Game machine

JP2025026694AActive Publication Date: 2025-02-21OLYMPIA KK
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Patent Information

Application Number
JP2024217114
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-11
Publication Date
2025-02-21
Estimated Expiration
2040-08-11

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Benefits of technology

【0008】 本発明によれば、遊技性を向上させることが可能となる。

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Abstract

To enhance the gaming property.SOLUTION: When a first winning type is determined, a stop switch is operated in the correct hitting order, and a specific stop switch is operated at a timing when a first symbol can be drawn on a specific reel, a correct winning combination can be won. When a second winning type is determined, the stop switch is operated in the correct hitting order, and the specific stop switch is operated at a timing when a second symbol can be drawn on the specific reel, the correct winning combination can be won. The correct hitting order of the first winning type and the correct hitting order of the second winning type are equal. A predetermined winning combination which can be won when the first winning type is determined and the stop switch is operated in a specific incorrect hitting order among multiple incorrect hitting orders which is different from the correct hitting order is equal to a predetermined winning combination which can be won when the second winning type is determined and the stop switch is operated in the specific incorrect hitting order.SELECTED DRAWING: Figure 6
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Description

[Technical field]

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

[0002] In a slot machine as a gaming machine, a lottery is held for a winning combination in response to a player's bet of medals (gaming media) and the operation of a start switch, and multiple reels with various symbols are rotated. The reels are stopped sequentially in response to the lottery result and the operation of a stop switch by the player, and when a symbol combination corresponding to a winning combination is displayed on a pay line, which is a 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] Also, in a slot machine, when a small prize for hitting the target of a certain batting order is won by lottery, if the batting order is correct, there are cases where a 15-coin small prize is won and cases where a 1-coin small prize is won, and if the last stop operation is performed at the right time, the reels being rotated are stopped so that a 15-coin small prize is won, and if the batting order is incorrect, the reels being rotated are stopped so that a 1-coin small prize is won (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2020-99431 A Summary of the Invention [Problem to be solved by the invention]

[0005] As described above, the slot machine of Patent Document 1 is configured to win a 15-coin prize when the stop switch is operated in the correct stroke order and the final stop operation is performed at the right time. However, if only the final stop operation among the operations in the correct stroke order needs to be performed at the right time, the player will only focus on the final stop operation, and the stop operation will become monotonous. As a result, the player may feel bored.

[0006] In view of the above problems, the present invention has an object to provide a gaming machine that can improve playability. [Means for solving the problem]

[0007] In order to solve the above-mentioned problems, the gaming machine of the present invention comprises: a winning type selection means for selecting a winning type by lottery, the winning type selection means being configured to select one of a plurality of winning types including a selective winning type in which a predetermined winning role and a correct answer role with a payout greater than that of the predetermined winning role overlap, and a correct hitting order is set as a winning condition for the correct answer role; and a reel control means for controlling the rotation of a plurality of reels on which a plurality of patterns are respectively arranged, based on an operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to an operation of a stop switch corresponding to the rotating reel, the selective winning type includes a first winning type and a second winning type, the plurality of reels include a specific reel, the plurality of stop switches include a specific stop switch corresponding to the specific reel, and the patterns arranged on the specific reel include a first pattern and a second pattern, and the reel control means is configured to select a winning type based on a rotation position of the reel at a timing when the stop switch is operated. When the symbols within the corresponding reel-in range are stopped on an active line, the first winning type is determined, the multiple stop switches are operated in the correct hitting order, and the specific stop switch is operated at a timing when the first symbol can be drawn in on the specific reel, the correct role can be won, when the second winning type is determined, the multiple stop switches are operated in the correct hitting order, and the specific stop switch is operated at a timing when the second symbol can be drawn in on the specific reel, the correct role can be won, and the correct hitting order for the first winning type and the correct hitting order for the second winning type are equal, and the predetermined winning role that can be won when the first winning type is determined and the multiple stop switches are operated in a specific incorrect hitting order among a plurality of incorrect hitting orders different from the correct hitting order is equal to the predetermined winning role that can be won when the second winning type is determined and the multiple stop switches are operated in the specific incorrect hitting order. Effect of the Invention

[0008] According to the present invention, it is possible to improve playability. [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. [Diagram 5] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 13 is a diagram showing a winning type lottery table. [Figure 7] FIG. 13 is a diagram showing a winning type lottery table. [Figure 8] A diagram showing the number of places on the winning type lottery table. [Figure 9] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 10] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 11] 13 is a flowchart illustrating a CPU initialization process in the main control board. [Figure 12] 11 is a flowchart illustrating a cold start process in a main control board. [Figure 13] 11 is a flowchart illustrating an error stop process in the main control board. [Figure 14] 13 is a flowchart illustrating a setting value switching process in a main control board. [Figure 15] 11 is a flowchart illustrating an initialization start process in the main control board. [Figure 16] 13 is a flowchart illustrating a state restoration process in a main control board. [Figure 17] 13 is a flowchart explaining game start processing on the main control board. [Figure 18] 13 is a flowchart explaining the game medal insertion processing on the main control board. [Figure 19] 13 is a flowchart illustrating an internal lottery process in the main control board. [Figure 20] 13 is a flowchart illustrating a pattern code setting process in the main control board. [Figure 21] 13 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 22] 13 is a flowchart explaining non-favorable section processing executed in state-specific module execution processing. [Figure 23] A flowchart explaining the non-advantageous waiting presentation state processing and the advantageous waiting presentation state processing executed in the state-specific module execution processing. [Figure 24] 13 is a flowchart explaining the processing performed during reel rotation on the main control board. [Diagram 25] 13 is a flowchart explaining the reel stop processing in the main control board. [Figure 26] 13 is a flowchart illustrating a display determination process in a main control board. [Figure 27] 13 is a flowchart explaining the payout process in the main control board. [Figure 28] 13 is a flowchart explaining game transition processing on the main control board. [Figure 29] This is a flowchart explaining the normal AT presentation state processing executed in the state-specific module execution processing. [Diagram 30] 13 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Diagram 31] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Diagram 32] 11 is a flowchart illustrating a timer interrupt process in a main control board. [Diagram 33] FIG. 13 is an explanatory diagram for explaining the winning mode of the winning type "batting order bell color." [Diagram 34] FIG. 13 is a diagram illustrating a main reel display section. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

[0013] The start switch 118 is, for example, a lever that can detect tilting operation, and detects the start operation of the game by the player. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the stop operation by the player. In addition, when the stop switch 120 can be stopped, the first stop operation by the player of one of the stop switches 120a, 120b, and 120c is called the first stop, the second stop operation after the first stop, and the third stop operation after the second stop. The effect switch 122 is, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the push operation and rotation operation by the player. The operation unit installation base 112 is also provided with a settlement button (not shown) for settling the credited medals.

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

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

[0016] Further, a main reel display section 138 that indicates that the three reels 110 are reels used in a game is provided near the three reels 110 or the symbol display window 108. The main reel display section 138 will be described in detail later.

[0017] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the lower front part of the front lower door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.

[0018] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, and the power is turned on via the power switch 144, the slot machine 100 transitions to a setting change mode, and the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages from 1 to 6, for example. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six stages, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position), 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 144 is operated to turn on the power.

[0019] In the slot machine 100, when a game can be started and a specified number of medals are bet, the active line A is activated and the operation of the start switch 118 is activated. Here, the bet includes any of the following cases: inserting medals credited through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay role on the active line A, which will be described in detail later. The active line A is a line for determining whether a winning role has been won, and in this embodiment, there is one active line. As shown in FIG. 3(b), the active line A is set to a line connecting positions corresponding to the symbols stopped on the lower row of the left reel 110a, the lower row of the center reel 110b, and the lower row of the right reel 110c among the nine symbols (three reels × three rows, upper, middle, and lower) facing the symbol display window 108. An invalid line is a line other than the valid line A that is not used to determine whether a winning role has been won, and that displays other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from only the pattern combination displayed on the valid line A. In this embodiment, four invalid lines B1, B2, B3, and B4 shown in Figure 3(b) are assumed.

[0020] When the start switch 118 is operated by the player, the game starts, the left reel 110a, the center reel 110b, and the right reel 110c are rotated, and a lottery for a winning type is executed. After that, the left reel 110a, the center reel 110b, and the right reel 110c are stopped according to the operation of the stop switches 120a, 120b, and 120c. Then, the game result (a winning combination that has been won, a loss, etc.) is determined according to the lottery result of the winning type lottery and the combination of the symbols displayed on the pay line A, and if a winning combination that can receive a medal is won, the medal is paid out. If a winning type that can receive a medal is not won, or if a winning type is won but not won, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c are all stopped.

[0021] In this embodiment, the above-mentioned one game refers to a game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on a replay role being displayed on the pay line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in response to the operation of the start switch 118 by the player, and the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, and when a winning role that may be awarded with a medal is won, the medal is paid out. In addition, if a player does not win a prize type that can receive a medal payout, or if 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 player operating the start switch 118 instead of the insertion of a medal or the winning of a replay role. The number of times such one game is repeated is defined as the number of games.

[0022] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Moreover, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to only one direction, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.

[0023] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c which functions as a work area, and the like, and generally controls the entire slot machine 100. Note that even if the power is cut off, the main RAM 200c retains data without erasing it, unless a setting change is made and the RAM is cleared.

[0024] The main control board 200 also has functional sections such as an initialization means 300, a betting means 302, a winning type selection means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command transmission means 316, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.

[0025] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of a medal into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a executes various processes based on the received detection signals.

[0026] The initialization means 300 executes initialization processing in the main control board 200. The betting means 302 bets medals to be used in a game. The winning type selection means 304 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.

[0027] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. In addition, the reel control means 306 may extend the time from enabling the operation of the stop switches 120a, 120b, 120c in the previous game to enabling the operation of the stop switches 120a, 120b, 120c by the player to display the lottery result of the winning type lottery (disabled by the completion of the operation of the stop switches 120a, 120b, 120c in the previous game) to a specified time in response to the operation of the start switch 118, and during that time, perform a reel effect (freeze effect) in which the reels 110a, 110b, 110c are rotated 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.

[0028] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c transmitted from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c and detection signals from the rotation position detection circuit 154 transmitted from the reel control means 306 in response to an operation signal from the stop switch 120.

[0029] The determination means 308 determines whether or not a symbol combination corresponding to a winning role is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as winning. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (winning). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.

[0030] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. The presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.

[0031] The command sending means 316 sequentially determines game-related commands associated with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.

[0032] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value, loops it within a predetermined numerical range, and extracts the count value at a predetermined time point to obtain a random number. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a winning type lottery random number) is used to determine a gaming profit to be given to a player, for example, a winning type by the winning type lottery means 304.

[0033] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls performances in particular based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power supply is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random numbers generated by the random number generator 202d (hereinafter referred to as performance selection random numbers) are mainly used to determine the mode of performance.

[0034] In addition, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means (performance reel control means) 334, which function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.

[0035] The initialization determination means 330 executes initialization processing in the sub-control board 202. The command receiving means 332 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122, and determines the performance of the game performed by each device of the liquid crystal display unit 124, the speaker 128, and the performance lamp 126 based on the received command. Specifically, the performance control means 334 determines image data to be displayed on the liquid crystal display unit 124, and illumination data for the performance through illumination devices such as the performance lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and determines audio data constituting the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined performance of the game. The performance also includes auxiliary performance. The auxiliary performance is a performance that notifies the player of the correct operation mode (correct stroke order and correct timing) of the stop switches 120a, 120b, and 120c, which is the winning condition of the correct role, when the selected winning type in which the correct role (the winning role with a high gaming profit) and the incorrect role overlap in the winning type lottery is won. With such an auxiliary performance, the player can easily display the symbol combination corresponding to the correct role on the pay line A. The performance state in which such an auxiliary performance is executed is called an AT (assist time) performance state. In addition, a so-called ART game state in which the AT performance state and the RT (replay time) game state, in which the winning probability of the replay role is high, are progressed in parallel may also be used.

[0036] In the following, notification means managed by boards other than the main control board 200 including the sub-control board 202, such as the liquid crystal display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, the sub-payout display unit 136, and the main reel display unit (display means) 138, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). In addition, the main notification means and other notification means capable of executing auxiliary performance may be collectively referred to as auxiliary performance execution means. The performance state control means 314 causes the auxiliary performance execution means to execute the auxiliary performance.

[0037] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining winning roles, FIGS. 6 and 7 are explanatory diagrams for explaining the winning type lottery table, and FIG. 8 is a diagram showing the number of places on the winning type lottery table.

[0038] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts a corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the winning type lottery random number obtained according to the operation signal of the start switch 118 based on the extracted winning type lottery table.

[0039] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. The replay combination is a combination that allows the player to play again without placing a new bet of medals when a symbol combination corresponding to the replay combination is displayed on the active line A. The small combination is a combination that allows the player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. The bonus combination is a combination that allows the game state managed by the game state control means 312 to be shifted to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.

[0040] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of the 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 38" are provided as small combinations. In FIG. 5, one or more symbols (component symbols) constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 26" to "Small combination 38" may be abbreviated to "1-piece combination".

[0041] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 306 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 306 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 306 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.

[0042] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" and "Small Role 25" are arranged on each reel 110 so that they can be displayed on the pay 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 "Small Role 1" to "Small Role 8" and "RBB" are not arranged on each reel 110 so that they can be displayed on the pay line A by the above-mentioned stop control, so that so-called missed wins may occur. Such a winning role may be expressed as PB≠1.

[0043] As shown in Fig. 6 and Fig. 7, in the winning type lottery table, multiple winning areas are partitioned, and the winning types to be selected by lottery differ depending on each game state, and the presence or absence of non-winning (missing) differs. In Fig. 6 and Fig. 7, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), game state during RBB (internal RBB), game state during RBB operation (operating RBB)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of multiple game states is stored in the main ROM 200b. "◎" indicates that the winning type is a winning type that allows the lottery to move to the advantageous zone and allows the lottery to be performed, and "○" indicates that the winning type is a winning type that does not allow the lottery to move to the advantageous zone and does not allow the lottery to be performed.

[0044] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 304 sequentially obtains the number of pieces of pieces from the winning area with the highest number in the winning type lottery table based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. In addition, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.

[0045] Here, we will supplement the winning role "RBB" that constitutes the winning type "RBB". The predetermined first type special role RB is a role that increases the number of combinations of symbols related to winning for each specified number, or increases the probability that a condition device related to winning for each specified number will operate, and is capable of operating in a predetermined case and continuing to operate until a game result not exceeding 12 times is obtained. Here, the condition device is a device whose operation is a necessary condition for a combination of symbols related to winning, replay, operation of a role, or operation of a role continuous operation device to be displayed, and is activated when a winning type lottery (a lottery by a computer performed in a gaming machine) is won, that is, it means a winning flag. And the role continuous operation device related to the first type special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously operate the first type special role RB, and is activated when a specific combination of symbols is displayed, and ends its operation in a predetermined case.

[0046] According to the winning type lottery tables in Figures 6 and 7, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the pay line A, and no medals will be paid out, etc.

[0047] In addition, the winning area 1 is associated with the winning type "small win ALL" in which the winning roles "small win 1" to "small win 38" are overlapped (won). In addition, the winning area 2 is associated with the winning type "1 piece ALL" in which the winning roles "small win 26" to "small win 38" are overlapped, the winning area 3 is associated with the winning type "common 1 piece" in which the winning roles "small win 26" to "small win 34" are overlapped, and the winning area 4 is associated with the winning type "weak cherry" in which the winning roles "small win 35" and "small win 36" are overlapped.

[0048] In addition, winning areas 5 to 31 are respectively associated with selected winning types (winning types "Batting Order Bell Yellow 1" to "Batting Order Bell Yellow 6", "Batting Order Bell White 1" to "Batting Order Bell White 6", "Batting Order Bell Blue 1" to "Batting Order Bell Blue 6", "Batting Order Bell Red 1" to "Batting Order Bell Red 6", and "Batting Order Bell 1" to "Batting Order Bell 3") that overlap with either a correct role with a payout of 15 coins (winning roles "Small Role 1" to "Small Role 25") and either an incorrect role with a payout of 1 coin (winning roles "Small Role 26" to "Small Role 34"). In the following, the six winning types in winning areas 5-10 may be abbreviated simply as the winning type "batting order bell yellow", the six winning types in winning areas 11-16 may be abbreviated simply as the winning type "batting order bell white", the six winning types in winning areas 17-22 may be abbreviated simply as the winning type "batting order bell blue", the six winning types in winning areas 23-28 may be abbreviated simply as the winning type "batting order bell red", and the three winning types in winning areas 29-31 may be abbreviated simply as the winning type "batting order bell yellow", "batting order bell white", "batting order bell blue", and "batting order bell red" may be abbreviated simply as the winning type "batting order bell color".

[0049] In addition, the winning regions 32 to 34 are associated with the winning types "batting order chance role 1" to "batting order chance role 3" that include at least the winning role "small role 25" with a payout of 15 coins and the winning roles "small role 37" and "small role 38" with a payout of 1 coin. In the following, the three winning types of the winning regions 32 to 34 may be simply referred to as the winning type "batting order chance role".

[0050] In addition, winning area 35 is associated with a winning type "normal Replay 1" which includes the winning role "Replay 1" by itself, winning area 36 is associated with a winning type "normal Replay 2" which includes the winning roles "Replay 1" and "Replay 2" in combination, winning area 37 is associated with a winning type "chance eye" which includes the winning role "Replay 2" by itself, and winning area 38 is associated with a winning type "strong cherry" which includes the winning role "Replay 3" by itself.

[0051] In addition, the winning area 39 is associated with the winning type "RBB" which includes the winning role "RBB" alone, the winning area 40 is associated with the winning type "RBB + 1 common coin" which includes the winning role "RBB" and the winning roles "small role 26" to "small role 34" in combination, and the winning area 41 is associated with the winning type "RBB + weak cherry" which includes the winning role "RBB" and the winning roles "small role 35" and "small role 36" in combination.

[0052] In addition, when a winning type that includes multiple overlapping winning roles is won, the winning conditions for determining which winning role corresponding to the symbol combination is to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120b and 120c (operation position of the reel 110).

[0053] In the following description, the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0054] For example, in the RBB internal game state described later, when the winning type "batting order bell yellow 1" in the winning area 5 is won and an operation is performed in the correct operation mode (the correct batting order of batting order 1 or batting order 2, and the correct timing is the correct timing at which the symbol "yellow BAR" can be displayed on the effective line A), the stop control is performed so that the symbol combination corresponding to the winning role "minor role 1", which is a correct role with a payout of 15 coins, is preferentially displayed on the effective line A. Also, when the operation is performed in the correct batting order and at a timing (incorrect timing) at which the symbol "yellow BAR" cannot be displayed on the effective line A, the stop control is performed so that the symbol combination corresponding to the winning role "minor role 26", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the effective line A. In addition, when operations are performed in batting order 3 or 4, the stopping control is performed so that the symbol combinations corresponding to the winning incorrect roles "small role 27" and "small role 28", which have a payout of one coin, are preferentially displayed on the valid line A with a probability of 1 / 2, and when operations are performed in batting order 5 or 6, the stopping control is performed so that the symbol combinations corresponding to the winning incorrect roles "small role 29" and "small role 30", which have a payout of one coin, are preferentially displayed on the valid line A with a probability of 1 / 2.

[0055] The number of winning symbols of the winning type "batting order bell color" in the winning areas 5 to 28 is set to 1610, and the winning probability is set to be equal. Since a player usually cannot know which winning type he / she has won, the above-mentioned winning areas 5 to 28 are provided to make it difficult for a correct combination to win. Also, as described above, even if the stop switches 120a, 120b, and 120c are operated in an operation mode in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB≠1). Similarly, the number of winning symbols of the winning type "batting order bell" in the winning areas 29 to 31 is set to 1200, and the winning probability is set to be equal. Also, the number of winning symbols of the winning type "batting order chance role" in the winning areas 32 to 34 is set to 1000, and the winning probability is set to be equal. Since a player usually does not know which winning type he / she has won, by providing winning areas 5 to 34 as described above, it is made difficult for the player to win the correct combination that maximizes the gaming profit in each presentation state.

[0056] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned OFF after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned OFF.

[0057] (Game state transition) Here, the transition of the game state will be explained using Fig. 9. Here, multiple game states such as a non-internal game state, an RBB internal game state, and an RBB operation game state are prepared. As described later, each game state is transitioned according to the winning of a bonus role, winning (operation), and the end of the game.

[0058] The non-internal gaming state is a gaming state that corresponds to the initial state in a plurality of gaming states. In such a non-internal gaming state, the winning probability of the replay role is set to about 1 / 7.3. In addition, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 10).

[0059] The game state control means 312 transitions the game state in response to the winning of the winning combination "RBB." For example, in a game in which the winning combination "RBB" is won, when a symbol combination corresponding to the winning combination "RBB" is displayed on the pay line A, the game state control means 312 transitions the game state to an RBB operating game state (1).

[0060] When the condition for terminating the RBB operation gaming state is met, that is, when the number of winning coins reaches a predetermined number, the gaming state control means 312 transitions the gaming state to a non-internal gaming state (2).

[0061] 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 active line A, the game state control means 312 transitions the game state to an RBB internal game state (3).

[0062] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 5.9. 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.

[0063] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing auxiliary performance in the AT performance state in the RBB internal game state, medals can be easily won. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, so that there are fewer chances of winning the correct combination than in the AT performance state in other game states, and it is difficult for the player to increase the medals he owns. Therefore, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal winning performance.

[0064] In addition, when comparing the non-internal game state and the RBB operation game state in FIG. 8, the medal acquisition performance must be higher in the RBB operation game state than in the non-internal game state. In this embodiment, the medal acquisition performance in the RBB operation game state is kept low, thereby improving the medal acquisition performance in the RBB internal game state while keeping the overall medal acquisition performance low. However, if the medal acquisition performance in the RBB operation game state is kept low, it is necessary to accordingly lower the medal acquisition performance in the non-internal game state. Therefore, in this embodiment, in order to lower the medal acquisition performance in the non-internal game state, the stop control of the reel 110 is made different between the non-internal game state and the RBB internal game state (internal game state) as shown in the winning type lottery tables in FIG. 6 and FIG. 7.

[0065] Specifically, when the winning type "batting order bell color" is won, in the RBB internal game state, the reel control means 306 performs stop control so that the winning roles "small role 1" to "small role 24" with a payout number of 15 coins are displayed on the effective line A according to a predetermined operation mode by the player, but in the non-internal game state, the winning roles "small role 1" to "small role 24" are not won, and the winning role "small role 26" with a payout number of 1 coin is displayed on the effective line A. Note that in the non-internal game state, the winning roles "small role 1" to "small role 24" are not won in at least one of the winning types "batting order bell color", and the winning role "small role 26" with a payout number of 1 coin may be displayed on the effective line A.

[0066] With this configuration, it is possible to increase the medal acquisition performance in the RBB operating game state compared to the medal acquisition performance in the non-internal game state, and to improve the design freedom in the performance state (AT performance state) by lowering the medal acquisition performance in the non-internal game state that is not related to the performance state (AT performance state). Note that in the non-internal game state, when the winning types "batting order bell" and "batting order chance role" are won, the winning role "1 role" with a payout of 1 coin may be displayed on the effective line A without winning the winning role "minor role 15" with a payout of 15 coins.

[0067] (Transition of performance state) 10 is an explanatory diagram for explaining the transition of the presentation state. Below, the presentation state transitioned by the presentation state control means 314 in the main control board 200 will be described in detail. Note that, below, the case where the game state is the RBB internal game state will be described.

[0068] Here, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, a game zone having a performance related to the instruction function, that is, a game zone advantageous to a player, including a game zone in which an auxiliary performance (instruction function) is executed, is defined as an advantageous zone. Note that the advantageous zone is a game zone in which, when an auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance in the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 only when the content of the instruction is displayed on the main notification means so that the main control board 200 can identify it. Also, unlike the advantageous zone, a game zone in which the auxiliary performance (instruction function) cannot be executed is defined as a non-advantageous zone. Therefore, a plurality of performance states belong to either an advantageous zone or a non-advantageous zone, which are game zones. In this embodiment, almost all performance states belong to an advantageous zone, and a non-advantageous zone is realized in some performance states (here, the first game in the non-advantageous waiting performance state).

[0069] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selected winning type in which the payout for the correct role is the maximum (here, 15 coins), when an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in the winning of the correct role, the fact must be notified, for example, by lighting up the zone indicator 160.

[0070] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.

[0071] Therefore, the presentation state control means 314 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, regardless of such management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, the zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (for example, the number of games played during the game reaches 1500 games or the net increase in the number of coins exceeds 2400 coins). In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.

[0072] (Non-AT performance state, AT performance state) In the non-AT performance state, the frequency of the auxiliary performance is much lower than in the AT performance state, and the number of medals that can be won is limited because the auxiliary performance is almost never performed. Here, three performance states are provided as the non-AT performance state: the normal performance state, the advantageous waiting performance state, and the non-advantage waiting performance state.

[0073] In the AT performance state, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by transitioning to the AT performance state, the player can proceed with the game more advantageously than in the non-AT performance state. Here, two performance states, a normal AT performance state and a continuous performance state, are provided as the AT performance state (specific performance state). Each performance state will be explained individually below.

[0074] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among multiple presentation states. The presentation state control means 314 performs an AT lottery in the normal presentation state. The AT lottery is a lottery that determines the transition to the AT presentation state (normal AT presentation state), and the presentation state control means 314 performs the AT lottery with different probabilities for each winning type determined by the winning type lottery. Then, if the AT lottery is won, the presentation state control means 314 transitions the presentation state to the normal AT presentation state, which is the AT presentation state (1).

[0075] In addition, when a predetermined ceiling condition (for example, the ceiling number of plays has elapsed in succession in the normal presentation state) is met in the normal presentation state (so-called reaching the ceiling), the presentation state control means 314 transitions the presentation state to the normal AT presentation state (1).

[0076] In the normal AT presentation state, the auxiliary presentation is executed until a predetermined end condition (for example, winning a predetermined difference in the number of medals) is met. In other words, the normal AT presentation state is a difference-in-number-management type AT presentation state. Then, when a predetermined end condition is met in the normal AT presentation state, the presentation state control means 314 transitions the presentation state to the standby presentation state indicated by the dashed dotted lines (2), (3).

[0077] The standby presentation state is provided with an advantageous standby presentation state, which is an advantageous zone, and a non-advantageous standby presentation state, which is a non-advantageous zone. Specifically, in the final game of the normal AT presentation state, the presentation state control means 314 performs a continuation lottery to determine whether or not to transition (continue) to the normal AT presentation state again. If the continuation lottery is won, the presentation state control means 314 continues the advantageous zone and temporarily transitions the presentation state to the advantageous standby presentation state (2). In addition, even if the continuation lottery is not won, the presentation state control means 314 performs an advantageous continuation lottery when a specific condition (for example, the net increase in the advantageous zone is 400 or less) is established, and if the advantageous continuation lottery is won, the advantageous zone is continued and the presentation state is transitioned to the advantageous standby presentation state (2). On the other hand, if the continuation lottery is not won and the specific condition is not met, or if the specific condition is met but the advantageous continuation lottery is not won, the presentation state control means 314 temporarily shifts the advantageous zone to a non-advantageous zone and shifts the presentation state to a non-advantageous standby presentation state (3).

[0078] The standby presentation state continues for two games whether it is an advantageous standby presentation state or a non-advantageous standby presentation state. When the continuation lottery is won and the state is shifted to an advantageous standby presentation state, the presentation state control means 314 shifts the presentation state to a continuation presentation state after two games have elapsed (4).

[0079] In addition, if the continuation lottery is not won and the advantageous continuation lottery is won, and the state transitions to the advantageous standby presentation state, the presentation state control means 314 performs a continuation lottery for each of the two games. Then, after the two games have elapsed, the presentation state control means 314 transitions the presentation state to the continuation presentation state (4), regardless of whether the continuation lottery is won or not.

[0080] On the other hand, when the state is shifted to a non-advantageous waiting presentation state, the presentation state control means 314 performs a favorable zone transition lottery in the first game to determine whether or not to shift to an advantageous zone. The favorable zone transition lottery in this embodiment is always won. Therefore, the presentation state control means 314 shifts the play zone to an advantageous zone when the first game in the non-advantageous waiting presentation state ends. Also, when the state is shifted to a non-advantageous waiting presentation state, the presentation state control means 314 performs a continuation lottery in each of the two games. Then, after two games have elapsed, the presentation state control means 314 shifts the presentation state to a continuation presentation state regardless of whether or not the continuation lottery is won (5).

[0081] The continuation presentation state continues until a predetermined end condition (for example, the passage of 10 games) is met, during which the presentation control means 334 notifies the result of the continuation selection. If the continuation selection is won, the presentation state control means 314 transitions the presentation state to the normal AT presentation state again (6). On the other hand, if the continuation selection is not won, the presentation state control means 314 transitions the presentation state to the normal presentation state (7). Note that in the continuation presentation state, when the continuation selection is not won, a so-called rewrite lottery may be held to determine by lottery whether to transition to the normal AT presentation state.

[0082] Specific processing in the main control board 200 and the sub-control board 202 will be described below with reference to a flowchart.

[0083] (CPU initialization process of main control board 200) 11 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0084] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required for executing various processes.

[0085] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0086] (Step S100-5) The main CPU 200a judges whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0087] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.

[0088] (Step S100-9) The main CPU 200a executes the processes required to permit access to the main RAM 200c.

[0089] (Step S100-11) The main CPU 200a executes a checksum confirmation process. Here, the main CPU 200a calculates a checksum, and judges whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power off, and whether the backup is abnormal. If the main CPU 200a judges that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag, and if it judges that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.

[0090] (Step S100-13) The main CPU 200a judges whether the backup abnormality flag is on. If it is judged that the backup abnormality flag is on, the process proceeds to step S110, and if it is judged that the backup abnormality flag is not on, the process proceeds to step S120.

[0091] (Step S110) The main CPU 200a executes a cold start process, which will be described later.

[0092] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0093] (Step S130) The main CPU 200a executes a state restoration process to restore the state immediately before the power was turned off, as will be described later.

[0094] FIG. 12 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0095] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c, and executes a used area RAM check process to detect any abnormality in the used area.

[0096] (Step S110-3) The main CPU 200a clears the separate area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the separate area. If an abnormality is detected in the separate area in the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.

[0097] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0098] (Step S110-7) The main CPU 200a judges whether an abnormality has been detected in the above step S110-1. If it is judged that an abnormality has been detected in the above step S110-1, the process proceeds to step S112, and if it is judged that an abnormality has not been detected in the above step S110-1, the process proceeds to step S110-9.

[0099] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.

[0100] (Step S110-11) The main CPU 200a judges whether the RAM read / write error flag is on. If it is judged that the RAM read / write error flag is on, the process proceeds to step S112, and if it is judged that the RAM read / write error flag is not on, the process proceeds to step S120.

[0101] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0102] (Step S110-13) The main CPU 200a sets an error code "E7" which indicates a backup error.

[0103] (Step S112) The main CPU 200a executes an error stop process for stopping the progress of the game due to an error, which will be described later.

[0104] FIG. 13 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0105] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0106] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and an alarm sound.

[0107] (Step S112-5) The main CPU 200a sets external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.

[0108] (Step S112-7) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S112-5 above.

[0109] (Step S112-9) The main CPU 200a goes into a permanent loop, which stops the progress of the game.

[0110] FIG. 14 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0111] (Step S120-1) The main CPU 200a acquires a signal from the input port 1, and judges whether the set value switching condition is satisfied based on the acquired signal from the input port 1. As a result, if it is judged that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is judged that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal from the input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is judged that the set value switching condition is satisfied when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.

[0112] (Step S120-3) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0113] (Step S120-5) The main CPU 200a executes a table content setting process for transferring table data of the setting value switching data table to the main RAM 200c.

[0114] (Step S120-7) The main CPU 200a sets in the transmission buffer a setting change start command, which indicates the start of changing the setting value.

[0115] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0116] (Step S120-11) The main CPU 200a obtains setting value data indicating the current setting values.

[0117] (Step S120-13) The main CPU 200a judges whether the on-edge of the setting change switch has been detected in the above step S120-9. If it is judged that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is judged that the on-edge of the setting change switch has been detected, the process proceeds to step S120-15.

[0118] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0119] (Step S120-17) The main CPU 200a judges whether the set value data is within the range (1 to 6) that can be set as a set value. If it is judged that the set value data is within the range, the process proceeds to step S120-21, and if it is judged that the set value data is not within the range, the process proceeds to step S120-19.

[0120] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0121] (Step S120-21) The main CPU 200a updates the setting value data to the value incremented or set in the above step S120-15 or step S120-19.

[0122] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value in the main credit display section 130.

[0123] (Step S120-25) The main CPU 200a judges whether the on edge of the setting change switch has been detected. If it is judged that the on edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is judged that the on edge of the setting change switch has been detected, the process proceeds to step S120-27.

[0124] (Step S120-27) The main CPU 200a judges whether the setting change switch is on. If it is judged that the setting change switch is on, the process proceeds to step S120-27, and if it is judged that the setting change switch is not on, the process proceeds to step S120-29.

[0125] (Step S120-29) The main CPU 200a sets a setting value change switch interval timer.

[0126] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer counts down to 0.

[0127] (Step S120-33) The main CPU 200a judges whether or not it has detected an on-edge of the start switch 118. As a result, if it is judged that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it is judged that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.

[0128] (Step S120-35) The main CPU 200a judges whether the setting key is off, and if it is judged that the setting key is off, the process proceeds to step S120-35, and if it is judged that the setting key is not off, the process proceeds to step S120-37.

[0129] (Step S120-37) The main CPU 200a judges whether the setting key is on or not, and if it is judged that the setting key is on, the process proceeds to step S120-37, and if it is judged that the setting key is not on, the process proceeds to step S122.

[0130] (Step S122) The main CPU 200a executes an initialization start process to start the initialization start, which will be described later.

[0131] FIG. 15 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0132] (Step S122-1) The main CPU 200a sets in the transmission buffer a setting change end command indicating that the change of the setting value has been completed.

[0133] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command indicating the state when the change of the setting value is completed.

[0134] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0135] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.

[0136] (Step S122-9) The main CPU 200a executes a setting change RAM clear process for clearing another area of ​​the main RAM 200c.

[0137] (Step S122-11) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0138] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in a transmission buffer.

[0139] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0140] FIG. 16 is a flowchart illustrating the state restoration process (S130) in main control board 200.

[0141] (Step S130-1) The main CPU 200a restores the stack pointer.

[0142] (Step S130-3) The main CPU 200a executes an unused area clear process to clear unused areas in the main RAM 200c.

[0143] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0144] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0145] (Step S130-9) The main CPU 200a executes a port input process for updating the image of the input port.

[0146] (Step S130-11) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit, based on the image of the input port updated in step S130-9.

[0147] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.

[0148] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operation state of the reels 110a, 110b, and 110c, that is, accelerating, rotating steadily, stopped, and waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating=3, rotating steadily=2, stopped=1, and waiting=0 according to the operation state of the stepping motor 152.

[0149] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it is determined that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-19.

[0150] (Step S130-19) The main CPU 200a executes a rotation error process that performs settings when an error is detected in the reels 110a, 110b, and 110c.

[0151] (Step S130-21) The main CPU 200a restores the saved register group.

[0152] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, whereby the main CPU 200a restores to the state it was in immediately before the power was turned off.

[0153] FIG. 17 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0154] (Step S200-1) The main CPU 200a executes a re-play state identification signal output setting process for outputting a re-play state identification signal indicating whether or not a re-play is being performed.

[0155] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bets).

[0156] (Step S200-5) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S200-3 above.

[0157] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0158] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer counts down to 0.

[0159] (Step S200-11) The main CPU 200a executes a one-game RAM clear process for clearing an area to be cleared for each game among the used areas in the main RAM 200c.

[0160] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0161] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0162] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0163] FIG. 18 is a flow chart for explaining the medal insertion process (S210) in the main control board 200. As shown in FIG.

[0164] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0165] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0166] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.

[0167] (Step S210-7) The main CPU 200a judges whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in the above step S210-5. If it is judged that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-17, and if it is judged that at least one of the front upper door 104 and the front lower door 106 is not closed, the process proceeds to step S210-9.

[0168] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.

[0169] (Step S210-11) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0170] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0171] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0172] (Step S210-17) When a credit switch (not shown) for paying back the accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back the accumulated medals.

[0173] (Step S210-19) The main CPU 200a executes a process related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the reserved number is subtracted by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, the amount is added to the reserved number.

[0174] (Step S210-21) The main CPU 200a executes a medal acquisition process for checking whether the number of inserted medals is a specified number.

[0175] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a judges whether the number of inserted coins is equal to the specified number. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-1. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-25.

[0176] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.

[0177] (Step S210-27) The main CPU 200a judges whether or not it has detected a falling edge (pressing) of the start switch 118. As a result, if it is judged that the falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it is judged that the falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.

[0178] (Step S210-29) The main CPU 200a clears the main payout display unit buffer to clear the display of the main payout display unit 132.

[0179] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process for clearing the re-play state identification signal.

[0180] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing for turning off (extinguishing) the start indicator.

[0181] (Step S210-35) The main CPU 200a sets a lever press command, which indicates that the start switch 118 has been pressed, in the transmission buffer.

[0182] (Step S220) The main CPU 200a executes an internal lottery process for carrying out a lottery for determining the type of winning, which will be described later.

[0183] FIG. 19 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0184] (Step S220-1) The main CPU 200a acquires the setting value data.

[0185] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0186] (Step S220-5) The main CPU 200a judges whether the setting value data acquired in the above step S220-1 is abnormal. If it is judged that the setting value data is abnormal, the process proceeds to step S112, and if it is judged that the setting value data is not abnormal, the process proceeds to step S220-7.

[0187] (Step S220-7) The main CPU 200a obtains the winning type lottery random number updated by the random number generator 200d.

[0188] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a game state.

[0189] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0190] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.

[0191] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes a lottery data acquisition process for shifting the winning area by one.

[0192] (Step S220-17) The main CPU 200a judges whether or not to hold a prize type lottery. If it is judged that a prize type lottery will not be held, the process proceeds to step S220-21. If it is judged that a prize type lottery will be held, the process proceeds to step S220-19.

[0193] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0194] (Step S220-21) The main CPU 200a judges whether the subtraction result in the above step S220-19 is negative, that is, whether the winning area has been won by the winning type lottery. If it is judged that the winning type lottery has been won, the process proceeds to step S230, and if it is judged that the winning type lottery has not been won, the process proceeds to step S220-23.

[0195] (Step S220-23) The main CPU 200a judges whether the winning type lottery has ended. If it is judged that the winning type lottery has not ended, the process proceeds to step S220-15. If it is judged that the winning type lottery has ended, the process proceeds to step S220-25.

[0196] (Step S220-25) The main CPU 200a clears the trigger role type.

[0197] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0198] FIG. 20 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0199] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process for setting the game state to an internal game state if the acquired winning area includes a bonus combination.

[0200] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0201] (Step S230-5) The main CPU 200a determines (sets) the type of win based on the win area acquired in step S230-1.

[0202] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting the symbols that can be displayed and the symbol codes that indicate the symbols to be attracted, based on the stop control number set in the above step S230-3.

[0203] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0204] (Step S231) The main CPU 200a executes an execution flag setting process that performs various processes related to the execution flag, the performance state, and the auxiliary performance. Specifically, when the selected winning type is determined, the main CPU 200a executes the auxiliary performance according to the performance state. This execution flag setting process will be described later.

[0205] (Step S230-11) The main CPU 200a sets a presentation command, which is a command related to the advantageous zone, in a transmission buffer.

[0206] (Step S230-13) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0207] (Step S230-15) The main CPU 200a checks the timer for one game.

[0208] (Step S230-17) The main CPU 200a sets in the transmission buffer a pre-reel spin command indicating that the reels 110a, 110b, and 110c have not yet spun.

[0209] (Step S230-19) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.

[0210] (Step S230-21) The main CPU 200a judges whether the 1-game timer is not 0. As a result, if it is judged that the 1-game timer is not 0, the process proceeds to step S230-21, and if it is judged that the 1-game timer is 0, the process proceeds to step S230-23.

[0211] (Step S230-23) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set to accelerating to start the rotation of each reel, and the one-play timer is set to a value equivalent to 4.1 seconds.

[0212] (Step S230-25) The main CPU 200a sets in the transmission buffer a reel start command indicating that the reels 110a, 110b, and 110c have started spinning.

[0213] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.

[0214] FIG. 21 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0215] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.

[0216] (Step S232 to Step S233) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being shifted to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0217] 22 is a flowchart explaining the non-advantageous zone process (S232) executed in the state-specific module execution process. The non-advantageous zone process is executed when the game zone is a non-advantageous zone.

[0218] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.

[0219] (Step S232-3) The main CPU 200a judges whether the advantageous zone lottery has been won in the above step S232-1. If it is judged that the advantageous zone lottery has been won, the process proceeds to step S232-5, and if it is judged that the advantageous zone lottery has not been won, the non-advantageous zone process is terminated.

[0220] (Step S232-5) The main CPU 200a turns on the advantageous zone flag indicating that the zone is an advantageous zone, and ends the non-advantageous zone processing. As a result, the zone is transitioned to an advantageous zone in the advantageous zone update processing of step S280-7 described later.

[0221] 23 is a flowchart explaining the non-advantageous standby presentation state processing and the advantageous standby presentation state processing (S233) executed in the state-specific module execution processing. The non-advantageous standby presentation state processing and the advantageous standby presentation state processing are executed when the presentation state is the non-advantageous presentation state or the advantageous standby presentation state.

[0222] (Step S233-1) The main CPU 200a judges whether the continuation flag is on. The continuation flag is turned on when a transition (continuation) to a normal AT performance state is determined. As a result, if it is judged that the continuation flag is on, the process proceeds to step S233-9, and if it is judged that the continuation flag is not on, the process proceeds to step S233-3.

[0223] (Step S233-3) The main CPU 200a performs the continuation lottery by referring to a continuation lottery table (not shown).

[0224] (Step S233-5) The main CPU 200a judges whether the continuation lottery has been won. If it is judged that the continuation lottery has been won, the process proceeds to step S233-7. If it is judged that the continuation lottery has not been won, the process proceeds to step S233-9.

[0225] (Step S233-7) The main CPU 200a turns on the continuation flag.

[0226] (Step S233-9) The main CPU 200a judges whether it is the final game (second game) in the non-advantageous waiting presentation state. If it is judged to be the final game, the process proceeds to step S233-11, and if it is judged not to be the final game, the non-advantageous waiting presentation state process is terminated.

[0227] (Step S233-11) The main CPU 200a sets the next AT flag to a value corresponding to the continuing presentation state, and ends the non-advantageous waiting presentation state processing or the advantageous waiting presentation state.

[0228] FIG. 24 is a flow chart for explaining the process during reel rotation (S240) in the main control board 200.

[0229] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light emission color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue=1 and red=0.

[0230] (Step S240-3) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S240-1 above.

[0231] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0232] (Step S240-7) The main CPU 200a refers to the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c reach a steady rotation speed. In other words, the fact that the index flag is set indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.

[0233] (Step S240-9) The main CPU 200a judges whether all index flags of the reels 110a, 110b, and 110c have been detected. If it is judged that all index flags have not been detected, the process proceeds to step S240-1. If it is judged that all index flags have been detected, the process proceeds to step S240-11.

[0234] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a 3-bit bit string, and each bit corresponds to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.

[0235] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0236] (Step S240-15) The main CPU 200a sets a stop indicator output bit on (output image) to turn on (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, and 120c.

[0237] (Step S240-17) The main CPU 200a acquires an image of the input port 0, and executes an operation target bit extraction process to extract an operation target bit from the acquired image. Here, the operation target bit is composed of a bit string of 3 bits, each bit corresponding to one of the three stop switches 120a, 120b, 120c, and is represented as operated=1 and not operated=0.

[0238] (Step S240-19) The main CPU 200a calculates the logical product of the reel spinning flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is spinning effectively, the logical product becomes 1.

[0239] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the process proceeds to step S240-23.

[0240] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in the above step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.

[0241] (Step S240-25) The main CPU 200a judges whether the logical product calculated in the above step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is judged that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.

[0242] (Step S240-27) The main CPU 200a judges whether the operated stop switch 120 is valid. As a result, if it is judged that the operated stop switch 120 is not valid, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is judged whether or not one stop switch 120 is operated. Then, if it is judged that one stop switch 120 is operated, the process proceeds to step S240-29, and if it is judged that not one stop switch 120 is operated, that is, two or more stop switches 120 are operated, the process proceeds to step S240-1.

[0243] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0244] (Step S240-31) The main CPU 200a disables interrupts.

[0245] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.

[0246] (Step S240-35) The main CPU 200a executes a sliding frame number acquisition process for determining the number of sliding frames on the reel 110.

[0247] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0248] FIG. 25 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0249] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in the above step S240-35.

[0250] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of sliding symbols determined in the above step S240-37 with respect to the pressed reference position acquired in the above step S250-1.

[0251] (Step S250-5) The main CPU 200a sets a stop request flag (sets it to 1). The stop request flag is a flag for requesting a program operating in parallel to perform a stop process for the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read out by the program operating in parallel, and the reel 110 is stopped. When the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.

[0252] (Step S250-7) The main CPU 200a permits interrupts.

[0253] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping sequence of the reels 110 in a transmission buffer.

[0254] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0255] (Step S250-13) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S250-11 above.

[0256] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0257] (Step S250-17) The main CPU 200a executes a next cylinder setting pre-processing for stopping the next reel 110.

[0258] (Step S250-19) The main CPU 200a judges whether or not the stop process has been completed for all of the reels 110. As a result, if it is judged that the stop process has not been completed for all of the reels 110, the process proceeds to step S240, and if it is judged that the stop process has been completed for all of the reels 110, the process proceeds to step S250-21.

[0259] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have been stopped. If it is determined that all of the reels 110 have not been stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have been stopped, the main CPU 200a proceeds to step S250-23.

[0260] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0261] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit.

[0262] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23. If it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.

[0263] (Step S260) The main CPU 200a executes a display determination process for determining the winning combination that has been achieved. This display determination process will be described later.

[0264] FIG. 26 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0265] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0266] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.

[0267] (Step S260-5) The main CPU 200a sets an error code "EE" which indicates that a display determination abnormality (error) has occurred.

[0268] (Step S260-7) The main CPU 200a judges whether or not the display judgment is abnormal based on the judgment result of the above step S260-3. As a result, if it is judged that the display judgment is abnormal, the process proceeds to step S112, and if it is judged that the display judgment is not abnormal, the process proceeds to step S260-9.

[0269] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.

[0270] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0271] (Step S260-13) The main CPU 200a judges whether a small win has been won. If it is judged that a small win has been won, the process proceeds to step S260-15. If it is judged that a small win has not been won, the process proceeds to step S260-35.

[0272] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0273] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0274] (Step S260-19) The main CPU 200a judges whether the zone is favorable or not. If it is judged that the zone is not favorable, the process proceeds to step S270, and if it is judged that the zone is favorable, the process proceeds to step S260-21.

[0275] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts the net increase in the number of coins during the advantageous zone.

[0276] (Step S260-23) The main CPU 200a adds the number of coins to be paid out to the value of the advantageous zone MY counter obtained in step S260-23 above.

[0277] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0278] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.

[0279] (Step S260-29) The main CPU 200a judges whether the result of the subtraction in step S260-27 is negative. If it is judged that the result of the subtraction is not negative, the process proceeds to step S260-33, and if it is judged that the result of the subtraction is negative, the process proceeds to step S260-31.

[0280] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0281] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.

[0282] (Step S260-35) The main CPU 200a judges whether or not the replay role has been won. As a result, if it is judged that the replay role has not been won, the process proceeds to step S270, and if it is judged that the replay role has been won, the process proceeds to step S260-37.

[0283] (Step S260-37) The main CPU 200a sets the number of coins inserted as the number of coins to be paid out.

[0284] (Step S260-39) The main CPU 200a turns on the replay operation flag.

[0285] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.

[0286] (Step S270) The main CPU 200a executes a payout process for paying out medals, which will be described later.

[0287] FIG. 27 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0288] (Step S270-1) The main CPU 200a acquires a re-play operation flag.

[0289] (Step S270-3) The main CPU 200a sets in the transmission buffer a payout start command indicating that the payout of medals has started.

[0290] (Step S270-5) The main CPU 200a judges whether or not a replay has been won based on the replay operation flag acquired in the above step S270-1. If it is judged that a replay has been won, the process proceeds to step S270-41, and if it is judged that a replay has not been won, the process proceeds to step S270-7.

[0291] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0292] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payout coins is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.

[0293] (Step S270-11) The main CPU 200a judges whether the number of stored sheets is 50 or more. If it is judged that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is judged that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.

[0294] (Step S270-13) The main CPU 200a executes a medal payout device control process for causing the medal payout device 142 to pay out one medal, and moves the process to step S270-23.

[0295] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0296] (Step S270-17) The main CPU 200a judges whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is judged that it is the first payout time, the process proceeds to step S270-21, and if it is judged that it is not the first payout time, the process proceeds to step S270-19.

[0297] (Step S270-19) The main CPU 200a executes a timer wait process for waiting until the payout start interval timer counts down to 0.

[0298] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.

[0299] (Step S270-23) The main CPU 200a sets in the transmission buffer a payout execution command indicating that one medal has been paid out.

[0300] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.

[0301] (Step S270-27) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S270-31. If it is judged that the bonus game state is in effect, the process proceeds to step S270-29.

[0302] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.

[0303] (Step S270-31) The main CPU 200a judges whether the payout of the payout number of medals has been completed. If it is judged that the payout has not been completed, the process proceeds to step S270-11. If it is judged that the payout has been completed, the process proceeds to step S270-33.

[0304] (Step S270-33) The main CPU 200a executes a payout end process for ending the payout of medals.

[0305] (Step S270-35) The main CPU 200a judges whether an over error has been detected. If it is judged that an over error has not been detected, the process proceeds to step S270-41, and if it is judged that an over error has been detected, the process proceeds to step S270-37.

[0306] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0307] (Step S270-39) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0308] (Step S270-41) The main CPU 200a sets in the transmission buffer a payout end command indicating that the payout of medals has ended.

[0309] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.

[0310] FIG. 28 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0311] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, executes a replay display control process which sets a stop display output bit off (output image) to turn on or off a bit corresponding to a replay display (not shown) indicating that the next play is a replay, and updates the output bit of the set output image.

[0312] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.

[0313] (Steps S281, S282) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the presentation state being transitioned to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0314] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.

[0315] (Step S280-7) The main CPU 200a executes advantageous zone update processing to manage advantageous zones.

[0316] (Step S280-9) The main CPU 200a judges whether the next game is in an AT presentation state. If it is judged that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is judged that the next game is in an AT presentation state, the process proceeds to step S280-11.

[0317] (Step S280-11) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S280-15. If it is judged that the bonus game state is in effect, the process proceeds to step S280-13.

[0318] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0319] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to the advantageous zone, in a transmission buffer.

[0320] (Step S280-17) The main CPU 200a sets a game end command, which indicates that one game has ended, in the transmission buffer.

[0321] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.

[0322] (Step S280-21) The main CPU 200a judges whether the effect wait timer, which is set when the advantageous zone is ended in the above step S280-7, is 0. As a result, if it is judged that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is judged that the effect wait timer is 0, the process proceeds to step S280-23.

[0323] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0324] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and shifts the process to step S200.

[0325] 29 is a flowchart explaining the normal AT presentation state processing (S281) executed in the state-specific module execution processing. The normal AT presentation state processing is executed when the presentation state is the normal AT presentation state.

[0326] (Step S281-1) The main CPU 200a judges whether the game is the final game of the normal AT presentation state based on the net increase in the number of coins in the normal AT presentation state. As a result, if it is judged to be the final game of the normal AT presentation state, the process proceeds to step S281-3, and if it is judged not to be the final game of the normal AT presentation state, the normal AT presentation state process is terminated.

[0327] (Step S281-3) The main CPU 200a performs the continuation lottery by referring to a continuation lottery table (not shown).

[0328] (Step S281-5) The main CPU 200a judges whether the continuation lottery has been won. If it is judged that the continuation lottery has been won, the process proceeds to step S281-7. If it is judged that the continuation lottery has not been won, the process proceeds to step S281-9.

[0329] (Step S281-7) The main CPU 200a turns on the continuation flag, and moves the process to step S281-17.

[0330] (Step S281-9) The main CPU 200a judges whether the value of the advantageous zone MY counter is less than 400. As a result, if it is judged that the value of the advantageous zone MY counter is less than 400, the process proceeds to step S281-11, and if it is judged that the value of the advantageous zone MY counter is not less than 400, the process proceeds to step S281-15.

[0331] (Step S281-11) The main CPU 200a performs an advantageous continuation lottery by referring to an advantageous continuation lottery table (not shown).

[0332] (Step S281-13) The main CPU 200a judges whether the advantageous continuation lottery has been won. If it is judged that the advantageous continuation lottery has been won, the process proceeds to step S281-17. If it is judged that the advantageous continuation lottery has not been won, the process proceeds to step S281-15.

[0333] (Step S281-15) The main CPU 200a sets the next AT flag to a value corresponding to the non-advantageous waiting presentation state, and sets a flag for setting the game area to a non-advantageous area in the above step S280-7, and terminates the normal AT presentation state processing.

[0334] (Step S281-17) The main CPU 200a sets the next AT flag to a value corresponding to the advantageous waiting presentation state, and terminates the normal AT presentation state processing.

[0335] 30 is a flowchart illustrating the normal presentation state process (S282) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.

[0336] (Step S282-1) The main CPU 200a judges whether the winning type "batting order chance role" has been determined. As a result, if it is judged that the winning type "batting order chance role" has been determined, the process proceeds to step S282-3, and if it is judged that the winning type "batting order chance role" has not been determined, the process proceeds to step S282-5.

[0337] (Step S282-3) The main CPU 200a judges whether the stop switch 120 was operated in the batting order in which the winning roles "small role 37" and "small role 38" are won. If it is judged that the stop switch 120 was operated in the batting order in which the winning roles "small role 37" and "small role 38" are won, the process proceeds to step S282-5, and if it is judged that the stop switch 120 was not operated in the batting order in which the winning roles "small role 37" and "small role 38" are won, the process in the normal performance state is terminated.

[0338] (Step S282-5) The main CPU 200a increments a continued game number counter for counting the number of continued games, which indicates the number of games in the continued normal presentation state, by 1. The continued game number counter is reset when the state is shifted to the normal AT presentation state.

[0339] (Step S282-7) The main CPU 200a judges whether the value of the continued play counter is equal to or greater than the ceiling play number. If it is judged that the value of the continued play counter is equal to or greater than the ceiling play number, the process proceeds to step S282-13. If it is judged that the value of the continued play counter is not equal to or greater than the ceiling play number, the process proceeds to step S282-9.

[0340] (Step S282-9) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.

[0341] (Step S282-11) The main CPU 200a judges whether the AT lottery has been won in the above step S282-9. If it is judged that the AT lottery has been won, the process proceeds to step S282-13. If it is judged that the AT lottery has not been won, the process in the normal presentation state is terminated.

[0342] (Step S282-13) The main CPU 200a sets the next AT flag to a value corresponding to the normal AT presentation state, and ends the normal presentation state processing.

[0343] One game is executed through a series of processes from step S200 to step S280. After that, steps S200 to S280 are repeated.

[0344] Next, the power-off save process and timer interrupt process in the main control board 200 will be described.

[0345] (Evacuation process when power is turned off for the main control board 200) 31 is a flowchart explaining the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, interrupts and executes the power-off save processing.

[0346] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0347] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0348] (Step S300-5) The main CPU 200a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0349] (Step S300-7) The main CPU 200a restores the registers.

[0350] (Step S300-9) The main CPU 200a performs processing for permitting an interrupt, and ends the power-off save processing.

[0351] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0352] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0353] (Step S300-15) The main CPU 200a executes a RAM protect setting process required to prohibit access to the main RAM 200c.

[0354] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 200a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter.

[0355] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by one.

[0356] (Step S300-21) The main CPU 200a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S1000).

[0357] In addition, if a power outage actually occurs, the operation of the slot machine 100 stops while steps S300-19 to S300-21 are being looped.

[0358] (Timer interrupt processing of main control board 200) 32 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.

[0359] (Step S400-1) The main CPU 200a saves the registers.

[0360] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0361] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0362] (Step S400-7) The main CPU 200a outputs the set output image to the output port, and executes dynamic port output processing which controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators of the stop switches 120a, 120b, 120c, the replay indicator, and the section indicator 160.

[0363] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.

[0364] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .

[0365] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0366] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.

[0367] (Step S400-17) The main CPU 200a executes a random number update process for updating various random numbers.

[0368] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.

[0369] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so that one module is executed once every four timer interrupt processing times (every 5.96 ms). For example, a module that executes a time monitoring process that subtracts from various timers is associated with one timer interrupt processing phase.

[0370] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0371] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0372] (Step S400-27) The main CPU 200a restores the registers.

[0373] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0374] (Selection type) As described above, in the slot machine 100 of this embodiment, the winning types "batting order bell color" and "batting order bell" are adopted as the selectable winning types, and by performing auxiliary effects in the AT performance state, the expected number of coins to be won per unit of play in the AT performance state can be relatively increased compared to the normal performance state.

[0375] 33 is an explanatory diagram for explaining the winning mode of the winning type "batting order bell color". Here, as the winning type "batting order bell color", the winning types "batting order bell yellow 1", "batting order bell white 1", "batting order bell blue 1", and "batting order bell red 1" are given as examples.

[0376] As shown in FIG. 33(a), the winning type "batting order bell yellow 1" is a selection winning type that includes the winning role "small role 1" (correct role) with a payout of 15 coins and the winning roles "small role 26" to "small role 30" (incorrect role) with a payout of 1 coin. Similarly, the winning types "batting order bell white 1", "batting order bell blue 1", and "batting order bell red 1" are selection winning types that include the winning roles "small role 3", "small role 5", and "small role 7" (correct role) with a payout of 15 coins and the winning roles "small role 26" to "small role 30" (incorrect role) with a payout of 1 coin.

[0377] For the winning types "Batting Order Bell Yellow 1", "Batting Order Bell White 1", "Batting Order Bell Blue 1", and "Batting Order Bell Red 1", batting orders 1 and 2 are set as the correct batting orders, with the winning roles "Small Role 1", "Small Role 3", "Small Role 5", and "Small Role 7", which have a payout of 15 coins, being controlled so that they are given priority.

[0378] Also, as shown in FIG. 33(b), the winning combinations "Small Role 1," "Small Role 3," "Small Role 5," and "Small Role 7," which are included in the winning types "Batting Order Bell Yellow 1," "Batting Order Bell White 1," "Batting Order Bell Blue 1," and "Batting Order Bell Red 1," respectively, differ only in the combination of symbols "Yellow BAR," "White BAR," "Blue BAR," and "Red BAR" on the left reel 110a (these are referred to as specific symbols), and are common to the overlapping symbols "Yellow BAR," "White BAR," "Blue BAR," and "Red BAR" on the center reel 110b, and the "Bell" symbol on the right reel 110c.

[0379] In order to display the symbol "yellow BAR" on the left reel 110a on the pay line A, the stop switch 120a must be operated when the symbols with symbol numbers 0 to 4 (see FIG. 3) are located on the pay line A. Similarly, in order to display the symbols with symbol numbers 5 to 9, 10 to 14, and 15 to 19 on the left reel 110a on the pay line A, the stop switch 120a must be operated when the symbols with symbol numbers 5 to 9, 10 to 14, and 15 to 19, respectively, are located on the pay line A.

[0380] In this way, the winning types "Batting Order Bell Yellow 1", "Batting Order Bell White 1", "Batting Order Bell Blue 1", and "Batting Order Bell Red 1" are set so that the operation timing (correct answer timing) of the stop switch 120a to win the correct winning roles "Small Role 1", "Small Role 3", "Small Role 5", and "Small Role 7" are different from each other.

[0381] Therefore, even if the stop switch 120a is operated at the first stop in the correct batting order, i.e., to stop the left reel 110a first when the winning type "Batting Order Bell Yellow 1" is won, if the stop switch 120a is operated randomly, the symbol "Yellow BAR" can only be displayed on the active line A with a probability of (a total of 5 frames of symbol numbers 0 to 4) / (total number of symbols, 20 frames) = 1 / 4.

[0382] Then, when the stop switch 120a is operated for the first time (operated in the correct operation mode) within a range where the symbol "yellow BAR" can be displayed on the pay line A, that is, when the symbols of symbol numbers 0 to 4 are located on the pay line A, the reel control means 306 performs stop control so that the symbol combination corresponding to the winning role "small role 1", which is the correct role with a payout amount of 15 coins, is preferentially displayed on the pay line A, and displays the symbol "yellow BAR" on the pay line A as shown in FIG. 33(c). After that, when the stop switches 120b and 120c are operated according to the correct hitting order, the reel control means 306 displays one of the symbols "yellow BAR", "white BAR", "blue BAR", and "red BAR" (the symbol "red BAR" in the figure) on the pay line A on the center reel 110b, and displays the symbol "bell" on the pay line A on the right reel 110c. As a result, the winning role "small role 1" is won. In addition, since the symbols "yellow BAR", "white BAR", "blue BAR" and "red BAR" have a PB=1 on the center reel 110b, they can be displayed on the activated line A by the stop control. Also, since the symbol "bell" has a PB=1 on the right reel 110c, they can be displayed on the activated line A by the stop control.

[0383] As described above, if the winning type "batting order bell yellow 1" is won, and the stop switch 120a is operated first according to the correct batting order, the winning role "minor role 1" can be won with a probability of 1 / 4. Also, in the non-AT performance state, the auxiliary performance is not performed, and the correct batting order capable of winning the winning role "minor role 1" is not notified or suggested. Therefore, the player will randomly operate one of the stop switches 120a, 120b, and 120c first (operate in a random batting order). Therefore, the probability that the player will operate the stop switch 120a first according to the correct batting order capable of winning the winning role "minor role 1" is 1 / 3 (2 / 6).

[0384] Thus, when the winning type "batting order bell yellow 1" is won, if the player operates the stop switches 120a, 120b, and 120c carelessly, the winning role "small role 1", which is the correct role, can be won with a probability of (1 / 4) x (1 / 3) = 1 / 12. Similarly, when the winning types "batting order bell white 1", "batting order bell blue 1", and "batting order bell red 1" are won, if the player operates the stop switches 120a, 120b, and 120c carelessly, the winning roles "small role 3", "small role 5", and "small role 7", which are the correct roles, can be won with a probability of 1 / 12.

[0385] In addition, when the winning types "batting order bell yellow 2" to "batting order bell yellow 6", "batting order bell white 2" to "batting order bell white 6", "batting order bell blue 2" to "batting order bell blue 6", and "batting order bell red 2" to "batting order bell red 6" are won, if the player operates the stop switches 120a, 120b, and 120c carelessly, the winning roles "small role 1" to "small role 24", which are the correct roles, can be won with a probability of 1 / 12. In other words, the winning types "batting order bell yellow 1" to "batting order bell yellow 6", "batting order bell white 1" to "batting order bell white 6", "batting order bell blue 1" to "batting order bell blue 6", and "batting order bell red 1" to "batting order bell red 6" can realize an AT performance state in which the correct roles are won with 3 (batting order) x 4 (timing) = 12 options.

[0386] In this way, the winning type "batting order bell color" is set in a correct batting order that is determined in advance for the reel 110 that is to be stopped first, and when the stop switch 120 corresponding to the reel 110 that is to be stopped first in the correct batting order is operated at a predetermined correct timing, a correct role is won. The winning type "batting order bell color" includes a plurality of special winning types that are associated with correct roles in which the correct batting order is the same and different specific symbols are the constituent symbols on the reel 110 that is to be stopped first. As a result, whether or not a correct role is won is determined at the first stop, and there is no need to think about the pressing order or perform so-called eye pressing at the second and third stops, so that the response to the stop switch 120 can be improved.

[0387] Also, when the auxiliary performance is executed, the correct batting order and the correct timing are notified. For example, when the winning type "batting order bell yellow 1" is won, the performance control means 334 displays "1" and the symbol "yellow BAR" that is the target of the eye-pressing in the position corresponding to the left reel 110a on the liquid crystal display unit 124, and displays "2" in the position corresponding to the center reel 110b, as shown in Fig. 33(d). The correct batting order is notified by the numbers displayed on the liquid crystal display unit 124, and the symbol "yellow BAR" that is the target of the eye-pressing is displayed on the pay line A, that is, the correct timing is notified.

[0388] At this time, the special symbols "Yellow BAR", "White BAR", "Blue BAR", and "Red BAR" are arranged on the reel 110 in a manner that makes them easier for the player to distinguish than the other symbols. As a result, the player operates the stop switch 120 so that the special symbols displayed on the liquid crystal display unit 124 in the auxiliary performance are displayed on the pay line A as markers (as targets for pressing).

[0389] In this embodiment, the special symbol to be pressed is displayed on the valid line A. In contrast, it is possible that a symbol different from the target to be pressed is displayed on the valid line A. In such a case, the symbol different from the target to be pressed must be prepared with the same number of different symbols as the types of special symbols. However, since the number of symbols available in one slot machine 100 is stipulated as 10 as a rule of the slot machine 100, if a symbol different from the target to be pressed is to be displayed on the valid line A, the number of symbols may exceed 10, violating the rule. Therefore, in this embodiment, the special symbol to be pressed is displayed on the valid line A, thereby realizing an AT performance state in which the correct answer role is won with 3 (batting order) x 4 (timing) = 12 options.

[0390] Also, as shown in FIG. 33(c), when the winning type "batting order bell yellow 1" is won and the stop switches 120a, 120b, and 120c are operated in the correct operation mode (correct batting order, correct timing), three "bell" symbols are displayed in a straight line on the invalid line B1. Similarly, when the winning type "batting order bell color" is won and the stop switches 120a, 120b, and 120c are operated in the correct operation mode (correct batting order, correct timing), the symbol "bell" or the symbols "yellow BAR", "white BAR", "blue BAR", and "red BAR" that substitute for the symbol "bell" are displayed in a straight line on one of the invalid lines. This allows the player to easily understand that the correct role, which is a 15-coin role, has been won and 15 medals will be paid out.

[0391] Also, since there are only five lines (valid lines, invalid lines) on which the patterns can be aligned in a straight line, if the lines to be aligned are changed for each winning combination, the lines that are not in a straight line will be used, which may make it difficult to understand the winning of the correct combination. Therefore, in this embodiment, for example, when the winning combinations "small combination 1", "small combination 3", "small combination 5", and "small combination 7" are won, the three patterns "bell" are aligned in a straight line on the same invalid line, so that when all correct combinations are won, the patterns "bell" or the patterns "yellow BAR", "white BAR", "blue BAR", and "red BAR" that substitute for the pattern "bell" can be displayed in a straight line on the invalid line, making it easier to understand the winning of the correct combination.

[0392] By the way, when the winning type "batting order bell yellow 1" is won, even if the stop switches 120a, 120b, and 120c are operated in the correct batting order (even if they are operated in batting order 1 or batting order 2), if the stop switch 120a is operated first (at an incorrect timing) when a symbol other than the symbol numbers 0 to 4 is located on the active line A, the reel control means 306 performs stop control so that the symbol combination corresponding to the winning role "minor role 26", which is an incorrect role with a payout of one coin, is preferentially displayed on the active line A, and displays either the symbol "Cherry A" or "Replay" on the active line A. After that, when the stop switches 120b and 120c are operated according to batting order 1 or batting order 2, the reel control means 306 displays either the symbol "Cherry A" or "Bell" on the center reel 110b, and displays either the symbol "Cherry A" or "Cherry B" on the right reel 110c. As a result, the winning combination "minor combination 26" is awarded. The symbols "Cherry A" and "Replay" have a PB=1 on the left reel 110a, so they can always be displayed on the pay line A by the stop control. The symbols "Cherry A" and "Bell" have a PB=1 on the center reel 110b, so they can always be displayed on the pay line A by the stop control. The symbols "Cherry A" and "Cherry B" have a PB=1 on the right reel 110c, so they can always be displayed on the pay line A by the stop control. In other words, the winning combination "minor combination 26" has a PB=1, so it can always be awarded.

[0393] In addition, when the winning types "batting order bell white 1", "batting order bell blue 1", and "batting order bell red 1" are won, if the stop switch 120a is operated in the correct batting order and at an incorrect timing, the winning role "minor role 26" will always be won, just like when the winning type "batting order bell yellow 1" is won. In addition, when the winning types "batting order bell yellow 2" to "batting order bell yellow 6", "batting order bell white 2" to "batting order bell white 6", "batting order bell blue 2" to "batting order bell blue 6", and "batting order bell red 2" to "batting order bell red 6" are won, if the stop switch 120a is operated in the correct batting order and at an incorrect timing, the winning role "minor role 26" will always be won, just like when the winning type "batting order bell yellow 1" is won.

[0394] In this way, in the winning type "batting order bell color" (first selection winning type or second selection winning type), if the stop switch 120 is operated in the correct batting order and at an incorrect timing, the common winning role "small role 26" (specific incorrect role) will always be won. This makes it possible to reduce the number of winning roles and data capacity compared to the case where different winning roles are won for each winning type when the stop switch 120 is operated in the correct batting order and at an incorrect timing.

[0395] In addition, when the winning types "Batting Order Bell Yellow 1", "Batting Order Bell White 1", "Batting Order Bell Blue 1", and "Batting Order Bell Red 1" are won, if stop switches 120a, 120b, and 120c are operated with batting orders 3 to 6, which are incorrect batting orders different from the correct batting order, one of the winning roles "Small Role 27" to "Small Role 30" (incorrect roles) with a payout of 1 coin will be won with a 1 / 2 probability.

[0396] For example, when the stop switch 120b is operated first (batting order 3, 4) when the winning type "batting order bell yellow 1" is won, the winning combinations "small combination 27" and "small combination 28" are set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the symbol "replay" is displayed preferentially on the activated line A in response to the operation of the stop switch 120b. Note that the symbol "replay" is PB=1 on the center reel 110b, so it can always be displayed on the activated line A by the stop control. After that, for example, when the stop switch 120a is operated, either the symbols "blue BAR" and "red BAR" constituting the winning combination "small combination 27" or the symbols "yellow BAR" and "white BAR" constituting the winning combination "small combination 28" that are present in the pull-in range are displayed on the activated line A. Here, the timing of operation of the stop switch 120a determines which of the patterns "yellow BAR", "white BAR", "blue BAR", or "red BAR" will be displayed on the valid line A, and the probability that either the pattern "blue BAR" or "red BAR" will be displayed on the valid line A is 1 / 2 (10 frames / 20 frames), and the probability that either the pattern "yellow BAR" or "white BAR" will be displayed on the valid line A is also 1 / 2.

[0397] For example, after the symbols "blue BAR" or "red BAR" of the left reel 110a constituting the winning combination "minor combination 27" are displayed on the active line A, if the stop switch 120c is operated, the symbols "yellow BAR" or "white BAR" will be displayed on the active line A by the stop control with a probability of 1 / 2. Similarly, even if the stop switch 120c is operated after the symbols "yellow BAR" or "white BAR" of the left reel 110a constituting the winning combination "minor combination 28" are displayed on the active line A, the symbols "blue BAR" or "red BAR" will be displayed on the active line A by the stop control with a probability of 1 / 2.

[0398] Similarly, when the winning types "Batting Order Bell White 1", "Batting Order Bell Blue 1", and "Batting Order Bell Red 1" are won, if stop switches 120a, 120b, and 120c are operated in batting order 3 or 4, which is different from the correct batting order, there is a 1 / 2 chance of winning one of the winning roles "Small Role 27" or "Small Role 28" (incorrect roles) with a payout of one coin.

[0399] In addition, when the winning types "Batting Order Bell Yellow 1", "Batting Order Bell White 1", "Batting Order Bell Blue 1", and "Batting Order Bell Red 1" are won, if stop switches 120a, 120b, and 120c are operated at batting order 5 or 6, which is different from the correct batting order, there is a 1 / 2 chance of winning one of the winning roles "Small Role 29" or "Small Role 30" (incorrect roles) with a payout of one coin.

[0400] In addition, when the winning types "Batting Order Bell Yellow 2" to "Batting Order Bell Yellow 6", "Batting Order Bell White 2" to "Batting Order Bell White 6", "Batting Order Bell Blue 2" to "Batting Order Bell Blue 6", and "Batting Order Bell Red 2" to "Batting Order Bell Red 6" are won, if stop switches 120a, 120b, and 120c are operated with an incorrect batting order, one of the winning roles "Small Role 27" to "Small Role 34" will be won with a 1 / 2 probability.

[0401] For the winning type "batting order bell color," different correct batting orders are set, such as the winning types "batting order bell yellow 1" and "batting order bell yellow 3" (the winning type "batting order bell yellow 1" is set for batting order 1 and batting order 2, and the winning type "batting order bell yellow 3" is set for batting order 3 and batting order 4), and when the stop switch 120 is operated in a batting order different from these correct batting orders (batting order 5 or batting order 6), the common winning combinations "minor combination 29" and "minor combination 30" are won with a 1 / 2 probability. This makes it possible to reduce the number of types of winning combinations and data capacity compared to when different winning combinations are won for each winning type.

[0402] In addition, in this embodiment, in addition to the winning type "batting order bell color", a winning type "batting order bell" (second selection winning type) is provided. Unlike the winning type "batting order bell color", the winning type "batting order bell" has only the correct batting order set as the correct operation mode, and no correct timing is set. In other words, if the stop switch 120 is operated in the correct batting order (three options) when the winning type "batting order bell" is won, the correct role can be won. Also, if the auxiliary performance is followed, the correct role can be won without performing so-called eye pressing.

[0403] In this way, by providing the winning type "Batting Order Bell" in addition to the winning type "Batting Order Bell Color," a player who is not good at so-called eye pressing and has difficulty winning the correct role when winning the winning type "Batting Order Bell Color" can be given an opportunity to win the correct role.

[0404] Also, for example, the number of symbols on the left reel 110a is 20 frames, and the number of specific symbols "yellow BAR", "white BAR", "blue BAR", and "red BAR" is 4 frames, so the number of symbols on the left reel 110a can be divisible by the number of specific symbols. This makes it easier to design the reel arrangement and the symbol configuration of the winning combination, compared to when the number of symbols on the left reel 110a is not divisible, such as 21 frames. Note that the specific symbols only need to be provided with three or more different symbols.

[0405] (Main reel display 138) FIG. 34 is a diagram for explaining the main reel display unit 138. As shown in FIG. 34, the effect control means 334 may display an effect reel 139 imitating the reels 110a, 110b, and 110c on the liquid crystal display unit 124 as a part of the effect. Note that, here, the effect reel 139 has the same symbol arrangement as the reels 110a, 110b, and 110c, but the symbol arrangement may be the same as part of the reels 110a, 110b, and 110c, or may be different from the symbol arrangement of the reels 110a, 110b, and 110c. Also, although the effect reel 139 is displayed on the liquid crystal display unit 124, it may be a physically provided reel.

[0406] For example, when the winning type "batting order bell yellow 1" is determined and the winning role "minor role 1" which is the correct role is won, the symbols "bell" displayed in a straight line on the invalid line B1 on the reel 110 cannot be flashed, but the effect control means 334 flashes the symbols "bell" displayed in a straight line on the effect reel 139. This allows the player to more easily understand that the correct role has been won.

[0407] However, depending on the player, there is a risk that he or she may become confused as to which of the reels 110a, 110b, and 110c and the performance reel 139 is the reel actually being used in the game.

[0408] Therefore, a main reel display unit 138 is provided in the vicinity of the reels 110a, 110b, and 110c, more specifically, at a position closer to the reels 110a, 110b, and 110c than the performance reel 139 is.

[0409] The main reel display section 138 includes characters of 30 points or more in size to indicate that the reel is actually used in a game. The characters may be any of kanji, hiragana, katakana, and alphabetic characters, such as "main reel," "reel drum," and "MAIN REELS," as long as they indicate that the reel is actually used in a game.

[0410] Furthermore, the characters on the main reel display unit 138 may be printed characters, characters illuminated by lamps such as LEDs, image characters displayed on a liquid crystal display unit, or the like, as long as they are visible to the player in various ways.

[0411] Furthermore, the characters on the main reel display unit 138 need only be visible to the player at least while the game is in progress, and specifically, they need only be illuminated as a lamp or displayed on a liquid crystal display or the like at least while the game is in progress. Therefore, they do not need to be visible to the player during a so-called demo or while the settings are being changed, and the lamp or the like may be turned off or the characters may be hidden on a liquid crystal display or the like.

[0412] In this way, by providing the main reel display unit 138, the slot machine 100 can prevent the player from mistaking the reel that is actually used in the game, even if the performance reel 139 is present.

[0413] 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.

[0414] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional units for progressing the game, but the functional units of the main control board 200 may be arranged on the sub-control board 202, or the functional units of the sub-control board 202 may be arranged on the main control board 200, or all the functional units may be arranged together on a single control board.

[0415] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be given to the player in the form of electronic information.

[0416] Furthermore, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing.

[0417] In the above embodiment, the effect switch 122 is configured to include a push switch and a jog dial switch as an effect operation unit used for operations including setting the effect. However, the effect switch 122 is not limited to this.

[0418] For example, the effect switch 122 may be configured with a cross key and a decision button. Then, when the left and right buttons of the cross key (first effect operation unit) are operated while a sound related to the payout of medals based on the operation of the settlement button (for example, a sound notifying completion of the payout) is being output, the effect control means 334 stops the output of the sound related to the payout of medals and displays a volume adjustment screen for adjusting the volume on the liquid crystal display unit 124. Also, when the decision button (first effect operation unit) is operated while a sound related to the payout of medals based on the operation of the settlement button is being output, the effect control means 334 stops the output of the sound related to the payout of medals and displays a menu screen for performing various settings on the liquid crystal display unit 124. That is, when the first effect operation unit is operated while a sound related to the payout of medals based on the operation of the settlement button is being output, the effect control means 334 stops the output of the sound related to the payout of medals and performs processing based on the operation of the first effect operation unit.

[0419] On the other hand, even if the up and down buttons on the cross key (second performance operation unit) are operated while a sound related to the payout of medals based on the operation of the settlement button is being output, the performance control means 334 does not execute processing based on the up and down buttons on the cross key. In other words, even if the second performance operation unit is operated while a sound related to the payout of medals based on the operation of the settlement button is being output, the performance control means 334 does not stop output of the sound related to the payout of medals and does not execute processing based on the operation of the second performance setting operation unit. [Explanation of symbols]

[0420] 100 Slot Machines (Amusement Machines) 200 Main control board 200a Main CPU 200b Main ROM 200c Main RAM 202 Sub-control board 202a Sub CPU 202b Sub ROM 202c Sub RAM 304 Winning Type Drawing Method 306 Reel control means 308 Judgment means 310 Withdrawal control means 312 Game status control means 314 Presentation state control means 334 Production Control Means

Claims

[Claim 1] A winning type selection means for selecting a winning type by lottery, the winning type selection including a selection winning type in which a predetermined winning combination and a correct combination with a payout larger than that of the predetermined winning combination overlap, and a correct batting order is set as a winning condition of the correct combination; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on 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 corresponding to the rotating reel; Equipped with The selected winning type includes a first winning type and a second winning type, the plurality of reels includes a specific reel, the plurality of stop switches includes a specific stop switch corresponding to the specific reel, The symbols arranged on the specific reels include a first symbol and a second symbol, the reel control means stops, on an active line, symbols within a reel-in range corresponding to a rotational position of the reel at a timing when the stop switch is operated; When the first winning type is determined, the plurality of stop switches are operated in the correct hitting order, and the specific stop switch is operated at a timing when the first symbol can be drawn on the specific reel, the correct combination can be won. When the second winning type is determined, the plurality of stop switches are operated in the correct hitting order, and the specific stop switch is operated at a timing when the second symbol can be drawn on the specific reel, the correct combination can be won. The correct batting order of the first winning type is equal to the correct batting order of the second winning type, The predetermined winning combination which can be won when the first winning type is determined and the plurality of stop switches are operated in a specific incorrect hitting sequence among a plurality of incorrect hitting sequences different from a correct hitting sequence is equal to the predetermined winning combination which can be won when the second winning type is determined and the plurality of stop switches are operated in the specific incorrect hitting sequence.

Citation Information

Patent Citations

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