Game machine

By controlling reel rotation and stop using 5-bit identification values for reel management, the gaming machine addresses the issue of limited storage capacity in slot machines, enhancing gaming experience through efficient ROM utilization.

JP2025012515APending Publication Date: 2025-01-24OLYMPIA KK
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Patent Information

Application Number
JP2023115397
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-13
Publication Date
2025-01-24

AI Technical Summary

Technical Problem

The increasing complexity of game information in slot machines leads to a risk of squeezing the usable area, particularly the control and data areas in the ROM of the main control board, threatening the storage capacity.

Method used

The gaming machine controls the rotation and stop of reels using identification values defined by 5 bits, combining two reels in two bytes, and managing these values to secure storage capacity within the limited ROM space.

Benefits of technology

This approach effectively secures the storage capacity, ensuring efficient operation and enhanced gaming experience by optimizing the use of the ROM space.

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Abstract

To secure a storage capacity of a use region.SOLUTION: According to operation of a start switch, three reels 110a, 110b, 110c where multiple kinds of patterns are arranged respectively, are controlled to rotate. A game machine has reel control means for, according to operation of a stop switch, controlling to stop the reel corresponding to the operated stop switch. In each reel, multiple identification values (for example, pattern "cherry"=00111B) related to the patterns arranged on the reel are associated with reach reel, and the identification value is defined in 5 bits. The identification values are set exclusively, the identification values for three reels are coupled and managed at 2 bytes. The reel control means controls the reel to stop, on the basis of the identification value.SELECTED DRAWING: Figure 24
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [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, in order to enhance playability, it is desirable to effectively utilize the limited storage area in the memory. For example, a technique is known in which a management value is associated with control information in a data set table to effectively use the memory (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2016-214339 A Summary of the Invention [Problem to be solved by the invention]

[0005] In slot machines, the programs related to the game control process that controls the progress of the game must be placed in the usage area (control area 4.5kbyte + data area 3.0kbyte) of the ROM of the main control board. However, as game information becomes more complex in response to the variety of games, there is a risk that the usage area, especially the control area and data area, will be compressed.

[0006] In view of the above problems, the present invention has an object to provide a gaming machine capable of securing storage capacity for use. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention is equipped with a reel control means which controls the rotation of three reels, each of which has a plurality of types of patterns arranged thereon, in response to the operation of a start switch, and which controls the stopping of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch, each of which is associated with a plurality of identification values ​​relating to the patterns arranged on the reel, each of which is defined by 5 bits, and which are set exclusively with respect to each other, and which is managed in 2 bytes by combining the identification values ​​for the three reels, and which controls the stopping of the reels based on the identification values. The identification value may be a value capable of identifying all of one or a plurality of symbols that can be controlled to stop if they are within a pull-in range on the reel. Effect of the Invention

[0008] According to the present invention, it is possible to secure the storage capacity of the used area. [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] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine and the dedicated unit. [Diagram 5] 4 is a flowchart showing main processing of a main control board. [Figure 6]13 is a flowchart showing sub-processing of the sub-control board. [Figure 7] 13 is a flowchart showing medal processing of the medal count 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] FIG. 2 is an explanatory diagram showing a memory map. [Figure 13] FIG. 13 is a diagram showing a part of a usage table. [Figure 14] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 15] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 16] FIG. 11 is an explanatory diagram showing the relationship between the design and the identifier. [Figure 17] FIG. 13 is an explanatory diagram for explaining a symbol arrangement table. [Figure 18] FIG. 11 is an explanatory diagram showing the relationship between stop symbols and identifiers. [Figure 19] FIG. 13 is an explanatory diagram for explaining a symbol combination table. [Figure 20] FIG. 11 is an explanatory diagram for explaining a stop table. [Figure 21] FIG. 4 is an explanatory diagram for explaining stop control. [Figure 22] FIG. 4 is an explanatory diagram for explaining stop control. [Diagram 23] FIG. 11 is an explanatory diagram for explaining a conversion table. [Figure 24] FIG. 13 is a diagram illustrating data compression using a conversion table. [Diagram 25] FIG. 13 is an explanatory diagram for explaining another example of the design arrangement table. [Figure 26] FIG. 13 is an explanatory diagram for explaining another example of the symbol combination 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) There are two types of slot machines 100 as gaming machines: one in which real medals are used to play the game, and one in which no real medals are used to play the game. The latter are sometimes called smart slot machines. Here, smart slot machines are used as an example of the slot machine 100. In smart slot machines, electronic medals are used as electronic game value for playing the game, instead of real medals.

[0012] Fig. 1 is an external view for explaining the general mechanical configuration of the slot machine 100. Fig. 2 is an external view with the front door open for explaining the general mechanical configuration of the slot machine 100, Fig. 2(a) shows the front door as seen from the back side, and Fig. 2(b) shows the cabinet as seen from the player's side.

[0013] 1 and 2, the slot machine 100 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 a left reel 110a, a center reel 110b, and a right reel 110c are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be rotatable independently of each other. As shown in the symbol arrangement in Fig. 3(a), multiple types of symbols are arranged on the outer periphery of the left reel 110a, the center reel 110b, and the right reel 110c in 20 equal-divided regions, and the player can see a total of nine symbols, three consecutive symbols on the top, middle, and bottom rows of the left reel 110a, the center reel 110b, and the right reel 110c, through the symbol display window 108. The left reel 110a, the center reel 110b, and the right reel 110c are sometimes collectively referred to simply as reels 110.

[0014] An operation unit installation stand 112 is formed at the top of the front lower door 106, and the operation unit installation stand 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game medal count display device 128, a main segment display unit 130, etc.

[0015] The bet switch 116 is composed of a push switch, and detects an operation of inserting (betting) electronic medals that are electronically held in the slot machine 100 and can be used for a game (subtracting from the number of game medals). The bet switch 116 includes a max bet switch that inserts (bet) a specified number of electronic medals required for one game, and a 1 bet switch that additionally inserts one electronic medal within the range of the specified number. Here, the number of game values, which is the total number of electronic medals that are electronically held in the slot machine 100 and can be used for a game, is sometimes called the "number of game medals," and the memory area that holds the number of game medals is sometimes called the "medal holding section." Note that the bet includes both a case where a specified number of electronic medals are inserted from the number of game medals held in the medal holding section through the operation of the bet switch 116, and a case where electronic medals are automatically inserted based on the display of a replay role, which will be described in detail later, on the pay line. The entity that makes such a bet is sometimes called an insertion means.

[0016] The start switch 118 is configured, for example, with a lever capable of detecting a tilt operation, and detects a game start operation by the player.

[0017] The stop switches 120a, 120b, and 120c are push switches that are provided at positions corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the player's stop operation. The stop switches 120a, 120b, and 120c may be collectively referred to simply as the stop switches 120. Here, when the stop switch 120 can be stopped, the player first operates any of the stop switches 120a, 120b, and 120c to stop the reels, which is called the first stop operation, the second stop operation operates any of the two stop switches 120 that have not been operated after the first stop operation, and the third stop operation operates the last remaining stop switch 120 after the second stop operation.

[0018] The settlement switch 122 detects an operation of returning all electronic medals bet by operating the bet switch 116 to the medal holding section (adding them to the number of game medals).

[0019] The effect switch 124 is composed of, for example, a push switch or a cross switch, and detects the pushing operation or the rotating operation of the player.

[0020] The counting switch 126 is composed of a push switch, and detects an operation of transferring (subtracting from) a part or all of the number of game medals electronically held in the slot machine 100 to a dedicated unit 300 (to be described later). The operation of the counting switch 126 includes a "short push" in which the push time is less than 500 msec, and a "long push" in which the push time is 500 msec or more. When the counting switch 126 is short pushed, only one electronic medal is counted (transferred) from the number of game medals for each operation, and when the counting switch 126 is long pushed, 50 electronic medals are counted from the number of game medals at the timing of the count notification every 300 msec after the push time of 500 msec. Note that when the number of game medals is less than 50 in the long push state, all the remaining game medals are counted. Note that when the counting switch 126 is operated while play is possible, the counting process is always executed regardless of the game state at that time. Here, "while play is possible" refers to a state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered on (a state in which a series of operations in which a player borrows electronic medals, plays a game on the slot machine 100, and counts the results of the game are possible). Note that when the slot machine 100 is powered on but the dedicated unit 300 is not powered on, or when the slot machine 100 and the dedicated unit 300 are not connected, the slot machine 100 is invalidated and the period is not included in "while play is possible". In addition, the slot machine 100 is not (cannot) play a game by itself during initialization processing after powering on, during setting change and setting confirmation, and during an error state requiring recovery processing by resetting or the like, are not included in "while play is possible".

[0021] The game medal number display device 128 includes a 5-digit or 6-digit 7-segment LED, and displays the total number of electronic medals held in the medal holding section, that is, the number of game medals. However, the electronic medals bet is not included in the number of game medals. Therefore, the game medal number display device 128 displays the number obtained by subtracting the number of electronic medals bet from the number of electronic medals acquired by the player. The numerical range of the game medal number is expressed as 0 to 16382 (16368 medals + maximum number of medals paid out in one game (15 medals) - minimum number of medals inserted (1 medal)) taking into account the maximum number of medals difference in one business day, and if the upper digit of a significant number is 0, the number is displayed as a blank (light off). If the number exceeds a predetermined warning value, for example, 15000, a possession number warning is issued to prompt the player to count, and the lending process of electronic medals described later is restricted, and a test counting signal is output for about 3500 msec. The warning value is not limited to 15000, and various values ​​can be set. However, even if the holding number warning notification is executed, the player can continue playing. Therefore, the number of game medals may increase. If the number becomes a predetermined holding upper limit value, for example, 16369 or more, an error notification (medal over error notification) is executed and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, the start switch 118, and the settlement switch 122 are prohibited from being accepted. If such a complete function is activated (a play stop error (error code "Ey") occurs), complete operation information notifying that the complete function is activated is displayed on the liquid crystal display unit 132 described later, and a complete operation sound notifying that the complete function is activated is output from the speaker 134 described later. The game medal number display device 128 reflects and displays the updated game medal number within approximately 300 msec after the game medal number held in the slot machine 100 is updated.

[0022] The main segment display unit 130 is composed of two 7-segment displays arranged side by side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") that occurs when it is detected that at least one of the front upper door 104 or the front lower door 106 is open and that is automatically restored when both the front upper door 104 and the front lower door 106 are closed, an error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 described later, and an error sound is output from the speaker 134 described later.

[0023] A liquid crystal display unit 132 that displays various images associated with the performance is provided approximately at the center of the upper part of the front upper door 104. Speakers 134 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions on the back surface of the front lower door 106. Also, performance lamps 136, for example, composed of high-brightness light-emitting diodes (LEDs), and a performance prop device 138 that drives performance props by a motor are provided at the upper part and left and right of the front upper door 104.

[0024] 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, the power is turned on via the power switch 144a of the power source 144, and the slot machine 100 transitions to a setting change mode, in which the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages, for example, from 1 to 6. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six 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), ending the setting change mode and enabling 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.

[0025] In such a slot machine 100, actual medals are not required, so it is possible to prevent cheating by inserting medals artificially or using medals that have been illegally brought in. Also, since it is not necessary to provide a mechanism for inserting and paying out gaming media in the gaming machine, it is possible to reduce design and manufacturing costs. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud. Furthermore, by centrally managing data, it is possible to suppress gambling and, ultimately, to strengthen measures against addiction.

[0026] FIG. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball etc. dispensing device connection terminal board 280. The slot machine 100 is provided with a plurality of control boards including a main control board 200 for controlling the progress of the game, a sub-control board 240 for controlling the presentation according to the progress of the game, and a medal count control board 260 for controlling the number of electronic medals (game medal count) held in the medal holding section. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to only one direction from the main control board 200 to the sub-control board 240 from the viewpoint of preventing fraud, etc. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0027] (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, and a main RAM 200c which functions as a work area, and generally controls the entire slot machine 100. 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.

[0028] The main control board 200 also has functional sections such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a judgment means 218, a payout control means 220, a game status control means 222, a presentation status control means 224, and a command transmission / reception means 226, 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.

[0029] The main control board 200 receives various detection signals from the bet switch 116, the start switch 118, the stop switch 120, and the settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.

[0030] The initialization means 210 executes initialization processing in the main control board 200. The betting means 212 bets electronic medals to be used in games. The winning type selection means 214 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.

[0031] The reel control means 216 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.

[0032] In addition, the reel control means 216 may extend the time from enabling the operation of the stop switch 120 in the previous game to enabling the operation of the stop switch 120 by the player to display the lottery result of the winning type lottery (disabled by the completion of the operation of the stop switch 120 in the previous game) beyond 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.

[0033] In this embodiment, as a reel effect, the basic game is interrupted in response to the operation of the start switch 118 in the basic game, the progress of the basic game is delayed, and during that time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c, respectively, to perform a pseudo game (simulated game) that resembles the basic game. Here, the basic game refers to a game in which a lottery for a winning type is performed and a one-time payout can be received in response to the winning of a winning combination. The pseudo game ends on the condition that the start switch 118 is operated again or a predetermined time has passed since the temporary stop control, and then the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of the pseudo game, the reel control means 216 can automatically temporarily stop a predetermined symbol (for example, a symbol constituting a bonus role) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be performed with rotation control and stopping modes similar to those of the basic game or different rotation control and stopping modes, which can enhance the interest of the game. Note that the temporary stop indicates a state in which the reels appear to be stopped at first glance, 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 stop and temporary stop are treated simply as stop in the sense that they do not rotate in one direction but maintain their position, and both stop control and temporary stop control are treated simply as stop control in the sense that the rotation of the left reel 110a, center reel 110b, and right reel 110c is controlled in response to the operation of the start switch 118, and the left reel 110a, center reel 110b, and 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, center reel 110b, and right reel 110c, respectively.

[0034] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a 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 216 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 216 in response to an operation signal from the stop switch 120.

[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A may be simply referred to as winning. Here, the active line A is a line for determining whether or not a winning combination has been won, and in this embodiment, there is one active line. As shown in FIG. 3(b), among the nine symbols (three reels × three rows, upper, middle, and lower) facing the symbol display window 108, the active line A is set to a line (one middle row line) connecting positions corresponding to symbols stopped in the middle row of the left reel 110a, the middle row of the middle reel 110b, and the middle row of the right reel 110c. The inactive line is a line other than the active line A that is not used for determining whether or not a winning combination has been won, and displays other symbol combinations that make it easier to understand the winning combination when it is difficult to understand the winning combination only from the symbol combination displayed on the active line A, and in this embodiment, four inactive lines B1, B2, C1, and C2 shown in FIG. 3(b) are assumed. Based on the fact that a symbol combination corresponding to a winning role is displayed on the pay line A (a prize has been won), the payout control means 220 pays out electronic medals to the medal holding section in the number (value) corresponding to the winning role (adding them to the number of game medals).

[0036] The game state control means 222 refers to the result of the winning type lottery and the judgment result of the judgment means 218, and transitions the game state to one of a plurality of game states. As described later, the game states include a non-internal game state, an internal game state to which a player transitions by winning a bonus combination in a non-internal game state, and a bonus game state to which a player transitions by displaying a symbol combination corresponding to a bonus combination on an active line in the internal game state.

[0037] The presentation state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the presentation state to one of a plurality of presentation states. The presentation state includes an AT (assist time) presentation state in which an auxiliary presentation is executed (to assist the winning of a specific role) that notifies the operation mode (correct operation mode) that is the winning condition of the specific role when a specific role (correct role) and another winning role (incorrect role) overlap in a winning type (selection winning type), and a non-AT presentation state in which the auxiliary presentation is not executed. In addition, there are cases in which the so-called ART game state is executed in which the AT presentation state and the RT (replay time) game state in which the winning probability of the replay role is high proceed in parallel. The specific role that is the target of the auxiliary presentation is a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals due to the winning of the winning role, but also all game profits obtained by the winning of the winning role. In addition, the auxiliary effects are not limited to those that assist in the winning of a specific combination, and it is sufficient for them to inform the player of an operation mode that is advantageous to the player.

[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the judgment means 218, the payout control means 220, the game status control means 222, the presentation status control means 224, etc. to the sub-control board 240 and the medal count control board 260.

[0039] The main control board 200 is also provided with a random number generator 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 given to a player, for example, a winning type by the winning type lottery means 214. Specific processing in the main control board 200 will be described below based on a flowchart.

[0040] (Main processing of the main control board 200) 5 is a flow chart showing the main processing (main loop processing) of the main control board 200. First, an outline of one game after initialization will be described according to the main processing of the main control board 200. Processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will not be described. Although detailed description will be omitted, when each process is performed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are enabled at the start of the process and disabled at the end of the process.

[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and enters a power-on state, the initialization means 210 executes an initialization process in preparation for the start of a game. The initialization means 210 can also change the settings. The setting change is to change the setting value that indicates the degree of advantage in stages (for example, six stages). The setting change also includes replaying to the same setting value (processing of changing (overwriting, maintaining) the current setting value to the same setting value as the current setting value). The initialization means 210 generates backup data at any time while the power is on, and stores the backup data in the main RAM 200c. Therefore, even if an unexpected power interruption (power cut) occurs, the initialization process can use the backup data stored before the power interruption to restore the state before the power interruption. For example, even if an unexpected power interruption occurs during the rotation of the reels 110, the game starts from a state in which each reel 110 is rotating again after the recovery operation. Therefore, the initialization process basically does not initialize the main RAM 200c (RAM clear). Moreover, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Moreover, the initialization means 210 generates a startup command including transmission information required at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 bets electronic medals. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game medal insertion command including transmission information indicating the requested number of medals to be inserted, and the command transmission / reception means 226 transmits the generated medal insertion command to the medal count control board 260.

[0043] (Step S120) Next, when a prescribed number of electronic medals are bet, the winning type lottery means 214 enables the game start operation on the start switch 118 and transitions to a state of waiting for the operation of the start switch 118. Here, the winning type lottery means 214 acquires one winning type lottery random number at the time when the start switch 118 is operated from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 in response to the operation of the start switch 118 by the player. Then, the winning type lottery means 214 determines one winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the acquired winning type lottery random number corresponds to, and determines the winning type or non-winning of the determined winning area as the lottery result. In addition, when a winning type including the winning role "RBB" is determined in the winning type lottery, the game state control means 222 transitions the game state from the non-internal game state to the RBB internal game state. In addition, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including the lottery result of the winning type lottery (winning type or no winning) and information about the game status, etc., and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the center reel 110b, and the right reel 110c. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed from the start of rotation of the left reel 110a, the center reel 110b, and the right reel 110c in the previous game (wait), the left reel 110a, the center reel 110b, and the right reel 110c in the game start to rotate, and when all of the left reel 110a, the center reel 110b, and the right reel 110c have reached a steady rotation, the process proceeds to step S140.

[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it accepts the operation of the stop switches 120a, 120b, and 120c by the player, it controls to stop any one of the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operation. In addition, when any one of the stop switches 120a, 120b, and 120c is operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, and third stop operation command) indicating information of the operated stop switch 120a, 120b, and 120c each time the operation is performed, and the command transmission / reception means 226 transmits the generated stop commands to the sub-control board 240 in sequence. The reel control means 216 continues such reel stop processing until all of the stop switches 120a, 120b, and 120c are operated.

[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line A shown in FIG. 3(b), and executes various processes required for changing the game state or replaying according to the symbol combination. For example, the determination means 218 updates the net increase number counter if the game is in an advantageous zone and a small winning combination has been won. Here, the advantageous zone is a game zone that is advantageous to the player, including a game zone that has a performance related to the instruction function, that is, a game zone that executes an auxiliary performance (instruction function). In addition, a game zone that is exclusive to the advantageous zone and in which the auxiliary performance cannot be executed is called a non-advantageous zone. Note that the advantageous zone is a game zone in which information indicating the contents of the instruction may be transmitted to peripheral boards such as the sub-control board 240 only when the auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance performed by the main control board 200, and the instruction contents are displayed on the notification means so that the main control board 200 can identify the contents of the instruction. In addition, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the pay line A is a symbol combination corresponding to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB operating game state. In addition, the determination means 218 generates a winning command including the number of electronic medals to be paid out when the symbol combination displayed on the pay line A or the symbol combination corresponding to the minor role is displayed on the pay line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

[0047] (Step S160) In addition, the payout control means 220 executes a payout process of the electronic medal corresponding to the small prize when a symbol combination corresponding to a small prize is displayed on the active line A based on the symbol combination (stopping state of the reel 110) displayed on the active line A, for example, and executes a process for automatically placing a bet for the next game when a symbol combination corresponding to a replay prize is displayed on the active line A. In addition, when the payout process of the electronic medal is performed, the payout control means 220 generates a payout command indicating that the payout process has been performed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. In addition, the payout control means 220 generates a payout end command including transmission information indicating the number of payout medals, and the command transmission / reception means 226 transmits the generated payout end command to the medal count control board 260.

[0048] (Step S170) When a predetermined number of electronic medals are paid out in the RBB operating game state, the game state control means 222 transitions the game state from the RBB operating game state to a non-internal game state. The presentation state control means 224 transitions the presentation state and switches between advantageous and non-advantageous zones. When the game state or presentation state is changed, a game transition command including the changed game state or presentation state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. In this way, the game transition process S170 ends, and the game ends.

[0049] One game is executed through a series of processes from step S110 to step S170. After that, steps S110 to S170 are repeated. In this way, one game refers to the game from when a portion of the game medals held in the medal holding section is inserted through the operation of the bet switch 116, or when electronic medals are automatically inserted based on the display of a replay role on the active line A, until the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is executed in response to the player's operation of the start switch 118, and the left reel 110a, center reel 110b, and 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 player's operation of the multiple stop switches 120a, 120b, and 120c, and if a winning role that may result in the payout of electronic medals is achieved, the payout of the electronic medals is executed. In addition, when a player does not win a prize type that can receive a payout of an electronic medal, or when a player 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 an electronic medal or the winning of a replay role. In addition, the number of times such one game is repeated is defined as the number of games. Here, whether a basic game, which is one game in which a prize type lottery is executed and one payout can be received, is played alone, or whether the basic game is played in combination with a 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, for the number of games managed by the hall computer (not shown), the pseudo game may or may not be converted into the number of games depending on the specifications.

[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b in which programs and the like are stored, and a sub-RAM 240c which functions as a work area, and controls the performance according to the progress of the game based on commands from the main control board 200, and generates, for example, a performance pattern which shows a series of performances. In addition, like the main RAM 200c, the sub-RAM 240c is also connected to a backup power supply (not shown), and data is retained without being erased even if the power supply is cut off. In addition, like the main control board 200, the sub-control board 240 is also provided with a random number generator 240d, and the random number value (hereinafter referred to as the performance lottery random number) generated by the random number generator 240d is mainly used to determine the mode of the performance. In addition, the sub-control board 240 is also provided with an image circuit 240e, an audio circuit 240f, and a performance circuit 240g in order to realize the performance.

[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC is also called a VDP (Video Display Processor), and upon receiving an image command capable of specifying image data based on a presentation pattern (data corresponding to an image to be displayed on the liquid crystal display unit 132 among the presentations indicated by the presentation pattern), reads the image data specified by the image command from the image ROM to the image RAM, and sequentially outputs the image data to the liquid crystal display unit 132. The image RAM has a plurality of different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the plurality of layers, and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority, and when an image in a layer with a high priority and an image in a layer with a low priority overlap, the image in the layer with the high priority is superimposed closer to the player than the image in the layer with the low priority, and is visually recognized by the player.

[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command capable of identifying audio data based on a presentation pattern (data corresponding to a sound including a sound to be output to the speaker 134 among the presentations indicated by the presentation pattern), the audio IC reads out the audio data identified by the audio command from the audio ROM and sequentially outputs sounds based on the audio data to the speaker 134. The audio IC has a plurality of different layers (sometimes called tracks or channels), and can store different audio data in each layer. The audio IC then superimposes the audio data stored in the plurality of layers, and outputs sounds based on the superimposed audio data to the speaker 134. The player can hear each of the superimposed audio data in an overlapping manner.

[0053] When the performance circuit 240g receives a command indicating an illumination pattern (contents indicating a series of lighting modes of the performance lamps 136 among the performances indicated by the performance pattern) and a drive pattern (contents indicating a series of drive modes of the performance props 138 among the performances indicated by the performance pattern) based on the performance pattern, it generates information on light emission (light emission information) and information on motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance props 138 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 136 is independently controlled to light up, and each of the multiple performance props 138 is independently controlled to drive. The performance circuit 240g also obtains input information (operation presence / absence, operation timing, number of operations, operation time length, etc.) of the performance switch 124 and the like through serial communication.

[0054] Here, a series of functional units such as a sub-CPU 240a, a sub-RAM 240c, a random number generator 240d, an image circuit 240e, an audio circuit 240f, and a performance circuit 240g 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.

[0055] In addition, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function in cooperation with the sub-RAM 240c, based on the program stored in the sub-ROM 240b, in which the sub-CPU 240a operates.

[0056] The initialization means 250 executes initialization processing in the sub-control board 240. The command receiving means 252 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 254 receives a detection signal from the performance switch 124, and determines a performance pattern for the game performed by each device of the liquid crystal display unit 132, the speaker 134, the performance lamp 136, and the performance prop device 138 based on the received command.

[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 performs audio output control through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance prop device 138.

[0058] The performances executed by the performance control means 254 include the auxiliary performances described above. Hereinafter, the notification means for executing the auxiliary performances, such as the liquid crystal display unit 132, the speaker 134, and the performance lamp 136, may be referred to as the auxiliary performance execution means (instruction monitor). The performance state control means 224 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state.

[0059] (Sub-processing of the sub-control board 240) 6 is a flowchart showing sub-processing of the sub-control board 240. Here, processing related to the features of this embodiment will be described in detail, and a description of configurations unrelated to the features of this embodiment will be omitted.

[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 250 executes an initialization process in preparation for the start of a game. While the power is on, the initialization means 250 generates backup data at any time and stores the backup data in the sub-RAM 240c.

[0061] (Step S210) The command receiving means 252 judges whether or not an input command has been received. As a result, if an input command has been received, the process proceeds to step S212, and if an input command has not been received, the process proceeds to step S220.

[0062] (Step S212) If it is determined in step S210 that an input command has been received, the presentation control means 254 determines a presentation pattern based on the input command, assuming that preparations for starting the next game have been completed.

[0063] (Step S220) Next, the command receiving means 252 determines whether or not a prize type command has been received. As a result, if a prize type command has been received, the process proceeds to step S222, and if a prize type command has not been received, the process proceeds to step S240.

[0064] (Step S222) In step S220, if it is determined that the winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. In addition, if the performance state is the AT performance state and the winning type indicated in the winning type command is the selection winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation mode.

[0065] (Step S240) Next, the command receiving means 252 judges whether or not a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if a stop command has not been received, the process proceeds to step S250.

[0066] (Step S242) If it is determined in step S240 that a stop command has been received, the presentation control means 254 determines the presentation pattern based on whether the stop command indicates the first stop operation, the second stop operation, or the third stop operation, whether the stop command indicates a stop operation for one of the stop switches 120a, 120b, or 120c, and the rotation positions of the left reel 110a, center reel 110b, or right reel 110c at which the stop operation was performed.

[0067] (Step S250) Next, the command receiving means 252 judges whether or not a winning command has been received. As a result, if a winning command has been received, the process proceeds to step S252, and if a winning command has not been received, the process proceeds to step S260.

[0068] (Step S252) If it is determined in step S250 that a winning command has been received, the presentation control means 254 determines a presentation pattern based on the winning command.

[0069] (Step S260) Next, the command receiving means 252 judges whether or not a dispense command has been received. If a dispense command has been received, the process proceeds to step S262, and if a dispense command has not been received, the process proceeds to step S210, and the process from step S210 is repeated.

[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command, and repeats the process from step S210.

[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200, and has various semiconductor integrated circuits including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages electronic medals to be used in games. In addition, like the main RAM 200c, the medal RAM 260c is also connected to a backup power source (not shown), and even if the power is cut off, data is retained without being erased. Here, a part of the memory area of ​​the medal RAM 260c serves as a medal holding section. In addition, the medal count control board 260 is integrally formed with a medal segment display section 140. The medal segment display section 140 is composed of one seven-segment display, and displays, for example, an error code indicating the type of error managed by the medal count control board 260. In addition, the medal count control board 260 is connected to the dedicated unit 300 through a game ball etc. lending device connection terminal board 280. Here, the game ball etc. lending device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to lending of electronic medals, transmits the lending receipt result of electronic medals, transmits signals related to counting of electronic medals, and transmits each information of the slot machine 100. For example, the game ball etc. lending device connection terminal board 280 receives a supply of power (VL) from the dedicated unit 300, uses the power as an input of an insulating element such as a photocoupler, generates a VL connection signal indicating the connection state with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine that power is being supplied from the dedicated unit 300, in other words, that the dedicated unit 300 is powered on and is properly connected to the dedicated unit 300, by the ON / OFF of the VL connection signal.

[0072] In addition, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function in cooperation with the medal RAM 260c, based on the program stored in the medal ROM 260b, in which the medal CPU 260a operates.

[0073] The initialization means 270 executes initialization processing in the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for the commands. The command transmission / reception means 272 also repeats transmission / reception of gaming machine information notices, counting notices, loan notices, and loan receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 transmits gaming machine information notices including gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information to the dedicated unit 300 as gaming machine information, and transmits a counting notice including the number of counted medals to be counted (the number of electronic medals to be transferred to the dedicated unit 300 at one time) 100 msec after transmitting the gaming machine information notice. The command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending the counting notification, which includes the number of loan medals to be processed for loan (the number of electronic medals transferred at one time from the dedicated unit 300), and then replies to the dedicated unit 300 with the loan receipt result.

[0074] The medal number updating means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding section in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operation of the counting switch 126. The medal number updating means 274 also displays the number of game medals thus updated on the game medal number display device 128.

[0075] 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, the processing related to the features of this embodiment will be described in detail, and the description of the configuration unrelated to the features of this embodiment will be omitted.

[0076] (Step S300) When the power of the slot machine 100 is turned on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 executes an initialization process in preparation for the start of a game. The initialization means 270 generates backup data at any time while the power is turned on, and stores the backup data in the medal RAM 260c. Therefore, even if an unexpected power interruption (power cut) occurs, the initialization process can use the backup data stored before the power interruption to restore the state before the power interruption. For example, even if an unexpected power interruption occurs with the number of game medals stored in the medal holding section, the game starts from a state in which the electronic medals are held after the recovery operation. Therefore, in the initialization process, the medal RAM 260c is basically not initialized (RAM cleared).

[0077] (Step S310) When the initialization process is completed, the medal number update means 274 judges whether or not an update event for the number of game medals held in the medal holding section has occurred, and when an update event for the number of game medals has occurred, executes an update process for updating the number of game medals in response to the update event. First, the medal number update means 274 judges whether or not a game medal insertion command has been received from the main CPU 200a, and if a game medal insertion command has been received, the process proceeds to step S312, and if a game medal insertion command has not been received, the process proceeds to step S320.

[0078] (Step S312) When a medal insertion command is received from the main CPU 200a, the medal number update means 274 judges whether the medal insertion command indicates insertion of electronic medals, and if it indicates insertion of electronic medals, executes insertion processing to subtract the number of medals from the number of medals. Also, if the medal insertion command indicates settlement of electronic medals rather than insertion of electronic medals, the medal number update means 274 executes settlement processing to add the number of inserted electronic medals to the number of medals. Note that although the player's operation is different between the settlement processing and the insertion processing, the processing corresponding to the operation is the same. Therefore, in the following, the parts explained using the insertion processing can be replaced with the settlement processing by interpreting it as inserting negative electronic medals.

[0079] (Step S320) Next, the medal count update means 274 determines whether or not a payout end command has been received from the main CPU 200a, and if a payout end command has been received, it transfers processing to step S322, and if a payout end command has not been received, it transfers processing to step S330.

[0080] (Step S322) When a payout end command is received from the main CPU 200a, the medal number update means 274 executes a payout process of adding the electronic medals paid out based on the payout end command to the game medal number.

[0081] (Step S330) Next, the medal count update means 274 determines whether or not a loan notification of an electronic medal has been received from the dedicated unit 300, and if a loan notification has been received, the process proceeds to step S332; if a loan notification has not been received, the process proceeds to step S340.

[0082] (Step S332) When the loan notification is received from the dedicated unit 300, the medal count update means 274 judges whether the loan process is possible, and if the loan process is possible, executes the loan process of adding the loaned electronic medal to the game medal count, and generates a loan receipt result response including "normal". On the other hand, if the loan process is not possible, that is, if the message length and command value in the loan notification are normal but other information is abnormal, if the gaming machine information notification is abnormal, if the count medal count in the counting notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial number in the received loan notification is not consecutive, if the loan medal count in the received loan notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 260a to the dedicated unit 300 notifies information other than hall control / fraud monitoring information, the medal count update means 274 generates a loan receipt result response including "abnormal".

[0083] (Step S340) Next, the command transmission / reception means 272 determines whether or not the counting switch 126 has been operated by the player, and if the counting switch 126 has been operated, proceeds to step S342, and if the counting switch 126 has not been operated, repeats the processing from step S310.

[0084] (Step S342) When the player operates the count switch 126, the medal number update means 274 notifies the dedicated unit 300 of the count, and executes a counting process of subtracting the counted electronic medals from the number of game medals, and then repeats the process from step S310.

[0085] When a lending notice is received or the counting switch 126 is operated, the medal number update means 274 executes lending processing or counting processing of the electronic medals, and the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a, which in turn transmits a command to that effect to the sub-CPU 240a. Then, in the lending processing or counting processing, the sub-CPU 240a outputs a predetermined lending sound or counting sound representing the movement of the electronic medals from the speaker 134 as the electronic medals are actually lent or counted. In this way, the player can audibly confirm that the lending processing or counting processing is being properly performed. The sub-CPU 240a may notify the fact that the lending processing or counting processing is being performed not only through the speaker 134 but also through each device such as the liquid crystal display unit 132 and the performance lamp 136.

[0086] (300 dedicated units) The dedicated unit 300 is installed near the slot machine 100 and can lend digitalized medals to players and count the digitalized medals that players have acquired. The dedicated unit 300 is provided with a dedicated unit control board 310 that transmits and receives digitalized medals to and from the slot machine 100. A cash insertion section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a point display device 322, and an acquired medal count display device 324 are connected to the dedicated unit control board 310.

[0087] The cash insertion section 312 functions as an insertion slot for inserting cash. The card insertion section 314 allows the insertion and withdrawal of a card medium capable of accumulating electronic medals. The lending switch 316 is composed of a push switch, and detects an operation of transferring electronic medals corresponding to the number of points of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal count control board 260 executes a lending process. The return switch 318 is composed of a push switch, and detects an operation of transferring electronic medals held in the dedicated unit 300 to a card medium and withdrawing the card medium from the dedicated unit 300 through the card insertion section 314. The game switch 320 is composed of a push switch, and detects an operation of transferring electronic medals held in the dedicated unit 300 to the slot machine 100. The number of points display device 322 displays the number of points held in the dedicated unit 300, i.e., the number of points corresponding to the cash inserted from the cash insertion section. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.

[0088] (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.

[0089] 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 selection tables and the like corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type selection means 214 extracts the corresponding winning type selection table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type selection table corresponds to the winning type selection random number obtained according to the operation signal of the start switch 118, based on the extracted winning type selection table.

[0090] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a bonus combination, a replay combination, and a small combination. A bonus combination is a combination that can shift the game state managed by the game state control means 222 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. A replay combination is a combination that allows the player to play the game again without placing a new bet of electronic medals when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows the player to receive a payout of a predetermined number of electronic medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A.

[0091] As shown in FIG. 8, the winning combination in this embodiment is a bonus combination, which includes a winning combination "RBB". In addition, the winning combinations "Replay 1" to "Replay 3" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 39" 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 10" may be abbreviated as "7-piece combination", the winning combination "Small combination 11" as "4-piece combination", the winning combinations "Small combination 12" to "Small combination 16" as "3-piece combination", and the winning combinations "Small combination 17" to "Small combination 39" as "1-piece combination".

[0092] 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 216 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 216 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 216 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 216 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.

[0093] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3", "Small Role 1" to "Small Role 9", "Small Role 15", and "Small Role 16" are arranged on each reel 110 so that they can be displayed on the activated line A by the above-mentioned stop control. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB", "Small Role 10" to "Small Role 14", and "Small Role 17" to "Small Role 39" are not necessarily arranged on each reel 110 so that they can be displayed on the activated line A by the above-mentioned stop control, so that so-called misses may occur. Such a winning role may be expressed as PB≠1.

[0094] As shown in FIG. 9, in the winning type lottery table, a plurality of 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 (inside RBB), game state during RBB operation (RBB operation)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of a plurality of game states is stored in the main ROM 200b. Note that "◎" indicates that the lottery for moving to the advantageous zone can be performed, and that the lottery for the auxiliary performance (instruction function) (for example, the determination of the number of auxiliary performances, the addition (addition) of the number of auxiliary performances, the continuation of the AT performance state, the end of the advantageous zone) is possible, and "○" indicates that the lottery for moving to the advantageous zone cannot be performed, but that the lottery for the auxiliary performance is possible.

[0095] 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 214 acquires the number of pieces of pieces in the winning type lottery table in order from the higher number 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. Also, 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.

[0096] 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.

[0097] 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 electronic medals will be paid out, etc.

[0098] 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).

[0099] 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, 120c, 120b 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 120b, 120a, 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 120b, 120c, and 120a 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 120c, 120a, and 120b 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 120c, 120b, and 120a that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0100] For example, when the winning type "batting order bell A3" in the winning area 7, 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 (symbols "bell", "bell", "bell") corresponding to the winning role "minor role 1" (winning role "7-piece role"), which is the correct role with a payout of 7 coins, is preferentially displayed on the effective 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 the incorrect role with a payout of 1 coin, is preferentially displayed on the effective line A by the so-called number priority control.

[0101] In addition, the winning probability (number of places) of the selected winning types in winning areas 7 to 10 (winning types "Batting Order Bell A3" to "Batting Order Bell A6"), the winning probability of the selected winning types in winning areas 11 to 14 (winning types "Batting Order Bell B3" to "Batting Order Bell B6"), the winning probability of the selected winning types in winning areas 15 to 18 (winning types "Batting Order Bell C3" to "Batting Order Bell C6"), the winning probability of the selected winning types in winning areas 19 to 22 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 20 to 23 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 21 to 25 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 22 to 26 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 23 to 28 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 24 to 29 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 25 to 29 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 26 to 29 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 27 to 29 (winning types "Batting Order Bell D3" to "Batting Order Bell D6"), the winning probability of the selected winning types in winning areas 28 to 29 (winning types "Batting Order Bell D3" to "Batting Order Bell D The winning probability of the selected winning types of 3 to 26 (winning types "batting order bell E3" to "batting order bell E6"), the winning probability of the selected winning types of the winning areas 27 to 30 (winning types "batting order bell F3" to "batting order bell F6"), the winning probability of the selected winning types of the winning areas 31 to 34 (winning types "batting order bell G3" to "batting order bell G6"), and the winning probability of the selected winning types of the winning areas 35 to 38 (winning types "batting order bell H3" to "batting order bell H6") 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 switch 120 is 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 description, the 32 winning types in the winning regions 7 to 38 may be simply referred to as the winning type "batting order bell".

[0102] 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 needing an electronic medal is performed, the internal win flag is turned off.

[0103] (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, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending. The types of winnings that can be won in each game state are represented by "◎" or "○" in FIG. 9.

[0104] 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 222 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 222 transitions the game state to a game state in which RBB is operating (1).

[0105] In the RBB operating game state, the winning probability of the replay role is set to 0. In the RBB operating game state, the winning types that can be won are set as "Bell ALL" in the winning area 1, "3-coin ALL" in the winning area 2, and "1-coin ALL" in the winning area 3. When the winning type "Bell 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 39" is displayed on the effective line A. When the winning type "3-coin ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "Small Role 12" to "Small Role 39" is displayed on the effective line A. When the winning type "1-coin ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "Small Role 17" to "Small Role 39" is displayed on the effective line A. Here, the expected number of coins to be won per unit game in the RBB operating game state is lowered by the configuration of the small roles.

[0106] 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 222 transitions the gaming state to a non-internal gaming state (2).

[0107] 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 222 transitions the game state to an RBB internal game state (3).

[0108] 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.

[0109] 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 an auxiliary performance in the AT performance state in the RBB internal game state, it becomes easier to win electronic medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlappingly, and the chances of winning the correct combination are reduced, and the chances of winning the correct combination are reduced compared to the AT performance state in other game states, making it difficult for the player to increase the electronic medals he owns. Therefore, 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 the ability to win electronic medals, 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.

[0110] (Transition of performance state) FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. The following is a detailed description of the presentation state transitioned by the presentation state control means 224 in the main control board 200. Note that the multiple presentation states belong to either the advantageous zone or the non-advantageous zone, which is the game zone. In this embodiment, almost all presentation states belong to the advantageous zone, and the non-advantageous zone is realized in some presentation states (here, the non-advantageous presentation states). Note that while staying in the advantageous zone, a zone indicator (not shown) may be turned on to notify the fact.

[0111] 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.

[0112] Therefore, the presentation state control means 224 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, the advantageous zone is forcibly terminated when the following termination conditions are met, regardless of such management. For example, in the slot machine 100, the advantageous zone is forcibly terminated based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of stay games reaches 4000 games or MY exceeds 2400). It should be noted that MY indicates the difference in the number of coins since the advantageous zone started. Therefore, if 1000 electronic medals are inserted (consumed) after the advantageous zone started, it is possible to obtain 3400 electronic medals during the advantageous zone. It should be noted that, in the smart pachislot of this embodiment, since there is no need to set a limit on the number of stay games, there is no need to terminate even if the number of stay games reaches 4000 games, and the advantageous zone is forcibly terminated based on MY exceeding 2400 coins in the advantageous zone. In either case, the presentation state control means 224 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning the game zone from the advantageous zone to the non-advantageous zone.

[0113] (Non-advantageous area, advantageous area) In the non-advantageous zone, the auxiliary effect is not executed, so that the number of electronic medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.

[0114] In the advantageous zone, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it becomes possible to acquire many electronic medals while suppressing the consumption of electronic medals. 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, a normal AT performance state, a distribution performance state, a special premonition performance state, and a special performance state, each of which has a different playability. As shown below, the normal AT performance state and the special performance state can be said to be AT performance states in that the auxiliary performance is executed. In addition, the other performance states, that is, the non-advantageous performance state, the normal performance state, the premonition performance state, the distribution performance state, and the special premonition performance state, can be said to be non-AT performance states in that the auxiliary performance is not executed. Each performance state will be explained below individually.

[0115] (Normal performance state) The normal presentation state belongs to the advantageous zone, and is a presentation state that is likely to remain at the start of the game among multiple presentation states. The presentation state control means 224 performs an AT lottery in the normal presentation state. The AT lottery is a lottery that determines the transition to the normal AT presentation state, and the presentation state control means 224 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 224 transitions the presentation state to a premonition presentation state that corresponds to the previous stage of the normal AT presentation state (1), and causes the presentation control means 254 to execute a premonition presentation that increases the expectation that the transition to the normal AT presentation state has been determined. In addition, even if the AT lottery is not won, the presentation state control means 224 may cause the presentation control means 254 to execute a premonition presentation while maintaining the normal presentation state, so that the player can expect that the transition to the normal AT presentation state has been determined. In addition, the presentation state control means 224 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 224 transitions the presentation state to a premonition presentation state (1).

[0116] (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 normal 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 normal AT performance state has been decided is notified in the premonition performance. Then, the performance state control means 224 always transitions the performance state to the normal AT performance state when the premonition performance state ends (2). In other words, when the premonition effect is being executed in the premonition effect state, the state will always transition to the normal AT effect state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Also, the decision to transition to the premonition effect state is synonymous with the decision to transition to the normal AT effect state thereafter.

[0117] (Normal AT performance state) The normal AT presentation state belongs to an advantageous zone, and is a presentation state in which an auxiliary presentation is executed. When the normal AT presentation state starts, the presentation state control means 224 first transitions to a duration determination presentation state, and in the duration determination presentation state, determines the duration of the normal AT presentation state (here, the number of continued plays). The presentation state control means 224 continues the auxiliary presentation until a predetermined end condition is met, for example, until the number of plays that have stayed in the normal AT presentation state reaches the determined number of continued plays (for example, 50 plays). In addition, in the normal AT presentation state, the presentation state control means 224 performs a lottery for adding the number of continued plays 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 224 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 normal AT presentation state changes. Then, when the predetermined end condition is met, the presentation state control means 224 transitions the presentation state to the normal presentation state (3).

[0118] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the normal 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 normal AT presentation state is not notified in the premonition presentation, the normal presentation state continues, and if the transition to the normal AT presentation state is notified in the premonition presentation, the normal AT presentation state is executed after the premonition presentation state ends.

[0119] When the normal AT presentation state ends, the presentation state control means 224 transitions the presentation state to the normal presentation state (3), but in order to realize gameplay such as continuing the normal AT presentation state, the presentation state may transition 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, it is possible to make it impossible for the player to know whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.

[0120] (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 224 determines the transition to the advantageous section with a probability of about 1 / 2 for each game, 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 games played in the non-advantageous presentation state is often short-term (several games).

[0121] (Distribution performance status) The distribution 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 a presentation state in which, for example, only one game is stayed. In the distribution presentation state, the presentation state is distributed to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 224, for example, determines the transition to the premonition presentation state with a probability of 7 / 10 and transitions the presentation state to the premonition presentation state (6), or determines the transition to the normal presentation state with a probability of 3 / 10 and transitions the presentation state to the normal presentation state (7). By setting such a distribution ratio, the following game properties can be realized. That is, if the advantageous zone is reset before the MY reaches 2400 coins in the advantageous zone (before being forcibly reset), the normal AT presentation state can be continued with a probability of 7 / 10. In this way, it is possible to practically abolish the upper limit of MY. However, the ratio of such distribution is not limited to the premonition presentation state:normal presentation state=7:3 and can be determined arbitrarily. For example, the transition to the premonition selection state may be made with a probability of 100%.

[0122] If the premonition presentation state is determined in the distribution presentation state, the presentation state will always transition to the normal 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 normal AT presentation state to the normal presentation state (3), the presentation state control means 224 performs the AT lottery with a low probability (for example, 1 / 4000) in the normal presentation state that transitioned from the normal AT presentation state (not transitioned from the non-advantageous presentation state).

[0123] 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 224 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 an 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., and it is sufficient if it is easier to determine a transition to the normal 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. 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.

[0124] 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 224 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 normal AT presentation state. Specifically, the presentation state control means 224 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 224 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.

[0125] The presentation state control means 224 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 224 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.

[0126] 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 7 / 10, the player immediately transitions to the premonition performance state, and then transitions to the normal AT performance state via the premonition performance state, or with a probability of 3 / 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 normal 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 normal 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.

[0127] 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 the normal 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 normal AT presentation state ends and is demoted to the normal presentation state, there is a high possibility that the normal 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 normal AT presentation state being pulled back after the end of the normal AT presentation state, and the operation rate of the slot machine 100 can be improved.

[0128] In addition, in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 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 normal 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 224 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 normal AT presentation state by itself, the normal 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 224 transitions the presentation state to the non-advantageous presentation state again after the end of the normal AT presentation state (4). In this way, the player can fully receive the gaming profits from having passed through the non-advantageous performance 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 normal AT performance state to be executed at least twice.

[0129] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly transition the presentation state to the normal presentation state (3) or transition the presentation state to the non-advantageous presentation state (4). Here, the condition for transitioning the presentation state to the non-advantageous presentation state is that the transition to the normal AT presentation state with a predetermined gaming profit is won in the AT lottery. For example, the normal AT presentation state has a plurality of types of normal AT presentation states with different probabilities of the number of continued plays and the number of difference coins. When a specific normal AT presentation state is won, the presentation state control means 224 always transitions the presentation state to the non-advantageous presentation state after the normal AT presentation state ends (4). In addition, even if a specific normal AT presentation state is not won, the presentation state control means 224 may transition the presentation state to the non-advantageous presentation state with a predetermined probability after the normal AT presentation state ends (4).

[0130] In addition, in this embodiment, as described above, after the normal AT presentation state ends, when the AT lottery is won in the normal presentation state, the presentation state control means 224 transitions the presentation state to the premonition presentation state (1). However, without transitioning to the normal AT presentation state, when the number of stays in the normal presentation state reaches a predetermined number of plays (for example, 1000 plays), and the AT lottery is won in the normal presentation state, the presentation state control means 224 finally decides to transition to a 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 presentation state has not been directly transitioned to the normal AT presentation state, 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, 1000 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, 1500 games) (so-called ceiling function), or winning the AT lottery again based on not winning the AT lottery in the chance zone (CZ).

[0131] (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 224 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 224 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 224 shifts the presentation state directly to the non-advantageous presentation state (11). Here, an example in which the number of continued games is added by the special presentation state lottery has been described, 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 in which the number of continued games is added in the special presentation state has been described, but this is not limited to such a case, and a difference number, which is the difference between the number of acquired coins (number of paid out coins) or the number of electronic medals inserted (number of bet coins) and the number of paid out coins, may be added.

[0132] (Special performance state) The special performance state belongs to the advantageous zone, and the auxiliary performance 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 performance state is completed during the special performance state, such as the number of games that stayed in the special performance state reaching the number of continued games. For example, at the end of the special premonition performance state (the start of the special performance state), the number of continued games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games that stayed in the special performance state reaches the number of continued games, the end condition is satisfied, and the special performance state ends. Here, the end condition is not changed in the special performance state, and the additional lottery is not executed. Then, when the predetermined end condition is satisfied, the performance state control means 224 shifts the performance state to a non-advantageous performance state (12).

[0133] If the player wins the AT lottery after the number of plays in the normal presentation state exceeds a predetermined number of plays (for example, 1000 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 normal AT presentation state.

[0134] 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 normal AT presentation state, a predetermined display is made on the liquid crystal display unit 132 to indicate that there is a high possibility of transitioning to the normal AT presentation state so that the player can understand this.

[0135] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 1000 games) in the normal performance state, the game profit is not very different from the viewpoint that the normal AT performance state can be executed once, although the advantageous zone is reset in the case where the AT lottery is won and the AT lottery is won before the predetermined number of games. In addition, in the latter case, the normal AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the normal AT performance state may start after waiting for the passage of a further block period. In that case, it can be said that the former case has a smaller game profit in that electronic medals are consumed in the normal performance state until the transition to the normal AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds the predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if it is won, an 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.

[0136] 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 normal AT performance state.

[0137] In addition, the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number of games, so the number of times is less likely to fluctuate compared to the normal AT performance state, and it 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 normal 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 normal 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.

[0138] Also, when the normal AT presentation state is ended and the number of games played in the normal presentation state reaches a predetermined number of games (for example, 1500 games) without being transferred to the normal AT presentation state, the presentation state control means 224 resets the advantageous section and transfers 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 transferred to the normal AT presentation state. Therefore, if the game is continued in the normal presentation state without being transferred to the normal AT presentation state, the presentation state will be transferred to the normal AT presentation state within a predetermined number of games (for example, 1628 games). With this ceiling function, the player can have a sense of security that he or she can receive a rescue measure even if the electronic medal is consumed a lot unfortunately. 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, 1628 games), thereby improving the operating rate of the slot machine 100.

[0139] In addition, the predetermined number of plays (for example, 96 to 1628 plays) in such a ceiling function is determined at the following timing. For example, in the case of directly transitioning from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 determines the predetermined number of plays (for example, 96 to 1628 plays) of the ceiling function in the normal presentation state at the time of transition from the normal 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 224 determines the predetermined number of plays (for example, 96 to 1628 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 normal 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.

[0140] In the above embodiment, the winning probability of the AT lottery in the normal presentation state is high (for example, 1 / 8) when the non-advantage presentation state transitions to the normal presentation state, and low (for example, 1 / 4000) when the normal AT presentation state transitions directly to the normal presentation state, but this is not limited to the above case. For example, when the normal 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 it may transition to a low probability by a demotion lottery. In addition, when the normal 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.

[0141] 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.

[0142] FIG. 12 is an explanatory diagram showing a memory map. Here, the memory map of the slot machine 100 is exemplified and explained. The main ROM 200b is assigned a memory space of 0000h to 3FFFh (12 kbytes), the main RAM 200c is assigned a memory space of F000h to F3FFh (1 kbyte), and the input / output unit that handles input / output from the main CPU 200a to external devices is assigned a memory space of FE00h to FFFFh (512 bytes). The instruction code of the program is written in assembly language. Here, a program is composed of instruction codes, and can be read by a computer and realize a predetermined process in cooperation with data and a work area. In the following diagrams, "h" or "H" added to the end of a number indicates that the number is expressed in hexadecimal, and "B" added to the end of a number indicates that the number is expressed in binary.

[0143] 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 game control processing for controlling the progress of a game. Specifically, the memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes of a program for executing game control processing for controlling the progress of a game by operating the initialization means 210, the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game status control means 222, the performance status control means 224, and the command transmission / reception means 226, and the memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the program for the game control processing. Note that the control area may also be called a code area from the viewpoint of storing instruction codes. In addition, a comment area is allocated to the memory space from 1E00h to 1FFFh, and a program management area is allocated to the memory space from 3FC0h to 3FFFh. In addition, another area (unused area) is allocated to the memory space from 2000h to 3FBFh. The other area is an area for storing programs and data that are not specified to be stored in the used area, as described later. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data of programs that perform part 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. Here, the gaming machine test processing is the test processing of the slot machine 100 described in the Connection Specifications (4th Edition) of the Test Machine for Slot Machines. The security-related processing is the processing for identifying abnormal states for the purpose of preventing fraud by third parties and discovering defects, and includes, for example, the determination of the backup flag and the execution of a checksum as described above. There is no limit to the storage capacity of the separate area, and in the example of FIG. 12, it can be freely allocated to storage areas other than the usage area, comment area, and program management area.

[0144] As described above, the main CPU 200a may execute not only the game control process but also the test process for the game machine and the security-related process (non-game control process). However, the storage capacity of the use area is predetermined, and for example, as shown in FIG. 12, the control area is limited to 4.5 kbytes, and the data area is limited to 3.0 kbytes. Therefore, if the programs and data for the game control process and the test process for the game machine and the security-related process are also arranged in the use area, the storage area for the game control process is limited accordingly. Here, the programs (use programs) and data for executing the game control process must be stored in the use area, but the programs (separate programs) and data for executing the non-game control process (test process for the game machine, security-related process, etc.) that do not affect the progress of the game other than the game control process can be stored in either the use area or the separate area. Therefore, at least a portion of the programs and data for executing the backup flag determination process and the checksum execution process, which are processes corresponding to security-related processes, are written in a separate area that is part of a memory area different from the used area (other than the used area).

[0145] In this way, when there is a mixture of processing that is performed in the use area (here, game control processing) and processing that does not necessarily have to be performed in the use area (here, security-related processing), it is desirable to store the program (use program) and data for executing the game control processing in the use area, and store the program (separate program) and data for executing non-game control processing (security-related processing) that does not have to be performed in the use area and does not affect the progress of the game other than the game control processing in a separate area. By dividing the memory area into multiple areas in this way, there is a surplus in the memory area (capacity) of the use area by the amount of the programs moved to the separate area. Therefore, it is possible to allocate that amount of the use area to the game control processing (use program).

[0146] 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.

[0147] In this way, the main CPU 200a performs game control processing by referring to the program data in the use area according to the instruction code of the program in the use area, and by using each internal register, the work area, and the stack area in the use area. In the main CPU 200a, the storage capacity of the use area is predetermined, and for example, as shown in Figure 12, 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 reels 110a, 110b, and 110c in various ways as described above, the storage capacity of the game control processing may be further limited in the control area.

[0148] (Stop control of reel 110) As described above, when the winning type lottery means 214 determines the winning type "batting order bell", the reel control means 216 displays different symbol combinations on the pay line A according to the operation manner of the stop switches 120a, 120b, and 120c by the player. Therefore, the reel control means 216 performs stop control of the reel 110 based on the determined winning type, the reel 110 on which the stop operation was performed (hereinafter, may be simply referred to as the "stop reel"), the position of the reel 110 at the time of the stop operation (hereinafter, may be simply referred to as the "stop position"), and also the order in which the stop switches 120a, 120b, and 120c were operated (hereinafter, may be simply referred to as the "operation order"). By performing such a complex stop control, the storage capacity of the program required for the stop control of the reel 110 becomes enormous, and there is a risk of the control area and data area being compressed. Here, an attempt is made to compress the storage capacity of programs and data for the stop control of the reel 110 by the reel control means 216, and to ensure the storage capacity of the area used for performing game control processing.

[0149] The reel control means 216 can execute the following stop control. Here, an example will be described in which the winning type "batting order bell A3" in the winning area 7 of the winning type lottery table in FIG. 9 is determined. The winning type "batting order bell A3" overlaps the winning roles "small role 1", "small role 17", "small role 19", "small role 22", "small role 23", "small role 29", and "small role 38". Therefore, when the winning type "batting order bell A3" is determined, the reel control means 216 stops the reel 110 in response to the operation of the stop switch 120 so that any of the symbol combinations corresponding to the winning roles "small role 1", "small role 17", "small role 19", "small role 22", "small role 23", "small role 29", and "small role 38" are displayed on the pay line A.

[0150] Fig. 13 is a diagram showing a part of the usage table. Fig. 14 and Fig. 15 are explanatory diagrams for explaining the stop control. The usage table is a table that can specify the number of sliding pieces of the reel 110. Here, an example will be described in which the winning type "batting order bell A3" is determined and the player operates the stop switches 120a, 120b, and 120c in the batting order 3, which is a correct operation mode, and an example will be described in which the player operates the stop switches 120a, 120b, and 120c in the batting order 6, which is an incorrect operation mode.

[0151] When the winning type "batting order bell A3" is determined and the stop switch 120b is stopped by the player, the use table of FIG. 13(a) is referred to. Here, the data "01000000B" in the first row of the use table of FIG. 13(a) corresponds to the symbol number "0" of the center reel 110b shown in FIG. 3(a), and the data "00100000B" in the second row corresponds to the symbol number "1" of the center reel 110b shown in FIG. 3(a). Therefore, the data "00000000B" in the 20th row of the use table corresponds to the symbol number "19" of the center reel 110b. Also, bit 0 of each data in the use table of FIG. 13(a) indicates the position of the symbol "bell" corresponding to the center reel 110b among the symbol combinations constituting the winning roles "small role 1", "small role 19", and "small role 22". For example, here, bit 0 being "1B" indicates that the "bell" symbol is located in the 3rd row (symbol number "2"), 8th row (symbol number "7"), 13th row (symbol number "12"), and 18th row (symbol number "17"). Similarly, bit 1 of each data in the usage table indicates the position of the "white 7" symbol corresponding to the center reel 110b among the symbol combinations constituting the winning combination "minor combination 29", and bit 2 of each data in the usage table indicates the position of the "watermelon B" symbol corresponding to the center reel 110b among the symbol combinations constituting the winning combination "minor combination 23".

[0152] The positions of the symbols in the usage table of FIG. 13(a) are conceptually shown in FIG. 13(b). Here, the rows indicate symbol numbers, and the columns indicate winning combinations. For example, the symbol "bell" corresponding to the center reel 110b among the symbol combinations constituting the winning combinations "small combination 1", "small combination 19", and "small combination 22" is arranged at symbol numbers "2", "7", "12", and "17". Thus, on the center reel 110b, the position where the symbol corresponding to the winning combination is arranged corresponds to "1B" in the usage table of FIG. 13(a), and the position where the symbol not corresponding to the winning combination is arranged corresponds to "0B" in the usage table of FIG. 13(a).

[0153] Here, the winning type "batting order bell A3" is determined, and the player stops center reel 110b. If this is the first stop, "00000001B" is determined as the usage bit data. The usage bit data indicates the bit in the usage table that references the number of sliding pieces. Here, because bit 0 of the usage bit data is "1B", the column data of bit 0 of the usage table is referenced as data specifying the number of sliding pieces.

[0154] Specifically, a logical product is performed between the 20 bytes of data in the usage table and the usage bit data. In this case, since the usage bit data is "00000001B", only the least significant bit (bit 0) data remains after the logical product is performed, as shown by the dashed line in FIG. 13(a). Bit 0 of the data in the usage table is "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0". When the bit 0 data is associated with the pattern of the center reel 110b, it becomes the center reel 110b shown in FIG. 14(a).

[0155] Here, assume that the symbol "BAR" of the symbol number "9" on the center reel 110b is located on the pay line A at the timing when the player stops the stop switch 120b for the first time. In this case, the pressing reference position is "9". As shown in the center reel 110b in FIG. 14(a), the reel control means 216 extracts five bit 0 data ("0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0") equivalent to four sliding frames from the symbol number "9" toward the smaller symbol number from among the bit 0 data "0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "1", "0", "0" remaining in the logical AND with the used bit data. The reel control means 216 judges whether the extracted data for the five frames includes "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. 14(a), the symbol "Bell" with the symbol number "7" is "1" among the data for the five frames with the smallest symbol numbers, "0", "0", "1", "0", "0", from the symbol "BAR" with the symbol number "9" to "0", so the number of sliding frames is "2" (9-7). By determining the number of sliding frames "2" in this way, the reel control means 216 can control the center reel 110b to stop at the timing when the symbol "Bell" is positioned on the pay line A as shown in FIG. 14(b).

[0156] 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, when the winning type "batting order bell A3" is determined and the right reel 110c is stopped first by the player and the center reel 110b is stopped second, "00001110B" is determined as the use bit data for the center reel 110b. Here, bits 3 to 1 of the use bit data are "1B". If the used bit data is "00001110B", by performing a logical AND with the used bit data, the data remaining is "0", "0", "0", "0", "1", "0 ...

[0157] Here, it is assumed that the symbol "bell" of the symbol number "12" on the center reel 110b is located on the pay line A at the timing when the player stops the stop switch 120b for the second time. In this case, the pressing reference position is "12". First, as shown in the center reel 110b in FIG. 15(a), the reel control means 216 extracts five bit 0 data ("0", "0", "0", "0", "0" in the order of symbol numbers "8" to "12") equivalent to four sliding frames from the bit 1 data "0", "0", "0", "0", "1", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0" remaining in the logical AND with the used bit data from the bit number "12" to the smaller symbol number. Then, the reel control means 216 judges whether or not "1" is included in the extracted five frames of data. Here, since "1" is not included, the reel control means 216 extracts five bit 0 data ("1", "0", "0", "0", "0" in the order of pattern numbers "8" to "12") equivalent to four sliding frames from the bit 2 data "0", "0", "0", "1", "0", "0", "0", "0", "1", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0" remaining in the logical AND with the used bit data as shown in the middle reel 110b of FIG. 15(a) from the pattern number "12" toward the smaller pattern number. The reel control means 216 determines whether or not "1" is included in the extracted five frames of data. For example, in Fig. 15(a), out of the data for the five smallest symbol numbers from the "bell" symbol with symbol number "12" to the "watermelon B" symbol with symbol number "12", which are "1", "0", "0", "0", "0", the number of sliding symbols is "4" (12-8), because the "watermelon B" symbol with symbol number "8" is "1". By determining the number of sliding symbols to be "4" in this way, the reel control means 216 becomes able to stop and control the center reel 110b at the timing when the "watermelon B" symbol is positioned on the pay line A, as shown in Fig. 15(b).

[0158] However, in the examples of Figures 13 to 15, all winning combinations constituting each winning type are defined, and the symbol numbers to be controlled to stop are specified in the usage table. Therefore, a usage table is required for each combination of the determined winning type and the stopped reel. If a usage table is prepared for each reel in each winning type, for example, a storage capacity of usage table (20 bytes) x winning type (46 pieces) x reel (3 pieces) = 2760 bytes must be reserved in the data area, and there is a risk that the data area will become tight.

[0159] Therefore, instead of providing a usage table for stop control, the symbol combination to be controlled for stop is specified directly from the determined winning type, stop reel, and operation sequence, and the symbols to be stopped are determined according to the stop position. In this case, instead of the above-mentioned usage table, a table (hereinafter simply called "stop table") is prepared that specifies the symbol combination to be controlled for stop directly from the determined winning type, stop reel, and operation sequence.

[0160] Specifically, a table showing the reel symbol arrangement shown in FIG. 3(a) (hereinafter simply referred to as the "symbol arrangement table") and a table showing the symbol combination of the winning combination shown in FIG. 8 (hereinafter simply referred to as the "symbol combination table") are prepared. The symbol arrangement table may be called a symbol arrangement offset data table, and the symbol combination table may be called a symbol combination offset data table. When the winning type is determined, the reel control means 216 refers to the stop table corresponding to the winning type, and specifies a bit number, which will be described later in detail, based on the stopped reel and the operation order. Next, the reel control means 216 refers to the symbol combination table, and specifies all symbols (hereinafter simply referred to as the "stop symbols") that can be stopped by stop control and correspond to the stopped reel of the specified bit number. Next, the reel control means 216 refers to the symbol arrangement table, and determines whether the specified stop symbol is within the pull-in range based on the stop position. If the identified stopped symbol is within the pull-in range, the reel control means 216 controls the stopping of the stopped symbol.

[0161] Here, in the stop table, multiple bit numbers are defined with priority for combinations of stopped reels and operation orders. For example, if the specified stopped symbol is not within the pull-in range, the reel control means 216 specifies the bit number with the next highest priority, refers to the symbol combination table, and specifies the stopped symbol corresponding to the stopped reel of the specified bit number. Then, the reel control means 216 refers to the symbol arrangement table and again determines whether the specified stopped symbol is within the pull-in range based on the stop position. If the specified stopped symbol is within the pull-in range, the reel control means 216 controls the stop of the stopped symbol.

[0162] FIG. 16 is an explanatory diagram showing the relationship between symbols and identifiers. First, an identifier is associated with each type of symbol arranged on the reel 110. As can be understood by referring to the symbol arrangement in FIG. 3(a), the slot machine 100 employs 10 types of symbols. In FIG. 16, in order to distinguish between the symbols, each symbol is associated with an identifier in which only one bit is "1B". Also, the bits to which "1B" is assigned are different for each symbol, and are arranged so as to be exclusive. Then, as shown in FIG. 16, for example, the identifier for the "red 7" symbol will be "00 01H" ("00000000 00000001B"), the identifier for the "BAR" symbol will be "00 02H" ("00000000 00000010B"), the identifier for the "white 7" symbol will be "00 04H" ("00000000 00000100B"), the identifier for the "bell" symbol will be "00 08H" ("00000000 00001000B"), the identifier for the "replay" symbol will be "00 10H" ("00000000 00010000B"), and the identifier for the "cherry" symbol will be "00 20H" ("00000000 The identifier for the design "watermelon B" is "00 40H" ("00000000 01000000B"), the identifier for the design "watermelon A" is "00 80H" ("00000000 10000000B"), the identifier for the design "blank A" is "01 00H" ("00000001 00000000B"), and the identifier for the design "blank B" is "02 00H" ("00000010 00000000B"). Note that, in this example, there are 10 different designs, and if the position of the "1B" is changed for all the designs, a data length of 10 bits is required, so the identifiers are managed in 2 bytes.

[0163] FIG. 17 is an explanatory diagram for explaining the symbol arrangement table. When the identifiers shown in FIG. 16 are applied to the symbol arrangement in FIG. 3(a), the symbol arrangement table shown in FIG. 17 is obtained. For example, the symbol "cherry" with identifier "0020H" is arranged on the left reel 110a with symbol number "0", the symbol "cherry" with identifier "0020H" is arranged on the center reel 110b, and the symbol "blank B" with identifier "0200H" is arranged on the right reel 110c. In this way, the symbol numbers indicating the positions of the reels 110a, 110b, and 110c, the symbols, and the identifiers are associated with each other.

[0164] Next, the stop symbols that are the premise of the symbol combination table will be described. As described above, the stop symbols are all symbols that can be stopped by the stop control, and correspond to the symbols corresponding to each reel 110 in the symbol combination that constitutes the winning combination shown in Figure 8. Therefore, for example, the stop symbols associated with the right reel 110c of the winning combination "small combination 10" are the symbols "blank B", "blank A", "watermelon A", and "BAR".

[0165] FIG. 18 is an explanatory diagram showing the relationship between the stop symbols and the identifiers. Here, an identifier that can uniquely identify all the symbols that make up the stop symbols is associated with the stop symbols. As shown in FIG. 16, each symbol that makes up the stop symbols is associated with an identifier. Also, the identifiers associated with the symbols are configured so that the bits to which "1B" is assigned are different for each symbol. Therefore, the bits that are "1B" do not overlap between symbols. Then, the stop symbol can be expressed by the logical sum of the identifiers of the symbols that make up the stop symbol. Here, if the stop symbol is composed of symbols that are 1, the identifier is equal to the identifier of the symbol. For example, if the stopping symbol consists only of the symbol "red 7", its identifier will be "0001H" like the symbol identifier, as shown in FIG. 18; if the stopping symbol consists only of the symbol "BAR", its identifier will be "0002H" like the symbol identifier; if the stopping symbol consists only of the symbol "white 7", its identifier will be "0004H" like the symbol identifier; if the stopping symbol consists only of the symbol "bell", its identifier will be "0008H" like the symbol identifier; if the stopping symbol consists only of the symbol "replay", its identifier will be "0010H" like the symbol identifier. If the stopping pattern consists only of the "cherry" pattern, its identifier will be "0020H" like the pattern identifier, if the stopping pattern consists only of the "watermelon B" pattern, its identifier will be "0040H" like the pattern identifier, if the stopping pattern consists only of the "watermelon A" pattern, its identifier will be "0080H" like the pattern identifier, if the stopping pattern consists only of the "blank A" pattern, its identifier will be "0100H" like the pattern identifier, and if the stopping pattern consists only of the "blank B" pattern, its identifier will be "0200H" like the pattern identifier.

[0166] Also, for example, the stop symbols associated with the right reel 110c of the winning combination "small combination 10" in FIG. 8 include the symbols "blank B", "blank A", "watermelon A", and "BAR", and the identifiers of the respective symbols are "0200H", "0100H", "0800H", and "0002H". Then, as shown in the bottom row of FIG. 18, the logical sum "0382H" becomes the identifier of the stop symbols. Here, as described above, the identifiers associated with each symbol are configured so that the bits to which "1B" is added are different for each symbol, so that even if the stop symbols are composed of multiple symbols, the identifier of the stop symbols can be easily expressed by the logical sum of the identifiers of the symbols. Also, it becomes possible to uniquely identify all the symbols that compose the stop symbols depending on the position of "1B" in the identifier of the stop symbols.

[0167] FIG. 19 is an explanatory diagram for explaining the symbol combination table. When the identifier is applied to the stop symbols of each reel in each winning combination shown in FIG. 8, the symbol combination table shown in FIG. 19 is obtained. For example, the left reel 110a of the winning combination "small role 17" is associated with the symbol "replay" as the stop symbol, so the identifier of the stop symbol is "0010H", the middle reel 110b is associated with the symbols "watermelon A", "replay", and "BAR" as the stop symbols, so the identifier of the stop symbol is "0092H", and the right reel 110c is associated with the symbol "white 7" as the stop symbol, so the identifier of the stop symbol is "0004H". The stop symbols require a data length of 10 bits like the symbol identifier, so the identifier is managed in 2 bytes.

[0168] In addition to the winning combinations shown in FIG. 8, the symbol combination table in FIG. 19 also includes symbol combinations (hereinafter, simply referred to as "stop symbol combinations") that do not result in the payment of electronic medals (number of payouts=0). The stop symbol combinations are symbol combinations that are controlled to stop when a winning combination is missed, as will be described later in detail. Here, the stop symbol combinations include the stop symbol combination "Stop 1", the stop symbol combination "Stop 2", and the stop symbol combination "Stop 3". By providing such stop symbol combinations, it is possible to perform a so-called kick-off process that prevents other winning combinations that should not be won from winning when a winning combination is missed. Note that the stop symbol combinations are any combinations in which all the stop symbols corresponding to each reel 110 are PB=1 and the symbol combinations are different from the symbol combinations corresponding to other winning combinations, and various symbol combinations can be adopted in addition to the stop symbol combination "Stop 1", the stop symbol combination "Stop 2", and the stop symbol combination "Stop 3".

[0169] In addition, in the symbol combination table of Fig. 19, all winning combinations and stop symbol combinations are associated with bit numbers (identification numbers). For example, the winning combination "small symbol 1" is associated with bit number "4", the winning combination "small symbol 17" is associated with bit number "20", and the stop symbol combination "stop 1" is associated with bit number "43". Such bit numbers are used in the stop table.

[0170] FIG. 20 is an explanatory diagram for explaining the stop table. The stop table is a table that specifies a bit number of 1 based on the operation order and priority order. FIG. 20(a) shows the stop table corresponding to the winning type "batting order bell A3" of the winning area 7, and FIG. 20(b) is an excerpt of the part of the pattern combination table that corresponds to the bit number in the stop table of FIG. 20(a).

[0171] The reel control means 216 refers to the stop table corresponding to the determined winning type, and specifies the number of slipping frames on the stopped reel based on the operation sequence, the stopped reel, and the stopped position. Specifically, the reel control means 216 specifies the bit number with the highest priority (priority = "1") in the predetermined operation sequence of the stop table. Next, the reel control means 216 specifies the identifier of the stopped pattern corresponding to the stopped reel in the winning combination or the stopped pattern combination corresponding to the bit number. Then, the reel control means 216 compares the specified identifier of the stopped pattern with the identifiers of the patterns of 5 frames from the stopped position of the stopped reel, and judges whether or not the identifier of the stopped pattern includes the identifier of the pattern. If the identifier of the pattern is included, the reel control means 216 maintains the priority and specifies the number of slipping frames for that pattern. If the identifier of the pattern is not included, the reel control means 216 specifies the bit number with the next highest priority (priority = "2") in the same operation sequence, and repeats the above process.

[0172] Here, the number of sliding pieces is specified using the stop table of FIG. 20(a) instead of the usage table shown in FIG. 13. In the stop table of FIG. 20(a), even if each bit number is expressed in 1 byte, only 18 bytes are required for 6 operation sequences x 3 priorities. In this way, for example, for each of the 46 winning types, the storage capacity of the 20-byte usage table x 3 reels (=60 bytes) shown in FIG. 13 can be reduced to, for example, the stop table shown in FIG. 20 (=18 bytes).

[0173] 21 and 22 are explanatory diagrams for explaining the stop control. Here, the winning type "batting order bell A3" is determined, and an example is given in which the player operates the stop switches 120a, 120b, and 120c in the batting order 3, which is a correct operation mode, and an example is given in which the player operates the stop switches 120a, 120b, and 120c in the batting order 6, which is an incorrect operation mode.

[0174] For example, suppose that the winning type "batting order bell A3" is determined, and the player stops the center reel 110b at the position of the symbol number "18" according to batting order 3. The reel control means 216 refers to the stop table in FIG. 20(a) and identifies bit number "4" and bit number "22" which have the highest priority (priority = "1") in batting order 3 and batting order 4. Next, the reel control means 216 identifies the identifier ("0008H") of the stopped symbol corresponding to the stopped reel (middle reel 110b) in the winning combination "minor combination 1" corresponding to bit number "4" and the winning combination "minor combination 19" corresponding to bit number "22". The reel control means 216 compares the identifier of the identified stopped symbol ("0008H") with the identifiers of the symbols for five frames from the stop position (symbol number "18") of the stopped reel (middle reel 110b), and determines whether the identifier of the stopped symbol ("0008H") includes a symbol identifier. Specifically, as shown in FIG. 21(a), the reel control means 216 determines whether the logical product of the symbol identifier ("0100H") of the stop position (symbol number "18") of the stopped reel (middle reel 110b) and the identified stopped symbol identifier ("0008H") is other than 0. Here, since the logical product is 0, the reel control means 216 determines that the identifier ("0100H") of the pattern at the stopping position (pattern number "18") is not included in the identifier of the stopping pattern ("0008H"), and determines whether the logical product of the identifier ("0008H") of the pattern (pattern number "17") next to the stopping position (pattern number "18") of the stopped reel (middle reel 110b) and the identifier of the stopping pattern ("0008H") is other than 0. Here, the logical product is 0008H, which is other than 0, so the reel control means 216 determines that the identifier ("0008H") of the symbol (symbol number "17") is included in the identifier ("0008H") of the stopped symbols, maintains the bit number "4" and bit number "22" of priority level "1", and specifies the number of sliding symbols "1" corresponding to the stopped position (symbol number "17"). In this way, the reel control means 216 can control the stopping of the symbol "bell" of the center reel 110b on the pay line A, as shown in FIG. 21(a), after maintaining the rotation for the number of sliding symbols "1".

[0175] Next, assume that the player has made the left reel 110a stop at the position of the symbol number "13" according to the play order 3. The reel control means 216 identifies the identifier ("0008H") of the stopped symbol corresponding to the stopped reel (left reel 110a) in the winning combination "minor combination 1" corresponding to the bit number "4". The reel control means 216 compares the identified identifier ("0008H") of the stopped symbol with the identifiers of the symbols for five frames from the stopping position (symbol number "13") of the stopped reel (left reel 110a), and determines whether the identifier ("0008H") of the stopped symbol includes the symbol identifier. Here, as shown in Fig. 21(b), since the logical product of the identifier ("0008H") of the symbol number "12" of the stopped reel (left reel 110a) and the identifier ("0008H") of the stopped symbol is other than 0, the reel control means 216 determines that the identifier ("0008H") of the symbol number "12" is included in the identifier ("0008H") of the stopped symbol, maintains the bit number "4" of the priority level "1", and specifies the number of sliding frames "1" corresponding to the stopped position (symbol number "12"). In this way, after maintaining the rotation for the number of sliding frames "1", the reel control means 216 can control the symbol "bell" of the left reel 110a to stop on the pay line A as shown in Fig. 21(b).

[0176] Next, assume that the player stops the right reel 110c at the position of the symbol number "5" for the third time according to the playing order 3. The reel control means 216 identifies the identifier ("0008H") of the stopped symbol corresponding to the stopped reel (right reel 110c) in the winning combination "minor combination 1" corresponding to the bit number "4". The reel control means 216 compares the identified identifier ("0008H") of the stopped symbol with the identifiers of the symbols for five frames from the stopping position (symbol number "5") of the stopped reel (right reel 110c), and determines whether the identifier ("0008H") of the stopped symbol includes the symbol identifier. Here, as shown in Fig. 21(c), since the logical product of the identifier ("0008H") of the symbol number "2" of the stopped reel (right reel 110c) and the identifier ("0008H") of the stopped symbol is other than 0, the reel control means 216 determines that the identifier ("0008H") of the symbol number "2" is included in the identifier ("0008H") of the stopped symbol, maintains the bit number "4" of the priority level "1", and specifies the number of sliding frames "3" corresponding to the stopped position (symbol number "2"). In this way, after maintaining the rotation for the number of sliding frames "3", the reel control means 216 can control the symbol "bell" of the right reel 110c to stop on the pay line A as shown in Fig. 21(c).

[0177] In this way, when all the reels 110 stop, the payout control means 220 executes the payout process of the electronic medals based on the winning combination or the stopped symbol combination corresponding to the final bit number determined using the stop table. For example, here, the finally maintained bit number is "4". In the symbol combination table of FIG. 19, the bit number "4" corresponds to the winning combination "minor combination 1" with the payout number of 7 medals, so the payout control means 220 executes the payout process of 7 electronic medals. Here, the payout control means 220 can execute the payout process by simply using the bit number used in the stop control without determining what symbol combination is displayed on the active line A. Therefore, it is possible to compress the storage capacity of the program and secure the storage capacity of the control area for performing the game control process.

[0178] On the other hand, suppose that the winning type "batting order bell A3" is determined, and the player stops the right reel 110c at the position of the pattern number "5" according to the batting order 6. The reel control means 216 refers to the stop table of FIG. 20(a) and specifies the bit number "32" which has the highest priority (priority = "1") in the batting order 5 and the batting order 6. Next, the reel control means 216 specifies the identifier ("0010H") of the stopped pattern corresponding to the stopped reel (right reel 110c) in the winning role "minor role 29" corresponding to the bit number "32". The reel control means 216 compares the specified identifier ("0010H") of the stopped pattern with the identifiers of the patterns for five frames from the stopping position (pattern number "5") of the stopped reel (right reel 110c), and judges whether the identifier ("0010H") of the stopped pattern includes the identifier of the pattern. Here, as shown in Fig. 22(a), since the logical product of the identifier ("0010H") of the symbol number "1" of the stopped reel (right reel 110c) and the identifier ("0010H") of the stopped symbol is other than 0, the reel control means 216 specifies the number of sliding symbols "4" corresponding to the stopped position (symbol number "1"). In this way, after maintaining rotation for the number of sliding symbols "4", the reel control means 216 can control the right reel 110c to stop the symbol "REPLAY" on the activated line A as shown in Fig. 22(a).

[0179] Next, assume that the player stops the middle reel 110b at the position of the symbol number "18" according to the batting order 6. The reel control means 216 specifies the identifier ("0004H") of the stopped symbol corresponding to the stopped reel (middle reel 110b) in the winning role "minor role 29" corresponding to the bit number "32". The reel control means 216 compares the specified identifier ("0004H") of the stopped symbol with the identifiers of the symbols of five frames from the stopping position (symbol number "18") of the stopped reel (middle reel 110b), and determines whether the identifier ("0004H") of the stopped symbol includes the symbol identifier. Here, as shown in FIG. 22(b), none of the identifiers of the symbols of the five frames is included in the identifier ("0004H") of the stopped symbol. Then, the reel control means 216 identifies the bit number "26" which has the next highest priority (priority = "2") in the same operation order (batting order 6). The reel control means 216 compares the identified stop symbol identifier ("0040H") with the symbol identifiers of five frames from the stop position (symbol number "18") of the stop reel (middle reel 110b) and determines whether the symbol identifier is included in the stop symbol identifier ("0040H") or not. Again, as shown in FIG. 22(b), none of the symbol identifiers of the five frames is included in the stop symbol identifier ("0040H"). Then, the reel control means 216 identifies the bit number "45" which has the next highest priority (priority = "3") in the same operation order (batting order 6). The reel control means 216 compares the specified stop symbol identifier ("0008H") with the symbol identifiers of 5 frames from the stop position (symbol number "18") of the stop reel (middle reel 110b) and determines whether the symbol identifier is included in the stop symbol identifier ("0008H"). Here, as shown in FIG. 22(b), the logical product of the identifier ("0008H") of the symbol number "17" of the stop reel (middle reel 110b) and the stop symbol identifier ("0008H") is other than 0, so the reel control means 216 specifies the number of slipping frames "1" corresponding to the stop position (symbol number "17"). In this way, the reel control means 216 can control the stop of the symbol "bell" of the middle reel 110b on the pay line A as shown in FIG. 22(b) after maintaining the rotation for the number of slipping frames "1".

[0180] Next, assume that the player stops the left reel 110a at the position of the symbol number "13" for the third time according to the batting order 6. The reel control means 216 identifies the identifier of the stopped symbol ("0303H") corresponding to the stopped reel (left reel 110a) in the stopped symbol combination "Stop 3" corresponding to the bit number "45" with a priority of 3. The reel control means 216 compares the identified identifier of the stopped symbol ("0303H") with the identifiers of the symbols for five frames from the stopping position (symbol number "13") of the stopped reel (left reel 110a), and determines whether the identifier of the stopped symbol ("0303H") includes a symbol identifier. Here, as shown in Fig. 22(c), the logical product ("0002H") of the identifier ("0002H") of the symbol number "9" of the stopped reel (left reel 110a) and the identifier ("0303H") of the stopped symbol is other than 0, so the reel control means 216 specifies the number of sliding symbols "4" corresponding to the stopped position (symbol number "9"). In this way, after maintaining rotation for the number of sliding symbols "4", the reel control means 216 can control the symbol "BAR" of the left reel 110a to stop on the pay line A as shown in Fig. 22(c).

[0181] In this way, when all the reels 110 stop, the payout control means 220 executes the payout process of the electronic medal based on the winning combination or the stopped symbol combination corresponding to the final bit number determined using the stop table. For example, here, the finally maintained bit number is "45". In the symbol combination table of FIG. 19, the bit number "45" corresponds to the stopped symbol combination "Stop 3" which does not pay out the electronic medal, so the payout control means 220 does not execute the payout process of the electronic medal. Here again, the payout control means 220 can execute the payout process by simply using the bit number used in the stop control without determining the symbol combination displayed on the pay line A, so that the storage capacity of the program can be compressed and the storage capacity of the control area for executing the game control process can be secured.

[0182] Here, a use table for stop control is not provided, and a stop table based on the determined winning type is used, and the symbol combination to be controlled for stop is directly specified from the stopped reels and operation order, and the symbols to be stopped are determined according to the stop position. In this case, although the symbol arrangement table shown in FIG. 17 and the symbol combination table shown in FIG. 19 are required in the data area, it is sufficient to prepare one each, so the impact on the data area is limited. Meanwhile, here, for example, for each of the 46 winning types, the storage capacity of the 20-byte use table x 3 reels shown in FIG. 13 can be reduced to the storage capacity of the 18-byte stop table shown in FIG. 20. Therefore, it is possible to reduce the storage capacity of the table occupying the data area and secure the storage capacity of the data area for performing game control processing.

[0183] Here, an example was given in which a bit number is associated with each batting order independently in the stop table. However, this is not the only case, and bit numbers may be shared and associated with batting orders that have the same winning combination or stop symbol combination that can be stopped, for example, the combination of batting orders 1 and 2 and the combination of batting orders 5 and 6 in FIG. 20(a). With this configuration, the total number of bit numbers to be prepared can be reduced, for example, from 18 to 12. Therefore, it is possible to reduce the storage capacity of the table that occupies the data area and ensure the storage capacity of the data area for performing game control processing.

[0184] Also, here, an example is given in which up to three priorities are set in the stop table. However, this is not the only case, and if the stop control is complicated, the number of priorities may be increased to four or more, and the number may be varied according to the type of winning. Here, even if the number of priorities is increased, the storage capacity of the stop table increases only by 6 bytes corresponding to the six operation orders.

[0185] In this manner, the slot machine 100 in this embodiment includes a winning type lottery means 214 for determining whether or not a winning type has been won, and a reel control means 216 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 stop table is associated with each winning type, and the stop table corresponds to the operation order and priority of the stop switch 120 and an identification number (e.g., bit number) capable of identifying the stopped symbol. The reel control means 216 refers to the stop table associated with the determined winning type, identifies the identification number based on the operation order and priority of the stop switch 120, and performs a stop determination process to determine whether or not the stopped symbol identified by the identification number is within a pull-in range. If the identified stopped symbol is within the pull-in range, the stopped symbol is controlled to stop. If the identified stopped symbol is not within the pull-in range, the identification number with the next highest priority is identified, and the process is repeated from the stop determination process.

[0186] In addition, the slot machine 100 in this embodiment is equipped with a judgment means 218 that determines whether or not to award a predetermined gaming profit in response to the stopping of the multiple reels 110, and the judgment means 218 determines whether or not to award a predetermined gaming profit based on an identification number (e.g., a bit number) identified when the multiple reels 110 stop.

[0187] (Table data compression) When the bit number is specified using the stop table as described above, the reel control means 216 specifies the identifier of the stopped symbol corresponding to the stopped reel in the symbol combination corresponding to the bit number, using the symbol combination table shown in Fig. 19. In addition, the reel control means 216 specifies the identifier of the symbol for five frames from the stop position of the stopped reel, using the symbol arrangement table shown in Fig. 17. In this way, the reel control means 216 can compare the identifier of the stopped symbol with the identifier of the symbol for five frames from the stop position of the stopped reel.

[0188] Here, referring to the symbol arrangement table shown in FIG. 17 and the symbol combination table shown in FIG. 19, 2 bytes of storage capacity are allocated to each of the symbol identifier and the stop symbol identifier. As explained with reference to FIG. 18, by configuring the identifiers associated with each symbol so that the bits to which "1B" is added are different for each symbol, the identifier of the stop symbol is expressed by the logical sum of the identifiers of the symbols even if the stop symbol is composed of a plurality of symbols. In addition, it is also possible to uniquely identify all the symbols that compose the stop symbol by the position of "1B" in the identifier of the stop symbol. Therefore, as explained with reference to FIG. 20 to FIG. 22, it is possible to realize the determination of whether or not a predetermined symbol is included in the stop symbol by, for example, the logical sum of the identifiers.

[0189] In this way, to exclusively indicate the stopping symbols and the symbols, at least 10 bits of information are required for the stopping symbols and the symbols as shown in FIG. 18, and therefore 2 bytes of storage capacity is allocated in the data area. However, there are only 30 stopping symbols and types of symbols as shown in FIG. 18, which is very few compared to the 65,536 that can be expressed by 2 bytes. From a different perspective, exclusively indicating the stopping symbols and the symbols can also be achieved by assigning consecutive (sequential) numerical values ​​to the stopping symbols and the symbols. In this case, the range of the numerical values ​​can be limited to 30. Therefore, in addition to the identifiers of the stopping symbols and the symbols, consecutive conversion numbers (identification values) are defined, and the identifiers and the conversion numbers are associated one-to-one.

[0190] FIG. 23 is an explanatory diagram for explaining the conversion table. The correspondence between the stop symbols and identifiers in FIG. 23 is the same as the correspondence between the stop symbols and identifiers in FIG. 18. Here, the stop symbols are arranged in a predetermined order (ascending order of identifiers) and consecutive conversion numbers are assigned. For example, as shown in FIG. 23, the conversion number "1" is associated with the identifier "0001H" of the stop symbols including only the symbol "Red 7". Also, the conversion number "29" is associated with the identifier "0382H" of the stop symbols including the symbols "Blank B", "Blank A", "Watermelon A" and "BAR". In this way, consecutive conversion numbers "0" to "29" are associated with the stopping symbol identifiers "0000H", "0001H", "0002H", "0003H", "0004H", "0008H", "0010H", "0020H", "0023H", "0024H", "0040H", "0041H", "0060H", "0080H", "0092H", "00C0H", "00C4H", "0100H", "0101H", "0102H", "0142H", "01C0H", "0200H", "0202H", "0208H", "0280H", "0282H", "0300H", "0303H", and "0382H".

[0191] In addition, the total number of conversion numbers is 32, which is the fifth power of 2. In other words, all conversion numbers can be expressed with a binary data length of 5 bits. Therefore, as shown in FIG. 23, consecutive binary conversion numbers "00000B" to "11101B" are associated with the stopping symbol identifiers "0000H", "0001H", "0002H", "0003H", "0004H", "0008H", "0010H", "0020H", "0023H", "0024H", "0040H", "0041H", "0060H", "0080H", "0092H", "00C0H", "00C4H", "0100H", "0101H", "0102H", "0142H", "01C0H", "0200H", "0202H", "0208H", "0280H", "0282H", "0300H", "0303H", and "0382H". Although such a conversion number cannot specify what symbols are contained in the stopping symbols by the bit that is set to "1B" like an identifier of the stopping symbols, it can at least indicate stopping symbols mutually and symbols mutually exclusive.

[0192] FIG. 24 is a diagram for explaining data compression using a conversion table. Such a conversion table can compress data as follows. For example, two bytes are assigned to each of the symbols on each reel 110 with symbol number "0" in the symbol arrangement table shown in FIG. 17. Therefore, a total of six bytes of storage capacity is required to represent the symbol with symbol number "0" in the symbol arrangement table. Even if one symbol is represented by 10 bits instead of two bytes, a data length of 30 bits is required to represent the symbol with symbol number "0" in the symbol arrangement table, so a total of three bytes of storage capacity is required.

[0193] When the symbol of symbol number "0" in the symbol arrangement table is converted by the conversion table of Fig. 23, the 2-byte identifier "0020H" for the symbol "cherry" can be converted to a 5-bit conversion number "00111B", and the 2-byte identifier "0200H" for the symbol "blank B" can be converted to a 5-bit conversion number "10110B". Therefore, as shown in Fig. 24, when the symbols on each reel 110 of symbol number "0" in the symbol arrangement table are combined for three reels 110, they can be configured as 5 bits x 3 reels = 15 bits, so that the three symbols can be expressed in two bytes.

[0194] Therefore, in the data area, for example, the symbol number "0" of each reel 110 in the symbol arrangement table requires 6 bytes, but it can be compressed to 2 bytes by using the conversion number. When using data compressed to 2 bytes, the read 2-byte data can be divided by a simple bit shift command (for example, commands "RRA" and "RR"). For example, the symbol number "10110B" of the right reel 110c can be obtained by masking the lower 5 bits of the 2-byte data, the symbol number "00111B" of the center reel 110b can be obtained by shifting the 2-byte data 5 bits to the right and masking the lower 5 bits, and the symbol number "00111B" of the left reel 110a can be obtained by shifting the 2-byte data 10 bits to the right and masking the lower 5 bits.

[0195] Fig. 25 is an explanatory diagram for explaining another example of the pattern arrangement table. When the conversion number converted by the conversion table of Fig. 24 is applied to the identifier of the pattern in the pattern arrangement table shown in Fig. 17, the pattern arrangement table shown in Fig. 25 is obtained. By replacing the pattern arrangement table in this way, the storage capacity of the data area can be reduced from 6 bytes x 20 patterns = 120 bytes required for the identifier for each pattern number to 2 bytes x 20 patterns = 40 bytes required for the conversion number for each pattern number.

[0196] Fig. 26 is an explanatory diagram for explaining another example of the symbol combination table. When the conversion number converted by the conversion table of Fig. 24 is applied to the identifier of the stop symbol in the symbol combination table shown in Fig. 19, the symbol combination table shown in Fig. 26 is obtained. By replacing the symbol combination table in this way, the storage capacity of the data area can be reduced from 6 bytes x 46 = 276 bytes required for the identifier for each bit number to 2 bytes x 46 = 92 bytes required for the conversion number for each bit number.

[0197] Here, the number of slipping frames is specified as follows, using the symbol arrangement table of FIG. 25 and the symbol combination table of FIG. 26. First, the reel control means 216 specifies the bit number using the stop table shown in FIG. 20(a). Next, the reel control means 216 specifies the conversion number of the stopped pattern corresponding to the winning combination or the stopped reel in the stopped symbol combination corresponding to the bit number, using the symbol combination table shown in FIG. 26, and converts the conversion number of the stopped pattern into an identifier of the stopped pattern, using the conversion table shown in FIG. 23. Also, the reel control means 216 specifies the conversion number of the pattern for five frames from the stop position of the stopped reel, using the symbol arrangement table shown in FIG. 25, and converts the conversion number of the pattern into an identifier of the pattern, using the conversion table shown in FIG. 23. In this way, the reel control means 216 can compare the identifier of the stopped pattern with the identifier of the pattern for five frames from the stop position of the stopped reel, and specify the number of slipping frames.

[0198] Here, although the conversion table of FIG. 23 and a program for converting the stop symbol or symbol identifier and the conversion number are required, only one of each is required, so the impact on the data area is limited. On the other hand, as described above, the memory capacity of the symbol arrangement table and the symbol combination table can be reduced by, for example, 80 bytes + 184 bytes = 264 bytes. Therefore, it is possible to reduce the memory capacity of the table occupying the data area and secure the memory capacity of the data area for performing game control processing.

[0199] In this example, the 2-byte identifiers corresponding to the stop symbols and symbols are converted into 5-bit conversion numbers. However, this is not the only case. It is sufficient that each reel 110 is associated with an exclusively identifiable value, and the total number of values ​​is within 32. By expressing the values ​​as consecutive conversion numbers, it is possible to express all values ​​corresponding to each reel 110 in 2 bytes as described above.

[0200] In this manner, the slot machine 100 in this embodiment is provided with a reel control means 216 which controls the rotation of the three reels 110, on which a plurality of types of symbols are arranged, in response to the operation of the start switch 118, and controls the stopping of each of the reels 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120, and each of the reels 110 is associated with a plurality of identification values ​​(e.g., conversion numbers) relating to the symbols arranged on the reel 110, each of the identification values ​​being defined by 5 bits, the identification values ​​being set mutually exclusive, the identification values ​​for the three reels being combined and managed in 2 bytes, and the reel control means 216 controls the stopping of the reels 110 based on the identification values.

[0201] The identification value is a value that can identify one or all of the symbols that can be controlled to stop if they are within the pull-in range on the reel 110.

[0202] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0203] In the above embodiment, an example has been described in which there are three stop switches 120 and three reels 110 (left reel 110a, center reel 110b, right reel 110c), but the present invention is not limited to this case and can also be applied to a case in which there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the final stop operation is the fourth stop operation, and the processing corresponding to the start and release of the third stop operation in the above embodiment is performed in response to the start and release of the fourth stop operation.

[0204] In addition, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged so as to share the functional parts for progressing through the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 240 or the medal count control board 260, the functional parts of the sub-control board 240 may be arranged on the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be arranged on the main control board 200 or the sub-control board 240, or all the functional parts may be arranged together on a single control board.

[0205] In addition, in the above-mentioned embodiment, an example of application to a slot machine 100 has been given, but the present invention can also be applied to a gaming machine, a so-called pachinko machine, that includes a gaming board in which a gaming area is formed through which gaming balls flow, a large prize opening provided in the gaming area through which the gaming balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means for controlling the opening / closing member to open and close when a predetermined condition is met, and executing a large role game consisting of multiple rounds of play in which the large prize opening is opened.

[0206] Furthermore, each process performed by the above-mentioned main control board 200, sub-control board 240, and medal count control board 260 does not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0207] 100 Slot Machines (Amusement Machines) 110 Reels 116 Bet Switch 118 Start switch 120 Stop Switch 200 Main control board 200a Main CPU 216 Reel control means 222 Game status control means 224 Production state control means 240 Sub-control board 240a Sub CPU 254 Production Control Means 260 Medal count control board 260a Medal CPU 274 Medal count update method 300 Dedicated Unit

Claims

1. a reel control means for controlling the rotation of three 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, A plurality of identification values ​​related to the symbols arranged on the reels are associated with each of the reels; The identification values ​​are each defined by 5 bits, The identification values ​​are set to be mutually exclusive, The identification value is managed by combining the three reels in two bytes, The reel control means controls the stopping of the reels based on the identification value.

2. 2. The gaming machine according to claim 1, wherein the identification value is a value capable of identifying all of one or more symbols that can be controlled to stop if they are within a reel-in range on the reel.

Citation Information

Patent Citations

  • Game machine

    JP2016214339A