Game machine
Patent Information
- Application Number
- JP2023098365
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-15
- Publication Date
- 2025-11-05
AI Technical Summary
【0009】 上記構成の遊技機によれば、基板ユニットの改良を図ることができる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine in which a control circuit board is housed in a circuit board case (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2002-232095 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for further improvement in the structure of the board case.
[0005] The present invention has been made in view of the above-mentioned points, and has an object to improve the board case. [Means for solving the problem]
[0006] In order to achieve the above object, the gaming machine according to this embodiment provides the following gaming machine.
[0007] (1) A specific unit (e.g., main control and reel assembly 5300 in FIG. 371) having a board unit (e.g., main control unit SU in FIG. 366), a reel unit (e.g., reel unit RU), and a connection member (e.g., unit connection member 5301) that connects the board unit and the reel unit, The specific unit is configured to be detachable from the gaming machine main body (e.g., cabinet G), The substrate unit includes: A first board (e.g., a main control board 4071); A substrate case capable of accommodating the first substrate (for example, substrate case 5551 in FIG. 384 ); A mounting member (for example, a substrate tray 5451 in FIG. 380) on which the substrate case is mounted. The mounting member is rotatably supported by the connecting member (see, for example, Figures 371, 372, 389, etc.), A locking mechanism (e.g., a left stopper 5462, a right stopper 5464 in FIG. 389) that fixes the mounting member to the connecting member at a specific position; A second board (for example, an external device connection terminal board 5453 in FIG. 382) that is placed on the placement member and can output a signal to the outside of the gaming machine body (for example, a gaming ball or other dispensing device). A gaming machine characterized by:
[0008] According to this configuration, the attitude of the board case capable of accommodating the first board can be changed, and the state of the first board can be confirmed through the front and back surfaces of the board case. In addition, it is possible to prevent the main control unit SU from rotating during transportation and being damaged inside the cabinet G. Therefore, it is possible to improve the board unit. Effect of the Invention
[0009] According to the gaming machine having the above configuration, the board unit can be improved. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing an external structure of the gaming machine according to a first embodiment. [Diagram 2] 1 is a diagram showing an internal structure of the gaming machine according to a first embodiment. [Diagram 3] 1 is a block diagram showing the electrical configuration of the gaming machine according to the first embodiment. [Figure 4] 2 is a diagram for explaining the functional flow of the gaming machine according to the first embodiment. FIG. [Diagram 5] FIG. 2 is a diagram for explaining the gameplay of the first gaming machine according to the first embodiment. [Figure 6] FIG. 2 is a diagram for explaining modes of the first gaming machine according to the first embodiment. [Figure 7] 3A to 3C are diagrams showing various tables of the first gaming machine according to the first embodiment. [Figure 8] 3A to 3C are diagrams showing various tables of the first gaming machine according to the first embodiment. [Figure 9] FIG. 2 is a diagram showing a symbol arrangement table of the first gaming machine according to the first embodiment. [Figure 10] FIG. 2 is a diagram showing an internal lottery table of the first gaming machine according to the first embodiment. [Figure 11] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 13] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 14] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 15] FIG. 2 is a diagram for explaining the correspondence between the internal winning combinations, the stop operation modes, and the display combinations, etc., of the first gaming machine according to the first embodiment. [Figure 16] FIG. 2 is a diagram for explaining the limit process of the first gaming machine according to the first embodiment. [Figure 17] FIG. 2 is a diagram showing the configurations of a winning flag storage area, a winning activation flag storage area, and a symbol code storage area of the first gaming machine according to the first embodiment. [Figure 18] FIG. 2 is a diagram showing the configuration of a carryover role storage area of the first gaming machine according to the first embodiment. [Figure 19] 1 is a diagram showing the configuration of a game status flag storage area of the first gaming machine according to the first embodiment. FIG. [Figure 20] 1 is a diagram showing the configuration of a mode flag storage area of the first gaming machine according to the first embodiment. FIG. [Figure 21] 1 is a diagram showing the configuration of an operation stop button storage area of the first gaming machine according to the first embodiment. FIG. [Figure 22] 1 is a diagram showing the configuration of a press sequence storage area of the first gaming machine according to the first embodiment. FIG. [Figure 23] 5 is a flowchart showing main processing executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 24] 5 is a flowchart showing a power-on process executed by a main control circuit of the first gaming machine according to the first embodiment. [Diagram 25] 6 is a flowchart showing a medal acceptance / start check process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 26] 5 is a flowchart showing an internal lottery process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 27] 5 is a flowchart showing a game start state control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 28] A flowchart showing the processing at the start of play during a favorable zone executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 29] 5 is a flowchart showing a reel stop control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Diagram 30] 5 is a flowchart showing a game end state control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Diagram 31] A flowchart showing the processing at the end of play during a favorable zone executed by the main control circuit of the first gaming machine according to the first embodiment. [Diagram 32] 5 is a flowchart showing a periodic interrupt process executed by a main control circuit of the first gaming machine according to the first embodiment. [Diagram 33] 4 is a flowchart showing an overview of the sub-side control processing executed by the sub-control circuit of the gaming machine according to the first embodiment. [Diagram 34] 1 is a diagram showing an example of the configuration of a medal-less gaming machine according to a first embodiment. FIG. [Diagram 35]2 is a diagram showing an example of the configuration of a main control board of the gaming machine according to the first embodiment. FIG. [Diagram 36] FIG. 13 is a diagram showing an example of a lock effect according to the second embodiment. [Figure 37] A figure showing a specific example of a lock effect corresponding to lock effect number "1". [Figure 38] A figure showing a specific example of a lock effect corresponding to lock effect number "2". [Figure 39] A figure showing a specific example of a lock effect corresponding to lock effect number "3". [Diagram 40] A figure showing a specific example of a lock effect corresponding to lock effect number "4". [Diagram 41] A figure showing a specific example of a lock effect corresponding to lock effect number "5". [Diagram 42] A figure showing a specific example of a lock effect corresponding to lock effect number "6". [Diagram 43] 13 is a flowchart showing a lock effect determination process performed in a main control circuit. [Diagram 44] 13 is a flowchart showing a lock effect execution process performed in a main control circuit. [Diagram 45] FIG. 13 is a diagram showing an example of an image displayed on the main display device in a simulated game. [Figure 46] 13 is a flowchart showing processing during pseudo-play performed in the main control circuit. [Figure 47] 13 is a flowchart showing normal pseudo-game processing performed in the main control circuit. [Figure 48] 13 is a flowchart showing a post-pseudo game reel presentation process performed in the main control circuit. [Figure 49] 13 is a flowchart showing the processing during pseudo-game play after reel performance performed in the main control circuit. [Figure 50] 13 is a flowchart showing a reel rotation start process performed in the main control circuit. [Figure 51] 13 is a flowchart showing a random delay process performed in a main control circuit. [Figure 52] FIG. 13 is a diagram showing an example of a change in reel control state over time when a pseudo game is being played. [Figure 53] FIG. 13 is a diagram showing an example of a change in reel control state over time when a pseudo game is being played. [Figure 54] FIG. 13 is a diagram showing an example of a change in reel control state over time when a pseudo game is being played. [Figure 55] 13 is a flowchart showing a lock effect execution process performed in a main control circuit according to the third embodiment. [Figure 56] 13 is a flowchart showing a pseudo-game start process performed in the main control circuit. [Figure 57] 13 is a flowchart showing normal pseudo-game processing performed in the main control circuit. [Figure 58] 10 is a flowchart showing a stop button operation acceptance process performed in a main control circuit. [Figure 59] 4 is a flowchart showing a swing control process performed in a main control circuit. [Figure 60] 13 is a flowchart showing a pseudo-game ending process performed in the main control circuit. [Figure 61] 13 is a flowchart showing a pseudo-game challenge operation acceptance process performed in the main control circuit. [Figure 62] FIG. 4 is a diagram showing an example of an image displayed on the main display device. [Figure 63] 13 is a flowchart showing a process performed in the main control circuit when a bonus is won. [Figure 64] 13 is a flowchart showing a process for determining a lock effect at the end of a game, which is performed in the main control circuit. [Figure 65] 13 is a flowchart showing a lock effect execution process at the end of a game, which is performed in the main control circuit. [Figure 66] 13 is a flowchart showing the process for starting a lock effect at the end of a game, which is performed in the main control circuit. [Figure 67]FIG. 4 is a diagram showing a memory map of a main control circuit. [Figure 68] FIG. 13 is a diagram for explaining gameplay of the first gaming machine (modification) according to the first embodiment. [Figure 69] FIG. 13 is a diagram for explaining an example of preferential control (during normal mode) of the first gaming machine (variation) according to the first embodiment. [Figure 70] FIG. 13 is a diagram for explaining an example of preferential control (during ST) of the first gaming machine (modification) according to the first embodiment. [Figure 71] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 72] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 73] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 74] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 75] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 76] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 77] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 78] FIG. 13 is a diagram for explaining a control example of anticipation effects in the first gaming machine (variation) according to the first embodiment. [Figure 79] A figure for explaining modified example 3 (transmission information control example (part 1)) of the push order bell of the first gaming machine (modified example) according to the first embodiment. [Figure 80] A figure for explaining modified example 3 (transmission information control example (part 2)) of the push order bell of the first gaming machine (modified example) according to the first embodiment. [Figure 81]13A is a diagram showing a transition of a game state according to a fourth embodiment of the present invention, and FIG. 13B is a table summarizing transition conditions of the game state according to the fourth embodiment of the present invention. [Figure 82] 1A is a diagram showing a symbol arrangement table, and FIG. 1B is a diagram showing a symbol code table. [Figure 83] FIG. 13 is a diagram showing a symbol combination table. [Figure 84] FIG. 13 is a diagram showing a symbol combination table. [Figure 85] FIG. 13 is a diagram showing a combination table by flag. [Figure 86] FIG. 13 is a diagram showing a combination table by flag. [Figure 87] FIG. 13 is a diagram showing a combination table by flag. [Figure 88] FIG. 13 is a diagram showing a combination table by flag. [Figure 89] FIG. 13 is a diagram showing a combination table by flag. [Figure 90] A figure showing an internal lottery table for the RT0 gaming state. [Figure 91] 13A is a diagram showing an internal lottery table for the RT1 gaming state, and FIG. 13B is a diagram showing an internal lottery table for the BB gaming state. [Figure 92] FIG. 13 is a diagram showing an example of the correspondence between internal winning combinations, stop operation modes, and display combinations, etc. [Figure 93] A figure showing an example of a transition flow of the game state in a non-favorable zone and a favorable zone in the fourth embodiment of the present invention. [Figure 94] A diagram showing the transition of the ball output state in the fourth embodiment of the present invention. [Figure 95] 13 is a table summarizing the conditions for transition of the ball output state in the fourth embodiment of the present invention. [Figure 96] 13A is a diagram showing numerical values displayed on the instruction monitor in the pseudo BIG and pseudo REG, and FIG. 13B is a diagram showing the contents corresponding to the numerical values displayed on the instruction monitor. [Figure 97]FIG. 13 is a diagram showing the correspondence between internal winning combinations, sub-flags, and payout flags. [Figure 98] A flowchart showing the processing performed in the main control circuit at the start of play in a non-advantageous zone. [Figure 99] 1A is a diagram showing a lottery table for determining whether a game is to move to an advantageous zone, and FIG. 1B is a diagram showing a lottery table for determining whether a game is to move to an advantageous zone. [Figure 100] 13 is a flowchart showing the process performed in the main control circuit at the start of a game to prepare for consecutive wins. [Figure 101] 1A is a diagram showing a consecutive game preparation mode lottery table (1), and FIG. 1B is a diagram showing a consecutive game preparation mode lottery table (2). [Figure 102] A figure showing a consecutive win challenge transition lottery table. [Figure 103] 13A is a diagram showing a consecutive-game challenge transition time determination lottery table, and FIG. 13B is a diagram showing a consecutive-game preparation fall lottery table. [Figure 104] 13 is a flowchart showing a process at the start of a normal stage game performed in the main control circuit. [Figure 105] 13 is a flowchart showing a normal stage start process performed in the main control circuit. [Fig. 106] 1A is a diagram showing a normal transition mode lottery table, and FIG. 1B is a diagram showing a normal transition ceiling lottery table. [Figure 107] A figure showing a point mode lottery table. [Figure 108] 13 is a flowchart showing a normal stage-only process performed in the main control circuit. [Fig. 109] A figure showing a freeze lottery table during the normal stage. [Figure 110] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 111] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 112] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 113] 13 is a flowchart showing the common processing for normal ball output state performed in the main control circuit. [Fig. 114] 13 is a flowchart showing a normal prescribed number of plays counter update process performed in the main control circuit. [Fig. 115] This is a diagram showing the lottery table for the normal specified number of plays and the transition to high probability 1. [Fig. 116] This is a diagram showing the lottery table for the normal specified number of plays and the transition to high probability 1. [Fig. 117] A diagram showing a ceiling fake preparation lottery table. [Fig. 118] 13 is a flowchart showing a ceiling-related process performed in the main control circuit. [Figure 119] A figure showing a lottery table for lottery types when the ceiling is reached. [Figure 120] A figure showing a lottery table for lottery types when the ceiling is reached. [Figure 121] 13 is a flowchart showing a point-related process performed in the main control circuit. [Figure 122] FIG. 13 is a diagram showing a point acquisition lottery table. [Figure 123] FIG. 13 shows a lottery table when points are reached. [Figure 124] 13 is a flowchart showing a premonition game number lottery process performed in the main control circuit when a flag is won during the normal stage. [Fig. 125] 13 is a flowchart showing the process of lottery for determining the number of premonition plays when a pseudo BIG promotion chance is won during the normal stage, which is performed in the main control circuit. [Fig. 126] 13 is a flowchart showing a premonition game number lottery process performed in the main control circuit when a chance stage during a normal stage is won. [Figure 127](a) is a diagram showing a lottery table for the number of premonition plays when a pseudo BIG / promotion chance is drawn during the normal stage (when the point is reached). (b) is a diagram showing a lottery table for the number of premonition plays when a pseudo BIG / promotion chance is drawn during the normal stage (when the ceiling is reached). (c) is a diagram showing a lottery table for the number of premonition plays when a pseudo BIG / promotion chance is drawn during the normal stage (basic). [Figure 128] (d) is a diagram showing a lottery table for the number of premonition plays when the chance stage is won during the normal stage (when the point is reached). (e) is a diagram showing a lottery table for the number of premonition plays when the chance stage is won during the normal stage (basic). (f) is a diagram showing a lottery table for the number of premonition plays when the ceiling fake is won during the normal stage. [Figure 129] 13 is a flowchart showing a premonition game number counter management process for the normal stage performed in the main control circuit. [Fig. 130] 13 is a flowchart showing a probability mode-related process performed in the main control circuit. [Fig. 131] (a) is a diagram showing a high probability 2 transition lottery table (1). (b) is a diagram showing a high probability 2 transition lottery table (2). (c) is a diagram showing a high probability 2 transition lottery table (3). (d) is a diagram showing a high probability 2 drop lottery table. [Fig. 132] 13 is a flowchart showing a promotion chance pre-processing performed in the main control circuit. [Fig. 133] A figure showing a promotion chance transition lottery table. [Fig. 134] 13 is a flowchart showing a game start process for a chance stage performed in the main control circuit. [Fig. 135] A figure showing a lottery table for determining the guaranteed number of plays in the chance stage at the start of the chance stage. [Fig. 136] This is a diagram showing the pseudo BIG promotion chance lottery table during the chance stage. [Fig. 137] A figure showing a lottery table for adding to the number of plays during the chance stage. [Figure 138]13 is a flowchart showing a premonition game number lottery process performed in the main control circuit when a flag is won during a chance stage. [Fig. 139] A figure showing a lottery table for the number of premonition plays when a flag is won during the chance stage. [Fig. 140] 13 is a flowchart showing a chance stage counter management process performed in the main control circuit. [Fig. 141] 13 is a flowchart showing the processing at the start of a promotion chance game performed in the main control circuit. [Fig. 142] FIG. 13 shows a promotion chance mode lottery table. [Fig. 143] FIG. 13 shows a promotion chance mode lottery table. [Fig. 144] A figure showing a promotion chance lottery table. [Fig. 145] A figure showing the next pseudo game lottery table. [Fig. 146] A figure showing a pseudo BIG promotion lottery table when the specified number of plays is played. [Fig. 147] A figure showing the current pseudo game lottery table. [Fig. 148] FIG. 13 is a diagram showing the contents of a pseudo game. [Figure 149] FIG. 13 is a diagram showing the flow of the game during a promotion chance. [Fig. 150] FIG. 13 is a diagram showing an example of a presentation when a pseudo BIG is won in the first game of a promotion chance. [Fig. 151] FIG. 13 is a diagram showing an example of a presentation when all pseudo BIG prizes are not won in the first to fourth promotion chance games. [Fig. 152] 13 is a flowchart showing the pseudo BIG game start processing performed in the main control circuit. [Fig. 153] 13 is a flowchart showing a pseudo BIG start process performed in the main control circuit. [Fig. 154] A figure showing a lottery table for a consecutive challenge at the start of a pseudo BIG. [Fig. 155]A diagram showing a pseudo BIG 1G consecutive lottery table. [Fig. 156] 13 is a flowchart showing a pseudo BIG counter management process performed in the main control circuit. [Fig. 157] 13 is a flowchart showing pseudo BIG end process (1) performed in the main control circuit. [Fig. 158] A figure showing a lottery table when the number of successful replies is insufficient. [Fig. 159] 13 is a flowchart showing pseudo BIG end process (2) performed in the main control circuit. [Fig. 160] A figure showing the consecutive win challenge lottery table at the end of the final second pseudo BIG. [Fig. 161] 13 is a flowchart showing the pseudo REG game start processing performed in the main control circuit. [Fig. 162] A figure showing a consecutive win challenge lottery table at the start of a pseudo REG. [Fig. 163] A diagram showing a 1G consecutive lottery table during pseudo REG. [Fig. 164] 13 is a flowchart showing a pseudo REG counter management process performed in the main control circuit. [Fig. 165] 13 is a flowchart showing the processing carried out in the main control circuit at the start of a consecutive challenge game. [Fig. 166] A figure showing a pseudo bonus lottery table at the start of a consecutive win challenge. [Fig. 167] A figure showing a lottery table for determining the number of plays at the start of a consecutive challenge. [Fig. 168] A diagram showing a lottery table during a consecutive win challenge. [Fig. 169] A figure showing a lottery table for transitioning to normal at the end of a consecutive win challenge. [Fig. 170] 13 is a flowchart showing a consecutive game challenge counter management process performed in the main control circuit. [Fig. 171] FIG. 4 is a diagram showing a list of counters managed in the main control circuit. [Fig. 172]4 is a flowchart showing AT-related processing performed in the main control circuit when the lever is on. [Fig. 173] 4 is a flowchart showing AT-related processing at full stop performed in the main control circuit. [Fig. 174] FIG. 13 is a diagram showing an example of a presentation when a penalty occurs during a promotion chance. [Fig. 175] FIG. 13 is a diagram illustrating an example of the configuration of a microprocessor of a main control board according to a fifth embodiment of the present invention. [Fig. 176] FIG. 13 is a configuration diagram of various registers included in a main CPU according to a fifth embodiment of the present invention. [Fig. 177] FIG. 13 is a diagram showing a memory map of a microprocessor according to a fifth embodiment of the present invention. [Fig. 178] FIG. 13 is a diagram for explaining an overview of external interrupt processing related to power interruption detection in the fifth embodiment of the present invention. [Fig. 179] 13 is a flowchart showing main processing in a fifth embodiment of the present invention. [Fig. 180] 13 is a flowchart showing a power-on process in a fifth embodiment of the present invention. [Fig. 181] 13 is a flowchart showing a CRC check process (outside a used area) in the fifth embodiment of the present invention. [Fig. 182] 13 is a flowchart showing a CRC calculation process (outside a used area) in the fifth embodiment of the present invention. [Fig. 183] 13 is a flowchart showing a game return impossible error processing (outside the use area) in the fifth embodiment of the present invention. [Fig. 184] 13 is a flowchart showing a BB (special prize) number-of-plays check process, a transmission standby & RAM initialization process, and a designated RAM initialization process in the fifth embodiment of the present invention. [Fig. 185] 13 is a flowchart showing a BB (special prize) number-of-plays check process, a transmission standby & RAM initialization process, and a designated RAM initialization process in the fifth embodiment of the present invention. [Fig. 186]13 is a flowchart showing an outside-used-area RAM initialization process (outside the used area) and an outside-used-area RAM initialization process (continuation) in a fifth embodiment of the present invention. [Fig. 187] 13 is a flowchart showing a random value acquisition process and an internal lottery process in the fifth embodiment of the present invention. [Fig. 188] 13 is a flowchart showing a random value acquisition process and an internal lottery process in the fifth embodiment of the present invention. [Fig. 189] 13 is a flowchart showing interface 2 output processing (outside the area in use) and interface 2 output processing (continuation) in the fifth embodiment of the present invention. [Fig. 190] 13 is a flowchart showing a process for determining an abnormality in the number of passing medals (outside the use area) in the fifth embodiment of the present invention. [Fig. 191] 13 is a flowchart showing a medal payout / re-play operation process, a settlement execution process, and a medal payout process in a fifth embodiment of the present invention. [Fig. 192] 13 is a flowchart showing a medal payout / re-play operation process, a settlement execution process, and a medal payout process in a fifth embodiment of the present invention. [Fig. 193] 13 is a flowchart showing the medal passing number counting process (outside the use area) in the fifth embodiment of the present invention. [Fig. 194] 13 is a flowchart showing the role ratio monitor aggregation start process (outside the use area) in the fifth embodiment of the present invention. [Fig. 195] 13 is a flowchart showing a periodic interrupt process in the fifth embodiment of the present invention. [Fig. 196] 13 is a flowchart showing a test firing signal control process (outside the use area) in the fifth embodiment of the present invention. [Figure 197] 13 is a flowchart showing an error detection process (outside a used area) in the fifth embodiment of the present invention. [Figure 198] 13 is a flowchart showing a setting value check process (outside a usage area) and a random number inspection process (outside a usage area) in the fifth embodiment of the present invention. [Figure 199] 13 is a flowchart showing a power interruption process in the fifth embodiment of the present invention. [Figure 200] 13 is a flowchart showing a CRC generation process (outside a used area) in the fifth embodiment of the present invention. [Figure 201] 13 is a flowchart showing an outside-area error cause clear process (outside the area in use) in the fifth embodiment of the present invention. [Fig. 202] FIG. 13 is a diagram for explaining a situation regarding a call destination designation in CALLEX in the fifth embodiment of the present invention. [Fig. 203] FIG. 13 is a diagram for explaining a process relating to a CRC check of a main RAM in the fifth embodiment of the present invention. [Fig. 204] 13 is a flowchart showing a 4-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 205] FIG. 13 is a diagram for explaining a process related to a 4-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 206] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 207] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 208] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 209] 13 is a flowchart showing a 2-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 210] FIG. 13 is a diagram for explaining a process related to a 2-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 211] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying a 2-bit data acquisition process in the fifth embodiment of the present invention. [Fig. 212]FIG. 13 is a diagram for explaining processing related to common processing in which a lower address of a counter is used as an input parameter in the fifth embodiment of the present invention. [Fig. 213] FIG. 13 is a diagram for explaining processing related to common processing in which a lower address of a counter is used as an input parameter in the fifth embodiment of the present invention. [Fig. 214] FIG. 13 is a diagram for explaining a method for determining a clear start address of an outside-used RAM area in a fifth embodiment of the present invention. [Fig. 215] 13 is a flowchart showing a stop button input monitoring process in the fifth embodiment of the present invention. [Fig. 216] 13 is a flowchart showing a common information backup generation process and a common information backup restoration process in the fifth embodiment of the present invention. [Fig. 217] 13 is a flowchart showing common information restoration processing in the fifth embodiment of the present invention. [Fig. 218] FIG. 13 is a diagram for explaining common processing in backup generation and backup restoration in the fifth embodiment of the present invention. [Fig. 219] A block diagram showing the electrical configuration of a gaming machine equipped with a main control board according to a sixth embodiment of the present invention. [Fig. 220] A figure showing examples of the configuration of a game information display unit, a medal count display unit, and a medal lending display unit provided in a gaming machine equipped with a main control board relating to the sixth embodiment of the present invention. [Fig. 221] A diagram showing an example of the configuration of a main control microprocessor and a medal count control microprocessor of a main control board in a sixth embodiment of the present invention. [Fig. 222] FIG. 13 is a schematic diagram of an example of a circuit configuration of a main control board according to a sixth embodiment of the present invention. [Fig. 223] This is a diagram to explain an example of the change in the difference in number of coins when multiple types of values are set as the initial value of the advantageous zone payout number counter. [Fig. 224]This is a diagram to explain the case where the initial value of the advantageous zone payout number counter is set taking into account the average net increase in the number of coins per game in the AT state, which is part of the coin payout performance of the gaming machine. [Fig. 225] This is a diagram to explain specific examples 1 to 3 of whether or not the advantageous zone payout number counter is processed for each trigger. [Fig. 226] 11 is a diagram for explaining an example of data (retained data) that is not subject to clearing for each trigger. FIG. [Fig. 227] FIG. 13 is a diagram showing state transitions when settings are changed in the case of specific example 3. [Fig. 228] This is a diagram to explain an example of updating the advantageous zone payout number counter before and after a setting change in relation to the ceiling number. [Fig. 229] 11A and 11B are diagrams for explaining an example of a notification performed in relation to a complete function. [Fig. 230] 13 is a flowchart showing a complete function calculation process for updating CMP_MY and the like. [Fig. 231] 13 is a flowchart for mainly explaining a part of the error processing, the part relating to the operation of a complete function. [Fig. 232] 13 is a flowchart for explaining a completion-related notification process for making various notifications based on CMP_MY. [Fig. 233] A diagram showing a gaming system including a pachislot machine, a data display device arranged on top of the pachislot machine, and a hall computer. [Fig. 234] FIG. 4 is a diagram for explaining a lighting pattern of a lamp. [Fig. 235] 11 is a diagram for explaining a model identification pattern. FIG. [Fig. 236] 10 is a flowchart showing a lighting pattern detection process performed in the data display device. [Fig. 237] 13 is a diagram for explaining a display example of predetermined advantageous related information and advance notification. FIG. [Fig. 238] 13 is a diagram for explaining a display example of predetermined advantageous related information and advance notification. FIG. [Fig. 239] 13A and 13B are diagrams showing specific examples of a case where various notifications based on CMP_MY are performed on a two-digit seven-segment LED. [Fig. 240] 11A and 11B are diagrams illustrating examples of LEDs for performing various notifications based on CMP_MY. [Fig. 241] A diagram showing the transition flow of the gaming state between the bonus state and the non-bonus state of a pachislot machine in a second gaming machine according to this embodiment. [Fig. 242] FIG. 11 is a diagram showing an example of a symbol arrangement table in the second gaming machine according to the present embodiment. [Fig. 243] FIG. 11 is a diagram showing an example of the contents of a symbol combination in a second gaming machine according to the present embodiment. [Fig. 244] FIG. 13 is a diagram showing an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to the present embodiment. [Fig. 245] FIG. 13 is a diagram showing an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to the present embodiment. [Fig. 246] FIG. 13 is a diagram showing an example of a symbol combination determination table for RT2 in the second gaming machine according to the present embodiment. [Fig. 247] FIG. 13 is a diagram showing an example of a symbol combination determination table for RT2 in the second gaming machine according to the present embodiment. [Fig. 248] FIG. 13 is a diagram showing an example of a correspondence table between winning combination numbers, winning combination names, and winning combination group numbers in the second gaming machine according to the present embodiment. [Fig. 249] FIG. 13 is a diagram showing an example of a correspondence table between a winning combination group number and a winning combination group name in the second gaming machine according to the present embodiment. [Fig. 250] FIG. 13 is a diagram showing an example of a table of winning combinations that can be won in the RT state (RT0 to RT2) in the second gaming machine according to the present embodiment. [Fig. 251] FIG. 13 is a diagram showing an example of an internal lottery table in the second gaming machine according to the present embodiment. [Fig. 252] A figure showing an example of notifying the push order using an instruction monitor in the second gaming machine of this embodiment. [Fig. 253] FIG. 13 is a diagram showing an example of the payout (replay, BB, number of medals paid out) for the winning selection according to the RT state and the push order in the second gaming machine according to this embodiment. [Fig. 254] A figure showing an example of a scenario group lottery table in the second gaming machine according to the present embodiment. [Figure 255] A figure showing an example of a scenario lottery table for scenario group A in the second gaming machine of this embodiment. [Fig. 256] A figure showing an example of a scenario lottery table for scenario group B in the second gaming machine of this embodiment. [Fig. 257] A figure showing an example of a scenario rewrite lottery table in the second gaming machine according to the present embodiment. [Fig. 258] A figure showing an example of a high probability 1 MAP position lottery table in the second gaming machine of this embodiment. [Fig. 259] A figure showing an example of a high probability 2 MAP position lottery table in the second gaming machine of this embodiment. [Fig. 260] A figure showing an example of a GSB consecutive rank lottery table in a second gaming machine according to this embodiment. [Fig. 261] A figure showing an example of a TS type 0_premonition transition lottery table for low probability in the second gaming machine of this embodiment. [Fig. 262] A figure showing an example of a TS type 0_premonition transition lottery table for high probability 1 in the second gaming machine of this embodiment. [Fig. 263] A figure showing an example of a TS type 0_premonition transition lottery table for high probability 2 in the second gaming machine of this embodiment. [Fig. 264] A figure showing an example of a TS type 0_premonition transition lottery table for the ceiling in the second gaming machine of this embodiment. [Fig. 265] A figure showing an example of an initial AT level lottery table in a second gaming machine according to this embodiment. [Fig. 266]A figure showing an example of an AT level promotion lottery table in a second gaming machine according to this embodiment. [Fig. 267] FIG. 13 is a diagram showing an example of a premonition game number lottery table in the second gaming machine according to the present embodiment. [Fig. 268] FIG. 13 is a diagram showing an example of a RUSH promotion lottery table in the second gaming machine according to the present embodiment. [Fig. 269] A figure showing an example of a RUSH start navigation count lottery table in the second gaming machine of this embodiment. [Fig. 270] A figure showing an example of a RUSH_RUSH pseudo-BNS lottery table in the second gaming machine according to this embodiment. [Fig. 271] A figure showing an example of a pseudo-BNS lottery table during pseudo-BNS END_RUSH in the second gaming machine of this embodiment. [Fig. 272] FIG. 13 is a diagram showing an example of a RUSH burst BC rewrite lottery table in the second gaming machine according to the present embodiment. [Fig. 273] FIG. 13 is a diagram showing an example of a compensation mode shift lottery table in the second gaming machine according to the present embodiment. [Fig. 274] A figure showing an example of an AT level promotion lottery table during compensation mode in a second gaming machine according to this embodiment. [Fig. 275] A figure showing an example of a navigation count lottery table in a compensation mode in a second gaming machine according to this embodiment. [Fig. 276] FIG. 13 is a diagram showing an example of a regulation cherry rewrite lottery table in the second gaming machine according to the present embodiment. [Fig. 277] A figure showing an example of a scenario-related data table in the second gaming machine according to the present embodiment. [Fig. 278] A figure showing an example of a TY value_addition 1 data table in the second gaming machine of this embodiment. [Fig. 279] A figure showing an example of a TY value_addition 2 data table in the second gaming machine of this embodiment. [Fig. 280]A figure showing an example of a non-AT compensation point data table in the second gaming machine of this embodiment. [Fig. 281] A figure showing an example of an AT compensation point data table in the second gaming machine of this embodiment. [Fig. 282] A figure showing an example of a premonition point number data table when no instruction is given in the second gaming machine of this embodiment. [Fig. 283] A figure showing an example of an instruction T time_premonition point number data table in the second gaming machine of this embodiment. [Fig. 284] A diagram showing a transition flow of the gaming state taking into consideration the notification of the pachislot in the second gaming machine according to the above embodiment. [Fig. 285] 13 is a perspective view showing a configuration of a coaxial cable used in a gaming machine according to a seventh embodiment of the present invention. FIG. [Fig. 286] FIG. 286 is a cross-sectional view of the coaxial cable of FIG. [Fig. 287] This is a diagram for comparing the resistance to electromagnetic noise of the coaxial cable in Figure 285 with that of a discrete cable. [Fig. 288] 13 is a schematic diagram showing the appearance of one cable assembly (harness) used in the gaming machine according to the seventh embodiment. FIG. [Fig. 289] FIG. 13(a) is a schematic plan view of another cable assembly used in the gaming machine according to the seventh embodiment, and (b) is a schematic cross-sectional view of the cable assembly of (a). [Fig. 290] 285 as a component part, (b) is an oblique view of a cable subassembly with mixed fine-coaxial / discrete cable wiring, and (c) is an oblique view of a ground finger type cable subassembly. [Fig. 291] FIG. 2 is a diagram showing the resolution, number of pixels, and aspect ratio of a display device. [Fig. 292] FIG. 1 is a schematic diagram showing a state in which a fine-coaxial cable is twisted. [Fig. 293] 1 is a rear perspective view of a front door showing an example of a connection between components using a cable assembly (harness) including at least a thin coaxial cable. FIG. [Fig. 294] FIG. 2 is a diagram showing a first state of a cable assembly (harness) when components are connected using the cable assembly (harness) including at least a thin coaxial cable. [Fig. 295] FIG. 13 is a diagram showing a second state of the cable assembly (harness) when components are connected using the cable assembly (harness) including at least the thin coaxial cable. [Fig. 296] FIG. 13 is a diagram showing a third state of the cable assembly (harness) when components are connected using the cable assembly (harness) including at least a thin coaxial cable. [Fig. 297] FIG. 1 is a conceptual diagram of a medalless gaming machine and a sandwich. [Fig. 298] A conceptual diagram of a managed gaming machine and a sandbox. [Figure 299] Conceptual diagram of the operation base (specification example 1). [Figure 300] Conceptual diagram of the area around the medal count display unit (specification example 1). [Fig. 301] Conceptual diagram of a cross section near the medal count display unit (specification example 1). [Fig. 302] Overall image of the gaming machine (specification example 2). [Fig. 303] Conceptual diagram of the operation base (specification example 2). [Fig. 304] Conceptual diagram of the area around the medal count display unit (specification example 2). [Fig. 305] Conceptual diagram of a cross section near the medal count display unit (specification example 2). [Fig. 306] Overall image of the gaming machine (specification example 3). [Fig. 307] Conceptual diagram of the area around the medal count display unit (specification example 3). [Fig. 308] Conceptual diagram of a cross section near the medal count display unit (specification example 3). [Fig. 309]An example of the specifications for the credit addition sound (loan sound) of a medalless gaming machine. [Fig. 310] An example of the specifications for the counting sound of one coin for a medalless gaming machine (the sound of one coin being transferred from the gaming machine to the slot). [Fig. 311] An example of the specifications for the long press counting sound of a medalless gaming machine (sound of transfer from gaming machine to Sand all at once). [Fig. 312] The counting completion sound and off-edge sound of the counting button on a medalless gaming machine. [Fig. 313] Example A of the sound effects used when counting and adding up the balls held on a managed gaming machine (pachinko machine). [Fig. 314] Example 1 of credit addition specifications at the time of lending. [Fig. 315] 13 is an oblique view showing the external structure of the gaming machine according to the eighth embodiment. FIG. [Fig. 316] FIG. 23 is a side view of the gaming machine according to the eighth embodiment. [Fig. 317] FIG. 13 is an exploded oblique view of the gaming machine according to the eighth embodiment. [Fig. 318] FIG. 23 is a front view of the gaming machine according to the eighth embodiment, showing a state in which a mask for the second form is connected to the cabinet. [Fig. 319] FIG. 23 is a side view showing a state in which a mask for the second form is connected to a cabinet in the gaming machine according to the eighth embodiment. [Fig. 320] 13 is an exploded oblique view of the upper mask in the gaming machine according to the eighth embodiment. FIG. [Fig. 321] 13 is an oblique view of the lower mask in the gaming machine according to the eighth embodiment, viewed from the front side. FIG. [Fig. 322] 13 is an oblique view of the lower mask in the gaming machine according to the eighth embodiment, seen from the rear side. FIG. [Fig. 323] 13 is a side view of the lower mask in the gaming machine according to the eighth embodiment. FIG. [Fig. 324] 13 is a perspective view of an operation unit in a gaming machine according to an eighth embodiment. FIG. [Fig. 325] FIG. 13 is a perspective view of a start lever device in the gaming machine according to the eighth embodiment. [Fig. 326]FIG. 13 is an exploded perspective view of a start lever device in the gaming machine according to the eighth embodiment. [Fig. 327] 13 is an oblique view of the start lever in the gaming machine according to the eighth embodiment, seen from the rear side. FIG. [Fig. 328] 13 is an exploded oblique view of a light guiding base in a gaming machine according to an eighth embodiment, as viewed from the front. FIG. [Figure 329] 13 is an exploded perspective view of the light guiding base in the gaming machine according to the eighth embodiment, viewed from the rear. FIG. [Fig. 330] 13 is an exploded oblique view of the lever support base in the gaming machine according to the eighth embodiment. FIG. [Fig. 331] 13 is a cross-sectional view illustrating the operation of a start lever device in the gaming machine according to the eighth embodiment. FIG. [Fig. 332] 13 is a cross-sectional view illustrating light incident on a start lever in a non-operated state in a gaming machine according to an eighth embodiment. FIG. [Figure 333] 13 is a cross-sectional view illustrating light incident on a start lever in an operated state in a gaming machine according to an eighth embodiment. FIG. [Fig. 334] FIG. 23 is a perspective view of an operation unit in a first modified example of the gaming machine according to the eighth embodiment. [Fig. 335] FIG. 11 is a perspective view of a start lever device according to a first modified example. [Fig. 336] 13 is an oblique view of the lower mask in a second modified example of the gaming machine according to the eighth embodiment, viewed from the front side. FIG. [Fig. 337] FIG. 11 is a perspective view of a tray in a second modified example. [Fig. 338] FIG. 13 is an exploded perspective view of a tray in a second modified example. [Fig. 339] FIG. 11 is a perspective view of the lower mask showing a state in which the tray is placed at a retracted position in a second modified example. [Fig. 340] FIG. 13 is a side view of the operation section unit in the second modified example. [Fig. 341] 13 is a diagram illustrating a configuration of a volume operation section in a second modified example. FIG. [Fig. 342] FIG. 11 is a perspective view of a stop button operation assisting member in a second modified example. [Figure 343] FIG. 11 is an exploded perspective view of a stop button operation assisting member in the second modified example. [Figure 344] 13 is a perspective view of the operation section unit showing a state in which a stop button operation auxiliary member in a second modified example has been rotated from a use position. FIG. [Figure 345] 13A to 13C are explanatory diagrams illustrating the operation of a stop button operation assisting member in the second modified example. [Fig. 346] 13A to 13C are explanatory diagrams illustrating the operation of another example of the stop button operation assisting member in the second modified example. [Figure 347] FIG. 23 is a schematic diagram showing the configuration of an operation unit in a third modified example of the gaming machine according to the eighth embodiment. [Fig. 348] 13 is a side view of the upper mask in the gaming machine according to the eighth embodiment. FIG. [Fig. 349] 13 is an enlarged view of the upper part of the upper mask body in the gaming machine according to the eighth embodiment. FIG. [Fig. 350] FIG. 13 is a perspective view showing a main body side connection portion of an upper mask main body in the gaming machine according to the eighth embodiment; [Fig. 351] 13 is an oblique view of the top panel of the gaming machine according to the eighth embodiment, viewed from below. FIG. [Fig. 352] 13 is an exploded oblique view of the upper mask body in the gaming machine according to the eighth embodiment. FIG. [Figure 353] 13 is an oblique view of the upper mask body in the gaming machine according to the eighth embodiment, viewed from the rear side. FIG. [Fig. 354] 13 is an oblique view of the upper speaker unit of the upper mask body in the gaming machine according to the eighth embodiment, viewed from the front side. FIG. [Figure 355] 13 is an exploded oblique view of an upper speaker unit of an upper mask body in the gaming machine according to the eighth embodiment. FIG. [Figure 356] 13 is a perspective view of a frame lens in the gaming machine according to the eighth embodiment. FIG. [Figure 357] 13 is a diagram showing the state in which the speaker cover is removed from the upper speaker unit of the upper mask body in the gaming machine according to the eighth embodiment. FIG. [Figure 358]13 is an oblique view of a volume knob in the gaming machine according to the eighth embodiment. FIG. [Figure 359] 13 is an exploded oblique view of the volume knob in the gaming machine according to the eighth embodiment. FIG. [Figure 360] 13 is an oblique view of a pocket storage section in the gaming machine according to the eighth embodiment. FIG. [Fig. 361] FIG. 23 is a perspective view of a light-emitting speaker unit in a fourth modified example of the gaming machine according to the eighth embodiment. [Fig. 362] FIG. 23 is an exploded perspective view of a light-emitting speaker unit in a fourth modified example of the gaming machine according to the eighth embodiment. [Figure 363] 13 is a perspective view showing a state in which an LED board is fixed to a light-guiding member of a light-emitting speaker unit in a fourth modified example of the game machine according to the eighth embodiment, as viewed from the rear side. FIG. [Figure 364] 13 is an oblique view of the lower door base of the gaming machine according to the eighth embodiment, viewed from the front side. FIG. [Figure 365] 13 is an oblique view of the lower door base of the gaming machine according to the eighth embodiment, seen from the rear side. FIG. [Fig. 366] 13 is an oblique view showing the state in which the lower door base has been removed from the cabinet of the gaming machine according to the eighth embodiment. FIG. [Figure 367] 13 is an oblique view showing the state in which the main control and reel assembly have been removed from the cabinet of the gaming machine according to the eighth embodiment. FIG. [Figure 368] A horizontal section of the cabinet shown in Figure 367, seen from above. [Fig. 369] 13 is an oblique view of a main control unit fixing member in the gaming machine according to the eighth embodiment. FIG. [Figure 370] 13 is an exploded oblique view of the main control unit fixing member in the gaming machine according to the eighth embodiment. FIG. [Fig. 371] 13 is an oblique view of a main control and reel assembly in a gaming machine according to an eighth embodiment. FIG. [Fig. 372] FIG. 23 is a side view of the main control and reel assembly in the gaming machine according to the eighth embodiment. [Fig. 373] 13 is a perspective view of a reel unit in a gaming machine according to an eighth embodiment, seen from the front side. FIG. [Fig. 374] 13 is a perspective view of a reel unit in a gaming machine according to an eighth embodiment, seen from the rear side. FIG. [Figure 375] FIG. 13 is an exploded perspective view of a reel unit in a gaming machine according to an eighth embodiment. [Figure 376] 13 is a perspective view of a board cover of a reel unit in a gaming machine according to an eighth embodiment. FIG. [Figure 377] FIG. 13 is an exploded perspective view of a reel member in a gaming machine according to an eighth embodiment. [Figure 378] 13 is a perspective view of a wheel frame of a reel member in a gaming machine according to an eighth embodiment. FIG. [Figure 379] 13 is an exploded oblique view of a unit connection member in the gaming machine according to the eighth embodiment. FIG. [Figure 380] 13 is an exploded oblique view of a main control unit in the gaming machine according to the eighth embodiment. FIG. [Figure 381] 13 is an exploded oblique view of a circuit board case of a main control unit in a gaming machine according to an eighth embodiment. FIG. [Figure 382] 13 is an oblique view of an external device connection board of a main control unit in a gaming machine according to an eighth embodiment. FIG. [Figure 383] 13 is a cross-sectional view of a main control unit in the gaming machine according to the eighth embodiment. FIG. [Figure 384] FIG. 13 is an exploded perspective view of a sealed substrate body in a gaming machine according to an eighth embodiment. [Figure 385] 13 is an oblique view of a board upper case in a gaming machine according to an eighth embodiment. FIG. [Figure 386] 13 is a cross-sectional view showing the crimping portion of the board upper case and the board lower case of the gaming machine according to the eighth embodiment. FIG. [Figure 387] 13A to 13C are diagrams illustrating the installation work of the main control unit to the connection member of the gaming machine according to the eighth embodiment. [Figure 388] 13 is an explanatory diagram showing a schematic assembly state of a main control unit in a gaming machine according to an eighth embodiment. FIG. [Figure 389] 13 is an oblique view showing a state in which the main control unit in the gaming machine according to the eighth embodiment is placed in a specific position. FIG. [Figure 390] 13 is a diagram showing the process of fixing the main control unit in a specific position in the gaming machine according to the eighth embodiment. FIG. [Figure 391] 13 is a front view showing the state in which the lower door base has been removed from the cabinet of the gaming machine according to the eighth embodiment and the main control unit has been fixed in a specific position. FIG. [Figure 392] 13] FIG. 13 is a diagram showing the layout of a power supply harness connected to a power supply device in the gaming machine according to the eighth embodiment. [Figure 393] FIG. 13 is a block diagram showing the electrical configuration of the gaming machine according to the eighth embodiment. [Figure 394] A block diagram showing the internal configuration of a main control board of a gaming machine according to an eighth embodiment. [Figure 395] A block diagram showing the internal configuration of the sub-control board and the sub-relay board of the gaming machine according to the eighth embodiment. [Figure 396] A diagram showing the electrical connections of the sub-control board, the sub-relay board, and the LED board of the gaming machine according to the eighth embodiment. [Figure 397] 13 is a diagram showing electrical connections between a plurality of LED driver ICs when the plurality of LED driver ICs are mounted on an LED substrate of a game machine according to an eighth embodiment. FIG. [Figure 398] FIG. 13 is an internal block diagram of an LED driver IC of a gaming machine according to an eighth embodiment. [Figure 399] 13 is a terminal table of an LED driver IC of a gaming machine according to an eighth embodiment. [Figure 400] 13 is a table showing a serial data transfer method for an LED driver IC of a gaming machine according to an eighth embodiment. [Fig. 401] 20 is a table showing device address setting terminals for each serial data transfer method according to the eighth embodiment. [Fig. 402] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 403] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 404] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 405] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 406] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 407] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 408] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 409] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 410] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 411] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 412] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 413] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 414] FIG. 23 is a diagram showing a connection confirmation table according to the eighth embodiment. [Fig. 415] 20 is a table showing a list of commands when driving data according to the eighth embodiment is transmitted by the BTJC communication method. [Fig. 416] 13 is a table showing a list of commands when driving data according to the eighth embodiment is transmitted using a communication method other than BTJC. [Fig. 417] FIG. 23 is a diagram showing a basic processing flow regarding a ramp process according to the eighth embodiment. [Fig. 418] 13 is a flowchart showing an LED control process executed by a sub-control board according to the eighth embodiment. [Fig. 419] 20 is a flowchart showing an LED driver connection confirmation process executed by a sub-control board according to the eighth embodiment. [Fig. 420] 13A and 13B are diagrams illustrating an example of abnormality notification for an LED board (LED driver IC) according to the eighth embodiment. [Fig. 421] 13A and 13B are diagrams illustrating an example of abnormality notification for an LED board (LED driver IC) according to the eighth embodiment. [Fig. 422] 13A and 13B are diagrams illustrating an example of abnormality notification for an LED board (LED driver IC) according to the eighth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] [First embodiment] Hereinafter, a gaming machine according to the present embodiment will be described with reference to the drawings. Note that in this embodiment, a pachislot machine will be described as an example of the gaming machine.
[0012] [1. Structure of a Pachislot Machine] First, the structure of the slot machine 1 will be described with reference to Figures 1 and 2. Figure 1 is a diagram showing the external structure of the slot machine 1, and Figure 2 is a diagram showing the internal structure of the slot machine 1. For ease of explanation, the following explanation of the external structure may include a part of the internal structure, and the explanation of the internal structure may include a part of the external structure.
[0013] [1-1.External structure] [1-1-1. Cabinet] The slot machine 1 is composed of a rectangular box-shaped housing 2. The housing 2 has a metal cabinet G having a rectangular opening on the front side as the gaming machine main body, an upper door mechanism UD arranged at the upper front part of the cabinet G, and a lower door mechanism DD arranged at the lower front part of the cabinet G.
[0014] The cabinet G has an intermediate support plate G1, a pair of left and right side walls G2, a rear wall G3, a top wall G4, and a bottom wall G5. The rear wall G3 and the bottom wall G5 are not shown in Figs. 1 and 2. The top wall G4 of the cabinet G has two openings G4a that penetrate the top wall G4 in the vertical direction and are spaced a predetermined distance apart in the horizontal direction. Wooden plate members G4b are attached to the top wall G4 so as to close the two openings G4a.
[0015] The plate member G4b is used to fix the slot machine 1 to a game island (not shown) when the slot machine 1 is installed in a game center, and can be made of metal or resin, or can be formed integrally with the top wall G4, as long as such a fixing method is ensured. Also, as long as a certain level of strength is ensured for the cabinet G, a part or all of each component can be made of wood or resin.
[0016] Moreover, inside the cabinet G, an upper opening G101 that opens forward is formed on the upper side across the intermediate support plate G1, and a lower opening G102 that opens forward is formed on the lower side across the intermediate support plate G1. That is, the inside of the cabinet G is divided into an upper space and a lower space across the intermediate support plate G1, and the intermediate support plate G1 functions as a partition plate that divides the inside of the cabinet G into the upper space and the lower space. The upper space is a space behind the upper door mechanism UD in the cabinet G, and contains a main display device 210 and the like described below. The lower space is a space behind the lower door mechanism DD in the cabinet G, and contains a reel unit RU, a main control board 71 and the like described below.
[0017] The cabinet G does not necessarily have to include the intermediate support plate G1. In other words, as long as each device and the like can be appropriately accommodated within the cabinet G, the cabinet G may be configured not to separate the upper space from the lower space. The cabinet G may be referred to simply as a "box" or "main body," or, since it functions as a frame that supports or fixes the upper door mechanism UD and the lower door mechanism DD, it may also be referred to as a "main body frame," "support body," "support frame," "fixing frame," or the like.
[0018] [1-1-2. Front door] The upper door mechanism UD and the lower door mechanism DD are formed to correspond to the shape and size of the opening of the cabinet G, and are provided so as to be able to close the upper and lower spaces of the opening in the cabinet G. In other words, the upper door mechanism UD and the lower door mechanism DD function as a front door provided on the front side of the slot machine 1.
[0019] Furthermore, each of the upper door mechanism UD and the lower door mechanism DD is attached to the cabinet G so as to be freely opened and closed, for example, by an opening and closing mechanism (not shown) such as a hinge provided on the left side wall G2. Note that it is also possible to configure either one of the upper door mechanism UD and the lower door mechanism DD to be openable and closable by the above-mentioned opening and closing mechanism, and the other to be detachable only when one of the door mechanisms is in the open state.
[0020] The upper door mechanism UD has a performance display window UD1 provided in the center thereof, and an upper lamp 23 provided above the performance display window UD1. The performance display window UD1 is configured as, for example, a transparent panel made of resin, and allows visual confirmation of a performance image displayed on a screen device C that constitutes a main display device 210 (described below) provided on the rear side of the window. In this embodiment, the main display device 210 that displays performances through the performance display window UD1 may be described as a main performance display unit 21.
[0021] The lower door mechanism DD has a main display window 4 provided in the approximate center of its upper part, and a reel unit RU attached to the inside of the cabinet G behind the main display window 4.
[0022] The reel unit RU is mainly composed of three reels: 3L (left reel), 3C (center reel), and 3R (right reel). Each of the reels 3L, 3C, and 3R is composed of, for example, a cylindrical reel body and a translucent reel band attached to the periphery of the reel body, and a plurality of (for example, 20) patterns are drawn on the reel band at a predetermined interval along the rotation direction of the reel. The reels 3L, 3C, and 3R are arranged in parallel (in a horizontal row) so that each can rotate vertically at a constant speed. The main display window 4 is, for example, configured as a transparent panel made of resin, and allows at least a part (for example, three) of the patterns on the periphery of each of the reels 3L, 3C, and 3R to be visible. In addition, a light source (a reel lamp, which is included in the lamps and LEDs described below) is provided inside each reel 3L, 3C, 3R at a position where the patterns can be seen at least from the main display window 4, and at least when each reel 3L, 3C, 3R is spinning, the reels are illuminated from the inside at a constant brightness to ensure visibility of the patterns.
[0023] The lower door mechanism DD also has a sub-performance display section 22 provided on the left side of the main display window 4, and a performance button 10b provided on the right side of the main display window 4. The sub-performance display section 22 displays performance images displayed on a sub display device 220 described below. The sub-performance display section 22 can be configured as a touch panel, and can function not only as a performance display, but also as one of the performance buttons. The performance button 10b is an operation section that accepts a player's operation for performance (performance operation).
[0024] In addition, the lower door mechanism DD has a base portion which is approximately horizontal and formed below the main display window 4, and has a MAX BET button 6a, a 1 BET button 6b and a settlement button 9 on the left side, a performance button 10a located approximately in the center, and a medal insertion slot 5 on the right side.
[0025] The MAX BET button 6a and the 1 BET button 6b are operation units that accept game operations (betting operations, which can also be called "insertion operations" or "betting operations") by the player to use medals deposited (credited) inside the pachislot machine 1. When the MAX BET button 6a is operated, if the current number of bets is less than the maximum number of bets (e.g., 3 medals) and the number of credited medals is equal to or greater than the difference, the maximum number of bet medals is bet. On the other hand, if the number of credited medals is less than the difference, no medals are bet. Also, when the 1 BET button 6b is operated, if the current number of bets is less than the maximum number of bets and there is one or more credited medals, one medal is bet.
[0026] The settlement button 9 is an operation unit that accepts a game operation (settlement operation) by the player to return (settle) credited medals. When the settlement button 9 is operated when there are no credited medals, the game unit may accept a game operation (C / P mode selection operation) by the player to select either a credit mode (C mode) in which the medals inserted or paid out are credited within a creditable number (for example, 50 medals) or a pay mode (P mode) in which the medals are not credited. In other words, the settlement button 9 can also function as a so-called C / P button. The performance button 10a is an operation unit that accepts a performance operation (performance operation) by the player.
[0027] The medal insertion port 5 accepts medals inserted from outside into the slot machine 1 by a player. The accepted medals are detected by a selector 31 described later, and are judged to be proper or not. If the accepted medal is not proper, the accepted medal is returned from a medal payout port 11 described later. If the accepted medal is proper and the current number of bets is less than the maximum number of bets, one medal is bet. If the current number of bets is the maximum number of bets and the number of credited medals has not reached the creditable number, one medal is credited. On the other hand, if the number of credited medals has reached the creditable number, the accepted medal is returned from a medal payout port 11 described later.
[0028] The lower door mechanism DD also has an information display device 14 provided between the main display window 4 and the above-mentioned base. The information display device 14 includes a plurality of lamps (LEDs) and a 7-segment LED, and displays information related to the game by the lighting state of the lamps.
[0029] The lower door mechanism DD has a start lever 7 provided on the left side below the base, three stop buttons 8L, 8C, 8R provided in the approximate center, and a locking mechanism 15 provided on the right side. The start lever 7 is attached so as to be tiltable within a predetermined angle range, and is an operation part that receives a game operation (start operation) by the player to start a game. Each stop button 8L, 8C, 8R is provided corresponding to each reel 3L, 3C, 3R, and is an operation part that receives a game operation (stop operation) by the player to stop the respective reels from spinning.
[0030] The locking mechanism 15 is, for example, a key cylinder lock, and when the lower door mechanism DD is in a closed state, if an administrator of the game establishment (for example, a store clerk of the game establishment, etc.; the same applies below) inserts a door key (not shown) into the keyhole and turns it to the right, the locking mechanism 15 is unlocked and the lower door mechanism DD is in an open state. The locking mechanism 15 may have a function as a reset switch in addition to a function of managing the opening and closing of the door mechanism. For example, when an administrator of the game establishment inserts the door key into the keyhole and turns it to the left, the locking mechanism 15 may be configured to detect a reset operation similar to a reset switch 53 described later. In addition, in this embodiment, when the lower door mechanism DD is in an open state, the upper door mechanism UD may also be configured to be in an open state in conjunction with this, or a locking mechanism corresponding to the upper door mechanism UD may be separately provided, and opening and closing may be managed independently of each other.
[0031] The lower door mechanism DD also has a waist panel 13 provided in the central part of its lower part, a medal receiving tray 12 provided below the waist panel 13, a medal payout outlet 11 provided above the medal receiving tray 12, and sound-transmitting holes 24a, 24b provided on the left and right sides of the medal payout outlet 11.
[0032] The lower panel 13 is composed of a decorative panel on which model information such as a logo representing the name of the model or a character representing a motif is drawn, and a light source (lower lamp included in the lamps and LEDs described later) for illuminating the decorative panel from the back side. The medal tray 12 stores medals paid out from the medal payout outlet 11. The medal payout outlet 11 discharges medals paid out (or returned) from inside the pachinko slot machine 1 to the outside. The medals discharged from the medal payout outlet 11 include those paid out from a hopper device 32 described later and those returned from a selector 31 described later through a cancel chute (not shown). The sound transmission holes 24a, 24b are on the back side of each, and transmit sounds such as sound effects and background music output from speakers 35a, 35b (the speaker 35a is not indicated in FIG. 2) attached to the inside of the cabinet G toward the front side of the pachinko slot machine 1.
[0033] In this embodiment, the upper door mechanism UD and the lower door mechanism DD are provided in response to the interior of the cabinet G being divided into an upper space and a lower space, but as long as the opening in the cabinet G can be opened and closed appropriately, the upper door mechanism UD and the lower door mechanism DD can be configured as a single door mechanism or as three or more door mechanisms. Also, the upper door mechanism UD and the lower door mechanism DD can be configured as a double door mechanism in the front-rear direction (for example, an outer door and an inner door, etc.). Also, the upper door mechanism UD and the lower door mechanism DD can be simply called "door" or "door", or can be called "opening and closing members", "door members", "door members", or the like, since they function as members that enable the opening in the cabinet G to be opened and closed.
[0034] [1-1-3. Fluctuation display section] As described above, the slot machine 1 includes the reels 3L, 3C, and 3R and the main display window 4. When the start lever 7 is operated (when the player performs a start operation), the stepping motors 51L, 51C, and 51R described below are driven and controlled to start the rotation of the reels 3L, 3C, and 3R. As a result, the symbols displayed in the main display window 4 are displayed variably. When the stop buttons 8L, 8C, and 8R are operated (when the player performs a stop operation), the stepping motors 51L, 51C, and 51R described below are driven and controlled to stop the rotation of the reels 3L, 3C, and 3R. As a result, the symbols displayed in the main display window 4 are displayed stationary.
[0035] That is, each of the reels 3L, 3C, 3R and the main display window 4 constitutes a variable display section (means) capable of variably displaying (and stopping) multiple symbols in multiple rows, or multiple variable display sections (means) capable of variably displaying (and stopping) multiple symbols. The variable display section (means) can also be called a "symbol display section (means)" or a "variable display section (means)". The symbols can also be called "pictures" or "designs", and since they are information that can be visually identified by the player, they can also be called "identification information" in that sense.
[0036] The main display window 4 is configured so that when the rotation of each of the reels 3L, 3C, 3R is stopped, three consecutively arranged symbols are displayed within its frame. That is, the main display window 4 displays one symbol (total of three symbols) in each of the upper, middle, and lower regions of each column (symbols are displayed in a 3-row x 3-column format within the frame of the main display window 4). The main display window 4 is sometimes referred to as a "symbol display area" or a "window section."
[0037] Also, a winning line is defined in the main display window 4. The winning line is a line for determining whether or not a prescribed combination of symbols is displayed when all the symbols in the columns are stopped and displayed in response to the player's stopping operation. In this sense, the winning line can also be called a "winning line" or a "determination line". Also, the winning line is configured as a line connecting any of the regions in each column. That is, when the main display window 4 is configured to display symbols in a 3-row x 3-column format, a maximum of 27 winning lines can be defined. However, in practice, one or more of the winning lines can be defined as winning lines, and the other lines can be defined as inactive lines that are not winning lines.
[0038] For example, the line connecting the middle area of reel 3L, the middle area of reel 3C, and the middle area of reel 3R is called the "center line", the line connecting the upper area of reel 3L, the upper area of reel 3C, and the upper area of reel 3R is called the "top line", the line connecting the lower area of reel 3L, the lower area of reel 3C, and the lower area of reel 3R is called the "bottom line", the line connecting the lower area of reel 3L, the middle area of reel 3C, and the upper area of reel 3R is called the "cross-up line", the line connecting the upper area of reel 3L, the middle area of reel 3C, and the lower area of reel 3R is called the "cross-down line", and so on. These are lines that connect the areas of each row in a straight line, so one or more of these lines are often defined as the active line. However, as described above, so-called irregular lines that connect the areas of each row with broken lines can also be defined as the active line.
[0039] In order for the active lines to be activated, it is necessary that the player bets the number of medals necessary for the current game (the number of medals that can be used to start the game) prior to the start operation of the player, but the number of active lines to be activated may be the same regardless of the number of bets, or may vary depending on the number of bets. For example, assuming that the above-mentioned three lines, the "center line", the "top line", and the "bottom line", are defined as the active lines, in the former case, the "center line", the "top line", and the "bottom line" are activated regardless of the number of bets, from 1 to 3. On the other hand, in the latter case, if the number of bets is 1, only the "center line" is activated, if the number of bets is 2, the "center line" and the "top line" are activated, and if the number of bets is 3 (the maximum number of bets), the "center line", the "top line", and the "bottom line" are activated.
[0040] In this embodiment, the variable display unit has three reels 3L, 3C, and 3R, and a main display window 4 that can display three symbols in each column, and thus displays symbols in a 3-row x 3-column format, but the symbol display format in the variable display unit is not limited to this. For example, the number of reels can be one, two, or four or more, and the number of symbols displayed in each column can be one, two, or four or more, so that symbols can be displayed in a format different from the above-mentioned format. In this case, the number of effective lines that can be defined can be increased or decreased as appropriate.
[0041] In addition, in this embodiment, the variable display unit variably displays the symbols by rotating each of the reels 3L, 3C, and 3R, but the configuration of the variable display unit is not limited to this. For example, it may be configured using an image display device similar to the main display device 210 and the sub display device 220 described below, or it may be configured using other display devices (for example, organic EL, 7-segment LED, etc.). It may also be configured using other physical devices (for example, belts, etc.). The arrangement, size, etc. of the variable display unit can be changed as appropriate.
[0042] In addition, in this embodiment, the variable display unit functions as a main side display unit directly related to the game, controlled by the main control circuit 100 described later. However, a variable display unit may be provided as a sub side display unit related to a performance not directly related to the game, controlled by the sub control circuit 200 described later. The sub side display unit may be configured using, for example, the main display device 210 or the sub display device 220. That is, not only the main side display unit but also the sub side display unit may be provided as a variable display unit that variably displays the symbols in response to the player's start operation (or the establishment of other start conditions) and stops the symbols in response to the player's stop operation (or the establishment of other stop conditions). In this case, in order to enable the player to identify whether the variable display unit is directly related to the game or not, an identification display with characters such as "reel" or "main reel" may be attached near the main side display unit, so that the variable display unit can be identified as the main side display unit. Such an identification display may be displayed on the main display device 210 or the sub-display device 220.
[0043] [1-1-4. Medal slot] As described above, the slot machine 1 includes a medal insertion slot 5 that accepts medals inserted into the slot machine 1 by a player from outside. The medal insertion slot 5 and a selector 31 described later have the function of betting the number of medals required for one game, similar to the MAX BET button 6a and the 1 BET button 6b, and such an insertion operation can be rephrased as, for example, a betting operation. Therefore, the medal insertion slot 5 can be said to be a betting operation detection unit (means) capable of detecting the betting operation of the player. The shape, arrangement, size, etc. of the medal insertion slot can be changed as appropriate. In addition, when the slot machine 1 is configured as a medal-less gaming machine described later, the medal insertion slot is not necessarily a required configuration.
[0044] In this embodiment, the gaming value used in the game or awarded according to the game result is explained as being a medal as a gaming medium, but the gaming value used in this manner is not limited to this. For example, coins, gaming balls, gaming point data or tokens, etc. may also be used. The gaming value may also be simply referred to as "value" or "game value".
[0045] [1-1-5.Operation section] The pachislot machine 1 is equipped with the following operation units as operation units that can be operated by the player. Note that the operation units shown below are merely examples, and the machine may be configured to include operation units different from these, and operation units that are not necessarily required among these may not be included.
[0046] [1-1-5-1. Bet button] As described above, the slot machine 1 is provided with a MAX bet button 6a and a 1 bet button 6b that accept a bet operation by a player to use medals deposited (credited) therein. Such a bet operation is detected by a bet switch 6S described later. Therefore, the MAX bet button 6a, the 1 bet button 6b, and the bet switch 6S constitute a bet operation detection unit (means) that can detect a bet operation by a player. Note that the bet button only needs to be able to detect a bet operation by a player, and its shape, arrangement, size, etc. can be changed as appropriate. In addition, in this embodiment, the MAX bet button 6a and the 1 bet button 6b are provided, but it is also possible to provide only the MAX bet button 6a without providing the 1 bet button 6b. Also, it is also possible to provide a separate 2 bet button for betting two medals.
[0047] [1-1-5-2. Start lever] As described above, the pachislot machine 1 is equipped with the start lever 7 that receives a start operation by the player to start a game. Furthermore, such a start operation is detected by a start switch 7S, which will be described later. Therefore, the start lever 7 and the start switch 7S constitute a start operation detection unit (means) that can detect the start operation by the player. Note that the start lever only needs to be capable of detecting the start operation by the player, and its shape, position, size, etc. can be changed as appropriate.
[0048] [1-1-5-3. Stop button] As described above, the pachislot machine 1 is provided with stop buttons 8L, 8C, 8R that are provided corresponding to the reels 3L, 3C, 3R and accept the player's stop operation to stop the respective reels. Such a stop operation is detected by a stop switch 8S, which will be described later. Therefore, the stop buttons 8L, 8C, 8R and the stop switch 8S constitute a stop operation detection unit (means) that can detect the player's stop operation. Note that the stop buttons may be changed in shape, arrangement, size, etc. as appropriate, as long as they are capable of detecting the player's stop operation.
[0049] [1-1-5-4. Checkout button] As described above, the pachislot machine 1 is equipped with a settlement button 9 that accepts a settlement operation (return operation) by the player to return (settle) credited medals. In addition, such a settlement operation is detected by a settlement switch 9S described below. Therefore, the settlement button 9 and the settlement switch 9S constitute a settlement operation detection unit (means) that can detect the settlement operation of the player. Note that the settlement button only needs to be capable of detecting the settlement operation of the player, and its shape, arrangement, size, etc. can be changed as appropriate.
[0050] [1-1-5-5. Performance buttons] As described above, the slot machine 1 includes the buttons 10a and 10b for producing effects that accept the player's operation for producing effects. Such an operation for producing effects is detected by a detection switch (not shown) provided corresponding to each button for producing effects. Therefore, the buttons 10a and 10b for producing effects and the detection switch constitute a production operation detection unit (means) that can detect the operation for producing effects by the player. The buttons for producing effects only need to be capable of detecting the operation for producing effects by the player, and the shape, arrangement, size, etc. of the buttons for producing effects can be changed as appropriate. In addition, in this embodiment, two buttons for producing effects 10a and 10b are provided, but the machine can be configured without providing either of them, or with only one of them. The machine can also be configured with three or more buttons for producing effects.
[0051] The main uses of the performance buttons are to change the performance mode when a specific performance (for example, an operation-linked performance described later) is executed, and to perform selection and confirmation operations in a user menu described later. Therefore, it is also possible to configure the device to have performance buttons according to the purpose. For example, the performance buttons 10a and 10b are used for the former purpose, and the above-mentioned touch panel is used for the latter purpose. For the latter purpose, it is also possible to configure the device to have a jog dial, cross key, or the like that can receive selection and confirmation operations as a separate performance button.
[0052] [1-1-6. Medal payout outlet] As described above, the pachislot machine 1 is equipped with a medal payout outlet 11 that discharges medals that are paid out (or returned) from inside the pachislot machine 1 to the outside. When a winning prize is won and medals are paid out, the medal payout outlet 11 awards the medals paid out from a hopper device 32 described below to the player, and can therefore be said to be part of a bonus awarding means that awards a bonus to the player. The shape, arrangement, size, etc. of the medal payout outlet can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medal-less gaming machine described below, this is not necessarily a required configuration.
[0053] [1-1-7. Medal tray] As described above, the pachislot machine 1 is equipped with a medal tray 12 that stores medals paid out from the medal payout outlet 11. In other words, the medal tray 12 constitutes a storage section (means) capable of storing the granted game value. The shape, arrangement, size, etc. of the medal tray can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medal-less gaming machine described below, this is not necessarily a required configuration.
[0054] [1-1-8. Waist panel] As described above, the slot machine 1 is equipped with a lower back panel 13, which is composed of, for example, a decorative panel on which model information is drawn, and a lower back lamp for illuminating the decorative panel from the rear side. The lower back panel 13 is basically intended to clearly show the player what model the slot machine 1 is, but it can also be configured as one of the performance execution means capable of executing a performance, for example, by the lighting state of the lower back lamp, or by configuring the lower back panel 13 itself as an image display device, etc.
[0055] [1-1-9. Information display section] As described above, the pachislot machine 1 includes the information display device 14 that displays information related to the game by its lighting mode. That is, the information display device 14 constitutes an information display unit (means) that can display information related to the game.
[0056] The information display device 14 includes, for example, an insert lamp, a start lamp, a replay lamp, a bet number lamp, a credit lamp, a payout number lamp, an indication monitor, a limit lamp, and the like.
[0057] The insert lamp, when lit, indicates that medals can be inserted. The start lamp, when lit, indicates that play can be started by operating the start lever 7. The replay lamp, when lit, indicates that medals have been automatically inserted due to the replay operation. The bet number lamp, when lit, indicates the number of medals bet. The credit lamp, depending on how it lights up, indicates the number of medals credited. The payout number lamp, depending on how it lights up, indicates the number of medals paid out according to the game result (payout number).
[0058] The instruction monitor includes a notification lamp (stop operation display section) and a section lamp (status display section). The notification lamp displays information on the stop operation by lighting in a manner that uniquely corresponds to the information on the stop operation to be notified in a situation where the information on the stop operation is notified to the player (for example, in an AT state). Note that the "mode that uniquely corresponds to the information on the stop operation to be notified" refers to, for example, a manner in which the number "1" is displayed on the instruction monitor when notifying the push order (which may be described as the "hitting order" in this embodiment) "1st (performing the first stop operation on reel 3L)", the number "2" is displayed on the instruction monitor when notifying the push order "2nd (performing the first stop operation on reel 3C)", and the number "3" is displayed on the instruction monitor when notifying the push order "3rd (performing the first stop operation on reel 3R)". Note that the notification lamp does not necessarily have to be provided separately from the credit lamp and the payout number lamp. For example, information regarding the stop operation may be displayed using either the credit lamp or the payout number lamp.
[0059] Thus, in this embodiment, under circumstances where information on a stop operation is notified to a player, not only the sub-side notifying means (for example, the main performance display unit 21) controlled by the sub-control circuit 200 described later, but also the instruction monitor as the main-side notifying means controlled by the main control circuit 100 described later, notifies the information on the stop operation. The notification mode in the main-side notifying means and the notification mode in the sub-side notifying means may be different from each other. That is, the main-side notifying means only needs to notify in a mode that uniquely corresponds to the information on the stop operation to be notified, and does not necessarily need to notify the information on the stop operation directly. For example, when notifying the push order "1st", even if the number "1" is displayed on the instruction monitor, some players may not be able to identify the content of the notification. On the other hand, the sub-side notifying means only needs to directly notify the information on the stop operation. For example, when notifying the push order "1st", the main performance display unit 21 only needs to directly notify the instruction information for performing the first stop operation on the reel 3L.
[0060] Moreover, the section lamp, when lit, indicates that the current state is in the advantageous section described below. For example, when a non-advantageous section transitions to an advantageous section described below, the section lamp is lit at any timing before the start of play in the advantageous section, and when the advantageous section ends and transitions to a non-advantageous section, the lamp is turned off at any timing before the start of play in the non-advantageous section. The timing of lighting the section lamp is not limited to this. For example, when a transition is made for the first time from a performance section (normal advantageous section) described below in a non-advantageous section or advantageous section to an increase section (AT state) described below in an advantageous section, the lamp may be lit at any timing before the start of play in the increase section. In other words, the section lamp may be one that notifies the player that the advantageous section is in the advantageous section regardless of whether it is a performance section or an increase section, or may be one that notifies the player of at least the period from the start of the first increase section to the end of the advantageous section including this.
[0061] Furthermore, the limit lamp indicates, depending on the lighting state, that a limit process described below has been executed or the possibility of this. For example, by lighting when a limit process is executed, it notifies the player that a favorable state (e.g., AT state) has been forcibly ended by the execution of the limit process. Also, for example, by flashing when the execution of the limit process is imminent, it notifies that there is a high possibility that the favorable state will be forcibly ended by the execution of the limit process. Note that, other than these, by providing triggers for lighting, flashing, or turning off, other information regarding the limit process can also be appropriately notified.
[0062] [1-1-10. Production display section] As described above, the slot machine 1 includes the main effect display unit 21 and the sub effect display unit 22 that display effect images. The main effect display unit 21 and the sub effect display unit 22 constitute an effect display unit (means) capable of performing effect display. They are also configured as one of the effect execution means capable of executing effects from a visual perspective for the player.
[0063] The main performance display section 21 includes a main display device 210 that performs performance display through a performance display window UD1. The main display device 210 is configured as a display unit A that is replaceably mounted on an intermediate support plate G1 in a cabinet G. The display unit A is a so-called projection mapping device that has an irradiation unit B that emits irradiation light for image display and a screen device C that makes an image appear by irradiating the irradiation light from the irradiation unit B. In this embodiment, the main display device 210 is configured in this way to enable advanced and powerful performance display, but the configuration of the main display device 210 is not limited to this. In other words, it is sufficient to be able to perform a performance from a visual perspective for the player, and it can be configured as a display device such as a liquid crystal display device or an image display device such as an organic EL or a 7-segment LED, or it can be configured as a variable display device such as a sub reel or a dot display device. In addition, from such a perspective, the shape, arrangement, size, etc., of the main display device can be appropriately changed. In addition, in cases where the pachislot machine 1 is a type of game that is primarily entertaining through the results of so-called numbers, it may be configured so as not to have a main performance display unit 21 (the same applies to the sub-performance display unit 22).
[0064] The sub-performance display unit 22 includes a sub-display unit 220. The sub-display unit 220 is configured as a liquid crystal display unit. The sub-display unit 220 can be configured as another image display unit or display unit, as well as the main display unit 210, and can also be configured as a variable display unit or a dot display unit. From this perspective, the shape, arrangement, size, and the like can be appropriately changed. The main performance display unit 21 is configured as a large screen, so it mainly displays performances closely related to the current game, such as push order notifications, winning notifications, or continuous performances, while the sub-performance display unit 22 is configured as a small screen, so it is possible to display the display contents separately according to the purpose, such as mainly displaying performances that are not so closely related to the current game, such as game history. In this embodiment, the two performance display units, the main performance display unit 21 and the sub performance display unit 22, are provided, but it is possible to configure the system without providing either of them, or to configure the system with only one of them. It is also possible to configure the system with three or more performance display units.
[0065] [1-1-11. Lamp] As described above, the pachinko slot machine 1 is provided with one or more lamps (light-emitting means) that can perform effects by their light-emitting modes (including not only lighting, blinking, or extinguishing, but also the brightness and light-emitting color when configured as a full-color LED), such as the upper lamp 23 given as an example. Furthermore, such light-emitting means is configured as one of the effect execution means that can perform effects from a visual perspective for the player. From this perspective, the number, shape, arrangement, size, etc., of the light-emitting means can be appropriately changed.
[0066] Other lamps included in the lamps and LEDs described below include, for example, side lamps provided on both end faces of the upper door mechanism UD and both end faces of the lower door mechanism DD, operation unit lamps provided in each operation unit, etc. Since the latter include a function to inform the player whether or not each operation unit is operable, when this function is exercised, the light emission mode is not changed according to the content of the performance, but can be controlled to emit light in a unique light emission mode.
[0067] [1-1-12. Speaker] As described above, the slot machine 1 includes speakers 35a and 35b that output sound effects, background music, and the like. The speakers 35a and 35b constitute a sound output means capable of performing effects by outputting sound. They are also configured as one of the performance execution means capable of performing performances from an auditory perspective for the player. From this perspective, the number, shape, arrangement, size, and the like of the speakers can be changed as appropriate.
[0068] [1-1-13. Other production equipment] In addition, in the pachislot machine 1, it is also possible to provide a performance device other than the various performance devices (performance execution means) described above. For example, it is also possible to provide a performance device such as a movable performance device, a vibration performance device that performs a performance by vibration, or an air performance device that performs a performance by injecting air, and execute the performance. In other words, any of them can be used as long as it is a performance device that can execute a performance that can appeal to any of the five senses of the player (sight, hearing, touch, taste, smell) (allowing the player to recognize that a performance is being executed). Therefore, in this embodiment, "executing a performance" indicates that a performance may be executed using any one or more of the various performance devices (performance execution means) described above, unless otherwise specified.
[0069] [1-2. Internal structure] [1-2-1.Selector] The selector 31 (reference numeral omitted in FIG. 2) is a passageway through which medals inserted through the medal insertion slot 5 flow, and is provided on the rear side of the lower door mechanism DD. The selector 31 includes, for example, a medal sensor 31S, which will be described later, and a sorting device.
[0070] The medal sensor 31S detects medals inserted from the medal insertion port 5 and judges whether the detected medals are appropriate medals. When the medal sensor 31S judges that the detected medals are appropriate medals and the medals are in a state where they can be accepted, the sorting device is controlled to guide the medals to the hopper device 32 side described later. In this case, the bet number or credit number is incremented by 1. On the other hand, when the medal sensor 31S judges that the detected medals are not appropriate medals and the medals are not in a state where they can be accepted, the sorting device is controlled to return the medals through the cancel chute from the medal payout port 11. When an abnormality occurs in the detection of medals by the medal sensor 31S, a selector error occurs. In this case, the error state is released when a reset operation is performed after the cause of the abnormality (for example, a medal jam) is eliminated.
[0071] That is, the selector 31 constitutes a game medium detection unit (means) capable of detecting the inserted game medium. The selector 31 also constitutes a determination means capable of determining whether the inserted game medium is proper or not. The selector 31 also constitutes a sorting means that stores the inserted game medium inside if it is proper, and discharges it to the outside if it is not proper. The configuration, arrangement, size, etc. of the selector 31 can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medal-less game machine described later, the selector 31 is not necessarily a required configuration.
[0072] [1-2-2.Hopper device] The hopper device 32 is provided in the lower space within the cabinet G. The hopper device 32 has, for example, a bucket section that stores medals inserted through the medal insertion port 5 and guided by the selector 31, a disk section that is provided at the bottom of the bucket section and stirs the medals stored in the bucket section and guides them one by one to the discharge section, a discharge section that discharges the medals guided by the disk section one by one, and a count sensor that counts the medals discharged from the discharge section.
[0073] The bucket section is configured to be able to store a certain number of medals. Any medals exceeding the certain number are guided through a guide passage provided on the upper surface side to the auxiliary medal storage 33 described below. If the medals stored in the bucket section become empty, a hopper empty error occurs. In this case, the error state is cleared by refilling the bucket with medals and performing a reset operation.
[0074] The disk unit has multiple medal-shaped cutouts formed radially from the center, and the central shaft is rotated in response to a drive signal to guide the medals that fit into the cutouts one by one to the discharge unit. The rotation of the disk unit agitates the medals stored in the bucket unit. If an abnormality occurs in the rotation of the disk unit, a hopper jam error occurs. In this case, the error state is cleared by performing a reset operation after eliminating the cause of the abnormality (for example, a medal jam).
[0075] The count sensor detects the medals discharged from the discharge unit and counts the number of medals. For example, when one medal is to be paid out, the disk unit starts rotating, and then the count sensor counts the dispensing of one medal and the rotation of the disk unit stops. In this way, the correct number of medals is paid out.
[0076] That is, the hopper device 32 constitutes a gaming media payout section (means) capable of paying out gaming media. Also, as described above, it can be said to be a part of a bonus granting means for granting bonuses to players. Also, the configuration, arrangement, size, etc. of the hopper device 32 can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medal-less gaming machine described below, it is not necessarily a required configuration.
[0077] [1-2-3. Medal Auxiliary Storage Unit] The auxiliary medal storage 33 is provided in the lower space within the cabinet G. The auxiliary medal storage 33 has, for example, a storage section that stores medals guided from the bucket section of the hopper device 32, and an auxiliary medal storage switch 33S that is provided near the storage section and detects the amount of medals stored in the storage section.
[0078] The storage unit is configured to be able to store a certain number of medals. When the auxiliary medal storage switch 33S determines that the certain number or more medals have been stored, an auxiliary medal storage error occurs. In this case, the error state is released when the medals stored in the storage unit are reduced to at least less than the certain number and a reset operation is performed.
[0079] That is, the auxiliary medal storage 33 constitutes a surplus game media storage section (means) capable of storing surplus game media. The configuration, arrangement, size, etc. of the auxiliary medal storage 33 can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medal-less game machine described later, this is not necessarily a required configuration.
[0080] [1-2-4.Power supply device] The power supply device 34 is provided in the lower space within the cabinet G. The power supply device 34 has, for example, a power supply board 34a and a power switch 34b, and supplies power to the slot machine 1 when the power switch 34b is turned on. The power supply device 34 converts the AC voltage of 100V supplied from a power cable (not shown) into DC voltage power required by each part, just like household electrical appliances, and supplies the converted power to each part. In other words, the power supply device 34 constitutes a power supply unit (means) capable of supplying the required power to the gaming machine. The configuration, arrangement, size, etc. of the power supply device 34 can be changed as appropriate.
[0081] In this embodiment, the setting key switch 52 and reset switch 53 described below are configured to be provided on the main control board 71 (more specifically, on the main control board case described below), but these switches can also be configured to be provided on the power supply 34.
[0082] [1-2-5. Circuit board] The slot machine 1 includes the following boards as boards necessary for various controls. Note that the following boards are merely examples, and the slot machine 1 may include boards different from these, and may not include boards that are not essential.
[0083] [1-2-5-1. Main control board] The main control board 71 is attached to the rear side of the reel unit RU inside the cabinet G. The main control board 71 is a game control board that controls games, and is housed in a main control board case (not shown) made of resin and made transparent (or nearly transparent) so that its state can be visually confirmed. The electrical configuration of the main control board 71 will be described later.
[0084] There are various restrictions on the specifications of the main control board 71, and although the various electronic components are basically configured by DIP mounting, some or all of the various electronic components may be configured by SMT mounting (surface mounting). In this case, test points may be provided for checking operation using a tester or oscilloscope. Small electronic components not exceeding 6 square mm may be used for some or all of the various electronic components. The board surface of the main control board 71 may be configured to be multi-layered.
[0085] [1-2-5-2. Sub-control board] The sub-control board 72 is attached to the back side of the intermediate support plate G1 inside the cabinet G. The sub-control board 72 is a performance control board that controls performances, and is housed in a resin sub-control board case (not shown). The sub-control board case can be configured as a transparent (or nearly transparent) resin case like the main control board case, or can be configured as an opaque (or nearly opaque) case made of another material. The electrical configuration of the sub-control board 72 will be described later.
[0086] [1-2-5-3. Other boards] (Main relay board) The main relay board 73 (reference numeral omitted in FIG. 2) is attached to a specific position (for example, the rear side of the lower door mechanism DD) in the cabinet G, and is an intermediate control board for relaying between the various devices connected to the main relay board 73 and the main control board 71, and between the main control board 71 and the sub-control board 72. Note that the main relay board 73 is configured as a board separate from the main control board 71 for convenience of control efficiency and wiring efficiency, so that if there is no particular problem, all the functions of the main relay board 73 can be provided to the main control board 71, and a configuration can be adopted in which the main relay board 73 is not provided. From this viewpoint, the main relay board 73 may be further divided into a plurality of relay boards to improve control efficiency and wiring efficiency. In other words, a plurality of boards may be provided as the main relay board.
[0087] (Sub-relay board) The sub-relay board 74 is attached to a specific position (for example, the rear side of the lower door mechanism DD) in the cabinet G, and is an intermediate control board for relaying between the sub-control board 72 and various devices connected to the sub-relay board 74, and between the main control board 71 and the sub-control board 72. Since the sub-relay board 74 is configured as a board separate from the sub-control board 72 for convenience of control efficiency and wiring efficiency, it is also possible to provide all of the functions of the sub-relay board 74 to the sub-control board 72 and not provide the sub-relay board 74 unless there is a particular problem. From this viewpoint, the sub-relay board 74 may be further divided into a plurality of relay boards to improve control efficiency and wiring efficiency. In other words, a plurality of boards may be provided as the sub-relay board.
[0088] (External centralized terminal board) The external centralized terminal board 55 is attached to a specific position (for example, the back side of the lower space) in the cabinet G, and outputs signals such as a medal insertion signal, a medal payout signal, external signals 1 to 4, and a security signal to the outside of the pachinko slot machine 1. The external signals 1 to 4 can be set to have appropriate output start and end conditions, making it possible to notify the outside of the transition of the internal state of the pachinko slot machine 1 (for example, a bonus state or an AT state) according to the game characteristics. The external centralized terminal board 55 is usually connected to an external data display device or hall computer, so that these devices can recognize not only the medal insertion and payout status and error occurrence status of the pachinko slot machine 1, but also the transition status of such internal states.
[0089] (Test machine interface board) The first interface board 301 for the test machine and the second interface board 302 for the test machine are both relay boards used when outputting various signals related to the game to the test machine in the certification test (test firing test) of the pachinko slot machine 1 (note that these relay boards are not installed in the pachinko slot machine 1 as a released product for sale, and therefore the main control board 71 for sale does not have various electronic components required for connecting to the first interface board 301 for the test machine and the second interface board 302 for the test machine). For example, test signals for controlling main operations related to the game (for example, internal lottery, reel stop control, etc.) are output via the first interface board 301 for the test machine, and test signals related to the push order navigation determined by the main control board 71 are output via the second interface board 302 for the test machine.
[0090] [2. Electrical configuration of pachislot machines] Next, the electrical configuration of the slot machine 1 will be described with reference to Fig. 3. Fig. 3 is a block diagram showing the electrical configuration of the slot machine 1.
[0091] As described above, the pachislot machine 1 has a main control board 71, a sub-control board 72, a main relay board 73, and a sub-relay board 74. The main control board 71 and the main relay board 73, the main relay board 73 and the sub-relay board 74, and the sub-relay board 74 and the sub-control board 72 are electrically connected to each other. In addition, the main control board 71 and the sub-control board 72 are electrically connected to each other so that one-way serial communication is possible from the main control board 71 to the sub-control board 72 via the main relay board 73 and the sub-relay board 74.
[0092] The main control board 71 is equipped with a main control circuit 100 as a game control unit that controls games. The main control circuit 100 includes, for example, a main CPU 101, a main ROM 102, a main RAM 103, a clock pulse generating circuit (not shown), a random number circuit (not shown), and the like. The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, data for sending various control commands (commands) to the sub-control circuit 200, and the like. The main RAM 103 is provided with a storage area for storing various data such as internal winning combinations determined by the execution of the control programs. The clock pulse generating circuit generates a clock pulse signal for operating the main CPU 101. The random number circuit generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255, etc.). The main CPU 101 executes various control programs based on the generated clock pulse signal. Also, one or more values are extracted as random numbers from the generated random numbers as necessary. In this manner, control over all game operations is performed.
[0093] The sub-control board 72 is equipped with a sub-control circuit 200 as a performance control unit that controls performance. The sub-control circuit 200 includes, for example, a sub-CPU 201, a sub-RAM 203, and the like. A ROM cartridge board 202 is connected to the sub-control board 72. The ROM cartridge board 202 stores various control programs executed by the sub-CPU 201, various data tables, and various performance data (for example, video data and drive data related to the main display device 210, video data related to the sub-display device 220, lamp data related to the lamp / LED group, sound data related to the speaker group, and the like). The sub-RAM 203 is provided with a storage area for registering performance contents and various performance data determined by the execution of the control programs, a storage area for storing data related to various control commands (commands) transmitted from the main control board 71, and the like. The random numbers for performance may be generated and extracted in the sub-CPU 201 from a predetermined range of random numbers (for example, 0 to 32767, etc.), or may be generated and extracted by providing a random number circuit similar to the main control circuit 100. Also, instead of the ROM cartridge board 202, a sub-ROM may be included in the sub-control circuit 200, and various control programs and the like may be stored in the sub-ROM. Also, various performance data may be stored in the ROM cartridge board 202, and various control programs and various data tables may be stored in the sub-ROM in the sub-control circuit 200. Also, the sub-control circuit 200 may be configured to include a microprocessor dedicated to images such as a GPU (for example, also referred to as a "VDP"), which generates (edits) images to be displayed on the main display device 210 and the sub-display device 220.
[0094] The stepping motors 51L, 51C, 51R, the key switch 52 for setting, the reset switch 53, the role ratio monitor device 54, the external central terminal board 55, the hopper device 32, the medal auxiliary storage switch 33S, and the power supply device 34 are electrically connected to the main control board 71. The door opening / closing monitor switch 56, the medal sensor 31S, the bet switch 6S, the start switch 7S, the stop switch 8S, the settlement switch 9S, and the information display device 14 are also electrically connected to the main control board 71 via the main relay board 73. If the first interface board 301 for the test machine and the second interface board 302 for the test machine are mounted, they are electrically connected to the main control board 71 via the main relay board 73, for example.
[0095] Incidentally, the external centralized terminal board 55, the hopper device 32, the auxiliary medal storage switch 33S, the power supply device 34, the medal sensor 31S, the bet switch 6S, the start switch 7S, the stop switch 8S, the settlement switch 9S, the information display device 14, the first interface board 301 for the test machine and the second interface board 302 for the test machine have already been explained, so their explanation will be omitted here.
[0096] Each stepping motor 51L, 51C, 51R is connected to each reel 3L, 3C, 3R via a gear having a predetermined reduction ratio, and rotates and stops each reel 3L, 3C, 3R by driving the stepping motor. Since each reel 3L, 3C, 3R rotates at a certain angle every time a pulse is output to each stepping motor 51L, 51C, 51R, the main CPU 101 counts the number of times a pulse is output to each stepping motor 51L, 51C, 51R, and manages the symbol positions of each reel 3L, 3C, 3R based on the count result. Each reel 3L, 3C, 3R is provided with a reel index (not shown) that determines the initial position for such management, and an index sensor (not shown) that detects the position of the reel index.
[0097] The setting key switch 52 is used when changing the setting value of the slot machine 1 (for example, 6 levels of setting 1 to setting 6) (setting change) or when checking the setting of the slot machine 1 (setting check). Here, the setting value indicates the degree of advantage of the player in terms of playing, and normally, the lower the setting value (for example, closer to setting 1), the lower the degree of advantage of the player is relatively, and the higher the setting value (for example, closer to setting 6), the higher the degree of advantage of the player is relatively. The setting key switch 52 is turned on when, for example, an administrator of the gaming establishment inserts a setting key (not shown) into the keyhole and turns it counterclockwise from the initial position, and turned off when the switch is returned from the counterclockwise position to the initial position. When the power supply of the pachislot machine 1 is off, turning the setting key switch 52 to the on state and then turning the power supply on makes it possible to change the settings, and turning the setting key switch 52 to the on state while the power supply of the pachislot machine 1 is still on makes it possible to check the settings.
[0098] The reset switch 53 can detect a reset operation by the manager of the gaming establishment. The reset operation is an operation for releasing various error states. The reset switch 53 can detect a setting value determination operation by the manager of the gaming establishment when the setting can be changed. When the reset switch 53 is operated when the setting can be changed, the setting value increases by one each time it is operated (when the setting reaches setting 6, it returns to setting 1). In this way, the setting value determination operation can be performed. The setting value determined in this way is confirmed when the start lever 7 is operated once thereafter. That is, the start switch 7S can detect a setting value confirmation operation by the manager of the gaming establishment. In this way, when changing the setting, a setting change operation is required in which the setting key switch 52 is turned on, the reset switch 53 is operated to select a setting value, the start lever 7 is operated to confirm the selected setting value, and then the setting key switch 52 is turned off. This is one example of a setting change operation, and the setting can be changed by other operations. When changing or checking the settings, for example, the current setting value may be displayed on the credit lamp or payout number lamp described above.
[0099] The role ratio monitor device 54 is, for example, configured with a 4-digit 7-segment LED, and is provided inside the main control board case. The role ratio monitor device 54 sequentially displays various ratio information related to the game that is tallied and calculated by the main CPU 101. These ratio information are used when the manager of the gaming facility checks whether the Pachislot machine 1 has been tampered with. The role ratio monitor device 54 may be mounted on the main control board 71, or may be mounted on another board (for example, a ratio display board) connected to the main control board 71. Also, it may be provided in another location within the cabinet G. For example, it may be provided on the main control board case. Also, a management switch for starting the display on the role ratio monitor device 54 or for switching the contents thereof may be provided in the cabinet G, and when this is operated, the above-mentioned various ratio information may be displayed. Also, assuming that such a management switch is used, for example, the information display device 14 may be used in combination with the role ratio monitor device 54. In addition, in order to make it possible to confirm that the 4-digit 7-segment LED of the role ratio monitor device 54 is functioning normally immediately after power-on or after a predetermined time has elapsed since power-on (for example, about 10 seconds; a buffer time taking into account the time required for starting up the main control circuit 100 and the sub-control circuit 200), it is desirable to configure it so that it lights up (or blinks) for a predetermined period of time with a test pattern such as "8.8." (a pattern in which all segment and decimal LEDs are lit up).
[0100] In the role ratio monitor device 54, for example, the upper two digits display the type of the ratio information, and the lower two digits display a value (%) indicating the ratio information. Here, the various ratio information displayed on the role ratio monitor device 54 includes, for example, cumulative specific section ratio information, consecutive role ratio information and role ratio information for the most recent 6000 games, cumulative consecutive role ratio information and role ratio information, etc.
[0101] The specific section ratio information is information that indicates the ratio of the number of plays in a play section (for example, AT state) in which information on a stop operation advantageous to the player was notified (or it may simply be the number of plays in an advantageous section) among the play sections of the target number of plays (for example, 175,000 games for "cumulative"; 6,000 games for "last 6,000 games"; the same below). In addition, the continuous feature ratio information is information that indicates the ratio of the number of medals paid out during the operation of the first type special feature (RB) (including the operation of the first type special feature (RB) when the feature continuous operation device (BB) related to the first type special feature is in operation) among the number of medals paid out in the play section of the target number of plays. In addition, the feature ratio information is information indicating the ratio of the number of medals paid out during the operation of the first type special feature (RB), the second type special feature (CB), and the normal feature (SB) to the number of medals paid out in the play area of the target number of plays. Here, the operation of the first type special feature (RB) is a concept that includes the operation of the first type special feature (RB) in a state where the feature continuous operation device (BB) related to the first type special feature is in operation, and the operation of the second type special feature (CB) is a concept that includes the operation of the second type special feature (CB) in a state where the feature continuous operation device (MB) related to the second type special feature is in operation.
[0102] In addition, the game section (for example, AT state) in which the information of the stop operation advantageous to the player was notified can be regarded as the operation of the role or the operation of the role continuous operation device, and can be the subject of aggregation and calculation in the respective ratio information. In other words, the role ratio monitor device 54 is sufficient as long as it appropriately displays the necessary ratio information, and the various ratio information that can be displayed is not limited to these. In addition, for example, in the case of displaying continuous role ratio information in a model that is not equipped with a first-class special role (RB), or in the case of displaying specific section ratio information in a model that is not equipped with an advantageous section function (AT function), in a model in which the corresponding numerical information (corresponding information) does not exist, when the corresponding item is displayed, it is desirable to display a non-corresponding information identification display such as lighting two vertical bars in the center, for example, "- -", in the last two digits of the 7-segment LED that displays the numerical information (% information indicating the ratio) of the 4-digit 7-segment LED, so that the person checking can recognize at a glance that the corresponding information does not exist.
[0103] The door open / close monitoring switch 56 is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD. It may be configured to be provided on the rear side of the lower door mechanism DD or on the cabinet G side. A similar door open / close monitoring switch may also be provided on the upper door mechanism UD. The door open / close monitoring switch 56 monitors the opening / closing of the lower door mechanism DD by turning on when the lower door mechanism DD is in an open state and turning off when the lower door mechanism DD is in a closed state. It should be noted that when the door open / close monitoring switch 56 turns on, a door open error occurs. In this case, the error state is released when the lower door mechanism DD is closed.
[0104] The sub-control board 72 is electrically connected to the ROM cartridge board 202, the main display device 210, and the sub-display device 220. In addition, the sub-control board 72 is electrically connected via the sub-relay board 74 to the 24-hour door monitoring unit 61, a group of performance buttons such as the performance buttons 10a and 10b, lamps / LEDs such as the upper lamp 23, and a group of speakers such as the speakers 35a and 35b.
[0105] Incidentally, the ROM cartridge board 202, the main display device 210, the sub-display device 220, the performance buttons, the lamps / LEDs, and the speakers have already been explained, so explanation thereof will be omitted here.
[0106] The 24-hour door monitoring unit 61 is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD, similar to the door opening / closing monitoring switch 56. It is the same as the door opening / closing monitoring switch 56 in that it has the function of monitoring the opening / closing of the lower door mechanism DD, but by making such monitoring possible on the sub-control circuit 200 side, it is possible to further store the opening / closing history of the lower door mechanism DD for a certain period of time. This opening / closing history can be confirmed from the hall menu, which will be described later. Therefore, for example, if there is a history of the door being opened after the manager of the game establishment has left outside business hours, or if there is a history of the door being opened for a long period of time during business hours, it is possible to recognize that there is a high possibility that fraudulent activity has occurred.
[0107] [3. Functional flow of Pachislot machines] Next, the functional flow of the slot machine 1 will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the functional flow of the slot machine 1.
[0108] When a player inserts a medal into the pachislot machine 1 (a bet operation is performed) and operates the start lever 7 (a start operation is performed), one random number value (in this embodiment, this may be described as a "random number value for internal lottery") is extracted from a predetermined range of random numbers (for example, 0 to 65535).
[0109] The internal lottery means (main CPU 101 performing internal lottery processing described later) performs lottery based on the extracted random number value and determines the internal winning combination. The internal winning combination determines in advance the combination of symbols that are permitted to be displayed on the pay line. The types of combination of symbols include those related to "winning" that give the player benefits such as the payout of medals, the operation of replay, the operation of bonus, etc., and those related to other so-called "losing". The combination related to the payout of medals is called a "small combination", the combination related to the operation of replay is called a "replay combination", and the combination related to the operation of bonus (bonus state) is called a "bonus combination". The combination that can be internally won (i.e., the combination of symbols that is permitted to be established) may be simply called a "combination". The internal winning combination may also be called a "winning combination", a "predetermined result", or a "derivation allowable condition". In addition, the internal lottery means may be referred to as a "role determining means," a "winning role determining means," a "pre-determination means," or a "derivation allowable condition determining means."
[0110] Also, when the start lever 7 is operated (a start operation is performed), multiple reels are rotated. After that, when the player operates the stop buttons (respective stop buttons 8L, 8C, 8R) corresponding to the reels (respective reels 3L, 3C, 3R) (a stop operation is performed), the reel stop control means (main CPU 101 which performs a reel stop control process described later) controls the stop of the rotation of the corresponding reel based on the internal winning combination and the timing (including the order of pressing) at which the stop buttons are pressed. Note that the operation means for performing the start operation is not limited to a lever-shaped one like the start lever 7, and may be any operation means as long as the player can perform the start operation. Also, the operation means for performing the stop operation is not limited to a button-shaped one like the respective stop buttons 8L, 8C, 8R, and may be any operation means as long as the player can perform the stop operation.
[0111] In the pachislot machine 1, basically, the rotation of the corresponding reel is stopped within a specified time (190 msec) from when the stop button is pressed. In this embodiment, the number of symbols that move with the rotation of the reel within this specified time is called the "number of sliding pieces." In this embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum number of sliding pieces) is set to four symbols.
[0112] When an internal winning combination that allows the display of a winning symbol combination is determined, the reel stop control means stops the rotation of the reels so that the symbol combination is displayed on the winning line as much as possible within a specified time of usually 190 msec (4 symbols). The reel stop control means also uses the specified time to stop the rotation of the reels so that a symbol combination that is not allowed to be displayed by the internal winning combination is not displayed on the winning line. The symbol displayed when the reels stop rotating is sometimes called a "stop display" or a "display result". The display of a symbol when the reels stop rotating is sometimes called a "derivation of a stop display" or a "derivation of a display result".
[0113] The reel stop control means may also be configured to perform automatic stop control to automatically stop each reel when a predetermined automatic stop time has elapsed since the reels started to rotate, even if the player has not performed a stop operation. In this case, since the reels are stopped without the player's stop operation, it is desirable to stop the rotation of the reels so that no winning combination of symbols is displayed along the pay line, even if any internal winning combination has been determined.
[0114] In this way, when all the rotations of the multiple reels are stopped, the winning determination means (main CPU 101 performing the winning operation determination process described later) determines whether the combination of symbols displayed on the pay line is related to a winning (or other predetermined) combination. That is, it determines whether the combination of symbols related to a winning (or other predetermined) combination is established. Then, when the winning determination means determines that the combination of symbols displayed is related to a winning (or other predetermined) combination (that is, the combination of symbols related to a winning (or other predetermined) combination is established), a bonus such as a payout of medals is given to the player, or various controls are performed in response to this. In the pachislot machine 1, as an example, the above-mentioned series of steps is performed as one game (unit game).
[0115] The winning determination means may simply determine whether the combination of symbols displayed on the pay line corresponds to any one of a plurality of combinations of symbols determined in advance, or may determine whether the combination corresponds to a combination of symbols related to an internal lottery role determined by the internal lottery means. That is, in the former case, it may determine whether the combination of symbols related to a winning role is separate from the internal lottery role. In this case, as long as the reel stop control means appropriately controls the reels to stop, the prevention of the occurrence of an erroneous winning can be sufficiently guaranteed, and it is possible to reduce the control burden related to the detection of an erroneous winning. On the other hand, in the latter case, by making it possible to determine whether the combination of symbols related to a winning role is a combination of symbols that is permitted to win, if an erroneous winning occurs due to a malfunction of the reels, the erroneous winning can be detected, and therefore security can be improved.
[0116] In addition, in pachislots, during the flow of the series of game operations described above, various effects are produced by using the display devices (e.g., the main display device 210 and the sub display device 220, etc.), the light output from various lamps (e.g., the upper lamp 23, etc.), the sound output from speakers (e.g., speakers 35a, 35b, etc.), or a combination of these. In other words, these are effect execution means that execute the effects. The content of the effect executed by the effect execution means may be determined on the main control circuit 100 side (main side) or on the sub control circuit 200 side (sub side). In other words, any of these may be effect content determination means.
[0117] For example, when the start lever 7 is operated (a start operation is performed), a random number value for performance is sampled in addition to the random number value for internal lottery. When the random number value for performance is sampled, the performance content determination means determines by lottery (or according to a predetermined determination condition) the performance to be executed this time from among a plurality of types of performance contents associated with the internal winning combination.
[0118] Next, when the effect content is determined by the effect content determination means, the effect execution means executes the corresponding effect in conjunction with each trigger, such as when the reels start to spin, when each reel stops spinning, when it is determined whether or not a prize has been won, etc. In this way, in the pachislot machine 1, for example, by executing the effect content associated with the internal winning combination, the player is provided with an opportunity to know or predict the determined internal winning combination (which can also be expressed as the combination of symbols to be aimed for or the order in which buttons should be pressed, etc.), thereby increasing the interest of the player.
[0119] [4. Basic specifications regarding the playability of Pachislot machines] Next, the basic specifications regarding the playability of the pachislot machine 1 will be explained.
[0120] [4-1. Design layout] As described above, the pachislot machine 1 is designed to perform a game by displaying a plurality of symbols variably and stationarily. Therefore, the main control circuit 100 must be configured to be able to grasp which symbols are located at which positions on each of the reels 3L, 3C, and 3R. For this reason, the main ROM 102 stores data for identifying the type of symbol located at each symbol position on at least each of the reels 3L, 3C, and 3R. As long as such a purpose is achieved, the data configuration can adopt various configurations, and in this embodiment, a symbol arrangement table (see FIG. 9) described later is used as an example.
[0121] The symbol arrangement table specifies symbol position data (e.g., "0" to "19") indicating the position of each symbol in the rotation direction of each of the reels 3L, 3C, and 3R. Data for specifying the type of symbol (e.g., symbol code) is associated with each symbol position data. The symbol arrangement table specifies the position of the symbol located in the middle area of each reel within the frame of the main display window 4 when the reel index is detected as "0". The number of symbols in each row, the number of types of symbols, the maximum number of sliding pieces, etc. can be changed and specified as appropriate.
[0122] [4-2. Design Combination] As described above, the slot machine 1 is designed so that the combination of the displayed symbols affects the game result. That is, the slot machine 1 can provide various benefits, move from the current state to a relatively advantageous state, or move from the current state to a relatively unfavorable state, depending on the combination of the displayed symbols. Therefore, the main control circuit 100 must be configured to be able to grasp such combinations of symbols. For this reason, data for identifying such combinations of symbols is specified in the main ROM 102. Note that, as long as such a purpose is achieved, various configurations can be adopted for the data configuration, and in this embodiment, as an example, a symbol combination table (see Figs. 11 to 14) described later is used.
[0123] The symbol combination table specifies data (e.g., "display role" or "winning activation flag") indicating the type of a combination of a plurality of predefined symbols among the symbol combinations that can be displayed on the pay line. The symbols constituting each symbol combination can be specified, for example, using the symbol code described above. Data indicating the type of benefit, etc. (e.g., "payout, etc.") is associated with each symbol combination. The symbol combination table basically has a data structure corresponding to the winning lottery flag storage area, winning activation flag storage area, and symbol code storage area (see FIG. 17) described below. The number of types of symbol combinations, the content of the benefit, etc. can be changed and specified as appropriate.
[0124] [4-3. Internal lottery winner] As described above, the Pachislot machine 1 is designed so that which combination of symbols is permitted to be displayed (predetermined) affects the game result. That is, the Pachislot machine 1 is capable of determining the internal winning combination (i.e., the type of combination of symbols that can be displayed (or the type of benefit that can be awarded)) prior to (in advance of) the player's stop operation. Therefore, the main control circuit 100 must be configured to be able to grasp such an internal winning combination. For this reason, data for identifying such an internal winning combination is specified in the main ROM 102. Note that, as long as such a purpose is achieved, various configurations can be adopted for the data configuration, and in this embodiment, an internal lottery table (see FIG. 10) described later is used as an example.
[0125] The internal lottery table specifies data indicating the types of multiple predetermined internal winning roles (for example, "No." or "winning number") and lottery values that determine each internal winning role in each game state. The lottery values may vary depending on the set value. Each internal winning role is also associated with a type of (corresponding) symbol combination that is permitted to be displayed. In the pachislot machine 1, it is possible to associate multiple symbol combinations with one internal winning role, and when such an internal winning role is determined, which symbol combination is displayed is determined by the stop control.
[0126] Here, for example, in the internal lottery process (see FIG. 26; more specifically, the internal winning combination determination process of S64) described later in this embodiment, first, a random number value extracted from a predetermined numerical range (for example, 0 to 65535) by a random number circuit is sequentially added and updated with a lottery value defined corresponding to each internal winning combination. Next, it is determined whether the lottery result (lottery value + random number value) exceeds 65535 (whether the lottery result overflows). Then, when the result of the determination exceeds 65535 for a predetermined internal winning combination, the internal winning combination is made to win (the internal winning combination is determined). However, when the determination is performed for all internal winning combinations and none of them exceeds 65535, the internal winning combination in this game is a "lose". This is merely one example of the internal lottery process, and various methods can be adopted for the lottery process as long as an appropriate lottery is performed according to the lottery value (winning probability). For example, the extracted random number value may be sequentially subtracted and updated by the lottery value specified corresponding to each internal winning combination, and then the internal winning combination may be determined by determining whether the subtraction result (lottery result) is below 0 (whether the lottery result has underflowed).
[0127] In this way, in the internal lottery table, the probability of an internal winning combination being determined (winning probability) increases as the specified lottery value increases. The winning probability of each internal winning combination can be expressed as "lottery value specified for each winning number / number of all random numbers that can be drawn (random number denominator: 65536)".
[0128] [4-4. Stop control] As described above, the slot machine 1 is designed such that the game result is affected by which combination of symbols is finally displayed by the player's stop operation among the combinations of symbols permitted to be displayed by the determination of the internal winning combination. That is, the slot machine 1 is capable of performing control (stop control) to vary (determine) the type of the combination of symbols finally displayed not only by the type of the determined internal winning combination but also by the timing of the player's stop operation and the order of pressing (also called "stop operation mode" or "stop operation procedure"). Therefore, the main control circuit 100 must be configured to be able to grasp in what mode the stop control is performed for each internal winning combination according to the player's stop operation mode. For this reason, data for specifying such a mode of stop control is specified in the main ROM 102. Note that, as long as such a purpose is achieved, various configurations can be adopted for the data configuration, and in this embodiment, a stop table and a pull-in priority table (not shown) are used as an example.
[0129] In the stop table, data indicating the movement amount of the pattern (for example, "number of sliding pieces") is specified for each pattern position data of each reel 3L, 3C, 3R. For example, suppose that a predetermined stop table is selected in a game in which a predetermined internal winning combination is determined. Next, suppose that a stop operation is performed on the reel 3L during rotation. At this time, suppose that the stop start position (pattern position data of the middle area of the reel 3L when the stop operation is performed) is "0". And suppose that the number of sliding pieces specified for the pattern position data "0" in the predetermined stop table is "4". Then, the main control circuit 100 performs control so that the reel 3L is stopped at a pattern position (position of pattern position data "4") that has moved by four patterns (the planned stop position becomes "4"). In this way, the stop table specifies data (number of sliding pieces) that makes it possible to directly determine the stop position. Note that such a data configuration is merely one example. Also, performing stop control using such a stop table is generally called "table control".
[0130] The attraction priority table specifies data (e.g., "attraction priority order") indicating which symbol combination is to be preferentially displayed (pulled in) when there are multiple symbol combinations permitted to be displayed. For example, assume that a specified attraction priority order table is selected in a game in which a specified internal winning combination is determined. Here, the specified internal winning combination permits the display of symbol combination A and symbol combination B, and the specified attraction priority order table specifies an attraction priority order such that symbol combination B is preferentially displayed over symbol combination A. Next, assume that a stop operation is performed on reel 3L during rotation. At this time, assume that the stop start position is "0".
[0131] Then, the main control circuit 100 searches for whether there are symbols constituting the symbol combination A and symbols constituting the symbol combination B for each symbol position within the range of the maximum number of sliding pieces (for example, "4") including the stop start position. If both symbols are not present, the stop position is determined according to a predetermined rule (for example, stopping at a closer position, stopping at a farther position, etc.). If only the symbols constituting the symbol combination A are present, it is determined to stop at a position corresponding to the symbol. If only the symbols constituting the symbol combination B are present, it is determined to stop at a position corresponding to the symbol. If both symbols are present, it is determined to stop at a position corresponding to the symbol constituting the symbol combination B, since the symbol combination B is displayed preferentially over the symbol combination A. Note that the pull-in priority order may be stored for all symbol positions during the rotation of the target reel according to the selected pull-in priority order table, or may be stored for each symbol position within the range of the maximum number of sliding pieces including the stop start position when a stop operation is performed on the target reel. Also, such a data configuration is merely an example. Moreover, performing stop control using such a pull-in priority table is generally called "control control."
[0132] In this embodiment, the stop control can be executed by performing only "table control" or by performing only "control control." Alternatively, the stop control can be executed in such a way that the stopping position is tentatively determined by performing "table control" first, and then a more appropriate stopping position is searched for by performing "control control," and the stopping position can be changed depending on the search result.
[0133] In this way, in the pachislot machine 1, the combination of symbols that will ultimately be displayed on the pay line is determined based on, for example, the following three factors.
[0134] The first element is the determined internal winning combination (the lottery result of the internal lottery process). For example, if the result of the internal lottery process is a "miss," the combination of symbols related to any replay role, the combination of symbols related to the minor role, or the combination of symbols related to the bonus role will not be displayed on the pay line in the end. Note that a "miss" can be regarded as one of the internal winning roles, or as a lottery result in which no internal winning role was determined.
[0135] The second element is the timing of the player's stop operation (the position of the symbols (pressed position) when the player operates one of the stop buttons). For example, in this embodiment, the maximum number of sliding pieces is set to four symbols, so even if one of the internal winning roles is won as a result of the internal lottery process, if the symbols that make up the combination of symbols that are allowed to be displayed are positioned on an active line (or each active line if there are multiple), the combination of symbols may not be displayed depending on the timing of the player's stop operation. This is known as a "miss."
[0136] The third element is the player's push order (the order in which the player operates the stop button). For example, in this embodiment, an internal winning combination associated with a combination of multiple symbols may be determined, and in this case, the combination of symbols finally displayed on the pay line may vary depending on the player's push order. Such an internal winning combination is called a "push order combination," and if it is a replay combination, it may be called a "push order replay," and if it is a minor combination, it may be called a "push order minor combination."
[0137] [4-5. Game Status] In the pachislot machine 1, in order to vary the degree of advantage of the player or to provide a desired gaming experience, it is possible to provide various gaming states as a state in which the game is played. An example of the gaming state will be described below.
[0138] [4-5-1. Bonus state] In the pachislot machine 1, when a bonus role is won and the symbol combination related to the bonus role is displayed on the pay line, it is possible to transition to a bonus state (activate the bonus state). It is also possible to configure the machine not to provide such a bonus state. It is also possible to configure the machine to provide multiple bonus states by providing multiple types of bonus roles. When a bonus role is won, a state (carry-over state) occurs in which the bonus role is carried over as an internal winning role over multiple games until the symbol combination related to the bonus role is displayed on the pay line. Such a bonus role is sometimes called a "carry-over role." Also, such a carry-over state is sometimes called a "(bonus) flag interval" or "(bonus) internally in progress."
[0139] The bonus state is a state in which it is possible to vary the lottery mode of the minor role (including the probability of winning and its contents, or the mode of stop control, etc.; the same applies below) compared to a state in which the bonus state is not activated (non-bonus state) (since it is also a state in which it is possible to vary the lottery mode of the replay role, the bonus state can also be considered as one mode of the RT state described below). Therefore, when such a lottery mode is a lottery mode that is relatively advantageous to the player, the bonus state is a more advantageous gaming state than the non-bonus state. On the other hand, when such a lottery mode is a lottery mode that is relatively disadvantageous to the player, the bonus state is a less advantageous gaming state than the non-bonus state.
[0140] Examples of bonus roles include a first type special role (RB), a role continuous operation device (BB) related to the first type special role, a second type special role (CB) (but not a carryover role), a role continuous operation device (MB) related to the second type special role, and a normal role (SB) (but not a carryover role). For example, the bonus state corresponding to each bonus role is configured as follows. The RB state is configured as a game state that ends when a predetermined arbitrary number of winnings (e.g., the upper limit is 8 times) or a predetermined arbitrary number of games (e.g., the upper limit is 12 times) have been played. The BB state is configured as a game state that ends when a medal is paid out that exceeds a predetermined arbitrary number of payouts (e.g., the upper limit is 285 medals).
[0141] The CB state is configured as a game state that ends when one game is played. The MB state is configured as a game state that ends when a number of medals exceeding a predetermined payout number (for example, the upper limit is 153 medals) are paid out, or when RB or SB is won during the MB state. The SB state is configured as a game state that ends when one game is played.
[0142] The condition for operating the bonus state is not limited to the display of a combination of symbols related to the bonus role on the pay line. For example, during the operation of the consecutive operation device (BB) related to the first type special role, the first type special role (RB) can be automatically operated at the start of the operation of the consecutive operation device (BB) related to the first type special role, at the start of the game when the first type special role is not in operation, or at the end of the operation of the first type special role. In other words, it is possible to control so that the RB is always in operation during the operation of the BB without specifying the combination of symbols related to the RB. Here, the RB during the operation of the BB is sometimes called "JAC" and the like, and the specification in which the RB is automatically operated during the operation of the BB is sometimes called "auto JAC". Also, during the operation of the BB, it is possible to control so that the RB is in operation when the combination of symbols related to the specified RB is displayed on the pay line. The specification in which the RB is operated based on the display of the corresponding combination of symbols in this way is sometimes called "manual JAC". The relationship between the second type special feature continuous operation device (MB) and the second type special feature (CB) is also similar. In other words, it is possible to control so that the CB is always in operation while the MB is in operation without specifying the combination of symbols related to the CB, and it is also possible to control so that the CB is in operation when the specified combination of symbols related to the CB is displayed on the winning line while the MB is in operation.
[0143] [4-5-2.RT state] In the pachislot machine 1, when a predetermined transition condition is established, it is possible to transition to the RT state (activate the RT state). It is also possible to configure the machine so that such an RT state is not provided. It is also possible to configure the machine so that multiple RT states are provided. The RT state is a state in which the lottery mode of the replay role can be changed relative to the state in which the RT state is not activated (non-RT state). Therefore, when such a lottery mode is a lottery mode that is relatively advantageous to the player, the RT state becomes a more advantageous game state than the non-RT state. On the other hand, when such a lottery mode is a lottery mode that is relatively disadvantageous to the player, the RT state becomes a less advantageous game state than the non-RT state. When multiple RT states are provided, the same applies to the multiple RT states. In this case, an RT state in which the lottery conditions for the replay role (particularly, the winning probability) are relatively favorable to the player may be referred to as a "high RT state" or a "high probability replay state", and an RT state in which the lottery conditions for the replay role (particularly, the winning probability) are relatively unfavorable to the player may be referred to as a "low RT state" or a "low probability replay state".
[0144] The RT state can be transitioned, for example, when any of the following transition conditions are satisfied. In addition, when multiple RT states are provided, the same applies to transitions between the multiple RT states.
[0145] (1) When you win RB, BB or MB. (2) When the combination of symbols related to RB, BB or MB is displayed. (3) When the RB state, BB state, or MB state ends. (4) When a specific combination of symbols is displayed when RB, BB or MB has not been won (not carried over) and the player is not in RB, BB or MB state. (5) When a predetermined number of games have been played after the transition condition of (3) or (4) is met.
[0146] [4-5-3.AT state] In the pachislot machine 1, when a predetermined transition condition is met, it is possible to transition to the AT state (activate the AT state). It is also possible to configure the machine so that such an AT state is not provided. It is also possible to configure the machine so that multiple AT states are provided. The AT state is a game state that is configured as a more advantageous state than a state in which the AT state is not activated (non-AT state), for example, by notifying the player of information on a stop operation that is advantageous to the player when the above-mentioned push order role is won.
[0147] In addition, when multiple AT states are provided, the degree of advantage to the player can be varied by making the play period of each AT state (including the ease of extension, if the period can be extended (or "added on"; the same applies below)), the type of role for which information on a stop operation is notified, or the occurrence probability of notification of information on a stop operation, different from each other. In addition, the transition conditions and end conditions of the AT state can be set appropriately according to the gameplay (excluding end due to execution of the limit process described below). In addition, the AT state may be treated as if it were the same as the bonus state described above, in which case it may be referred to as a "pseudo bonus state" or the like.
[0148] In addition, the play period of the AT state may be managed by the number of games (play count) as long as the period is appropriately managed (game count management), or may be managed by the number of sets with a predetermined number of games as one set (set count management). In addition, it may be managed by the number of payouts or net increase (difference in number of coins) during the AT state (payout number management, difference in number of coins management). In addition, it may be managed by the number of times (navigation count) that a notification that affects the payout of medals in the AT state (for example, push order navigation when a push order minor role is won) is performed (navigation count management). The same applies when the AT state is extended. In addition, the play period granted when the AT state is transitioned to and the play period granted when the AT state is extended may be managed by different management methods. In addition, when multiple AT states are provided, they may be managed by the same management method or different management methods.
[0149] [4-5-4.ART status] In the pachislot machine 1, when a predetermined transition condition is satisfied, it is possible to transition to an ART state that combines the above-mentioned high RT state and AT state (to activate the ART state). That is, since the ART state means an AT state that is performed in a high RT state, at least a low RT state and a high RT state are provided as RT states, and although it differs from the AT state in that control is performed to transition to the high RT state (or to avoid transition to the low RT state), the basic control is the same as the AT state (if the transition to the high RT state (or the transition to the low RT state) is avoided as a result of information on a stop operation advantageous to the player being notified, it can be said to be synonymous with the AT state). Note that when the transition condition for the ART state is satisfied, it may be that the AT state is first transitioned to and then transitioned to the high RT state to transition to the ART state, or that the ART state is transitioned to the high RT state and the AT state simultaneously (or approximately simultaneously).
[0150] [4-5-5. Other game conditions] In addition, the pachislot machine 1 can also provide game states other than the various game states described above. For example, each mode in the advantageous zone (see Figs. 5 and 6) described later is a state in which the player plays a game, and can change the degree of advantage of whether or not to transition to an AT state as a pseudo bonus state, so these can be considered as game states. From a similar perspective, for example, a game state can be provided that can change the degree of advantage of whether or not to transition to a bonus state. For example, when a bonus role is won (carried over), a game state in which a combination of symbols related to the bonus role is more likely to be displayed by stop control and a game state in which the combination of symbols related to the bonus role is less likely to be displayed relatively than this can be provided so that the degree of advantage of the player can be changed. In addition, for example, a game state in which a bonus role is won with a predetermined probability (easy to win) and a game state in which the bonus role is won with a probability lower than the predetermined probability (relatively difficult to win) can be provided, thereby making it possible to vary the degree of advantage of the player.
[0151] In addition, the following methods can be adopted as a method for varying the degree of advantage of whether or not to transition to an AT state (which may include whether or not to extend the play period of the AT state in the AT state; the same applies below). For example, a "special role" can be determined as an internal winning role. The number of medals awarded for the special role varies depending on the player's stop operation mode (which may be the stop operation timing, the push order, or a combination of these) (for example, if the stop operation mode is appropriate (correct), 8 medals are paid out, and if it is inappropriate (incorrect), 1 medal or no medal is paid out).
[0152] Then, if the specific combination is won in a specific game state, and eight coins are paid out, no decision is made as to whether or not to change the degree of advantage of transitioning to an AT state in the current game to a more favorable one (this may include a decision as to whether or not to transition directly to the AT state, or whether or not to directly extend the game period of the AT state; hereinafter, this will be described as "advantageous decision"). On the other hand, if eight coins are not paid out, the advantageous decision is made in the current game. Alternatively, if the specific combination is won in the above-mentioned specific game state, and eight coins are paid out, the advantageous decision is made in the current game. On the other hand, if eight coins are not paid out, the advantageous decision is not made in the current game.
[0153] In this way, when a player plays using a specific game method, it is possible to configure the game so that, as a result of the game, there are cases where an advantageous decision is made in the current game and cases where the advantageous decision is not made (the making of advantageous decision is restricted). Note that the player may change between the current game and the next game, and if such a restriction continues after the next game, there is a risk that the (next) player will suffer a significant disadvantage, so it is desirable that such a restriction is limited to the current game and not continued after the next game. Also, such a restriction is sometimes called a "penalty."
[0154] [4-6. Game area] In order to prevent excessive gambling in the pachislot machine 1, it is possible to provide various game zones as game states with concepts different from the above-mentioned game states. An example of such a game zone is explained below. The game zone is roughly divided into a non-advantage zone and an advantage zone.
[0155] (Non-advantageous section) The non-advantageous section is configured as a game period during which it is not possible to notify the player of a stop operation mode advantageous to the player, and has the following requirements. Note that the following requirements are merely examples, and if at least one of the requirements is relaxed or tightened, the requirements can be appropriately changed accordingly.
[0156] (1) It is not possible to inform the player of advantageous stop operation modes (for example, push order navigation, etc.). Therefore, it is not possible to control to the above-mentioned AT state or ART state.
[0157] (2) If the setting value is changed (settings are changed), or if an initialization condition such as a "RAM abnormality" described below is met, the non-favorable zone is set as the initial state.
[0158] (3) When the limit process described below is executed in the favorable zone (i.e., when a predetermined value updated as play progresses during the favorable zone (e.g., the value of the favorable zone game number counter or favorable zone payout counter described below) becomes a specified value (e.g., 1,500 games or 2,400 coins)), a non-favorable zone is set as the initial state. Note that the predetermined value may be referenced, and if the predetermined value becomes a specific updated value even before it becomes a specified value, a non-favorable zone may be set using that as a condition. Also, when a predetermined termination condition is met during the favorable zone and the zone is determined to end (e.g., when a lottery for the end of the favorable zone is held and the lottery is won), a non-favorable zone may be set using that as a condition.
[0159] (4) In the non-advantageous zone, processing related to the advantageous zone (for example, processing to determine whether to move to the advantageous zone) can only be performed by referring to the determined internal winning role, and processing cannot be performed by referring to various parameters other than the internal winning role, such as the derived result display (combination of symbols) and the number of games in the non-advantageous zone (or the advantageous zone before the transition). Note that which internal winning role has been determined can be determined by referring to data that directly indicates the internal winning role, such as the winning number, or by referring to data that indirectly indicates the internal winning role, such as a sub-flag (multiple roles are treated as one determination target data) generated or converted from the data of the internal winning role.
[0160] (5) The non-advantageous zone is basically in state 1, and multiple states cannot be set within the non-advantageous zone. For example, it is not possible to set different states, such as the non-advantageous zone after the end of the advantageous zone being non-advantageous zone A, and the non-advantageous zone after the setting change being non-advantageous zone B.
[0161] (Advantageous area) The advantageous section is configured as a game period during which the player can be notified of advantageous stop operation modes, and has the following requirements. Note that the following requirements are merely examples, and if at least one of the requirements is relaxed or tightened, the requirements can be appropriately changed accordingly.
[0162] (1) It is possible to notify the player of advantageous stop operation modes (for example, push order navigation, etc.). Therefore, it is possible to control to the above-mentioned AT state or ART state.
[0163] (2) If the setting value is changed (settings are changed), or if an initialization condition such as a "RAM abnormality" described below is met, it is not possible to set the favorable zone as the initial state.
[0164] (3) When the limit processing described below is executed in a favorable zone, the favorable zone must be terminated.
[0165] (4) In the advantageous zone, processing related to the advantageous zone (for example, processing to determine whether or not to shift the game state (mode) during the advantageous zone, or whether or not to extend a specific game state (mode)) can be performed not only by referring to the determined internal winning role, but also by referring to various parameters other than the internal winning role, such as the derived result display (combination of symbols) and the number of games played during the advantageous zone. Other examples of the various parameters that can be referred to include, for example, bonus information such as points that can be awarded according to the various parameters described above, the type of bonus state, the type of RT state, the timing of the stop operation of any of the reels, or the push order.
[0166] (5) Multiple states can be set within the advantageous zone. For example, a normal state that is disadvantageous to the player, a CZ state that is easy to transition to an AT state, or an AT state in which the expected value of medal increase is positive when a stop operation is performed according to the notification can be set. In addition, for example, a CZ premonition state in which a premonition effect suggesting a transition to a CZ state can be performed, which is set as a standby state until the actual transition to the CZ state in response to a decision to transition to a CZ state in the normal state, or an AT premonition state in which a premonition effect suggesting a transition to an AT state can be performed, which is set as a standby state until the actual transition to the AT state in response to a decision to transition to an AT state in the normal state or CZ state, can be set according to the gameplay.
[0167] (6) The fact that the vehicle is in a favorable zone can be notified by lighting up the zone lamp (status display unit) which can notify whether the vehicle is in a non-favorable zone or a favorable zone (if the zone lamp is off, it can notify that the vehicle is in a non-favorable zone). As described above, the timing at which the zone lamp starts to light can be set to any timing. Basically, the zone lamp can start to light up when the vehicle moves from a non-favorable zone to a favorable zone and continue to light up until the vehicle moves to a non-favorable zone, or the zone lamp can not start to light up if the vehicle moves from a non-favorable zone to a favorable zone (the favorable zone has started) and the favorable zone to which the vehicle has moved is in a normal state, but can start to light up when the vehicle first enters an AT state. If the favorable zone to which the vehicle has moved is in an AT state, the lamp can start to light up from that point on.
[0168] [4-7.Limiter] In the pachislot machine 1, in order to prevent the advantageous zone from continuing too long and becoming excessively gambling-oriented, it is possible to set an upper limit (restriction) on the period during which the advantageous zone continues. Such an upper limit is called a "limiter." In addition, in this embodiment, the end of the advantageous zone by such a limiter is described as the execution of a limit process or the operation of a limiter. An example of the limiter will be described below.
[0169] (Game limiter) The game number limiter is configured as a limiter that executes a limit process when the number of games (number of plays) in the advantageous zone reaches "1500". For example, the advantageous zone game number counter described later starts counting when the advantageous zone starts, and increments the count by one each time one play is played. Then, based on the value of the advantageous zone game number counter reaching a specified value (for example, "1500" or more), the advantageous zone is forcibly ended (for example, even if the play period of the AT state remains) and a transition is made to a non-advantageous zone. The number of games that activates the game number limiter can be set to any number of games as long as it is equal to or less than the upper limit of "1500". In addition, when the requirements for such a game number limiter are relaxed or tightened, it can be appropriately changed accordingly. In addition, it may be a type that gradually suppresses gambling according to the number of games in the advantageous zone.
[0170] (Payout limiter) The payout number limiter is configured as a limiter that executes a limit process when the number of medals paid out during the favorable zone reaches "2400". For example, the favorable zone payout number counter described later starts counting when the favorable zone starts, and adds the corresponding number of medals each time a medal is paid out (more specifically, the net increase obtained by subtracting the number of bets from the number of payouts). Then, based on the value of the favorable zone payout number counter reaching a specified value (for example, "2400" or more), the favorable zone is forcibly ended (for example, even if the game period in the AT state remains), and the zone is shifted to a non-favorable zone. The payout number at which the payout number limiter operates can be set to any payout number as long as it is equal to or less than the upper limit of "2400". In addition, when the requirements for such a payout number limiter are relaxed or tightened, it can be appropriately changed accordingly. In addition, it may be a type that gradually suppresses gambling according to the number of medals paid out during the favorable zone.
[0171] Also, for example, the advantageous zone payout number counter described later may be configured to count the positive amount from the most recent lowest point, with the point where the absolute value of the number of medals has decreased the most since the start of the advantageous zone as the lowest point (starting point) (i.e., the count is subtracted when there is no payout). In other words, the payout number limiter may be configured as a limiter that executes the limit process when a maximum of "2400" medals have been paid out since the medals increase during the advantageous zone (for example, when the AT state starts). Also, for example, the advantageous zone payout number counter described later may simply count the actual payout number (i.e., the number of medals paid out without subtracting the number of bets from the number of medals), rather than the net increase mentioned above.
[0172] In addition, the pachislot machine 1 may execute the limit process of the advantageous zone using only the game number limiter, may execute the limit process of the advantageous zone using only the payout number limiter, or may execute the limit process of the advantageous zone using both the game number limiter and the payout number limiter. In addition, when both limiters are used, it is desirable to end the advantageous zone when the activation condition of either limiter is satisfied after the advantageous zone starts.
[0173] In addition, the types of limiters are not limited to the game number limiter and payout number limiter described above. For example, a navigation number limiter may be provided that executes limit processing when the number of navigations of the push order minor role during the AT state (i.e., the number of times that information on the stop operation advantageous to the player is notified for the role related to the payout of medals) reaches a predetermined number (e.g., "400" times). In other words, as long as gambling can be appropriately suppressed, it is possible to execute limit processing using various conditions related to the game.
[0174] [4-8. External Signals] As described above, the pachislot machine 1 is designed to be capable of outputting multiple types of external signals to the outside. For example, if the external signal 1 is turned on based on the start of the bonus state and turned off based on the end of the bonus state, the external data display device can also perform the bonus state performance linked to this. Also, for example, if the external signal 1 is turned on based on the start of the BB state and turned off based on the end of the BB state, the external signal 1 is turned on based on the start of the MB state and turned off based on the end of the MB state, the external data display device can not only perform the above-mentioned bonus state performance, but also count the number of bonuses by type.
[0175] Also, for example, if the external signal 1 is turned on based on the start of the AT state and turned off based on the end of the AT state, the external data display device can also perform the AT state performance linked to this. Also, for example, if the external signal 1 is turned on based on the start of a specific AT state, the external signal 1 is turned off based on the end of the specific AT state, the external signal 2 is turned on based on the start of a specific AT state, and the external signal 2 is turned off based on the end of a specific AT state, the external data display device can not only perform the above-mentioned AT state performance, but also count the number of ATs by type.
[0176] Also, for example, if the AT state is configured as an AT state managed by the number of sets, and external signal 1 is turned on based on the start of the first set of the AT state, and external signal 2 is turned on each time the second set or later is started, the external data display device can also count the number of initial hits in the AT state and the number of extensions of the AT state. The timing for turning on and off each external signal can be set appropriately. In other words, as long as the situation is properly recognized by the external data display device, hall computer, etc., the output mode of each external signal can be set appropriately. For example, various conditions can be adopted for the period from the off state to the on state to the off state again, such as a predetermined time, during one game, or until the state changes.
[0177] [4-9. Command] As described above, the pachinko slot machine 1 is designed to be capable of transmitting multiple types of commands from the main control circuit 100 to the sub-control circuit 200. Note that the pachinko slot machine 1 requires that the main control circuit 100 and the sub-control circuit 200 cannot communicate with each other, and that communication must be in one direction only, from the main control circuit 100 to the sub-control circuit 200. Therefore, the main control circuit 100 must transmit information (commands) to the sub-control circuit 200 at appropriate times to notify the sub-control circuit 200 of changes in the state of the pachinko slot machine 1. An example of such a command will be described below.
[0178] The main control circuit 100 transmits an initialization command to the sub-control circuit 200, for example, when a setting change operation is performed. The initialization command includes parameters that specify the setting value, the game state, etc. Also, for example, when a bet operation is performed, a medal insertion command is transmitted. The medal insertion command includes parameters for specifying the number of bets, etc. Also, for example, when a start operation is performed, a start command is transmitted. The start command includes parameters that specify the internal winning combination, the game state, etc. Also, for example, when a lock effect is performed, a lock command is transmitted. The lock command includes parameters that specify the contents of the lock effect, etc. Also, for example, when the rotation of each of the reels 3L, 3C, and 3R starts, a reel rotation start command is transmitted. The reel rotation start command includes parameters that specify that the rotation of the reels has started, etc.
[0179] Also, for example, when a stop operation is performed, a reel stop command is transmitted. The reel stop command is configured to include parameters that specify the reel to be stopped and the position where the reel is stopped. Also, for example, when all reels are stopped and the displayed role (winning activation flag) is confirmed, a winning activation command is transmitted. The winning activation command is configured to include parameters that specify the type of displayed role and the contents of the benefit to be granted. Also, for example, when a favorable zone is started, a favorable zone start command is transmitted. The favorable zone start command is configured to include parameters that specify the start of the favorable zone and the mode (game state), etc. Also, for example, when a favorable zone is ended, a favorable zone end command is transmitted. The favorable zone end command is configured to include parameters that specify the end of the favorable zone and the cause of the end, etc. Also, for example, when a settlement operation is performed, a settlement command is transmitted. The settlement command is configured to include parameters for specifying the number of returns, etc. Note that these are merely examples, and commands other than these can be transmitted as necessary, and unnecessary commands among these can be prevented from being transmitted.
[0180] [4-10. Direction] As described above, in the pachislot machine 1, in order to increase the interest of the game, to inform the player of useful information, or to achieve the intended gameplay, it is possible to execute various effects using various effect devices. An example of such an effect will be described below.
[0181] [4-10-1. Main side production] In the slot machine 1, the main control circuit 100 (main side) can control the following effects, for example. As mentioned above, the slot machine 1 can notify the user of information on the stop operation by the instruction monitor, and this is also included in the effects in a broad sense.
[0182] (Rock performance) In the pachislot machine 1, when a predetermined execution condition is met, an effect may be performed in which the progress of the game is stopped for a predetermined period of time (the game operation of the player is disabled for a predetermined period of time). Such an effect is called a "lock effect (or simply "lock")" or a "freeze effect (or simply "freeze")". Note that the machine may be configured so that such a lock effect is not performed, or may be configured so that multiple types of lock effects are performed.
[0183] Furthermore, the game operation to be invalidated may be, for example, a start operation, a stop operation, or other operation. For example, when a start operation is invalidated for a predetermined period of time, the progress of the game is stopped for a predetermined period of time after all stop operations have been performed. For example, when a stop operation is invalidated for a predetermined period of time, the progress of the game is stopped for a predetermined period of time after a start operation has been performed. Furthermore, when multiple types of lock effects are provided, the period during which the progress of the game is stopped (the period during which the game operation of the player is invalidated) and the type of game operation to be invalidated may be set for each lock effect.
[0184] (Reel Production) In the pachislot machine 1, when a predetermined execution condition is met, an effect can be performed by the effect display mode of each reel 3L, 3C, 3R (including not only the variable display mode but also a combination with the stopped display mode) during the execution of the above-mentioned lock effect. Such effects are called "reel effects" as well as "symbol effects", etc. Note that it is possible to configure so that such reel effects are not performed, or to configure so that multiple types of reel effects can be performed. In addition, when it is said that "a lock effect is performed (executed)", it is also intended to include both cases where a reel effect is performed and cases where it is not performed.
[0185] In short, the reel effect is produced by spinning or stopping (temporarily stopping) each of the reels 3L, 3C, and 3R without the player's game operation during a period in which the player's game operation is invalid. Therefore, it is possible to set an operation pattern for performing such an effect operation without considering the rotation speed or the maximum number of sliding pieces. Furthermore, by setting multiple operation patterns, multiple types of reel effects can be provided. Furthermore, by combining multiple types of reel effects with multiple types of lock effects, a wider variety of effect patterns can be set. Note that only any one of the reels 3L, 3C, and 3R may be used for the reel effect, or any two or all three may be used.
[0186] (Pseudo-game) In the pachislot machine 1, when a predetermined execution condition is met, a presentation in which a pseudo game is played during the execution of the above-mentioned locking effect can be performed. Such a presentation is called a "pseudo game." Note that the configuration can be such that such a pseudo game is not performed, or that multiple types of pseudo games can be performed. In addition, when "a locking effect is performed (executed)," it also includes both cases in which a pseudo game is performed and cases in which it is not performed.
[0187] In short, the pseudo game accepts the game operation of the player in a pseudo manner during a period in which the game operation of the player is invalid, and performs an effect by spinning or stopping (temporarily stopping) each of the reels 3L, 3C, and 3R. That is, the above-mentioned reel effect is further performed by intervening the game operation of the player. For example, the MAX BET button 6a, the 1 BET button 6b, the start lever 7, the stop buttons 8L, 8C, and 8R, and the settlement button 9, etc. are basically provided for the purpose of being used for game operations, so it is not desirable to use them for other purposes. However, in the pseudo game, it is possible to accept these operations on the premise that measures are taken to prevent the player from mistaking that they are playing an actual game.
[0188] Here, the flow of the pseudo game will be described with an example. The pseudo game is carried out, for example, in the following manner.
[0189] (1) The player's actual start operation (this is when the execution conditions are met and the pseudo game begins) (2) Each reel rotates in a simulated manner (during simulated play) (3) The reels are temporarily stopped (during simulated play) by accepting a pseudo-stop operation. (4) After a random delay process, each reel actually starts spinning (the simulated game ends and the actual game begins). In addition, the random delay process is a process for randomly generating a delay period for each reel before starting rotation (such a delay period is also called a "rearrangement period"), which may occur when, for example, specific symbols are displayed in a line in the above-mentioned (3) situation and each reel starts normal rotation in the above-mentioned (4) situation, as a player may be more likely to use the specific symbols as a landmark to perform a stopping operation (which may assist in the so-called "eye-pushing"). In addition, when each reel is temporarily stopped in the above-mentioned (3) and (4) situations, it is desirable to ensure that the phase signal in the excitation control of each stepping motor is always less than a predetermined time (for example, 500 ms) so that the reels are alternately changed between forward and reverse directions, so that they are not mistaken for being completely stopped.
[0190] One of the above-mentioned measures is, for example, to slightly vibrate (swing) each reel up and down when any combination of symbols is temporarily stopped in the above-mentioned situation (3) (when the third reel is temporarily stopped and all reels are temporarily stopped) until the random delay process is started in the above-mentioned situation (4). Note that, as long as the phase signal changes within the above-mentioned predetermined time, such swinging may not be performed when the first reel is temporarily stopped or when the second reel is temporarily stopped.
[0191] As one of the above-mentioned measures, for example, a pseudo game lamp is provided to notify the player that a pseudo game is being played, and the pseudo game lamp is turned on from when the pseudo game starts in the above-mentioned (1) situation until the random delay process starts in the above-mentioned (4) situation. The pseudo game lamp is preferably installed above the operation unit that accepts the player's game operation and in a position that is visible during the game. The pseudo game lamp is preferably an independent lamp that is not used for other purposes, and the entire display unit of the pseudo game lamp is preferably covered with a monochromatic border. The pseudo game lamp is preferably provided with a display range including the explanatory portion of the pseudo game lamp that has a certain surface area (for example, one side is more than 10 mm and the surface area is more than 642 square mm). Also, it is preferable that the description of the pseudo game lamp is written so that the user can recognize that the pseudo game lamp is a lamp for notifying the user that a pseudo game is in progress (for example, "FREE PLAY", "pseudo game performance in progress", or "reel automatic performance in progress"), and it is preferable that such description occupies 1 / 3 or more of the surface area. The pseudo game lamp may be controlled by the main control circuit 100 or the sub-control circuit 200.
[0192] As one of the above-mentioned measures, for example, a pseudo-game display for notifying the player that a pseudo game is being played may be displayed on the main display device 210 or the sub display device 220 (or both) from the start of the pseudo game in the above-mentioned (1) situation until the start of the random delay process in the above-mentioned (4) situation. The pseudo-game display is preferably displayed above the operation unit that accepts the player's game operation and at a position that is visible during the game (in this embodiment, since both the main display device 210 and the sub display device 220 are above the operation unit, either one may be used). In addition, it is preferable that the display range of the pseudo-game display, including its explanatory part, has a certain surface area (for example, one side is more than 10 mm, the surface area is more than 642 square mm when the display screen is less than 7 inches, and the surface area is 8.2% or more of the entire screen when the display screen is 7 inches or more). In addition, it is desirable for the explanatory portion of the pseudo-game display to be written in a way that enables the player to recognize that the pseudo-game display is a display to inform the player that a pseudo-game is in progress (for example, writing such as "FREE PLAY", "Simulated game performance in progress", or "Automatic reel performance in progress"), and it is also desirable for the explanatory portion to be large enough to be read by the player without being obscured or otherwise hidden.
[0193] Also, for example, during the pseudo game (for example, from the start of the pseudo game in the above-mentioned situation (1) to the start of the random delay processing in the above-mentioned situation (4)), it is desirable to configure so that information on the stop operation is not notified on the instruction monitor (if it is necessary to display information on the stop operation on the instruction monitor in the game, the display is started at the timing when the random delay processing is started). In this way, it is possible to further suppress the player from misunderstanding that an actual game is being played during the pseudo game. Note that, if any of the above-mentioned measures are taken, during the pseudo game, information on the stop operation may be notified on the sub-side presentation device (for example, the main display device 210 or the sub-display device 220). Similarly, during the pseudo game, the sub-side presentation device may perform a presentation according to the game result of the pseudo game (linked with the pseudo game operation).
[0194] In addition, in an actual game, a test signal corresponding to a game operation by a player or a state in which the game operation is possible is outputted through the first interface board 301 for the test machine, but during a pseudo game, a test signal corresponding to a pseudo game operation by a player or a state in which the pseudo game operation is possible is not outputted. Therefore, during a pseudo game, a test signal (pseudo game signal) for enabling the test machine to recognize that a pseudo game is being played may be outputted. When the first interface board 301 for the test machine receives a pseudo game signal from the main control board 71, the first interface board 301 may output a signal for controlling the progress of the pseudo game to the main control board 71 so that the pseudo game progresses on the main control board 71 side (i.e., the first interface board 301 for the test machine may be provided with a pseudo game progress function). When the first interface board 301 for the test machine is provided with such a pseudo game progress function, a changeover switch capable of switching the function on and off may be provided. This makes it possible to arbitrarily set whether or not to check the contents of the simulated game presentation during the certification test (test firing test) of the pachislot machine 1.
[0195] [4-10-2. Sub-side production] In the slot machine 1, the sub-control circuit 200 (sub-side) can control the following effects, for example. As described above, the slot machine 1 can notify the player of information on the stop operation by the main display device 210, etc., and this is also included in the effects in a broad sense.
[0196] (Normal performance) In the pachislot machine 1, when a predetermined execution condition is met, a performance that is completed in the current game (i.e., ends in one game) can be performed. This type of performance is called a "normal performance" or a "single performance". It is possible to configure the machine so that such a normal performance is not performed, or to configure the machine so that multiple types of normal performances can be performed.
[0197] (Continuous performance) In the pachislot machine 1, when a predetermined execution condition is met, a performance that continues over multiple plays (i.e., continues for multiple games) can be performed. This type of performance is called a "continuous performance" or a "continuous performance". It is possible to configure the machine so that such continuous performance is not performed, or to configure the machine so that multiple types of continuous performance can be performed.
[0198] (Operation-linked effects) In the pachislot machine 1, when a predetermined execution condition is met, an effect can be performed in which the effect content can be changed according to the effect operation of the player. This type of effect is called an "operation-linked effect" or "button effect". It is possible to configure the device so that such an operation-linked effect is not performed, or to configure the device so that multiple types of operation-linked effects can be performed. The operation-linked effect can be configured as a normal effect or as a continuous effect. The effect operation can include not only the operation of the effect button group, but also various game operations.
[0199] The above-mentioned various effects can be used for various purposes. For example, they can be used to suggest or inform the set value, the internal lottery role, the game state, the game section, the contents of the bonus, the period until the bonus is granted, etc. They can also be used to suggest or inform the degree of advantage of these. These uses are merely examples.
[0200] (Other performances) The pachislot machine 1 can also perform effects other than the various effects described above. For example, various notifications to players or gaming establishments (for example, addiction prevention notification, loss prevention notification, error state notification, demo state notification, etc.) are also included in the effects in a broad sense as being used for purposes other than those described above. The addiction prevention notification can be, for example, a warning or the like notifying the end of an advantageous zone when the advantageous zone ends. The loss prevention notification can be, for example, a warning or the like notifying the end of an advantageous zone or when a settlement operation is performed. The error state notification can be, for example, a warning or the like notifying the end of an error from the time the error occurs until it is resolved. The demo state notification can be, for example, a notification that the machine is vacant when a predetermined period of no play has passed or when a settlement operation is performed.
[0201] [5. The first gaming machine] Next, referring to Figs. 5 to 22, a specific example of the specifications related to the playability of the pachislot machine 1 will be described as a "first gaming machine". Note that, with respect to various specifications and functions described as the first gaming machine in this embodiment, a part or all of them can be applied to those described as other gaming machines in this embodiment, and further, with respect to various specifications and functions described as other gaming machines in this embodiment, a part or all of them can be applied to those described as the first gaming machine in this embodiment. In other words, an appropriate combination of these can be the invention according to this embodiment.
[0202] First, in the first gaming machine, the effective line is defined as only one line, the above-mentioned "center line". In addition, in the first gaming machine, a non-bonus state and a bonus state are provided as gaming states. In addition, the non-bonus state includes a 2BB flag interval in which the later-described "F_2BB" (a bonus role that can be won only in the 2-coin bet state. Hereinafter, it may be simply referred to as "2BB") is carried over, a 3BB flag interval in which the later-described "F_3BB" (a bonus role that can be won only in the 3-coin bet state. Hereinafter, it may be simply referred to as "3BB") is carried over, and a non-flag interval in which no bonus role has been won (not carried over). In addition, the bonus state includes a 2BB state to which a transition occurs in response to the display of a combination of symbols related to 2BB, and a 3BB state to which a transition occurs in response to the display of a combination of symbols related to 3BB.
[0203] In addition, in the first gaming machine, it is possible to play in a state where two medals are bet (two-bet state) and a state where three medals are bet (three-bet state). Note that "betting" includes the player inserting two or three medals into the medal insertion slot 5 for use in a game, the player operating the MAX BET button 6a or the 1 BET button 6b to bet two or three medals from the credits, and the player automatically betting two or three medals by winning a replay role.
[0204] [5-1. Gameplay of the first gaming machine] Next, the flow of the game in the first gaming machine will be described with reference to Figures 5 to 8. Figure 5 is a diagram showing an example of a transition flow of the game state in the non-advantageous zone and the advantageous zone in the first gaming machine, Figure 6 is a diagram for explaining an example of each mode in the first gaming machine, and Figures 7 and 8 are diagrams showing an example of various tables in the first gaming machine.
[0205] As shown in FIG. 5, in the first gaming machine, the states in which the player plays are broadly divided into non-advantageous zones and advantageous zones, and the advantageous zones are further divided into presentation zones (advantageous zones, normal play) and increase zones (advantageous zones, pseudo bonus). The non-advantageous zones are game states (non-AT states) in which information on stop operations advantageous to the player is not notified, and are game states that are disadvantageous to the player. The presentation zones are game states (non-AT states) in which information on stop operations advantageous to the player is not notified, and are game states that are disadvantageous to the player, similar to the non-advantageous zones, but differ from the non-advantageous zones in that mode transitions are performed, as described below.
[0206] In other words, the non-advantageous zone is a control state serving as the initial state that is controlled when play in the advantageous zone ends, when a setting change operation is performed, when other initialization conditions are met, or when the machine is shipped from the factory, etc., and the performance zone is a control state serving as the normal state in which the player plays normally, making it possible to vary the expectation of transitioning to the increased zone (awarding) through mode transitions, etc.
[0207] On the other hand, the increase section is a game state (AT state) in which information on a stop operation that is advantageous to the player is notified, and is an advantageous game state for the player. In other words, the increase section is a control state that is an advantageous state in which the player can increase the number of medals. Note that both the performance section and the increase section are advantageous sections, and by transitioning between these sections, a series of advantageous sections are formed.
[0208] In the first gaming machine, as shown in (a) of FIG. 7, in the non-advantageous zone, a non-advantageous zone sub-flag is determined as secondary information (sub-flag) according to the internal winning combination (see FIG. 10 described later). The sub-flag is information for grouping internal winning combinations that play similar roles (whether or not they are the lottery target combinations and their winning probability, etc.) in various lotteries (various processes related to the advantageous zone) related to the playability by the main control circuit 100 and assigning the same information to the group, thereby making it possible to identify the group. This makes it unnecessary to provide various data tables for each internal winning combination, so that the amount of data can be compressed and the pressure on the capacity of the main ROM 102 can be avoided. In the non-advantageous zone, a lottery is performed using the non-advantageous zone sub-flag.
[0209] The non-advantageous zone sub-flag "Rip Bell" is determined when the internal winning combination is "F_Replay A" (No. "3"), "F_Replay B" (No. "4"), or "F_Bell 123A1" to "F_Bell 321B2" (No. "10" to No. "33"). The non-advantageous zone sub-flag "Weak Cherry" is determined when the internal winning combination is "F_Cherry" (No. "5"). The non-advantageous zone sub-flag "Watermelon" is determined when the internal winning combination is "F_Watermelon" (No. "9"). The non-advantageous zone sub-flag "Determined Cherry" is determined when the internal winning combination is either "F_Determined Cherry" (No. "6") or "F_Reach Eye" (No. "8"). The non-advantageous zone sub-flag "Middle Cherry" is determined when the internal winning combination is "F_Middle Cherry" (No. "7"). In addition, in the non-advantageous zone, the winning sub-flag and the prize sub-flag can be determined in the same manner as in the advantageous zone. The correspondence between them is not limited to the above.
[0210] In the first gaming machine, as shown in (a) of FIG. 7, in the advantageous zone, a sub-flag at the time of winning the advantageous zone is determined as secondary information (sub-flag) corresponding to the internal winning combination (see FIG. 10 described later). Furthermore, in the advantageous zone, a sub-flag at the time of winning the advantageous zone is determined as secondary information (sub-flag) corresponding to the combination of the displayed symbols. In the advantageous zone, a lottery is held using these sub-flags at the time of winning the advantageous zone and the sub-flag at the time of winning the advantageous zone.
[0211] The sub-flag "Bell" when the advantageous zone is won is determined when the internal winning role is any of "F_Bell123A1" to "F_Bell321B2" (No. "10" to No. "33"). The sub-flag "Weak Cherry" when the advantageous zone is won is determined when the internal winning role is "F_Cherry" (No. "5"). The sub-flag "Watermelon" when the advantageous zone is won is determined when the internal winning role is "F_Watermelon" (No. "9"). The sub-flag "Definite Role" when the advantageous zone is won is determined when the internal winning role is either "F_Definite Cherry" (No. "6") or "F_Reach Eye" (No. "8"). The sub-flag "Middle Cherry" when the advantageous zone is won is determined when the internal winning role is "F_Middle Cherry" (No. "7").
[0212] The sub-flag "Tsū-Rip 1" when winning in the favorable zone is determined when the internal winning role is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and the symbol combination "Right Up Rip" is displayed (i.e., the winning role is "Right Up Rip"). The sub-flag "Tsū-Rip 2" when winning in the favorable zone is determined when the internal winning role is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and the symbol combination "Parallel Rip" is displayed (i.e., the winning role is "Parallel Rip").
[0213] Here, in the first gaming machine, as described below, when the internal winning role is "F_Replay A" (No. "3"), a "Right-Rising Replay" pattern combination is displayed between 3BB flags, and a "Parallel Replay" pattern combination is displayed between 2BB flags and non-flags.
[0214] That is, when the internal winning combination is "F_Replay A" (No. "3"), "Replay 1" is determined as the sub-flag when the player enters the advantageous zone between 3BB flags, and "Replay 2" is determined as the sub-flag when the player enters the advantageous zone between 2BB flags and non-flags. In the first gaming machine, when the sub-flags when the player enters the advantageous zone are different in this way, the degree of advantage in various lotteries (for example, the pseudo-bonus transition lottery using the pseudo-bonus transition lottery table shown in FIG. 7(c) and the mode transition lottery using the mode transition lottery table shown in FIG. 8(f)) described later is changed.
[0215] In the first gaming machine, for example, "F_Replay A" (No. "3") is used as an example of a role in which the sub-flag changes when the player enters a favorable zone depending on whether the flag is between 3BB flags or between 2BB flags. However, the manner in which the sub-flag changes when the player enters a favorable zone is not limited to this. For example, as described later, when the internal winning role is "F_Bell 123B1" (No. "12"), the stop control is different between the 3BB flag and the 2BB flag. When such a role is won, the number of medals paid out may not be changed (or may be changed), and the combination of the displayed symbols may be different, thereby determining a different sub-flag when the player enters a favorable zone. Then, the degree of advantage in various lotteries described later may be changed depending on the difference in the sub-flag when the player enters a favorable zone.
[0216] Also, for example, as described below, when the internal winning role is "F_watermelon" (No. "9"), regardless of which flag interval (non-flag interval) it is, if the pressing position (stop operation timing) is appropriate, the "watermelon" symbol combination is displayed, and if the pressing position is not appropriate, a miss occurs and the "watermelon spill" symbol combination is displayed. Therefore, when such a role is won, different sub-flags for winning the advantageous zone may be determined depending on whether a win is achieved without a miss or whether a miss occurs. Then, the degree of advantage in the various lotteries described below may be varied depending on whether the sub-flag for winning the advantageous zone is different.
[0217] Also, for example, when the internal winning role is "F_Replay A" (No. "3"), if the stopping operation is performed in a specific manner (this specific manner may be, for example, a manner in which the stopping operation is performed in a predefined hitting order (correct pressing order), a manner in which the pressing position (timing of the stopping operation) is appropriate, or a manner in which a combination of these is performed) between the 3BB flags, a combination of symbols of "parallel replay" is displayed, and if the stopping operation is not performed in the specific manner, a combination of symbols of "right-up replay" is displayed, and a different sub-flag for when the advantageous zone is entered may be determined based on this.The degree of advantage in the various lotteries described below may be varied depending on the different sub-flags for when the advantageous zone is entered.
[0218] In other words, in the first gaming machine, for a specific role, it is possible for the final stop display pattern to differ depending on the number of bets, the game state, the manner of the stop operation, or any combination of these, and different secondary information can be determined according to different stop display patterns, thereby applying all the patterns that make it possible to vary the degree of advantage.
[0219] Returning to the description of the playability of the first gaming machine. In the non-advantageous zone, a lottery for shifting to the advantageous zone is held for each game. Specifically, the table for shifting to the advantageous zone shown in (b) of FIG. 7 is referred to, an internal winning combination is determined, and at a predetermined timing during the game after the non-advantageous zone sub-flag is determined according to the internal winning combination, a shift destination mode, etc. is determined according to the non-play zone sub-flag. In addition, when making this determination, there are cases where only the type of mode when shifting to the advantageous zone is determined (in FIG. 5, "Start of advantageous zone"), and cases where not only the type of mode but also the shift to the pseudo bonus is determined (in FIG. 5, "Start of advantageous zone + start of pseudo bonus"). However, it is also possible to make it so that the shift to the pseudo bonus is not determined in the non-advantageous zone.
[0220] Here, each mode in the first gaming machine will be described with reference to Fig. 6. In the first gaming machine, the mode is control information (which may be called a game state or a control state) for varying the expectation of a shift (award) to an increase section (pseudo bonus) in a performance section (normal game), and in the performance section (normal game), the presence or absence of a shift to a pseudo bonus is determined according to this mode, the advantageous section is maintained, or the advantageous section is terminated and a shift to a non-advantageous section is determined.
[0221] The start mode is a relatively disadvantageous mode in which a player is likely to stay when transitioning from a non-advantageous zone to an advantageous zone (performance zone), and the expectation of transitioning to a pseudo bonus is relatively low (see FIG. 7(c) below), and the expectation of transitioning to a more advantageous mode is also relatively low (see FIG. 8(f) below). Although not shown in the figure, in the start mode, the ceiling game number is set to "965 games." The ceiling game number is used to forcibly transition to a pseudo bonus when a certain period of time has elapsed without transitioning to a pseudo bonus. Therefore, the smaller the ceiling game number, the more advantageous it is for the player, and the higher the ceiling game number, the more disadvantageous it is for the player.
[0222] The normal A mode is the mode in which players are most likely to stay when playing, and is a relatively disadvantageous mode, and the expectation of transitioning to a pseudo bonus is relatively low (see (c) of FIG. 7 described later), and the expectation of transitioning to a more advantageous mode is also relatively low (see (f) of FIG. 8 described later). In the normal A mode, the ceiling game number is set to "965 games". In addition, in FIG. 6, "approximately 999G after pseudo bonus" means that after the pseudo bonus ends, the game transitions to the end A mode or end B mode described later, and 32 games are played in that mode without transitioning to a pseudo bonus, and after transitioning to a non-advantageous zone once, if the normal A mode is selected when transitioning from the non-advantageous zone to the advantageous zone, the apparent ceiling game number is "965 games" + the game period "32 games" in the end A mode or end B mode + the number of games required to transition from the non-advantageous zone to the advantageous zone, and this is expressed. The same applies to the normal B mode, the heaven preparation mode, and the chance mode.
[0223] Normal B mode is a mode where players tend to stay relatively longer and is relatively unfavorable, but is more favorable than normal A mode, and the expectation of transitioning to a pseudo bonus is relatively low (see FIG. 7(c) below), and the expectation of transitioning to a more favorable mode is also relatively low (see FIG. 8(f) below). In normal B mode, the ceiling number of games is set to "965 games."
[0224] In the Heaven Preparation Mode, the expectation of transitioning to the pseudo bonus is relatively low (see Figure 7 (c) below), but the ceiling number of games is set at 466 games, and if the mode transitions to the pseudo bonus, it is guaranteed that the mode will transition to Heaven Mode after the end of the pseudo bonus (see Figure 8 (f) below), so in that sense it is a relatively advantageous mode.
[0225] In the Chance mode, the expectation of moving to the pseudo bonus is relatively high (see Figure 7 (c) below), and the ceiling number of games is set to "222 games," so in that sense it is a relatively advantageous mode. However, the expectation of moving to the Heaven mode is not high (see Figure 8 (f) below).
[0226] End A mode is a relatively unfavorable mode in which players are likely to stay if they transition to a pseudo bonus and do not transition to heaven mode (including heaven preparation mode) after the pseudo bonus ends, and the expectation of transitioning to a pseudo bonus is the lowest (see FIG. 7(c) below), and the expectation of transitioning to a more favorable mode is also relatively low (see FIG. 8(f) below). In End A mode, if 32 games are played without transitioning to a pseudo bonus after the pseudo bonus ends, the favorable zone itself ends and the mode transitions to a non-favorable zone.
[0227] End B mode is a relatively unfavorable mode in which the player is likely to remain if the player moves to a pseudo bonus and does not move to heaven mode (including heaven preparation mode) after the pseudo bonus ends, but it is more favorable than end A mode, and the expectation of moving to a pseudo bonus is relatively low (see FIG. 7(c) below), and the expectation of moving to a more favorable mode is also relatively low (see FIG. 8(f) below). In end B mode, as in end A mode, if 32 games are played after the pseudo bonus ends without moving to a pseudo bonus, the favorable zone itself ends and the player moves to a non-favorable zone. End A mode and end B mode can also be collectively referred to as "end mode."
[0228] The guaranteed mode is the mode in which you stay when Heaven C mode ends, and the expectation of moving to the pseudo bonus is relatively high (see (c) in Figure 7 below), and the ceiling number of games is set to "32 games," so in that sense it is a relatively advantageous mode. However, the expectation of moving to Heaven mode is not high (see (f) in Figure 8 below). In other words, in order to prevent a drop in interest when Heaven C mode ends, the guaranteed mode is positioned as one that aims to maintain (guarantee) a relatively advantageous state for a certain period of time.
[0229] Heaven A mode is a mode in which pseudo bonuses can be expected to be consecutive (if the AT state is continued by a decision to extend (add) during the AT state, this may include the extension (addition) of the AT state. The same applies below), and the expectation of transitioning to a pseudo bonus is relatively high (see (c) of FIG. 7 described later), the ceiling game number is set to "32 games", and the probability of maintaining the ceiling mode (heaven mode loop rate) is set to a moderate level, making it a relatively advantageous mode. Although not shown in FIG. 6, for example, a setting difference can be set for this ceiling mode loop rate. For example, when the set value is an odd number (1, 3, 5), the ceiling mode loop rate is about 75%, and when the set value is an even number (2, 4, 6), the lottery value can be set so that the ceiling mode loop rate is about 67%, or the lottery value can be set so that the higher the set value, the higher the ceiling mode loop rate. The same applies to Heaven B mode and Heaven C mode described below, and a setting difference can also be set for the ceiling mode loop rate.
[0230] Heaven B mode is a mode where you can expect consecutive pseudo bonuses, and the expectation of transitioning to a pseudo bonus is relatively high (see (c) of Figure 7 below), the ceiling number of games is set to "32 games", and the probability of maintaining the ceiling mode (heaven mode loop rate) is set high, making it a relatively advantageous mode. In other words, in terms of the ceiling mode loop rate, it is an even more advantageous mode than Heaven A mode.
[0231] Heaven C mode is a mode where you can expect consecutive pseudo bonuses, and the expectation of transitioning to a pseudo bonus is relatively high (see (c) of Figure 7 below), the ceiling number of games is set to "32 games," and the probability of maintaining the ceiling mode (heaven mode loop rate) is set quite high, making it a relatively advantageous mode. In other words, in terms of the ceiling mode loop rate, it is a more advantageous mode than Heaven A mode and Heaven B mode. Heaven A mode, Heaven B mode, and Heaven C mode can be collectively referred to as "heaven mode."
[0232] It should be noted that the above-mentioned modes are merely examples, and the mode configuration is not limited to these. Modes other than the above-mentioned modes may be set, and some of the above-mentioned modes may not be set.
[0233] In addition, the non-advantageous zone has been described as being in a state where the degree of advantage is relatively low compared to the advantageous zone, but the relationship between the non-advantageous zone and the advantageous zone is not limited to this. For example, the non-advantageous zone may have a higher transition rate to the increasing zone, or the average number of games required to transition to the increasing zone may be shorter than when at least one mode is set in the advantageous zone, or the non-advantageous zone may be the most likely to become the increasing zone. In this way, an incentive to play is created even in a state where it is determined that the zone is a non-advantageous zone after a setting change, etc., so that the player is motivated to start playing even when the store opens. In addition, even if the zone lamp stops lighting when 32 games have passed after the pseudo bonus ends, it is not determined that the zone is in the most disadvantageous state, so that the player is motivated to continue playing even in such a case. In addition, the performance zone has been described as being a game state in which information on a stop operation that is advantageous to the player is not notified, but if the performance zone is in a state where it is disadvantageous compared to the increasing zone (for example, the frequency of notification is reduced, or the role to be notified is changed, etc.), the performance zone may be a game state in which information on a stop operation is notified.
[0234] Returning to the description of the playability of the first gaming machine, in the performance section (normal play), first, for each play, a pseudo bonus transition lottery (at the time of winning) is performed with reference to the sub-flag at the time of winning the advantageous section. Specifically, the pseudo bonus transition lottery table shown in (c) of FIG. 7 is referenced, an internal winning combination is determined, and at a predetermined timing during the play after the sub-flag at the time of winning the advantageous section is determined according to the internal winning combination, whether or not to transition to a pseudo bonus is determined according to the sub-flag at the time of winning the advantageous section. In addition, in (c) of FIG. 7, "non-winning" means that the pseudo bonus is not transitioned to, "winning (current play)" means that the current play is transitioned to the pseudo bonus, and "winning (next play)" means that the next play is transitioned to the pseudo bonus.
[0235] In the first gaming machine, if a "winning lottery (current game)" is determined, game operations (stop operations) are invalidated for a certain period of time at the start of the current game, and if a "winning lottery (next game)" is determined, at the start of the next game. During this invalid period, a reel effect in which "red 7" symbols are displayed in a line in the main display window 4 (a "red 7s line-up" effect) is produced, and then a pseudo bonus is started. In a game in which the "red 7s line-up" effect is produced, if it is necessary to notify information about the stop operation, the information about the stop operation is notified at least when the invalid period ends and game operations (stop operations) become valid (it may be before that, but not before the timing when the above-mentioned random delay processing is started).
[0236] In the performance section (normal play), if the result of the pseudo bonus transition lottery (when it is won) determines that a transition to a pseudo bonus will occur, a mode transition lottery (when it is won) is held. Specifically, the mode transition lottery table shown in FIG. 8 (f) is referenced, and the transition mode is determined according to the current mode and the sub-flag when the advantageous section is won. Note that this transition mode may be a mode including the pseudo bonus, or may be a mode after the pseudo bonus ends. In addition, if the result of the pseudo bonus transition lottery (when it is won) determines that a transition to a pseudo bonus will occur and a mode transition lottery (when it is won) is held, the pseudo bonus transition lottery (when it is won), the mode transition lottery (when it is won), and the mode transition lottery (when it is at the ceiling) described below are not held.
[0237] In the performance section (normal game), if the result of the pseudo bonus transition lottery (when it is won) does not determine a transition to a pseudo bonus, a pseudo bonus transition lottery (when it is won) is held for each game (more specifically, in a game in which "F_Replay A" or "F_Replay B" is won) by referring to the sub-flag at the time of winning the advantageous zone. Specifically, the pseudo bonus transition lottery table shown in (c) of FIG. 7 is referred to, a winning combination is determined, and at a predetermined timing during the game (before the start of the next game) after the sub-flag at the time of winning the advantageous zone is determined according to the winning combination, it is determined whether or not to transition to a pseudo bonus according to the sub-flag at the time of winning the advantageous zone.
[0238] In the pseudo bonus transition lottery table shown in FIG. 7(c), the probability of deciding to transition to a pseudo bonus is higher when "Tsū Rip 2" is determined as the sub-flag when entering the favorable zone than when "Tsū Rip 1" is determined as the sub-flag when entering the favorable zone. However, the manner in which "Tsū Rip 2" is given preferential treatment over "Tsū Rip 1" is not limited to this. For example, when "Tsū Rip 2" is determined as the sub-flag when entering the favorable zone, it may be determined to transition to a pseudo bonus with a predetermined probability, but when "Tsū Rip 1" is determined as the sub-flag when entering the favorable zone, it may be possible to prevent the decision to transition to a pseudo bonus.
[0239] In the performance section (normal play), if the result of the pseudo bonus transition lottery (when winning) determines that a transition to a pseudo bonus will occur, a mode transition lottery (when winning) is held. Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the transition mode is determined according to the current mode and the sub-flag when winning the advantageous section. This transition mode may be a mode including the pseudo bonus, or may be a mode after the pseudo bonus ends. In addition, if the result of the pseudo bonus transition lottery (when winning) determines that a transition to a pseudo bonus will occur and a mode transition lottery (when winning) is held, the mode transition lottery (when ceiling) described below is not held.
[0240] In the mode transition lottery table shown in FIG. 8(f), the probability of deciding to transition to a mode relatively advantageous to the player is higher when "Tsū-Rip 2" is determined as the sub-flag when entering the advantageous zone than when "Tsū-Rip 1" is determined as the sub-flag when entering the advantageous zone. However, the manner in which "Tsū-Rip 2" is given preferential treatment over "Tsū-Rip 1" is not limited to this. For example, when "Tsū-Rip 2" is determined as the sub-flag when entering the advantageous zone, it may be determined with a predetermined probability that the player will be transitioned to a mode relatively advantageous to the player, but when "Tsū-Rip 1" is determined as the sub-flag when entering the advantageous zone, it may be possible to prevent the player from being determined to transition to a mode relatively advantageous to the player.
[0241] In the presentation section (normal play), if the pseudo bonus transition lottery (when winning) does not determine a transition to a pseudo bonus, the ceiling game number is updated (can be an addition method or a subtraction method), and if the ceiling game number reaches the ceiling game number associated with the current mode (or determined in advance when transitioning to the advantageous section, etc.), a transition to a pseudo bonus is determined. In this case, it is possible to always determine a "winning lottery (current play)" or to always determine a "winning lottery (next play)." Also, either of these can be determined by lottery.
[0242] In the performance section (normal play), when the ceiling number of games is reached and it is decided to transition to the pseudo bonus, a mode transition lottery (at the ceiling) is performed. Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the transition mode is determined according to the current mode. This transition mode may be a mode including the pseudo bonus, or may be a mode after the pseudo bonus ends.
[0243] The processing related to the pseudo bonus transition lottery (when winning) and the pseudo bonus transition lottery (when winning) is the same processing content except for the type of sub-flag, so it can be controlled using the same lottery table and control flow. The processing related to the mode transition lottery (when winning) and the mode transition lottery (when winning) is the same processing content except for the type of sub-flag, so it can be controlled using the same lottery table and control flow.
[0244] Also, if "Winning (current game)" is not set as a type of pseudo bonus winning lottery, the sub-flag for winning the advantageous zone is already determined at the time when the sub-flag for winning the advantageous zone is determined, and the ceiling game number can also be updated, so the pseudo bonus transition lottery (at the time of winning), the pseudo bonus transition lottery (at the time of winning), and the pseudo bonus transition processing at the time of reaching the ceiling can be performed together in one process. Similarly, the mode transition lottery (at the time of winning), the mode transition lottery (at the time of winning), and the mode transition lottery (at the time of the ceiling) can also be performed together in one process.
[0245] Returning to the explanation of the playability of the first gaming machine, as described above, in the presentation section (normal play), if it is decided to transition to a pseudo bonus and the pseudo bonus starts (in FIG. 5, "pseudo bonus start"), the game transitions to the increase section (pseudo bonus). Also, as described above, in the presentation section (normal play), if it is controlled to end A mode or end B mode and 32 games are played without transitioning to a pseudo bonus (in FIG. 5, "end of favorable section (via end A and B)"), the game transitions to a non-favorable section. Also, if the conditions for the limit process shown in FIG. 16 described later are met, the favorable section is forcibly ended (in FIG. 5, "end of favorable section (limit process)"), and as a result, the game transitions to a non-favorable section.
[0246] In the increase section (pseudo bonus), when the pseudo bonus starts, a ceiling shortening lottery is performed. Specifically, the ceiling shortening lottery table shown in FIG. 8(e) is referenced, and it is determined whether or not to shorten the ceiling game number after the pseudo bonus ends depending on the current mode. In FIG. 8(e), "non-winning lottery" means that the ceiling game number is not shortened, and "winning lottery (updated ceiling game number = 0)" means that the ceiling game number set is set to "0" (shortened) after the pseudo bonus ends, regardless of the mode. The ceiling shortening lottery can be performed not only when the pseudo bonus starts, but also every time the pseudo bonus is played.
[0247] If the result of the ceiling shortening lottery is that the ceiling game number will not be shortened, and if the player does not have the 1G consecutive stock described below when the pseudo bonus ends, the ceiling game number will be set according to the current mode (in the case of the end mode, the advantageous zone will end after 32 games (and will be cleared accordingly), so the ceiling game number will not be set, but the ceiling game number may be provisionally set here), the pseudo bonus will end (in FIG. 5, "End of pseudo bonus"), and the game will move to the performance zone (normal play). On the other hand, if the result of the ceiling shortening lottery is that the ceiling game number will be shortened, "0 games" will be set as the ceiling game number when the pseudo bonus ends. This will cause the pseudo bonus to start again from the next play after the pseudo bonus ends. In this case, the pseudo bonus will start when the ceiling game number is reached, so the above-mentioned mode transition lottery (at the ceiling) will be performed.
[0248] In the increase section (pseudo bonus), a mode transition lottery (when drawn) is conducted for each game (more specifically, in a game in which the sub-flag when the advantageous section is drawn is determined to be "guaranteed role" or "medium chain"). Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the transition mode is determined according to the current mode and the sub-flag when the advantageous section is drawn. Note that the transition mode may also be determined when a sub-flag when the advantageous section is drawn other than the above-mentioned. In this case, in principle, in order to prevent a mode that is relatively less favorable than the current mode from being determined as the transition mode, a different mode transition lottery table with a different lottery value from the mode transition lottery table shown in FIG. 8(f) may be referenced.
[0249] In the increase section (pseudo bonus), a mode transition lottery (when a win is won) is held for each game (more specifically, in a game in which "F_Replay A" or "F_Replay B" is won). Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the destination mode is determined according to the current mode and the sub-flag when the advantageous section is won. In this case, as with the above, in order to prevent a mode that is relatively less favorable than the current mode from being determined as the destination mode, a different mode transition lottery table with a different lottery value from the mode transition lottery table shown in FIG. 8(f) may be referenced.
[0250] In the increase section (pseudo bonus), a 1G consecutive lottery is performed for each game. Specifically, the 1G consecutive lottery table shown in (d) of FIG. 7 is referenced, and whether or not a 1G consecutive will occur is determined according to the current mode and the sub-flag when the advantageous section is won or the sub-flag when the advantageous section is won. In addition, in (d) of FIG. 7, "non-winning lottery" means that a 1G consecutive will not occur, and "winning lottery (1G consecutive +1)" means that one right to generate a 1G consecutive (1G consecutive stock) is granted (the 1G consecutive stock counter is incremented by 1). In addition, the 1G consecutive stock can be stocked (accumulated) by the 1G consecutive stock counter in a plurality of pieces (maximum 255 pieces). Therefore, there are cases where multiple 1G consecutive stocks are granted during one pseudo bonus. In addition, the 1G consecutive lottery table can be configured so that multiple 1G consecutive stocks can be granted in one 1G consecutive lottery.
[0251] When the pseudo bonus ends, if the value of the 1G consecutive stock counter is 1 or more (i.e., if you have 1G consecutive stocks), one 1G consecutive stock is consumed (the 1G consecutive stock counter is decremented by 1), and the pseudo bonus will start again from the next game after the pseudo bonus ends. In this case, the pseudo bonus will start according to the right of 1G consecutive stock, so the above-mentioned mode transition lottery will not be held. On the other hand, when the pseudo bonus ends, if the value of the 1G consecutive stock counter is not 1 or more (i.e., if you do not have 1G consecutive stocks), and if you have not won the above-mentioned ceiling shortening lottery, the ceiling game number will be set according to the current mode (in the case of the end mode, the advantageous zone will end after 32 games (and will be cleared accordingly), so it will not be set, but the ceiling game number may be provisionally set here), the pseudo bonus ends (in FIG. 5, "pseudo bonus end"), and the game moves to the performance zone (normal game).
[0252] In addition, if you win the ceiling shortening lottery and also have 1G consecutive stocks, the result of the ceiling shortening lottery may be prioritized and the pseudo bonus according to the ceiling shortening may be executed after the pseudo bonus according to the 1G consecutive stocks, or the 1G consecutive stocks may be prioritized and the pseudo bonus according to the 1G consecutive stocks may be executed after the pseudo bonus according to the ceiling shortening. In the latter case, information that can carry over the existence of the ceiling shortening may be stored separately.
[0253] In the first gaming machine, the configuration of the increase section (pseudo bonus) is given as an example in which it continues for "55 games" and a maximum of 275 coins can be obtained, but the configuration of the pseudo bonus is not limited to this. For example, the pseudo bonus may be configured as a "pseudo BB (big bonus)" and another pseudo bonus, a "pseudo RB (regular bonus)" that continues for "22 games" and allows a maximum of 110 coins to be obtained, may be installed. In this case, when it is decided to move to a pseudo bonus (to grant a right) in the pseudo bonus transition lottery, when the ceiling is reached, and in the 1G consecutive lottery, the type (for example, whether to make it a "pseudo BB" or a "pseudo RB") may be decided with a predetermined probability (for example, 50% each). In addition, since the "pseudo RB" may have a different value from the "pseudo BB" (more specifically, a lower value than the "pseudo BB"), for example, the number of continuing games may be the same as the "pseudo BB", but the bell navi rate (probability of announcing information on the stop operation) may be low to differentiate the maximum number of coins that can be won, and the value may be different. Also, when the "pseudo RB" is started, a reel effect in which "BAR" symbols are displayed in line in the main display window 4, or a reel effect in which "red 7-red 7-BAR" is displayed, may be performed. Furthermore, the increase section is not limited to being configured as a pseudo bonus. For example, it may be configured as an AT state or an ART state in which the number of continuing games (play period) can be changed.
[0254] Furthermore, if the conditions for executing the limit processing shown in Figure 16 described below are met during the pseudo bonus, the advantageous zone will be forcibly ended (in Figure 5, "End of advantageous zone due to limit processing"), resulting in a transition to a non-advantageous zone.
[0255] In the first gaming machine, the above-mentioned game flow is based on the premise that the game is basically played in a three-coin bet state. Therefore, when the game is played in a two-coin bet state, for example, various lotteries using (a) to (d) in FIG. 7, (e) and (f) in FIG. 8, etc. are not performed, and the ceiling number of games is not updated. In addition, when the game is played in a two-coin bet state during a pseudo bonus, the pseudo bonus does not become an increase period because the game is configured so that medals do not increase in a two-coin bet state. In other words, the first gaming machine is configured so that the player is basically at a disadvantage when playing in a two-coin bet state.
[0256] Here, when playing in the two-coin bet state, no lottery (for example, various lotteries using (a) to (d) in FIG. 7, (e) and (f) in FIG. 8, etc.) or processing (for example, updating of the ceiling game number, etc.) is performed for the advantageous zone (AT), but it is desirable to update the advantageous zone game number counter for the game number limiter described above and the advantageous zone payout number counter for the payout number limiter described above. These limiters have the function of appropriately suppressing gambling by limiting the number of games stayed in the advantageous zone and the upper limit of the number of coins acquired. If these counters are not updated in the two-coin bet state, there may be cases where the upper limit of the number of games stayed in the advantageous zone or the number of coins acquired is exceeded due to the intervention of play in the two-coin bet state, and as a result, gambling may not be appropriately suppressed. Therefore, it is desirable to configure the counter for the limiter so that it can be updated every game regardless of the number of coins bet.
[0257] In addition, in the first gaming machine, the above-mentioned game flow is based on the premise that the game is basically played in a non-bonus state. Therefore, when the game is played in a bonus state (2BB state and 3BB state), for example, various lotteries using (a) to (d) in FIG. 7, (e) and (f) in FIG. 8, etc. are not performed, and the ceiling number of games is not updated. In addition, when the bonus state is entered during a pseudo bonus, the bonus state is configured as a state in which the expected increase value of medals is lower than that of a non-bonus state (more specifically, a non-bonus state of 3 medals bet), so the pseudo bonus may not be an increase period. In other words, in the first gaming machine, the player is configured to be at a disadvantage when playing in a bonus state.
[0258] Therefore, the first gaming machine is configured to recommend playing in a 3-coin bet state between 2BB flags (in this embodiment, the 3-coin bet state between 2BB flags may be described as a "recommended gaming state", and other states may be described as "non-recommended gaming states"). That is, in the first gaming machine, 2BB is a bonus role that is won only in a 2-coin bet state, and a combination of symbols related to 2BB between 2BB flags is won only in a 2-coin bet state, and is not won in a 3-coin bet state. Also, 3BB is a bonus role that is won only in a 3-coin bet state, and a combination of symbols related to 3BB between 3BB flags is won only in a 3-coin bet state, and is not won in a 2-coin bet state. Also, 3BB does not win between 2BB flags, and 2BB does not win between 3BB flags.
[0259] In the first gaming machine, by using these configurations, for example, in a 2-coin bet state where there is no flag, if 2BB is drawn (without winning 2BB) to make the state 2BB flag, and then playing in a 3-coin bet state, it is possible to play in the above-mentioned recommended gaming state without worrying about whether or not a bonus role is won.
[0260] As described above, in the first gaming machine, a ceiling shortening lottery is performed during the pseudo bonus. Here, looking at the ceiling shortening lottery table shown in FIG. 8(e), when the current mode is one of the guaranteed mode, heaven A mode, heaven B mode, and heaven C mode, the ceiling shortening lottery is won with a probability of 1 / 8 (32 / 256), while in other modes, the ceiling shortening lottery is not won. That is, in a mode where the ceiling game number is "32 games", the "32 games" may be shortened to "0 games", and in a mode where the ceiling game number is greater than that, the ceiling game number is not shortened.
[0261] In addition, even in the case of a mode in which the ceiling number of games is greater than "32 games," it may be determined that the ceiling number of games will be shortened with a lower probability (for example, 1 / 64) than in the case of a mode in which the ceiling number of games is "32 games."
[0262] In addition, the manner of shortening the ceiling number of games is not limited to the above. For example, if the "32 games" is shortened to a smaller number of games (0 to 31 games), the same effect can be achieved, so the number of games to be shortened when the ceiling shortening lottery is won may be further determined, or the number of games to be shortened in the ceiling shortening lottery may be determined in advance.
[0263] In addition, the trigger for the ceiling shortening lottery is not limited to the above. For example, during a pseudo bonus, the ceiling shortening lottery may be performed for each game. Also, in the advantageous zone (normal game), when the current mode is any of the guaranteed mode, heaven A mode, heaven B mode, and heaven C mode, the ceiling shortening lottery may be performed for each game. In these cases, the advantageous zone winning sub-flag and advantageous zone winning sub-flag may be referenced to determine whether or not to win the ceiling shortening lottery.
[0264] As described above, in the first gaming machine, a 1G consecutive lottery is performed during the pseudo bonus. Here, looking at the 1G consecutive lottery table shown in FIG. 7(d), it is possible that a 1G consecutive stock may be awarded regardless of the current mode. In other words, regardless of whether the mode has a ceiling game number of "32 games" or not, the right to continue the pseudo bonus can be awarded.
[0265] The manner in which the right is granted is not limited to the above. For example, when the ceiling game number is "32 games", the 1G consecutive lottery is not performed in consideration of the ceiling shortening lottery being performed, and when the ceiling game number is more than "32 games", the 1G consecutive lottery is performed, thereby preventing the gambling nature of the game from becoming excessively high.
[0266] In addition, the opportunity for the 1G consecutive lottery is not limited to the above. For example, the 1G consecutive lottery may be performed in an advantageous area (performance area) other than the pseudo bonus, and the 1G consecutive stock that is stocked as a result may be consumed in the next pseudo bonus.
[0267] Although not shown in Figs. 5 to 8, in the first gaming machine, when the pseudo bonus starts or during the pseudo bonus, a special bonus performance is executed with a predetermined probability to suggest that the current mode is the heaven mode and that the game is in an advantageous state. Therefore, when the special bonus performance is executed, it is possible to expect that the ceiling shortening lottery will be executed. In addition, this special bonus performance may be executed with a probability of 100% when the ceiling shortening lottery is won. In this way, for example, when the special bonus performance is executed at the start of the pseudo bonus, it is suggested that the game is at least in the heaven mode, and it is possible to have a sense of expectation that the ceiling shortening lottery may also be won. In addition, this special bonus performance may be executed with a predetermined probability or a probability of 100% when the 1G consecutive lottery is won during the pseudo bonus. In this way, various possibilities can be suggested, such as (1) Heaven mode only, (2) Heaven mode + ceiling shortening lottery, (3) Heaven mode + 1G consecutive lottery, (4) Heaven mode + ceiling shortening lottery + 1G consecutive lottery, and (5) 1G consecutive lottery only, thereby increasing the interest in the game.
[0268] In this way, in the first gaming machine, if it is determined that the game will be controlled to an advantageous state again within a predetermined period (e.g., 32 games) after the end of an advantageous state (e.g., a pseudo bonus) (e.g., in the case of heaven mode), that period may be further shortened, so that even if the playing period of a series of advantageous zones is limited (e.g., when limit processing is executed), the player can play in as advantageous a state as possible, thereby preventing a decline in interest in the game.
[0269] Furthermore, in the first gaming machine, even if it is not certain that the advantageous state will be controlled again within a specified period after the advantageous state ends (for example, in the case of end mode), the advantageous state may be started again by granting a right (for example, 1G consecutive stock), thereby increasing the player's expectations and improving the enjoyment of the game.
[0270] Also, although not shown in Figs. 5 to 8, in the first gaming machine, when the sub-flag "Determined role" is determined as the sub-flag when the advantageous zone is won (i.e., when "F_Determined Cherry" or "F_Reach Eye" is determined as the internal winning role), and when it is determined to transition to Heaven C mode as a result of the mode transition lottery described above, a special lock effect can be executed with a probability of 1 / 2 (this probability is arbitrary). Note that, even when the sub-flag "Middle Cherry" is determined as the sub-flag when the advantageous zone is won (i.e., when "F_Middle Cherry" is determined as the internal winning role), the player can receive the same benefit as when the sub-flag "Determined role" is determined as the sub-flag when the advantageous zone is won, so when the sub-flag "Middle Cherry" is determined as the sub-flag when the advantageous zone is won, the special lock effect may be executed in the same way as when the sub-flag "Determined role" is determined as the sub-flag when the advantageous zone is won.
[0271] Here, since the "fixed combination" is a combination that also determines the transition to the pseudo bonus (see (c) of FIG. 7), when the special lock effect is executed, the player can recognize that the transition to the pseudo bonus and the transition to the heaven C mode have occurred, which is very interesting for the player. The special lock effect is configured as an effect in which the game operation (stop operation) is invalidated for about 20 seconds at the start of the game, for example. During this time, a special reel effect in which each reel vibrates or rotates in reverse may be executed, or a special video or the like that is not normally displayed may be displayed on the main effect display unit 21. Also, a special song that is not normally output may be output. Of course, the effects can be executed by a combination of these. Also, the game operation is not invalidated, but these effects can be executed until the player executes the next game operation (that is, the player can decide whether to execute the effect to the end or to cancel it midway and proceed with the game).
[0272] However, in the first gaming machine, as shown in FIG. 16 described below, even if the player is in Heaven C mode, the advantageous zone may be forcibly ended by the execution of the limit process, so it may not be desirable to execute the above-mentioned special lock effect multiple times.
[0273] Therefore, in the first gaming machine, the special lock effect is executed only once in the same series of advantageous zones. Specifically, when it is determined to execute the special lock effect for the first time in the series of advantageous zones, the special lock effect is executed, but the special lock effect is controlled not to be executed in the same series of advantageous zones thereafter even if the same conditions are established. As a method, when the special lock effect is executed once, information indicating that is stored, and when the information is stored in the same series of advantageous zones thereafter, the decision on whether or not to execute the special lock effect may not be made in the first place, or the decision may be made, but when the information is stored, even if the decision result indicates that the special lock effect is executed, it may be rewritten to indicate that the special lock effect is not executed. Then, the stored information may be cleared when the advantageous zone ends.
[0274] The manner in which the execution of the special lock effect is restricted is not limited to the above. For example, the upper limit of the number of times the special lock effect is executed may be set to "2 times" or "3 times" instead of "1 time". In other words, the execution of the special lock effect is restricted, but the upper limit may be set to multiple times. This can be set appropriately according to the expected value of the balls per special lock effect.
[0275] In addition, the conditions for determining whether or not the special lock effect is executed are not limited to those described above. In other words, in the above, the mode transition is triggered by the winning of the "fixed role", and the determination of whether or not the special lock effect is executed is made on the condition that the mode is the Heaven C mode, but for example, since there are cases where the mode is transitioned to the Heaven C mode by a trigger other than the winning of the "fixed role" (see (f) of FIG. 8), the determination of whether or not the special lock effect is executed in these cases may be made, and the special lock effect may be executed with a predetermined probability (which may be the same probability as when the winning of the "fixed role" is triggered, or may be a different probability).
[0276] Also, for example, when the winning lottery for the "fixed role" is drawn, first, a decision is made as to whether or not the special lock effect is to be executed, and when it is decided that the special lock effect is to be executed, a transition to the heaven C mode may be made. That is, the special lock effect may be executed in response to a decision to transition to the heaven C mode, or the transition to the heaven C mode may be made in response to a decision to execute the special lock effect.
[0277] Also, for example, the degree of progress of the game in the advantageous zone may be used as a condition for determining whether or not the special lock effect is executed. For example, when the value of the advantageous zone game number counter or the control game number counter described later is less than "750", or when the value of the advantageous zone payout number counter or the control payout number counter described later is less than "1201", the determination of whether or not the special lock effect is executed is performed as described above, and when the value of the advantageous zone game number counter or the control game number counter described later becomes "750" or more, or when the value of the advantageous zone payout number counter or the control payout number counter described later becomes "1201" or more, it is possible not to determine whether or not the special lock effect is executed in the same series of advantageous zones thereafter.
[0278] In this way, in the first gaming machine, the play period of a series of advantageous zones is limited to a certain period (see FIG. 16 described later). And, even if control information that is highly advantageous to the player (for example, Heaven C mode) is set multiple times within the same series of advantageous zones, the control is performed so that a special effect (for example, special lock effect) is not performed each time. Therefore, it is possible to prevent the interest in the game from decreasing while suppressing the excessively high speculative nature of the game.
[0279] In addition, in the first gaming machine, in a series of advantageous zones, the winning of a specific role (for example, a "fixed role") may result in a determination that the game will be controlled to an advantageous state (for example, a pseudo bonus), and control information that is highly advantageous to the player (for example, Heaven C mode) may be set. Even if such a case occurs multiple times in the same series of advantageous zones, the game is controlled so that a special performance (for example, a special lock performance) is not performed each time. Therefore, it is possible to prevent a decline in interest in the game while suppressing the excessive increase in the gambling nature of the game.
[0280] In addition, in the first gaming machine, it is possible to determine secondary information (e.g., a sub-flag when a favorable zone is won) according to the determined internal winning role, and it is also possible to determine secondary information (e.g., a sub-flag when a favorable zone is entered) according to the combination of patterns displayed, and it is possible to determine whether or not to grant a favorable state (e.g., a pseudo bonus) in which information regarding the player's stopping operation is notified according to the secondary information determined for each.
[0281] In this way, in the first gaming machine, it is possible to give a sense of expectation regarding the awarding of an advantageous state not only when the internal winning role is determined, but also when a combination of patterns is displayed, thereby diversifying the gameplay regarding the awarding of an advantageous state.
[0282] In addition, in the first gaming machine, both the information corresponding to the determined internal winning role and the information corresponding to the combination of displayed patterns are managed as common secondary information, so that an increase in the control load and amount of information related to the granting of an advantageous state can be suppressed.
[0283] In addition, in the first gaming machine, when the gaming value bet is a first amount (e.g., 3 coins), the first special role (e.g., 3BB) can be won, but the second special role (e.g., 2BB) cannot be won. In addition, when the gaming value bet is a second amount (e.g., 2 coins), the second special role can be won, but the first special role cannot be won. In addition, when a specific role (e.g., "F_Replay A") is won, if the first special permission state (e.g., between 3BB flags) is selected, a combination of predetermined patterns (e.g., "Right Up Replay") can be displayed, and if the second special permission state (e.g., between 2BB flags) is selected, a combination of specific patterns (e.g., "Parallel Replay") can be displayed (see FIG. 15 described later).
[0284] In the first gaming machine, different secondary information can be determined when a combination of predetermined symbols is displayed and when a combination of specific symbols is displayed. That is, in the first gaming machine, even if the same specific combination is determined, the determination content regarding the provision of an advantageous state can be changed depending on which special permission state is in, so that the gameplay can be further diversified while suppressing an increase in the control load and amount of information regarding the provision of an advantageous state.
[0285] In addition, in the first gaming machine, it is possible to determine whether or not to grant an advantageous state when at least a specific combination is won and a combination of specific symbols is displayed.
[0286] Here, in the first gaming machine, since the combination of the predetermined symbols and the combination of the specific symbols are both combinations of symbols related to replay, the same benefit of activating replay is awarded regardless of which one is displayed.
[0287] The manner of granting the same privilege is not limited to the above. For example, the specific role is configured as a specific minor role related to the grant of game value. Then, when the specific minor role is won, for example, in the first special permission state, a combination of predetermined patterns (a combination of patterns related to the grant of game value corresponding to "right-up lip") that grants one coin (this value is arbitrary, and may be other values below the bet game value, or may be a value exceeding the bet game value) is displayed, and in the second special permission state, a combination of specific patterns (a combination of patterns related to the grant of game value corresponding to "parallel lip") that grants the same number of game values as when the combination of predetermined patterns is displayed may be displayed.
[0288] In addition, both the combination of the predetermined symbols and the combination of the specific symbols may be configured as a combination of symbols that is a "loss" (however, in order to be able to determine whether or not to grant an advantageous state, the combination of symbols that is different from the case of a pure "loss" is to be a identifiable combination of symbols). Even in this case, the value remains the same.
[0289] In this way, in the first gaming machine, even if the same specific combination is determined, the determination content regarding the provision of the advantageous state can be changed depending on which special permission state is in, so that the gameplay can be diversified while suppressing an increase in the control load and information amount regarding the provision of the advantageous state. Also, in a game in which a specific combination is determined, the same benefit is provided regardless of which special permission state is in, so that even if the gameplay is changed, it is possible to prevent the player from suffering a direct disadvantage.
[0290] In addition, in the first gaming machine, when a specific role is won and in the second special permission state, it may be configured so that when a stop operation is performed in a specific manner, a combination of specific symbols can be displayed, and when a stop operation is not performed in the specific manner, it is not possible to display the combination of specific symbols.
[0291] In addition, when at least the specific combination is won and the combination of specific symbols is displayed, it may be possible to determine whether or not to grant an advantageous state. When the specific combination is determined as an internal winning combination, it may be possible to make the degree of advantage regarding the granting of the advantageous state different between when the combination of specific symbols is displayed and when the combination of specific symbols is not displayed.
[0292] In addition, when a specific role is won, if the first special permission state is established, a combination of specific symbols may be displayed regardless of the manner of the stop operation, and if the second special permission state is established, a combination of specific symbols may be displayed when the stop operation is performed in a specific manner, and a combination of specific symbols may be displayed when the stop operation is not performed in a specific manner.
[0293] In this case, the specific combination can be configured such that, on at least one reel, a combination of specific symbols is displayed when the timing of the stop operation is appropriate (in this embodiment, this may be described as "press position O" or "correct press position"), and a combination of predetermined symbols is displayed when the timing of the stop operation is inappropriate (in this embodiment, this may be described as "press position X" or "incorrect press position"). This allows the degree of advantage regarding the granting of an advantageous state to vary depending on the player's stop operation (the timing), which allows the player to concentrate more on the game and improves the enjoyment of the game.
[0294] As described above, the specific combination can be configured as a specific minor combination. In this case, when the timing of the stop operation is appropriate (when the pressing position is ○), a combination of specific symbols is displayed and a specific number of game values is awarded on at least one reel, and when the timing of the stop operation is not appropriate (when the pressing position is ×), a combination of specific symbols is displayed and a specific number of game values is awarded. In this case, the specific number may be the same as the specific number (i.e., the same benefit). Also, the specific number may be awarded with a game value that is greater than the specific number. Also, the specific number may be awarded with a game value that is less than the specific number. Also, at least one of the combination of specific symbols and the combination of specific symbols may be the combination of symbols when a miss occurs. That is, either the specific number or the specific number may be set to "0". This not only makes it possible to vary the degree of advantage regarding the granting of an advantageous state depending on the player's stop operation (or the timing of the operation), but also makes it possible to vary the direct content of the benefit, allowing the player to concentrate more on the game and further diversifying the gameplay, thereby increasing the interest of the game.
[0295] In addition, if there is only one type of specific role, the timing at which the timing of the stop operation is appropriate is also limited, so it is desirable to provide multiple specific roles with different timings at which the timing of the stop operation is appropriate. For example, in one reel, a first specific role is provided in which, when the timing of the stop operation is a first timing, the stop operation is appropriate and a combination of specific symbols is displayed, and when the timing is other than the first timing, the stop operation is not appropriate and the combination of specific symbols is not displayed, a second specific role is provided in which, when the timing of the stop operation is a second timing different from the first timing, the stop operation is appropriate and a combination of specific symbols is displayed, and when the timing is other than the second timing, the stop operation is not appropriate and the combination of specific symbols is not displayed, and a third specific role is provided in which, when the timing of the stop operation is a third timing different from the first timing and the second timing, the stop operation is appropriate and a combination of specific symbols is displayed, and when the timing is other than the third timing, the stop operation is not appropriate and the combination of specific symbols is not displayed, and these may be provided with the same probability of winning.
[0296] In this case, the specific combination can be configured to display a specific symbol combination when the batting order is appropriate (in the case of the correct button press order), and to display a predetermined symbol combination when the batting order is inappropriate (in the case of the incorrect button press order). This allows the degree of advantage regarding the granting of an advantageous state to vary depending on the player's stopping operation (the procedure of the operation), so that the player can concentrate more on the game, and the interest of the game can be improved.
[0297] In addition, the specific role can be configured as a specific minor role as described above. In this case, when the batting order is appropriate (when the push order is correct), a combination of specific symbols is displayed and a specific number of game values is awarded, and when the batting order is not appropriate (when the push order is incorrect), a combination of specific symbols is displayed and a specific number of game values is awarded. In this case, the specific number may be the same as the specific number (i.e., the same benefit). Also, the specific number may be awarded a game value that is greater than the specific number. Also, the specific number may be awarded a game value that is less than the specific number. Also, at least one of the combination of specific symbols and the combination of specific symbols may be the combination of symbols when a miss occurs. In other words, either the specific number or the specific number may be set to "0". This not only makes it possible to vary the degree of advantage regarding the award of an advantageous state due to the player's stop operation (procedure), but also makes it possible to vary the content of the direct benefit, so that the player can concentrate more on the game, and the gameplay can be further diversified, thereby improving the interest of the game.
[0298] In addition, if there is only one type of specific role, the appropriate batting order is also limited, so it is desirable to provide multiple specific roles with different appropriate batting orders. For example, a first specific role is provided in which, when the left first stop is reached, an appropriate stopping operation is performed and a combination of specific symbols is displayed, and when the center and right first stop is reached, an appropriate stopping operation is not performed and a combination of specific symbols is not displayed, a second specific role is provided in which, when the center first stop is reached, an appropriate stopping operation is performed and a combination of specific symbols is displayed, and when the left and right first stop is reached, an appropriate stopping operation is not performed and a combination of specific symbols is not displayed, and a third specific role is provided in which, when the right first stop is reached, an appropriate stopping operation is performed and a combination of specific symbols is displayed, and when the left and center first stop is reached, an appropriate stopping operation is not performed and a combination of specific symbols is not displayed, and these roles are set to win with the same probability of winning.
[0299] So far, it has been described that in a unit game in which a specific combination has been won, the process of determining whether a non-advantageous zone will transition to an advantageous zone and the process of determining whether an advantageous state will be granted in an advantageous zone (including pseudo-bonus transition lottery, mode transition lottery, and other processes for changing the degree of advantage of the game situation in an advantageous zone) are changed due to the stop operation mode (at least one or both of the timing of the stop operation and the batting order). Among such changes, changes that are relatively disadvantageous to the player (may result in a disadvantage) can be considered as the above-mentioned penalty. Therefore, when such a change occurs, a configuration may be adopted in which any performance (warning notification) for calling attention can be generated.
[0300] In addition, in the first gaming machine, when a specific combination is won, the possibility of an advantageous state being awarded is higher when a combination of specific symbols is displayed than when a combination of predetermined symbols is displayed. In other words, assuming that three coins are bet, the second special permission state (for example, between 2BB flags) is a state in which the award of an advantageous state is favored more than the first special permission state (for example, between 3BB flags).
[0301] In addition, in the first gaming machine, when a predetermined role (for example, "push order bell B" described later) is won, if the first special permission state is selected, the combination of symbols to be awarded (for example, a combination of symbols that will pay out 8 coins) is displayed regardless of the batting order, while if the second special permission state is selected, if the batting order is a predefined correct push order, the combination of symbols to be awarded is displayed, but if the batting order is not a predefined correct push order, the combination of symbols to be awarded is not displayed, resulting in a missed win in which no game value is awarded, or a combination of symbols to which less game value is awarded than when the combination of symbols to be awarded is displayed (for example, a combination of symbols that will pay out 1 coin) is displayed. In other words, if the operation of the advantageous state is not taken into consideration, the first special permission state is a state in which the award of game value is favored more than the second special permission state.
[0302] That is, if a player plays in a non-recommended game state with 3 bets between 3BB flags, the probability of the advantageous state being awarded is not favored, but the probability of the game value being awarded when the advantageous state is not in operation is favored, so the game can be played in a state where the difference in the slope value between when the advantageous state is in operation and when it is not in operation is relatively small. In this way, the possibility that the player can suddenly increase the game value is reduced, but the state in which the game value of the player is not likely to decrease can be defined as, for example, a "stable state."
[0303] On the other hand, if a player plays in a recommended game state, the probability of obtaining an advantageous state is favored, but the probability of obtaining a game value when the advantageous state is not activated is not favored, so the player can play in a state in which the difference in the slope value between when the advantageous state is activated and when it is not activated is relatively large. In this way, a state in which the player is more likely to be able to rapidly increase the game value, but the player's game value is likely to decrease, can be defined as, for example, a "rough sea state."
[0304] Here, the method of creating the two states, the stable state and the rough sea state, is not limited to the above. For example, in the "stable state", the transition probability of the pseudo bonus is increased in the pseudo bonus transition lottery described above compared to the "rough sea state", while the transition probability of the heaven mode is decreased in the mode transition lottery described above compared to the "rough sea state". Also, in the "rough sea state", the transition probability of the pseudo bonus is decreased in the pseudo bonus transition lottery described above compared to the "stable state", while the transition probability of the heaven mode is increased in the mode transition lottery described above compared to the "stable state". In this way, in the "stable state", a state can be created in which it is easy to hit the pseudo bonus for the first time, but difficult to win consecutive wins, and in the "rough sea state", a state can be created in which it is difficult to hit the pseudo bonus for the first time, but easy to win consecutive wins. As described above, the stop control of the predetermined combination may vary between the 2BB flag and the 3BB flag, or may be different from this (i.e., not favoring the 3BB flag).
[0305] [5-2. The design layout of the first gaming machine] Next, the symbol arrangement configuration of the first gaming machine will be described with reference to Fig. 9. Fig. 9 is a diagram showing an example of a symbol arrangement table of the first gaming machine. As shown in Fig. 9, in the first gaming machine, ten types of symbols, "Red 7", "BAR", "Replay", "Bell", "Watermelon", "Cherry", "Red Blank", "Yellow Blank", "White Blank 1" and "White Blank 2", are arranged in the positions shown in Fig. 9 on each of the reels 3L, 3C and 3R. Also, as shown in the symbol code table, each symbol is assigned a symbol code 1 to 10.
[0306] [5-3. Internal lottery role configuration of the first gaming machine] Next, the internal winning combination configuration of the first gaming machine will be described with reference to Figs. 10 to 15. Fig. 10 is a diagram showing an example of an internal lottery table of the first gaming machine. Figs. 11 to 14 are diagrams showing an example of a symbol combination table of the first gaming machine. Fig. 15 is a diagram showing an example of a correspondence relationship between the internal winning combination, the stop operation mode, and the display combination, etc. of the first gaming machine. That is, the following will explain the type of internal winning combination drawn in the first gaming machine, and which symbol combination (which can also be referred to as a display combination, a winning combination, a stop display mode, a display result, etc.) is displayed according to the stop operation mode (i.e., the hitting order, the stop operation timing, etc.) when each internal winning combination is won.
[0307] First, in the first gaming machine, in the internal lottery process (see FIG. 26) described later, each internal winning combination shown in FIG. 10 is won with the probability shown in FIG. 10 (lottery value / probability denominator: 65536). The symbol combinations permitted to be displayed when each internal winning combination is won are as shown in "Corresponding symbol combinations" in FIG. 10. In addition, in FIG. 11 to FIG. 14, "BB" indicates a symbol combination related to a bonus combination, "REP" indicates a symbol combination related to a replay combination, and "FRU" indicates a symbol combination related to a minor combination.
[0308] "F_2BB" can be determined as an internal winning role when a game is played in a 2-coin bet state in a non-bonus state (more specifically, between non-flags), but is configured not to be determined as an internal winning role when a game is played in a 3-coin bet state. In a 2-coin bet state, when "F_2BB" is won, or when a game is a "lose" between 2BB flags, if the pressed position is ○ for each reel, "BB01" is displayed and the state transitions to the 2BB state (bonus state based on 2BB). On the other hand, in a 3-coin bet state, even between 2BB flags, "BB01" is not displayed.
[0309] "F_3BB" can be determined as an internal winning role when a game is played in a non-bonus state (more specifically, between non-flags) with 3 bets, but is configured not to be determined as an internal winning role when a game is played in a 2 bet state. In a 3 bet state, when "F_3BB" is won, or when a game is a "lose" between 3BB flags, if the pressed position is ○ for each reel, "BB02" is displayed and the state transitions to the 3BB state (bonus state based on 3BB). On the other hand, in a 2 bet state, even between 3BB flags, "BB02" is not displayed.
[0310] In the 2BB state and the 3BB state, the lottery value in the "bonus state" column in FIG. 10 is referenced to determine the internal winning combination (only three coins can be bet to start playing). In the 2BB state and the 3BB state, the RB, which is the first type of special combination, is always controlled to be in operation (RB state). In addition, the RB state is repeatedly controlled to end once and to be activated again if two winnings occur or two games are played after it is activated. In addition, in the first gaming machine, the end condition of the 2BB state is stipulated as more than one medal being paid out in the 2BB state, and the end condition of the 3BB state is stipulated as more than 176 medals being paid out in the 3BB state.
[0311] Here, when the 2BB state or the 3BB state ends, a special mode transition process is performed. For example, if the mode when the bonus state is transitioned to (synonymous with the end of the bonus state, since no mode transition occurs during the bonus state), i.e., the current mode, is "start mode", the transition mode will be "start mode". Also, if the current mode is either "normal A mode", "normal B mode", "heaven preparation mode", or "chance mode", the transition mode will be "normal A mode". Also, if the current mode is either "end A mode" or "end B mode", the transition mode will be "end A mode". Also, if the current mode is either "guaranteed mode", "heaven A mode", "heaven B mode", or "heaven C mode", the transition mode will be "guaranteed mode".
[0312] "F_Replay A" is configured to be determined as an internal winning combination regardless of the number of bets in a non-bonus state. When determined as an internal winning combination, between non-flags and between 2BB flags, regardless of the stopping operation mode, any of "REP64" to "REP72" (these are collectively called "parallel replays" because they display the "replay" symbols in a straight line in the lower row or in the middle row. Also, "REP64" to "REP71" can be collectively called "lower row replays" and "REP72" can be called "middle row replays") is displayed, and a replay is awarded. On the other hand, between 3BB flags, regardless of the stopping operation mode, "REP73" (this is a replay symbol that is displayed in a right-upward direction, so it can be called a "right-upward replay") is displayed, and a replay is awarded.
[0313] "F_Replay B" is configured to be determined as an internal winning role regardless of the number of bets in a non-bonus state. It can be determined as an internal winning role in a three-coin bet state, but can be configured not to be determined as an internal winning role in a two-coin bet state. When it is determined as an internal winning role, "Parallel Replay" is displayed regardless of the stop operation mode in either state, and a replay is granted.
[0314] "F_Cherry" is configured to be determined as an internal winning role regardless of the number of bets in a non-bonus state. It can be determined as an internal winning role in a 3-coin bet state, but can be configured not to be determined as an internal winning role in a 2-coin bet state. When determined as an internal winning role, a "middle row replay" is displayed in a 2-coin bet state regardless of the stop operation mode, and a replay is awarded. In a 3-coin bet state, if the pressing position is ○ for at least the left reel 3L, any of "REP28", "REP60" to "REP63" (these are collectively referred to as "cherry replays" because they display the "cherry" symbol in the lower row on the left reel 3L) is displayed, and a replay is awarded. On the other hand, if the pressing position is ×, other replays (for example, "REP57" to "REP59") are displayed, and a replay is awarded.
[0315] "F_Definite Cherry" is configured to be determined as an internal winning role regardless of the number of bets in a non-bonus state. It can be determined as an internal winning role in a 3-coin bet state, but can be configured not to be determined as an internal winning role in a 2-coin bet state. If it is determined as an internal winning role, a "middle row reel" is displayed in a 2-coin bet state regardless of the stop operation mode, and a replay is awarded. In a 3-coin bet state, if the push order is any of "batting order 1" to "batting order 4", any of "REP42" to "REP56" (these are used to display the "cherry" symbol in the lower row on the left reel 3L, and since symbols that can increase the player's expectations, such as "REP42", are also displayed on other reels), a replay is awarded. On the other hand, if the pressing position is ×, other replies (for example, the above-mentioned "Cherry rep" or "REP29" to "REP41") are displayed and a replay is granted. Also, if the pressing order is either "batting order 5" or "batting order 6", a "middle row rep" is displayed and a replay is granted regardless of the stopping operation mode.
[0316] "F_middle Cherry" is configured to be determined as an internal winning role regardless of the number of bets in a non-bonus state. It can be determined as an internal winning role in a three-coin bet state, but can be configured not to be determined as an internal winning role in a two-coin bet state. When determined as an internal winning role, a "middle lip" is displayed in a two-coin bet state regardless of the stop operation mode, and a replay is awarded. In a three-coin bet state, when the push order is any of "batting order 1" to "batting order 4", if the push position is ○ for at least the left reel 3L, any of "REP15" to "REP19" (these are collectively referred to as "middle cherry lip" since they display the "cherry" symbol in the middle of the left reel 3L) is displayed, and a replay is awarded. On the other hand, if the push position is ×, other lips (for example, "REP20" to "REP27") are displayed, and a replay is awarded. In addition, if the push order is either "batting order 5" or "batting order 6," a "middle lip" will be displayed regardless of the stopping operation mode, and a replay will be granted.
[0317] "F_Reach Eye" is configured to be determined as an internal winning role regardless of the number of bets in a non-bonus state. It can be determined as an internal winning role in a three-coin bet state, but can be configured not to be determined as an internal winning role in a two-coin bet state. When it is determined as an internal winning role, a "middle lip" is displayed in a two-coin bet state regardless of the stop operation mode, and a replay is granted. In a three-coin bet state, if the push order is any of "batting order 1" to "batting order 4", any of "REP01" to "REP14" (these are configured as combinations of symbols that can, by convention, definitely notify (or suggest) a transition to a state advantageous to the player, and these can be collectively referred to as "Reach Eye Lip") is displayed regardless of the stop operation mode, and a replay is granted. Also, if the push order is any of "batting order 5" and "batting order 6", a "middle lip" is displayed regardless of the stop operation mode, and a replay is granted.
[0318] "F_watermelon" is configured to be determined as an internal winning combination regardless of the number of bets in a non-bonus state. When determined as an internal winning combination, if the pressing position for each reel is ○, one of "FRU10" to "FRU12" (these are the ones that display the "watermelon" symbols side by side, so they can be collectively called "watermelon") is displayed, and if three coins are bet, three medals are paid out, and if two coins are bet, two medals are paid out. On the other hand, if the pressing position is ×, one of "FRU08" and "FRU09" (these are the ones that do not display the "watermelon" symbols side by side, so they can be collectively called "watermelon spill") is displayed, and one medal is paid out. Note that if the pressing position is ×, it can also be configured so that a spill occurs and zero medals are paid out.
[0319] "F_Bell 123A1", "F_Bell 123A2", "F_Bell 132A1", "F_Bell 132A2", "F_Bell 213A1", "F_Bell 213A2", "F_Bell 231A1", "F_Bell 231A2", "F_Bell 312A1", "F_Bell 312A2", "F_Bell 321A1", and "F_Bell 321A2" are configured to be determined as internal winning combinations regardless of the number of bets in a non-bonus state. These can be collectively referred to as "push order bell A".
[0320] As shown in FIG. 15, "Push Order Bell A" is a push order minor role with six options (one of "Batting Order 1" to "Batting Order 6" is the correct push order), and when it is determined as the internal winning role, if the stop operation is performed in the corresponding correct push order, one of the following "bells" will be displayed: "Downward Right Bell" ("FRU03"), "Upper Row Bell" ("FRU01" and "FRU02"), "Middle Row Bell" ("FRU04"), "Upward Right Bell" ("FRU05"), "Small Hill Bell" ("FRU06"), and "Lower Row Bell" ("FRU07"). If three coins are bet, eight medals will be paid out, and if two coins are bet, two medals will be paid out. On the other hand, if the stop operation is not performed in the corresponding correct push order, if the first stop operation is correct, the remaining stop operations will have a 1 / 2 probability of pressing position ○, and if the pressing position is ○, one of the winning "1 coin role" ("FRU13" to "FRU116") will be displayed, and one medal will be paid out. On the other hand, if the pressing position is ×, a miss will occur and no medal will be paid out. Also, if the first stop operation is incorrect, the remaining stop operations will have a 1 / 8 probability of pressing position ○, and if the pressing position is ○, one of the winning "1 coin role" will be displayed, and one medal will be paid out. On the other hand, if the pressing position is ×, a miss will occur and no medal will be paid out.
[0321] "F_Bell 123B1", "F_Bell 123B2", "F_Bell 132B1", "F_Bell 132B2", "F_Bell 213B1", "F_Bell 213B2", "F_Bell 231B1", "F_Bell 231B2", "F_Bell 312B1", "F_Bell 312B2", "F_Bell 321B1", and "F_Bell 321B2" are configured to be determined as internal winning combinations regardless of the number of bets in a non-bonus state. These can be collectively referred to as "push order bell B".
[0322] As shown in Fig. 15, "Push Order Bell B" is not a push order minor role between the 3BB flags in the 2-coin bet state and the 3-coin bet state. If it is determined as an internal winning role, any of the above-mentioned "bells" will be displayed regardless of the stop operation mode, and if it is in the 3-coin bet state, 8 medals will be paid out, and if it is in the 2-coin bet state, 2 medals will be paid out.
[0323] Also, as shown in FIG. 15, the "Push Order Bell B" is a push order minor role in states other than between 3BB flags in the 3-coin bet state (between non-flags in the 3-coin bet state, between 2BB flags in the 3-coin bet state), and when it is determined as an internal winning role, if the stop operation is performed in the corresponding correct push order, one of the above-mentioned "bells" is displayed and 8 medals are paid out. On the other hand, if the stop operation is not performed in the corresponding correct push order, if the first stop operation is correct, the remaining stop operation will have a 1 / 2 probability of being pressed at position ○, and if the press position is ○, one of the winning "1-coin roles" will be displayed and one medal will be paid out. On the other hand, if the press position is ×, a miss will occur and no medals will be paid out. Also, if the first stop operation is incorrect, the remaining stop operation will have a 1 / 8 probability of being pressed at position ○, and if the press position is ○, one of the winning "1-coin roles" will be displayed and one medal will be paid out. On the other hand, if the press position is ×, a miss will occur and no medal will be paid out.
[0324] "F_RB 8 coins" is configured to be determined as an internal winning combination in the bonus state. When it is determined as an internal winning combination, any of the above-mentioned "bells" is displayed regardless of the stop operation mode, and 8 medals are paid out.
[0325] "F_RB 1 piece" is configured to be determined as an internal winning combination in the bonus state. When it is determined as an internal winning combination, any of the above-mentioned "1 piece roles" (more specifically, "FRU117" to "FRU120" are added) is displayed regardless of the stop operation mode, and one medal is paid out.
[0326] In addition, the internal lottery table shown in Figure 10, the pattern combination table shown in Figures 11 to 14, and the correspondence between the internal lottery roles, stop operation modes, and display roles, etc. shown in Figure 15 are merely examples and...
Claims
[Claim 1] A light emitting means; a light emission driving means for driving the light emitting means to emit light; a control means for controlling the light emission driving means, the control means has drive data output means for outputting drive data to the light emission drive means, The light emission driving means a drive data communication means for performing communication to receive the drive data transmitted by the control means; an address setting means for setting a device address to be collated with address information included in the drive data sent from the control means; a PWM control signal generating means for generating a PWM control signal from the drive data transmitted from the drive data communication means; a light emitting signal control means for generating a light emitting signal from the PWM control signal supplied from the PWM control signal generation means; a light emission signal output means for outputting a light emission signal for causing the light emitting means to emit light, the light emission driving means controls the light emission of the light emitting means based on the drive data sent from the control means when the address information matches the device address; A plurality of the light emitting means are provided, a plurality of light emission driving means are provided to drive a plurality of the light emission means to emit light, The control means has a setting table in which a plurality of pieces of address information corresponding to the device addresses of the plurality of light emission driving means are stored. A gaming machine characterized by: