-bonus (equivalent to AT) lottery is not executed, the sub-bonus lottery executed during the current game is invalid, or a sub-bonus lottery with a lower winning probability than when pressing in order is executed. In other words, the expectation for AT in the current game in which irregular pressing is performed during non-AT is configured to be relatively lower than the expectation for AT in the current game in which regular pressing is performed during non-AT. In the case of "invalidating the sub-bonus lottery performed in this game," for example, when the start switch 41 is operated, the sub-bonus lottery is performed as usual (because at this point it is not determined whether or not an irregular press will be performed), and when it is determined that an irregular press has been performed when the machine is fully stopped, the sub-bonus lottery performed in this game is invalidated (cleared or discarded). Therefore, the total ball output performance is configured to be higher when playing by pressing buttons in order during non-AT and following the pressing order instructions during AT than when playing by pressing buttons in an irregular order during non-AT and following the pressing order instructions during AT. Here, the lower the base during non-AT, the higher the ratio of instructed roles. Therefore, a common bell can be set to lower the ratio of instructed roles. However, since the common bell is a role that can be won regardless of the pressing order (pressing position), the payout rate when pressing irregularly becomes high. Therefore, by providing a left-biased bell (a push-order bell where pushing in order is the correct answer) as in this embodiment, the base during non-AT when playing in order can be lowered while suppressing the ratio of special features with instructions. Furthermore, the payout rate when pressing irregularly can be suppressed compared to when a common bell is provided to suppress the ratio of special features with instructions.
[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag for determining whether or not irregular button presses were performed in the previous game. For example, when the current game is stopped, the SP flag is temporarily turned off, and then, if it is determined that the current game was performed by sequential button presses, the SP flag is turned on. In contrast, if it is determined that the current game was performed by irregular button presses, the SP flag remains off. Then, the process moves to the next game, and if the SP flag is on, a normal sub-bonus lottery is executed, but if the SP flag is off, a normal sub-bonus lottery is not executed (either the sub-bonus lottery is not executed, or the sub-bonus lottery itself is executed but the result of the sub-bonus lottery is subsequently invalidated, or a sub-bonus lottery with a lower winning probability than when pressing buttons in order is executed), and the SP flag is temporarily turned off when the next game stops, and then, if it is determined that the next game was operated in the normal order, the SP flag is turned on. Conversely, if it is determined that the next game was operated in the irregular order, the SP flag remains off. In this way, it is possible to prevent a strategy of pressing the buttons in order only when an exciting effect is output when the start switch 41 is operated (when there is a reasonable expectation of winning the sub-bonus), and pressing the buttons in an irregular order otherwise, for example, when an effect specific to that game is not output when the start switch 41 is operated.
[0152] Next, the mode lottery in the first embodiment will be described. As described above, in the first embodiment, a sub-bonus is provided, which is the same concept as the AT. When the sub-bonus starts, a unique symbol combination (a line of "red 7s") indicating the start of the sub-bonus is displayed statically. Then, when the sub-bonus is started, the correct button press order is announced if the push order bell (for example, the above-mentioned prizes A to E) is won, just like the AT. The sub-bonus continues until the number of payout coins reaches a predetermined number (for example, 300 coins), and the sub-bonus ends when the number of payout coins reaches the predetermined number, and the game transitions to non-AT (normal game). The mode lottery in the first embodiment is as follows: 1) Initial normal mode lottery in the normal section 2) When moving from the normal zone to the advantageous zone, the normal mode lottery will be executed on the first play of the advantageous zone. 3) Mode transition lottery executed at the start of the sub-bonus Examples include: The expected probability of transition to a sub-bonus (expected probability of winning, maximum number of games played, expected probability of transition to a more advantageous mode) differs for each mode (see FIG. 31(a) described later).
[0153] Figure 29 is a diagram showing the initial normal mode lottery in the normal zone in the first embodiment, where (a) shows a flowchart of the normal zone lever processing (meaning the processing when the start switch 41 is operated), and (b) shows the number of lottery entries. There are two types of flights that usually stay in the area: First, when the power is turned on and the RWM is initialized (settings are changed), the game section is cleared and becomes the normal section. Therefore, the first game after the RWM is initialized becomes the normal section. Second, when the end condition of the advantageous zone is met, the next game will transition to the normal zone. In this embodiment, when the difference in number from the start of the advantageous zone exceeds "2400 (pieces)", the end condition of the advantageous zone is met, the advantageous zone ends, and the next game will be the normal zone. Here, the advantageous period is known to end when the number of games played since the start of the advantageous period reaches a predetermined number (for example, 1500 games, 3000 games, etc.). In the first embodiment, the advantageous period is configured not to end based on the number of games played.
[0154] In FIG. 29(a), when the normal zone starts, in step S492, it is determined whether the effect group number corresponding to the winning number of the current game is effect group number "2". The effect group number "2" corresponds to the winning of Replay B (winning number "2"). If it is determined that the effect group number is not "2", the process proceeds to step S493, and if it is determined that the effect group number is "2", the process according to this flowchart ends. In other words, when the effect group number is "2" (when Replay B is won), the advantageous zone transition lottery is not executed, so there is no transition to the advantageous zone (see FIG. 13). Therefore, when it is determined that the effect group number is "2", the following initial normal mode lottery is not executed, the next game will also be in the normal zone, and the normal zone lever process is executed again. When proceeding to step S493, it is determined whether or not the current game is non-RT. The main control board 50 stores the current RT information in a predetermined storage area of the RWM 53, and makes a determination based on this information. When it is determined that it is non-RT (1BB not internal), it proceeds to step S495, and when it is determined that it is not non-RT, it proceeds to step S494. It is assumed that the transition to RT occurs at the end of the current game. Therefore, even if 1 BB is won in the current game, it is determined to be non-RT in step S493.
[0155] Here, after RWM initialization after power-on, it is non-RT. After RWM initialization after power-on, even if 1 BB was won before power-on, the winning information of that 1 BB is cleared and the RT information is also cleared (which makes the RT state non-RT). In the following explanation, the period outside the 1BB area will be referred to as "first thing in the morning," and the favorable area that has transitioned to the period outside the 1BB area will be referred to as "the favorable area that has transitioned to first thing in the morning." On the other hand, the period within 1 BB is sometimes referred to as "not first thing in the morning," and the favorable zone that transitioned within 1 BB is sometimes referred to as "the favorable zone that transitioned other than first thing in the morning." In addition, when it is unclear whether the advantageous zone was entered first thing in the morning, it may be referred to as "first thing in the morning uncertain."
[0156] If it is determined in step S493 that the game is not non-RT, the program proceeds to step S494, where it is determined whether the effect group number for the current game is "10." The effect group number "10" corresponds to winning the prize E (winning numbers "60" to "71"; see FIG. 16). If it is determined that the effect group number is not "10," the program proceeds to step S495, and if it is determined that the effect group number is "10," the program terminates the processing according to this flowchart. As shown in FIG. 16, when the prize E is won in RT1, the advantageous zone transition lottery is not executed, so there will be no transition to the advantageous zone in the next game. Therefore, even in this case, the normal zone lever processing is executed again in the next game. As described above, the normal zone lever processing is executed (no transition to the advantageous zone) in the next game when the effect group number becomes "2" regardless of non-RT or RT1 (when Replay B is won), or when the effect group number becomes "10" (when Prize E is won) other than early in the morning (RT1).
[0157] In step S495, an initial normal mode lottery is executed, and then the process proceeds to step S496, where the lottery result is saved (stored), and the process according to this flowchart ends. The initial normal mode lottery in step S495 is performed using the number of symbols shown in Fig. 29(b). Note that the denominator of the number of symbols shown in Fig. 29(b) is "240", and when the number of symbols is "240", the probability of winning is "1 / 1". First, when the effect group number is "0" (1BB only win) in non-RT mode, or when the effect group number is "10" (1BB and winning E are both won), you will win normal mode 0. Here, winning 1 BB means that it is confirmed that there was no RT (not 1 BB internal) before the start of the game, so it is confirmed that it will be first thing in the morning. Similarly, when the effect group number is "10" and not non-RT, the initial normal mode lottery is not executed, so the effect group number "10" in the current game means that it is non-RT. Therefore, when the effect group number is "10" in the current game, it is confirmed that it is the first game of the morning.
[0158] On the other hand, in non-RT or RT1, if the effect group number is "1", "3" to "9", or "11" to "14", you will win in normal mode 1. The above effect group numbers have the potential to win both first thing in the morning and not first thing in the morning, and if you win the above effect group numbers, you will move to the advantageous zone regardless of whether you are not in the 1BB inside or not, so when playing with the above effect group numbers, the first thing in the morning is uncertain. From the above, normal modes 0 and 1 are modes that are drawn when the next game in the normal zone transitions to the advantageous zone, and are used to determine whether it is first thing in the morning or not; if it is normal mode 0, it is confirmed that it will be first thing in the morning, and if it is normal mode 1, it is uncertain whether it will be first thing in the morning.
[0159] FIG. 30 is a diagram showing the normal mode transition process, where (a) shows a flowchart and (b) shows the lottery placement number. When moving from the normal zone to the advantageous zone, a lottery for the normal mode is executed in the first game of the advantageous zone. The normal modes from the second game of the advantageous zone onwards have numbers "2" to "9" as described below. Therefore, in the advantageous zone, the first game is normal mode 0 or 1, and from the second game onwards it will be one of the numbers "2" to "9". In the figure (a), when the normal mode transition process is started, in step S502 it is determined whether or not the normal mode is 0 or 1. If the normal mode is 0 or 1, the process proceeds to step S503, and if the normal mode is not 0 or 1, the process according to this flowchart ends. That is, in this example, the normal mode transition process is executed for each game during the advantageous zone, but since step S502 returns "No" for games other than the first game in the advantageous zone, the normal mode lottery in step S503 is not executed. If it is determined in step S502 that the mode is normal mode 0 or 1 (first play in the advantageous zone), the process proceeds to step S503, where a lottery is held to determine the normal mode.Then, the process proceeds to step S504, where the normal mode determined by lottery is saved (stored), and the process according to this flowchart ends.
[0160] FIG. 29(b) shows the number of symbols to be placed in the normal mode lottery in four different patterns. First of all, "non-RT and normal mode 0" corresponds to the case where the performance group number is "0" first thing in the morning (1 BB is won alone) and 1 BB is won in that game. Note that the normal mode lottery is not executed during 1 BB play (the normal mode transition process does not begin). Therefore, "non-RT and normal mode 0" refers to the normal mode lottery in the first game (non-RT) after the 1 BB game has ended. This can actually happen, but it is a rare case. In addition, "RT1 and normal mode 0" corresponds to the case where the performance group number is "0" (1BB is won alone) first thing in the morning and 1BB is not won, or the performance group is "10" (1BB and winning E are both won) first thing in the morning (in this case, the small winning combination included in winning E takes priority and 1BB will not be won), and the game moves into the advantageous zone. Furthermore, "non-RT and normal mode 1" corresponds to the case where the performance group number is other than "0" or "10" first thing in the morning and the game moves into the advantageous zone. Furthermore, "RT1 and normal mode 1" corresponds to the transition to the advantageous zone other than early in the morning. In addition, other than early in the morning, the performance group number will not be "0" (a single win of 1BB). Furthermore, other than early in the morning, the performance group number will not be "10" and the transition to the advantageous zone will not occur. Therefore, when the game moves to a favorable zone other than early in the morning, it corresponds to when the performance group number becomes "1," "3" to "9," or "11" to "14" other than early in the morning.
[0161] In the normal mode lottery above, Winning number "0": Heaven B Preparation Mode Winning number "1": Normal A mode Winning number "2": Normal B mode Winning number "3": Normal C mode Winning number "4": Heaven A Mode will be elected in one of the following categories. The normal A mode, normal B mode, and normal C mode are modes that are not advantageous to the player (it is difficult to win the sub-bonus), while the heaven B preparation mode and heaven A mode are modes that are advantageous to the player (it is easy to win the sub-bonus).
[0162] In "non-RT and normal mode 0", "RT1 and normal mode 0", and "non-RT and normal mode 1", the number of places required to transition to Heaven B preparation mode is "0", and the number of places required to transition to Heaven A mode is "1", so in most cases the mode will not be transitioned to one that is advantageous to the player. In contrast, in "RT1 and Normal Mode 1", there is a 100% chance of transitioning to Heaven B Preparation Mode. Here, there is no case where the performance group number becomes "0" (a single win of 1BB) other than first thing in the morning, and if the performance group number becomes "10" other than first thing in the morning, the lottery for moving to the advantageous zone will not be executed, so there will be no move to the advantageous zone. Therefore, if the normal mode lottery is executed at any time other than first thing in the morning, there is a 100% probability that the machine will transition to Heaven B preparation mode (a mode that is advantageous to the player), and if the normal mode lottery is executed first thing in the morning, the machine will almost never transition to a mode that is advantageous to the player, so the payout rate of the advantageous zone that is transitioned to at any time other than first thing in the morning is configured to be higher than the payout rate of the advantageous zone that is transitioned to first thing in the morning. In other words, the advantageous zone that transitions to early in the morning (non-internal) can be made less favorable to the player (lower ball payout rate) than the advantageous zone that transitions to other than early in the morning (internal), so that the advantageous zone early in the morning when the setting is changed can be prevented from becoming excessively advantageous (so-called morning countermeasures). Furthermore, the advantageous zone that transitions to other than early in the morning always starts from Heaven B preparation mode, so motivation to play can be increased even after the advantageous zone has been completed. Conversely to the above, if it is made advantageous for players (by increasing the payout rate) when they move into the advantageous zone first thing in the morning, it is possible to encourage more players to play first thing in the morning.
[0163] FIG. 31 is a diagram for explaining the types and features of normal modes "2" to "9." In the figure, (a) shows the characteristics of each normal mode (2 to 9), and (b) shows the transition probability (number of lottery placements) of the normal mode at the start of the sub-bonus. As mentioned above, the normal mode is selected by lottery during the first play of the advantageous zone, and thereafter, a normal mode transition lottery is held each time a sub-bonus starts. In the figure (a), the normal modes that are advantageous to the player are Heaven B Preparation Mode, Heaven A Mode, Heaven B Mode, and Heaven C Mode. Also, Heaven B Pullback Mode is advantageous to the player in terms of the probability of winning the sub-bonus. Each normal mode has a ceiling number of games until a sub-bonus is won and a probability of winning the sub-bonus. During each normal mode, a lottery for the sub-bonus is conducted for each play based on the winning number, with the winning probability shown in FIG. 31(a). Furthermore, each normal mode has a ceiling number of games, and when the ceiling number of games is reached without the sub-bonus being won, the sub-bonus win flag is forcibly set (the sub-bonus is won). After the sub-bonus is won, a symbol combination corresponding to the sub-bonus (a "red 7" combination) can be stopped and displayed after a predetermined number of premonition games from "0". When a symbol combination corresponding to the sub-bonus (a "red 7" combination) stops, the sub-bonus is executed from the next play.
[0164] On the other hand, regardless of the normal mode the player is in, if the winning number "2" (Replay B) is won, the sub-bonus is won. When the winning number "2" is won, as described above, the symbol combination corresponding to Replay 04, i.e., the "red 7" combination, can be stopped by pressing the stop switch 42 in the reverse order. Therefore, in a game in which the winning number "2" is reached, a notification is issued instructing the player to press the stop switch 42 in the reverse order, making it possible to stop the "red 7" combination, and when the "red 7" combination is stopped and displayed in that game, the sub-bonus will start from the next game.
[0165] Here, when the winning number "2" is won and the stop switch 42 is pressed backward to stop and display the "red 7" combination, the game is the main game. In contrast, any other game in which the "red 7" combination is stopped and displayed is not a real game but a pseudo (also called "pseudo") game presentation. Here, "pseudo game effect" refers to an effect in which, after the reel 31 starts to rotate, until the rotation speed of the reel 31 becomes constant, the reel 31 is pseudo-stopped (this stop is also called a "temporary stop" or "pseudo stop", hereinafter referred to as a "temporary stop") by operating the stop switch 42 to activate the rotation stop device, and an arbitrary symbol combination is displayed. "Pseudo game effect" is also called "reel effect". On the other hand, in contrast to the above-mentioned "pseudo game presentation," the game for displaying a symbol combination (a symbol combination corresponding to the result of the lottery) as the game result is called "main game." The symbol combination temporarily stopped by the pseudo game effect does not represent the game result. After the symbol combination is temporarily stopped by the pseudo game effect, the game result is displayed by the symbol combination being stopped and displayed by the actual game.
[0166] In particular, in this embodiment, when a sub-bonus is won and the conditions for executing a pseudo-game effect are met (for example, when the number of premonition games has been exhausted), the pseudo-game effect will be executed up to four times until the ``red 7'' combination temporarily stops. Furthermore, during the pseudo game presentation, it may be possible to notify the player that it is a pseudo game presentation, in other words, that it is not a real game. By doing so, it is possible to prevent the player from mistaking the pseudo game presentation for the real game. Furthermore, when all reels 31 are temporarily stopped during the pseudo game presentation, the reels 31 are not stopped, but the motor 32 is controlled to move the patterns up and down at predetermined time intervals (to vibrate slightly up and down) (this is called "swing fluctuation" or "swing fluctuation control"), thereby informing the player that this is a temporary stop in the pseudo game presentation, and not a stop that displays the game result in the actual game (actual stop). Then, when all the reels 31 are stopped by the pseudo game presentation and then the game is shifted to the main game, when the start switch 41 is operated, the rotation start timing of each reel 31 is made to be different by random delay processing.
[0167] 32 is a flowchart showing the pseudo game presentation for the "red 7" combination. This flowchart does not include the actual game when the winning number "2" is selected and the "red 7" is stopped and displayed by pressing the reels backwards. First, in step S581, the main control board 50 determines whether the start switch 41 has been operated, and if it determines that the start switch 41 has been operated, proceeds to step S582. In step S82, it determines whether the conditions for starting a pseudo game are met. Here, this means the sub-bonus confirmed state (main game state) after the sub-bonus has been won and the number of premonition games has been consumed. If it is determined that the conditions for starting a pseudo game are met, the process proceeds to step S583, and if it is determined that the conditions are not met, the process according to this flowchart ends. In step S583, the main control board 50 adds "1" to the number of consecutive pseudo game effects "N." The initial value of "N" is "0."
[0168] Next, proceeding to step S584, the main control board 50 determines whether "N" is "4." If it is determined that "N" is not "4," proceed to step S585; if it is determined that "N" is "4," proceed to step S591. In step S585, the sub-control board 80 outputs an effect informing the player that they should aim for the "red 7" by pressing the buttons in order. Then, the process proceeds to step S586. In step S586, the main control board 50 determines whether the stop switch 42 has been operated, and if it determines that the stop switch 42 has been operated, the process proceeds to step S587. In step S587, the reel control means 65 executes a temporary stop process to pull the "red 7" onto an active line within a range of up to four frames. Next, proceeding to step S588, the main control board 50 determines whether or not all of the reels 31 have temporarily stopped. If it is determined that all of the reels 31 have temporarily stopped, proceed to step S589, and if it is determined that all of the reels 31 have not temporarily stopped, return to step S586.
[0169] In step S589, the main control board 50 determines whether the "red 7" combination has temporarily stopped on an active line. If it is determined that the "red 7" combination has temporarily stopped, the process proceeds to step S590, where the sub-bonus begins. On the other hand, if it is determined that the "red 7" combination has not temporarily stopped, the "red 7" combination pseudo-game presentation is repeated. On the other hand, if it is determined in step S584 that "N" is "4", the process proceeds to step S591. In step S591, the reel control means 65 automatically temporarily stops all of the spinning reels 31, and temporarily stops them when a "red 7" is lined up. Here, the reels 31 may be temporarily stopped in the order of the left, center, and right reels 31, or all of the reels 31 may be temporarily stopped approximately simultaneously. Then, the process proceeds to step S590, where the sub-bonus begins. The pseudo game effects described above allow the player to line up "red 7s," but if the player fails to line up "red 7s" three times in a row, the fourth pseudo game effect automatically temporarily stops the line up of "red 7s" without requiring the player to operate the stop switch 42. This allows for a quick transition process to the sub-bonus.
[0170] Although not shown, when the winning number "2" is won when not in the sub-bonus mode, the sub-control board 80 outputs a display informing the player to aim for the "red 7" by pressing the reels backward. When the stop switch 42 is operated by pressing the reels backward, the reel control means 65 executes a stop control process (this game) to draw up to four "red 7"s onto an active line. As described above, in a game in which the winning number "2" is won, pressing the reels backward allows the "red 7" combination, i.e., the symbol combination corresponding to Replay 04, to be stopped on an active line. Furthermore, if the "red 7" combination cannot be stopped by pressing the reels backward (the player fails to press the reels correctly), the symbol combination corresponding to Replay 01 is stopped and displayed. Furthermore, even in a game in which the winning number "2" is won, if the stop switch 42 is not operated by pressing the reels backward, the symbol combination corresponding to Replay 01 is stopped and displayed. If the "red 7" alignment cannot be displayed in a game in which the winning number "2" is won, a "red 7" alignment pseudo game effect (pseudo game) will be executed in the next game. However, this is not limited to this, and if the "red 7" alignment cannot be displayed in a game in which the winning number "2" is won, the sub-bonus may be started in the next game without going through the pseudo game. It should be noted that even if the main gaming state is in the sub-bonus confirmed state, the sub-state may be in the premonition state (a state in which the confirmation screen is not displayed). In such cases, it is up to the player to decide whether or not the conditions for starting the pseudo-game are met. However, since the sub-state is in the premonition state, the notification of the "red 7" alignment is not executed, but if the main gaming state is in the sub-bonus confirmed state, the pseudo-game is executed, and the player can stop aiming for the "red 7" in the pseudo-game.
[0171] Returning to the explanation of FIG. As mentioned above, Heaven B Preparation Mode is a normal mode that is selected with a 100% probability when transitioning from the normal zone to the favorable zone other than early in the morning. When a sub-bonus starts in Heaven B preparation mode, a lottery is held to determine whether to transition to normal mode, and as shown in Figure 31(b), there is a 50% (120 / 240) probability of no transition (remaining in Heaven B preparation mode even after the sub-bonus ends), and a 50% probability of transitioning to Heaven B mode. In other words, as long as the player remains in Heaven B preparation mode, Heaven B preparation mode will either be maintained or transition to Heaven B mode will occur, which is advantageous for the player. Furthermore, normal A mode, normal B mode, and normal C mode are modes that are disadvantageous to the player. Furthermore, the modes are closer to heaven as they progress from normal A mode to normal B mode and normal C mode. For example, normal A mode has the highest probability of no transition, and if there is a transition, the probability of transitioning to normal B mode is the highest. Furthermore, normal B mode has the highest probability of no transition, and if there is a transition, the probability of transitioning to normal C mode is the highest. Furthermore, there is no chance of falling from normal B mode to normal A mode. Furthermore, normal C mode has the highest probability of transitioning to heaven A mode, and there is no chance of falling to normal A mode or normal B mode. As shown in Figure 31(b), when transitioning from normal A mode to another normal mode, transition occurs to normal B mode, and when transitioning from normal B mode to another normal mode, transition occurs to normal C mode. Therefore, when staying in normal C mode, there is a high possibility that the player will stay in normal mode for the longest time. And, among normal A mode, normal B mode, and normal C mode, normal C mode is most likely to transition to heaven C mode. In other words, when transitioning to normal mode, the difference counter value is not referenced, but the longer a state unfavorable to the player has continued in normal C mode, the more likely it is to transition to heaven C mode.
[0172] Heaven A mode is a mode that does not transition (loops) with a 60% (144 / 240) probability, and if it does not loop, it will transition to normal A mode or normal B mode. Heaven B mode is a mode that does not transition (loops) with a 90% (216 / 240) probability, and if it misses the loop, it transitions to Heaven B pullback mode. In Heaven B Pullback Mode, the pullback rate to Heaven B Mode is 20% (48 / 240), and if pullback is not possible, the mode will transition to Normal A Mode or Normal B Mode. Heaven C mode is a mode without transitions, and is maintained until the end of the advantageous zone, that is, until the difference in number from the start of the advantageous zone exceeds "2400", which is the so-called completion mode. In addition, the conditions for transitioning to Heaven C mode are set. If you win the transition to Heaven C mode and the remaining difference at that time is "1000" or more, you will transition to Heaven C mode. On the other hand, if you win the transition to Heaven C mode and the remaining difference at that time is less than "1000", you will transition to Heaven A mode.
[0173] From the above, for example, 1) When the difference in the advantageous zone exceeds "2400" after repeating the 60% loop in Heaven A mode, 2) When the Heaven B preparation mode is maintained or the mode is changed to Heaven B mode, and the difference in the favorable zone exceeds "2400", 3) When the difference in the advantageous zone exceeds 2400 after transitioning to Heaven C mode Each ends its advantageous period. When the advantageous period ends, the next game will transition to the normal period. When the game moves to the normal section, the normal section lever process shown in Fig. 29 is executed, and the game enters normal mode 1. When the game is in RT1 and normal mode 1, the game always wins the heaven B preparation mode, as shown in Fig. 30. When the game enters Heaven B Preparation Mode, it will stay in Heaven B Preparation Mode until it transitions to Heaven B Mode, and after it transitions to Heaven B Mode, it will loop in Heaven B Mode with a 90% chance. This increases the chance that the difference in the advantageous zone will exceed 2400 in the next advantageous zone and the advantageous zone will end. In this way, it is possible to repeat the advantageous period that ends when the difference number exceeds "2400" multiple times.
[0174] 33 is a flowchart showing the effect processing when the advantageous zone is repeated multiple times as described above. This processing is performed by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous zone has started. If it is determined that the advantageous zone has started, the process proceeds to step S623. In step S623, it is determined whether the heaven mode (heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode) of the advantageous zone is continuous. Here, if the end of the previous advantageous zone was heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode, and the start of the next advantageous zone is heaven B preparation mode, it is determined that the heaven mode of the advantageous zone is continuous. If it is determined that the heaven mode of the advantageous zone is continuous, proceed to step S624, and if it is determined that the heaven mode of the advantageous zone is not continuous, processing according to this flowchart is terminated.
[0175] In step S624, the advantageous zone consecutive counter provided on the sub-control board 80 side is incremented by "+1." Then, proceeding to step S625, the sub-control board 80 executes consecutive advantageous zone effects. Here, based on the value of the advantageous zone consecutive counter, for example, when the value of the advantageous zone consecutive counter is "1" (the number of consecutive advantageous zones is "2"), the frame lamp among the effect lamps 21 is lit in blue; when the value of the advantageous zone consecutive counter is "2," the frame lamp is lit in yellow; and when the value of the advantageous zone consecutive counter is "3," the frame lamp is lit in green. In other words, by looking at the effects of the frame lamp (cabinet) of the gaming machine 10, it is possible to roughly grasp how many consecutive advantageous zone heaven modes have occurred. Furthermore, the sub-control board 80 displays an image of the total number of coins won in Heaven mode in the previous advantageous zone and stores that total number of coins. After moving to the next advantageous zone, if Heaven mode is in effect, the accumulated value from the total number of coins won in Heaven mode in the previous advantageous zone is displayed as an image, and if a sub-bonus is started within a predetermined number of games (for example, 100 games) from the start of the current advantageous zone, Heaven mode is considered to be continuing, and the display of the total number of coins is continued. During the loop of the heaven mode, the total number of coins won may be displayed even if the sub-bonus is not in progress, but the total number of coins won may be displayed only during the sub-bonus.
[0176] Furthermore, when displaying an image of the total number of coins won across multiple advantageous zones, a predetermined image (e.g., an icon) is displayed every time the number of coins won reaches "+2000" until the heaven loop is broken (after which, the predetermined image is changed or increased every time the number reaches "+2000"). At the end of the advantageous period, the main control board 50 clears the parameters related to the advantageous period, but the sub-control board 80 does not clear the parameters related to the advantageous period (such as the total number of coins won as described above). However, not limited to the above, if the advantageous zone is crossed, the total number of coins won may not be carried over and may be reset.
[0177] After outputting the advantageous zone continuous effect in step S625, the next step S626 determines whether the advantageous zone has ended. If it is determined that the advantageous zone has ended, the process returns to step S622, and if it is determined that the advantageous zone has not ended, the process proceeds to step S627. In step S627, it is determined whether the heaven mode of the advantageous zone has ended. Here, when the heaven mode loop is exited, it is determined that the heaven mode of the advantageous zone has ended. If it is determined that the heaven mode of the advantageous zone has ended, proceed to step S628, and if it is determined that the heaven mode of the advantageous zone has not ended, return to step S625. In step S628, the continuous effect of the advantageous zone is ended. For example, when the frame lamp effect is being executed as described above, the effect is ended. Also, when the total number of coins won since the heaven mode of the previous advantageous zone is being displayed, the display is ended. Next, the process proceeds to step S629, where the consecutive advantageous zone counter is cleared, and the process according to this flowchart is terminated. In this way, by executing the continuous presentation of the advantageous zone, the player can appeal to those around him that he has won a large number of medals. In particular, in the case of medal-less gaming machines described below, the actual medals won cannot be seen, so the continuous presentation of the advantageous zone is even more effective. Also, in the example of Figure 33, the continuous advantageous zone presentation ended when the heaven mode ended, but this is not limited to this, and the continuous advantageous zone presentation may continue after the heaven mode ends, for example, for about 100 games. Furthermore, when the advantageous zone ends and the game transitions to the normal zone, in this embodiment, the player wins the advantageous zone transition lottery in the first game of the normal zone in most cases, and the advantageous zone re-enters the game from the next game onwards. In this case, the advantageous zone continuous effect may be executed, including the normal zone between the advantageous zone and the next advantageous zone. When the advantageous zone continuous performance is executed during the normal zone, it is possible to notify the player that the heaven loop is continuing even during the normal zone, thereby preventing the player from accidentally quitting the game. On the other hand, it is not necessary to execute the advantageous zone continuous effect in the normal zone. In this case, it is possible to prevent the player from mistakenly believing that the AT lottery will be executed even in the normal zone.
[0178] Next, a description will be given of the complete function in the first embodiment. The "complete function" corresponds to the game stopping function of the gaming machine (ending the game from that day onwards). In the first embodiment, first, the difference number in the advantageous zone is counted by the difference number counter. Here, "the difference in the advantageous zone" refers to the difference in the number of coins when the start of the advantageous zone is set to "0". In other words, the start of the advantageous zone is used as the base ("0"), rather than the difference (MY) from the minimum value during the advantageous zone. Therefore, when the difference becomes a negative value during the advantageous zone, the negative value is counted. Also, as with the other embodiments described above, the difference counter does not count the number of games played during the normal zone. For example, the difference counter is a 2-byte decrement counter. When the difference during the advantageous period exceeds "+2400 (pieces)", it is determined that the end condition of the advantageous period is met. Here, a first example of a difference counter is a method in which the initial value is set to "+2415" (pieces) ("096Fh" in hexadecimal) at the start of the advantageous period, and when the difference in the current game is negative, the difference is added to the difference counter, and when the difference in the current game is positive, the difference is subtracted from the difference counter. Specifically, first, "+2415" is set at the start of the advantageous period, and when the difference in the first game is "-3 (pieces)" (number of bets "3", number of payouts "0"), "3" is added to the difference counter and the difference counter is updated to "+2418". On the other hand, when the difference in the first game is "+11 (pieces)" (number of bets "3", number of payouts "14"), "11" is subtracted from the difference counter and the difference counter is updated to "+2404". When the difference counter reaches "0," it is determined that the difference in the advantageous period has exceeded "+2400," and the advantageous period ends. It should be noted that the difference number counter in the examples of FIGS. 34 and 35 described below increases its value as the difference number in the current game increases.
[0179] As a second example of a difference counter, the start of the advantageous period is set to "0", and when the difference counter exceeds "+2400" (pieces) (specifically, when the difference counter value in hexadecimal is "0961h" or greater), it is determined that the end condition of the advantageous period has been met. In the difference counters and stop counters shown below, when hexadecimal numbers are indicated, an "h" is added to the value. When an "h" is not added to the value, it indicates a decimal number. Also, when a minus sign is not added to the difference counter value, it indicates a positive number. Also, as mentioned above, in the first embodiment, the number of times that a game is played during the advantageous period is not included in the conditions for ending the advantageous period, and therefore the number of times that a game is played during the advantageous period is not counted. In both the first and second examples above, when the advantageous period ends, the difference counter is cleared.
[0180] Secondly, in the first embodiment, a stop counter counts MY from the time the power is turned on. Here, "MY" is the value when the minimum value is "0", just like the difference counter in the other embodiments described above. The stop counter is initialized to "0000h" when the power is turned on. And, for example, from the moment the power is turned on, 1st game: Number of bets: "3", Number of payouts: "0", Play end counter: "0000h" Second game: Number of bets: "3", number of payouts: "14", counter: "000Bh" 3rd game: Number of bets: "3", number of payouts: "0", counter value: "0008h" 4th game: Number of bets: "3", number of payouts: "0", counter value: "0005h" 5th game: Number of bets: "3", number of payouts: "0", counter value: "0002h" 6th game: Number of bets: "3", number of payouts: "0", counter: "0000h" : This becomes: Here, in the first game above, the difference is "-3", so when the difference "-3" is added to the initial value of the play stop counter, "0000h", the result is "FFFDh", but when a down-digit occurs, it is corrected to "0000h" each time. Similarly, for the sixth game, the difference is "-3", so when the difference "-3" is added to the play end counter "0002h", the result becomes "FFFFh", but after correction it becomes "0000h". When the value of the play stop counter since power-on reaches "19000" (4A38h), the complete function is activated, play of the gaming machine 10 is stopped, and subsequent play (operation for that day) is terminated. Unlike the difference counter, the hit stop counter counts MY even in the normal interval.
[0181] FIG. 34 is a diagram showing the transition of the difference counter and the stop counter in the first embodiment. First, the point when the power is turned on and the RWM is initialized corresponds to "A" in the figure. At "A" in the figure, both the difference counter and the stop counter are "0". Immediately after powering on the RWM for initialization, the normal interval begins, and the transition to the advantageous interval occurs at point "B" in the diagram. Therefore, at point "B" (the start of the advantageous interval), the difference counter is "0." During the normal interval, the difference counter is not updated.
[0182] Furthermore, the difference number decreases from point "B" in the figure, and when it reaches point "C", the difference number counter value at this point "C" is "BC". Also, the hit end counter value is "0". Then, if a sub-bonus or the like is executed in the advantageous zone, and the difference number increases and reaches point "D", and the difference number "DB" exceeds "2400", the conditions for ending the advantageous zone are met at point "D", the advantageous zone ends, and the next game will be in the normal zone, and if the conditions for transitioning to the advantageous zone are met in the normal zone, the game will transition to the advantageous zone. Next, when the point "E" in the figure is reached and the play end counter value "EC" reaches "19000", the complete function is activated and play of the gaming machine 10 comes to an end.
[0183] In addition, in FIG. 34, the dashed line indicates the case where the difference number continues to increase after power is turned on and the stop counter reaches "19000" in the shortest time. In the figure, "FA" is "19000". Here, the minimum game time (the shortest time from the start of rotation of the reels 31 in the current game to the start of rotation in the next game) is set to "4.1" seconds. Meanwhile, the Act on the Regulation and Improvement of Amusement and Entertainment Businesses (hereinafter referred to as the "Amusement Business Act," "Amusement Business Law," or "Amusement and Entertainment Business Act") defines pachinko parlors as a "Type 4 business." Furthermore, the Entertainment Business Act prohibits all entertainment businesses from operating between midnight and 6:00 AM (Article 13 of the Act), as a general rule. Therefore, the maximum hours a pachinko parlor can operate per day is 18 hours. Furthermore, the shortest business hours stipulated by prefectural ordinances is 13 hours. Furthermore, although specific calculations will be omitted, based on the above-mentioned number table and condition device, if we assume that the shortest possible time is to move from the normal zone to the advantageous zone and then to the sub-bonus, and that the sub-bonus continues until the difference number counter exceeds "2400", and that when the difference number counter exceeds "2400", the advantageous zone ends and the player moves to the normal zone, the net increase in the number of coins per game is set to approximately "6". In other words, if one game takes 4.1 seconds to play and the net increase in coins per game is 6, the net increase in coins per hour will be approximately 5,268. Therefore, it will take approximately 3.6 hours for MY to reach 19,000. Therefore, there is a possibility that the stop counter will reach "19000" within one business day (a minimum of 13 hours and a maximum of 18 hours). In this way, by setting the value of the play limit counter at which the complete function is activated and the net increase in the number of coins per game so that the complete function can be activated within the pachinko parlor's business hours for one day, it is possible to prevent the player's gambling instincts from being significantly stimulated.
[0184] Figure 35 shows the relationship between the difference counter and the stop counter and the power on / off. The "power off" and "power back on" in the graph in Figure 35 are simply power on / off, and the RWM is not cleared (settings are changed). As shown in Figure 35, if the power is cut off while the stop counter and difference counter are at a predetermined value and then power is restored, the stop counter is cleared. Therefore, after power is restored, the value starts from "0000h" (indicated by the dashed line in the figure). In contrast, the difference counter is not cleared. Therefore, after power is restored, it resumes from the value before the power was cut off (solid line in the figure). In addition, the table at the bottom of FIG. 35 shows the status of the difference counter and the stop counter when the power is turned on / off without clearing the RWM and when the power is turned on / off with clearing the RWM. As mentioned above, when the power is turned on / off without clearing the RWM, the difference counter is maintained but the stop counter is cleared. In contrast, when the power is turned on / off with the RWM cleared (for example, when changing settings), both the difference counter and the stop counter are cleared.
[0185] In addition, the "complete function activation flag" is a flag that turns on when the stop counter reaches "19000" and the complete function is activated.It is composed of, for example, 1 byte of data, and is "00h" when off and "FFh" when on. Furthermore, the "complete function temporary flag" is a flag that is turned on when the play stop counter reaches "19000" but the complete function cannot be activated, for example, when the game is in a special game state (when a special device is operating).The flag is composed of, for example, 1 byte of data, and is "00h" when off and "FFh" when on. These complete function active flag and complete function temporary flag are configured so as not to be cleared by turning the power on / off without clearing the RWM.
[0186] Therefore, as will be described in detail later, for example, when the play stop counter reaches "19000" during the special game state, the complete function activation flag remains off, but the complete function provisional flag is turned on. If the power is cut off before the special game state ends and then restored, the complete function provisional flag is restored in an on state, so when the special game state ends after power is restored from the power cut, the complete function activation flag can be turned on and the complete function can be activated. However, when the power is turned on / off (when the setting is changed) with the RWM cleared, both the complete function active flag and the complete function provisional flag are cleared.
[0187] FIG. 36 is a flowchart showing the flow from when the power is turned on to the main processing, and includes processing related to the complete function. First, when the power is turned on in step S511, the power-on process is executed in the next step S512. One part of this power-on process is initialization of a predetermined storage area. Here, if the power is turned on without clearing the RWM, one part of the initialization process is initialization (clearing) of the stop counter. In contrast, initialization of the difference counter, the complete function activation flag, and the complete function provisional flag is not executed. On the other hand, when the power is turned on with RWM cleared, the stop counter, difference counter, complete function operation flag, and complete function temporary flag are all initialized. Next, the process proceeds to step S513, where error processing is performed. During this error processing, processing related to the complete function is executed, as will be described later.
[0188] In the next step S515, the main control board 50 executes the deposit / payment acceptance process. In the next step S516, the main control board 50 determines whether the start switch 41 has been operated, and if it determines that the start switch 41 has been operated, the process proceeds to step S517. In step S517, the winning combination lottery means 61 executes a lottery for a winning combination (winning number). Then, in the next step S518, the reel control means 65 starts the rotation of the reels 31. In step S519, the main control board 50 determines whether the stop switch 42 has been operated, and if it determines that the stop switch 42 has been operated, proceeds to step S520, where the reel control means 65 controls the reel 31 corresponding to the operated stop switch 42 to stop. In the next step S521, the main control board 50 determines whether all the reels 31 have stopped. If it is determined that all the reels 31 have not stopped, the process returns to step S519. If it is determined that all the reels 31 have stopped, the process proceeds to step S522. In step S522, the winning determination means 66 determines whether a winning combination has been achieved. Then, the process proceeds to step S523, where the payout means 67 pays out medals corresponding to the winning combination. Next, the process proceeds to step S524, and the main control board 50 performs an update process for the role ratio monitor (management information display LED 74). Next, the process proceeds to step S525, where the main control board 50 executes a complete function calculation process. This process involves updating the hit stop counter, etc., and is the process shown in FIG. 38, which will be described later. Next, the process proceeds to step S526, where the main control board 50 executes a game status update process, and then returns to step S513.
[0189] FIG. 37 is a flowchart showing the error processing in step S513 of FIG. First, in step S531, the main control board 50 determines whether or not the game is in a special gaming state (a special device is operating). In this embodiment, the complete function is not activated even if the activation conditions for the complete function (play stop conditions) are met in the special gaming state. If it is determined that the game is in a special gaming state, the process proceeds to step S537, where error processing other than processing related to the complete activation is executed. On the other hand, if it is determined in step S531 that the game is not in a special gaming state, the process proceeds to step S532. In step S532, the complete function activation flag is read. Then, in the next step S533, the process determines whether or not the complete function activation flag is "FFh" (on). If it is determined that the flag is "FFh", the process proceeds to step S534; if it is determined that the flag is not "FFh", the process proceeds to step S537.
[0190] In step S534, the main control board 50 notifies the operation of the complete function by transmitting an operation signal of the complete function to the sub-control board 80, and notifying the operation of the complete function on the image display device 23 or the like. Next, the process proceeds to step S535, where the main control board 50 executes automatic settlement processing. Note that when the complete function is activated, it is optional whether or not to automatically settle the credited medals, and if automatic settlement is to be executed when the complete function is activated, the automatic settlement processing is executed in this step S535. On the other hand, if automatic settlement is not to be executed when the complete function is activated, the processing of step S535 is not executed. Next, the process proceeds to step S536, where a complete signal is output to the outside. This ends the error processing. Also, when the process proceeds to step S536, the process does not proceed to step S515 and subsequent steps in FIG. 36. As a result, the operation switches (bet switch 40, start switch 41, stop switch 42) are not accepted, and the game cannot proceed. In this example, processing related to the operation of the complete function is executed within the error processing of step S513, but this is not limited to this. For example, processing related to the operation of the complete function may be set up independently as the processing following the error processing, and the processing of steps S531 to S536 in Figure 37 may be executed.
[0191] FIG. 38 is a flowchart showing the complete function calculation process in step S525 of FIG. First, in step S541, the main control board 50 determines whether the temporary complete function flag is on (FFh). If it is determined that the temporary complete function flag is not on, the process proceeds to step S542, and if it is determined that the temporary complete function flag is on, the process proceeds to step S548. In step S542, the main control board 50 determines whether the complete function activation flag is on (FFh). If it is on, that is, if it is determined that the complete function is already activated, the processing of this flowchart ends. This is because if the complete function is already activated, the process of updating the stop counter, etc., is not executed. If it is determined in step S542 that the complete function activation flag is not on and the process proceeds to step S543, the main control board 50 determines whether or not a replay is in progress. In this embodiment, the play stop counter is not updated during a replay, so if it is determined that a replay is in progress, the process according to this flowchart ends. If it is determined that the replay is not in progress, the process proceeds to step S544, where the play end counter is updated based on the number of bets and the number of payouts for the current game.
[0192] In the next step S545, it is determined whether the stop counter is less than "0", i.e., whether a borrow has occurred. If it is determined that the stop counter is not less than "0", the process proceeds to step S546, and if it is determined that the stop counter is less than "0", the process proceeds to step S551. In step S551, the value of the stop counter is corrected to "0." As a result, the minimum value of MY becomes "0." Then, the process according to this flowchart ends. On the other hand, when the process proceeds from step S545 to step S546, the main control board 50 determines whether the value of the stop counter has reached "19000." As described above, if the value of the stop counter is "4A38h" or greater, it is determined that the value has reached "19000." If it is determined that the stop counter has reached "19000," the process proceeds to step S547, and if it is determined that the value has not reached "19000," the process according to this flowchart ends.
[0193] In step S547, the complete function temporary flag is set to ON (FFh). Next, the process proceeds to step S548, where it is determined whether the current game is in a special game state (such as 1BB game or RB game). Note that if the special game state has ended in the current game (for example, if it is the final game of 1BB game), the special game state has ended at the time of step S525, so it is determined that the current game is not in a special game state. If it is determined that the game is in a special game state, the processing according to this flowchart is terminated. Therefore, in the special game state, when the play stop counter reaches "19000", the complete function provisional flag is turned on in step S547, but since step S549 is not passed, the complete function activation flag is not turned on (FFh). Therefore, the complete function does not operate in the special game state. On the other hand, if it is determined in step S548 that the special game state is not in effect, the process proceeds to step S549. In step S549, the main control board 50 turns the complete function activation flag on (FFh). Next, the process proceeds to step S550, where the complete function temporary flag is turned off (00h). The process according to this flowchart then ends. If the complete function activation flag is turned on in step S549, the complete function will be activated at the start of the next game according to step S513 in FIG. 36 and FIG. 37. Also, in the special game state, when the complete function provisional flag is turned on in step S547, the complete function provisional flag remains on (the complete function activation flag is off) until the special game state ends, and at the end of the special game state, the complete function activation flag is turned on (step S549) and the complete function provisional flag is turned off (step S550).
[0194] Next, image control by the sub-control board 80 regarding the complete function will be described. FIG. 39 shows images for announcing (advance notification) the activation of the complete function, where (a) shows a game screen, (b) shows a demonstration screen, and (c) shows a menu screen. After power is turned on, the sub-control board 80 counts the stop counter independently. However, this is not limited to this, and the main control board 50 may transmit the stop counter value to the sub-control board 80 at the end of each game. If the complete function were suddenly activated when the play stop counter reached 19000, it would be a surprise to the player. Therefore, when the activation of the complete function is approaching, a notice of the activation of the complete function is given to the player.
[0195] The sub-control board 80 notifies the user of the activation of the complete function when the shot stop counter reaches "18900," in other words, when there are "100" coins remaining until the complete function is activated. As shown in (a), (b), and (c) in the figure, whether it is a game screen, a demonstration screen, or a menu screen, it will display, for example, as in this example, "100 coins remaining until the complete function is activated." Also, when the play limit counter reaches, for example, "+11" coins in the next game, the preview image for the complete function activation is updated to display "89 coins remaining until the complete function activation." In this way, the preview for the complete function activation is performed so that the quantitative change until the complete function activation condition (the play limit counter reaching "19000") is met can be visually recognized. In the figure, the area of the preview image for the complete function activation is shown by a dot pattern, and this dot pattern area represents the front layer. Therefore, for example, if there is an area where a predetermined display on the screen and the preview image for the complete function activation overlap, the preview image for the complete function activation will be displayed in the overlapping area, and the predetermined image (back layer) will not be displayed. In other drawings described later, the area indicated by the dot pattern also indicates the foremost layer.
[0196] In the above example, when the complete function is activated when the hit stop counter reaches "19000", the activation of the complete function is announced when the hit stop counter reaches "18900". Here, if the value of the stop counter reaches "19000" without decreasing after the completion function operation is predicted, the completion function operation is predicted from the time the stop counter reaches "18900" until it reaches "19000". On the other hand, if the value of the stop counter decreases after it reaches "18900", and the value of the stop counter reaches a predetermined value, the advance notice of the complete function operation is terminated. Here, if the play stop counter fluctuates up and down as the game progresses, with "18900" as the threshold value, the state in which the complete function is activated and the state in which it is not activated will frequently change, and for example, the image in which the complete function is activated will sometimes be displayed and sometimes not. Therefore, in this embodiment, once a notice of the completion function activation is given, the notice of the completion function activation is maintained until the strike stop counter becomes less than a predetermined value ("18850" in this embodiment).
[0197] 40 is a diagram showing the transition between a period in which the completion function is notified (pre-warned) and a period in which the completion function is not activated. In the figure, the solid line indicates the period in which the completion function is not activated, and the dashed line indicates the period in which the completion function is not activated. In FIG. 40, when the value of the hit stop counter reaches "A" (MY1="18900") in the drawing, the condition for notifying the operation of the complete function is met, and from this point on, the operation of the complete function is notified. Then, as the game progresses, the value of the play stop counter falls below "MY1 (18900)" at point "B" in the figure, but the notification of the activation of the complete function continues. Then, when the value of the hit stop counter falls below "MY2 (18850)" at time "C" in the figure, the notification of the complete function operation ends and the system moves to a section where no notification is given.
[0198] Once the period has shifted to one in which no warning is given, the period will not be one in which the complete function will be activated unless the stop counter reaches "18900" (MY1). In the example of Figure 40, the stop counter reaches "18900" (MY1) at point "D" in the figure, and the period again becomes one in which the complete function will be activated. When the hit limit counter reaches "19000", the complete function is activated, and the notification of the activation of the complete function ends. In addition, the difference "MY1-MY2" between the stop counter "MY1" which is the interval that notifies the activation of the complete function and the stop counter "MY2" which is the interval that notifies the activation of the complete function is set to "50" in this example. Here, it is preferable that "MY1-MY2" is larger than the maximum difference number in one game ("11 coins" in the first embodiment). In this way, it is possible to prevent the interval that notifies the activation of the complete function from being (frequently) interchanged in one game.
[0199] Figure 41 shows an example of a full-screen image display indicating that the complete function is activated. In the figure, the dot pattern display area is the image display area for the complete function activation. Therefore, when the full-screen image indicating that the complete function is activated is displayed as in this example, the previous game screen and other information are completely hidden. Here, when the complete function is activated, automatic settlement may or may not be performed. When the complete function is activated, operation of the bet switch 40, start switch 41, and stop switch 42 is invalidated, and the game cannot proceed thereafter. However, for gaming machines 10 that allow operation of the settlement switch 43, all of the stored medals can be discharged into the medal tray by operating the settlement switch 43 after the complete function is activated. In this case, a message prompting settlement is displayed, as shown in (a) in the figure. On the other hand, when the complete function is activated and automatic settlement is performed, all of the stored medals are automatically discharged into the medal tray without the player having to operate the settlement switch 43. In this case, as shown in (b) in the figure, a message is displayed to that effect. Furthermore, in the case of a "medalless gaming machine" described in the 18th embodiment (FIG. 52) to be described later, when the counting switch 47 is operated, the gaming media (electronic medals) stored in the gaming machine 10 are transmitted to the lending unit 200. In the case of a medalless gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to transmit the gaming media to the lending unit 200. In this case, a display prompting counting is displayed, as shown in FIG. 52(c).
[0200] 42 is a diagram showing an example of an image display in a partial area indicating that the complete function is activated. In the figure, the dot pattern display area is the image display area indicating that the complete function is activated. In the figure, (a) is an example in which the complete function is activated during a sub-bonus game (AT). An image layer for the complete function activation is displayed overlaid on the game screen layer. Therefore, in the area where the game image and the image for the complete function activation overlap, the image for the complete function activation is displayed on top. Note that the image for the complete function activation may be transparent, allowing the game screen to be seen below the image for the complete function activation. Furthermore, if the game screen is left as is for a predetermined time, it will transition to a demonstration screen as shown in (b) in the figure. Even when transitioning to the demonstration screen, the image indicating the complete function is activated will continue to be displayed without being erased. Furthermore, in the area where the image on the demonstration screen and the image indicating the complete function are overlapping, the image indicating the complete function is displayed as the foreground layer. Furthermore, even after the complete function is activated, it is possible to transition to the menu screen. Even when transitioning to the menu screen, the image indicating that the complete function is activated remains displayed without being erased. Furthermore, in the area where the image on the menu screen and the image indicating that the complete function is activated overlap, the image indicating that the complete function is activated is displayed as a layer in the foreground.
[0201] Figure 43 shows an example of when the play stop counter reaches "19000" during a special game state (for example, during 1BB game or RB game), where (a) shows a time chart and (b) and (c) show example images. In the first embodiment, the sub-bonus (AT) can be executed on the premise that 1 BB is not won (1 BB is not won). In contrast, the example in Figure 43 shows an example in which 1 BB or RB (a role) is won during play, and the play stop counter reaches "19000" during a special play state (1 BB play or RB play). In the figure (a), when the special game state starts, the play stop counter is less than "18900", the complete function provisional flag is off, and the complete function activation flag is off. First, when the play stop counter reaches "18900", the sub-control board 80 displays an image notifying the activation of the complete function. The image at this time is shown in the figure (b). On the game screen in the special game state, the notification image for the activation of the complete function is superimposed on a part of the screen. Next, when the play stop counter reaches "19000" in the special game state, the complete function provisional flag is turned on. However, since the special game state is in effect, the complete function activation flag remains off. Furthermore, when the complete function provisional flag is turned on, the sub-control board 80 displays an image indicating that the complete function is on standby (the complete function will be activated after the special game state ends). (c) in the figure shows the image at this time. Therefore, when the play stop counter reaches "19000", the image display changes from (b) in the figure to (c). By configuring it in this way, it is possible to inform the player that the play stop counter has reached "19000" during the special play state (meaning that no more play is possible on that day), thereby preventing trouble between the pachinko parlor staff and the player when play stops on the gaming machine 10 after the special play state ends.
[0202] When the special game state ends, the complete function activation flag is turned on (the temporary complete function flag is turned off), which causes the image shown in FIG. 41 or FIG. 42(a) to be switched from the image shown in FIG. 41(c). In addition, once the stop counter reaches "19000" in the special game state, the counting of the stop counter will end, but even if the number of medals won thereafter decreases (for example, assuming that the stop counter continues counting without ending after reaching "19000", when the count value becomes less than "19000" at the end of the special game state), the complete function provisional flag will remain on and the complete function activation flag will be turned on at the end of the special game state. In the example of Fig. 38, when the complete function provisional flag is on ("Yes" in step S541), the stop counter is not updated because step S544 is not passed. Therefore, in this case, even if the number of medals acquired decreases in the special game state thereafter, the stop counter does not change. However, this is not limiting, and the play stop counter may be updated even after the complete function provisional flag is turned on. In this case, even if the play stop counter is less than "19000" at the end of the special game state, if the complete function provisional flag was once turned on during the special game state, the complete function activation flag is turned on at the end of the special game state, and play of the gaming machine 10 is stopped.
[0203] Also, in Figure 43, after the play stop counter reaches "19000," if the power is turned off before the special game state ends, and then the power is turned on and the special game state ends, the complete function is activated when the special game state ends. When the play stop counter reaches "19000" during the special game state, the complete function activation flag is not turned on, but the complete function temporary flag is turned on. Then, while the play stop counter is cleared by turning the power on / off, the complete function temporary flag is not cleared by turning the power on / off. Therefore, after the power is turned on and before the special game state ends, the complete function temporary flag is on and the complete function activation flag is off. Then, when the special game state ends, the complete function temporary flag is turned off and the complete function activation flag is turned on, and the complete function is activated. By configuring it in this manner, even if a power outage occurs after the play stop counter has reached "19000" but the gaming machine 10 has not yet reached play stop (for example, a situation in which the play stop counter has reached "19000" during a special game state), and the power is then turned on and the play stop counter is cleared, the gaming machine 10 can be brought to a play stop based on the complete function provisional flag and the complete function activation flag, thereby preventing the player's gambling instincts from being significantly stimulated.
[0204] Figure 44 is a time chart showing an example in which a power outage occurs during a game in which the complete function is activated after a payout (a game in which the play stop counter reaches "19000"; the same applies below) in a state where there is a warning (advance notification) of the activation of the complete function (for example, the state shown in Figure 43(b)), and the payout process is completed before the power outage process begins. First, let us assume that, under the condition that the complete function is in a warning state, the stop switch 42 is operated, the last stop switch 42 is released, and a payout process is performed. Then, let us assume that a power outage occurs just before the end of the payout process, and the payout process is completed before the power outage process begins. When the payout process is completed, the stop counter is updated, and when it reaches "19000", the complete function transitions from the notification state to the activation state. A power outage occurs at the moment when the notification state switches to the activation state, but the activation state is reached before the power outage process begins. Therefore, the complete function activation flag is turned on before the power outage process begins. After the power-off process is completed, the power is turned off. Next, when the power is turned on, the power-on process is executed. When the power-on process is completed, the complete function is restored to its active state. As described above, when the power is turned on / off, the stop counter is cleared, but the complete function active flag is not cleared. Therefore, the value of the complete function active flag is read during the power-on process, and if the complete function active flag is on, the complete function is activated.
[0205] Figure 45 is a time chart showing an example in which a power outage occurs during the payout process and the power outage process begins in a game in which the complete function is in a state of being predicted to be activated and the complete function is activated after a payout. FIG. 45 shows Example 1 (a) and Example 2 (b), but Example 1 (a) will be explained first. Suppose that in the complete function activation warning state, the stop switch 42 is operated, the last stop switch 42 is released, and the payout process is performed. Then, suppose that a power outage occurs during the payout process, and the power-off process begins before the entire payout process is completed (before all medals are paid out). Therefore, when the power-off process ends and the power is turned off, the play stop counter has not yet reached "19000." Therefore, the power remains off while the complete function activation warning state is still in place. In other words, the complete function activation flag is off when the power is turned off. In addition, when the power is turned off, the payout process that has been completed and the advance notice status of the complete function operation are backed up.
[0206] Next, when the power is turned on, the power-on process is executed. When the power-on process is completed, the payout process continues based on the backup data. Also, based on the backup data at the time of power-off, the state returns to the advance notice state for the complete function operation. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the next payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the notification state for the complete function operation (for example, "18900" in the example of Figure 40). Therefore, after the payout process is completed, the system does not enter the notification state for the complete function operation, and transitions to the normal state. Also, Example 2 in (b) in the figure is an example in which the advance notice state of the complete function operation is not backed up when the power is turned off. Therefore, after power-on, the device does not return to the pre-announcement state for the complete function operation. Therefore, once the power-on process is completed, the device returns to the normal state. Note that Figure 45 shows a preview of the activation of the complete function, and applies even if the complete function does not activate after the payout (if the play stop counter does not reach "19000"). In addition, in Example 2 of (b) in the figure, the advance notice state of the complete function operation is backed up when the power is turned off, but it may be configured so that the advance notice state of the complete function operation is cleared in the processing when the power is restored. This processing is also the same for Figures 46(b), 47(b), and 48(b), which will be described later.
[0207] Figure 46 is a time chart showing an example in which, in a game in which the complete function is in a state of being predicted to be activated and the complete function is activated after a payout, a power outage occurs before the final stop switch is released, and the power outage process is executed when the payout process is halfway completed. FIG. 46 shows Example 1 (a) and Example 2 (b), but Example 1 (a) will be explained first. Suppose that in the warning state of the complete function activation, the stop switches 42 are operated, the hand is released from the last stop switch 42, and the payout process is performed. Here, it is assumed that a power outage occurs before the hand is released from the last stop switch 42. Furthermore, it is assumed that the power outage process begins before all payout processes are completed (before all medals are paid out). Therefore, when the power outage process ends and the power is turned off, the play stop counter has not yet reached "19000." Therefore, the power is turned off while the warning state of the complete function activation remains. In addition, when the power is turned off, the payout process that has been completed and the advance notice status of the complete function operation are backed up.
[0208] Next, when the power is turned on and the power-on process is executed, the payout process continues based on the backup data. Also, based on the backup data at the time of power-off, the state of the advance notice of the complete function operation is restored. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the next payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the warning state for the complete function activation. Therefore, after the payout process is completed, the machine does not enter the warning state for the complete function activation and transitions to the normal state. Also, Example 2 in (b) in the figure is an example in which the advance notice state of the complete function operation is not backed up when the power is turned off. Therefore, after power-on, the device does not return to the pre-announcement state for the complete function operation. Therefore, once the power-on process is completed, the device returns to the normal state. Note that Figure 46 shows a preview of the complete function activation, and applies even if the complete function does not activate after the payout (if the play stop counter does not reach "19000"). Furthermore, when the example in Fig. 45 is compared with the example in Fig. 46, the results are the same. In the example in Fig. 45, a power outage occurs after the last stop switch 42 is released, and in the example in Fig. 46, the last stop switch 42 is released after a power outage occurs. In both cases, the power-off process is terminated in the middle of the payout process. As a result, after the power is turned on, the payout process continues, and if the advance notice state for the complete function operation is backed up, the advance notice state for the complete function operation is restored, but since the stop counter has been cleared, the state then returns to normal. There are two methods for updating the stop counter when the power is turned on / off: The first method is to update the play end counter based on the payout number and the bet number in the game. The second method is to update the dispense counter based on the number of coins dispensed after the power is turned on. For example, in a game where 3 coins are bet and 10 coins are paid out, if the power-off process is completed when 5 of the 10 coins are paid out, and then the power is turned on and the remaining coins are paid out, When the first method is adopted, the shot limit counter is updated by a difference of 7 after power-on. This simplifies the process because even if the power is turned on / off during the dispensing process, the difference number can be updated to the same value as if the power had not been turned on / off. However, there are cases where the value of the stop counter updated after the power is turned on does not match the number of coins dispensed after the power is turned on. If the second method is adopted, the stop counter is updated by the five coins dispensed after the power is turned on. As a result, the value of the play stop counter updated after power-on coincides with the number of coins paid out after power-on, so that the player will not be confused when a notice of the completion function operation is given after power-on.
[0209] Figure 47 is a time chart showing an example of a game in which the complete function is in a state of being predicted to be activated and the complete function is activated after a payout, in which the last stop switch is released just before the power-off process begins (T1) or after the power-off process (T2). The result will be the same whether you release the last stop switch just before the power-off process begins (T1) or after the power-off process ends and before the power is turned on (T2). FIG. 46 shows Example 1 (a) and Example 2 (b), but Example 1 (a) will be explained first. In the complete function activation warning state, after the stop switches 42 are operated, let us say that the hand is released from the last stop switch 42 just before the start of the power-off process (T1) or after the power-off process (T2). When the hand is released from the last stop switch 42, the payout process is executed, but since the hand is released from the last stop switch 42 just before the start of the power-off process (T1) or after the power-off process (T2), the power-off process has ended before the payout process is started. Therefore, when the power-off process is completed and the power is turned off, the stop counter has not yet reached 19000. Therefore, the power is turned off while the complete function is still in the warning state. In addition, when the power is turned off, the winning combination and the advance notice of the complete function operation are backed up.
[0210] Next, when the power is turned on and the power-on process is executed, the payout process is executed based on the backup data. Also, the state of the advance notice of the complete function operation is restored based on the backup data at the time of power-off. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the notification state for the complete function activation. Therefore, after the payout process is completed, the machine does not enter the notification state for the complete function activation and transitions to the normal state. Also, Example 2 in (b) in the figure is an example in which the advance notice state of the complete function operation is not backed up when the power is turned off. Therefore, after power-on, the device does not return to the pre-announcement state for the complete function operation. Therefore, once the power-on process is completed, the device returns to the normal state.
[0211] FIG. 48 is a time chart showing an example in which the complete function is in a warning state, and the last stop switch is released after the power is turned on after a power outage occurs. Even if the last stop switch 42 is released after the power is turned on after a power outage occurs, the situation is the same as the example in FIG. Specifically, as in (a) Example 1, if the advance notice state of the complete function operation is backed up when the power is turned off, after the power is turned on and before the payout process is completed, the advance notice state of the complete function operation is restored based on the backed up data. Then, after the payout process is completed, the state returns to the normal state. In contrast to this, as in (b) Example 2, if the advance notice state of the complete function operation is not backed up when the power is turned off, the normal state is restored after the power is turned on.
[0212] Figure 49 is a time chart showing an example of a case where a power outage occurs during a sub-bonus while the complete function is in a predicted state. In this example, it is assumed that there is no payout process before or after the power outage. In the sub-bonus, the activation of the complete function is predicted, so the number of coins remaining until the complete function is activated is displayed as an image. For example, the image shown in Figure 43(b) is displayed. The number of coins won during the sub-bonus is also displayed as an image. When the power is turned on after a power outage occurs while the number of coins remaining until the complete function is activated and the number of coins won during the sub-bonus are displayed as an image, the power-on process is executed. When the power-on process is completed, the play stop counter is cleared, so the value of the play stop counter does not reach the value required to enter the warning state for the complete function to be activated. As a result, the warning state for the complete function to be activated is not entered. Therefore, after the power is turned on, the number of coins remaining until the complete function is activated is not displayed as an image. On the other hand, when the power-on process is completed, the number of coins won during the sub-bonus is displayed as an image based on the backup data. As described above, before the power is turned off, the number of coins remaining until the complete function is activated and the number of coins won during the sub-bonus are displayed as an image, but after the power is turned on, the number of coins won during the sub-bonus is displayed as an image.
[0213] Figure 50 shows an example in which a hopper empty error occurs during automatic settlement after a payout process when a notification of the completion function activation is given and the completion function is activated after the payout process, where (a) shows a time chart and (b) to (d) show the image display contents. In the figure (a), when the payout process is completed while the notification of the activation of the complete function is being given, the stop counter reaches "19000" and the complete function activation flag is turned on. This notifies the activation of the complete function. In the figure (b), "Complete function in operation, please call an attendant" is an example of notifying the activation of the complete function. Also, in this example, similar to the example in Figure 41(b), it is assumed that automatic settlement occurs when the complete function is activated. Therefore, when the activation of the complete function is notified, automatic settlement begins. Figure (b) is an example in which the activation of the complete function is notified and automatic settlement is in progress.
[0214] Next, if a hopper empty error occurs during automatic settlement, the hopper empty error is notified. Figure (c) is an example in which the activation of the complete function is notified and the occurrence of a hopper empty error is notified. Then, when the hopper empty error is resolved and the automatic settlement is completed, only the operation of the complete function is notified, as shown in (d) of the figure. In the case of (c) in the figure, if priority is given to the occurrence of a hopper empty error, the notification of the hopper empty error may be displayed larger than the notification of the complete function operation. Alternatively, if priority is given to the notification of the complete function operation, the notification of the complete function operation may be displayed larger than the notification of the hopper empty error.
[0215] Figure 51 shows an example in which the activation of the complete function is notified after automatic settlement when a notice of the activation of the complete function is given and the complete function is activated after the dispensing process. It also shows an example in which a hopper empty error occurs during the automatic settlement. (a) shows a time chart, and (b) to (d) show the image display contents. FIG. 51 differs from FIG. 50 in that the complete function operation is not notified during automatic settlement after the payout process, but is notified after automatic settlement. In the figure (a), when the payout process is completed while the complete function is being notified, the stop counter reaches "19000", and the complete function activation flag is turned on. Next, before the complete function is notified, the automatic settlement process is executed, and a message is displayed indicating that automatic settlement is in progress. In the figure (b), the state at this time is shown.
[0216] In the example of Figure 37, if it is determined in step S533 that the complete function activation flag is on, the process proceeds to step S534, where activation of the complete function is notified. Next, the process proceeds to step S535, where automatic settlement processing is executed. Therefore, this example of a flowchart is the example of Figure 50. On the other hand, when processing as shown in Figure 51, if it is determined in step S533 in Figure 37 that the complete function activation flag is on, the process proceeds to step S535 to execute the automatic settlement process. After the automatic settlement process, the process proceeds to step S534 to notify the user that the complete function is activated. If a hopper empty error occurs during automatic settlement, the display will change from "Automatic settlement in progress" to "Hopper empty error" as shown in (c) of the figure. Then, when the hopper empty error is resolved and the automatic settlement is completed, the operation of the complete function is notified, as shown in (d) of the figure. By configuring it in this way, the operation of the complete function is not notified when automatic settlement is not completed, which prevents the player from quitting the game before automatic settlement is completed and incurring losses.
[0217] In the example of Figure 51, when the payout process is completed, the stop counter reaches "19000", at which point the complete function activation flag is turned on and the complete function is activated. However, during the automatic settlement that is executed after the payout process, the activation of the complete function is not notified. Here, when the power is cut off during a hopper empty error during automatic settlement, and then the power is turned on and the hopper empty error is cleared, the system notifies the user that automatic settlement is in progress (without notifying the user that the complete function has been activated) before the automatic settlement process is completed, and notifies the user that the complete function has been activated when the automatic settlement process is completed. As a result, even if a hopper empty error occurs during automatic settlement when the complete function is activated and the power is cut off while the hopper empty error is occurring, it is possible to stop playing on the gaming machine 10 based on the complete function activation flag and the complete function temporary flag after the hopper empty error is cleared, thereby preventing the player's gambling spirit from being significantly stimulated.
[0218] Next, the power restoration process in the sub-control board 80 in the first embodiment will be described. In the first embodiment, the recovery screen after power outage is made different depending on whether the gaming state before the power outage was advantageous to the player or not. Here, the "game state advantageous to the player" is not limited to the sub-bonus (AT) period, but may also include the main premonition of the sub-bonus (AT) and the so-called chance zone (CZ) where the probability of winning the AT is high. In the main premonition period, this includes both cases where the player has been notified of the sub-bonus (AT) win and cases where the player has not been notified of the sub-bonus (AT) win. However, the "game state advantageous to the player" does not include a simple advantageous zone (when the AT has not been won). Also, although it is different from the specifications of the first embodiment, in the case of specifications in which a special role is won and a special game is executed (transition to a special game state), the "game state advantageous to the player" is not limited to the special game state, but may also include an internal state in which the winning of a special role is carried over. Furthermore, in the case of an internal state, it includes both a case in which the winning of a special role is notified and a case in which it is not notified.
[0219] In this embodiment, if the game was not in an advantageous state for the player before the power was turned off, a game standby screen (normal return screen) is displayed after the game is restored from the power outage. In contrast, if the game was in an advantageous state for the player before the power was turned off, a predetermined return screen is displayed. This allows, for example, when a hall staff member turns on the power to the gaming machine 10, to determine whether the game ended in an advantageous state for the player when the hall closed the previous day (when the power was turned off), and thus allows the hall staff member to appropriately select whether to change the settings and start business in a normal state, or to start business in a state advantageous for the player without changing the settings. Furthermore, if the complete function operation screen was displayed before the power was cut, the game state before the power was cut was usually advantageous to the player. However, if the game state before the power was cut was advantageous to the player and the complete function operation screen was displayed, the complete function operation screen will be displayed in priority over the specified recovery screen after the power is restored. This allows the hall staff to know that the game will not be possible unless the settings are changed.
[0220] The main control board 50 transmits information such as the current game state, winning of the sub-bonus (AT), winning of the special role, etc. to the sub-control board 80. Based on this information, the sub-control board 80 determines whether the current game state is advantageous to the player. For example, a flag is set that is turned on when the state is advantageous to the player (including during the above-mentioned main premonition and internal state), and whether the game state is advantageous to the player or not is stored. Furthermore, if a predetermined error (such as a selector error or a door open error) occurs while the predetermined recovery screen is being displayed, the screen is switched to an error screen instead of the predetermined recovery screen in order to prioritize notification of the predetermined error. However, a message indicating that a predetermined error has occurred may be displayed in part of the predetermined recovery screen. Alternatively, a message indicating that the predetermined recovery screen is being displayed may be displayed in part of the error screen. In other words, when a message indicating that a predetermined error has occurred while the predetermined recovery screen is being displayed may be displayed so that both the predetermined recovery screen and the error screen can be distinguished from each other. In addition, if the power is cut off while the reels 31 are rotating and then restored, the error screen is not displayed while the reels 31 are rotating, and the error notification is made after the reels 31 are completely stopped. However, this is not limited to this, and the error notification may be made while the reels 31 are rotating.
[0221] When the complete function operation screen is displayed, it will not be erased unless the power is turned on / off, which involves changing the settings. On the other hand, the display of the predetermined return screen ends when a game is started (when the start switch 41 is operated), but does not end just by a betting operation. Furthermore, when a predetermined time has elapsed since the power was turned on and the predetermined return screen was displayed, the display of the predetermined return screen is terminated and the display shifts to a demonstration screen. Here, let T1 be the time from when the game standby screen is displayed until the display of the demonstration screen is switched to, and let T2 be the time from when the predetermined return screen is displayed until the display of the demonstration screen is switched to, T2>T1 It is configured so that:
[0222] As a result, when the power is turned on in the hall and the predetermined return screen is displayed, it takes longer to switch to the demonstration screen than to the game standby screen (a game screen that is displayed after a complete power outage as the game progresses in one game, and is not a dedicated screen. It is also a different screen from the demonstration screen), making it easier for hall staff to notice that the predetermined return screen is being displayed. If a predetermined time has passed without any operation from a predetermined timing after the end of the game (after all the reels 31 have stopped, after the payout process has finished, etc.), the display will transition to the demonstration screen. If the time from the end of the game to the transition to the display of the demonstration screen is T0, T0 ≒ T1 is. therefore, T2>T0 is.
[0223] Furthermore, if a bet operation is performed after the display shifts from the game standby screen or the predetermined return screen to the demonstration screen, the display of the demonstration screen ends and returns to the game standby screen. Then, if the start switch 41 is operated from the game standby screen, the game start screen (the normal presentation screen displayed at the start of a game) is displayed. Furthermore, if a bet operation is performed while the demonstration screen is being displayed and the screen transitions to a game standby screen, the screen will not transition back to the demonstration screen even after a certain amount of time has passed.
[0224] FIG. 52 is a flowchart showing the flow of processing on the sub-control board 80 for displaying a recovery screen after a power outage. First, in step S561, the sub-control board 80 determines whether it is in the setting change mode. When the power is turned on to set it to the setting change mode, the main control board 50 sends a command to the sub-control board 80 indicating that it is in the setting change mode, and it determines whether it is in the setting change mode based on the reception of that command. If it is determined that the setting change mode is not in effect, the process proceeds to step S562, and if it is determined that the setting change mode is in effect, the process according to this flowchart ends. In this way, if the setting change mode is in effect, the process transitions to the setting change mode without displaying a predetermined return screen or the like (a screen specific to the setting change mode is displayed).
[0225] Proceeding from step S561 to step S562, the sub-control board 80 determines whether the complete function operation screen was displayed before the power was turned off. When the power was turned off, information on whether the operation of the complete function was being notified is also backed up. If it is determined that the complete function operation screen was not displayed before the power was turned off, proceed to step S563; if it is determined that the complete function operation screen was displayed, the processing according to this flowchart ends. In step S563, the sub-control board 80 determines whether the game state before the power was cut off was advantageous to the player. As described above, the sub-control board 80 stores whether the game state was advantageous to the player based on information transmitted from the main control board 50. This information is then backed up when the power is cut off, and when the power is turned on, this information is read to determine the game state before the power was cut off. If it is determined that the game state before the power was cut off was advantageous to the player, the process proceeds to step S564; if it is determined that the game state was not advantageous to the player, the process proceeds to step S572.
[0226] When the process proceeds to step S564, that is, when the complete function operation screen was not displayed before the power was turned off and the state before the power was turned off was advantageous to the player, the sub-control board 80 displays a predetermined return screen, and then the process proceeds to step S565. In step S565, the sub-control board 80 determines whether or not medals have been bet. If it is determined that medals have been bet, the process proceeds to step S576, and if it is determined that medals have not been bet, the process proceeds to step S566. In step S566, the sub-control board 80 determines whether or not time T2 has elapsed since the start of display of the predetermined return screen. If it is determined that time T2 has elapsed, the process proceeds to step S567, and if it is determined that time T2 has not elapsed, the process returns to step S565. When the process proceeds to step S567, the sub-control board 80 ends the display of the predetermined return screen and starts displaying the demonstration screen. Next, the process proceeds to step S568, where the sub-control board 80 determines whether medals have been bet. If it is determined that medals have been bet, the process proceeds to step S569. That is, the demonstration screen continues until medals are bet. When it is determined that medals have been bet and the process proceeds to step S569, the sub-control board 80 displays a game standby screen.
[0227] After displaying the game standby screen in step S569, the process proceeds to step S570, where the sub-control board 80 determines whether the start switch 41 has been operated. In other words, in step S570, it determines whether a game has started. If it is determined that the start switch 41 has been operated, the process proceeds to step S571, where the game start screen is displayed. Then, the process according to this flowchart ends. On the other hand, after displaying the predetermined return screen in step S564, if it is determined in step S565 that a medal has been bet and the process proceeds to step S576, the sub-control board 80 determines whether or not the start switch 41 has been operated. Note that at the stage of step S576, the predetermined return screen is being displayed. If it is determined in step S576 that the start switch 41 has been operated, the process proceeds to step S571, where the game start screen is displayed. On the other hand, if it is determined in step S576 that the start switch 41 has not been operated, the process proceeds to step S577. In step S577, the sub-control board 80 determines whether or not time T2 has elapsed since the start of display of the predetermined return screen. If it is determined that time T2 has elapsed, the process proceeds to step S578, and if it is determined that time T2 has not elapsed, the process returns to step S576. In step S578, the sub-control board 80 ends the display of the predetermined return screen and starts displaying the demonstration screen. Next, in step S579, the sub-control board 80 determines whether the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the sub-control board 80 proceeds to step S571 and displays the game start screen.
[0228] On the other hand, if it is determined in step S563 that the game state before the power was turned off was not advantageous to the player, and the process proceeds to step S572, the sub-control board 80 displays a game standby screen. Next, the process proceeds to step S573, where the sub-control board 80 determines whether medals have been bet. If it is determined that medals have been bet, the process proceeds to step S575. If it is determined that medals have not been bet, the process proceeds to step S574. In step S574, the sub-control board 80 determines whether time T1 has elapsed since the start of display of the game standby screen. As described above, "time T1 < time T2." If it is determined that time T1 has not elapsed, the process returns to step S573 and the game standby screen is maintained. On the other hand, if it is determined that time T1 has elapsed, the process proceeds to step S567 and a demonstration screen is displayed. Furthermore, when it is determined in step S573 that medals have been bet and the process proceeds to step S575, the sub-control board 80 determines whether or not the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the process proceeds to step S571 and a game start screen is displayed. After the predetermined return screen is displayed in step S564, if it is determined in step S565 that a bet has been placed before it is determined in step S566 that time T2 has elapsed, the process may proceed to step S579 (instead of step S576). In other words, after a bet has been placed, the demonstration screen may not be displayed even if time T2 has elapsed, and the predetermined return screen may continue to be displayed until the start switch 41 is operated. Alternatively, after the predetermined return screen is displayed in step S564, the display of the predetermined return screen may be maintained until a bet is placed and the start switch 41 is operated. In other words, after step S564, the process may proceed to step S570, and the display of the predetermined return screen may be maintained until (a bet is placed and) the start switch 41 is operated in step S570.
[0229] Although the first embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications such as those described below are possible. (1) In the above embodiment, when a sub-bonus is won, the sub-bonus is started after a predetermined number of premonition games and pseudo games (games with a "red 7" combination). However, this is not limited to this, and a pseudo game may be executed in the game next to the game in which the sub-bonus was won, and a transition to the sub-bonus may be made. (2) In the above embodiment, a game in which the winning number "2" (Replay B) is won is set as a sub-bonus winning game, and "red 7" is aligned by pressing the buttons backward. However, for example, even if the winning number is "1" (Replay A), since the winning combination includes Replay 04, it may be possible to display a "red 7" combination (Replay 04) by pressing the buttons in reverse. Furthermore, since the winning number "1" has a winning rate of approximately "1 / 7.3", when the winning number "1" is won after winning the sub-bonus, an effect may be output in which the player aims to line up "red 7" by pressing the buttons in reverse, and when the line up of "red 7" is displayed, the player may move on to the sub-bonus from the next game. (3) In the above embodiment, the condition for ending the advantageous period was set to a difference in number within the advantageous period exceeding "2400." However, the advantageous period may also end when the number of plays in the advantageous period reaches a predetermined number. Examples of the "predetermined number" include "3000" plays or "4000" plays. In this case, the advantageous zone will end when either the difference in the advantageous zone exceeds "2400" or the number of times the advantageous zone has been played reaches a predetermined number of times. Note that the advantageous zone may be configured to end when any advantageous zone end condition (for example, after the end of an automatic transmission or when more than a predetermined number of gaming media have been acquired in one automatic transmission) is met in addition to the difference in the advantageous zone exceeding "2400" or the number of times the advantageous zone has been played reaches a predetermined number of times.
[0230] (4) When the complete function is activated, the machine is configured to automatically settle credits. Here, for example, if a bet operation is performed the moment a game ends and the complete function is then activated, the bet amount may remain in the gaming machine. Therefore, when the complete function is activated, automatic settlement may be performed for both the credit amount and the bet amount. (5) The advance notice (pre-notification) image for the activation of the complete function may be displayed continuously during play, or may be displayed at certain milestones, such as when the number of remaining coins reaches a certain number. For example, when the play stop counter reaches "18500," "18600," "18700," "18800," or "18900," an advance notice (pre-notification) corresponding to each number of coins may be displayed. In addition, in order to ensure that players are fully informed, specific methods of warning include, for example, flashing the effect lamp 21 and playing an alarm sound such as "beep" once or a predetermined number of times, and further outputting a voice message such as "There are XXX coins remaining until the complete function is activated" from the speaker 22.
[0231] (6) As with the above-mentioned advance notice, the notification of the activation of the complete function is not limited to an image display, but may be a notification sound such as "beep" or a voice such as "The complete function has been activated" or "The complete function has been activated. Today's game is over" output from the speaker 22. In addition, the effect lamp 21 may be illuminated in a pattern corresponding to the activation of the complete function. Furthermore, the notification of the activation of the complete function can be executed not only on the sub-control board 80 side, but also on the main control board 50 side. Specifically, the activation of the complete function may be notified by displaying, for example, "Ed" on the acquired number display LED 78 or the credit number display LED 76 after automatic settlement. (7) The notification of the complete function operation may continue until the gaming machine 10 is turned off, or may be executed for a fixed period of time. If the notification is executed for a fixed period of time, it is preferable to continue the notification for, for example, 10 seconds or more to ensure that the player is notified. (8) It is preferable that the preview image of the complete function operation be displayed promptly when all the reels 31 have stopped, the payout process has ended, and the stop counter has reached a predetermined value (for example, "18900"). For example, when the preview image is displayed after the payout process has ended, it may be displayed for a shorter time than the time it takes to count up one medal after the payout process has ended. On the other hand, when all the reels 31 have stopped, the number of coins to be paid out has been determined, and it has been determined that the play stop counter will reach a predetermined value, the information may be displayed before the end of the payout process.
[0232] (9) When a preview image for the activation of the complete function is displayed, the image is displayed on the front layer. However, for example, when the push order navigation is displayed, the preview image for the activation of the complete function is displayed so as not to interfere with the display of the push order navigation. Also, when a preview image for the activation of the complete function is displayed during the sub-bonus (AT), it is displayed so as not to interfere with the display of game information such as the number of remaining plays and the number of coins won. (10) When the replay display stops in a game in which the betting stop counter reaches "19000," first, the automatic betting process is not executed. Alternatively, secondly, the automatic bet itself is executed, but the operation of the start switch 41 is invalidated before the automatic bet process is completed, so that replay games cannot be performed. (11) When the complete function provisional flag is turned on in the special game state, the complete function is activated regardless of the value of the play stop counter at the end of the special game state, and automatic settlement is performed if the specifications include an automatic settlement function. For example, in the case of a special game state in which the result of the lottery for winning a role may not be a winning role, the stop counter value may decrease after the complete function provisional flag is turned on. However, once the complete function provisional flag is turned on in the special game state, the complete function is activated even if the number of coins at the end of the special game state is less than the notification for the activation of the complete function.
[0233] (12) As shown in Figure 50(b), when an error (in this example, a hopper empty error) occurs during operation of the complete function, an image notifying the operation of the complete function and an image indicating the error that has occurred are displayed simultaneously. However, this is not limited to this; the error image may take priority, and the image notifying the operation of the complete function may not be visible while the error is occurring. (13) In the case of a gaming machine equipped with an image display device 23, the advance notice of the activation of the complete function and the notification of the activation of the complete function are displayed as an image, and furthermore, the speaker 22 is used to notify the player by voice. On the other hand, in the case of a gaming machine that does not have an image display device 23, the activation notice of the complete function and the notification of the complete function activation are given by voice using the speaker 22. Furthermore, in addition to these, these notifications may be given by lighting up the effect lamp 21 (frame lamp, etc.) in a specific pattern. In addition, in a gaming machine that does not have an image display device 23, the activation notice of the complete function is as follows: a) As a first example, during the operation notification, the payout number display (in the example of Figure 1, the acquired number display LED 78) is displayed, and during the operation notification, the payout number is not displayed. b) A second example is to provide a dedicated lamp to notify the user of the activation of the complete function. (14) When a winning combination is awarded when a special game state is initiated, and the play end counter reaches 19000 or more at the start of the special game state, a notification may be given that the complete function will be activated when the winning combination is awarded, or from the start of the special game state, until the end of the special game state. In addition, when the special game state is initiated in a situation where it is highly likely that the play stop counter will be "19000" or more at the end of the special game state, a notification such as "The complete function will be activated at the end of the special game state" may be given when a special role is won or when the special game state begins. Specifically, in a gaming machine capable of executing a special game in which a payout of 150 coins is expected due to the difference in the number of coins, when the special game is started in a situation in which the complete function is activated when there are 100 coins remaining, a notification such as "The complete function will be activated when the special game ends" is issued at the start of the special game.
[0234] (15) In a game state advantageous to the player but not during AT, if a power outage occurs while an image indicating that the button press order is not recommended due to an irregular button press (for example, Figure 94(c)) is being displayed, or while a display indicating that a game was played with two coins when the required number is three, when the power is restored from the power outage, the image indicating that the button press order is not recommended or that a game was played with two coins may be displayed in priority over the display of the specified recovery screen. This allows the player to be informed of the appropriate playing method even if a power outage occurs during a game in which an irregular button press was performed. On the other hand, the reverse of the above may be given, and priority may be given to displaying a predetermined return screen when the power is restored after a power outage. By giving priority to displaying the predetermined return screen, it is possible to hide the fact that the player pressed irregular buttons, which may be disadvantageous to the player, and therefore it is possible to prevent the player's motivation to play from decreasing. (16) When the power is cut off during the final play of the sub-bonus (AT) while at least one reel 31 is rotating and the power is restored after the power is completely turned off, both the specified recovery screen and the anti-slip screen may be displayed in a distinguishable manner. (17) When the power is cut off during a game state that is not advantageous to the player, and the power is restored after the power is cut off, in the above example, the game standby screen is displayed. However, this is not limited to this, and a demonstration screen may be displayed after the power is restored after the power is cut off.
[0235] (18) When the power is cut off during a game that is advantageous to the player, the power is restored and a predetermined recovery screen is displayed, and then the power is cut off again while the predetermined recovery screen is being displayed, the following control may be performed. a) The predetermined return screen is displayed again for a time period T2. b) When the sum of the display time of the first predetermined return screen and the display time of the second predetermined return screen reaches time T2, the display of the predetermined return screen is terminated. c) When the power is restored after another power outage, the specified recovery screen is not displayed, but the demonstration screen is displayed. (19) In the above example, the display of the predetermined return screen was terminated by operating the start switch 41 until time T2 had elapsed, but this is not limited to this. The predetermined return screen may be terminated by a bet operation and the game standby screen may be displayed. (20) During the sub-bonus (AT), if the power is cut off while the push order navigation is being displayed (while all reels 31 are spinning), when the power is restored, the push order navigation will be displayed along with the specified recovery screen.
[0236] (21) When the power is turned off while the complete function operation screen is displayed and the power is restored, it is preferable to display the complete function operation screen in preference to the predetermined return screen. Therefore, in this case, the predetermined return screen does not have to be displayed. However, the complete function operation screen and the predetermined return screen may be displayed simultaneously. (22) In the process of Figure 159, if there is a bet, the system does not transition to the congratulatory effect and outputs the settlement prompt effect. However, this is not limited to this, and the system may execute the congratulatory effect and then determine whether there is a bet, and if there is a bet, the system may output the congratulatory effect and output the settlement prompt effect. (23) In the above embodiment, the sub-bonus is exemplified by a "red 7" combination, but multiple types of sub-bonuses may be provided. For example, a first sub-bonus may be initiated by a "red 7"-"red 7"-"red 7" combination, and a second sub-bonus may be initiated by a "red 7"-"red 7"-"black BAR" combination. Furthermore, when multiple types of sub-bonuses are provided, the number of coins awarded may differ for each sub-bonus. For example, the first sub-bonus may end with a payout of approximately "300" coins (AT "50" game), and the second sub-bonus may end with a payout of approximately "90" coins (AT "15" game).
[0237] Second Embodiment The second embodiment includes a power switch 11, a door switch 17, a setting key insertion slot 151, a setting key switch 152, and a setting change (reset) switch 153. Each of these components is illustrated in Fig. 112 (fifth embodiment) described later. The door switch 17 , the setting key switch 152 , and the setting change (reset) switch 153 are electrically connected to the main control board 50 via an input port 51 .
[0238] The power switch 11 is a switch that is operated to turn the power on and off. In the following description, turning on the power switch 11 may be referred to as "powering on," "turning on the power," or "resuming power supply." Furthermore, turning off the power switch 11 may be referred to as "turning off the power" or "cutting off the power supply."
[0239] The door switch 17 is a switch that detects the opening of the front door 12 (see FIG. 111 (fifth embodiment) described later), and is attached to the cabinet 13 or the front door 12. The front door 12 is normally closed, but is opened when, for example, the power is turned on, settings are changed, settings are checked, an error occurs, medals are replenished, etc.
[0240] The door switch 17 is set to be turned off when the front door 12 is closed, and to be turned on when the front door 12 is open, thereby making it possible to detect when the front door 12 is open. In addition, the opening of the front door 12 may be detected by setting the door switch 17 to be on when the front door 12 is closed and to be off when the front door 12 is open.
[0241] The setting key switch 152 is a switch used to transition to a setting change state (also called "setting change mode" or "setting change in progress") in which the setting value can be changed, or to a setting confirmation state (also called "setting confirmation mode" or "setting confirmation in progress") in which the setting value cannot be changed but can be confirmed. By inserting the setting key into the setting key insertion slot 151 and rotating the setting key 90 degrees clockwise, the setting key switch 152 turns on (also referred to as the "first mode"), and by rotating the setting key 90 degrees counterclockwise from this state, the setting key switch 152 turns off (also referred to as the "second mode").
[0242] The setting change (reset) switch 153 is a switch that serves as a setting change switch 153, a reset switch 153, and an RWM clear switch 153. The setting change switch 153 is a switch that is operated when changing a setting value in the setting change state. The reset switch 153 is a switch that is operated to restore the state before the error occurred (to release the error state) after the error that occurred has been removed. Furthermore, the RWM clear switch 153 is a switch that is operated when a predetermined storage area in the RWM 53 is initialized (cleared).
[0243] In the following description, it may be referred to as a "setting change (reset) switch 153," a "setting change switch 153," a "reset switch 153," or an "RWM clear switch 153." In addition, various switches such as the setting key switch 152 and the setting change switch (reset switch / RWM clear switch) 153 may be referred to as being "operated" when they are in the on state, and as being "not operated" when they are in the off state. In this embodiment, the setting change switch 153, the reset switch 153, and the RWM clear switch 153 are integrated, but this is not limiting, and the setting change switch 153, the reset switch 153, and the RWM clear switch 153 may be provided separately.
[0244] FIG. 53 is a diagram illustrating the configuration of the main CPU 55, the ROM 54, and the RWM 53 in the second embodiment. The main control board 50 is provided with a main CPU 55, a RWM 53, and a ROM 54. 53, a one-chip microprocessor (hereinafter simply referred to as "chip") is mounted on the main control board 50, and this chip contains a main CPU 55. Furthermore, the main CPU 55 has built-in memory, which includes a (built-in) ROM 54 and a (built-in) RWM 53. Furthermore, the addresses of the ROM 54 and the RWM 53 are consecutive.
[0245] The storage area of the ROM 54 includes a used area and an outside used area, and each of the used area and the outside used area includes a control area and a data area. Here, the "usage area" is a storage area in which information related to the progress of the game is stored. The "control area" is a storage area in which various programs executed by the main control means 50 are stored, and is also called the "program area." Furthermore, a "data area" is a storage area in which information other than programs is stored, and in which data used when a program is executed is stored.
[0246] Furthermore, the "outside of use area" is a memory area in which information unrelated to the progress of the game is stored, such as a program for controlling the lighting of the management information display LED 74 described below, a program used during testing, and a program for preventing cheating. Similarly to the usage area, the "outside the usage area" has a control area and a data area. The control area of the usage area is sometimes called the "first control area" or "first program area," and the control area outside the usage area is sometimes called the "second control area" or "second program area." Furthermore, a program stored in a control area (first control area, first program area) of the usage area may be referred to as a "first program," and a program stored in a control area (second control area, second program area) outside the usage area may be referred to as a "second program."
[0247] During execution of a program (first program) stored in the control area of the use area of ROM54, reference (access) to data stored in the data area of the use area of ROM54 is permitted, but reference to data stored in a data area outside the use area of ROM54 is prohibited. Similarly, during execution of a program (second program) stored in a control area outside the use area of ROM54, reference to data stored in a data area outside the use area of ROM54 is permitted, but reference to data stored in the data area of the use area of ROM54 is prohibited.
[0248] The storage area of the RWM 53, like the ROM 54, has a used area and an outside used area, and each of the used area and the outside used area has a work area and a stack area. As shown in FIG. 53, addresses "F000(H)" to "F1FF(H)" are in use, addresses "F200(H)" to "F20F(H)" are unused, and addresses "F210(H)" to "F3FF(H)" are outside the use area.
[0249] During execution of a program (first program) stored in the control area of the usage area of ROM54, data stored in the usage area of RWM53 is permitted to be referenced (accessed) and rewritten (overwritten), but data stored outside the usage area of RWM53 is permitted to be referenced but not rewritten. Similarly, while a program (second program) stored in a control area outside the use area of ROM 54 is being executed, data stored outside the use area of RWM 53 is permitted to be referenced and rewritten, but data in the use area of RWM 53 is permitted to be referenced but not rewritten, in order to avoid complicating the processing.
[0250] In addition, in order to prevent data in the used area of RWM53 from being rewritten (overwritten) due to a program runaway or the like while a program outside the used area (second program) is being executed, an unused area is provided between the used area of RWM53 and the area outside the used area. Furthermore, if an interrupt process occurs while a program outside the usage area (second program) is being executed, there is a possibility that the interrupt process may rewrite (overwrite) data in the usage area of RWM53. Therefore, interrupt process is prohibited while a program outside the usage area (second program) is being executed.
[0251] As shown in FIG. 53, the ROM 54 has a program management area and the like as other areas in addition to the used area and the non-used area. Furthermore, as shown in FIG. 53, the RWM 53 has unused areas and the like as other areas in addition to the used area and the non-used area.
[0252] Furthermore, the entire storage area of the built-in memory includes an internal register area, an unused area, and the like, in addition to the ROM 54 and RWM 53. The built-in register area includes, for example, A registers to L registers, a transmission register, and the like.
[0253] FIG. 54 is a diagram showing the address, label name, number of bytes, and name of data stored in the used area of the RWM 53 in the second embodiment. The addresses of the used area are set in the range of "F000(H)" to "F1FF(H)" as shown in FIG. The data shown in FIG. 54 is used for explaining the second embodiment, and the data stored in the use area of the RWM 53 is not limited to this.
[0254] Address "F000(H)" is a storage area for setting value data (_NB_RANK). When the setting value is "N", "N-1" is stored as the setting value data. In this embodiment, the setting values are "1" to "6". Therefore, any value from "0(H)" to "5(H)" is stored as the setting value data. Then, the set value display LED 73 displays "N" as the set value, which is the set value data plus "1".
[0255] Address "F001(H)" is a 1-byte storage area where the setting value display data (_NB_RANK_DSP) is stored. When the setting value is "N", "N-1" is stored in address "F000(H)" as the setting value data (_NB_RANK). Then, "N", which is the setting value data (_NB_RANK) plus "1", is stored in address "F001(H)" as the setting value display data (_NB_RANK_DSP).
[0256] In this embodiment, the setting values are "1" to "6", and the address "F000(H)" stores one of the values "0(D)" to "5(D)" as the setting value data (_NB_RANK), and the address "F001(H)" stores one of the values "1(D)" to "6(D)" as the setting value display data (_NB_RANK_DSP). Then, the value of the set value display data (_NB_RANK_DSP) is displayed on the set value display LED 73 as the set value.
[0257] Address "F010(H)" is a storage area for credit number data (_NB_CREDIT). The credit number data is data to be displayed on the credit number display LED 76. In this embodiment, any value from "0" to "50(D)" is stored as the credit number data. In this embodiment, the credit number data is a value obtained by converting the credit number into a decimal number and storing the value. For example, when the credit number to be displayed is "29", the value "29(H)" is stored. In other words, "00101001(B)" is stored in address "F010(H)". As a result, the lower four bits D0 to D3 of address "F010(H)" are data for displaying the lower digits of the credit number ("9" in this example), and the upper four bits D4 to D7 are data for displaying the upper digits of the credit number ("2" in this example). In this embodiment, the upper limit of the credit number is "50(D)", so the stored data value is in the range of "0" to "50". In this embodiment, the address of the RWM 53 for storing the credit number data itself is not provided, but the credit number data is provided as display data for the credit number display LED 76.
[0258] Address "F011(H)" is a storage area for acquired number data (_NB_PAYOUT). The acquired number data is data to be displayed on the acquired number display LED 78. In the acquired number data, similar to the credit number data described above, the lowest 4 bits D0 to D3 are data to display the lower digits, and the highest 4 bits D4 to D7 are data to display the upper digits. In this embodiment, when a small winning combination is won, the payout number corresponding to the won small winning combination is displayed on the win number display LED 78, and therefore the payout number data corresponding to the won small winning combination is stored as the win number data. Specifically, when a small winning combination is won and medals are paid out, the win number data is added as the medals are paid out, and the display on the win number display LED 78 is updated. For example, when "1(H)" is stored as the win number data, "01" is displayed on the win number display LED 78.
[0259] Here, the payout number data (_NB_PAY_MEDAL) at address "F040(H)" described later will store "8(H)" when an 8-coin combination is won, and the payout number data will be decremented by "1" depending on the payout number when medals are paid out (including adding them to credits), such as "8" → "7" → ... → "0". In contrast, the winning number data stored in address "F011(H)" is incremented by "1" each time one medal is paid out, for example, when an 8-coin combination is won, such as "0" → "1" → "2" → ... → "8". Therefore, the display of the winning number display LED 78 also counts up as follows: "0" → "1" → "2" → ... → "8".
[0260] Furthermore, in this embodiment, while the setting is being changed, the acquisition count display LED 78 displays "88." Therefore, while the setting is being changed, display data for displaying "88" as acquisition count data is stored. By displaying "88" on the acquisition count display LED 78, it is possible to identify from the front side of the gaming machine that a setting change is ...
Claims
[Claim 1] A plurality of setting values for the degree of advantage of a player is provided, The set values include a first set value having a ball payout rate of less than 90% and being the most disadvantageous set value for the player, and a second set value being the most advantageous set value for the player, the first set value is not included in the even set values, and the second set value is included in the even set values; A first effect indicating that the set value is a first set value, a second effect indicating that the set value is a second set value, and a third effect indicating that the set value is an even number are executable; The first effect is executed more frequently than the second effect. A gaming machine characterized by: