Game machine

The gaming machine optimizes memory usage by implementing a winning type lottery system with shared stop control settings, addressing the challenge of managing large gaming profits and reel operations in slot machines, thereby enhancing the gaming experience.

JP2024179766APending Publication Date: 2024-12-26OLYMPIA KK
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Patent Information

Application Number
JP2023098897
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-16
Publication Date
2024-12-26

AI Technical Summary

Technical Problem

In slot machines, the limited memory storage area for game control processing is compressed due to the need to manage large gaming profits and reel operations, making it challenging to execute game control processing effectively.

Method used

The gaming machine incorporates a winning type lottery system with common flag settings for stop control data, allowing for the rotation and stop control of reels based on player operations, while optimizing memory usage by associating different winning types with shared stop control settings.

Benefits of technology

This approach enables efficient execution of game control processing, ensuring adequate memory capacity for game control operations and enhancing the gaming experience by managing memory usage effectively.

✦ Generated by Eureka AI based on patent content.

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Abstract

To appropriately execute game control processing.SOLUTION: A game machine of the present invention includes winning type lottery means for determining whether multiple winning types including a first winning type and a second winning type have been won or not, and reel control means for controlling the rotation of multiple reels on which multiple types of symbols are arranged in response to the operation of a start switch, and for controlling the stop of a reel corresponding to an operated stop switch in response to the operation of the stop switch. The multiple winning types are associated with stop control setting data for specifying the execution mode of the stop control, respectively. A common flag is set in the stop control setting data for the first winning type and in the stop control setting data for the second winning type. If the common flag is set in the stop control setting data, the reel control means performs stop control so that a common symbol combination is displayed, when the stop switch is operated in a predetermined operation mode.SELECTED DRAWING: Figure 42
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]

[0002] In a slot machine as a gaming machine, a lottery is held for a winning combination in response to a player's bet of medals (gaming media) and operation of a start switch, and multiple reels marked with various symbols are controlled to rotate. The reels are stopped sequentially in response to the lottery result and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line that is the line that is the subject of a payout, a predetermined number of medals is paid out, and other gaming benefits (hereinafter simply referred to as gaming benefits) are awarded to the player.

[0003] In such slot machines, it is desirable to effectively utilize the limited memory area in order to enhance playability. For example, a technique is known that reduces the data volume required when controlling the reel stop by associating the same slip count data with multiple symbol positions (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2006-239010 A Summary of the Invention [Problem to be solved by the invention]

[0005] In a slot machine, a program related to the game control process that controls the progress of the game must be placed in the use area of ​​the ROM of the main control board. However, when a winning type including a winning role (correct answer role) with a large gaming profit is won, the operation mode of the stop switch that is the winning condition of the correct answer role is notified, so that the player can easily display the symbol combination corresponding to the correct answer role on the pay line. In the case where the AT performance state in which the so-called AT (assist time) is executed is managed on the main control board, or the so-called reel performance in which the reel unit is rotated in various ways is managed on the main control board, the processing may put pressure on the use area, especially the control area. Therefore, it is desired to appropriately perform the game control process while suppressing the increase in data capacity and secure the capacity of the control area.

[0006] In view of the above problems, the present invention has an object to provide a gaming machine capable of appropriately executing game control processing. [Means for solving the problem]

[0007] In order to solve the above problem, the gaming machine of the present invention comprises a win type lottery means for determining whether or not a plurality of win types including a first win type and a second win type have been won, and a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of patterns are arranged in response to the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch, wherein each of the plurality of win types is associated with stop control setting data for specifying the execution mode of the stop control, a common flag is set in the stop control setting data for the first win type and the stop control setting data for the second win type, and the reel control means performs stop control so that a common pattern combination is displayed when the stop switch is operated in a predetermined operating mode and the common flag is set in the stop control setting data. Effect of the Invention

[0008] According to the present invention, it is possible to appropriately execute game control processing. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is an external view for explaining a schematic mechanical configuration of a slot machine. [Diagram 2] 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. FIG. [Diagram 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] 1 is a diagram showing a schematic positional relationship of power supply units in a slot machine. [Diagram 5] 1A and 1B are diagrams for explaining a heat dissipation structure of a power supply unit. [Figure 6] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Figure 7] This is a block diagram for explaining the control modes of the liquid crystal display unit, speaker, performance props, performance lamps, and performance switches on the sub-control board. [Figure 8] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 9] FIG. 13 is a diagram showing a winning type lottery table. [Figure 10] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 11] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 12] 13 is a flowchart illustrating a CPU initialization process in a main control board. [Figure 13] 11 is a flowchart illustrating a cold start process in a main control board. [Figure 14] 11 is a flowchart illustrating an error stop process in the main control board. [Figure 15] 13 is a flowchart illustrating a setting value switching process in a main control board. [Figure 16]11 is a flowchart illustrating an initialization start process in the main control board. [Figure 17] 13 is a flowchart illustrating a state restoration process in a main control board. [Figure 18] 13 is a flowchart explaining game start processing on the main control board. [Figure 19] 13 is a flowchart explaining the game medal insertion processing on the main control board. [Figure 20] 13 is a flowchart illustrating an internal lottery process in the main control board. [Figure 21] 13 is a flowchart illustrating a pattern code setting process in the main control board. [Figure 22] 13 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 23] A flowchart explaining the non-advantageous presentation state processing executed in the state-specific module execution processing. [Figure 24] 13 is a flowchart illustrating the distribution presentation state processing executed in the state-specific module execution processing. [Diagram 25] 13 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 26] 13 is a flowchart explaining the premonition effect state processing executed in the state-specific module execution processing. [Figure 27] A flowchart explaining the AT presentation state processing executed in the state-specific module execution processing. [Figure 28] 13 is a flowchart explaining the special premonition effect state processing executed in the state-specific module execution processing. [Figure 29] 13 is a flowchart illustrating a special effect state process executed in the state-specific module execution process. [Diagram 30] 13 is a flowchart explaining the processing performed during reel rotation on the main control board. [Diagram 31] 13 is a flowchart explaining the reel stop processing in the main control board. [Diagram 32] 13 is a flowchart illustrating a display determination process in a main control board. [Diagram 33] 13 is a flowchart explaining the payout process in the main control board. [Diagram 34] 13 is a flowchart explaining game transition processing on the main control board. [Diagram 35] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Diagram 36] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 37] FIG. 2 is a diagram for explaining electrical connections around a main CPU. [Figure 38] FIG. 2 is a block diagram showing the internal configuration of a CPU core. [Figure 39] FIG. 2 is a diagram illustrating a configuration of a register. [Diagram 40] FIG. 2 is an explanatory diagram showing a memory map. [Diagram 41] 13 is a flowchart illustrating an example of a reverse push data setting process. [Diagram 42] FIG. 13 is a diagram showing an example of a specific command for implementing the reverse push data setting process. [Diagram 43] FIG. 11 is a diagram showing a part of a first stop selection table. [Diagram 44] FIG. 13 illustrates a portion of a table of used table offset values. [Diagram 45] FIG. 13 is a diagram showing a part of a usage table. [Figure 46] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 47] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 48] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 49] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 50] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 51] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 52] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 53] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 54] FIG. 13 is an explanatory diagram for explaining some of the winning combinations. [Figure 55] FIG. 13 is a diagram showing a portion of a winning type lottery table. [Figure 56] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 57] FIG. 13 is a diagram showing a portion of a winning type lottery table. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0011] (Mechanical Configuration of Slot Machine 100) 1 and 2, a slot machine 100 as a gaming machine is provided with a housing 102 with an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided at approximately the center of the lower part of the upper front door 104, and three reels 110 (left reel 110a, center reel 110b, right reel 110c) are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal areas on the outer peripheral surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.

[0012] An operation unit installation stand 112 is formed on the upper part of the front lower door 106, and is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, and the like. The medal insertion unit 114 accepts insertion of medals as game value through a medal insertion port 114a. The bet switch 116 is a switch used when inserting (betting) a predetermined number of medals among the medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits). The bet switch 116 includes a max bet switch for inserting (betting) a specified number of medals required for one game, and a 1 bet switch for inserting an additional medal within the range of the specified number.

[0013] The start switch 118 is, for example, a lever that can detect tilting operation, and detects the start operation of the game by the player. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the stop operation by the player. In addition, when the stop switch 120 can be stopped, the first stop operation by the player of one of the stop switches 120a, 120b, and 120c is called the first stop, the second stop operation after the first stop, and the third stop operation after the second stop. The effect switch 122 is, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the push operation and rotation operation by the player.

[0014] A liquid crystal display unit 124 that displays various images associated with the performance is provided approximately at the center of the upper part of the front upper door 104. Also, performance lamps 126, for example, composed of high-brightness light-emitting diodes (LEDs), and a performance prop device 127 that drives a performance prop by a motor are provided at the upper part and left and right of the front upper door 104. Also, speakers 128 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the front upper door 104 and at the left and right positions on the rear surface of the front lower door 106.

[0015] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of medals credited (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals paid out.

[0016] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reel 110 in the housing 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the lower front part of the front lower door 106. A power supply unit 144 for generating power to operate the slot machine 100 is also provided in the housing 102. A power switch 144a of the power supply unit 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.

[0017] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, and the power is turned on via the power switch 144a, the slot machine 100 transitions to a setting change mode, and the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages from 1 to 6, for example. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six stages, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position) to end the setting change mode and allow the game to be played. The settings can be changed only for a certain period of time after the power switch 144a is operated to turn on the power.

[0018] In the slot machine 100, when a game can be started and a specified number of medals are bet, the active line is activated and the operation of the start switch 118 is activated. Here, the bet includes any of the following: inserting medals credited through the operation of the bet switch 116, inserting medals through the medal inserting section 114, and automatically inserting medals based on the display of a replay role on the active line, which will be described in detail later. Here, these means for executing the bet may be called inserting means. The active line is a line for determining whether a winning role has been won, and there is one active line in this embodiment. As shown in FIG. 3(b), among the nine symbols (three reels × three rows, top, middle, and bottom) facing the symbol display window 108, the active line A is set to a line (one line going up to the right) connecting the positions corresponding to the symbols stopped on the bottom row of the left reel 110a, the middle row of the center reel 110b, and the top row of the right reel 110c. An invalid line is a line other than the valid line A that is not used to determine whether a winning role has been won and that displays other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from only the pattern combination displayed on the valid line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed.

[0019] When the start switch 118 is operated by the player, the game is started, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for a winning type is executed. After that, the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. When a winning combination that can receive a medal payout is achieved based on the result of the lottery for a winning type and the combination of the symbols displayed on the pay line A, the medal is paid out. When a winning combination that can receive a medal payout is not achieved or when a winning combination that can receive a medal payout is achieved but not won, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c are all stopped.

[0020] In this embodiment, the above-mentioned one game refers to a game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on a replay role being displayed on the pay line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in response to the operation of the start switch 118 by the player, and the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, and when a winning role that may be awarded with a medal is won, the medal is paid out. In addition, when a player does not win a prize type that can receive a medal payout or wins a prize but does not win, one game ends when the left reel 110a, the center reel 110b, and the right reel 110c all stop. However, the start of one game may be interpreted as the operation of the start switch 118 by the player instead of the insertion of a medal or the winning of a replay role. The number of times such one game is repeated is defined as the number of games. In addition, such a one game in which a prize type lottery is performed and a payout can be received once is sometimes called a basic game to distinguish it from a pseudo game (simulated game) described later. Here, whether the basic game is played alone or in combination with the pseudo game, the completion of the basic game is considered as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.

[0021] (Heat dissipation structure of power supply unit 144) As described above, the power supply unit 144 generates power for operating the slot machine 100. Specifically, the power supply unit 144 receives an external supply of AC (alternating current) 24V power and generates DC (direct current) 24V power. The power supply unit 144 also generates DC 12V from DC 24V power. Furthermore, the power supply unit 144 generates DC 5V from DC 12V power. The power supply unit 144 supplies the DC 24V, DC 12V, and DC 5V power thus converted to direct current to each device and each board. Note that, although an example of receiving an external supply of AC 24V power is given here, various types of direct current power may be generated by receiving a supply of commercial AC 100V power.

[0022] In the slot machine 100, various devices are used as shown in FIG. 1 and FIG. 2. Moreover, such devices are managed by CPUs in multiple boards. Therefore, the power supply unit 144 must supply a large amount of power consumed by each device and board to progress the game. Accordingly, in the power supply unit 144, the power generating circuit that generates various types of DC power generates heat. In order to dissipate the heat in the power supply unit 144, it is necessary to provide the power supply unit 144 with a heat dissipation structure.

[0023] Fig. 4 is a diagram showing a schematic positional relationship of the power supply unit 144 in the slot machine 100. Fig. 4(a) shows a front view of the slot machine 100 with the front upper door 104 and the front lower door 106 open, Fig. 4(b) shows an AA' cross-sectional view of Fig. 4(a), and Fig. 4(c) shows a BB' cross-sectional view of Fig. 4(a). For ease of explanation, wiring connecting each device and board is omitted here.

[0024] 4, a through hole 170 is provided on the back surface of the housing 102. Wiring that connects the inside and outside of the slot machine 100 can be inserted through the through hole 170. The through hole 170 is located above the power supply unit 144, and a power supply line to the power supply unit 144 can also be inserted through the through hole 170.

[0025] Furthermore, since the through-hole 170 connects the internal space of the slot machine 100 with the external space, it also functions as a heat dissipation hole for heat trapped inside the housing 102. Therefore, it is advisable to place devices that tend to generate heat in the housing 102 in an area close to the through-hole 170. For example, the power supply unit 144 is positioned below the through-hole 170 and a heat dissipation structure (described later) is provided on its upper portion (upper surface), which facilitates heat dissipation through the through-hole 170. In this way, it becomes possible to efficiently dissipate heat from the power supply unit 144.

[0026] Furthermore, a reel unit 111 that rotatably supports reels 110a, 110b, and 110c is provided in the upper center of the housing 102. The reel unit 111 has a center base 111a at its bottom. The center base 111a is formed in a plate shape and is engaged with the left and right inner surfaces of the housing 102. A power supply unit 144 and a medal payout device 142 are provided below the center base 111a. The power supply unit 144 is located on the left side of the medal payout device 142 in the horizontal direction.

[0027] When the AA' cross section is viewed from above, the through-hole 170, the reel unit 111, and the power supply unit 144 are in a positional relationship as shown in FIG. 4(b). That is, a part of the center base 111a of the reel unit 111 overlaps a part of the power supply unit 144 in the up-down direction. When the BB' cross section is viewed from the left side, the through-hole 170, the reel unit 111 (center base 111a), and the power supply unit 144 are arranged in that order from top to bottom. Therefore, the reel unit 111 is located between the through-hole 170 and the power supply unit 144. If the center base 111a of the reel unit 111 extends horizontally and blocks the housing 102, the exhaust heat of the power supply unit 144 is not efficiently guided to the through-hole 170.

[0028] Therefore, the center base 111a is provided with a through region that penetrates in the direction of the through hole 170 and the direction of the power supply unit 144, that is, in the vertical direction. For example, here, as the through region, a vent hole 111b is formed by cutting out a circle on the inside of the center base 111a. Also, the vent hole 111b is disposed on an imaginary straight line that connects the through hole 170 and the upper surface of the power supply unit 144. Therefore, as shown by the dashed line and the dashed line in FIG. 4(c), the through hole 170, the vent hole 111b, and the upper surface of the power supply unit 144 are positioned on a straight line. Here, being positioned on a straight line indicates a positional relationship in which the power supply unit 144 can be seen through the vent hole 111b from the through hole 170 when only the through hole 170, the vent hole 111b, and the power supply unit 144 are extracted.

[0029] In this way, a space that does not overlap with the reel unit 111 is secured above part or all of the heat dissipation structure constructed on the upper surface of the power supply unit 144, and the power supply unit's own heat is efficiently guided to the through hole 170 on the extension of that space.

[0030] In this embodiment, the through-area is described by taking two vent holes 111b cut out in a circular shape in the center base 111a, but the present invention is not limited to such a case. For example, the shape of the cutout can be arbitrarily set based on the positional relationship with other devices and ease of processing, such as a rectangle or a trapezoid. The number of vent holes 111b is not limited to two, and may be one or three or more. The size of the vent hole 111b can be arbitrarily set as long as it is equal to or smaller than the width of the center base 111a. The through-area is not limited to a cutout, and may be a notch cut out of the end of the center base 111a. The through-area is not limited to being processed in the center base 111a itself, and may be provided in the horizontal direction of the center base 111a. It may be a clearance space created by the end of the center base 111a being separated from the housing 102, or a through-area created by the center base 111a and the power supply unit 144 not overlapping in the vertical direction.

[0031] However, as described later, a plurality of ventilation holes 144b for dissipating heat are provided on the upper surface of the power supply unit 144 so as to be spaced uniformly in the front-rear and left-right directions. As described above, the through-hole 170, the ventilation hole 111b, and the ventilation hole 144b of the power supply unit 144 are positioned on a straight line, so that the exhaust heat of the power supply unit 144 can be efficiently guided. However, on the other hand, there is a risk that falling objects, such as dust, sand, missing parts, and parts, falling from the outside of the housing 102 or from above the center base 111a may enter the inside of the power supply unit 144 through the ventilation hole 144b. Here, in order to prevent such falling objects from entering the inside of the power supply unit 144, an intrusion prevention member for preventing the intrusion of falling objects is provided above the ventilation hole 144b and the ventilation hole 111b.

[0032] FIG. 5 is a diagram for explaining the heat dissipation structure of the power supply unit 144. FIG. 5(a) shows a view seen from the direction C in FIG. 4(a), FIG. 5(b) shows a view seen from the direction D in FIG. 4(a), and FIG. 5(c) shows a partially enlarged view of the EE' cross section of FIG. 5(b). As shown in FIG. 5(c), a plurality of vent holes 144b are provided in the upper portion (upper surface) of the power supply unit 144, and heat inside the power supply unit 144 is discharged through the vent holes 144b. In addition, in the power supply unit 144, a cover member 144c is provided for each of the vent holes 144b. The cover member 144c is formed integrally with the exterior of the power supply unit 144, and has a curved portion (or an L-shaped angle) in the vertical cross section as shown in FIG. 5(c). Note that, although an example in which the vertical cross section is a curved portion has been described here, it is sufficient that the vertical cross section is opened in the horizontal direction, and the vertical cross section may be formed in a straight line or a stepped shape.

[0033] 5, an example was described in which the ventilation holes 144b and the cover member 144c are provided in the entire region of the upper surface of the power supply unit 144. However, the present invention is not limited to this case, and the ventilation holes 144b and the cover member 144c may not be provided in part or all of the region that overlaps with the resin case 172 described later in the vertical direction, and the ventilation holes 144b and the cover member 144c may be provided only in a partial region of the upper surface. Also, in FIG. 5, an example was described in which the ventilation holes 144b and the cover member 144c are uniformly provided in the front-rear and left-right directions of the upper surface of the power supply unit 144, but the present invention is not limited to this case, and the ventilation holes 144b may be arranged non-uniformly, for example, by increasing the density of the ventilation holes 144b near the through hole 170 or decreasing the density of the ventilation holes 144b near the connector of the power supply unit 144.

[0034] The cover member 144c is structured to block the ventilation hole 144b from the front, top, and side directions of the housing 102, and open only toward the rear of the housing 102. Therefore, the cover member 144c can encourage the exhaust heat of the power supply unit 144 to be relatively toward the rear of the housing 102. In this way, after passing through the ventilation hole 144b, the heat inside the power supply unit 144 is guided not only through the ventilation hole 111b but also through the through-hole 170 via the through-space on the rear side of the center base 111a, so that the heat can be dissipated efficiently.

[0035] The cover member 144c covers the front, top, and side surfaces of the housing 102 relative to the ventilation hole 144b, and therefore functions as an intrusion prevention member and can prevent objects from falling from the outside of the power supply unit 144 from entering the inside.

[0036] 5(a) and 5(b), a resin case 172 is provided above the power supply unit 144 and on the front side of the through hole 170, and is fixed to the inner surface of the housing 102 with screws to house the wiring and boards connected to the power supply unit 144. The resin case 172 is formed so that the wiring and boards inside cannot be touched from its upper and side surfaces, and its lower surface is also in contact with the upper surface of the power supply unit 144. This makes it possible to prevent unauthorized access to the wiring and boards. The resin case 172 is formed of a transparent or semi-transparent material, and the administrator can visually check the wiring and boards inside the resin case 172 with the front upper door 104 and the front lower door 106 open. In this way, the resin case 172 is in contact with the upper surface of the power supply unit 144, and the front surface of the resin case 172 extends in the up, down, left and right directions, so that it functions as an intrusion prevention member like the cover member 144c, and can prevent objects falling from above from intruding into the power supply unit 144.

[0037] Although not shown in the figure, wires connecting the inside and outside of the slot machine 100 are inserted through the through-hole 170, and a plurality of wires are also located near the power supply unit 144 and the resin case 172. Such wires also make it possible to prevent objects falling from the outside of the housing 102 or from above the center base 111a from entering the inside of the power supply unit 144.

[0038] In this embodiment, the cover member 144c, the resin case 172, and the wiring are described as examples of the intrusion prevention member, but the present invention is not limited to such a case, and it is sufficient for the intrusion prevention member to be located above the ventilation hole 144b or the ventilation hole 111b. For example, when the power supply unit 144 does not have the cover member 144c and only has the ventilation hole 144b on the upper surface, the upper part may be covered with an intrusion prevention member such as a resin plate material to prevent falling objects from above from entering the inside of the power supply unit 144. Also, for example, a plate material as an intrusion prevention member may be located above the center base 111a to prevent falling objects from above from entering the ventilation hole 111b.

[0039] In this manner, the slot machine 100 is provided with a through hole 170 provided on the rear surface of the housing 102, a through area (e.g., ventilation hole 111b) provided horizontally in the center base 111a, and a heat dissipation hole (e.g., ventilation hole 144b) provided on the upper portion of the power supply unit 144, and the through hole 170, the through area, and the heat dissipation hole are arranged on a straight line, and an intrusion prevention member (e.g., cover member 144c) is provided above the through area or the heat dissipation hole to prevent the intrusion of falling objects.

[0040] With this configuration, it is possible to efficiently guide the exhaust heat of the power supply unit 144 to the through-hole 170, while preventing objects falling from the outside of the housing 102 or from above the center base 111a from entering the inside of the power supply unit 144.

[0041] Here, an example has been described in which the through hole 170, the through area, and the ventilation hole 144b of the power supply unit 144, which is likely to generate heat inside, are arranged on a straight line, but the heat generating device is not limited to this case. For example, a power supply board (not shown) that converts DC 24V generated by the power supply unit 144 to DC 12V or DC 5V may be provided separately. When such a power supply board is housed in a resin case from the viewpoint of preventing fraud, a heat dissipation hole and an intrusion prevention member may be provided in the resin case. Therefore, the through hole 170, the through area, and the heat dissipation hole of the resin case may be arranged on a straight line. Even in this configuration, it is possible to efficiently guide the exhaust heat of the power supply board to the through hole 170 while preventing the intrusion of objects falling from the outside of the housing 102 or above the center base 111a into the resin case.

[0042] Fig. 6 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 6, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Moreover, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to only one direction, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.

[0043] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c which functions as a work area, and the like, and generally controls the entire slot machine 100. Note that even if the power is cut off, the main RAM 200c retains data without erasing it, unless a setting change is made and the RAM is cleared.

[0044] The main control board 200 also has functional sections such as an initialization means 300, a betting means 302, a winning type selection means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command transmission means 316, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.

[0045] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of a medal into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a executes various processes based on the received detection signals.

[0046] The initialization means 300 executes initialization processing in the main control board 200. The betting means 302 bets medals to be used in a game. The winning type selection means 304 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.

[0047] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. In addition, the reel control means 306 may extend the time from enabling the operation of the stop switches 120a, 120b, 120c in the previous game to enabling the operation of the stop switches 120a, 120b, 120c by the player to display the lottery result of the winning type lottery (which is disabled by the completion of the operation of the stop switches 120a, 120b, 120c in the previous game) to a specified time in response to the operation of the start switch 118, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should be enabled for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving a signal of any switch that should be transmitted or received for a predetermined time. In this embodiment, as a reel effect, the basic game may be interrupted in response to the operation of the start switch 118 in the basic game, the progress of the basic game may be delayed, and during that time, the reels 110a, 110b, and 110c may be controlled to rotate, and the reels 110a, 110b, and 110c may be controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c, to perform a pseudo game similar to the basic game. Note that the pseudo game ends when the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. In addition, as an example of the pseudo game, a predetermined pattern (for example, a pattern constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping patterns similar to those in the basic game or different rotation control and stopping patterns, thereby increasing the interest of the game.The temporary stop indicates a state where the reels 110a, 110b, and 110c appear to be stopped, but are not completely stopped by continuing to change the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates a control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop and the temporary stop are treated simply as stop in the sense that the reels do not rotate in one direction but maintain their positions, and both the stop control and the temporary stop control are treated simply as stop control in the sense that the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, the center reel 110b, and the right reel 110c.

[0048] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c transmitted from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c and detection signals from the rotation position detection circuit 154 transmitted from the reel control means 306 in response to an operation signal from the stop switch 120.

[0049] The determination means 308 determines whether or not a symbol combination corresponding to a winning role is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as winning. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (winning). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.

[0050] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. The presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.

[0051] The command sending means 316 sequentially determines game-related commands associated with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.

[0052] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value, and resets the count value after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value (hereinafter referred to as a winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used to determine a gaming profit to be awarded to a player, for example, a winning type by the winning type lottery means 304.

[0053] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls performances in particular based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power supply is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random number value generated by the random number generator 202d (hereinafter referred to as performance lottery random number) is mainly used to determine the mode of performance.

[0054] In addition, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334 that function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.

[0055] The initialization determination means 330 executes initialization processing in the sub-control board 202. The command receiving means 332 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122, and determines the performance of the game to be performed by each device of the liquid crystal display unit 124, the speaker 128, the performance lamp 126, and the performance prop device 127 based on the received command.

[0056] Specifically, the performance control means 334 performs image display control to display an image on the liquid crystal display unit 124. In addition, the performance control means 334 performs audio output control through the speaker 128, drives and controls the performance prop device 127, and controls the lighting of the performance lamp 126.

[0057] 7 is a block diagram for explaining the control mode of the liquid crystal display unit 124, the speaker 128, the performance prop device 127, the performance lamp 126, and the performance switch 122 in the sub-control board 202. The performance control means 334 decodes the command transmitted from the main control board 200, and determines the performance pattern (contents showing a series of performance flows) corresponding to the command. In addition, the performance control means 334 transmits commands to each device such as the image IC 340a, the sound IC 342a, and the performance control IC 344 based on the determined performance pattern to execute the performance.

[0058] Such a performance is always executed as an interrupt process while the power is on. For example, the performance control means 334 determines image data based on a performance pattern (data corresponding to an image to be displayed on the liquid crystal display unit 124 among the performances indicated by the performance pattern). Then, the performance control means 334 transmits an image command capable of identifying the image data to the image IC 340a. The image IC 340a is also called a VDP (Video Display Processor), and reads image data identified by the image command from the image ROM 340b to the image RAM (VRAM) 340c, and sequentially outputs the image data to the liquid crystal display unit 124. Note that the image RAM 340c has a plurality of different layers, and each layer can hold different image data. Then, the image IC 340a superimposes the image data held in the plurality of layers, and outputs the superimposed image data to the liquid crystal display unit 124. Each layer is assigned a priority, and when an image in a layer with a high priority overlaps with an image in a layer with a low priority, the image in the layer with the high priority is superimposed on the player's side of the image in the layer with the low priority, and is visible to the player.

[0059] Further, the performance control means 334 determines audio data based on the performance pattern (data corresponding to the sound including the sound to be output to the speaker 128 among the performances indicated by the performance pattern) following the control of the image IC 340a. Then, the performance control means 334 transmits a voice command capable of identifying the audio data to the audio IC 342a. The audio IC 342a reads the audio data identified by the voice command from the audio ROM 342b to the audio IC 342a, and sequentially outputs the sound based on the audio data to the speaker 128. Note that the audio IC 342a has a plurality of different layers (sometimes called tracks or channels), and can hold different audio data in each layer. Then, the audio IC 342a superimposes the audio data held in the plurality of layers, and outputs the sound based on the superimposed audio data to the speaker 128. Here, the means for controlling the output of sound to the outside, including the performance control means 334, the audio IC 342a, and the speaker 128, may be referred to as a sound control means.

[0060] Further, following the control of the image IC 340a and the sound IC 342a, the performance control means 334 determines a lighting pattern (contents indicating a series of lighting modes of the performance lamps 126 among the performances indicated by the performance pattern) and a drive pattern (contents indicating a series of drive modes of the performance props device 127 among the performances indicated by the performance pattern) based on the performance pattern. Then, the performance control means 334 transmits a command indicating the lighting pattern and the drive pattern to the performance control IC 344. The performance control IC 344 generates information regarding light emission (light emission information) and information regarding motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 126 and the performance props device 127 through serial communication. The serial communication is used here in order to reduce the number of harnesses and simplify handling. In this way, each of the multiple performance lamps 126 is independently controlled to light up, and each of the multiple performance props device 127 is independently controlled to drive.

[0061] In addition, the performance control IC 344 transmits light emission information and drive information through serial communication, and also acquires input information (operation presence / absence, operation timing, number of operations, operation time length, etc.) of the performance switch 122 through serial communication. The performance control means 334 determines various performances, such as displaying a predetermined image on the liquid crystal display unit 124, according to such input information.

[0062] Here, a series of functional units such as a sub-CPU 202a, a sub-RAM 202c, an image IC 340a, an image ROM 340b, an image RAM 340c, an audio IC 342a, an audio ROM 342b, and a performance control IC 344 are integrated into one integrated circuit as a System-on-a-Chip (SoC). However, it is possible to arbitrarily set which functional units are integrated into the SoC.

[0063] The effects executed by the effect control means 334 include auxiliary effects. The auxiliary effects are effects that notify the player of an operation mode that is advantageous to the player. For example, when a selected winning type in which a correct role and an incorrect role overlap is won in a winning type lottery, the effect control means 334 notifies the player of the correct operation mode of the stop switches 120a, 120b, and 120c that is the winning condition of the correct role. Such auxiliary effects allow the player to easily display the symbol combination corresponding to the correct role on the effective line A. The correct role refers to a winning role that is more advantageous than an incorrect role, including not only the payout of medals due to the winning role winning, but also all game profits obtained by the winning role winning. The performance state in which such auxiliary effects are executed is called an AT (assist time) performance state. In addition, a so-called ART game state in which the AT performance state and the RT (replay time) game state in which the probability of winning a replay role is high proceed in parallel may be used.

[0064] In the following, notification means managed by a board other than the main control board 200 including the sub-control board 202, such as the liquid crystal display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). In addition, the main notification means capable of executing the auxiliary performance and the other notification means may be collectively referred to as the auxiliary performance execution means. The performance state control means 314 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state. In particular, in this embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) capable of identifying the operation mode (batting order) is displayed on the main payout display unit 132, and as the other notification means, the operation order is notified through the liquid crystal display unit 124, the performance lamp 126, and the speaker 128.

[0065] (Table used in main control board 200) FIG. 8 is an explanatory diagram for explaining the winning combination, and FIG. 9 is an explanatory diagram for explaining the winning type selection table.

[0066] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts a corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the winning type lottery random number obtained according to the operation signal of the start switch 118 based on the extracted winning type lottery table.

[0067] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. The replay combination is a combination that allows the player to play again without placing a new bet of medals when a symbol combination corresponding to the replay combination is displayed on the active line A. The small combination is a combination that allows the player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. The bonus combination is a combination that allows the game state managed by the game state control means 312 to be shifted to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.

[0068] As shown in FIG. 8, the winning combination in this embodiment is a bonus combination of the winning combination "RBB". In addition, the winning combinations "Replay 1" to "Replay 23" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 20" are provided as small combinations. In FIG. 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 1" to "Small combination 4" may be abbreviated as "8-coin combination", the winning combinations "Small combination 5" and "Small combination 6" as "3-coin combination", and the winning combinations "Small combination 7" to "Small combination 20" as "1-coin combination".

[0069] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 306 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to a winning combination that can win a prize on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win a prize is on the pay line A, the reel control means 306 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 306 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.

[0070] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning roles "Small Role 1" to "Small Role 4", "Small Role 6" to "Small Role 10", and "Small Role 17" are arranged on each reel 110 by the above-mentioned stop control so that they can always be displayed on the pay line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", and the winning roles "Small Role 5", "Small Role 11" to "Small Role 16", and "Small Role 18" to "Small Role 20" are not necessarily arranged on the pay line A by the above-mentioned stop control in each reel 110 so that they can be displayed, so that so-called missed wins may occur. Such winning roles may be expressed as PB ≠ 1.

[0071] As shown in Fig. 9, in the winning type lottery table, multiple winning areas are partitioned, and the winning types to be selected vary depending on each game state, and the presence or absence of non-winning (missing) varies. In Fig. 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), game state during RBB (internal RBB), game state during RBB operation (operating RBB)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of multiple game states is stored in the main ROM 200b. "◎" indicates a winning type that allows the lottery to be performed to move to an advantageous zone, and "○" indicates a winning type that does not allow the lottery to be performed to move to an advantageous zone.

[0072] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 304 sequentially obtains the number of pieces of pieces from the winning area with the highest number in the winning type lottery table based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. In addition, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.

[0073] Here, we will add some details about the winning combination "RBB". A specified first-class special role (RB) is a role that increases the number of combinations of symbols related to winning every specified number, or increases the probability of the condition device related to winning every specified number activating, and is capable of activating in a predetermined case and continuing to operate until the result of the game is obtained not more than 12 times. Here, the condition device is a device whose operation is a necessary condition for the display of a combination of symbols related to winning, replay, the operation of a role, or the operation of a role continuous operation device, and is activated when a winning type lottery (a lottery by a computer executed in the gaming machine) is won, that is, it means a winning flag.

[0074] According to the winning type lottery table in Figure 9, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 8 will not be displayed on the pay line A, and no medals will be paid out, etc.

[0075] 9 is associated with a winning type that includes multiple overlapping winning combinations. When a winning type that includes multiple overlapping winning combinations is won, a winning condition is set for which winning combination is preferentially displayed on the pay line A, for example, the order in which the stop switches 120a, 120b, and 120c are operated, and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0076] In the following description, the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0077] For example, when the winning type "batting order bell A1" in the winning area 5, which is the selected winning type, is won and the operation is performed in the correct operation mode (batting order 3), the stop control is performed so that the symbol combination corresponding to the winning role "small role 1" (winning role "8-piece role"), which is a correct role with a payout of 8 coins (as a result, the symbols "bell", "bell", and "bell" are aligned in a straight line on the invalid line B1) is preferentially displayed on the valid line A by the so-called number priority control. Also, when the operation is performed in the batting order 1, 2, 4 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the valid line A by the so-called number priority control.

[0078] In addition, the winning probability (number of pieces) of the selected winning types in the winning areas 5 to 8 (winning types "batting order bell A1" to "batting order bell A4") and the winning probability of the selected winning types in the winning areas 9 to 12 (winning types "batting order bell B1" to "batting order bell B4") are set to be equal. Since the player usually cannot know which winning type he has won, the above-mentioned winning areas are provided to make it difficult for the correct combination to win. Also, as described above, even if the stop switches 120a, 120b, and 120c are operated in an operation mode in which the incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB ≠ 1). In the following, the eight winning types in the winning areas 5 to 12 may be simply abbreviated as the winning type "batting order bell".

[0079] In addition, when the winning type "reach-eye replay 1" in the winning area 21 is won and the operation is performed in the hitting order 1 and 2, the stop control is performed so that the symbol combination corresponding to the winning combination "replay 2" is preferentially displayed on the pay line A. Specifically, it is possible to display the symbol "watermelon A" on the top row of the left reel 110a, the symbol "watermelon A" or the symbol "watermelon B" on the top row of the center reel 110b, and the symbol "watermelon A" or the symbol "watermelon B" on the middle row of the right reel 110c. In this way, the player can visually recognize the so-called reach-eye. The symbol "watermelon A" or the symbol "watermelon B" may be abbreviated to simply the symbol "watermelon".

[0080] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned off after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.

[0081] (Game state transition) Here, the transition of the game state will be explained with reference to FIG. 10. Here, multiple game states are prepared, such as a non-internal game state, a game state in the RBB, and a game state in the RBB operation. As will be described later, transitions occur between each game state depending on the winning of a bonus role, winning (operation), and ending. The types of wins that can be won in each game state are indicated by "◎" or "○" in FIG. 9.

[0082] The non-internal game state is a game state that corresponds to an initial state in a plurality of game states. In such a non-internal game state, the winning probability of a replay role is set to about 1 / 7.3. In addition, in the non-internal game state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 30). The game state control means 312 transitions the game state in response to the winning of the winning role "RBB". For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the game state control means 312 transitions the game state to a game state in which RBB is operating (1).

[0083] In the game state with the RBB in operation, the winning probability of the replay role is set to 0. In this game state with the RBB in operation, the winning type that can be won is set to "small role ALL" in the winning area 1, and "1 piece ALL" in the winning area 2. When the winning type "small role ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 1" to "small role 20" is displayed on the effective line A. When the winning type "1 piece ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 7" to "small role 20" is displayed on the effective line A. Here, the expected number of coins to be won per unit of play in the game state with the RBB in operation is lowered by the configuration of the small role.

[0084] When the end condition of the RBB operation gaming state is met, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 312 transitions the gaming state to a non-internal gaming state (2).

[0085] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the activated line A, the game state control means 312 transitions the game state to an RBB internal game state (3).

[0086] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 7.3. Also, in the RBB internal game state, the winning type "miss" cannot be won. In other words, if the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A in the winning game of the winning role "RBB", the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A after that, since the minor role and the replay role are controlled to stop on the effective line A in priority to the winning role "RBB". Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any transition of the game state. Here, while maintaining such an RBB internal game state, the AT performance state is realized in the RBB internal game state.

[0087] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing auxiliary performance in the AT performance state in the RBB internal game state, medals can be easily won. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, so that there are fewer chances of winning the correct combination than in the AT performance state in other game states, and it is difficult for the player to increase the medals he owns. Therefore, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal winning performance.

[0088] (Transition of performance state) 11 is an explanatory diagram for explaining the transition of the presentation state. The presentation state transition caused by the presentation state control means 314 in the main control board 200 will be described in detail below.

[0089] Here, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, a game zone having a performance related to the instruction function, that is, a game zone advantageous to a player, including a game zone in which an auxiliary performance (instruction function) is executed, is defined as an advantageous zone. Note that, when an auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance in the main control board 200, the advantageous zone is a game zone in which information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 only when the content of the instruction is displayed on the main notification means so that the main control board 200 can identify it. Also, unlike the advantageous zone, a game zone in which an auxiliary performance (Ojoe) cannot be executed is defined as a non-advantageous zone. Therefore, a plurality of performance states belong to either an advantageous zone or a non-advantageous zone, which are game zones. In this embodiment, almost all performance states belong to an advantageous zone, and a non-advantageous zone is realized in some performance states (here, non-advantageous performance states).

[0090] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selected winning type in which the payout for the correct role is the maximum (here, 8 coins), when an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in the winning of the correct role, the fact must be notified, for example, by lighting up the zone indicator 160.

[0091] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.

[0092] Therefore, the presentation state control means 314 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, regardless of such management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous zone is forcibly terminated based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of games played while staying reaches 4000 games or MY exceeds 2400). It should be noted that MY indicates the difference in the number of medals since the advantageous zone started. Therefore, if 1000 medals have been inserted (consumed) since the advantageous zone started, it is possible to obtain 3400 medals during the advantageous zone. It should be noted that in a medal-less gaming machine that can proceed with the game without the intervention of actual medals while maintaining the playability of the slot machine, there is no need to set a limit on the number of games played while staying, so the advantageous zone is forcibly terminated based on MY exceeding 2400 in the advantageous zone. In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.

[0093] (Non-advantageous area, advantageous area) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.

[0094] In the advantageous zone, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by moving to the advantageous zone, the player can proceed with the game more advantageously than in the non-advantageous zone. Here, as the performance states of the advantageous zone, there are provided a normal performance state, a premonition performance state, an AT performance state, a distribution performance state, a special premonition performance state, and a special performance state, each of which has a different gameplay. Each performance state will be explained individually below.

[0095] (Normal performance state) The normal presentation state belongs to the advantageous zone, and is the presentation state that is likely to be in at the start of the game among multiple presentation states. The presentation state control means 314 performs an AT lottery in the normal presentation state. The AT lottery is a lottery that determines the transition to the AT presentation state, and the presentation state control means 314 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 314 transitions the presentation state to a premonition presentation state that corresponds to the previous stage of the AT presentation state (1), and causes the presentation control means 334 to execute a premonition presentation that increases the expectation that the transition to the AT presentation state has been decided. In addition, even if the AT lottery is not won, the presentation state control means 314 may cause the presentation control means 334 to execute a premonition presentation while maintaining the normal presentation state, so that the player can expect that the transition to the AT presentation state has been decided. In addition, the presentation state control means 314 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 314 transitions the presentation state to a premonition presentation state (1).

[0096] (Premonition performance state) The premonition performance state belongs to the advantageous zone, and is a performance state in which the premonition performance is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The premonition performance (real premonition performance) executed in the premonition performance state and the premonition performance (false premonition performance) executed in the normal performance state are similar in display mode and number of continuous games. Therefore, the player cannot tell which performance state he is in just by watching the premonition performance. However, the premonition performance executed in the premonition performance state is different from the premonition performance executed in the normal performance state in that the result that the transition to the AT performance state has been decided is finally notified. Therefore, the player will hope that the premonition performance state is one in which the result that the transition to the AT performance state has been decided is notified in the premonition performance. Then, the performance state control means 314 always transitions the performance state to the AT performance state when the premonition performance state ends (2). That is, if the premonition performance is executed in the premonition performance state, the performance state will always transition to the AT performance state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Furthermore, the decision to transition to the premonition effect state is synonymous with the decision to transition to the subsequent AT effect state.

[0097] (AT performance state) The AT presentation state belongs to an advantageous zone, and is a presentation state in which an auxiliary presentation is executed. When the AT presentation state starts, the presentation state control means 314 first transitions to a duration determination presentation state and determines the duration of the AT presentation state (here, the number of continued plays). The presentation state control means 314 continues the auxiliary presentation until a predetermined end condition is met, for example, until the number of plays that have stayed in the AT presentation state reaches the determined number of continued plays (for example, 50 plays). In addition, the presentation state control means 314 performs a lottery for adding the number of continued plays in the AT presentation state with a probability corresponding to the winning type determined by the winning type lottery. When the adding lottery is won, the presentation state control means 314 adds the number of games won to the number of continued plays, which is the end condition. In this way, the end condition of the AT presentation state changes. Then, when the predetermined end condition is met, the presentation state control means 314 transitions the presentation state to a normal presentation state (3).

[0098] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the AT presentation state, and when the premonition presentation starts, hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the AT presentation state is not notified in the premonition presentation, the normal presentation state continues, and if the transition to the AT presentation state is notified in the premonition presentation, the AT presentation state is executed after the premonition presentation state ends.

[0099] When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the normal presentation state (3), but may transition the presentation state to a non-advantageous presentation state (4) and reset the advantageous zone. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, the player is not able to tell whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.

[0100] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 314 determines the transition to the advantageous section with a probability of about 1 / 2 for each play, and when the transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of stays in the non-advantageous presentation state is often short-term (a few plays).

[0101] (Distribution performance status) The allocation presentation state belongs to the advantageous zone, and is always passed through when moving from the non-advantageous zone to the advantageous zone, and is maintained for, for example, only one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 314, for example, determines a transition to the premonition presentation state with a probability of 1 / 10 and transitions the presentation state to the premonition presentation state (6), or determines a transition to the normal presentation state with a probability of 9 / 10 and transitions the presentation state to the normal presentation state (7). However, the ratio of such allocation is not limited to premonition presentation state:normal presentation state=1:9, and can be determined arbitrarily.

[0102] If the premonition presentation state is determined in the distribution presentation state, the presentation state will always transition to the AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if the premonition presentation state is not determined in the distribution presentation state, the presentation state will be the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery is made different depending on the route to the normal presentation state. For example, as described above, when the presentation state transitions directly from the AT presentation state to the normal presentation state (3), the presentation state control means 314 performs the AT lottery with a low probability (for example, 1 / 4000) in the normal presentation state that transitioned from the AT presentation state (not transitioned from the non-advantageous presentation state).

[0103] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the allocation presentation state to the normal presentation state due to the transition from the non-advantageous section to the advantageous section (7), the presentation state control means 314 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will be won eventually. Note that here, two patterns of low probability (for example, 1 / 4000) and high probability (for example, 1 / 8) have been given as the winning probability of the AT lottery, but it is also possible to provide three or more patterns for the winning probability, and perform the AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., as long as it is easier to determine a transition to an AT presentation state in a normal presentation state transitioned from a non-advantageous presentation state than in a normal presentation state not transitioned from a non-advantageous presentation state, and for example, if the winning probability of the AT lottery in a normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in a normal presentation state not transitioned from a non-advantageous presentation state, the winning probability can be set arbitrarily.

[0104] However, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won, the presentation state control means 314 does not immediately transition to the premonition presentation state, but instead keeps the normal presentation state for, for example, a block period of 96 games after the distribution presentation state ends, and prohibits transition to the AT presentation state. Specifically, the presentation state control means 314 turns on the present premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The present premonition permission flag is a flag indicating whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the present premonition permission flag is turned on, it remains in the ON state until transition to the premonition presentation state, so even if the AT lottery is won thereafter, the present premonition permission flag remains in the ON state. Note that, when transitioning from the distribution presentation state to the normal presentation state, the presentation state control means 314 determines the number of games within 96 games by lottery, and sets it as the block period. However, the block period is set so that 96 games are often selected.

[0105] The presentation state control means 314 counts the number of plays after the allocation presentation state ends, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON or not. Then, when the block period has elapsed (reaching a predetermined number of plays corresponding to the block period) and the premonition permission flag is ON, the presentation state control means 314 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the premonition presentation state will not be transitioned to unless at least 96 plays corresponding to the block period are consumed.

[0106] In this way, if the player goes through the non-advantageous performance state (non-advantageous zone), the player can obtain the following benefits. That is, with a probability of 1 / 10, the player immediately transitions to the premonition performance state, and then transitions to the AT performance state via the premonition performance state, or with a probability of 9 / 10, the player transitions to the normal performance state, and then the premonition performance is executed after the block period has elapsed, and then transitions to the AT performance state via the premonition performance state. Then, after the non-advantageous performance state and the allocation performance state end, for example, the premonition performance begins after 0 to 96 games have elapsed, and after the premonition performance ends, that is, after the non-advantageous performance state and the allocation performance state end, for example, after 32 to 128 games have elapsed, the player transitions to the AT performance state. In this way, winning the AT lottery with a high probability for a predetermined number of games is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to the non-advantageous performance state (non-advantageous zone), that is, to reset the advantageous zone.

[0107] Here, when passing through a non-advantageous presentation state, that is, when moving from a non-advantageous zone to an advantageous zone, a normal presentation state that is likely to transition to an AT presentation state is adopted, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the AT presentation state ends and is demoted to the normal presentation state, there is a high possibility that the AT presentation state will be executed again (pulled back) until 128 games have passed. Therefore, the player will continue playing in the hope of the AT presentation state being pulled back after the AT presentation state ends, and the operation rate of the slot machine 100 can be improved.

[0108] In addition, in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 executes a chance zone in which the probability of winning the AT lottery is increased over multiple games every time a predetermined number of games are consumed, as in the normal presentation state transitioned from the AT presentation state. When the AT lottery is won in such a chance zone, regardless of whether it is in the above-mentioned block period or not, the presentation state control means 314 transitions the presentation state to a premonition presentation state. In addition, in the normal presentation state transitioned from the non-advantageous presentation state, it should be possible to transition to the premonition presentation state after the block period has elapsed. In that case, by deciding to transition to the AT presentation state by itself, the AT presentation state that should have been acquired will be lost instead, and there is a risk that the player's motivation to play will be reduced. Therefore, when the AT lottery is won by itself in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state again after the end of the subsequent AT presentation state (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous presentation state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the AT presentation state to be executed at least twice.

[0109] In this embodiment, as described above, when the AT presentation state ends, the presentation state control means 314 may directly transition the presentation state to a normal presentation state (3) or transition the presentation state to a non-advantageous presentation state (4). Here, a condition for transitioning the presentation state to a non-advantageous presentation state is that a transition to an AT presentation state with a predetermined gaming profit is won in the AT lottery. For example, there are multiple types of AT presentation states with different probabilities of the number of continued plays and the number of difference coins. When a specific AT presentation state is won, the presentation state control means 314 always transitions the presentation state to a non-advantageous presentation state after the AT presentation state ends (4). In addition, even if a specific AT presentation state is not won, the presentation state control means 314 may transition the presentation state to a non-advantageous presentation state with a predetermined probability after the AT presentation state ends (4).

[0110] Here, the advantageous zone is reset once. Therefore, the player can move to the AT performance state with high gaming profits with a relatively small number of games from the start of the advantageous zone, for example, 4000 games, and can obtain gaming profits by effectively using the number of games allowed in the advantageous zone.

[0111] In addition, in this embodiment, as described above, when the AT lottery is won in the normal presentation state after the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the premonition presentation state (1). However, when the number of stays in the normal presentation state reaches a predetermined number of plays (for example, 2000 plays) without transitioning to the AT presentation state, and the AT lottery is won in the normal presentation state, the presentation state control means 314 finally decides to transition to the non-advantageous presentation state, and, without transitioning the presentation state to the premonition presentation state, performs a premonition presentation (false premonition presentation) to notify that the AT presentation state has not been directly transitioned to, and then transitions to the special premonition presentation state (9). Here, the predetermined transition condition for determining the transition to the non-advantageous performance state (non-advantageous zone) is described as winning the AT lottery in the normal performance state after the number of games played in the normal performance state reaches a predetermined number of games (for example, 2000 games), but the predetermined transition condition is not limited to this case, and may be winning the AT lottery in the normal performance state after the number of games played in the advantageous zone reaches a predetermined number of games. Also, instead of or in addition to the above, the predetermined transition condition may be winning the AT lottery again in the normal performance state after the number of games played in the normal performance state reaches a predetermined number of games (for example, 3000 games) (so-called ceiling function), or winning the AT lottery again based on not winning the AT lottery in the chance zone (CZ).

[0112] (Special premonition state) The special premonition performance state belongs to an advantageous zone and is a performance state that stays for a predetermined number of games (for example, 10 games), and a special performance state lottery is performed and a premonition performance indicating the expected probability of transition to the special performance state is executed. Here, the special performance state lottery is a lottery for adding the number of continued games, and the transition to the special performance state is determined by adding the number of games one or more times. The performance state control means 314 performs a special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed so that the game profit differs stably and stepwise according to the setting value. For example, in two arbitrarily extracted setting values, the higher setting value is designed to have a higher probability of adding the number of games by the special performance state lottery than the lower setting value. Therefore, for example, the number of games to be added is 30 games at setting 1 and 60 games at setting 6, and it is possible to configure a game characteristic in which it is relatively easy to obtain a game profit with the higher setting value. When the special presentation state lottery is won, the presentation state control means 314 sets the cumulative total number of games added (number of continued games) as the end condition of the special presentation state, and shifts the presentation state to the special presentation state (10). Also, if the special presentation state lottery is not won, the presentation state control means 314 shifts the presentation state directly to the non-advantageous presentation state (11). Here, an example is given in which the number of continued games is added by the special presentation state lottery, but this is not limited to such a case, and a predetermined number of continued games may be added, or the number of continued games may be added by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Here, an example is given in which the number of continued games is added in the special presentation state, but this is not limited to such a case, and a difference number, which is the difference between the number of coins acquired (number of paid out coins) or the number of coins inserted (number of coins bet) and the number of coins paid out, may be added.

[0113] (Special performance state) The special presentation state belongs to the advantageous zone, and the auxiliary presentation is executed until a predetermined end condition is satisfied. The end condition is, for example, that the provision of the game profit determined before the start of the special presentation state is completed during the special presentation state, such as the number of games that stayed in the special presentation state reaching the number of continued games. For example, at the end of the special premonition presentation state (at the start of the special presentation state), the number of continued games is determined by a special presentation state lottery in the special premonition presentation state. Then, when the end number is provided to the player in the special presentation state (when the number of games that stayed in the special presentation state reaches the number of continued games), the end condition is satisfied, and the special presentation state ends. Here, the end number is not changed in the special presentation state. Then, when the predetermined end condition is satisfied, the presentation state control means 314 shifts the presentation state to a non-advantageous presentation state (12).

[0114] If the player wins the AT lottery after the number of stay plays in the normal presentation state exceeds a predetermined number of plays (for example, 600 plays), the player will necessarily transition to a non-advantageous presentation state via a special premonition presentation state (11), (12), and as a result, the player can transition to the AT presentation state. Here, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state and resets the advantageous zone once, so that the player can transition to an AT presentation state with high gaming profits from the start of the number of stay plays allowed in the advantageous zone, for example, 4000 plays, and it becomes possible to obtain gaming profits by effectively utilizing the number of stay plays allowed in the advantageous zone.

[0115] In addition, since the normal presentation state, which is reached by passing through the special presentation state, non-advantageous presentation state, and allocation presentation state, has a higher probability of winning the AT lottery than the normal presentation state which is reached directly from the AT presentation state, a predetermined display is made on the liquid crystal display unit 124 to indicate that there is a high possibility of transitioning to the AT presentation state so that the player can understand this.

[0116] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 600 games) in the normal performance state, the AT lottery is won after the number of stay games exceeds a predetermined number of games, and in the case where the AT lottery is won before the predetermined number of games, the game profit is not very different from the viewpoint that the AT performance state can be executed once, although the advantageous zone is reset. In the latter case, the AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the AT performance state is often started after waiting for the passage of a further block period. In that case, it can be said that the game profit is smaller in the former case, since medals are consumed in the normal game state until the transition to the AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds a predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if the lottery is won, additional game profit is given by the special performance state. In this way, if the player wins the AT lottery after the number of stay games in the normal presentation state exceeds the predetermined number of games, the player will receive a larger gaming profit than if the player wins the AT lottery before the number of stay games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay games in the normal presentation state increases, the player can expect a larger gaming profit and will continue playing. In this way, the operation rate of the slot machine 100 can be improved.

[0117] In the special performance state executed here, as described above, the higher the set value, the easier it is to obtain a stable gaming profit. Also, only the gaming profit determined before the special performance state is started is awarded in the special performance state, and gaming profit is not added (topped up) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the AT performance state.

[0118] In addition, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number of games, the number of times is less likely to fluctuate compared to the AT performance state, and the special performance state is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins to be won in the AT performance state becomes large, the special performance state can absorb the fluctuation, and the design value of the expected number of coins to be won in the AT performance state can be increased while further suppressing the fluctuation range of the expected number of coins to be won according to the set value.

[0119] Also, when the AT presentation state is ended and the normal presentation state is directly transitioned to (3), and the number of games played in the normal presentation state reaches a predetermined number of games (for example, 3000 games) without transitioning to the AT presentation state (so-called ceiling function), the presentation state control means 314 resets the advantageous section and transitions the presentation state to the non-advantageous presentation state (13). Then, as described above, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 0 to 96 games have elapsed, the premonition presentation starts, and after the premonition presentation ends, that is, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 32 to 128 games have elapsed, the presentation state can be transitioned to the AT presentation state. Therefore, if the game is continued in the normal presentation state without transitioning to the AT presentation state, the AT presentation state will be transitioned to within a predetermined number of games (for example, 999 games). With this ceiling function, the player can have a sense of security that he or she can receive a rescue measure even if he or she is unlucky and consumes a lot of medals. In addition, once the normal presentation state has been played to a certain extent, the expected number of coins to be won if the player continues playing increases, and the player will continue playing up to the ceiling (for example, 999 plays), thereby improving the operating rate of the slot machine 100.

[0120] In addition, the predetermined number of plays (for example, 96 to 3000 plays) in such a ceiling function is determined at the following timing. For example, in the case of directly transitioning from the AT presentation state to the normal presentation state (3), the presentation state control means 314 determines the predetermined number of plays (for example, 96 to 3000 plays) of the ceiling function in the normal presentation state at the time of transition from the AT presentation state to the normal presentation state. In addition, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state (7), the presentation state control means 314 determines the predetermined number of plays (for example, 96 to 3000 plays) of the ceiling function in the normal presentation state at the time of transition from the allocation presentation state to the normal presentation state. However, unlike the case of transitioning from the AT presentation state to the normal presentation state, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state, there is a high probability of winning the AT lottery, so in many cases the premonition presentation state is transitioned to after the block period has elapsed, and the ceiling function is rarely executed.

[0121] In the above embodiment, the winning probability of the AT lottery in the normal presentation state is high (e.g., 1 / 8) when the non-advantage presentation state transitions to the normal presentation state, and low (e.g., 1 / 4000) when the AT presentation state transitions directly to the normal presentation state, but this is not limited to the above case. For example, when the AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery at the start of the normal presentation state is low, but it may transition to a high probability by a promotion lottery, or may transition to a low probability by a demotion lottery. In addition, when the AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.

[0122] Specific processing in the main control board 200 and the sub-control board 202 will be described below with reference to a flowchart.

[0123] (CPU initialization process of main control board 200) 12 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0124] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required for executing various processes.

[0125] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0126] (Step S100-5) The main CPU 200a judges whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0127] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.

[0128] (Step S100-9) The main CPU 200a executes the processes required to permit access to the main RAM 200c.

[0129] (Step S100-11) The main CPU 200a executes a checksum confirmation process. Here, the main CPU 200a calculates a checksum, and judges whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power off, and whether the backup is abnormal. If the main CPU 200a judges that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag, and if it judges that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.

[0130] (Step S100-13) The main CPU 200a judges whether the backup abnormality flag is on. If it is judged that the backup abnormality flag is on, the process proceeds to step S110, and if it is judged that the backup abnormality flag is not on, the process proceeds to step S120.

[0131] (Step S110) The main CPU 200a executes a cold start process, which will be described later.

[0132] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0133] (Step S130) The main CPU 200a executes a state restoration process to restore the state immediately before the power was turned off, as will be described later.

[0134] FIG. 13 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0135] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c, and executes a used area RAM check process to detect any abnormality in the used area.

[0136] (Step S110-3) The main CPU 200a clears the separate area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the separate area. If an abnormality is detected in the separate area in the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.

[0137] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0138] (Step S110-7) The main CPU 200a judges whether an abnormality has been detected in the above step S110-1. If it is judged that an abnormality has been detected in the above step S110-1, the process proceeds to step S112, and if it is judged that an abnormality has not been detected in the above step S110-1, the process proceeds to step S110-9.

[0139] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.

[0140] (Step S110-11) The main CPU 200a judges whether the RAM read / write error flag is on. If it is judged that the RAM read / write error flag is on, the process proceeds to step S112, and if it is judged that the RAM read / write error flag is not on, the process proceeds to step S120.

[0141] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0142] (Step S110-13) The main CPU 200a sets an error code "E7" which indicates a backup error.

[0143] (Step S112) The main CPU 200a executes an error stop process for stopping the progress of the game due to an error, which will be described later.

[0144] FIG. 14 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0145] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0146] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and an alarm sound.

[0147] (Step S112-5) The main CPU 200a sets external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.

[0148] (Step S112-7) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S112-5 above.

[0149] (Step S112-9) The main CPU 200a goes into a permanent loop, which stops the progress of the game.

[0150] FIG. 15 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0151] (Step S120-1) The main CPU 200a acquires a signal from the input port 1, and judges whether the set value switching condition is satisfied based on the acquired signal from the input port 1. As a result, if it is judged that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is judged that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal from the input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is judged that the set value switching condition is satisfied when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.

[0152] (Step S120-3) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0153] (Step S120-5) The main CPU 200a executes a table content setting process for transferring table data of the setting value switching data table to the main RAM 200c.

[0154] (Step S120-7) The main CPU 200a sets in the transmission buffer a setting change start command, which indicates the start of changing the setting value.

[0155] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0156] (Step S120-11) The main CPU 200a obtains setting value data indicating the current setting values.

[0157] (Step S120-13) The main CPU 200a judges whether the on-edge of the setting change switch has been detected in the above step S120-9. If it is judged that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is judged that the on-edge of the setting change switch has been detected, the process proceeds to step S120-15.

[0158] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0159] (Step S120-17) The main CPU 200a judges whether the set value data is within the range (1 to 6) that can be set as a set value. If it is judged that the set value data is within the range, the process proceeds to step S120-21, and if it is judged that the set value data is not within the range, the process proceeds to step S120-19.

[0160] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0161] (Step S120-21) The main CPU 200a updates the setting value data to the value incremented or set in the above step S120-15 or step S120-19.

[0162] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value in the main credit display section 130.

[0163] (Step S120-25) The main CPU 200a judges whether the on edge of the setting change switch has been detected. If it is judged that the on edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is judged that the on edge of the setting change switch has been detected, the process proceeds to step S120-27.

[0164] (Step S120-27) The main CPU 200a judges whether the setting change switch is on. If it is judged that the setting change switch is on, the process proceeds to step S120-27, and if it is judged that the setting change switch is not on, the process proceeds to step S120-29.

[0165] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.

[0166] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer counts down to 0.

[0167] (Step S120-33) The main CPU 200a judges whether or not it has detected an on-edge of the start switch 118. As a result, if it is judged that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it is judged that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.

[0168] (Step S120-35) The main CPU 200a judges whether the setting key is off, and if it is judged that the setting key is off, the process proceeds to step S120-35, and if it is judged that the setting key is not off, the process proceeds to step S120-37.

[0169] (Step S120-37) The main CPU 200a judges whether the setting key is on or not, and if it is judged that the setting key is on, the process proceeds to step S120-37, and if it is judged that the setting key is not on, the process proceeds to step S122.

[0170] (Step S122) The main CPU 200a executes an initialization start process to start the initialization start, which will be described later.

[0171] FIG. 16 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0172] (Step S122-1) The main CPU 200a sets in the transmission buffer a setting change end command indicating that the change of the setting value has been completed.

[0173] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command indicating the state when the change of the setting value is completed.

[0174] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0175] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.

[0176] (Step S122-9) The main CPU 200a executes a setting change RAM clear process for clearing another area of ​​the main RAM 200c.

[0177] (Step S122-11) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0178] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in a transmission buffer.

[0179] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0180] FIG. 17 is a flowchart illustrating the state restoration process (S130) in main control board 200.

[0181] (Step S130-1) The main CPU 200a restores the stack pointer.

[0182] (Step S130-3) The main CPU 200a executes an unused area clear process to clear unused areas in the main RAM 200c.

[0183] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0184] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0185] (Step S130-9) The main CPU 200a executes a port input process for updating the image of the input port.

[0186] (Step S130-11) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit, based on the image of the input port updated in step S130-9.

[0187] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.

[0188] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operation state of the reels 110a, 110b, and 110c, that is, accelerating, rotating steadily, stopped, and waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating=3, rotating steadily=2, stopped=1, and waiting=0 according to the operation state of the stepping motor 152.

[0189] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it is determined that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-19.

[0190] (Step S130-19) The main CPU 200a executes a rotation error process that performs settings when an error is detected in the reels 110a, 110b, and 110c.

[0191] (Step S130-21) The main CPU 200a restores the saved register group.

[0192] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, whereby the main CPU 200a restores to the state it was in immediately before the power was turned off.

[0193] FIG. 18 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0194] (Step S200-1) The main CPU 200a executes a re-play state identification signal output setting process for outputting a re-play state identification signal indicating whether or not a re-play is being performed.

[0195] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bets).

[0196] (Step S200-5) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S200-3 above.

[0197] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0198] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer counts down to 0.

[0199] (Step S200-11) The main CPU 200a executes a one-game RAM clear process for clearing an area to be cleared for each game among the used areas in the main RAM 200c.

[0200] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0201] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0202] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0203] FIG. 19 is a flowchart illustrating the medal insertion process (S210) in the main control board 200. As shown in FIG.

[0204] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0205] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0206] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.

[0207] (Step S210-7) The main CPU 200a judges whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in the above step S210-5. If it is judged that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-17, and if it is judged that at least one of the front upper door 104 and the front lower door 106 is not closed, the process proceeds to step S210-9.

[0208] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.

[0209] (Step S210-11) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0210] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0211] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0212] (Step S210-17) When a credit switch (not shown) for paying back the accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back the accumulated medals.

[0213] (Step S210-19) The main CPU 200a executes a process related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the reserved number is subtracted by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, the amount is added to the reserved number.

[0214] (Step S210-21) The main CPU 200a executes a medal acquisition process for checking whether the number of inserted medals is a specified number.

[0215] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a judges whether the number of inserted coins is equal to the specified number. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-1. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-25.

[0216] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.

[0217] (Step S210-27) The main CPU 200a judges whether or not it has detected a falling edge (pressing) of the start switch 118. As a result, if it is judged that the falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it is judged that the falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.

[0218] (Step S210-29) The main CPU 200a clears the main payout display unit buffer to clear the display of the main payout display unit 132.

[0219] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process for clearing the re-play state identification signal.

[0220] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing for turning off (extinguishing) the start indicator.

[0221] (Step S210-35) The main CPU 200a sets a lever press command, which indicates that the start switch 118 has been pressed, in the transmission buffer.

[0222] (Step S220) The main CPU 200a executes an internal lottery process for carrying out a lottery for determining the type of winning, which will be described later.

[0223] FIG. 20 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0224] (Step S220-1) The main CPU 200a acquires the setting value data.

[0225] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0226] (Step S220-5) The main CPU 200a judges whether the setting value data acquired in the above step S220-1 is abnormal. If it is judged that the setting value data is abnormal, the process proceeds to step S112, and if it is judged that the setting value data is not abnormal, the process proceeds to step S220-7.

[0227] (Step S220-7) The main CPU 200a obtains the winning type lottery random number updated by the random number generator 200d.

[0228] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a game state.

[0229] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0230] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.

[0231] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes a lottery data acquisition process for shifting the winning area by one.

[0232] (Step S220-17) The main CPU 200a judges whether or not to hold a prize type lottery. If it is judged that a prize type lottery will not be held, the process proceeds to step S220-21. If it is judged that a prize type lottery will be held, the process proceeds to step S220-19.

[0233] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0234] (Step S220-21) The main CPU 200a judges whether the subtraction result in the above step S220-19 is negative, that is, whether the winning area has been won by the winning type lottery. If it is judged that the winning type lottery has been won, the process proceeds to step S230, and if it is judged that the winning type lottery has not been won, the process proceeds to step S220-23.

[0235] (Step S220-23) The main CPU 200a judges whether the winning type lottery has ended. If it is judged that the winning type lottery has not ended, the process proceeds to step S220-15. If it is judged that the winning type lottery has ended, the process proceeds to step S220-25.

[0236] (Step S220-25) The main CPU 200a clears the trigger role type.

[0237] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0238] FIG. 21 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0239] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process for setting the game state to an internal game state if the acquired winning area includes a bonus combination.

[0240] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0241] (Step S230-5) The main CPU 200a determines (sets) a winning combination group based on the winning region acquired in step S230-1. Depending on the determined winning combination group, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.

[0242] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in the above step S230-3.

[0243] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0244] (Step S231) The main CPU 200a executes an execution flag setting process which sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.

[0245] (Step S230-13) The main CPU 200a sets a presentation command, which is a command related to the advantageous zone, in a transmission buffer.

[0246] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0247] (Step S230-17) The main CPU 200a checks the timer for one game.

[0248] (Step S230-19) The main CPU 200a sets in the transmission buffer a pre-reel spin command indicating that the reels 110a, 110b, and 110c have not yet spun.

[0249] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.

[0250] (Step S236) The main CPU 200a executes a reel performance process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls a provisional stop of a predetermined symbol (for example, a symbol constituting a bonus role) on each of the reels 110a, 110b, and 110c, and turns off a pseudo game execution flag when all the reels 110a, 110b, and 110c are provisionally stopped or when they start rotating through a random delay process after the provisional stop ends.

[0251] (Step S230-23) The main CPU 200a judges whether the 1-game timer is not 0. As a result, if it is judged that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is judged that the 1-game timer is 0, the process proceeds to step S230-25.

[0252] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set to accelerating to start the rotation of each reel, and the one-play timer is set to a value equivalent to 4.1 seconds.

[0253] (Step S230-27) The main CPU 200a sets in the transmission buffer a reel start command indicating that the reels 110a, 110b, and 110c have started spinning.

[0254] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.

[0255] FIG. 22 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0256] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.

[0257] (Steps S232 to S238) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being shifted to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0258] 23 is a flowchart for explaining the non-advantageous presentation state process (S232) executed in the state-specific module execution process. The non-advantageous presentation state process is executed when the presentation state is the non-advantageous presentation state.

[0259] (Step S232-1) The main CPU 200a conducts a lottery for transition to an advantageous zone based on the type of winning determined by the lottery for the type of winning.

[0260] (Step S232-3) The main CPU 200a judges whether the advantageous zone has been won in the above step S232-1. As a result, if it is judged that the advantageous zone has been won, the process proceeds to step S232-5, and if it is judged that the advantageous zone has not been won, the non-advantageous performance state process is terminated.

[0261] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the distribution presentation state, turns on the advantageous zone flag indicating that it is an advantageous zone, and terminates the non-advantageous presentation state processing.

[0262] 24 is a flowchart for explaining the distribution presentation state process (S233) executed in the state-specific module execution process. The distribution presentation state process is executed when the presentation state is the distribution presentation state.

[0263] (Step S233-1) The main CPU 200a performs a lottery to allocate, for example, a 1 / 10 probability to the premonition effect state and a 9 / 10 probability to the normal effect state.

[0264] (Step S233-3) The main CPU 200a judges whether the normal presentation state has been won in the above step S233-1. If it is judged that the normal presentation state has been won, the process proceeds to step S233-5, and if it is judged that the normal presentation state has not been won (if the premonition presentation state has been won), the process proceeds to step S233-13.

[0265] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0266] (Step S233-7) The main CPU 200a determines the number of games for which the ceiling function is executed in the normal presentation state to be an upper limit of 3000 games, and sets the determined number of games in the ceiling game number counter. The ceiling game number counter is a counter that counts the number of games until the ceiling function is executed.

[0267] (Step S233-9) The main CPU 200a determines the number of games during a block period during which the transition to the AT presentation state is prohibited in the normal presentation state transitioned from the non-advantageous presentation state with an upper limit of 96 games, and sets the determined number of games in a block play number counter. The block play number counter is a counter that counts the number of games during which the execution (setting) of the AT presentation state is prohibited.

[0268] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability of the AT lottery in the normal presentation state, and ends the allocation presentation state processing.

[0269] (Step S233-13) In step S233-3, if it is determined that the normal presentation state has not been won (the premonition presentation state has been won), the main CPU 200a sets the next AT flag to a value corresponding to the premonition presentation state.

[0270] (Step S233-15) The main CPU 200a determines the number of games to continue the premonition effect state with an upper limit of 32 games, sets the determined number of games in the premonition effect state counter, and ends the distribution effect state process. The premonition effect state counter counts the number of games until the premonition effect state ends.

[0271] 25 is a flowchart illustrating the normal presentation state process (S234) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.

[0272] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning probability of the AT lottery (low probability or high probability) and the winning type determined by the winning type lottery.

[0273] (Step S234-3) The main CPU 200a judges whether the AT lottery has been won or whether the premonition permission flag is ON. If it is judged that the AT lottery has been won or the premonition permission flag is ON, the process proceeds to step S234-5, and if it is judged that the AT lottery has not been won and the premonition permission flag is OFF, the process proceeds to step S234-21.

[0274] (Step S234-5) The main CPU 200a judges whether the block play number counter is 0 or not. As a result, if it is judged that the block play number counter is 0, the process proceeds to step S234-9, and if it is judged that the block play number counter is not 0 (it is still in the block period), the process proceeds to step S234-7.

[0275] (Step S234-7) The main CPU 200a turns the precursor permission flag ON regardless of whether the precursor permission flag is ON or OFF at that time.

[0276] (Step S234-9) If it is determined in step S234-5 that the block play number counter is 0, the main CPU 200a turns off the premonition permission flag.

[0277] (Step S234-11) The main CPU 200a judges whether the ceiling play number counter exceeds 271. As a result, if it is judged that the ceiling play number counter exceeds 271, that is, the number of stay plays in the normal presentation state is less than 2000 plays, the process proceeds to step S234-13, and if it is judged that the ceiling play number counter is 271 or less, that is, the number of stay plays in the normal presentation state is 2000 plays or more, the process proceeds to step S234-19.

[0278] (Step S234-13) The main CPU 200a sets the next AT flag to a value corresponding to the premonition performance state.

[0279] (Step S234-15) The main CPU 200a determines the number of games for continuing the premonition performance state with an upper limit of 32 games, and sets the determined number of games in a premonition game number counter.

[0280] (Step S234-17) The main CPU 200a sets the winning probability of the AT lottery to a low probability (for example, 1 / 4000) for the next normal performance state, regardless of whether the winning probability of the AT lottery in the normal performance state is low or high.

[0281] (Step S234-19) In step S234-11, when it is determined that the ceiling play count counter is 271 or less, that is, the number of stay plays in the normal presentation state is 2000 or more, the main CPU 200a sets the next AT flag to a value corresponding to the special premonition presentation state.

[0282] (Step S234-21) The main CPU 200a judges whether the block play number counter is greater than 0. As a result, if it is judged that the block play number counter is greater than 0, the process proceeds to step S234-23, and if it is judged that the block play number counter is not greater than 0 (is 0), the process proceeds to step S234-25.

[0283] (Step S234-23) The main CPU 200a decrements the block play number counter by one.

[0284] (Step S234-25) The main CPU 200a judges whether the ceiling game number counter is 0. As a result, if it is judged that the ceiling game number counter is 0, the process proceeds to step S234-27, and if it is judged that the ceiling game number counter is not 0, the process proceeds to step S234-29.

[0285] (Step S234-27) In order to execute the ceiling function, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the normal presentation state processing.

[0286] (Step S234-29) The main CPU 200a decrements the ceiling game number counter by 1, and ends the normal presentation state process.

[0287] Although detailed explanation is omitted here, in the normal presentation state, a chance zone (CZ) with a higher probability of winning the AT lottery is executed over multiple games each time a predetermined number of games are played. Also, the probability of winning the AT lottery is low at the start of the normal presentation state, but may change to a higher probability by a promotion lottery.

[0288] 26 is a flowchart for explaining the premonition effect state process (S235) executed in the state-specific module execution process. The premonition effect state process is executed when the effect state is the premonition effect state.

[0289] (Step S235-1) The main CPU 200a judges whether the premonition game number counter is 0. As a result, if it is judged that the premonition game number counter is 0, the process proceeds to step S235-3, and if it is judged that the premonition game number counter is not 0, the process proceeds to step S235-5.

[0290] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state, and ends the premonition presentation state processing.

[0291] (Step S235-5) The main CPU 200a decrements the premonition game number counter by 1, and ends the premonition effect state process.

[0292] 27 is a flowchart explaining the AT presentation state process (S236) executed in the state-specific module execution process. The AT presentation state process is executed when the presentation state is the AT presentation state.

[0293] (Step S236-1) The main CPU 200a performs a lottery for adding the number of continued games, which is a termination condition in the AT presentation state, and if the lottery for adding is won, adds the won number of games to the number of continued games.

[0294] (Step S236-3) The main CPU 200a judges whether the AT presentation state satisfies the end condition. If it is judged that the end condition is satisfied, the process proceeds to step S236-5. If it is judged that the end condition is not satisfied, the process of the AT presentation state is terminated.

[0295] (Step S236-5) The main CPU 200a judges whether or not the transition to the normal performance state has been determined. If the transition to the normal performance state has been determined, the process proceeds to step S236-7. If the transition to the normal performance state has not been determined, that is, if the transition to the non-advantageous performance state has been determined, the process proceeds to step S236-11.

[0296] (Step S236-7) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0297] (Step S236-9) The main CPU 200a determines the number of games for executing the ceiling function in the normal presentation state to be an upper limit of 3000 games, sets the determined number of games in the ceiling game number counter, and ends the AT presentation state processing.

[0298] (Step S236-11) If it is determined in step S236-5 that a transition to the normal presentation state has not been decided, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the AT presentation state processing.

[0299] 28 is a flowchart for explaining the special sign effect state process (S237) executed in the state-specific module execution process. The special sign effect state process is executed when the effect state is the special sign effect state.

[0300] (Step S237-1) The main CPU 200a performs a lottery for adding the number of continued games, which is a gaming profit that can be received in the special performance state, and if the lottery for adding the number of continued games is won, the won number of games is added to the number of continued games.

[0301] (Step S237-3) The main CPU 200a judges whether the special premonition effect state has satisfied the end condition (here, consumption of a predetermined number of games). If it is judged that the end condition has been satisfied, the process proceeds to step S237-5, and if it is judged that the end condition has not been satisfied, the process of the special premonition effect state is terminated.

[0302] (Step S237-5) The main CPU 200a determines whether or not the additional lottery has been won in step S237-1. If it is determined that the additional lottery has been won, the process proceeds to step S237-7. If it is determined that the additional lottery has not been won, the process proceeds to step S237-9.

[0303] (Step S237-7) The main CPU 200a sets the next AT flag to a value corresponding to the special presentation state, and ends the special premonition presentation state processing.

[0304] (Step S237-9) If it is determined in step S237-5 that the additional lottery has not been won, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special premonition presentation state processing.

[0305] 29 is a flowchart for explaining the special effect state process (S238) executed in the state-specific module execution process. The special effect state process is executed when the effect state is the special effect state.

[0306] (Step S238-1) The main CPU 200a judges whether the special effect state has satisfied the end condition. If it is judged that the end condition has been satisfied, the process proceeds to step S238-3. If it is judged that the end condition has not been satisfied, the process of the special effect state is terminated. The end condition of the special effect state is that the number of continued plays added in step S237-1 has been reached.

[0307] (Step S238-3) The main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special presentation state processing.

[0308] FIG. 30 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.

[0309] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light emission color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue=1 and red=0.

[0310] (Step S240-3) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S240-1 above.

[0311] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0312] (Step S240-7) The main CPU 200a refers to the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c reach a steady rotation speed. In other words, the fact that the index flag is set indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.

[0313] (Step S240-9) The main CPU 200a judges whether all index flags of the reels 110a, 110b, and 110c have been detected. If it is judged that all index flags have not been detected, the process proceeds to step S240-1. If it is judged that all index flags have been detected, the process proceeds to step S240-11.

[0314] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a 3-bit bit string, and each bit corresponds to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.

[0315] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0316] (Step S240-15) The main CPU 200a sets a stop indicator output bit on (output image) to turn on (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, and 120c.

[0317] (Step S240-17) The main CPU 200a acquires an image of the input port 0, and executes an operation target bit extraction process to extract an operation target bit from the acquired image. Here, the operation target bit is composed of a bit string of 3 bits, each bit corresponding to one of the three stop switches 120a, 120b, 120c, and is represented as operated=1 and not operated=0.

[0318] (Step S240-19) The main CPU 200a calculates the logical product of the reel spinning flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is spinning effectively, the logical product becomes 1.

[0319] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the process proceeds to step S240-23.

[0320] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in the above step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.

[0321] (Step S240-25) The main CPU 200a judges whether the logical product calculated in the above step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is judged that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.

[0322] (Step S240-27) The main CPU 200a judges whether the operated stop switch 120 is valid. As a result, if it is judged that the operated stop switch 120 is not valid, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is judged whether or not one stop switch 120 is operated. Then, if it is judged that one stop switch 120 is operated, the process proceeds to step S240-29, and if it is judged that not one stop switch 120 is operated, that is, two or more stop switches 120 are operated, the process proceeds to step S240-1.

[0323] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0324] (Step S240-31) The main CPU 200a disables interrupts.

[0325] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.

[0326] (Step S240-35) The main CPU 200a executes a sliding frame number acquisition process for determining the number of sliding frames of the reel 110.

[0327] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0328] FIG. 31 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0329] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in the above step S240-33.

[0330] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of sliding symbols determined in the above step S240-35 with respect to the pressed reference position acquired in the above step S250-1.

[0331] (Step S250-5) The main CPU 200a sets a stop request flag (sets it to 1). The stop request flag is a flag for requesting a program operating in parallel to perform a stop process for the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read out by the program operating in parallel, and the reel 110 is stopped. When the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.

[0332] (Step S250-7) The main CPU 200a permits interrupts.

[0333] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping order of the reels 110 in a transmission buffer.

[0334] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0335] (Step S250-13) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S250-11 above.

[0336] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0337] (Step S250-17) The main CPU 200a executes a next cylinder setting pre-processing for stopping the next reel 110.

[0338] (Step S250-19) The main CPU 200a judges whether or not the stop process has been completed for all of the reels 110. As a result, if it is judged that the stop process has not been completed for all of the reels 110, the process proceeds to step S240, and if it is judged that the stop process has been completed for all of the reels 110, the process proceeds to step S250-21.

[0339] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have been stopped. If it is determined that all of the reels 110 have not been stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have been stopped, the main CPU 200a proceeds to step S250-23.

[0340] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0341] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit.

[0342] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23. If it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.

[0343] (Step S260) The main CPU 200a executes a display determination process for determining the winning combination that has been achieved. This display determination process will be described later.

[0344] FIG. 32 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0345] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0346] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.

[0347] (Step S260-5) The main CPU 200a sets an error code "EE" which indicates that a display determination abnormality (error) has occurred.

[0348] (Step S260-7) The main CPU 200a judges whether or not the display judgment is abnormal based on the judgment result of the above step S260-3. As a result, if it is judged that the display judgment is abnormal, the process proceeds to step S112, and if it is judged that the display judgment is not abnormal, the process proceeds to step S260-9.

[0349] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.

[0350] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0351] (Step S260-13) The main CPU 200a judges whether a small win has been won. If it is judged that a small win has been won, the process proceeds to step S260-15. If it is judged that a small win has not been won, the process proceeds to step S260-35.

[0352] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0353] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0354] (Step S260-19) The main CPU 200a judges whether the zone is favorable or not. If it is judged that the zone is not favorable, the process proceeds to step S270, and if it is judged that the zone is favorable, the process proceeds to step S260-21.

[0355] (Step S260-21) The main CPU 200a acquires the value of the favorable zone MY counter, which counts MY during the favorable zone.

[0356] (Step S260-23) The main CPU 200a adds the number of coins to be paid out to the value of the advantageous zone MY counter obtained in step S260-23 above.

[0357] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0358] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.

[0359] (Step S260-29) The main CPU 200a judges whether the result of the subtraction in step S260-27 is negative. If it is judged that the result of the subtraction is not negative, the process proceeds to step S260-33, and if it is judged that the result of the subtraction is negative, the process proceeds to step S260-31.

[0360] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0361] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.

[0362] (Step S260-35) The main CPU 200a judges whether or not the replay role has been won. As a result, if it is judged that the replay role has not been won, the process proceeds to step S270, and if it is judged that the replay role has been won, the process proceeds to step S260-37.

[0363] (Step S260-37) The main CPU 200a sets the number of coins inserted as the number of coins to be paid out.

[0364] (Step S260-39) The main CPU 200a turns on the replay operation flag.

[0365] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.

[0366] (Step S270) The main CPU 200a executes a payout process for paying out medals, which will be described later.

[0367] FIG. 33 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0368] (Step S270-1) The main CPU 200a acquires a re-play operation flag.

[0369] (Step S270-3) The main CPU 200a sets in the transmission buffer a payout start command indicating that the payout of medals has started.

[0370] (Step S270-5) The main CPU 200a judges whether or not a replay has been won based on the replay operation flag acquired in the above step S270-1. If it is judged that a replay has been won, the process proceeds to step S270-41, and if it is judged that a replay has not been won, the process proceeds to step S270-7.

[0371] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0372] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payout coins is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.

[0373] (Step S270-11) The main CPU 200a judges whether the number of stored sheets is 50 or more. If it is judged that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is judged that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.

[0374] (Step S270-13) The main CPU 200a executes a medal payout device control process for causing the medal payout device 142 to pay out one medal, and moves the process to step S270-23.

[0375] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0376] (Step S270-17) The main CPU 200a judges whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is judged that it is the first payout time, the process proceeds to step S270-21, and if it is judged that it is not the first payout time, the process proceeds to step S270-19.

[0377] (Step S270-19) The main CPU 200a executes a timer wait process for waiting until the payout start interval timer counts down to 0.

[0378] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.

[0379] (Step S270-23) The main CPU 200a sets in the transmission buffer a payout execution command indicating that one medal has been paid out.

[0380] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.

[0381] (Step S270-27) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S270-31. If it is judged that the bonus game state is in effect, the process proceeds to step S270-29.

[0382] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.

[0383] (Step S270-31) The main CPU 200a judges whether the payout of the payout number of medals has been completed. If it is judged that the payout has not been completed, the process proceeds to step S270-11. If it is judged that the payout has been completed, the process proceeds to step S270-33.

[0384] (Step S270-33) The main CPU 200a executes a payout end process for ending the payout of medals.

[0385] (Step S270-35) The main CPU 200a judges whether an over error has been detected. If it is judged that an over error has not been detected, the process proceeds to step S270-41, and if it is judged that an over error has been detected, the process proceeds to step S270-37.

[0386] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0387] (Step S270-39) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0388] (Step S270-41) The main CPU 200a sets in the transmission buffer a payout end command indicating that the payout of medals has ended.

[0389] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.

[0390] FIG. 34 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0391] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, executes a replay display control process which sets a stop display output bit off (output image) to turn on or off a bit corresponding to a replay display (not shown) indicating that the next play is a replay, and updates the output bit of the set output image.

[0392] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.

[0393] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the transitioned presentation state is read from the main ROM 200b and executed.

[0394] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.

[0395] (Step S280-7) The main CPU 200a executes advantageous zone update processing to manage advantageous zones.

[0396] (Step S280-9) The main CPU 200a judges whether the next game is in an AT presentation state. If it is judged that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is judged that the next game is in an AT presentation state, the process proceeds to step S280-11.

[0397] (Step S280-11) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S280-15. If it is judged that the bonus game state is in effect, the process proceeds to step S280-13.

[0398] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0399] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to the advantageous zone, in a transmission buffer.

[0400] (Step S280-17) The main CPU 200a sets a game end command, which indicates that one game has ended, in the transmission buffer.

[0401] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.

[0402] (Step S280-21) The main CPU 200a judges whether the effect wait timer, which is set when the advantageous zone is ended in the above step S280-7, is 0. As a result, if it is judged that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is judged that the effect wait timer is 0, the process proceeds to step S280-23.

[0403] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0404] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and shifts the process to step S200.

[0405] One game is executed through a series of processes from step S200 to step S280. After that, steps S200 to S280 are repeated.

[0406] Next, the power-off save process and timer interrupt process in the main control board 200 will be described.

[0407] (Evacuation process when power is turned off for the main control board 200) 35 is a flowchart explaining the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts and executes the power-off save processing.

[0408] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0409] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0410] (Step S300-5) The main CPU 200a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0411] (Step S300-7) The main CPU 200a restores the registers.

[0412] (Step S300-9) The main CPU 200a performs processing for permitting an interrupt, and ends the power-off save processing.

[0413] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0414] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0415] (Step S300-15) The main CPU 200a executes a RAM protect setting process required to prohibit access to the main RAM 200c.

[0416] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 200a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter.

[0417] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by one.

[0418] (Step S300-21) The main CPU 200a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S1000).

[0419] In addition, if a power outage actually occurs, the operation of the slot machine 100 stops while steps S300-19 to S300-21 are being looped.

[0420] (Timer interrupt processing of main control board 200) 36 is a flow chart explaining the timer interruption process in the main control board 200. The main control board 200 is provided with a reset clock pulse generation circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generation circuit, an interrupt occurs and the following timer interruption process is executed.

[0421] (Step S400-1) The main CPU 200a saves the registers.

[0422] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0423] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0424] (Step S400-7) The main CPU 200a outputs the set output image to the output port, and executes dynamic port output processing which controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators of the stop switches 120a, 120b, 120c, the replay indicator, and the section indicator 160.

[0425] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.

[0426] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .

[0427] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0428] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.

[0429] (Step S400-17) The main CPU 200a executes a random number update process for updating various random number values.

[0430] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.

[0431] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so that one module is executed once every four timer interrupt processing times (every 5.96 ms). For example, a module that executes a time monitoring process that subtracts from various timers is associated with one timer interrupt processing phase.

[0432] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0433] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0434] (Step S400-27) The main CPU 200a restores the registers.

[0435] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0436] (Main control board CPU peripheral configuration) 37 is a diagram for explaining electrical connections around the main CPU 200a. The main CPU 200a includes a CPU core 700 and a bus controller 702. The CPU core 700 controls the bus controller 702 through a bus control signal (Bus Cont) output from a BC terminal, and reads data from the main ROM 200b, the main RAM 200c, or the input / output unit 704, or writes data to the main RAM 200c or the input / output unit 704. In this example, a microprocessor based on a Z80-series CPU and sold by LETech is used as the main CPU 200a.

[0437] For example, when reading data from the main ROM 200b, the main RAM 200c, or the input / output unit 704, the bus controller 702 outputs a 16-bit address (A

[16] ) signal to identify either the main ROM 200b, the main RAM 200c, or the input / output unit 704 via the decoders 706a, 706b, 706c, and also controls the read (RD) signal to read a data (D[8]) signal from the main ROM 200b, the main RAM 200c, or the input / output unit 704. Furthermore, when writing data to the main RAM 200c or the input / output unit 704, the bus controller 702 outputs an address (A

[16] ) signal and a data (D[8]) signal to identify either the main RAM 200c or the input / output unit 704 via decoders 706b, 706c, and controls the write (WR) signal to write the data (D[8]) signal to the main RAM 200c or the input / output unit 704.

[0438] As described later, the address space of the input / output unit 704 is integrated with the address space of the main ROM 200b and the main RAM 200c. Therefore, the memory request (MREQ) terminal and the I / O request (IORQ) terminal that output a signal to specify whether to access the memory or the I / O, which were conventionally required, are not provided. By reassigning these two terminals to any other signal, the degree of freedom in program development can be increased.

[0439] In addition, external signals such as an interrupt / wait (INT / WAIT) signal that triggers the start of interrupt processing, a non-maskable interrupt (NMI) signal that allows interrupt processing to be executed with the highest priority, and a bus request (BUSREQ) signal that can transition a bus signal to high impedance are also input to the CPU core 700.

[0440] 38 is a block diagram showing the internal configuration of a CPU core 700. The CPU core 700 includes an external input unit 710, a state control unit 712, a central control unit 714, a register unit 716, and an arithmetic logic unit (ALU) 718. The external input unit 710 receives an external signal, and outputs control information based on the external signal to the state control unit 712 and the central control unit 714.

[0441] The state control unit 712 manages and transitions internal states (RESET, instruction fetch, instruction decode, operation, memory load, memory store, HALT, etc.) based on the input control information, determines the operating state of the CPU core 700, and outputs control information based on that operating state to the central control unit 714.

[0442] The central control unit 714 extracts an opcode (instruction) from the input data (DI[8]) input via the bus controller 702, and controls the ALU 718 based on the command decoded by the instruction decoder. The central control unit 714 also obtains necessary information from each register of the register unit 716 and updates each register based on the decoded command.

[0443] The register unit 716 includes selector ports 722a, 722b, and 722c, an input bank selector 724, a first register bank 726, a second register bank 728, an output bank selector 730, an address port 732, and an individual register 734. The individual register 734 includes a 16-bit program counter (PC) that indicates the address of the program to be executed next, an 8-bit interrupt (I) register that is used in interrupt mode, an 8-bit refresh (R) register that counts opcode fetch cycles, and an 8-bit interrupt enable (IFF) register that controls enable / disable of interrupts.

[0444] In addition, the register unit 716 is associated with a random number generator (not shown) for obtaining various random number values ​​related to the big prize lottery (jackpot determination random number, winning pattern random number, reach group determination random number, reach mode determination random number, variation pattern random number, win determination random number), and the latched random number values ​​are obtained via the input ports (FE73h to FE9Ch).

[0445] The random number generator operates on a system clock (a clock obtained by dividing the external input by 2) and generates random numbers less than a predetermined maximum value. The random number generator is a maximum value setting random number generator that can set the maximum value of the random number. Four channels of random number generators that can set a 16-bit maximum value and eight channels of random number generators that can set an 8-bit maximum value are prepared as maximum value setting random number generators that can set the maximum value of the random number. Here, the 16-bit maximum value setting random number generators can select a random number update cycle in the range of 32 to 47 clocks, and the maximum value setting range can be set in the range of 256 to 65535. The 8-bit maximum value setting random number generators can select a random number update cycle in the range of 16 to 31 clocks, and the maximum value setting range can be set in the range of 16 to 255 in four channels and in the range of 64 to 255 in the other four channels. Additionally, as fixed-maximum random number generators, which are random number generators with a fixed maximum value for random numbers, four channels of random number generators that can set a 16-bit maximum value and eight channels of random number generators that can set an 8-bit maximum value are provided. Here, the 16-bit fixed-maximum random number generators have a random number update cycle of one clock and a maximum value fixed at 65535. Also, the 8-bit fixed-maximum random number generators have a random number update cycle of one clock and a maximum value fixed at 255.

[0446] If there are not enough types of random numbers, it is also possible to generate other random numbers by multiplying or dividing the random number value obtained from a hardware random number generation unit (random number generator) by a specified number within the program.

[0447] 39 is a diagram illustrating the configuration of a register. The register unit 716 is provided with a first register bank (bank 0) 726 and a second register bank (bank 1) 728 that is paired with the first register bank 726. The first register bank 726 is provided with a main register group (front register group) 726a and a sub-register group (back register group) 726b that is paired with the main register group 726a, and the second register bank 728 is provided with a main register group 728a and a sub-register group 728b that is paired with the main register group 728a. The main register group 726a and the sub-register group 726b of the first register bank 726, and the main register group 728a and the sub-register group 728b of the second register bank 728 each include 8-bit registers (Q, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY). However, unlike the sub-register groups 726b and 728b, the main register groups 726a and 728a further include an 8-bit register (U) and a 16-bit register (SP). The main CPU 200a switches between the first register bank 726 and the second register bank 728, and can access only one of the register banks indicated by a register bank designation register RB in the F register (described later), and cannot simultaneously access the other register bank that is paired with that register bank.

[0448] Among the registers shown in FIG. 39, the Q register is an 8-bit register that is provided as an extended register in two sets in each register bank and stores the upper byte of an address used in some commands. When, for example, F0h is set as the value of the Q register, the main CPU 200a can use the Q register to access F000h to F0FFh of the main RAM 200c. The U register is an 8-bit register that is provided as an extended register in one set in each register bank and stores the upper byte of an address used in some commands. When, for example, FEh is set as the value of the U register, the main CPU 200a can use the U register to access built-in devices (timers, random number generators, external input / output circuits, etc.) connected to the input / output unit 704 at FE00h to FFFFh. The A register is a general-purpose register that also functions as an 8-bit accumulator used for arithmetic processing and data transfer. The F register is an 8-bit flag register that holds various arithmetic results. Here, as shown in FIG. 39, from the most significant bit (MSB: Most Significant Bit) to the least significant bit (LSB: Least Significant Bit), S is a sign flag that is set to 1 when the result of the operation is negative, Z is a zero flag (first zero flag) that is set to 1 when all bits are 0 as a result of the operation, TZ is a specific bit flag (second zero flag) of the gaming machine extension specification that is set to 1 (value changes) when all bits are 0 by executing a data transfer instruction (LD; load), and is sometimes called a TZ flag. H is a half carry flag that cannot be controlled by the programmer, RB (register bank designation register) is a register bank monitor that indicates the current register bank (first register bank 726=0, second register bank 728=1), P / V is a parity overflow flag, N is an addition / subtraction flag that cannot be controlled by the programmer, and C is a carry flag that is set to 1 when a carry or borrow occurs as a result of the operation. The F register and the A register form a pair register AF.

[0449] The B, C, D, E, H, and L registers are 8-bit general-purpose registers, two sets of which are provided in each register bank, and are used as 16-bit pair registers with predefined combinations (for example, there are registers BC, DE, HL, and several other combinations). The IX and IY registers are 16-bit general-purpose registers used for index addressing. The SP (stack pointer) register is 16 bits and stores the address that serves as the stack pointer. The Q' register, A' register, F' register, B' register, C' register, D' register, E' register, H' register, L' register, IX' register, and IY' register are sub-register groups 726b and 728b that can exchange or transfer data (contents) with the main register groups 726a and 728a of the Q register, A register, F register, B register, C register, D register, E register, H register, L register, IX register, and IY register by exchange instructions or transfer instructions, and are used by forming a pair register AF' with the A' register and F' register, forming a pair register BC' with the B' register and C' register, forming a pair register DE' with the D' register and E' register, and forming a pair register HL' with the H' register and L' register. Note that the pair registers are not limited to BC', DE', and HL', and there are several other combinations. On the other hand, one set of the U register and SP register is provided in each register bank.

[0450] As described above, in the main control board 200, the main CPU 200a controls the progress of the game in cooperation with the main RAM 200c based on the programs stored in the main ROM 200b. The programs for executing these functional units are arranged in predetermined areas (usage areas) of the main ROM 200b and the main RAM 200c.

[0451] 40 is an explanatory diagram showing a memory map. A memory space of 0000h to 3FFFh (12 kbytes) is allocated to the main ROM 200b, a memory space of F000h to F3FFh (1 kbyte) is allocated to the main RAM 200c, and a memory space of FE00h to FEFFh (256 bytes) is allocated to the input / output unit 704. The instruction codes of the program are written in assembler language. Here, a program is composed of instruction codes, and is read by a computer to realize a predetermined process in cooperation with data and a work area.

[0452] A usage area is allocated to the memory space of 0000h to 1DF3h of the main ROM 200b. The usage area is an area for storing programs and data for executing a game control process for controlling the progress of a game. Specifically, a memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes of a program for executing a game control process for controlling the progress of a game by operating the initialization means 300, the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game status control means 312, the performance status control means 314, and the command transmission means 316, and a memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the program for the game control process. In addition, a comment area is allocated to the memory space of 1E00h to 1FFFh, and a program management area is allocated to the memory space of 3FC0h to 3FFFh. In addition, a separate area (non-used area) is allocated to the memory space from 2000h to 3FBFh. As described later, the separate area is an area for storing programs and data that are not specified to be stored in the used area. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data of programs that perform some or all of the gaming machine test processing and security-related processing (hereinafter, sometimes simply referred to as non-game control processing) that do not affect the progress of the game.

[0453] In addition, the memory space from F000h to F1FFh in the main RAM 200c is allocated as a usage area. Specifically, the memory space from F000h to F13Fh is allocated as a work area for the above-mentioned game control process, and is used for managing variables such as timers, counters, and flags. The memory space from F1C0h to F1FFh is allocated as a stack area for the above-mentioned game control process. In addition, the memory space from F200h to F3FFh in the main RAM 200c is allocated as another area. Specifically, the memory space from F210h to F22Fh is allocated as a work area for some or all of the above-mentioned security-related processes, and is used for managing variables such as timers, counters, and flags. The memory space from F230h to F246h is allocated as a stack area for some or all of the above-mentioned security-related processes.

[0454] Also, the input / output unit 704 is assigned to the memory space of FE00h to FEFFh. Conventionally, in order to access a device corresponding to the input / output unit 704, a 256-byte I / O space was provided independent of the memory space. In contrast, in this embodiment, the MREQ and IORQ signals are eliminated, and access to the memory and the input / output unit 704 is shared and performed by the RD and WR signals. Also, a U register is provided as hardware for specifying an upper 8-bit address for accessing a device connected to the input / output unit 704, and an 8-bit upper address is specified in advance here. As a result, the I / O space that was provided independent of the memory space is integrated into the memory space to form a single address space. Then, when the IN instruction and the OUT instruction are executed, the input / output unit 704 assigned to the memory space can be accessed using the 8 bits indicated by the U register as the upper 8 bits and the 8 bits specified by the operand of the IN instruction and the OUT instruction as the lower 8 bits.

[0455] In this embodiment, a program can be written so that the LDQ instruction uses the value of the Q register to access memory space (mainly data areas and work areas), and the IN and OUT instructions use the U register to access I / O of devices (timers, random number generators, external input / output circuits, etc.). This configuration makes it easier to understand the program at the time of designing. Also, memory and I / O that were previously accessed by specifying 16-bit addresses can now be accessed by lower 8-bit operands, which can reduce program capacity. Furthermore, by having multiple upper specification registers such as the Q register, Q' register, and U register, the number of times that upper registers are replaced due to reuse is reduced compared to when there is only one upper register, and the program capacity can be further reduced.

[0456] In the above example, the memory space corresponding to the I / O space was accessed with the IN and OUT instructions, but the memory space can also be accessed directly with the IN and OUT instructions. For example, when accessing three 256-byte areas in memory, this can be achieved by specifying the upper 8 bits of each in the Q register, Q' register, and U register, and then accessing each area with the LDQ instruction, IN instruction, and OUT instruction.

[0457] (Reel 110 stop control 1) The main CPU 200a performs game control processing in accordance with the instruction code of the program in the use area, while referring to the program data in the use area, and by utilizing each internal register, the work area, and the stack area in the use area under the environment shown in Figs. 37 to 40. In the main CPU 200a, the storage capacity of the use area is predetermined, and for example, as shown in Fig. 40, the control area is limited to 4.5 kbytes, and the data area is limited to 3.0 kbytes. Therefore, when the main CPU 200a manages the AT performance state and the so-called reel performance that rotates the reel unit in various ways as described above, the storage capacity of the game control processing may be further limited in the control area. Here, the capacity of the control area for performing game control processing is secured by devising the configuration of the program and the variables handled in the program.

[0458] For example, the reel control means 306 specifies the execution mode of the stop control, that is, the number of sliding symbols to be stopped on the pay line A of the reel on which the stop operation was performed, according to the determined winning type, the stop operation order, and the reel on which the stop operation was performed. However, if data (stop control setting data) for specifying the execution mode of the stop control for each of all combinations of such parameters (winning type, stop operation order, reel on which the stop operation was performed) were to be prepared, the capacity of the control area would increase. Therefore, by determining parameters that have a common execution mode of the stop control among the winning type, the stop operation order, the reel on which the stop operation was performed, etc., the execution mode of the stop control is made common for some combinations of parameters. Below, the reverse push data setting process (SET_RIG module) for setting data necessary for the stop control will be explained as an example.

[0459] FIG. 41 is a flow chart for explaining an example of the reverse push data setting process. FIG. 42 is a diagram showing an example of a specific command for realizing the reverse push data setting process. FIG. 43 is a diagram showing a part of the first stop selection table. FIG. 44 is a diagram showing a part of the table offset value table used. Here, for the convenience of explanation, only the specific processing of the reverse push data setting process is listed, and the explanation of other processing unrelated to this embodiment is omitted. In addition, the numerical value of step S in the explanation of FIG. 41 will be used only in the explanation of this figure.

[0460] The reverse push data setting process (SET_RIG module) is a subroutine that is called first in the sliding frame number acquisition process (GET_SLP module) shown in step S240-35 of FIG. 30. In the sliding frame number acquisition process, the number of sliding frames of the reel 110 on which the stop operation was performed is determined based on the stop control number indicating the winning type (winning area) acquired in the above step S230-1, the reel stop order indicating the order in which the stop operation was performed (first stop, second stop, third stop), the processing reel offset value indicating the reel on which the stop operation was performed (left reel 110a=0, center reel 110b=1, right reel 110c=2), and the pressing reference position derived in the above step S240-33. In addition, in the reverse push data setting process, the use table offset value and use bit data, which are data for specifying the execution mode of the stop control based on the stop control number, the reel stop order, and the processing reel offset value, are acquired. Here, the usage table offset value is an offset value for identifying a position in the usage table that indicates the number of slipping frames, and the usage bit data indicates a bit in the usage table that references the number of slipping frames (stop position).

[0461] As shown in FIG. 41, the main CPU 200a obtains an address for storing a stop control number, a table offset value to be used, and bit data to be used, as a preliminary preparation for the slip frame number acquisition process (S1). Next, the main CPU 200a judges whether the current stop operation is the first stop (S2), and if it is the first stop (YES in S2), proceeds to the process of step S3, and if it is not the first stop (NO in S2), proceeds to the process corresponding to the second stop or the third stop. Note that a detailed description of the process corresponding to the second stop or the third stop will be omitted. If the current stop operation is the first stop, the main CPU 200a sets the top address of the first stop selection table in the HL register (S3), and judges whether a common judgment flag to be described later is 1 (S4).

[0462] When the main CPU 200a determines that the common judgment flag is 1 (YES in S4), it sets the table offset value and bit data to be used fixedly (S5), and determines whether the reel on which the stop operation was performed is the center reel 110b or the right reel 110c (S6). On the other hand, when the main CPU 200a determines that the common judgment flag is not 1 (NO in S4), it moves the process to step S7.

[0463] When the main CPU 200a determines that the reel on which the stop operation has been performed is not the center reel 110b or the right reel 110c, i.e., the left reel 110a (NO in S6), it sets the usage bit data in the E register (S7) regardless of the usage table offset value and usage bit data set in step S5, and sets the usage table offset reference value in the A register (S8). The usage table offset reference value is a reference value for identifying the usage table offset value. Next, the main CPU 200a determines whether the usage table offset reference value is less than 6 (S9). When the main CPU 200a determines that the use table offset reference value is 6 or more (NO in S9), it sets a use table offset value corresponding to each reel 110 individually based on the use table offset reference value (S10), and when it determines that the use table offset reference value is less than 6 (YES in S9), it skips the process of step S10 and proceeds to step S11 in order to use the use table offset reference value as it is as a use table offset value common to the reels 110. Then, the main CPU 200a sets the use table offset value in the D register (S11).

[0464] Furthermore, if the main CPU 200a determines that the reel on which the stopping operation was performed is the center reel 110b or the right reel 110c (YES in S6), the main CPU 200a skips steps S7 to S11 and proceeds to step S12, where the usage table offset value and usage bit data set in step S5 are used as is. The main CPU 200a stores the usage table offset value and usage bit data in the address for storing the above-mentioned usage table offset value and usage bit data (S12).

[0465] The flowchart in FIG. 41 is expressed in concrete program code as shown in FIG. 42. It is assumed that when the reverse push data setting process is called, the processing reel offset value (left reel = 0, middle reel = 1, right reel = 2) is stored in the C register. The index "SET_RIG" on the first line of FIG. 42 indicates the start address of the reverse push data setting process. The reverse push data setting process is called by this index "SET_RIG". The command "LDQ A, (LOW R_HIT_NUM)" on the second line makes the value of the Q register the upper byte of the address, and the value of the lower byte of the address "R_HIT_NUM" the lower byte of the address, and the value stored in that address (stop control number) is read into the A register. The command "LDQ HL, LOW R_USE_MSK" on the third line reads the value of the Q register into the H register, and the value of the lower byte of the address "R_USE_MSK" into the L register. In this way, the address for storing the usage table offset value and the usage bit data is obtained. The commands on the second and third lines correspond to step S1 in FIG.

[0466] The command "JCPQ NC, (LOW R_REL_ORD), 1, SET_REG_30" on the fourth line of Fig. 42 sets the value of the Q register as the upper byte of the address, sets the value of the lower byte of the address "R_REL_ORD" as the lower byte of the address, compares the value indicated by that address (reel stop order) with a fixed value of "1", and if the carry flag is not set to 1, that is, if the reel stop order is not 0 (not the first stop), moves to the address indicated by the index "SET_REG_30" (not shown). This command on the fourth line corresponds to step S2 in Fig. 41.

[0467] The command "LDF HL,D_NST_1ST_SEL" on the fifth line of FIG. 42 causes the top address "D_NST_1ST_SEL" of the first stop selection table to be read into the HL register. Here, in the first stop selection table, as shown in FIG. 43, each stop control number is associated with stop control setting data for identifying the execution mode of the stop control. The stop control setting data is composed of use table offset selection offset data represented by 1 byte and use bit data represented by 1 byte (common to the reels 110) or 3 bytes (individual for each reel 110). The use table offset selection offset data includes three parameters. The first of the three parameters is a use table offset reference value, represented by 4 bits, and a value of 0 to 9 is set. The second parameter is a common determination flag indicating whether the execution mode of the stop control is common between the reels 110, and represented by 1 bit. The third parameter is a common judgment value indicating whether or not the use bit data is set for each reel 110, and is represented by 3 bits. When the use bit data is common to the three reels 110, 000B is set, and when the use bit data is set for each of the three reels 110, 011B is set. The command "RST DBLBYTE" on the sixth line of FIG. 42 calls the DBLBYTE module as a subroutine, and the double byte selection process is executed in the DBLBYTE module. In the double byte selection process, the value indicated by the address obtained by adding the value of the A register (stop control number) to the value of the HL register (top address of the first stop selection table) is read into the HL register. This value becomes the top address of the stop control setting data corresponding to the stop control number. The command "LD A,C" on the seventh line reads the processing reel offset value (left reel=0, center reel=1, right reel=2) stored in the C register into the A register. The commands on the fifth to seventh lines correspond to step S3 in FIG. 41.

[0468] If bit 3 of the used table offset selection offset data in the stop control setting data indicated by the address stored in the HL register is 0 by the command "JBIT Z,3,(HL),SET_RIG_05" on the 8th line of Fig. 42, that is, if the common judgment flag is not set, it moves to the index "SET_RIG_05" on the 11th line. Here, if the common judgment flag is set, it is determined that the execution mode of the stop control is common, and the command on the 9th line is executed, and if the common judgment flag is not set, it is determined that the execution mode of the stop control is not common, and the used table offset value and used bit data are set by the commands on the 11th line and onwards. Such a command on the 8th line corresponds to step S4 in Fig. 41.

[0469] The command "LD DE,3 * 256 + 00000001B" on the 9th line of Fig. 42 sets 3 as the used table offset value in the D register, and sets 00000001B as the used bit data in the E register. This command on the 9th line corresponds to step S5 in Fig. 41. Here, when the common determination flag in the 3rd bit of the used table offset selection offset data is 1, the used table offset value and the used bit data are set to a common fixed value (0301H). This is for the following reason.

[0470] As described above, the reverse push data setting process aims to obtain the table offset value and bit data to be used based on the stop control number, the reel stop order, and the processing reel offset value. However, if the table offset value and bit data to be used are prepared for all combinations of the stop control number, the reel stop order, and the processing reel offset value, the data capacity will increase. Here, as can be understood by referring to FIG. 9, the 15 winning types of the winning areas 15, 16, and 19 to 31 have different winning combinations displayed on the effective line A when the first stop is the stop switch 120a, but when the first stop is the stop switch 120b or the stop switch 120c, the symbol combination corresponding to the winning combination "Replay 1" is displayed on the effective line A in common. Here, the common judgment flag corresponding to the winning areas 15, 16, and 19 to 31, which have a common execution mode of the stop control, is set to 1. Then, when the main CPU 200a grasps through the common judgment flag that the winning regions 15, 16, 19 to 31, which have a common execution mode of the stop control, have been won, without judging the stop control number individually, it first provisionally sets a common table offset value and bit data to be used, regardless of which stop switch 120 the first stop is. For example, since the common judgment flag of the stop control setting data (@RST_SEL_RP1 in FIG. 43) corresponding to the winning type "Replay 1" of the winning region 15 is 1, 0301H is commonly set in the DE register.

[0471] If the value of the A register (processing reel offset value) is not 0 (if the reel on which the stopping operation was performed is the center reel 110b or the right reel 110c) by the command "JT NZ, A, SET_RIG_15" on the 10th line of Fig. 42, the subsequent processing is skipped and the process moves to the indicator "SET_RIG_15" on the 24th line, and if the value of the A register is 0, the process moves to the next command after that command. Such a command on the 10th line corresponds to step S6 in Fig. 41.

[0472] As described above, the execution mode of the stop control is common when the winning area 15, 16, 19 to 31 is won and the stop switch 120b or the stop switch 120c is operated as the first stop. Here, in the above step S5, if the common judgment flag is 1 (if the winning area 15, 16, 19 to 31 is won), regardless of which stop switch 120 is the first stop, the common use table offset value and use bit data are provisionally set. Therefore, the main CPU 200a further determines that the stop switch 120b or the stop switch 120c is operated as the first stop because the processing reel offset value is not 0, and uses the common use table offset value and use bit data set in step S5 as they are without executing the processing of lines 11 to 23 that newly set the use table offset value and use bit data. With this configuration, by standardizing the combination of stop control number, reel stop order, and processing reel offset value, which have a common execution mode of stop control, it is possible to reduce the number of correspondences between the stop control number, reel stop order, processing reel offset value, and the execution mode of stop control, and it becomes possible to reduce the data volume.

[0473] On the other hand, if the winning area 15, 16, 19 to 31 is not won, or if the winning area 15, 16, 19 to 31 is won but the first stop is the stop switch 120a, the table offset value and bit data to be used are individually set based on the stop control number and the processing reel offset value.

[0474] The index "SET_RIG_05" on the 11th line of FIG. 42 indicates the address of the destination. The command "AND A, (HL)" on the 12th line sets the logical product of the value of the A register (the processing reel offset value) and the used table offset selection offset data stored in the address indicated by the HL register in the A register. Here, if the common judgment value is 011B, the processing reel offset value (left reel 110a=0H, center reel 110b=1H, right reel 110c=2H) is set as is in the A register, and if the common judgment value is 000B, 0 is fixedly set in the A register. The command "INC A" on the 13th line increments the value of the A register by 1. The command "LD E, (HL+A)" on the 14th line extracts the used bit data from the first stop selection table and sets it in the E register. The commands on the 11th to 14th lines correspond to step S7 in FIG. 41.

[0475] The command "LD A, (HL)" on line 15 of Fig. 42 reads the used table offset selection offset data indicated by the address stored in the HL register into the A register. The command "SRL A, 4" on line 16 bit-shifts the address value indicated by the A register by 4. As a result of this shift, only the used table offset reference value remains in the A register. These commands on lines 15 and 16 correspond to step S8 in Fig. 41.

[0476] The command "JCP C,A,6,SET_RIG_10" on line 17 of FIG. 42 compares the value of the A register with the value "6", and if the value of the A register is less than 6 (if the carry flag is set), it moves to the address "SET_RIG_10". In this way, if the value of the A register is less than the upper limit of 6, the processing on lines 18 to 21 can be skipped and the address moved to the index "SET_RIG_10" on line 22. This command on line 17 corresponds to step S9 in FIG. 41.

[0477] As described above, the A register is set with a use table offset reference value. Here, the use table offset value for each of the reels 110a, 110b, and 110c is specified based on the use table offset reference value. The use table offset value may have a different value corresponding to each of the reels 110a, 110b, and 110c. For example, when the use table offset reference value is 6, the use table offset value of the left reel 110a is 3, the use table offset value of the center reel 110b is 3, and the use table offset value of the right reel 110c is 5, as shown in the second to fourth rows of the use table offset value table in FIG. 44. However, if use table offset values ​​are prepared for all combinations of the stop control setting data and the reels 110a, 110b, and 110c, the data capacity will increase. Here, the use table offset reference value is divided into 10 types from 0 to 9, and six of them are common to all of the reels 110a, 110b, and 110c. Therefore, for the six use table offset reference values ​​that have a common use table offset value, one use table offset value is made common to all of reels 110a, 110b, and 110c, and for the four use table offset reference values ​​for which the use table offset reference value is set individually for each of reels 110a, 110b, and 110c, a use table offset value is set individually for each of reels 110a, 110b, and 110c.

[0478] In this way, here, there are patterns in which the use table offset values ​​are the same as and common to the use table offset reference values ​​0, 1, 2, 3, 4, and 5, and patterns in which the use table offset values ​​are set to individual values ​​3, 3, 5, individual values ​​3, 5, 5, individual values ​​0, 0, 3, and individual values ​​0, 3, 3 for the reels 110a, 110b, and 110c, respectively. In the former case, the use table offset reference value is used as the use table offset value as it is. In this way, the use table offset reference value to be referenced can be shared as it is by the reels 110a, 110b, and 110c. In the latter case, the individual values ​​3, 3, and 5 are associated with the use table offset reference value 6 as the use table offset value, the individual values ​​3, 5, and 5 are associated with the use table offset reference value 7 as the use table offset value, the individual values ​​0, 0, and 3 are associated with the use table offset reference value 8 as the use table offset value, and the individual values ​​0, 3, and 3 are associated with the use table offset reference value 9 as the use table offset value. In step S9 of Fig. 41, when the use table offset reference value is less than 6, i.e., 0 to 5, the main CPU 200a skips the processing of lines 18 to 21 of Fig. 42 which performs individual setting, thereby making it possible to set a common use table offset reference value as the use table offset value regardless of which reel 110 has been stopped. With this configuration, by standardizing use table offset reference values ​​which have a common execution mode of stop control, it is possible to reduce the number of correspondences between use table offset reference values ​​and execution modes of stop control, and thus it is possible to reduce the amount of data.

[0479] On the other hand, when the use table offset reference value is 6 or more, that is, 6 to 9, the use table offset value is set individually for the reels 110a, 110b, and 110c. The command "MUL A,3" on the 18th line of FIG. 42 multiplies the value of the A register (use table offset reference value) by 3. This is because, as can be understood by referring to the use table offset value table of FIG. 44, the use table offset values ​​for the three reels 110 correspond to each of the use table offset reference values ​​6 to 9. The command "ADD A,C" on the 19th line adds the value of the C register (processing reel offset value) to the value of the A register, and the result is stored in the A register. In this way, the offset value in the use table offset value table is reflected in the A register. The command "LDF HL,D_NST_TBL_USE - 6 * 3" on the 20th line reads the value obtained by subtracting 18 from the top address "D_NST_TBL_USE" of the use table offset value table into the HL register. Here, 18 is subtracted from the start address "D_NST_TBL_USE" for the following reason. Since there is no need to prepare use table offset values ​​corresponding to use table offset reference values ​​0 to 5, only use table offset values ​​corresponding to use table offset reference values ​​6 to 9 are associated with the use table offset value table, as shown in FIG. 44. Therefore, offset values ​​in the use table offset value table should only need to be in the range of 0 to 11. However, due to the commands on lines 18 and 19, the offset values ​​in the use table offset value table will be in the range of 18 to 29. Therefore, the difference (18) is offset by "- 6 * 3" in the command on line 20 "LDF HL,D_NST_TBL_USE - 6 * 3". In this way, the offset value in the use table offset value table can be set to an appropriate value.The command "ADDALD A, (HL)" on line 21 adds the value of the A register (the offset value in the usage table offset value table) to the value of the HL register (the top address of the usage table offset value table minus 18), and the 1-byte value stored at the address indicated by the HL register after the addition is read into the A register. In this way, the usage table offset value is individually set in the A register. The commands on lines 18 to 21 correspond to step S10 in FIG. 41.

[0480] The index "SET_RIG_10" on the 22nd line of Fig. 42 indicates the address of the destination. The command "LD D,A" on the 23rd line sets the table offset value to be used in the D register. This command on the 23rd line corresponds to step S11 in Fig. 41.

[0481] The index "SET_RIG_15" on the 24th line of Fig. 42 indicates the destination address. The command "LDQ (LOW R_USE_MSK),DE" on the 25th line sets the value of the Q register as the upper byte of the address, sets the value of the lower byte of the address "R_USE_MSK" as the lower byte of the address, and stores the value of the DE register, i.e., the used table offset value and used bit data, in that address. This command on the 25th line corresponds to step S12 in Fig. 41.

[0482] Next, when the use table offset value and the use bit data are specified in this way, the number of sliding frames of the reel 110 where the stopping operation has been performed is determined in the sliding frame number acquisition process (GET_SLP module) shown in step S240-35 of Fig. 30. The sliding frame number acquisition process will be described below.

[0483] Fig. 45 is a diagram showing a part of the usage table. Fig. 46 is an explanatory diagram for explaining the stop control. Here, an example will be described in which the winning type "Replay 1" in the winning area 15 is won, and the player operates the stop switches 120a, 120b, and 120c in the batting order 3.

[0484] When the player makes the first stop of the stop switch 120b, the reel stop sequence becomes 0 (first stop), and the processed reel offset value becomes 1 (the stop operation was performed on the middle reel 110b). As described above, since the common judgment flag of the stop control setting data corresponding to the winning type "Replay 1" of the winning area 15 is 1, in step S5 of the reverse push data setting process, the used table offset value is set to 3, and the used bit data is set to 00000001B.

[0485] The main CPU 200a uses the use table offset value 3 to specify the use table to be used this time. Specifically, the main CPU 200a performs stop control using 20 bytes of data indicated by an address obtained by adding 60 (use table offset value 3×20 frames) to the top address of the use table. Here, it is assumed that the use table "D_NST_RST_2ND_3" in which the top address of the use table is offset by 60 bytes is used. Here, the data "10110000B" in the second row of the use table "D_NST_RST_2ND_3" corresponds to the symbol number "0" of the middle reel 110b, and the data "01000001B" in the third row corresponds to the symbol number "1" of the middle reel 110b. Therefore, the data "00000100B" in the 21st row of the use table "D_NST_RST_2ND_3" corresponds to the symbol number "19" of the middle reel 110b.

[0486] Next, the main CPU 200a identifies a bit that refers to the number of slipping frames in the usage table with the top address "D_NST_RST_2ND_3". Specifically, it performs a logical product of 20 bytes of data of the usage table with the top address "D_NST_RST_2ND_3" and the usage bit data. Here, since the usage bit data is "00000001B", only the data of the least significant bit (bit 0) remains after the logical product, as shown by the dashed line in FIG. 45. Bit 0 of the data in the usage table with the top address "D_NST_RST_2ND_3" is "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0". When the data of bit 0 is associated with the pattern of the center reel 110b, it becomes the center reel 110b in FIG. 46.

[0487] Here, assume that the symbol "cherry" of the symbol number "9" on the center reel 110b is located on the pay line A at the timing when the player makes the first stop of the stop switch 120b. In this case, the pressing reference position is "9". As shown in the center reel 110b in FIG. 46, the main CPU 200a extracts five bit 0 data ("0", "1", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0") equivalent to four sliding frames from the symbol number "9" toward the smaller symbol number from among the bit 0 data "0", "1", "0", "0", "0", "0" in the order of the symbol numbers "5" to "9". The main CPU 200a judges whether the extracted 5 frames of data include "1" or not, and if "1" is included, determines the number of sliding frames so that the symbol on the center reel 110b corresponding to the "1" stops at the timing when the symbol is positioned on the pay line A. For example, in FIG. 46, the symbol "Replay" with the symbol number "6" is "1" among the 5 frames of data "0", "1", "0", "0", "0" from the symbol "Cherry" with the symbol number "9" to the symbol number "9" with the smallest symbol numbers, so the number of sliding frames is "3" (9-6). By determining the number of sliding frames "3" in this way, the reel control means 306 can control the center reel 110b to stop at the timing when the symbol "Replay" is positioned on the pay line A.

[0488] In this example, the data for five frames extracted from the bit data logically ANDed with the bit data contains only one "1", but the data for five frames may contain multiple "1". In this case, the number of sliding frames is determined for the symbol with the larger symbol number among the symbols corresponding to "1". For example, when the player stops the stop switch 120b for the first time, if the symbol "cherry" with symbol number "9" on the center reel 110b is located on the pay line A and the data for five frames extracted from the bit data logically ANDed with the bit data are "0", "1", "0", "1", and "0", the symbol "red 7" with symbol number "8" corresponding to "1" and the symbol "replay" with symbol number "6" that has the larger symbol number "red 7" with symbol number "8" are the symbols to be stopped, and the number of sliding frames is "1" (9-8).

[0489] In addition, here, an example in which a bit of 1 in the use bit data becomes "1" has been described, but this is not the only case, and multiple bits in the use bit data may become "1". In this case, the data that is ANDed with the lower bit of the multiple bits that are "1" is used preferentially. For example, if the use bit data is "00000011B", by ANDing with the use bit data, the data corresponding to bit 0 is "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", and the data corresponding to bit 1 is "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0". In this case, the main CPU 200a extracts five frames of data from the press reference position and determines the number of sliding frames using the data "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0" corresponding to bit 0. If the five frames of data does not include "1", the main CPU 200a extracts five frames of data from the press reference position and determines the number of sliding frames using the data "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0" corresponding to bit 1.

[0490] In this way, when the winning type "Replay 1" in the winning area 15 is won, the player operates the stop switch 120b, followed by the stop switch 120a and the stop switch 120c in that order. For example, if the player operates the stop switch 120a when the symbol "cherry" of the symbol number "18" on the left reel 110a is located on the pay line A (press reference position = 18), as shown in Figure 46, "0", "0", "0", "1", and "0" are extracted in that order from the symbol numbers "14" to "18" as data for five frames, and the difference "1" between the symbol number "14" and the symbol "BAR" of the symbol number "17" corresponding to "1" becomes the number of slipping frames. Also, if the player operates the stop switch 120c when the "bell" symbol with symbol number "13" on the right reel 110c is located on the pay line A (reference position for pressing = 13), "1", "0", "0", "0", and "0" are extracted in the order of symbol numbers "9" to "13" as data for five frames, as shown in Figure 46, and the difference in number of frames between the symbol number "9" corresponding to the "watermelon A" symbol with symbol number "1" and the "watermelon A" symbol with symbol number "9" corresponding to the "1" symbol is the number of sliding frames, which is "4". Thus, the symbol combination "BAR", "REPLAY", and "WATERM A" corresponding to the winning combination "REPLAY 1" are displayed on the pay line A.

[0491] In this way, the slot machine 100 includes a winning type selection means 304 that determines whether or not a winning type including a first winning type (e.g., a winning type "Replay 1") and a second winning type (e.g., a winning type "Replay 2") has been won, and a reel control means 306 that controls the rotation of a plurality of reels 110 on which a plurality of types of symbols are arranged, in response to the operation of a start switch 118, and controls the stop of each of the reels 110 corresponding to the operated stop switch 120, in response to the operation of a stop switch 120. Stop control setting data for specifying an execution mode of the stop control is associated with each of the plurality of winning types, and a common flag (e.g., a common judgment flag) is set in the stop control setting data of the first winning type and the stop control setting data of the second winning type. When the stop switch 120 is operated in a predetermined operation mode (e.g., a hitting order 3 to 6), if the common flag is set in the stop control setting data, the reel control means 306 controls the stop so that a common symbol combination (e.g., a symbol combination corresponding to the winning role "Replay 1") is displayed.

[0492] With this configuration, by standardizing the combination of stop control number, reel stop order, and processing reel offset value, which have a common execution mode of stop control, it is possible to reduce the number of correspondences between the stop control number, reel stop order, processing reel offset value, and the execution mode of stop control, thereby reducing the data volume and enabling the game control processing to be executed appropriately.

[0493] In addition, when a third winning type different from the first winning type or the second winning type (for example, the winning type "Replay 3") is determined, or when the first winning type or the second winning type is determined but the stop switch 120 is not operated in a predetermined operating manner (playing order 1, 2), since the common flag is not set in the stop control setting data, the reel control means 306 performs stop control so that an individual pattern combination is displayed based on the stop control number and the processing reel offset value.

[0494] Here, an example was given in which, as a predetermined operation mode, when the stop switch 120b or the stop switch 120c is stopped for the first time, the table offset value and the bit data used are identified based on the common judgment flag and the processing reel offset value, but the present invention is not limited to such a case. For example, as a predetermined operation mode, when the stop switch 120a is stopped for the first time, the table offset value and the bit data used may be identified based on the common judgment flag and the processing reel offset value. Also, when any of the combinations of the stop switches 120 selected from the stop switch 120a, the stop switch 120b, and the stop switch 120c is stopped for the first time, the table offset value and the bit data used may be identified based on the common judgment flag and the processing reel offset value. Also, not only for the first stop, but also for the second stop and the third stop, the table offset value and the bit data used may be identified based on the common judgment flag.

[0495] In addition, an example has been given here in which one bit, bit 3, of the used table offset selection offset data is used as the common judgment flag, but this is not limited to the above case, and the bit position may be other than bit 3, and the bit length may be two bits or more.

[0496] The slot machine 100 further includes a winning type lottery means 304 for determining whether or not a plurality of winning types have been won, and a reel control means 306 for controlling the rotation of a plurality of reels 110 on which a plurality of types of symbols are respectively arranged in response to the operation of a start switch 118, and for controlling the stop of each of the reels 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120. A reference value (e.g., a use table offset reference value) for specifying an execution mode of the stop control is associated with each of the plurality of winning types, and the reel control means 306 controls the stop of the reel 110 based on data (e.g., a use table offset value) common to the plurality of reels 110 when the reference value associated with the determined winning type satisfies a predetermined condition (e.g., a use table offset reference value<6), and controls the stop of the reel 110 based on data (e.g., a use table offset value) set for the reel 110 corresponding to the operated stop switch 120 among the data set for each of the plurality of reels 110 when the reference value associated with the determined winning type does not satisfy the predetermined condition. With this configuration, by not determining which reel 110 a usage table offset reference value having a common execution mode of stop control corresponds to, the number of correspondences between the usage table offset reference value and the execution mode of stop control can be reduced, the data volume can be reduced, and the game control processing can be executed appropriately.

[0497] Furthermore, the reel control means 306 may control the stopping of the reel 110 based on the reference value itself when the reference value (e.g., the used table offset reference value) associated with the determined winning type satisfies a predetermined condition. By using the reference value itself in this manner, it becomes unnecessary to prepare data corresponding to the reference value, the amount of data can be reduced, and the game control process can be appropriately executed.

[0498] Also, while the specified condition here has been described as the used table offset reference value being less than 6, the present invention is not limited to this case, and the numerical value to be compared may be other than 6, and the specified condition may be that the numerical value is equal to or greater than that numerical value, or that the numerical value is within a specified range.

[0499] (Reel 110 stop control 2) A player can grasp the game result from the symbol combination of the reel 110 stopped in the symbol display window 108 of the slot machine 100. However, if the game result is shown only by the stopping state of the reel 110, the game tends to become monotonous. Therefore, display means such as a liquid crystal display unit 124 and a performance lamp 126 are installed to improve the performance effect. For example, a suggestive performance can be performed on the liquid crystal display unit 124 according to the result of the winning type lottery, and the gaming profit given to the player can be more impressively displayed.

[0500] Here, the suggestive effect is an effect that suggests the stopping mode of the reel 110, such as a winning combination that can be displayed on the active line A, a symbol combination corresponding to a winning combination that can be displayed on the active line A, or a symbol included in a symbol combination corresponding to a winning combination that can be displayed on the active line A. The effect control means 334 displays, for example, the symbol itself included in the symbol combination corresponding to a winning combination that can be displayed on the active line A, or a color or shape that is reminiscent of (reminiscent of) a symbol included in a symbol combination corresponding to a winning combination that can be displayed on the active line A, on the liquid crystal display unit 124. Possible colors that are reminiscent of (reminiscent of) a symbol include, for example, blue for the symbol "replay", yellow for the symbol "bell", green for the symbol "watermelon" (symbol "watermelon A" and symbol "watermelon B"), and red for the symbol "cherry".

[0501] The performance control means 334 may perform a suggestive performance at any timing between when the start switch 118 is operated and when all the stop switches 120 are operated. For example, the performance control means 334 can perform a suggestive performance of a symbol included in a symbol combination corresponding to a winning role included in the determined winning type at the timing when the start switch 118 is operated. In addition, the performance control means 334 can perform a suggestive performance of a symbol that constitutes a symbol combination corresponding to a winning role included in the determined winning type and that can actually be displayed on the active line A by the third stop, on the condition that the display is not highlighted in response to the operation (first stop, second stop, third stop) of the stop switch 120.

[0502] As described above, the player can grasp the gaming profit from the stopping state of the reel 110, but instead of or in addition to this, the player can guess the gaming profit through the suggestive performance. For example, the player can operate the stop switch 120 in response to the suggestive performance so that the symbols displayed on the liquid crystal display unit 124 are stopped on the pay line A.

[0503] In addition, such suggestive effects can be used to improve the effect of the effects. For example, the effect control means 334 can make the player expect a high payout through effects that make it seem as if the player has won even if none of the winning types have been won, or effects that make it seem as if the player has won a different winning type from the winning type that has actually been won (hereinafter referred to as contradictory effects), so that the player does not get bored. However, the player may suffer a disadvantage by notifying a winning type that is different from the winning type that has actually been won. For example, in a state where a winning type including a small winning type that is not necessarily displayed on the pay line A (PB≠1) has been won, a contradictory effect is performed to notify a small winning type different from the small winning type, and the player may misidentify the winning type that has been won and miss out on a small winning type that could have been obtained. In addition, if the suggestive effects are designed too freely, the player may misidentify the actual game result by viewing only the suggestive effects and not the stopping mode of the reel 110.

[0504] In this embodiment, the suggestive effects and the stopping modes of the reels 110 are associated as follows to prevent misunderstanding of game results while ensuring the freedom of the effects. Specifically, the reel control means 306 performs stopping control so that a winning combination including a predetermined symbol actually wins, although with a low probability. Then, the effect control means 334 realizes a contradictory effect in which a predetermined symbol is suggested, but a winning combination including another symbol wins with a high probability.

[0505] 47 to 52 are explanatory diagrams for explaining stop control. Here, a case where the winning type "Reach Eye Replay 6" in the winning area 26 in FIG. 9 is won is illustrated. For example, when a predetermined gaming profit such as an AT performance state is internally determined and the winning type "Reach Eye Replay 6" is won, the player operates the stop switch 120 in the stroke order 1 and 2, and the reach eye appears in the symbol display window 108. For example, in the winning type "Reach Eye Replay 6", as shown in FIG. 9, the winning roles "Replay 1", "Replay 2", "Replay 11", "Replay 12", and "Replay 13" overlap, and when the player operates the stop switch 120 in the stroke order 1 and 2, for example, the winning role "Replay 12" is displayed on the pay line A. At this time, for example, the symbols "BAR", "REPLAY", and "REPLAY" will be displayed on the valid line A, and the symbols "REPLAY", "REPLAY", and "CHERRY", or "Ririchie" for short, will be displayed on the invalid line B1.

[0506] Here, first, a case where the player operates the stop switch 120 in the stroke order 1 will be described. When the player wins the winning type "Reach Eye Replay 6" in the winning area 26 and stops the stop switch 120a for the first time, as shown in the left reel 110a in Fig. 47, the data for determining the number of sliding pieces will be "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "0". Here, if the player operates the stop switch 120a when the symbol "Cherry" of the symbol number "18" on the left reel 110a is located on the pay line A (press reference position = 18), the five data corresponding to the number of four sliding frames from the symbol number "18" to the smaller symbol number will be "0", "0", "0", "1", "0" in the order of the symbol numbers "14" to "18", and the number of sliding frames will be 1. Therefore, the reel control means 306 controls the stop of the left reel 110a at the timing when the symbol "BAR" is located on the pay line A, as shown in FIG. 48(a). This stop operation eliminates the possibility of winning the winning combination "REPLAY 2", but the winning combinations "REPLAY 1", "REPLAY 11", "REPLAY 12", and "REPLAY 13" still have the possibility of winning.

[0507] Next, when the player stops the stop switch 120b for the second time, except when a certain condition described later is satisfied (when the certain condition is not satisfied), the data 1 for determining the number of sliding frames is "0", "1", "0 ... 48(b), the reel control means 306 controls the center reel 110b to stop when the symbol "REPLAY" is located on the pay line A. This stopping operation eliminates the possibility of winning the winning combinations "REPLAY 11" and "REPLAY 13", but the possibility of winning the winning combinations "REPLAY 1" and "REPLAY 12" remains.

[0508] Next, when the player stops the stop switch 120c for the third time, the data 1 for determining the number of sliding frames becomes "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "0", "0", "0". Here, when the player operates the stop switch 120c when the pattern "REPLAY" with the pattern number "10" on the right reel 110c is located on the pay line A (press reference position = 10), the five data 1 corresponding to four sliding frames from the pattern number "10" to the smaller pattern number become "0", "0", "0", "0", "1" with the pattern numbers "6" to "10" in that order, and the number of sliding frames becomes 0. Therefore, the reel control means 306 controls and stops the right reel 110c at the timing when the symbol "REPLAY" is located on the pay line A, as shown in FIG. 48(c).

[0509] In this way, the symbols "REPLAY", "REPLAY" and "CHERRY" are displayed on the invalid line B1, enabling the player to understand that he or she has obtained some gaming profit.

[0510] In addition, here, the player operates the stop switch 120 in the batting order 1 to win the winning combination "REPLAY 12", and the symbols "BAR", "REPLAY", and "REPLAY" are displayed on the pay line A. Therefore, as shown in FIG. 48, the performance control means 334 can perform a suggestive performance of the symbol "REPLAY" included in the symbol combination (the symbols "BAR", "REPLAY", and "REPLAY") corresponding to the winning combination "REPLAY 12" that can be displayed on the pay line A at the timing when the stop switch 120a stops for the first time from when the start switch 118 is operated to when all the stop switches 120 are operated (for example, the symbol "REPLAY" is displayed on the liquid crystal display unit 124).

[0511] Next, another example in which the player operates the stop switch 120 in the first play order will be described. When the player wins the winning type "Reach Eye Replay 6" in the winning area 26 and stops the stop switch 120a for the first time, the reel control means 306 controls the left reel 110a to stop at the timing when the symbol "BAR" is located on the pay line A, as in FIG. 49(a), similar to FIG. 48(a). This stop operation eliminates the possibility of winning the winning combination "Replay 2", but the winning combinations "Replay 1", "Replay 11", "Replay 12", and "Replay 13" still have the possibility of winning.

[0512] Next, the player operates the stop switch 120b for the second time. However, here, it is assumed that the stop mode satisfies a predetermined condition. The predetermined condition is that the player operates the stop switch 120b when the pattern "watermelon A" of the pattern number "2" on the center reel 110b is located on the pay line A. Then, as shown in the center reel 110b of FIG. 47, the data 2 for determining the number of sliding frames is "1", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0". Here, the five data corresponding to four sliding frames from the pattern number "2" to the smaller pattern number are "0", "0", "1", "0", "0" for the pattern numbers "18", "19", "0" to "2" in that order, and the number of sliding frames is two. 49(b), the reel control means 306 controls the center reel 110b to stop when the symbol "Bell" is located on the pay line A. This stopping operation eliminates the possibility of winning the winning combinations "Replay 1", "Replay 12", and "Replay 13", and only the winning combination "Replay 11" remains as a possibility of winning.

[0513] Next, when the player stops the stop switch 120c for the third time, the data 2 for determining the number of sliding frames becomes "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "1", "0", "0". Here, when the player operates the stop switch 120c when the pattern "cherry" of the pattern number "16" on the right reel 110c is located on the activated line A (press reference position = 16), the five data 2 corresponding to the number of four sliding frames from the pattern number "16" to the smaller pattern number become "1", "0", "0", "0", "0" in the order of the pattern numbers "12" to "16", and the number of sliding frames becomes four. Therefore, the reel control means 306 controls and stops the right reel 110c at the timing when the symbol "red 7" is positioned on the pay line A, as shown in FIG. 49(c).

[0514] Here, when the player operates the stop switch 120 in the stroke order 1 and the symbol "watermelon A" of the symbol number "2" on the center reel 110b is located on the pay line A, the player operates the stop switch 120b to win the winning combination "REPLAY 11", and the symbols "BAR", "BELL", and "RED 7" are displayed on the pay line A. Here, when a symbol combination corresponding to the winning combination "REPLAY 11" is displayed, the symbol "BELL" is always located on the pay line A of the center reel 110b. Therefore, as shown in FIG. 49, the performance control means 334 can perform a suggestive performance of the symbol "BELL" included in the symbol combination (symbols "BAR", "BELL", and "RED 7") corresponding to the winning combination "REPLAY 11" that can be displayed on the pay line A at the timing when the stop switch 120a is stopped for the first time from the operation of the start switch 118 to the operation of all the stop switches 120 (for example, the symbol "BELL" is displayed on the liquid crystal display unit 124).

[0515] 47 to 49, when the winning type "Reach Eye Replay 6" is won and the player operates the stop switch 120 in the batting order 1, the winning combinations that can be displayed on the active line A are the winning combinations "Replay 12" and "Replay 11", and the symbols included in the symbol combination corresponding to the winning combinations are the symbols "Replay" and "Bell". Therefore, as shown in Figs. 48 and 49, the effect control means 334 can execute either or both of the suggestive effects of the symbols "Replay" and "Bell" at the timing when the stop switch 120a is stopped for the first time.

[0516] In addition, when the winning type "Reach Eye Replay 6" is won and the player randomly operates the stop switch 120a in the stroke order 1, the probability that the symbol combination (symbols "BAR", "Replay", "Replay") corresponding to the winning role "Replay 12" is displayed on the effective line A is 19 / 20, and the probability that the symbol combination (symbols "BAR", "Bell", "Red 7") corresponding to the winning role "Replay 11" is displayed on the effective line A is 1 / 20. In this way, when the performance control means 334 performs a suggestive performance of the symbol "Bell", the reel control means 306 can perform a contradictory performance of displaying a reach eye (winning role "Replay 12") not including the symbol "Bell" with a probability of 19 / 20. In this way, misconception of the game result can be prevented by performing stop control such that the winning role including the symbol "Bell" actually wins, although it is a low probability. In addition, since the suggestive performance and stop control can be made to be contradictory with a high probability, it is possible to enhance the performance effect.

[0517] Next, a case where the player operates the stop switch 120 in the batting order 2 will be described. When the player wins the winning type "Reach Eye Replay 6" in the winning area 26 and stops the stop switch 120a for the first time, the reel control means 306 controls and stops the left reel 110a at the timing when the symbol "BAR" is located on the pay line A as shown in FIG. 51(a) as in FIG. 48(a). This stopping operation eliminates the possibility of winning the winning combination "Replay 2", but the winning combinations "Replay 1", "Replay 11", "Replay 12", and "Replay 13" still have the possibility of winning.

[0518] Next, when the player stops the stop switch 120c for the second time, except when a certain condition described later is satisfied (when the certain condition is not satisfied), the data 1 for determining the number of sliding frames is "1", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "0", "0", "0". Here, when the player operates the stop switch 120c when the pattern "REPLAY" with the pattern number "10" on the right reel 110c is located on the pay line A (press reference position = 10), the five data 1 corresponding to four sliding frames from the pattern number "10" to the smaller pattern number are "0", "0", "0", "0", "1" with the pattern numbers "6" to "10" in that order, and the number of sliding frames is 0. 51(b), the reel control means 306 controls the right reel 110c to stop when the symbol "REPLAY" is located on the pay line A. This stopping operation eliminates the possibility of winning the winning combinations "REPLAY 1" and "REPLAY 11", but the possibility of winning the winning combinations "REPLAY 12" and "REPLAY 13" remains.

[0519] Next, when the player stops the stop switch 120b for the third time, the data 1 for determining the number of sliding frames becomes "0", "1", "0 ... Therefore, the reel control means 306 controls and stops the center reel 110b at the timing when the symbol "REPLAY" is located on the pay line A, as shown in FIG. 51(c).

[0520] In this way, the symbols "REPLAY", "REPLAY" and "CHERRY" are displayed on the invalid line B1, enabling the player to understand that he or she has obtained some gaming profit.

[0521] In addition, here, the player operates the stop switch 120 in the batting order 2, whereby the winning combination "REPLAY 12" is won, and the symbols "BAR", "REPLAY", and "REPLAY" are displayed on the pay line A. Therefore, as shown in FIG. 51, the performance control means 334 can perform a suggestive performance of the symbol "REPLAY" included in the symbol combination (the symbols "BAR", "REPLAY", and "REPLAY") corresponding to the winning combination "REPLAY 12" that can be displayed on the pay line A at the timing when the stop switch 120a is stopped for the first time from when the start switch 118 is operated to when all the stop switches 120 are operated (for example, the symbol "REPLAY" is displayed on the liquid crystal display unit 124).

[0522] Next, another example in which the player operates the stop switch 120a in the hitting order 2 will be described. When the player wins the winning type "Reach Eye Replay 6" in the winning area 26 and stops the stop switch 120a for the first time, the reel control means 306 controls and stops the left reel 110a at the timing when the symbol "BAR" is located on the pay line A as shown in FIG. 52(a) as in FIG. 51(a). This stopping operation eliminates the possibility of winning the winning combination "Replay 2", but the winning combinations "Replay 1", "Replay 11", "Replay 12", and "Replay 13" still have the possibility of winning.

[0523] Next, the player operates the stop switch 120c for the second time. However, here, it is assumed that the stop mode satisfies a predetermined condition. The predetermined condition is that the player operates the stop switch 120c when the symbol "cherry" of the symbol number "11" on the right reel 110c is located on the pay line A. Then, as shown in the right reel 110c in FIG. 50, the data 2 for determining the number of sliding frames is "0", "0", "0", "0", "0", "0", "0", "0", "1", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0". Here, the five data corresponding to four sliding frames from the symbol number "11" to the smaller symbol number are "0", "1", "0", "0", "0", "0" in the symbol numbers "7" to "11" in that order, and the number of sliding frames is three. 52(b), the reel control means 306 controls the right reel 110c to stop when the symbol "Bell" is located on the pay line A. This stopping operation eliminates the possibility of winning the winning combinations "REPLAY 1", "REPLAY 11", and "REPLAY 12", and only the winning combination "REPLAY 13" remains as a possibility of winning.

[0524] Next, when the player stops the stop switch 120b for the third time, the data 2 for determining the number of sliding frames becomes "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "0", "1", "0", "0". Here, when the player operates the stop switch 120b when the pattern "REPLAY" with the pattern number "16" on the middle reel 110b is located on the activated line A (press reference position = 16), the five data corresponding to four sliding frames from the pattern number "16" to the smaller pattern number become "1", "0", "0", "0", "0" with the pattern numbers "12" to "16" in that order, and the number of sliding frames becomes four. Therefore, the reel control means 306 controls and stops the center reel 110b at the timing when the symbol "watermelon B" is located on the pay line A, as shown in FIG. 52(c).

[0525] Here, when the player operates the stop switch 120 in turn 2 and the "REPLAY" symbol with symbol number "11" on the right reel 110c is positioned on the pay line A, the winning combination "REPLAY 13" is won by operating the stop switch 120c, and the symbols "BAR", "WATERM B", and "BELL" are displayed on the pay line A. Here, since the symbol "WATERM" on the center reel 110b (the symbol "WATERM A" or "WATERM B") is configured with PB=1, when the symbol combination corresponding to the winning combination "REPLAY 13" is displayed, the symbol "WATERM" will always be positioned on the pay line A of the center reel 110b. Therefore, as shown in FIG. 52, from the time when the start switch 118 is operated until all the stop switches 120 are operated, for example, at the timing when the stop switch 120a makes a first stop, the presentation control means 334 can perform a suggestive presentation of the symbol "watermelon" included in the symbol combination (symbols "BAR", "watermelon B", and "bell") corresponding to the winning combination "Replay 13" that can be displayed on the activated line A (for example, displaying the symbol "watermelon" on the liquid crystal display unit 124).

[0526] 50 to 52, when the winning type "Reach Eye Replay 6" is won and the player operates the stop switch 120 in the batting order 2, the winning combinations that can be displayed on the active line A are the winning combinations "Replay 12" and "Replay 13", and the symbols included in the symbol combinations corresponding to the winning combinations are the symbols "Replay" and "Watermelon". Therefore, as shown in Figs. 51 and 52, the presentation control means 334 can execute either or both of the suggestive presentation of the symbol "Replay" and the suggestive presentation of the symbol "Watermelon" at the timing when the stop switch 120a is stopped for the first time.

[0527] In addition, when the winning type "Reach Eye Replay 6" is won and the player randomly operates the stop switch 120a in the hitting order 2, the probability that the symbol combination (symbols "BAR", "Replay", "Replay") corresponding to the winning role "Replay 12" is displayed on the effective line A is 19 / 20, and the probability that the symbol combination (symbols "BAR", "Watermelon", "Bell") corresponding to the winning role "Replay 13" is displayed on the effective line A is 1 / 20. In this way, when the performance control means 334 performs a suggestive performance of the symbol "watermelon", the reel control means 306 can perform a contradictory performance of displaying a reach eye (winning role "Replay 12") not including the symbol "watermelon" with a probability of 19 / 20. In this way, misconception of the game result can be prevented by performing stop control such that the winning role including the symbol "watermelon" actually wins, although it is a low probability. In addition, since the suggestive performance and stop control can be made to be contradictory with a high probability, it is possible to enhance the performance effect.

[0528] 47 to 52, when the winning type "Reach Eye Replay 6" is won and the player operates the stop switch 120a at random regardless of the batting order 1 or 2 after the first operation, the probability that the symbol combination (symbols "BAR", "Replay", "Replay") corresponding to the winning role "Replay 12" is displayed on the activated line A is 38 / 40, the probability that the symbol combination (symbols "BAR", "Bell", "Red 7") corresponding to the winning role "Replay 11" is displayed on the activated line A is 1 / 40, and the probability that the symbol combination (symbols "BAR", "Watermelon", "Bell") corresponding to the winning role "Replay 13" is displayed on the activated line A is 1 / 40. Then, when the performance control means 334 performs a suggestive performance of the symbol "Bell", a contradictory performance in which the reel control means 306 displays a reach eye (winning role "Replay 12") not including the symbol "Bell" with a probability of 38 / 40 is possible. In addition, when the effect control means 334 performs a suggestive effect of the "watermelon" symbol, the reel control means 306 can display a reach combination (winning combination "Replay 12") not including the "watermelon" symbol with a probability of 38 / 40, or a contradictory effect can be displayed with a probability of 1 / 40 of displaying a symbol combination corresponding to the winning combination "Replay 11" not including the "watermelon" symbol. In this way, misinterpretation of the game result can be prevented by performing stop control such that a winning combination including the "bell" or "watermelon" symbol actually wins, although this is a low probability. In addition, since the suggestive effect and stop control can be made contradictory with a high probability, it is possible to enhance the effect of ...

[0529] In this example, the winning type "Reach Eye Replay 6" is won, and the player operates the stop switch 120c (with a probability of 1 / 20) when the stop switch 120a is in the hitting order 2 and the symbol "Cherry" with symbol number "11" on the right reel 110c is located on the pay line A, thereby stopping the symbol "Bell" constituting the winning combination "Replay 13" on the pay line A of the right reel 110c, and the symbol "Bell" constituting the winning combination "Replay 13" on the pay line A of the center reel 110b with PB=1. However, the low probability may be realized on the other reels 110 instead of by controlling the stop of the right reel 110c. For example, when the winning type "Reach Eye Replay 6" is won, the player operates the stop switch 120a in the hitting order 2 to stop the symbol "Replay" constituting the winning combination "Replay 13" on the active line A of the right reel 110c with PB=1, and when the player operates the stop switch 120b when the symbol "Red 7" of symbol number "8" on the center reel 110b is located on the active line A (with a probability of 1 / 20), the symbol "Watermelon A" constituting the winning combination "Replay 13" may be stopped on the active line A of the center reel 110b. Even in such a case, it is possible to perform stop control that actually wins a winning combination including the symbol "Bell" or the symbol "Watermelon" with a low probability.

[0530] In addition, here, on the premise that a winning combination including the symbol "bell" or the symbol "watermelon" can actually be won, an example has been described in which the performance control means 334 performs a suggestive performance (contradictory performance) of the symbol "bell" or the symbol "watermelon" at the timing of the first stop of the stop switch 120a. However, for example, in other winning areas, for example, winning areas 15, 16, 19-25, 27-31, depending on the stop state of the reel 110 that is stopped and controlled in response to the first stop of the stop switch 120, it may not be possible to actually win a winning combination including the symbol "bell" or the symbol "watermelon". In this case, when the performance control means 334 determines that there is a risk of misinterpreting the game result due to the stop state of the reel 110, it does not execute (cancels) the suggestive performance (contradictory performance).

[0531] In this way, the slot machine 100 includes a winning type lottery means 304 for determining whether or not a plurality of winning types have been won, a reel control means 306 for controlling the rotation of the plurality of reels 110 on which a plurality of types of symbols are respectively arranged in response to the operation of the start switch 118, and for controlling the stop of each of the reels 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120, and a performance control means 334 for controlling performance, and the winning types include a specific winning type (for example, a winning type "reach-eye replay 6") in which a first winning role (for example, a winning role "replay 11") that can display a first symbol (for example, a symbol "bell") on the pay line A used for winning determination and a second winning role (for example, a winning role "replay 12") that can display a second symbol (for example, a symbol "replay") on the pay line A overlap, and the performance control means 334 controls a specific winning type when the start switch 118 is operated. After the specific winning type is determined and before all the stop switches 120 are operated, the reel control means 306 may perform a first symbol suggestion effect suggesting the appearance of the symbol "bell" (for example, an effect suggesting the appearance of the symbol "bell"). When a specific winning type is determined and a specific stop switch 120 is operated, if the operation position of the specific stop switch 120 is in a first stop range of the reel 110 (for example, symbol number "2"), the reel control means 306 performs stop control so that a symbol combination including the first symbol (for example, symbols "BAR", "bell", "red 7") is displayed on the effective line A, and if the operation position of the specific stop switch 120 is in a second stop range (symbol numbers "0", "1", "3" to "19") different from the first stop range of the reel 110, the reel control means 306 performs stop control so that a symbol combination including the second symbol (symbols "BAR", "replay", "replay") is displayed on the effective line A, and the first stop range is smaller than the second stop range.

[0532] In this embodiment, the first symbol suggestion effect is described by directly displaying the symbols "bell" and "watermelon" on the liquid crystal display unit 124, but the present invention is not limited to this case. It is sufficient to associate (evoke) such symbols, and the symbol may be suggested by color or shape, for example. Also, the target of the suggestion effect is not limited to the liquid crystal display unit 124, and each of the effect devices such as the effect lamp 126, the speaker 128, the effect prop device 127, the sub-credit display unit 134, the sub-payout display unit 136, etc. may be used.

[0533] In addition, here, the first stop range is described as the symbol 1 on the reel 110, and the second stop range is described as the 19 symbols other than the symbol 1, but this is not the only case, and it is sufficient as long as the first stop range is smaller than the second stop range. For example, the first stop range can be 5 symbols and the second stop range can be 15 symbols. In addition, here, the first stop range is described as the symbol number "2" on the center reel 110b and the symbol number "11" on the right reel 110c, but the symbol number and the number of sliding frames can be set arbitrarily. For example, the first stop range can be the symbol numbers "0" to "2" instead of the symbol number "2" on the center reel 110b, and the number of sliding frames can be 0 to 2.

[0534] (Reel 110 stop control 3) As described above, the winning type of this embodiment includes a selection winning type in which a correct answer role and an incorrect answer role overlap. In addition, the selection winning type may include multiple incorrect answer roles. When a selection winning type including multiple incorrect answer roles is won and the stop switch 120 is operated in an operation mode (incorrect operation mode) different from the correct operation mode, if any of the multiple incorrect answer roles is randomly awarded, the following problem may occur. That is, by randomly awarding any of the multiple incorrect answer roles, the displayed symbol combination becomes irregular, which may cause the player to feel distrustful or misinterpret the game result. On the other hand, if only one incorrect answer role is regularly awarded among the multiple incorrect answer roles, the other incorrect answer roles will not actually be awarded, and the game will not be balanced.

[0535] Therefore, by devising a stop control for the small winning combination, the player's motivation to play can be improved without making the player feel distrustful. Here, the stop control will be explained using a pattern arrangement of the reel 110 different from that in FIG.

[0536] FIG. 53 is a diagram for explaining the reel pattern arrangement and the pay lines. Here, as in FIG. 3(a), a plurality of types of patterns are arranged in each of 20 equal areas on the outer circumferential surfaces of the left reel 110a, the center reel 110b, and the right reel 110c, as shown in the pattern arrangement in FIG. 53(a). Also, as shown in FIG. 53(b), among the nine patterns (three reels × three rows, upper, middle, and lower) facing the pattern display window 108, the pay line A is set to a line (one middle row line) connecting the positions corresponding to the patterns stopped in the middle row of the left reel 110a, the middle row of the center reel 110b, and the middle row of the right reel 110c. Also, the four pay lines B1, B2, C1, and C2 shown in FIG. 53(b) are assumed as the ineffective lines.

[0537] FIG. 54 is an explanatory diagram for explaining some of the winning roles. Here, among the winning roles shown in FIG. 54, the stop control for the winning roles "small role 1" to "small role 16" will be mentioned in particular. First, for convenience of explanation, the winning roles "small role 1" to "small role 16" are divided into two groups, the first group and the second group. The first group includes winning roles "small role 1", "small role 3", "small role 5", "small role 7", "small role 9", "small role 11", "small role 13", and "small role 15" whose numerical values ​​assigned to the small roles are odd numbers. The second group includes winning roles "small role 2", "small role 4", "small role 6", "small role 8", "small role 10", "small role 12", "small role 14", and "small role 16" whose numerical values ​​assigned to the small roles are even numbers.

[0538] In the first and second groups, the left reel 110a is associated with either the "Replay A" or "Replay B" symbol. The "Replay A" and "Replay B" symbols on the left reel 110a each have a displayable stop symbol range of 10 frames (PB=0.5), and are arranged exclusively, so that either the "Replay A" or the "Replay B" symbol can always be displayed on the active line A (PB=1 for both symbols). In the first and second groups, the center reel 110b is associated with the combination of the "BAR" and "watermelon" symbols, or the combination of the "green 7" and "blank" symbols. Here, the combination of the symbol "BAR" and the symbol "watermelon" on the center reel 110b, and the combination of the symbol "green 7" and the symbol "blank" have a displayable stop symbol range of 10 frames (PB=0.5), and are arranged exclusively, so that either the symbol "BAR", the symbol "watermelon", the symbol "green 7", or the symbol "blank" can always be displayed on the active line A (all symbols combined make PB=1). The right reel 110c of the first group is associated with the symbol "replay A" or the symbol "replay B". Here, the symbols "Replay A" and "Replay B" on the right reel 110c each have a displayable stop symbol range of 10 frames (PB=0.5), and are arranged exclusively, so that either the symbol "Replay A" or the symbol "Replay B" can always be displayed on the active line A (both symbols combined have a PB=1). The right reel 110c of the second group is also associated with a combination of the symbol "BAR" and the symbol "red 7", or a combination of the symbol "blue 7" and the symbol "green 7". Here, the combination of the symbol "BAR" and the symbol "red 7", and the combination of the symbol "blue 7" and the symbol "green 7" on the right reel 110c each have a displayable stop symbol range of only 6 frames (PB=0.3).

[0539] FIG. 55 is a diagram showing a part of the winning type lottery table. Here, the winning types "batting order bell 1" to "batting order bell 12" are selection winning types, and when the operation is performed in the correct operation mode, a correct role with a payout amount of 8 coins is won. The winning types "batting order bell 1" to "batting order bell 12" overlap with any of the winning roles "small role 27" to "small role 32" which are correct roles, and multiple winning roles selected from the winning roles "small role 1" to "small role 26" which are incorrect roles. In addition, for the winning type "batting order bell 6" and the winning type "batting order bell 12", both the winning roles of the first group and the winning roles of the second group are included as incorrect roles. In addition, the winning type "RBB1" overlaps with the winning role "RBB" and the winning roles "small role 1", "small role 2", "small role 4", "small role 6" to "small role 10", "small role 12", and "small role 14" to "small role 16". In the winning type "RBB2", the winning role "RBB" and the winning roles "small role 2" to "small role 6", "small role 8", "small role 10" to "small role 14", and "small role 16" overlap. For the winning type "RBB1" and the winning type "RBB2", both the winning roles of the first group and the winning roles of the second group are included as incorrect roles.

[0540] FIG. 56 is an explanatory diagram for explaining the stop control. Here, the winning type "batting order bell 6" out of the winning types "batting order bell 6" and "batting order bell 12" which are the selected winning types will be explained. If the winning type "batting order bell 6" is won and the player operates the stop switch 120 in the batting order 6, the winning role "small role 31" which is the correct role will be won as shown in FIG. 56(a). Specifically, when the player operates the stop switch 120c, the symbol "watermelon" or the symbol "blank" of the right reel 110c is displayed on the pay line A with PB=1. Next, when the player operates the stop switch 120b, the symbol "bell" of the center reel 110b is displayed on the pay line A with PB=1. Finally, when the player operates the stop switch 120a, the symbol "replay A" or the symbol "replay B" of the left reel 110a is displayed on the pay line A with PB=1. In this way, the "bell" symbol forms a so-called small V in the symbol display window 108, and the player can understand that the correct combination has been won.

[0541] Also, if the winning type "batting order bell 6" is won and the player operates the stop switch 120 in the batting order 1, as shown in FIG. 56(b), the incorrect combination is won. Specifically, when the player operates the stop switch 120a, the symbol "Replay A" or the symbol "Replay B" on the left reel 110a is displayed on the pay line A with PB=1. Next, when the player operates the stop switch 120b, either the combination of the symbol "BAR" and the symbol "watermelon" on the center reel 110b, or the combination of the symbol "green 7" and the symbol "blank" is displayed on the pay line A with PB=1. Finally, when the player operates the stop switch 120c, either the combination of the symbol "BAR" and the symbol "red 7" on the right reel 110c, or the combination of the symbol "blue 7" and the symbol "green 7" is displayed on the pay line A with a probability of 1 / 2. Here, there is a 1 / 2 probability of winning the winning combination "Small Role 1", which is the combination of the symbols "Replay B", "BAR", and "Replay A".

[0542] As described above, for the winning type "batting order bell 6" and the winning type "batting order bell 12", both winning roles of the first group and the second group are included as incorrect roles. For example, the winning type "batting order bell 6" includes the winning role "small role 1" corresponding to the first group and the winning role "small role 2" corresponding to the second group. The winning role "small role 1" and the winning role "small role 2" have the same symbols corresponding to the left reel 110a and the center reel 110b, and different symbols corresponding to the right reel 110c. When the left reel 110a and the center reel 110b are stopped and both the winning role "small role 1" and the winning role "small role 2" have a possibility of winning, the reel control means 306 controls the stopping of the winning role "small role 1" corresponding to the first group in preference to the winning role "small role 2" corresponding to the second group.

[0543] Specifically, as shown in Fig. 53(a), the stop symbol range (symbol numbers "3" to "12") capable of displaying the symbol "Replay A" corresponding to the right reel 110c of the winning combination "Small combination 1" includes the stop symbol range (symbol numbers "6" to "11") capable of displaying the symbol "BAR" or symbol "Red 7" corresponding to the right reel 110c of the winning combination "Small combination 2". In other words, by operating the operation position capable of drawing in the symbol "Replay A" corresponding to the right reel 110c of the winning combination "Small combination 1", the symbol "BAR" or symbol "Red 7" corresponding to the right reel 110c of the winning combination "Small combination 2" can also be drawn in. However, the reel control means 306 preferentially displays the symbol "Replay A" corresponding to the right reel 110c of the winning combination "Small win 1" on the activated line A over the symbol "BAR" or symbol "Red 7" corresponding to the right reel 110c of the winning combination "Small win 2". In this way, the winning combination "Small win 1" is given priority in winning the prize.

[0544] In the case where there is still a possibility of winning such winning roles "Small Role 1" and "Small Role 2", the relationship of giving priority to the winning role "Small Role 1" corresponding to the first group over the winning role "Small Role 2" corresponding to the second group and controlling the stopping is also applied to other winning roles of the winning type "Batting Order Bell 6". For example, for the winning role "small role 7" corresponding to the first group and the winning role "small role 8" corresponding to the second group included in the winning type "batting order bell 6", as shown in Figure 53 (a), the stopping pattern range (pattern numbers "0" to "2", "13" to "19") in which the pattern "Replay B" corresponding to the right reel 110c of the winning role "small role 7" can be displayed includes the stopping pattern range (pattern numbers "0", "1", "16" to "19") in which the pattern "Blue 7" or the pattern "Green 7" corresponding to the right reel 110c of the winning role "small role 2" can be displayed. However, the reel control means 306 prioritizes the pattern "Replay B" corresponding to the right reel 110c of the winning role "small role 7" over the pattern "Blue 7" or the pattern "Green 7" corresponding to the right reel 110c of the winning role "small role 8" and displays it on the activated line A. In addition, the same stop control is applied to the winning combination "small combination 9" corresponding to the first group and the winning combination "small combination 10" corresponding to the second group included in the winning type "batting order bell 6", and the winning combination "small combination 15" corresponding to the first group and the winning combination "small combination 16" corresponding to the second group. In addition, when the winning type "batting order bell 12" is won, the same stop control is executed as when the winning type "batting order bell 6" is won.

[0545] In addition, in the other selection winning types, the winning type "batting order bell 1" and the winning type "batting order bell 7", since they do not include a winning role corresponding to group 2, only the winning role corresponding to group 1 can win. Here, as described above, if the winning type "batting order bell 6" or the winning type "batting order bell 12" is won and the player does not operate in the correct operation mode, the reel control means 306 controls the stop of the winning role corresponding to group 1 in preference to the winning role corresponding to group 2, thereby ensuring the regularity that when the selection winning type is won, the winning role corresponding to group 1 may win, but the winning role corresponding to group 2 does not win. Therefore, it is possible to prevent the player from feeling uncomfortable when the winning role corresponding to group 2 wins or from mistakingly thinking that he has gained some gaming profit when he operates the stop switch 120 in the incorrect operation mode when he wins the selection winning type.

[0546] On the other hand, by controlling the stop in this way, the winning combination corresponding to group 2 constitutes the selected winning type, but does not win even if it wins the selected winning type. In that case, there will be winning combinations that do not actually win, and the game will not be balanced. Therefore, although the probability is low, by making the winning combination corresponding to group 2 actually win in other winning types, the concern that there are winning combinations that do not win will be eliminated.

[0547] Here, the winning type "RBB1" and the winning type "RBB2" will be described as other winning types. The winning type "RBB1" and the winning type "RBB2" include the winning role "RBB" in the non-internal game state, but do not include the winning role "RBB" in the RBB internal game state. In addition, when the winning type "RBB2" is won in a state where any game profit is internally determined, the reel control means 306 may notify the determined game profit by displaying the symbol "BAR" in a straight line on the invalid line C2. On the other hand, in a state where any game profit is not internally determined, the symbol "BAR" is not displayed in a straight line.

[0548] Suppose the winning type "RBB2" is won, and the player operates the stop switch 120 in any of batting orders 1 to 5, for example, in batting order 1, a winning combination corresponding to the first group is won, as shown in FIG. 56(c). Specifically, when the player operates the stop switch 120a, the symbol "REPLAY A" or the symbol "REPLAY B" on the left reel 110a is displayed on the pay line A with PB=1. Next, when the player operates the stop switch 120b, either the combination of the symbol "BAR" and the symbol "watermelon" on the center reel 110b, or the combination of the symbol "GREEN 7" and the symbol "BLANK" is displayed on the pay line A with PB=1. Finally, when the player operates the stop switch 120c, there is a 1 / 2 probability that either the combination of the symbols "BAR" and "red 7" on the right reel 110c, or the combination of the symbols "blue 7" and "green 7" will be displayed on the active line A. Thus, there is a 1 / 2 probability that the winning combination "minor win 1" with the symbols "replay B", "BAR" and "replay A" will be won.

[0549] Here, the stop control for the selected winning types "RBB1" and "RBB2" for batting order 1 to 5 is set to be the same as the stop control for the winning type "batting order bell 6" and the winning type "batting order bell 12" for batting order 1 to 5. This prevents the player from identifying which winning type he / she has won based on the winning combination corresponding to group 1. This prevents the player from understanding the game state and intentionally playing the game to his / her advantage.

[0550] Also, when the winning type "RBB2" is won while an arbitrary gaming profit is internally determined, the effect control means 334 may perform an effect to encourage the player to stop the symbol "BAR" in the batting order 6 through the liquid crystal display unit 124, for example, displaying the phrase "Aim for BAR!", as shown in FIG. 56(d). When the player operates the stop switch 120 in the batting order 6 according to such an effect, a winning combination corresponding to the second group is won, and the symbol "BAR" can be displayed in a straight line on the invalid line C2, as shown in FIG. 56(d). Specifically, when the player operates the stop switch 120c, the symbol "RED 7" of the symbols "BAR" and "RED 7" on the right reel 110c is preferentially displayed on the valid line A. Next, when the player operates the stop switch 120b, either the combination of the symbols "BAR" and "watermelon" on the center reel 110b or the combination of the symbols "green 7" and "blank" is displayed on the pay line A with PB=1. Finally, when the player operates the stop switch 120a, the symbols "REPLAY A" or "REPLAY B" on the left reel 110a are displayed on the pay line A with PB=1. In this way, the winning combination "MINOR WIN 2" corresponding to the second group, which is the symbol combination of the symbols "REPLAY B", "BAR" and "RED 7", is won. Here, the symbols "BAR", "BAR", and "BAR" are displayed in a straight line on the inactive line C2.

[0551] In this way, when the winning type "RBB2" is won and the player operates the stop switch 120 at the 6th stroke, the winning combination corresponding to the second group becomes available for winning, and in addition to the symbol "red 7" on the right reel 110c, the symbol "green 7" is preferentially displayed on the pay line A. Therefore, the player can win a winning combination corresponding to the second group other than the winning combination "small combination 2". For example, when the player operates the stop switch 120c, as shown in FIG. 56(e), the symbol "green 7" out of the symbols "blue 7" and "green 7" on the right reel 110c is preferentially displayed on the pay line A. Next, when the player operates the stop switch 120b, either the combination of the symbols "BAR" and "watermelon" on the center reel 110b or the combination of the symbols "green 7" and "blank" is displayed on the pay line A with PB=1. Finally, when the player operates the stop switch 120a, the symbol "REPLAY A" or the symbol "REPLAY B" on the left reel 110a is displayed on the activated line A with PB=1. In this way, the winning combination "MINOR 16" with the symbols "REPLAY A", "GREEN 7", and "GREEN 7" is won. Here, the symbols "GREEN 7", "GREEN 7", and "BLUE 7" are displayed in a straight line on the inactive line C2.

[0552] Also, when the winning type "RBB1" is won in a state where any game profit has not been determined, the effect control means 334 may perform an effect to prompt the player to stop the symbol "BAR" in the batting order 6 through the liquid crystal display unit 124 as shown in FIG. 56(f). If the player operates the stop switch 120 in the batting order 6 according to such an effect, the winning combination corresponding to the second group is won, but the symbol "BAR" is not displayed in a straight line on the invalid line C2. Specifically, when the player operates the stop switch 120c, as shown in FIG. 56(f), the symbol "BAR" of the right reel 110c or the symbol "red 7" is preferentially displayed on the valid line A. Next, when the player operates the stop switch 120b, either the combination of the symbol "BAR" and the symbol "watermelon" on the center reel 110b or the combination of the symbol "green 7" and the symbol "blank" is displayed on the valid line A with PB=1. Finally, when the player operates the stop switch 120a, the symbol "REPLAY A" or the symbol "REPLAY B" on the left reel 110a is displayed on the activated line A with PB=1. In this way, the winning combination "MINOR WIN 2" with the symbols "REPLAY B", "BAR", and "BAR" is won. Here, the winning combination "MINOR WIN 2" that is won is the same as winning type "RBB2", but the stop control differs depending on the winning type, and the symbol "BAR" cannot be displayed in a straight line on the inactive line C2.

[0553] Here, the winning combination corresponding to the second group, which is not to be awarded in the selected winning type, is made to win in other winning types with a low probability, thereby dispelling the concern that there is a winning combination that does not actually win. In addition, by setting the winning combination corresponding to the second group to have a regular appearance mode (outcome), it is possible to perform an effect using stop control, such as an effect that makes the player aim at the above-mentioned pattern "BAR", and it becomes possible to effectively utilize the winning combination corresponding to the second group. Furthermore, by making the winning combination corresponding to the second group, which has such a special appearance mode, appear only in the batting order 6, for example, and making the winning combination corresponding to the first group appear in the other batting orders 1 to 5, it is possible to avoid making the winning combination corresponding to the second group appear unnecessarily.

[0554] In this way, the slot machine 100 includes a winning type selection means 304 for determining, by a winning type selection lottery, one of a plurality of winning types including a selection winning type in which a correct combination and an incorrect combination overlap and a predetermined operation (correct operation mode) is set as a winning condition for the correct combination; a reel control means 306 for controlling the rotation of a plurality of reels 110 on which a plurality of types of symbols are respectively arranged in response to an operation of a start switch 118, and for controlling the stop of each of the reels 110 corresponding to the operated stop switch 120 based on the lottery result of the winning type selection lottery in response to an operation of a stop switch 120 corresponding to the rotating reel 110; and a game state control means 312 for transitioning to one of a plurality of game states including a non-internal game state and a bonus internal game state to which a transition is made based on a winning of a bonus combination in the non-internal game state. In the non-internal game state, a correct combination (for example, a winning combination "minor combination") is determined as a winning type. In the non-internal game state, there is a predetermined winning type (for example, a winning type "batting order bell 6") in which a first incorrect answer combination (for example, a winning role "minor role 1") and a second incorrect answer combination (for example, a winning role "minor role 2") overlap, and in the non-internal game state, there is a predetermined winning type in which a bonus role (for example, a winning role "RBB"), a first incorrect answer combination and a second incorrect answer combination overlap, and the reel control means 306 wins the predetermined selected winning type and performs an operation mode other than the predetermined operation (for example, a winning role "batting order 1"). ), the first incorrect answer role is given priority over the second incorrect answer role, and when a predetermined winning type is won and the stop switch 120 is operated in a predetermined operation mode (for example, batting order 6), the second incorrect answer role is given priority over the first incorrect answer role, and when the stop switch is operated in an operation mode other than the predetermined operation mode (for example, batting order 1), the first incorrect answer role is given priority over the second incorrect answer role.

[0555] (Number allocation for the winning area) In this embodiment, as shown in FIG. 8, a winning role "RBB" is provided as a bonus role. Such a winning role "RBB" can be won only in a non-internal state. In addition, in the winning types "RBB 1 Bell 1", "RBB 1 1", "RBB 1 Bell 2", and "RBB 1 2" in the winning areas 33 to 36 in FIG. 9, the winning role "RBB" and the winning role "1 role" overlap, and the winning type "RBB" in the winning area 37 includes the winning role "RBB" alone. Here, the reason why the winning type "RBB" including the winning role "RBB" alone is set is as follows.

[0556] That is, the reel control means 306 controls the reels to stop on the effective line A with priority given to the small role and the replay role over the winning role "RBB" as described above. If only the winning roles in which the winning role "RBB" and the winning role "1 role" overlap, such as the winning roles "RBB 1 Bell 1", "RBB 1 Bell 1", "RBB 1 Bell 2", and "RBB 1 Role 2" in the winning areas 33 to 36, were provided as the winning types including the winning role "RBB", the winning role "1 role" would be controlled to stop on the effective line A with priority given to the winning role "RBB", and there would be a risk that the winning role "RBB" would not be able to win. Therefore, as the winning type including the winning role "RBB", not only the winning type in which the winning role "RBB" and the winning role "1 role" overlap, but also the winning type "RBB" including the winning role "RBB" alone is provided. In this way, when the winning type "RBB" is won in the non-internal game state, it is possible to win the winning role "RBB".

[0557] Such a bonus role may be won in a non-internal game state, but may not be won repeatedly in an RBB internal game state. Therefore, the winning type "RBB" that includes the winning role "RBB" alone is assigned a number (winning range value) in a non-internal game state, but cannot be assigned a number in an RBB internal game state. Therefore, the number assigned to the winning type "RBB" in a non-internal game state is assigned to another winning type in the RBB internal game state.

[0558] Here, the number of pieces assigned to the winning type "RBB" is reallocated to a winning type including a replay role, for example. However, if the number of pieces assigned to the winning type "RBB" is assigned to a winning type including a replay role with a high winning probability such as 1 / 7.3, the following problem may occur. That is, as explained using the winning type lottery table of FIG. 9, there are a winning type that can be selected to move to an advantageous zone and a winning type that cannot be selected to move to an advantageous zone. Here, if the number of pieces assigned to the winning type "RBB" is assigned to a winning type including a replay role, the number of pieces of the winning type will be different between the non-internal game state and the RBB internal game state. Then, the winning type including the replay role becomes a winning type that cannot be selected to move to an advantageous zone, and it becomes impossible to select a lottery to move to an advantageous zone. As explained using the performance state transition diagram of FIG. 11, in a non-advantageous performance state belonging to a non-advantageous zone, a lottery for moving to an advantageous zone is performed with a high probability in order to move to an advantageous zone early. However, if it is not possible to execute a lottery for transition to an advantageous zone for a winning type including a replay role with a high probability of winning, the probability of transition to an advantageous zone will decrease, and there is a risk that the game will become unbalanced.

[0559] Therefore, in addition to the winning type including the replay role with a high winning probability, a winning type including the replay role with a low winning probability is set, and the number of places for the winning type "RBB" is assigned to that winning type, thereby suppressing the impact of the reassignment of the number of places.

[0560] Fig. 57 is a diagram showing a part of the winning type lottery table. Fig. 57(a) shows a part of the winning type lottery table in the non-internal play state, and Fig. 57(b) shows a part of the winning type lottery table in the RBB internal play state. Here, the winning areas 37, 15, and 16 are extracted in that order from the winning type lottery table in Fig. 9. As shown in Fig. 57, in addition to the winning type "RBB" and the winning type "Replay 2" with a high winning probability, a winning type "Replay 1" with a low winning probability is provided, and the number of places for the winning type "RBB" is assigned to the winning type "Replay 1".

[0561] Here, the number of places in the non-internal game state is the winning type "RBB"≦the winning type "Replay 1"<the winning type "Replay 2". For example, as shown in FIG. 57, the total number of places is 65536, the number of places of the winning type "RBB" is 8, the number of places of the winning type "Replay 1" is 8, and the number of places of the winning type "Replay 2" is 7000. Here, the number of places of the winning type "RBB" "8" and the number of places of the winning type "Replay 1" "8...

Claims

[Claim 1] A winning type lottery means for determining whether or not a plurality of winning types including a first winning type and a second winning type have been won; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged in response to the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch; Equipped with stop control setting data for specifying an execution mode of the stop control is associated with each of the plurality of winning types; A common flag is set in the stop control setting data of the first winning type and the stop control setting data of the second winning type, The reel control means controls the reels to stop so that a common symbol combination is displayed when the stop switch is operated in a predetermined manner and the common flag is set in the stop control setting data.

Citation Information

Patent Citations

  • Game machine

    JP2006239010A