Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2026-06-30
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as one type of gaming machine, a slot machine is known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to improve the performance as a gaming machine.
Means for Solving the Problems
[0005] The present invention (14th embodiment) solves the above problems by the following solution means (in parentheses, showing the configuration of the corresponding embodiment). Note that the present invention (15th embodiment) corresponds to Initial Invention 2 among Initial Inventions 1 to 20 described later. The present invention (16th embodiment) is a main control board (50), a sub-control board (80), a harness for electrically connecting the main control board and the sub-control board, and an image display device (23) controlled by the sub-control board and is configured such that when a situation occurs in which the electrical connection between the main control board and the sub-control board is broken, an image in a first display mode (a display mode different from the normal display mode) is displayed on the image display device. After the electrical connection between the main control board and the sub-control board is disconnected and then restored, when the electrical connection between the main control board and the sub-control board is restored, an image in a second display mode (a display mode different from the normal display mode) is configured to be displayed on the image display device. When an image in the second display mode is being displayed on the image display device and a power failure occurs in the game standby state and then the power is restored, an image in a third display mode (a display mode different from the second display mode, which is either the normal display mode or a display mode different from the normal display mode) is configured to be displayed on the image display device (Fig. 259). It is characterized by this.
Advantages of the Invention
[0006] According to the present invention, the performance as a gaming machine can be improved.
Brief Description of the Drawings
[0007]
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MODE FOR CARRYING OUT THE INVENTION
[0008] In this specification, the meanings of the terms are as follows. "Bet" means wagering medals (game media) to play a game. To bet medals, actual medals are manually inserted through the medal insertion slot 47, or the bet switch 40 is operated to bet the medals stored in credit. On the other hand, "credit (also referred to as "storage")" means storing medals inside the slot machine 10, which is different from the above "bet". In this specification, when referring to "credit", it is used in a meaning that does not include "bet". Furthermore, "insert" means betting or crediting medals. Also, "prescribed number" means the number of bets that can start (execute) the game in the game. For example, in a game with a prescribed number of "2" or "3", the game can be started with either the number of bets "2" or "3", and the game cannot be played with the number of bets "1". For the sake of convenience in explanation, the "prescribed number" may sometimes be referred to as the "number of bets". On the other hand, when referring to the "number of bets", it may sometimes refer to a number other than the "specified number". For example, in a game with a specified number of "2" or "3", when one medal is inserted (before the start of the game), the number of bets is "1" (the number bet at that time).
[0009] "Manual insertion" means that the player inserts a medal from the medal insertion slot 47 (described later). "Manual insertion bet" means that the player bets a medal by manually inserting a medal from the medal insertion slot 47. "Manual insertion credit" means that the player credits (adds credit to) a medal by manually inserting a medal from the medal insertion slot 47.
[0010] "Bet medal" refers to the medal that has been bet. "Stored medal" refers to the medal that has been credited (stored). "Stored bet" means that the player operates the bet switch 40 (described later) to bet some or all of the credited medals within the range that can be bet in the game for playing the game. "Automatic bet" means that when a replay wins, the control process of the slot machine 10 automatically bets the number of medals that were bet in the previous game. Here, when the symbol combination corresponding to a minor winning combination stops displaying (which means it has stopped on the active line. The same applies hereinafter), it is called "winning of a minor winning combination". On the other hand, in the "Rules Regarding the Certification of Gaming Machines and the Inspection of Types, etc. (hereinafter simply referred to as the 'Rules')", when the symbol combination corresponding to a replay stops displaying, it is interpreted as the operation of the conditional device related to the replay game and not as a "win". However, in this application (this specification, etc.), a replay is also treated as one of the winning combinations (a replay winning combination), and when the symbol combination corresponding to a replay stops displaying, it may be called "winning of a replay". "Payout" means paying out medals and / or stored medals to the player. In the present embodiment, payout processing is executed when an payout switch 43 (described later) is operated.
[0011] "Payout" means paying out medals to the player based on winning combinations or paying out medals by the above-mentioned payout. When paying out medals to the player based on winning combinations, it includes both storing as credits (adding stored medals, in other words, updating the electronic data stored in the RWM 53 (described later)) and actually paying out medals from a payout opening (not shown). The payout of medals is controlled, for example, by setting a limit of "50" medals as credits and paying out the excess medals over "50" to the player. Note that "payout" may also be referred to as "grant". Therefore, "payout number" may also be referred to as "grant number".
[0012] The "game medium" is a medal in the present embodiment. However, in the case of, for example, an enclosed (ECO) gaming machine, electronic information (electronic medals, electronic data) is used as the game medium. Note that "electronic information" is, for example, when money (paper currency) is inserted into a lending machine, it is converted into electronic information corresponding to the amount of the money, and part or all of the electronic information can be credited to the gaming machine as a game medium for playing games on the gaming machine. Note that the "game medium" may also be referred to as "game value".
[0013] Also, when the game medium is electronic information, "payout of medals" means crediting (adding) to a game medium credit device provided in the gaming machine. Therefore, "payout of medals" does not only mean actually paying out medals from the hopper 35 (described later), but also includes the process of crediting (adding) the electronic information corresponding to the payout for the winning combination to the game medium credit device.
[0014] When the game progresses through the "N-1" game stage, "N" game stage, "N+1" game stage, ··· (where "N" is an integer of 2 or more), when the current game is at the "N" game stage, the game at the "N" game stage is referred to as the "current game". Also, the game at the "N-1" game stage is referred to as the "previous game". Furthermore, the game at the "N+1" game stage is referred to as the "next game".
[0015] In this specification, a numerical value with "(B)" appended to the end (especially, 8 bits) of a number means a binary number. Similarly, a numerical value with "(H)", "H", or "h" appended to the end of a number means a hexadecimal number. Specifically, for example, the numerical value representing "16" in decimal is represented as "00010000(B)" in binary and as "10(H)", "10H", or "10h" in hexadecimal. Also, for a numerical value meaning a decimal number, it is represented as "16(D)" if necessary. However, when it is clear whether it is a binary number, decimal number, or hexadecimal number, the trailing symbols of "(B)", "(D)", "(H)", "H", or "h" may be omitted respectively.
[0016] Also, the probability of being able to stop a desired symbol to be stopped and displayed on the active line on the active line during the period from the moment the stop switch 42 is operated until the reel 31 stops (the maximum number of movement frames) is called the "drawing rate (PB)". And if the stop switch 42 is not operated at an appropriate position of the reel 31 (at the operation timing at which the target symbol can be stopped on the active line within the range of the maximum number of movement frames), it is called "PB≠1" that the target symbol cannot be stopped (drawn in) on the active line. On the other hand, regardless of the position of the reel 31 at the moment the stop switch 42 is operated (regardless of the operation timing of the stop switch 42), being able to always stop (draw in) the target symbol on the active line is called "PB = 1".
[0017] In addition, the "operation mode" of the stop switch 42 means the pressing order of the stop switch 42 and / or the operation timing (the timing of pressing the stop switch for the target symbol to stop on the effective line). Furthermore, the "advantageous operation mode" of the stop switch 42 refers to an operation mode in a game where the game result (symbol combination that stops on the effective line) is affected as advantageous or disadvantageous by the operation mode of the stop switch 42, and in which a symbol combination having a payout or a large number of payouts stops, an operation mode in which a symbol combination that shifts to (ascends to) an advantageous RT stops, or an operation mode in which a symbol combination that does not shift to (descends to) a disadvantageous RT stops. The "advantageous operation mode" is also referred to as the correct operation mode and the correct pressing order.
[0018] A "game where the game result is affected as advantageous or disadvantageous by the operation mode of the stop switch 42" corresponds to, for example, a game in which a plurality of types of minor winning combinations (bells) with different payout numbers are won repeatedly (a game won on a so-called "pressing order bell"), and the type of minor winning combination (bell) that wins varies (the payout number is different) depending on the operation mode of the stop switch 42. Also, for example, in a game in which a plurality of types of replays are won (when winning multiple replays. A game won on a so-called "pressing order replay"), it also corresponds to a case where the RT shifts depending on the type of replay that wins.
[0019] The "instruction function" means a function of instructing the player about the operation mode of the stop switch 42. In principle, the instruction function is a function of instructing the player about the advantageous operation mode of the stop switch 42. In other words, the "instruction function" refers to a device that facilitates winning. Note that "display" means showing the "instruction" content so that it can be seen, and "notification" means informing the player of the instruction content. Therefore, the "instruction function" is also a "display function" and a "notification function".
[0020] In addition, the notification of the operation mode of the stop switch 42 may not be limited to the notification of the most advantageous operation mode. And, although the notification of the most advantageous operation mode of the stop switch 42 may be regarded as the "activation of the instruction function", the notification of any operation mode including the most advantageous operation mode of the stop switch 42 may also be regarded as the "activation of the instruction function". For example, when the push-order bell is a 6-choice push order, assume that the payout at the time of winning the push-order bell is either 1, 3, 4, 10, or a miss (non-winning) depending on the push order. Here, notifying the push order for winning the 10-coin combination is the notification of an advantageous operation mode of the stop switch 42, and of course, it corresponds to the "activation of the instruction function". On the other hand, notifying the push order for winning the 1-coin combination, 3-coin combination, or 4-coin combination may be regarded as the "notification of an advantageous operation mode (activation of the instruction function)", or may not be regarded as the "notification of an advantageous operation mode".
[0021] Since the push order for winning the 4-coin combination is the push order that does not win the 10-coin combination, it is not the most advantageous operation mode. However, since the payout number is "4" for the bet number "3" and the difference number of this game becomes "+1", it is an operation mode that increases the difference number, and it cannot necessarily be said to be a disadvantageous operation mode. Similarly, since the push order for winning the 3-coin combination is the push order that does not win the 10-coin combination, it is not the most advantageous operation mode. However, since the payout number is "3" for the bet number "3" and it is an operation mode that maintains the current difference number (does not decrease the difference number), it cannot necessarily be said to be a disadvantageous operation mode.
[0022] Furthermore, similarly, since the push order for winning the 1-coin combination is the push order that does not win the 10-coin combination, it is not the most advantageous operation mode. Furthermore, since the payout number is "1" for the bet number "3", it is an operation mode that decreases the difference number. However, since it can also be said to be an operation mode that does not miss a combination, it may not be said to be a disadvantageous operation mode.
[0023] In the present embodiment, when the instruction function operates upon winning the push-order bell, the operation mode (correct push order) in which the winning combination with the largest number of payouts wins is notified. However, for example, when the end condition in the advantageous section approaches, when winning the push-order bell, it is conceivable to notify the push order for winning a combination such as a three-coin combination or a four-coin combination as described above, and to control so that the difference in the number of coins remains almost the same as the current state.
[0024] Also, in the present embodiment, the operation of the instruction function is limited to a single specified number. For example, assume that the specified number for operating the instruction function is set to "3". In this case, in a game with a specified number of "2" or "3" during AT, when starting the game with a bet number of "3" and winning the push-order bell, the instruction function can be operated. On the other hand, when starting the game with a bet number of "2", even when winning the push-order bell, the instruction function cannot be operated.
[0025] The "game section" includes a "normal section (non-advantageous section)" and an "advantageous section". Note that in the 5.9th machine, a "waiting section" (a game section that has won the advantageous section lottery but has not yet shifted to the advantageous section) was provided, but in the rules of the 6th machine at the present time, a "waiting section" etc. are not provided. However, it is not limited to this, and a game section other than the normal section and the advantageous section may be provided. The "normal section" is a game section that prohibits transmitting signals related to the instruction function, specifically, the push-order instruction number and the winning and replay condition device number (information capable of discriminating the correct push order) described later, to the peripheral board (for example, the sub-control board 80), and also refers to a game section that has no effect on the performance related to the instruction function (does not execute the processing related to the instruction function). In other words, the normal section is a game section in which the operation mode cannot be notified. However, in addition to the lottery of winning combinations, it is possible to determine whether to shift to the advantageous section (by lottery etc.).
[0026] In the normal interval, since the instruction function must not be activated, it is impossible to display the push order instruction information on a predetermined display device (such as an LED) electrically connected to the main control board 60, and since a signal related to the instruction function is not transmitted to the peripheral board, it is also impossible to display (notify) an advantageous operation mode by the image display device 23 electrically connected to the sub-control board 80.
[0027] On the other hand, the "advantageous interval" is a game interval having the performance related to the instruction function (the instruction function may be activated). Specifically, when the instruction function is activated, only when the main control board 60 displays the push order instruction information so that the instruction content (operation mode of the stop switch 42) can be identified, it refers to a game interval in which a signal related to the instruction function can be transmitted to the sub-control board 80. In other words, the advantageous interval is a game interval in which the instruction function can be activated (the instruction function may be activated), that is, a game interval in which the operation mode of the stop switch 42 can be displayed (may be displayed). However, the sub-control board 80 cannot output an effect that contradicts the instruction content performed by the main control board 60 or the signal related to the received instruction function.
[0028] Also, even in a game where the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42 in the advantageous interval, it is not necessary to activate the instruction function. On the other hand, during the advantageous interval, in a game where the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42, the instruction function may always be activated to display the operation mode of the stop switch 42. AT (notification game state) is a game state in which the operation mode of the stop switch 42 is notified in a game where the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42. Therefore, AT is always in the advantageous interval, and AT is not executed during the non-advantageous interval.
[0029] In addition, in a game where the operation mode of the stop switch 42 causes an advantage or disadvantage in the game result, AT may always (100%) notify the operation mode of the stop switch 42. However, in order to keep the ball payout rate within a range defined by rules during a predetermined period, etc., even in a game where the operation mode of the stop switch 42 causes an advantage or disadvantage in the game result, it is also conceivable not to notify the operation mode of the stop switch 42. For example, when approaching the end condition of AT during AT, from the perspective of extending the life of AT, it is also conceivable to temporarily not notify the operation mode of the stop switch 42 (not activate the indication function).
[0030] In addition, various settings can be made regarding the relationship between the advantageous section and AT. For example, first, it can be set to "advantageous section = AT". In this case, winning the advantageous section and winning AT are equivalent. And AT starts from the first game of the advantageous section. Also, AT ends along with the end of the advantageous section.
[0031] Second, it can be set to "AT ≠ advantageous section". In this case, just transitioning to the advantageous section does not satisfy the start (execution) condition of AT. Based on the condition of being in the advantageous section, it is determined by lottery or the like whether to execute AT or not. When it is determined to execute AT, AT is executed until a predetermined end condition of the AT is satisfied. When it is non-AT when transitioning to the advantageous section, for example, as the main game state, it can be set to the normal section, the precursor, CZ (chance zone (a period when it is easy to win AT)), etc.
[0032] When transitioning to the precursor after winning AT, it is ensured that it always transitions to this precursor. After the end of the predetermined number of games of this precursor, it may transition to AT. Alternatively, it can be determined by lottery or the like whether to use this precursor or a false precursor. When it is determined to be this precursor, it is set to transition to AT after the end of this precursor. When it is determined to be a false precursor, after the end of the false precursor, the advantageous section may be maintained, or it may transition to the normal section. Furthermore, when the end condition of the AT is satisfied, both the AT and the advantageous section may be terminated. Alternatively, although the AT ends, when the end condition of the advantageous section is not satisfied, the advantageous section may be continued (non-AT and advantageous section). The same applies when the AT is started simultaneously with the advantageous section.
[0033] Also, when starting the advantageous section, the number of game plays in the advantageous section may be determined, and during that advantageous section, a lottery or the like regarding the advantageous section may not be executed. Furthermore, when starting the advantageous section, the initial number of game plays in the advantageous section may be determined, and during the advantageous section, a determination (such as a lottery) may be made as to whether to add (increment) the (remaining) number of game plays in the advantageous section. Furthermore, a predetermined end condition is set for the advantageous section, and when the predetermined end condition of the advantageous section is satisfied, even if there is a remaining number of game plays in the advantageous section (or the remaining number of game plays of the AT), the advantageous section may be terminated at that time.
[0034] Here, the "predetermined end condition" of the advantageous section includes, for example, that the difference counter value described later exceeds "2400 (D)", or that the advantageous section clear counter (the remaining number of game plays in the advantageous section) described later reaches "0". When any of these conditions is satisfied, it is determined that the end condition of the advantageous section is satisfied, and it is possible to shift to the normal section (non-advantageous section) from the next game. In this case, even if the final game is an AT, the AT also ends simultaneously with the end of the advantageous section.
[0035] In the advantageous section, the advantageous section display LED (also referred to as the "section display"). 77 (see, for example, FIG. 58 described later. Segment P of digit 4 (the lower digit of the winning number display LED 78)) may be lit to notify the player that it is during the advantageous section. However, it is not limited to this, and it may not be necessary to notify the player that it is during the advantageous section without providing the advantageous section display LED 77 or the like. The advantageous section display LED 77 may be lit constantly during the advantageous section, but may also be lit when a predetermined lighting condition is satisfied after shifting to the advantageous section. Here, the "predetermined lighting condition" refers to, for example, an advantageous section, and when the game state is such that the winning rate of the section Sim exceeds "1" and the instruction function is activated. After the advantageous section display LED 77 is lit once, the lighting is maintained during the advantageous section.
[0036] Also, the "section Sim (simulation) winning rate" is the winning rate assuming that the symbol combination corresponding to the winning combination always stops and is displayed (even when winning a combination with "PB≠1", the symbol combination corresponding to that combination stops and is displayed), and when there are multiple types of symbol combinations corresponding to the winning combination, the symbol combination that is most advantageous to the player (the high bell with the maximum payout when winning the bell by the pressing order) stops and is displayed. In the calculation of the section Sim winning rate, the balls (payout numbers) resulting from the operation of the accessory (such as 1BB operation) are not included. Also, in a game where a replay is won, when the bet number is "3", the payout number is counted as "0", and in a replay game (the next game after winning a replay game) based on winning a replay, the bet number is "0" and the payout number is "x" (where "x" is the payout number in that game) for calculation. Alternatively, the payout number of the game where a replay is won and the bet number of the next game may not be counted. Furthermore, the "game state where the section Sim winning rate exceeds '1'" refers to the RT or the main game state set so that the section Sim winning rate exceeds "1". Here, as an RT where the section Sim winning rate exceeds "1", for example, an RT with a high replay winning probability set can be mentioned. Also, assuming that the main game state usually has CZ (Chance Zone), AT, a pull-back section, etc., as the main game state where the section Sim winning rate exceeds "1", AT can be mentioned.
[0037] When the advantageous section display LED 77 is lit and the advantageous section ends, more specifically, in the final game of the advantageous section, for example, during the game end check process described later, or during the game start set process in the next game after the final game of the advantageous section, the advantageous section display LED 77 is turned off. When the end condition of the advantageous section is satisfied, the initialization process of the advantageous section display LED flag described later is executed, and the advantageous section display LED 77 is turned off in the subsequent interrupt process.
[0038] The "processing related to the advantageous section" includes, for example, the following processes. 1) (Transition) lottery of the advantageous section 2) Update (subtraction, clear) of the advantageous section clear counter 3) Update (operation, clear) of the difference counter 4) Update of the advantageous section type flag 5) Control of the advantageous section display LED 77 (update of the advantageous section display LED flag)
[0039] Also, the "processing related to the instruction function" includes, for example, the following processes. 1) Display of the pressing order instruction information (activation of the instruction function) 2) Lottery of the AT 3) In the case of a game number management type AT (specification to end the AT when the remaining number of games becomes "0"), update (subtraction, additional addition, clear) of the AT game number counter 4) In the case of a difference number management type AT (specification to end the AT when the remaining difference number becomes "0"), update (subtraction, additional addition, clear) of the AT difference number counter
[0040] And according to the current rules, the processing related to the advantageous section and the processing related to the instruction function are both defined as executable with a single specified number in a single game state (RT), except for the following. Therefore, in this embodiment, the processing related to the advantageous section and the processing related to the instruction function are made executable with the specified number "3", and made non-executable with the specified number "2". However, during the advantageous period, the update of the advantageous period clear counter and the update of the difference counter must be executed regardless of the specified number.
[0041] Also, when the winning lottery result is a non-win, in other words, in a game when the conditional device is not operating, it may be determined that the process related to the advantageous period (advantageous period transition lottery) is not executed. However, it is not limited to this, and the process related to the advantageous period may be executed even when the winning lottery result is a non-win. On the other hand, even when the winning lottery result is a non-win, if the non-win probability is equal to or greater than a predetermined value (when it is not an extremely low probability. For example, "1 / 17500" or more), the process related to the instruction function (AT lottery process) may be made executable.
[0042] Furthermore, as a result of executing the advantageous period transition lottery (process related to the advantageous period), when winning the advantageous period transition lottery, the next game becomes the advantageous period. Therefore, in a game where the advantageous period transition lottery (process related to the advantageous period) is executed and the player wins the advantageous period, it is not possible to execute the notification of the correct pressing order (process related to the instruction function). However, it is possible to perform the advantageous period transition lottery (process related to the advantageous period) and the AT lottery (process related to the instruction function) in one game. Furthermore, for example, when a specific winning lottery result occurs, it may be determined as the advantageous period and AT (without executing the lottery).
[0043] The management information display LED (also referred to as the "winning ratio monitor" or "ratio display") 74 is composed of, for example, 4 LEDs (also referred to as "digits"), and consists of a 2-digit identification segment (LED that displays which of the following 6 items by a predetermined symbol, etc.) and a 2-digit ratio segment (LED for displaying the calculated ratio).
[0044] The management information display LED 74 repeatedly displays the ratios of the following 6 items 1) to 6) at predetermined intervals. 1) Either the advantageous period ratio (cumulative) (7U.) or the designated winning item ratio (cumulative) (7P.) 2) Consecutive winning item ratio (6000 games) (6y.) 3) Props Ratio (6000 Games) (7y.) 4) Consecutive Props Ratio (Cumulative) (6A.) 5) Props Ratio (Cumulative) (7A.) 6) Props and Other Status Ratio (Cumulative) (5H.)
[0045] For example, when displaying the Props Ratio (Cumulative), if the ratio is "50"% , the symbol "7A." indicating the Props Ratio (Cumulative) is displayed on the identification segment, and "50" is displayed on the ratio segment. Here, "cumulative" refers to the sum of the continuously counted numerical values, and it is counted until the total number of games reaches at least the reference number of games (for example, "17500" or "175000"). And when the cumulative is less than the reference number of games, the ratio is displayed, for example, by blinking, and when it is equal to or more than the reference number of games, the ratio is displayed, for example, by lighting. The cumulative continues to be added until it reaches the value (upper limit value) that can be stored at the predetermined address of RWM53 even after reaching the reference number of games or more. Also, "6000 games" refers to the number of games obtained by summing up 15 sets, with each set being "400" game times.
[0046] The "favorable interval ratio" refers to the ratio (percentage) of the time spent in the favorable interval with respect to the entire game interval (non - favorable interval + favorable interval). Specifically, for example, when the number of games in the entire game interval is "1000" and the number of games in the favorable interval during that period is "700", the favorable interval ratio is "70%". Also, the "indicated - in props ratio" is the value obtained by dividing the sum of the number of payouts when the prop operates and the number of payouts in the game where the indication function operates by the total number of payouts. In a slot machine without a prop, the "indicated - in props ratio" is the value obtained by dividing the number of payouts in the game where the indication function operates by the total number of payouts. The sum of the number of payouts when the prop operates and the number of payouts in the game where the indication function operates is counted by the indicated - in props counter.
[0047] Furthermore, the "number of payouts in a game where the instruction function is activated" is based on the operation of the stop switch 42 in accordance with the pressing order displayed by the activation of the instruction function. For example, when 10 bells win, "10" is added to the instruction-involved accessory counter. On the other hand, in a game where the instruction function is activated, if the stop switch 42 is operated in a pressing order different from the displayed pressing order, for example, when 1 bell wins, "1" is added to the instruction-involved accessory counter. Similarly, in a game where the instruction function is activated, if the stop switch 42 is operated in a pressing order different from the displayed pressing order and the winning combination is missed (when the combination does not win), nothing is added to the instruction-involved accessory counter. In other words, the count value from the previous game remains.
[0048] Note that when winning on the common bell during AT, there are two cases: one is to activate the instruction function in the same way as when winning on the pressing-order bell and display the pressing-order instruction information (dummy) on the winning number display LED 78, and the other is not to activate the instruction function. When the instruction function is activated when winning on the common bell, the number of payouts in that game is added to the instruction-involved accessory counter.
[0049] On the other hand, when winning on the common bell and not activating the instruction function, the number of payouts in that game is not added to the instruction-involved accessory counter. However, it is added to the total payout count counter. In this case, it also includes the case where the sub-control board 80 notifies the correct pressing order by image or sound.
[0050] The "continuous accessory ratio" refers to the ratio of the number of payouts when the first type of special accessory (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts during the operation of 1BB with respect to the total number of payouts". For example, when the total number of payouts in 6000 game times is 2000 coins, and among them, the number of payouts when the first type of special accessory (RB) is activated is 500 coins, the "continuous accessory ratio (6000 games)" is 25 (%).
[0051] In addition, the "device ratio" refers to the ratio of the number of payouts when the device operates to the total number of payouts. Here, the "device" includes, in addition to the above-mentioned first special device (RB), a second special device (CB), an MB (also referred to as 2BB. Second device continuous operation device. CB operates continuously.), and an SB (single bonus). Furthermore, the "device state ratio" refers to the ratio of the sum of the number of game times when the device continuous operation device operates and the number of game times when the device operates when the device continuous operation device does not operate, to the total number of game times. Here, "when the device continuous operation device operates" first refers to when the first type of device continuous operation device (1BB) operates, which corresponds to when the first special device (RB) does not operate (including inside) and when the first special device (RB) operates during the operation of the first type of device continuous operation device (1BB). Also, "when the device continuous operation device operates" second refers to when the second type of device continuous operation device (MB (2BB)) operates, which corresponds to when the second special device (CB) does not operate and when the second special device (CB) operates in the second type of device continuous operation device (MB (2BB)). Furthermore, "when the device operates when the device continuous operation device does not operate" corresponds to when the first special device (RB) operates, the normal device (SB) operates, or the second special device (CB) operates in a situation where the device continuous operation device is not operating. In addition, in the above six items, for a gaming machine that does not have the function corresponding to that item, the ratio segment is lit and displayed as "--". For example, when the "first special device (RB)" is not provided, there is no continuous device ratio. Therefore, when the ratio display numbers "2" and "4" are displayed, the ratio segment is lit and displayed as "--". As described above, the management information display LED 74 displays six types of ratios, but a test pattern is displayed at a predetermined timing when predetermined conditions are met.
[0052] In addition, the favorable interval ratio and the ratio of the instructed accessory are stipulated to be 70% or less as a rule. Also, it is stated that the accessory ratio should be 70% or less, and the continuous accessory ratio is stipulated to be 60% or less. Furthermore, the accessory state ratio is determined to be 50% or less. Therefore, by checking the information displayed on the management information display LED 74, it is possible to confirm whether it is within the range specified by the rules.
[0053] Note that a gaming machine with a specification that the favorable interval ratio is 70% or less is referred to as the "7U" type, and a gaming machine with a specification that the ratio of the instructed accessory is 70% or less is referred to as the "7P" type. The gaming machine with a favorable interval will be either of the "7U" type or the "7P" type. In the case of the "7U" type, the favorable interval ratio (cumulative) is displayed on the management information display LED 74, and in the case of the "7P" type, the ratio of the instructed accessory (cumulative) is displayed. In the "7U" type, the ratio of the favorable interval to the total gaming intervals needs to be 70% or less, but in the "7P" type, it is sufficient that the number of payouts made by the operation of the instruction function and the accessory operation is 70% or less of the total number of payouts. For example, it may be all periods of the gaming intervals, or almost all may be favorable intervals.
[0054] For example, when transitioning to a non-favorable interval, it can be set to win the favorable interval lottery with a 100% probability, set to win the favorable interval lottery with almost 100% (for example, about 98%) probability, or set to win the favorable interval lottery with a high probability (for example, 70%). The "7U" type cannot perform processing related to the instruction function (for example, AT lottery) by referring to the set value itself, but the "7P" type can perform processing related to the instruction function by referring to the set value itself.
[0055] In addition, the management information display LED 74 can also be applied to pachinko gaming machines as a performance display monitor. In this case, the management information display LED 74 (performance display monitor) is composed of two-digit identification segments and two-digit ratio segments, similar to the case of a slot machine (rotary reel gaming machine). And it sequentially displays the real-time (during measurement) base value for every 60,000 out balls (the "base value" indicates how many safety balls there are for every 100 out balls), and the base values one time before, two times before, and three times before for every 60,000 out balls. For example, the identification segment of the real-time base value is displayed as "bL.", the identification segment of the base value one time before is displayed as "b1.", the identification segment of the base value two times before is displayed as "b2.", and the identification segment of the base value three times before is displayed as "b3.". In this way, the management information display LED 74 is applicable not only to slot machines but also to pachinko gaming machines among gaming machines.
[0056] "RT" means that the type (number) of the role to be drawn and its winning probability are in a specific lottery state, and "RT transition" means that by transitioning from one RT to another RT, the winning probability of at least one replay to be drawn fluctuates. Therefore, the type of replay and its winning probability in one RT are values specific to that RT, and the type of replay and its winning probability will not be exactly the same between one RT and another RT. However, it is acceptable that the total value of the winning probabilities of replays is the same between one RT and another RT. Note that "non-RT" does not mean not included in the concept of RT, but is equivalent to "RT0". Therefore, when referring to "RT" in this specification, it includes non-RT.
[0057] <First Embodiment> Hereinafter, the first embodiment will be described with reference to the drawings and the like. FIG. 1 is a block diagram showing an outline of the control of a slot machine 10 which is an example of a gaming machine in the first embodiment. As typical control boards provided in the slot machine 10, a main control board 50 and a sub-control board 80 are provided. The main control board 50 has an input port 51 and an output port 52, and includes an RWM 53, a ROM 54, a main CPU 55, etc. (it does not mean that it only includes what is shown in Fig. 1).
[0058] In Fig. 1, the main control board 50 and the peripheral devices for game progress including operation switches such as the bed switch 40 are electrically connected via the input port 51 or the output port 52. The input port 51 is a connection part where signals such as operation switches are input, and the output port 52 is a connection part that transmits signals to peripheral devices such as the motor 32. In Fig. 1, the input peripheral devices are indicated by arrows from those peripheral devices towards the main control board 50, and the output peripheral devices are indicated by arrows from the main control board 50 towards those peripheral devices (the same applies to the sub-control board 80).
[0059] The RWM 53 is a storage medium capable of storing (updating) various data (variables) based on the progress of the game, etc. The ROM 54 is a storage medium that stores programs and various data (such as data tables) necessary for the progress of the game. The main CPU 55 refers to a CPU (IC with arithmetic functions) provided on the main control board 50, and executes programs, arithmetic operations, etc. necessary for the progress of the game. Specifically, it executes role lottery, drive control of the reel 31, and payout at the time of winning, etc.
[0060] Also, an MPU including an RWM 53, a ROM 54, a main CPU 55, and a register is mounted on the main control board 50. Note that the RWM 53 and the ROM 54 may be provided externally in addition to being mounted inside the MPU. Note that an MPU including an RWM 83, a ROM 84, and a sub CPU 85 is also mounted on the sub-control board 80 described later. Note that the RWM 83 and the ROM 84 may be provided externally in addition to being mounted inside the MPU.
[0061] In Fig. 1, the medals inserted from the medal insertion port 47 are sent inside the medal selector. Inside the medal selector, as shown in FIG. 1, there are provided a passage sensor 46, a blocker 45, and insertion sensors 44 (a pair of insertion sensors 44a and 44b) (however, it is not limited thereto), and these are electrically connected to the main control board 50. The medals inserted from the medal insertion port 47 are configured to be first detected by the passage sensor 46.
[0062] Furthermore, a blocker 45 is provided on the downstream side of the passage sensor 46. The blocker 45 is for permitting / forbidding the insertion of medals. When the insertion of medals is forbidden, it forms a medal passage for returning the medals inserted from the medal insertion port 47 from the payout port. On the other hand, when the insertion of medals is permitted, it forms a medal passage for guiding the medals inserted from the medal insertion port 47 to the hopper 35. The blocker 45 is composed of, for example, a switching member for closing an opening (an opening leading to the medal return port) formed in a part of the medal passage in the medal selector to form a medal passage for guiding the medals to the hopper 35 side, and an actuator for driving the switching member.
[0063] Here, during the game (from the start of the rotation of the reels 31 until all the reels 31 stop and until the end of the payout corresponding to the winning combination at the time of winning), the blocker 45 prohibits the insertion of medals. That is, the blocker 45 permits the insertion of medals at least when no game is being played.
[0064] Inside the medal selector, on the further downstream side of the blocker 45, an insertion sensor (optical sensor) 44 is provided. The insertion sensor 44 in this embodiment consists of a pair of insertion sensors 44a and 44b arranged at a predetermined distance from each other, and is configured such that after a predetermined time has elapsed since the medal is detected by one insertion sensor 44a, it is detected by the other insertion sensor 44b. Then, based on the timing at which the pair of insertion sensors 44 are turned on / off respectively, it is determined whether a correct medal has been inserted.
[0065] Also, as shown in FIG. 1, on the main control board 50, as operation switches operated by the player, a bet switch 40 (40a or 40b), a start switch 41, (left, middle, right) stop switches 42, and a settlement switch 43 are electrically connected. Here, the "operation switch (or simply, the 'witch')" refers to a device (including an electric circuit and / or electric components) that switches the on / off of an electric signal based on the operation of an operating body by the player (operator) (receiving an external force), and does not limit the shape of the operating body operated by the player.
[0066] When the operation switch is in the off state, for example, the light from the light-emitting element continues to be incident on the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the off state). Then, when the operation switch (operating body) is operated by the player or the like, the light from the light-emitting element does not enter the light-receiving element. When this state is detected, an electric signal indicating that the operation switch has turned on is transmitted to the main control board 50. Note that, conversely, it may be configured such that when the operation switch is in the off state, the light from the light-emitting element does not enter the light-receiving element, and when the light from the light-emitting element enters the light-receiving element, it turns on.
[0067] In this embodiment, the operating body of the start switch 41 is in the shape of a lever (rod) (therefore, it is also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, the stop switches 42, and the settlement switch 43 are in the shape of push buttons (therefore, they are also referred to as the "bet button (switch) 40", the "stop button (switch) 42", and the "settlement button (switch) 43").
[0068] Also, although not shown in FIG. 1, an LED (light emitting means) is provided on the operating body of the operation switch and / or around or in the vicinity thereof. When the operation reception of the operation switch is permitted, for example, the LED corresponding to the operation switch emits blue light. When the operation reception of the operation switch is not permitted, for example, the LED of the operation switch emits red light, thereby indicating the permitted / non-permitted state of the operation switch to the player.
[0069] Specifically, for example, when all the reels 31 are rotating and the operation of the stop switch 42 can be accepted, the LEDs of all the stop switches 42 emit blue light to indicate to the player that the operation is possible. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is controlled to stop. After that, the remaining stop switches 42 can be operated after the excitation state of the motor 32 corresponding to the reel 31 that has been stopped is terminated and the detection sensor 42e of the operated stop switch 42 is turned off. Therefore, during that time, the LEDs of all the stop switches 42 emit red light. When the excitation state of the motor 32 corresponding to the operated stop switch 42 is terminated and the detection sensor 42e corresponding to that stop switch 42 is turned off, the LED of the stop switch 42 that has already been operated remains emitting red light, but the LEDs of the stop switches 42 that have not yet been operated emit blue light.
[0070] The bet switch 40 is an operation switch operated by the player when betting the stored medals for the current game. In the present embodiment, it includes a 1-bet switch 40a for inserting one medal and a 3-bet switch 40b for inserting three medals (the maximum number, the specified number). Note that, without being limited to this, a bet switch for 2 bets may be provided.
[0071] Note that the specified number may be determined in advance according to, for example, whether the device is in the non-operating state / operating state. In this case, for example, when the device is in the non-operating state, during SB operation, and during 1BB operation, 3 medals are set, and during 2BB operation, 2 medals are set, and so on. When the 1-bit switch 40a is operated twice, 2 medals can be inserted, and when it is operated three times, 3 medals can be inserted. Also, when the specified number is 3, 3 medals can be inserted at once by operating the 3-bit switch 40b, and when the specified number is 2, 2 medals can be inserted at once by operating the 3-bit switch 40b. If the 3-bit switch 40b is operated when the number of bets is already less than the specified number, the betting process is performed so that the number of bets becomes 3. Also, the specified number may be, for example, secondly, uniformly (regardless of the gaming state, etc.), for example, set to "3 medals". In the example of the first embodiment below, the specified number is always set to "3 medals".
[0072] Also, the start switch 41 is an operation switch that is operated by the player when starting all (left, middle, and right) reels 31. Furthermore, three stop switches 42 are provided corresponding to the three (left, middle, and right) reels 31, and are operation switches that are operated by the player when stopping the corresponding reel 31. Furthermore, the pay-out switch 43 is an operation switch that is operated by the player when paying out (paying back) the medals bet and / or stored (credited) inside the slot machine 10.
[0073] Also, as shown in FIG. 1, a display board 75 is electrically connected to the main control board 50. In reality, a relay board is provided between the main control board 50 and the display board 75, and the main control board 50 is connected to the relay board, and the relay board is connected to the display board 75, but the illustration of the relay board is omitted in FIG. 1. In this way, the main control board 50 and the display board 75 may be directly connected by a harness or the like, or another board may be interposed between the two. Furthermore, the control boards are not limited to being directly connected to each other by a harness or the like, and may be connected via another separate board (such as a relay board). For example, one or more other separate boards (such as a relay board) may be interposed between the main control board 50 and the sub-control board 80.
[0074] The display board 75 is equipped with a credit number display LED 76 and a winning number display LED 78. The credit number display LED 76 is an LED that displays the number of medals stored (credited) inside the slot machine 10, and is composed of two digits, the upper digit and the lower digit.
[0075] Also, the winning number display LED 78 is an LED that displays the payout number (the number of winnings of the player) when a winning combination is hit, and like the credit number display LED 76, is composed of two digits, the upper digit and the lower digit. Note that the winning number display LED 78 may be controlled to turn off when there are no medals to be paid out. Alternatively, the upper digit may be turned off and only the lower digit may be displayed as "0".
[0076] Also, the winning number display LED 78 normally displays the number of winnings, but functions as an LED that displays the content (type) of an error when an error occurs. Furthermore, in a game where the winning number display LED 78 notifies the pressing order during AT, it functions as an LED that displays the pressing order instruction information (notifies the advantageous pressing order). Therefore, the winning number display LED 78 in the present embodiment is an LED that also serves to display the number of winnings, the error content, and the pressing order instruction information. However, it is not limited to this, and of course, a dedicated LED or the like that displays the pressing order instruction information may be provided. Note that during AT, the notification of the advantageous pressing order is also executed by the image display device 23 connected to the sub-control board 80.
[0077] In FIG. 1, a motor (a stepping motor in the present embodiment) 32 of the symbol display device is electrically connected to the main control board 50. The symbol display device includes reels 31 (three in this embodiment) that display symbols, motors 32 that drive each reel 31, and reel sensors 33 for detecting the positions of the reels 31.
[0078] The motor 32 serves as driving means for rotating the reel 31, is connected to the rotation center of each reel 31, and is controlled by a reel control means 65 described later. Here, the reel 31 consists of a left reel 31, a middle reel 31, and a right reel 31. The stop switch 42 operated when stopping the left reel 31 is the left stop switch 42, the stop switch 42 operated when stopping the middle reel 31 is the middle stop switch 42, and the stop switch 42 operated when stopping the right reel 31 is the right stop switch 42. Note that the left reel 31 may be referred to as the first reel 31, the middle reel 31 may be referred to as the second reel 31, and the right reel 31 may be referred to as the third reel 31.
[0079] The reel 31 is ring-shaped, and a reel tape printed with a plurality of types of symbols (symbols constituting a symbol combination corresponding to a role) is attached to its outer peripheral surface. In addition, each reel 31 is provided with one (or two or more) index. The index is provided convexly, for example, on the circumferential side surface of the reel 31, and is used when detecting whether the reel 31 has passed a predetermined position, whether it has made one rotation, etc. And each index is detected by the reel sensor 33. The signal of the reel sensor 33 is electrically connected to the main control board 50. When the index detects (cuts) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.
[0080] Also, the pattern on the reference position at the moment when the reel sensor 33 detects the index of the reel 31 is stored in advance in the ROM 54. Thereby, the pattern on the reference position at the moment when the index is detected can be detected. Further, from the moment when the reel sensor 33 detects the index of the reel 31, it becomes possible to identify how many pulses the (stepping) motor 32 should be driven to stop the pattern several patterns ahead of the pattern on the reference position on the valid line.
[0081] Also, a medal payout device is electrically connected to the main control board 50. The medal payout device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when paying out the medals in the hopper 35 from the payout port, and a payout sensor 37 for detecting the medals paid out from the hopper motor 36.
[0082] The medals that are maintained and received (judged to be normal) after being maintained from the medal insertion port 47 are formed to be accommodated in the hopper 35. The payout sensor (optical sensor) 37 consists of a pair of payout sensors 37a and 37b arranged at a predetermined distance in this embodiment. When a medal is paid out, a predetermined moving member moves by the medal. The payout sensors 37a and 37b are turned on / off by the movement of the predetermined moving member. It is judged whether the medal has been correctly paid out based on whether the payout sensors 37a and 37b have been turned on / off within a predetermined time range.
[0083] For example, when the hopper motor 36 is driving but the on state of the pair of payout sensors 37 is not detected, it is judged that no medal has been paid out, and a hopper error (no medal) is detected. On the other hand, when at least one of the payout sensors 37 continues to output an on signal, it is detected that a medal jam has occurred.
[0084] When starting the game, the player can insert the medals pre-credited by operating the bet switch 40 (stored bet), or manually insert medals through the medal insertion slot 47 (manual bet). When the start switch 41 is operated with the specified number of medals bet for the game, the signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 described later) receives this signal, it conducts a lottery by the lottery means 61 and controls the driving of all the motors 32 to rotate all the reels 31. By rotating the reel 31 by the motor 32 in this way, the symbols on the reel 31 are moved and displayed vertically in the display window at a predetermined speed.
[0085] Then, the player presses the stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, the signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 described later) receives this signal, it drives and controls the motor 32 corresponding to that stop switch 42 and performs stop control of the reel 31 related to that motor 32 so as to correspond to the lottery result of the lottery means 61 (the result determined by the internal lottery means).
[0086] Then, the game result of this game is displayed according to the symbol combination when all the reels 31 stop. Further, when the symbol combination corresponding to any of the roles stops on the winning line (when winning that role), medal payout, etc. corresponding to the winning role are performed.
[0087] Next, the specific configuration of the main control board 50 will be described. As shown in FIG. 1, the main CPU 55 of the main control board 50 includes the following lottery means 61 and the like. Each of the following means in this embodiment is an example and is not limited to the means shown in this embodiment.
[0088] The winning number lottery means 61 conducts a lottery (determination, selection) of the winning numbers. For this reason, the winning number lottery means 61 is also referred to as the "winning number lottery (determination, selection) means". Here, the "lottery of the winning numbers by the winning number lottery means 61" is the same as the "internal lottery" in the gambling regulations (regulations regarding the certification of gaming machines and the inspection of models, etc. Hereinafter, simply referred to as the "regulations"), and the lottery result by the winning number lottery means 61 is the same as the "result determined by the internal lottery" in the regulations. Therefore, the winning number lottery means 61 is also referred to as the "internal lottery means 61" in an expression that conforms to the regulations. The winning number lottery means 61 includes, for example, a random number generation means for lottery (such as hardware random numbers, etc.), a random number extraction means for extracting the random numbers generated by this random number generation means, and a winning number determination means for determining the winning numbers based on the random number values extracted by the random number extraction means.
[0089] The random number generation means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal). The random numbers are, for example, random numbers where a counter that counts 1 count every 200 n (nano) sec continues to count the range from "0" to "65535" as one cycle, and continues to count the random numbers while the power of the slot machine 10 is turned on.
[0090] The random number extraction means extracts the random numbers generated by the random number generation means at a predetermined time. In this embodiment, it extracts when the start switch 41 is operated (turned on) by the player. The determination means determines the winning numbers corresponding to the area to which the random number value belongs by comparing the random number value extracted by the random number extraction means with a lottery table described later.
[0091] When the winning numbers are determined by the winning number lottery means 61, based on the winning numbers, the conditional device numbers (winning and replay conditional device numbers, and accessory conditional device numbers) are determined, and the winning and replay conditional devices, and the accessory conditional devices that can operate in the game are determined. For this reason, the winning number lottery means 61 is also referred to as the conditional device number determination (lottery or selection) means, the winning role determination (lottery or selection) means, etc. The "accessory conditional device number" is the conditional device number corresponding to the special role (accessory). Furthermore, the "winning and replay condition device number" is the condition device number corresponding to a minor winning combination or a replay.
[0092] The winning flag control means 62 controls the on / off of the winning flags corresponding to each winning combination based on the lottery result by the winning combination lottery means 61. In this embodiment, for all winning combinations, a winning flag is provided for each winning combination. When any winning combination is selected in the lottery by the winning combination lottery means 61, the winning flag of that winning combination is turned on (the winning flag is set). Note that winning of a winning combination includes a case where there is one winning winning combination (single winning) and a case where there are multiple winning winning combinations (multiple winning).
[0093] The push order instruction number selection means 63 selects (determines) a push order instruction number (a number corresponding to the correct push order) based on the lottery result of the winning number by the winning combination lottery means 61 (when a push order bell or a push order replay wins). Here, the "push order" of the push order instruction number selected means the push order (correct push order) advantageous to the player. For example, when a push order bell wins, it refers to the push order (correct push order) for winning a high bell. Also, when there is a multiple winning of replays, it refers to the push order for ascending to an advantageous RT or the push order for not falling to a disadvantageous RT.
[0094] In this embodiment, each winning number is provided with a unique push order instruction number. Then, during the AT, when a push order bell or a push order replay wins, the main control board 50 displays push order instruction information corresponding to the push order instruction number, specifically information such as "=*" ("*" = 1, 2,...) on the above-mentioned obtained number display LED 78. In this way, the function of displaying push order instruction information when the condition device having an advantageous push order operates is also referred to as an instruction function. Also, during the AT, when a push order bell or a push order replay wins, the main control board 50 transmits a command corresponding to the push order instruction number to the sub-control board 80 at the start of the game (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives the command, it displays the correct pressing order as an image on the image display device 23.
[0095] Note that the main control board 50 can transmit the pressing order instruction number it has selected to the sub-control board 80 only during the advantageous section (AT). Therefore, even if the pressing order instruction number is selected by the pressing order instruction number selection means 63 in the normal section, the pressing order instruction number will not be transmitted to the sub-control board 80. Note that in the normal section, it is not necessary to select the pressing order instruction number.
[0096] The production group number selection means 64 selects the production group number corresponding to the winning number, which is the number for transmission to the sub-control board 80. Here, the production group number corresponding to the winning number is predetermined. Then, when the winning number is determined by operating the start switch 41, the production group number selection means 64 selects the production group number corresponding to the winning number of the game, and the main control board 50 transmits the selected production group number to the sub-control board 80. The sub-control board 80 outputs the production related to the winning combination based on the received production group number. Unlike the above-mentioned pressing order instruction number, the production group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.
[0097] In addition, the main control board 50 does not transmit the winning number of the game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number of the game. However, since the sub-control board 80 receives the production loop number every game, it can output the production based on the received production group number. However, even when the push order bell or push order replay wins, the sub-control board 80 cannot determine the correct push order from the production group number, so the sub-control board 80 does not notify the correct push order based on the production group number. On the other hand, during AT, when the push order bell or push order replay wins, the main control board 50 transmits the push order instruction number to the sub-control board 80. As a result, the sub-control board 80 can notify the correct push order based on the received push order instruction number.
[0098] When the reel control means 65 receives a rotation start command for the reel 31, particularly when detecting the operation of the start switch 41 in this embodiment, it controls to start the rotation of all (three) reels 31. Furthermore, after the winning number is determined by the winning lottery means 61, the reel control means 65 refers to the on / off of the winning flag in this game, selects a stop position determination table corresponding to the on / off of the winning flag, and when the stop switch 42 is operated, based on the timing when the operation of the stop switch 42 is detected, determines the stop position of the reel 31 corresponding to the stop switch 42, and controls the drive of the motor 32 to stop the reel 31 at the determined position.
[0099] For example, in a game where at least one winning flag is on, the reel control means 65 controls the stop of the reel 31 so that the symbol combination corresponding to the winning combination (the combination with the winning flag on) can be stopped on the active line within the range of the stop control of the reel 31, and controls the stop of the reel 31 so that the symbol combination corresponding to the combination other than the winning combination (the combination with the winning flag off) is not stopped on the active line.
[0100] Here, "within the range of the stop control of the reel 31" means within the range of the time from the moment the stop switch 42 is operated until the reel 31 actually stops or the rotation amount (number of moving symbols (frames)) of the reel 31. In this embodiment, the reel 31 rotates at a speed of approximately 80 rotations per minute during constant speed operation. When the stop switch 42 is operated, except for a predetermined reel 31 (for example, the middle reel 31) during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set within 190 ms. Thus, in this embodiment, except for a predetermined reel 31 during MB operation, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to 4 symbols.
[0101] On the other hand, for a predetermined reel 31 during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set within 75 ms. Thus, for a predetermined reel 31 during MB operation, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to 1 symbol.
[0102] When any of the symbols within the range of the stop control of the reel 31 at the moment the operation of the stop switch 42 is detected is a symbol to be stopped on a predetermined valid line, when the stop switch 42 is operated, it is controlled so that the symbol stops on the predetermined valid line. That is, if the reel 31 is stopped immediately when the stop switch 42 is operated and the symbol corresponding to the winning number does not stop on the predetermined valid line, during the time until the reel 31 is stopped, by rotationally moving and controlling the reel 31 within the range of the stop control of the reel 31, it is controlled to stop the symbol corresponding to the winning number on the predetermined valid line as much as possible (pull-in stop control).
[0103] Conversely, if the reel 31 is stopped immediately at the moment when the stop switch 42 is operated, and a symbol combination of a winning combination that does not correspond to the winning number stops on the active line, then when the reel 31 stops, the reel 31 is rotationally moved and controlled within the range of the stop control of the reel 31 so as not to stop the symbol combination of the winning combination that does not correspond to the winning number on the active line (kicking stop control). Furthermore, in a game in which a plurality of winning combinations are won (for example, when winning a push-order bell), the priority order of the winning combinations to be awarded is predetermined according to the push order of the stop switch 42 and the operation timing of the stop switch 42, and the drawing stop control of the symbols related to the most prioritized winning combination is performed according to the predetermined priority order.
[0104] The winning determination means 66 determines whether or not the symbol combination of the reel 31 that has stopped on the active line is a symbol combination corresponding to any winning combination when the reel 31 stops. Here, the winning determination means 66 does not actually detect whether or not the symbol combination corresponding to the winning combination has stopped on the active line. Specifically, from the condition device that has operated in the game and the push order of the stop switch 42 and / or the operation timing of the stop switch 42, it is determined in advance whether the symbol combination that stops on the active line before the reel 31 actually stops, or the symbol combination that stops on the active line after the reel 31 stops is determined in advance.
[0105] The control command transmission means 71 transmits information (control command) necessary for the effect output by the sub-control board 80 to the sub-control board 80. Examples of the control command include information when the bet switch 40 is operated, information when the start switch 41 is operated, the push order instruction number (only when winning a winning number having the correct push order during AT), the effect group number, the RT (game state) information, information when the stop switch 42 is operated, information on the winning combination, and the like.
[0106] The main control board 50 is provided with a set value display LED 73. The "set value" relates to the advantage degree of the player. In this embodiment, although not shown in the drawings, six levels from setting 1 to setting 6 are provided. And the higher the set value is, the higher the advantage degree of the player is. Furthermore, when the power is off, if the setting key switch (corresponding to the setting key switch 152 in FIG. 112 (the fifth embodiment) described later) is turned on and the power is turned on in this state, it shifts to a setting change state (setting change mode) in which the set value can be changed. At this time, an initialization process (RWM clear process) for initializing a predetermined storage area of the RWM 53 is executed. Furthermore, when the power is on and the setting key switch is turned on, although the set value cannot be changed, it shifts to a setting confirmation state (setting confirmation mode) in which the set value can be confirmed.
[0107] In FIG. 1, the sub-control board 80 controls the selection and output of effects (information) during and waiting for a game. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71) transmits information (control commands) necessary for outputting effects to the sub-control board 80 unidirectionally by parallel communication. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, and a connection using optical communication means may be used. Furthermore, either the electrical connection or the optical communication connection is not limited to parallel communication, but may be serial communication, or serial communication and parallel communication may be used in combination.
[0108] The sub-control board 80 includes an input port 81, an output port 82, an RWM 83, a ROM 84, a sub-CPU 85, etc., similar to the main control board 50. To the sub-control board 80, effect peripheral devices such as the following effect lamp 21 shown in FIG. 1 are electrically connected via the input port 81 or the output port 82. However, the effect peripheral devices are not limited to these. The RWM 83 is a storage medium that can temporarily store data and the like captured when the sub-CPU 85 controls an effect. Also, the ROM 84 is a storage medium that stores programs, various data, etc. related to effects, such as programs and various data when performing a lottery related to effects.
[0109] The effect lamp 21 is composed of, for example, LEDs, etc., and lights up in a predetermined pattern when a predetermined condition is satisfied. Note that the effect lamp 21 includes a back lamp arranged on the inner peripheral side of each reel 31 for illuminating the symbols (three symbols continuous vertically visible from the display window) displayed on the reel 31 from behind, a fluorescent lamp for illuminating the symbols on the reel 31 from above the reel 31, a frame lamp arranged on the front surface of the front door of the slot machine 10 and flashing at the time of winning a prize, etc.
[0110] Also, the speaker 22 outputs a predetermined sound when a predetermined condition is satisfied in order to perform various effects during the game. Furthermore, the image display device 23 is composed of a liquid crystal display, an organic EL display, a dot display, etc., and displays various effect images (correct pressing order, effects corresponding to the condition devices operating in the game, etc.) and game information (the number of game times and the number of acquired medals, etc. when a device operates or during an advantageous section (AT)) during the game.
[0111] FIG. 2 is a diagram showing the symbol arrangement of the reel 31 in the first embodiment. As shown in FIG. 2, in the first embodiment, each reel 31 consists of 20 frames. Also, in the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to "4". Therefore, on one reel 31, if four predetermined symbols are arranged at intervals of five symbols, the predetermined symbol can always be stopped and displayed on the effective line regardless of the position where the stop switch 42 is operated. Specifically, for example, on the left reel 31, "REPLAY" is arranged at positions 17, 12, 7, and 2. Therefore, "REPLAY" on the left reel 31 is arranged with four symbols at intervals of five symbols. For this reason, for the left reel 31, regardless of the timing when the left stop switch 42 is operated, "REPLAY" can always be stopped on the effective line. Such a symbol arrangement may be referred to as "PB = 1 arrangement". On the other hand, the case where such a symbol arrangement is not present may be referred to as "PB ≠ 1 arrangement".
[0112] And on the left reel 31, "REPLAY", "WATERMELON", and "BELL A" are each in the "PB = 1 arrangement". Also, on the middle reel 31, "REPLAY", "BELL A", and "BELL B" are each in the "PB = 1 arrangement". Furthermore, on the right reel 31, "REPLAY", "WATERMELON", and "BELL A" are each in the "PB = 1 arrangement". Furthermore, for example, on the left reel 31, "BLANK B" and "CHERRY" are in the "PB = 1 arrangement" when these two symbols are combined. Therefore, regardless of the timing when the left stop switch 42 is operated, either "BLANK B" or "CHERRY" can be stopped and displayed on the effective line. In this way, there are places where the "PB = 1" symbol is arranged with two symbols combined. Furthermore, for example, on the left reel 31, "WHITE BAR", "RED 7", "BLACK BAR", and "BLANK A" are in the "PB = 1 arrangement" when these four symbols are combined. Therefore, regardless of the timing when the left stop switch 42 is operated, any one of "WHITE BAR", "RED 7", "BLACK BAR", and "BLANK A" can be stopped on the effective line. In this way, there are places where the "PB = 1" symbol is arranged with four symbols combined.
[0113] FIG. 3(A) is a diagram showing the positional relationship between the display window 18, the positions of the respective reels 31, and the effective line (the display line for displaying the symbol combination). It is possible to do so.
[0114] Also, the effective line in the first embodiment is one line in the middle of the horizontal direction. And each reel 31 is arranged so that three symbols that are continuous vertically can be seen from the display window 18. Therefore, a total of nine symbols (frames) are arranged so as to be visible from the display window 17 of the slot machine 10. In the first embodiment, the symbol positions at the time of stop visible from the display window 18 are referred to as "upper stage", "middle stage", and "lower stage" in order from the top. For the left reel 31, they are referred to as "upper left stage", "left middle stage", and "lower left stage", respectively.
[0115] FIGS. 4 to 11 are diagrams showing the types of roles (roles corresponding to the winning numbers drawn by the role drawing means 61), symbol combinations, payout numbers, etc. in the first embodiment. As shown in FIG. 4, the game states in the first embodiment include when the accessory is not operating (non-special game state) and when the RB is operating (when the accessory is operating, special game state). The specified number (number of bets) of these game states is set to "3" sheets. As shown in FIG. 4, the special role (accessory) is only the 1BB (first type accessory continuous operation device; first type big bonus) with the role number "001". When winning the 1BB, the winning is carried over to the next game until the 1BB wins. The state where the winning of the 1BB has not been carried over is referred to as "not in the internal", and the state where the winning of the 1BB has been carried over is referred to as "in the internal". Also, the game in which the 1BB is won is set as "not in the internal". That is, when referring to "in the internal", it means the state of having won the 1BB by the previous game. Note that the timing of transition to the internal can be set as appropriate. For example, in the game in which the 1BB is won, after all the reels 31 have stopped, it may be shifted to the 1BB internal, or in the game in which the 1BB is won, it may not be shifted to the 1BB internal, and it may be shifted to the 1BB internal in the next game. When winning on 1BB in the non-special game state (when the accessory is not activated) and 1BB wins a prize, there is no medal payout in this game. However, starting from the next game, it transitions to the 1BB game (special game state). During the 1BB game, RB continuously operates (accessory operates) until the end conditions of the 1BB game are met. Here, in the first embodiment, it is assumed that 1BB does not win a prize, and the game is designed to be played while remaining within 1BB. For 1BB where the winning is carried over to the next game, replay and minor winning combinations are only valid in the current game and are not carried over to the next game.
[0116] In addition to the above 1BB, as a special winning combination, MB (second type accessory continuous operation device; second type big bonus) can be mentioned. When winning on MB and the symbol combination corresponding to MB stops on the valid line (MB wins a prize), there is no medal payout in this game. However, starting from the next game, the MB game starts. During the MB game, the CB (second type special accessory) game is continuously executed. Regardless of the lottery result by the lottery means 61, in the CB game, all minor winning combinations are in a state of overlapping winning, and for a specific reel 31 (for example, the left reel 31), the time from the moment the stop switch 42 is operated until the reel 31 stops is within 75 ms (the maximum number of moving frames is 1 frame). The CB game ends in one game. When the number of medal payouts during the MB game exceeds the predetermined number, the MB game ends and returns to the game state before transitioning to the MB game from the next game.
[0117] As shown in FIGS. 4 to 7, the types of replays in the first embodiment include replay 01 to replay 22. Regardless of which symbol combination corresponding to the replay stops and is displayed, it becomes a replay game. Note that the symbol combination of replay 04 with the winning combination number "008" is a set of "red 7s". Although the details will be described later, when the stop switch 42 is operated in a predetermined pressing order when a predetermined condition device including replay 04 is activated for the winning combination, the set of "red 7s" can be stopped and displayed, and it is possible to transition to the sub-bonus (also referred to as "sub-bonus game". The same as "AT". The details will be described later).
[0118] As shown in FIGS. 7 to 11, the types of small roles in the first embodiment include small roles 01 to 87. Small roles 01 to 08 are small roles with 14 payouts. When a predetermined conditional device (a winning A conditional device or a winning B conditional device described later) that has different game results depending on the pushing order operates, it is a small role that can win when the stop switch 42 is operated in the pushing order (also referred to as the "advantageous pushing order" or "correct pushing order") in which the 14 - piece role can win. In addition, small roles 09 to 13 are small roles with 3 payouts. When a specific conditional device (a winning C conditional device, a winning D conditional device, or a winning E conditional device described later) that has different game results depending on the pushing order operates, it is a small role that can win when the stop switch 42 is operated in the pushing order (similarly to the above, also referred to as the "advantageous pushing order" or "correct pushing order") in which the 3 - piece role can win. In addition, small roles 14 to 69 (1 - piece roles) are roles that can win when the stop switch 42 is operated in a non - advantageous pushing order when a conditional device with different game results depending on the pushing order operates.
[0119] FIG. 12 is a diagram showing the RT transition in the first embodiment. First, when the RWM53 is initialized, it transitions to non - RT. Here, the "RWM initialization" is executed, for example, when power is turned on with setting changes, indicating the initialization of the entire range of the RWM53, including information on winning 1BB and the initialization of the RT state. When the data of the RT state is initialized, it becomes "0", but when the data of the RT state is "0", it corresponds to non - RT. Non - RT is in the non - 1BB internal state and continues until winning 1BB. As will be described later, the winning probability of 1BB in non - RT is "7564 / 65536 (about 11%)".
[0120] In the game where 1BB is won, if the symbol combination corresponding to 1BB does not stop and display, the next game will be RT1 (inside 1BB). In this embodiment, when it becomes RT1 (inside 1BB), there are no non-winning games for minor winning combinations and replays. Therefore, 1BB never wins in RT1. Thus, 1BB wins only in the games where 1BB is won in non-RT. Furthermore, the games where 1BB is won in this embodiment include the case where 1BB is won alone and the case where 1BB and a minor winning combination (winning E) are won in duplicate. In the game where 1BB and a minor winning combination (winning E) are won in duplicate, the symbols related to the minor winning combination (winning E) stop and display preferentially, so 1BB never wins in such a game. Therefore, 1BB wins only in the game where 1BB is won alone in non-RT (as will be described later, the probability is "4 / 65536"). Therefore, such a case hardly occurs. On the other hand, when the symbol combination corresponding to 1BB stops and displays in the game where 1BB is won, it becomes the state where 1BB is in operation (RB is in operation) (special game state) and continues until the end condition of 1BB operation is satisfied (for example, until 100 coins are paid out). When the end condition of 1BB operation is satisfied, it shifts back to non-RT again.
[0121] Figures 13 to 18 are diagrams showing the number of settings (winning probabilities) for each winning number in the first embodiment. Figures 13 and 14 show the setting tables for non-RT, Figures 15 and 16 show the setting tables for RT1, and Figures 17 and 18 show the setting tables during RB operation. When the numerical values in each setting table are divided by "65536", the winning probability is obtained. For example, in Figure 13, the number of settings for the winning number "1" (replay A) is "8943" common to all settings, so the winning probability is "8943 / 65536" (about "1 / 7.3"). Also, the "setting value" is related to the advantage degree of the player, similar to the first embodiment, and has six levels from "setting 1" to "setting 6". In this way, the number of settings is determined for each RT (game state) and each setting value.
[0122] In each setting table, the "advantageous section" indicates whether there is a transition lottery for the advantageous section. "○" means that when winning the corresponding winning number, the advantageous section lottery is executed, and "?" means that when winning the corresponding winning number, the advantageous section lottery is not executed. "-" means that it is not the target of the lottery (because the setting number is "0") and thus is not the target of the advantageous section lottery. Further, in this embodiment, when the advantageous section transition lottery is executed, it is set to win the advantageous section with a probability of "1 / 1". For example, when the game is in the normal section and the winning number "1" (replay A) is won in FIG. 13, the game is sure to win the advantageous section transition, and the next game will be the advantageous section. Note that when in the advantageous section, the advantageous section transition lottery is not executed. Also, as shown in FIGS. 13 and 15, for both non-RT and RT1, when the winning number "2" (replay B) is won, the advantageous section transition lottery is not executed, so it does not transition to the advantageous section. Therefore, when the winning number "2" is won in the normal section, the next game is also the normal section. Furthermore, as shown in FIG. 16, in RT1, when the winning numbers "60" to "71" (winning E1 to winning 12) are won, the advantageous section transition lottery is not executed, so it does not transition to the advantageous section. Therefore, similar to the winning number "2", when the winning numbers "60" to "71" are won in the normal section, the next game is also the normal section. Note that winning numbers that transition to the advantageous section without executing the advantageous section transition lottery may be determined, and when winning the corresponding winning number, the next game may transition to the advantageous section. For example, when winning the winning numbers with "○" in the advantageous section column in each setting table shown in FIGS. 13 to 16, the next game may transition to the advantageous section without executing the advantageous section transition lottery.
[0123] As shown in FIGS. 13 and 14, for the winning of 1BB in non-RT (non-internal middle), it includes the winning number "0" that is a single win and the winning numbers "60" to "71" that are duplicate wins with winning E. On the other hand, in RT1 (inside), there is no case of winning 1BB. Therefore, in RT1, there is no case of winning the winning number "0". Also, the winning of the winning numbers "60" to "71" in RT1 is a single winning of Prize E. In this embodiment, being non-RT means, as shown in FIG. 12, after RWM initialization, that is, after power-on with setting changes. And assuming that 1BB does not win in the game where 1BB is won, after winning 1BB, it remains in RT1 (inside) all the time. On the other hand, although details will be described later, the advantageous section ends at the end of the game when the difference number (the value obtained by subtracting the input number from the payout number) exceeds "2400" from the start of the advantageous section, and the next game after the game where the difference number exceeds "2400" becomes the normal section. However, even when shifting to the normal section, since the winning of 1BB is carried over, it remains in RT1. Therefore, in the case of this embodiment, after RWM initialization (after setting changes), it is non-RT and in the normal section, but when winning 1BB, it becomes RT1, and when winning the winning number that shifts to the advantageous section, it shifts to the advantageous section from the next game. And after becoming RT1 and in the advantageous section, when the difference number exceeds "2400", the next game becomes RT1 and in the normal section. When winning the winning number that shifts to the advantageous section in RT1 and in the normal section, it becomes RT1 and in the advantageous section from the next game.
[0124] FIGS. 19 to 26 are diagrams showing the conditional device number, the conditional device, the winning combination, etc. First, in the winning combination lottery means 61, according to each game state, the winning number is lottery-drawn with the winning probability corresponding to the above-described setting table. For example, when winning the winning number "0" (1BB) in non-RT, in that game, it becomes a game in which the 1BB conditional device of the conditional device number "1" can operate. And in the game where the 1BB conditional device can operate, the winning combination included in the 1BB conditional device, that is, the symbol combination corresponding to 1BB, can stop on the effective line. Also, for example, in non-RT, when winning the winning number "1" (Replay A), in the minor winning combination and the replay condition device, it becomes a game in which the Replay A condition device can operate. And in the game where the Replay A condition device operates, in the winning combination included in the Replay A condition device, specifically, any one of the symbol combinations of Replay 01, 03 to 05 can stop on the active line.
[0125] Also, in this embodiment, in the game when the Replay B condition device operates, when the stop switch 42 is operated in reverse push (push order 321 (right middle left)), the symbol combination corresponding to Replay 04 (the combination of "Red 7") can stop, and when the stop switch 42 is operated in any other push order, the symbol combination corresponding to Replay 01 can stop. Also, in the game when the Replay A, Replay C to Replay G condition devices operate, regardless of the push order of the stop switch 42, the symbol combination corresponding to Replay 01 can stop. For example, the symbol combination of Replay 01 is "Blank B" - "Blank B" - "Replay" of the winning combination number "001" in FIG. 4, but the "Blank B" on the left and middle reels 31 is arranged with "PB = 1", and the "Replay" on the right reel 31 is arranged with "PB = 1". Therefore, in the game when the Replay A to Replay G condition devices operate, regardless of the push order in which the stop switch 42 is operated, Replay 01 can be stopped and displayed.
[0126] Also, the symbol combinations of Replay 01 to 05, which are the winning combinations included in the Replay B condition device, are respectively Replay 01: "Blank B" - "Blank B" - "Replay" Replay 02: "Bell A" - "Replay" - "Bell A" Replay 03: "White BAR" - "Replay" - "Red 7" Replay 03: "Red 7" - "Replay" - "Red 7" Replay 03: "Black BAR" - "Replay" - "Red 7" Replay 03: "Blank A" - "Replay" - "Red 7" Replay 04: "Red 7" - "Red 7" - "Red 7" Replay 05: "White BAR" - "Red 7" - "Red 7" Replay 05: "Black BAR" - "Red 7" - "Red 7" Replay 05: "Blank A" - "Red 7" - "Red 7" That is. And, in the game when the replay B condition device operates, for example, when it is possible to stop at "Red 7" at the first right stop, stop at "Red 7" in the middle right. When it is not possible to stop at "Red 7" in the middle right, stop at "Replay" in the middle right. After stopping at "Replay" in the middle right, then stop at "Blank B" in the middle middle and stop at "Blank B" in the middle left.
[0127] On the other hand, after stopping at "Red 7" at the first right stop, when it is possible to stop at "Red 7" in the middle middle at the second middle stop, stop at "Red 7" in the middle middle. When it is not possible to stop at "Red 7" in the middle middle, stop at "Replay" in the middle right. In addition, when stopping at "Red 7" at the first right stop and stopping at "Replay" at the second middle stop, at the third left stop, stop at "White BAR", "Red 7", "Black BAR" or "Blank A" (symbols with "PB = 1" when 4 symbols are totaled). Thereby, Replay 03 is stopped and displayed. Next, in the case of stopping at "Red 7" at the first right stop and stopping at "Red 7" in the middle middle at the second middle stop, when it is possible to stop at "Red 7" in the middle left at the third left stop, stop at "Red 7" in the middle left. Thereby, the symbol combination of Replay 04 is stopped and displayed. On the other hand, when it is not possible to stop at "Red 7" in the middle left at the third left stop, stop at "White BAR", "Black BAR" or "Blank A" in the middle left. Thereby, Replay 05 is stopped and displayed.
[0128] Furthermore, when the first stop is on the left reel 31, stop at "Bell A" in the middle left (PB = 1). Also, after that, when the middle reel 31 stops, stop at "Replay" in the middle middle (PB = 1), and when the right reel 31 stops, stop at "Bell A" in the middle right (PB = 1). Thereby, Replay 02 is stopped and displayed. When the first stop is the middle reel 31, it is the same as above. When the middle reel 31 stops, "Replay" is stopped and displayed in the middle middle section. Then, when the left reel 31 stops, "Bell A" is stopped and displayed in the left middle section, and when the right reel 31 stops, "Bell A" is stopped and displayed in the right middle section.
[0129] Furthermore, since RT1 has carried over the winning of 1BB, when winning any Replay, it becomes a game in which the 1BB condition device and the winning Replay condition device operate. However, in a game where both 1BB and Replay can be stopped and displayed, giving priority to stopping and displaying Replay. Furthermore, Replay is "PB = 1". Therefore, in the game when the Replay condition device operates in RT1, 1BB does not stop and display. Furthermore, in RT1, when winning any minor winning combination, it becomes a game in which the 1BB condition device and the winning minor winning combination condition device operate. However, in a game where both 1BB and the minor winning combination can be stopped and displayed, giving priority to stopping and displaying the minor winning combination. Here, the minor winning combination has a minor winning combination with "PB = 1" and a minor winning combination with "PB ≠ 1". However, when giving priority to stopping and displaying the minor winning combination, it is configured so that 1BB does not stop and display. In other words, even in a game where the minor winning combination cannot be stopped and displayed, 1BB does not stop and display. Specifically, assuming that the game is played by sequential pressing, in order to stop and display the symbol combination of 1BB, it is necessary to stop "Blank B" in the left middle section when the left reel 31 stops. However, the symbol of the left reel 31 is "Blank B" only for the minor winning combination 72 with the winning combination number "276", the minor winning combination 76 with the winning combination number "280", and the minor winning combination 78 with the winning combination number "282". However, in the game when the minor winning combination condition device operates, there is no case where the stop and display of the minor winning combination 72, the minor winning combination 76, or the minor winning combination 78 is prioritized. For example, the winning combination of the winning prize A1 condition device includes the minor winning combination 72, but when pressing sequentially, the stop and display of the minor winning combinations 52 or 54 is prioritized. From the above, in RT1, there is no game in which the symbol combination of 1BB stops and displays when any condition device operates.
[0130] Next, the so-called pressing order bell condition device will be described. The pressing order bell's conditional device is composed of the following types. Winning A conditional device: Winning A1 conditional device ~ Winning A16 conditional device Winning B conditional device: Winning B1 conditional device ~ Winning B16 conditional device Winning C conditional device: Winning C1 conditional device ~ Winning C8 conditional device Winning D conditional device: Winning D1 conditional device ~ Winning D12 conditional device Winning E conditional device: Winning E1 conditional device ~ Winning E12 conditional device And, the winning A conditional device and the winning B conditional device are conditional devices where an irregular press (middle first stop or right first stop) is the correct pressing order. In the game when these conditional devices are activated, when the pressing order is correct, a minor winning combination with 14 payouts wins, and when the pressing order is incorrect, a minor winning combination with 1 payout wins or is missed. On the other hand, the winning C conditional device is a conditional device where a sequential press (left first stop) is the correct pressing order. In the game when the winning C conditional device is activated, when the pressing order is correct, a minor winning combination with 3 payouts wins, and when the pressing order is incorrect, a minor winning combination with 1 payout wins or is missed. Also, in the games when the winning D conditional device is activated, in the games of the winning D1 - D4 conditional devices, the left first stop 1 is the correct pressing order, in the games when the winning D5 - D8 conditional devices are activated, the middle first stop is the correct pressing order, and in the games when the winning D9 - D12 conditional devices are activated, the right first stop is the correct pressing order. And, in the games when these conditional devices are activated, when the pressing order is correct, a minor winning combination with 3 payouts wins, and when the pressing order is incorrect, a minor winning combination with 1 payout wins or is missed. Furthermore, in the games when the winning E conditional device is activated, in the games when the winning E1 - E4 conditional devices are activated, the left first stop is the correct pressing order, in the games when the winning E5 - E8 conditional devices are activated, the middle first stop is the correct pressing order, and in the games when the winning E9 - E12 conditional devices are activated, the right first stop is the correct pressing order. And, in the games when these conditional devices are activated, when the pressing order is correct, a minor winning combination with 3 payouts wins, and when the pressing order is incorrect, a minor winning combination with 1 payout wins or is missed.
[0131] Hereinafter, some conditional devices related to the pressing order bell will be excerpted, and the reel stop control when the conditional device operates will be described. In the following description, even if there is a carry-over of the winning of 1BB in RT1, the stop control related to 1BB will be omitted. (Example 1) Minor winning A1 conditional device (correct pressing order 213) For example, in a game where the winning number is "8" in RT1 and the minor winning A1 conditional device operates, as shown in Fig. 19, any of the minor winnings 01, 14, 32, 52, 54, 70 to 72 can be a winning combination. However, the actual winning minor winnings are any of 01, 14, 32, 52, 54. Minor winnings 70 to 72 are control winnings (a control winning is a winning for the purpose of making the stop control of reel 31 different, not for the purpose of winning). And, as described in the first embodiment, when multiple types of minor winnings are overlapped (simultaneously) winning, when the pressing order is correct, the stop control of reel 31 is performed with priority given to the number of sheets, and when the pressing order is incorrect, the stop control of the reel is performed with priority given to the number of pieces. As shown in Fig. 19, when the winning A1 conditional device operates, Pressing order 123 (incorrect): Minor winnings 52, 54 (1 sheet) (winning rate "1 / 2") Pressing order 132 (incorrect): Minor winnings 52, 54 (1 sheet) (winning rate "1 / 2") Pressing order 213 (correct): Minor winning 01 (14 sheets) (PB = 1) Pressing order 231 (incorrect): Minor winning 14 (winning rate "1 / 2") Pressing order 312 (incorrect): Minor winning 32 (winning rate "1 / 8") Pressing order 321 (incorrect): Minor winning 32 (winning rate "1 / 8") Each can be a winning combination. Note that each of the pressing orders shown above, similar to the first embodiment, Pressing order 123: Pressing order left middle right Pressing order 132: Pressing order left right middle Pressing order 213: Pressing order middle left right Pressing order 231: Pressing order middle right left Pressing order 312: Pressing order right left middle Pressing order 321: Pressing order right middle left Each means the following.
[0132] Furthermore, the symbol combinations corresponding to each minor winning combination included in the winning A1 condition device are as follows. Minor winning combination 01: "Watermelon" - "Bell A" - "Watermelon" Minor winning combination 14: "White BAR" - "Bell A" - "Bell A" Minor winning combination 14: "Red 7" - "Bell A" - "Bell A" Minor winning combination 32: "Black BAR" - "White BAR" - "Replay" Minor winning combination 32: "Blank A" - "White BAR" - "Replay" Minor winning combination 52: "Replay" - "Watermelon" - "White BAR" Minor winning combination 52: "Replay" - "Watermelon" - "Black BAR" Minor winning combination 54: "Replay" - "Blank B" - "White BAR" Minor winning combination 54: "Replay" - "Blank B" - "Black BAR" Minor winning combination 70: "Bell A" - "Replay" - "Watermelon" Minor winning combination 71: "Cherry" - "Replay" - "Red 7" Minor winning combination 72: "Cherry" - "Replay" - "Blank B" Minor winning combination 72: "Blank B" - "Replay" - "Blank B" First, at the first stop in the middle, since the pressing order is correct at this time, in order to win the minor winning combination 01, "Bell A" is stopped in the middle middle section with priority given to the number of sheets (PB = 1). Next, at the second stop on the left, since the pressing order is correct at this time, "Watermelon" is stopped in the middle left section with priority given to the number of sheets (PB = 1). Then, at the third stop on the right, "Watermelon" is stopped in the middle right section (PB = 1). As a result, the minor winning combination 01 wins. Also, after the first stop in the middle, at the second stop on the right, since the pressing order is incorrect at this time, "Bell A" is stopped in the middle right section with priority given to the number of items (PB = 1). Then, at the third stop on the left, when "White BAR" or "Red 7" can be stopped in the middle left section, either of these symbols is stopped (PB ≠ 1). If "White BAR" or "Red 7" can be stopped in the middle left section, the minor winning combination 14 wins. Here, the "White BAR" on the left reel 31 is arranged at the 16th position, and the "Red 7" is arranged at the 11th position. Therefore, the probability (pull-in rate (PB)) of pulling in the "White BAR" or "Red 7" to the left middle is "1 / 2". Thus, when the pressing order is 231, the minor winning combination 14 becomes winnable, and its winning rate is "1 / 2".
[0133] Next, at the time of the first stop on the right, since the pressing order is incorrect at this point, if the number priority is adopted, the symbols with the largest number on the right reel 31 are "Bell A", "Replay", "White BAR", "Black BAR", "Blank B" (2 each). When there are multiple symbols with the maximum number like this, it can be arbitrarily determined. So, it is determined to prioritize "Replay" among these symbols and stop "Replay" at the right middle (PB = 1). Then, only the minor winning combination 32 becomes winnable at this point. Next, at the time of the second stop on the left, when it is possible to stop either "Black BAR" or "Blank A" at the left middle, stop either of these symbols at the left middle. The pull-in rate of "Black BAR" or "Blank A" to the left middle is "1 / 2". Furthermore, at the time of the third stop in the middle, when it is possible to stop "White BAR" at the middle middle, stop the said symbol at the middle middle. The pull-in rate of "White BAR" to the middle middle is "1 / 4". Therefore, when the pressing order is 312, the minor winning combination 32 becomes winnable, and its winning rate is "1 / 8". Also, after the first stop on the right, at the time of the second stop in the middle, "White BAR" stops with a pull-in rate of "1 / 4" as above. Furthermore, at the time of the third stop on the left, "Black BAR" or "Blank A" stops with a pull-in rate of "1 / 2" as above. Therefore, when the pressing order is 321, the minor winning combination 32 becomes winnable, and its winning rate is "1 / 8".
[0134] Next, at the time of the first stop on the left, since the pressing order is incorrect at this point, if the number priority is adopted, the symbol with the largest number on the left reel 31 is "Replay" (4). Therefore, it is determined to stop "Replay" (PB = 1). Then, at this point, small winning combination 52 or 54 becomes winnable. Next, at the second middle stop, when it is possible to stop "Watermelon" or "Blank B" in the middle middle section, stop either of these symbols in the middle middle section (total "PB = 1"). Furthermore, at the third right stop, when it is possible to stop "White BAR" or "Black BAR" in the right middle section, stop either of these symbols in the right middle section. The draw-in rate of "White BAR" or "Black BAR" to the right middle section is "1 / 2". Therefore, when pressing in the order of 123, small winning combination 52 or 54 becomes winnable, and the winning rate is "1 / 2". Also, after the first left stop, at the second right stop, "White BAR" or "Black BAR" can be stopped with a draw-in rate of "1 / 2" in the same manner as above. Furthermore, at the third middle stop, "Watermelon" or "Blank B" can be stopped in the middle middle section with "PB = 1" in the same manner as above. Therefore, when pressing in the order of 132, small winning combination 52 or 54 becomes winnable, and the winning rate is "1 / 2".
[0135] (Example 2) Small winning combination A13 condition device (correct answer for pressing order 321) In a game where the small winning combination A13 condition device operates, as shown in FIG. 21, any one of small winning combinations 04, 20, 36, 60, 62, 77, 78, 80 can become winnable. When the winning A13 condition device operates, Pressing order 123 (incorrect answer): Small winning combination 60, 62 (1 piece) (winning rate "1 / 4") Pressing order 132 (incorrect answer): Small winning combination 60, 62 (1 piece) (winning rate "1 / 4") Pressing order 213 (incorrect answer): Small winning combination 36 (1 piece) (winning rate "1 / 8") Pressing order 231 (incorrect answer): Small winning combination 36 (1 piece) (winning rate "1 / 8") Pressing order 312 (incorrect answer): Small winning combination 20 (1 piece) (winning rate "1 / 2") Pressing order 321 (correct answer): Small winning combination 04 (14 pieces) (PB = 1) Each of them can become winnable. Also, the symbol combinations of each small winning combination are as follows. Small winning combination 04: "Watermelon" - "Watermelon" - "Replay" Minor role 04: "Watermelon" - "Blank B" - "Replay" Minor role 20: "Bell A" - "White BAR" - "Replay" Minor role 20: "Bell A" - "Red 7" - "Replay" Minor role 36: "White BAR" - "Replay" - "White BAR" Minor role 36: "Red 7" - "Replay" - "White BAR" Minor role 60: "Replay" - "Bell A" - "Red 7" Minor role 62: "Replay" - "Watermelon" - "Red 7" Minor role 77: "Cherry" - "Bell B" - "Watermelon" Minor role 78: "Blank B" - "Bell B" - "Watermelon" Minor role 80: "Black BAR" - "Black BAR" - "Watermelon" Minor role 80: "Blank A" - "Black BAR" - "Watermelon"
[0136] Here, the pressing order 123 and the pressing order 132 (when the winning rate is "1 / 4") will be taken as examples for explanation. When it is the first stop on the left, since the pressing order is incorrect at this time, the symbols are stopped with the number priority. In this case, "Watermelon", "Bell A", and "Replay" each have a symbol number of "2", but here "Replay" (PB = 1) is defined. Also, at the middle (the second or third) stop, when "Bell A" or "Watermelon" can be stopped in the middle middle section, either of these symbols is stopped. Note that the middle reel 31 has only "Bell A" with "PB = 1". Furthermore, at the right (the second or third) stop, when "Red 7" can be stopped in the right middle section, the symbol is stopped (PB ≠ 1). Note that there is only one "Red 7" on the right reel 31, so the draw-in rate is "1 / 4". Therefore, the winning rate of minor role 60 or 62 in the pressing order 123 and the pressing order 132 when the minor role A13 condition device operates is "1 / 4".
[0137] (Example 3) Minor role B15 condition device (correct pressing order 321) In the game where the minor winning combination B15 condition device operates, as shown in Fig. 23, any one of the minor winning combinations 08, 21, 50, 64, 65, 77 to 79 can be a winning combination. Also, when the winning combination B15 condition device operates, Pressing order 123 (incorrect answer): Minor winning combination 64, 65 (1 chip) (winning rate "3 / 4") Pressing order 132 (incorrect answer): Minor winning combination 64, 65 (1 chip) (winning rate "3 / 4") Pressing order 213 (incorrect answer): Minor winning combination 50 (1 chip) (winning rate "1 / 8") Pressing order 231 (incorrect answer): Minor winning combination 50 (1 chip) (winning rate "1 / 8") Pressing order 312 (incorrect answer): Minor winning combination 21 (1 chip) (winning rate "1 / 2") Pressing order 321 (correct answer): Minor winning combination 08 (14 chips) (PB = 1) Each of them can be a winning combination. Also, the symbol combinations of each minor winning combination are as follows. Minor winning combination 08: "Watermelon" - "Replay" - "Replay" Minor winning combination 21: "Bell A" - "Black BAR" - "Replay" Minor winning combination 21: "Bell A" - "Cherry" - "Replay" Minor winning combination 50: "Black BAR" - "Bell A" - "Cherry" Minor winning combination 50: "Blank A" - "Bell A" - "Cherry" Minor winning combination 64: "Replay" - "Watermelon" - "Blank B" Minor winning combination 65: "Replay" - "Blank B" - "Blank B" Minor winning combination 77: "Cherry" - "Bell B" - "Watermelon" Minor winning combination 78: "Blank B" - "Bell B" - "Watermelon" Minor winning combination 79: "White BAR" - "White BAR" - "Watermelon" Minor winning combination 79: "Red 7" - "White BAR" - "Watermelon"
[0138] Here, the pressing order 123 and the pressing order 132 (when the winning rate is "3 / 4") will be taken as examples for explanation. When it is the first left stop, since it is an incorrect pressing order at this point, the symbols are stopped with priority given to the number. In this case, "Watermelon", "Bell A", and "Replay" each have a symbol count of "2", but here "Replay" (PB = 1) is defined. Also, at the middle (second or third) stop, when it is possible to stop "Watermelon" or "Blank B" in the middle middle position, either of these symbols is stopped. Note that for the middle reel 31, the combined symbol count of "Watermelon" and "Blank B" is "PB = 1". Furthermore, at the right (second or third) stop, when it is possible to stop "Blank B" in the right middle position, that symbol is stopped (PB ≠ 1). Note that on the right reel 31, "Blank B" is arranged at three positions with a 5 - symbol interval, so the winning rate is "3 / 4". Therefore, the winning rate of minor winning combination 64 or 65 in pressing orders 123 and 132 when the minor winning combination B15 condition device is activated is "3 / 4".
[0139] As described above, in the game when the winning combination A condition device and the winning combination B condition device are activated, the irregular pressing becomes the correct pressing order, and when the pressing order is correct, a 14 - symbol winning combination wins with "PB = 1". Also, when the first stop is correct and the second stop is incorrect, a 1 - symbol winning combination wins with a winning rate of "1 / 2". Furthermore, when it is the first left stop (in proper order), a 1 - symbol winning combination wins with winning rates of "1 / 1", "1 / 2", "1 / 4", or "3 / 4". Moreover, when it is an incorrect first stop with an irregular pressing, a 1 - symbol winning combination wins with a winning rate of "1 / 8".
[0140] (Example 4) Winning combination C1 condition device (first left correct) In the game where the minor winning combination C1 condition device is activated, as shown in Figure 23, any of minor winning combinations 09, 28, 29, 44, 45 can win. Also, when the winning combination C1 condition device is activated, Pressing order 1-- (correct): Minor winning combination 09 (3 symbols) (PB = 1) Pressing order - 1 - (incorrect): Minor winning combinations 44, 45 (1 symbol) (winning rate "1 / 4") Pressing order --1 (incorrect): Minor winning combinations 28, 29 (1 symbol) (winning rate "1 / 4") Each of them becomes a winning combination. Also, the symbol combinations for each minor winning combination are as follows. Minor winning combination 09: "REPLAY" - "REPLAY" - "WATERMELON" Minor winning combination 28: "WHITE BAR" - "WHITE BAR" - "REPLAY" Minor winning combination 28: "RED 7" - "WHITE BAR" - "REPLAY" Minor winning combination 29: "WHITE BAR" - "RED 7" - "REPLAY" Minor winning combination 29: "RED 7" - "RED 7" - "REPLAY" Minor winning combination 44: "WHITE BAR" - "BELL A" - "WHITE BAR" Minor winning combination 44: "RED 7" - "BELL A" - "WHITE BAR" Minor winning combination 45: "WHITE BAR" - "BELL A" - "BLACK BAR" Minor winning combination 45: "RED 7" - "BELL A" - "BLACK BAR" First, when it is the first stop on the left (correct pressing order), stop "REPLAY" in the middle left section (PB = 1). Also, when stopping in the middle later, stop "REPLAY" in the middle middle section (PB = 1), and when stopping on the right, stop "WATERMELON" in the middle right section (PB = 1). This results in winning the minor winning combination 09. Also, when it is the first stop in the middle, at this point, the pressing order is incorrect. According to the number priority, stop the "BELL A" with the most symbols in the middle middle section (PB = 1). Also, when stopping on the left later, stop "WHITE BAR" or "RED 7" in the middle left section (the draw-in rate is "1 / 2" when adding up 2 symbols). Furthermore, when stopping on the right later, stop "CHERRY" or "BLANK A" in the middle right section (the draw-in rate is "1 / 2" when adding up 2 symbols). Therefore, when it is the first stop in the middle, the minor winning combinations 44 or 45 are stopped and displayed at a winning rate of "1 / 4". Next, when it is the first stop on the right, at this point, the pressing order is incorrect. According to the number priority, stop the "REPLAY" with the most symbols in the middle right section (PB = 1). Also, when stopping on the left later, stop "WHITE BAR" or "RED 7" in the middle left section (the draw-in rate is "1 / 2" when adding up 2 symbols). Furthermore, when stopping in the middle later, stop "BLACK BAR" or "CHERRY" in the middle middle section (the draw-in rate is "1 / 2" when adding up 2 symbols). Therefore, when stopping for the first time on the right, minor winning combination 28 or 29 stops and is displayed with a winning rate of "1 / 4".
[0141] (Example 5) Winning combination D5 condition device (first correct answer in the middle) In a game where the minor winning combination D5 condition device operates, as shown in FIG. 24, any one of minor winning combinations 11, 52, and 66 can be a winning combination. Also, when the winning combination D5 condition device is operating, Pressing order 1-- (incorrect answer): Minor winning combination 52 (1 piece) (winning rate "1 / 4") Pressing order -1- (correct answer): Minor winning combination 11 (3 pieces) (PB = 1) Pressing order --1 (incorrect answer): Minor winning combination 66 (1 piece) (winning rate "1 / 4") Each of them can be a winning combination. Also, the symbol combinations of each minor winning combination are as follows. Minor winning combination 11: "Watermelon" - "Bell A" - "Replay" Minor winning combination 52: "Replay" - "Watermelon" - "White BAR" Minor winning combination 52: "Replay" - "Watermelon" - "Black BAR" Minor winning combination 66: "White BAR" - "White BAR" - "Bell A" Minor winning combination 66: "White BAR" - "Red 7" - "Bell A" Minor winning combination 66: "Red 7" - "White BAR" - "Bell A" Minor winning combination 66: "Red 7" - "Red 7" - "Bell A" First, when stopping for the first time in the middle (correct pressing order), stop "Bell A" in the middle middle section (PB = 1). Also, when stopping on the left afterwards, stop "Watermelon" in the middle middle section (PB = 1), and when stopping on the right, stop "Replay" in the middle right section (PB = 1). Thereby, minor winning combination 11 wins. Also, when stopping for the first time on the left, at this point, the pressing order is incorrect, and due to the priority of the number, any one of "Replay", "White BAR", and "Red 7" will be stopped in the middle left section, but here it is determined that "Replay" is stopped (PB = 1). Also, during the subsequent middle stop, stop the "Watermelon" in the middle middle stage (pull-in rate "1 / 2"). Furthermore, during the subsequent right stop, stop the "White BAR" or "Black BAR" in the right middle stage (pull-in rate is "1 / 2" when the two symbols are combined). Therefore, at the first left stop, the minor winning combination 52 stops and is displayed with a winning rate of "1 / 4". Next, when it is the first right stop, at this point, it is an incorrect pressing order. According to the number priority, stop the "Bell A" with the largest number of symbols in the right middle stage (PB = 1). Also, during the subsequent left stop, stop the "White BAR" or "Red 7" in the left middle stage (pull-in rate is "1 / 2" when the two symbols are combined). Furthermore, during the subsequent middle stop, stop the "White BAR" or "Red 7" in the middle middle stage (pull-in rate is "1 / 2" when the two symbols are combined). Therefore, at the first right stop, the minor winning combination 66 stops and is displayed with a winning rate of "1 / 4".
[0142] (Example 6) Winning E9 condition device (first right correct answer) In the game where the minor winning E9 condition device operates, as shown in FIG. 25, any one of the minor winning combinations 12, 42, 43, 52 can win. Also, when the winning E9 condition device operates, Pressing order 1--(incorrect answer): Minor winning combination 52 (1 piece) (winning rate "1 / 4") Pressing order -1-(incorrect answer): Minor winning combinations 42, 43 (1 piece) (winning rate "1 / 4") Pressing order --1 (correct answer): Minor winning combination 12 (3 pieces) (PB = 1) Each of them can win. Also, the symbol combinations of each minor winning combination are as follows. Minor winning combination 12: "Watermelon" - "Bell B" - "Replay" Minor winning combination 42: "Black BAR" - "Replay" - "Cherry" Minor winning combination 42: "Blank A" - "Replay" - "Cherry" Minor winning combination 43: "Black BAR" - "Replay" - "Blank A" Minor winning combination 43: "Blank A" - "Replay" - "Blank A" Minor winning combination 52: "Replay" - "Watermelon" - "White BAR" Minor winning combination 52: "REPLAY" - "WATERMELON" - "BLACK BAR" First, when the first stop on the right (correct pressing order), "REPLAY" is stopped in the middle right according to the number of items priority (PB = 1). Also, when stopping on the left afterwards, "WATERMELON" is stopped in the middle left (PB = 1), and when stopping in the middle, "BELL B" is stopped in the middle right (PB = 1). This results in winning the minor winning combination 12. Also, when the first stop is on the left, at this point the pressing order is incorrect, and according to the number of items priority, any one of "REPLAY", "BLACK BAR", "BLANK A" is stopped in the middle left, but here it is determined to stop "REPLAY" (PB = 1). Also, when stopping in the middle afterwards, "WATERMELON" is stopped in the middle middle (the drawing rate is "1 / 2"). Furthermore, when stopping on the right afterwards, "WHITE BAR" or "BLACK BAR" is stopped in the middle right (the drawing rate is "1 / 2" for the combined 2 symbols). Therefore, when the first stop is on the left, minor winning combination 52 wins with a winning rate of "1 / 4". Next, when the first stop is in the middle, at this point the pressing order is incorrect, and according to the number of items priority, the "REPLAY" with the most number of symbols is stopped in the middle middle (PB = 1). Also, when stopping on the left afterwards, "BLACK BAR" or "BLANK A" is stopped in the middle left (the drawing rate is "1 / 2" for the combined 2 symbols). Furthermore, when stopping on the right afterwards, "CHERRY" or "BLANK A" is stopped in the middle middle (the drawing rate is "1 / 2" for the combined 2 symbols). Therefore, when the first stop is in the middle, minor winning combination 42 or 43 wins with a winning rate of "1 / 4".
[0143] In non - RT or RT1, there are cases of winning the winning numbers "72" to "75" (Figs. 14 and 16). When winning these winning numbers, the winning F condition device, winning G condition device, winning H condition device, and winning I condition device operate respectively. Also, during the operation of RB, there are cases of winning the winning numbers "76" to "78" (Fig. 18). When winning these winning numbers, the winning J condition device, winning K condition device, and winning L condition device operate respectively. Explanation of the reel stop control when these conditional devices are operating is omitted.
[0144] Figure 27 is a diagram showing the production group numbers in the first embodiment. In the main process, for each game, the production group number corresponding to the winning combination lottery result (winning number) is selected (production group number selection means 64 in FIG. 1), and the selected production group number is transmitted to the sub-control board 80. The sub-control board 80 determines and outputs the production for the current game based on the received production loop number. In the production group number, the feature of the first embodiment is that all of the winning combinations A1 to A16, winning combinations B1 to B16, and winning combinations C1 to C8 have the same production group number "8". Therefore, on the sub-control board 80 side, when receiving the production group number 8, it can be determined that any of the winning combinations A1 to A16, winning combinations B1 to B16, and winning combinations C1 to C8 has won in the current game, but the correct pressing order cannot be determined.
[0145] Here, among the production group numbers "8", for both the winning combinations A1 to A16 and the winning combinations B1 to B16, the correct pressing order is a non-regular pressing order. Depending on the number of placements of each winning number and the number of medals paid out in the correct pressing order, the expected value when pressing non-regularly may exceed the specified number (the number of bets). However, in this embodiment, even if it is known that the production group number of the current game is "8" and non-regular pressing is performed, the expected value of the current game is set to be less than or equal to the specified number. Thereby, even if the production group number transmitted from the main control board 50 to the sub-control board 80 is illegally obtained, for example, by cheating, it is configured so that medals exceeding the specified number cannot be obtained.
[0146] Figure 28 is a diagram for explaining the expected value when the production group number is "8" in the first embodiment. Here, for non-regular pressing, the pressing order 213 is taken as an example. Although the calculation is omitted, in non-regular pressing, for any of the pressing orders 213, 231, 312, and 321, the expected value is the same value. Also, taking the pressing order 123 as an example for the forward pressing. Although the calculation is omitted, the expected values for the pressing order 123 and the pressing order 132 are the same value. First, when winning any of the prizes A1 to A16, obtaining 14 payouts with the pressing order 213 occurs when winning prizes A1 to A4. Therefore, in the pressing order 213, when winning prizes A1 to A4, since the winning rate is "1 / 1" and the 14 - coin combination wins, the expected value is "14 (coins)". Also, in the pressing order 213, when winning prizes A5 to A8, since the winning rate is "1 / 2" and the 1 - coin combination wins, the expected value is "0.5 (coins)". Furthermore, in the pressing order 213, when winning prizes A9 to A16, since the winning rate is "1 / 8" and the 1 - coin combination wins, the expected value is "0.125 (coins)". The above is the same when winning prizes B1 to B16. Furthermore, in the pressing order 213, when winning prizes C1 to C8, since the winning rate is "1 / 4" and the 1 - coin combination wins, the expected value is "0.25 (coins)".
[0147] Next, in the pressing order 123, when winning prizes A1 to A8, since the winning rate is "1 / 2" and the 1 - coin combination wins, the expected value is "0.5 (coins)". Furthermore, in the pressing order 123, when winning prizes A9 to A12, since "PB = 1" and the 1 - coin combination wins, the expected value is "1 (coin)". Furthermore, in the pressing order 123, when winning prizes A13 to A14, since the winning rate is "1 / 4" and the 1 - coin combination wins, the expected value is "0.25 (coins)". Also, in the pressing order 123, when winning prizes A15 to A16, since the winning rate is "3 / 4" and the 1 - coin combination wins, the expected value is "0.75 (coins)". The above is the same when winning prizes B1 to B16. Furthermore, in the pressing order 123, when winning prizes C1 to C8, since "PB = 1" and the 3 - coin combination wins, the expected value is "3 (coins)".
[0148] Therefore, when the pressing order is 213, the expected value when winning prizes A1 to A16 and winning prizes B1 to B16 is "3.6875 (sheets)". Also, when the pressing order is 213, the expected value when winning prizes C1 to C8 is "0.25 (sheets)". On the other hand, when the pressing order is 123, the expected value when winning prizes A1 to A16 and winning prizes B1 to B16 is "0.625 (sheets)". Also, when the pressing order is 123, the expected value when winning prizes C1 to C8 is "3 (sheets)". And the winning probabilities of winning prizes A1 to A16 (setting number "1112") are the same. Furthermore, the winning probabilities of winning prizes B1 to B16 (setting number "1112") are the same. Additionally, the winning probabilities of winning prizes C1 to C8 (setting number "1113") are the same. Therefore, the total of all setting numbers for winning prizes A1 to A16, winning prizes B1 to B16, and winning prizes C1 to C8 is 1112×16 + 1112×16 + 1113×8 = 44488 That is. Therefore, the probability of winning prizes A1 to A16 when the production group number is "8" is (1112×16) / 44488 ≒0.399928 That is. The probability of winning prizes B1 to B16 when the production group number is "8" is also "0.399928" as above. Also, the probability of winning prizes C1 to C8 when the production group number is "8" is (1113×8) / 44488 ≒0.200144 That is.
[0149] Therefore, the expected value when operating with the pressing order 213 when the production group number is "8" is 0.399928×3.6875 + 0.399928×3.6875 + 0.200144×0.25 ≒2.9995 (sheets) which is less than the specified number "3". Also, when the operation is performed in the order of 1, 2, 3 at the production group number "8", the expected value is 0.399928×0.625 + 0.399928×0.625 + 0.200144×3 ≒1.1003 (pieces) which is less than the specified number "3". From the above, even if it is known that the current game is the production group number "8" and an irregular press is made, the expected value cannot exceed the specified number "3".
[0150] Note that as described above, when the production group number is "8", the expected value when an irregular press is made is higher than the expected value when a normal press is made. However, in the first embodiment, in the current game where an irregular press is made during non-AT, either the sub-bonus (equivalent to AT) lottery is not executed, or the sub-bonus lottery performed in the current game is invalidated, or a sub-bonus lottery with a winning probability lower than that during a normal press is executed. In other words, the expectation regarding AT in the current game where an irregular press is made during non-AT is configured to be relatively lower than the expectation regarding AT in the current game where a normal press is made during non-AT. In the case of "invalidating the sub-bonus lottery performed in the current game", for example, when the start switch 41 is operated, the sub-bonus lottery is executed as usual (since it is not yet determined whether an irregular press will be made at this point), and when it is determined that an irregular press has been made at the time of all stops, the sub-bonus lottery in the current game can be invalidated (cleared, discarded). Therefore, the total payout performance is configured to be higher when playing the game with a normal press during non-AT and playing the game according to the pressing order instruction during AT than when playing the game with an irregular press during non-AT and playing the game according to the pressing order instruction during AT. Here, the higher the ratio of the instructed accessory, the lower the base during non-AT. Therefore, providing a common bell can be mentioned to lower the ratio of the instructed accessory. However, since the common bell is a winning accessory regardless of the pressing order (pressing position), the payout rate during an irregular press will increase. Therefore, by providing a left-biased bell (a push-order bell where a forward push is the correct answer) as in the present embodiment, it is possible to lower the base during non-AT when playing the game with a forward push while suppressing the ratio of designated accessory items. Furthermore, it is possible to suppress the payout rate during irregular pushing more than when providing a common bell for suppressing the ratio of designated accessory items.
[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag for determining whether an irregular push was made in the previous game. For example, at the end of all stops in the current game, the SP flag is once turned off, and then, when it is determined that the current game was operated with a forward push, the SP flag is turned on. On the other hand, when it is determined that the current game was operated with an irregular push, the SP flag remains off. Then, when shifting to the next game, when the SP flag is on, a normal sub-bonus lottery is executed, and when the SP flag is off, a normal sub-bonus lottery is not executed (either not executing the sub-bonus lottery, or executing the sub-bonus lottery itself but then invalidating the sub-bonus lottery result, or executing a sub-bonus lottery with a lower winning probability than during a forward push). At the end of all stops in the next game, the SP flag is once turned off, and then, when it is determined that the next game was operated with a forward push, the SP flag is turned on. On the other hand, when it is determined that the next game was operated with an irregular push, the SP flag remains off. By doing so, it becomes possible to prevent strategies such as making a forward push only when, for example, a hot effect is output when operating the start switch 41 (when the winning expectation of the sub-bonus is relatively high), and making an irregular push when, for example, the effect peculiar to the game is not output when operating the start switch 41.
[0152] Next, the mode lottery in the first embodiment will be described. As described above, in the first embodiment, a sub-bonus is provided as the same concept as the AT. At the start of the sub-bonus, a specific symbol combination indicating the start of the sub-bonus (a combination of "red 7s") is stopped and displayed. Then, when shifting to the sub-bonus, similar to the AT, when winning on the push-order bell (for example, winning prizes A to E described above), the correct push order is notified. Then, the sub-bonus continues until the number of paid-out medals reaches a predetermined number (for example, 300 medals), and the sub-bonus ends in a game where the number of paid-out medals reaches the predetermined number, and the game shifts to non-AT (normal game). The mode lottery in the first embodiment includes 1) Initial normal mode lottery in the normal section 2) Normal mode lottery executed in the first game of the advantageous section when shifting from the normal section to the advantageous section 3) Mode transition lottery executed at the start of the sub-bonus and the like. For each mode, the probability of shifting to the sub-bonus (winning probability, ceiling number of game times, probability of shifting to a more advantageous mode) is different (see Fig. 31(a) described later).
[0153] Fig. 29 is a diagram showing the initial normal mode lottery in the normal section in the first embodiment. (a) shows a flowchart of the normal section lever process (meaning the process at the time of operating the start switch 41), and (b) shows the lottery setting number. Staying in the normal section is as follows. First, when the power is turned on and the RWM is initialized (settings are changed), the game section is cleared, so it becomes the normal section. Therefore, the first game after RWM initialization is in the normal section. Second, when the end condition of the advantageous section is satisfied, the next game shifts to the normal section. In this embodiment, the end condition of the advantageous section is satisfied when the difference from the start of the advantageous section exceeds "2400 (medals)", the advantageous section ends, and the next game becomes the normal section. Here, although it is known that the advantageous section ends when the number of games from the start of the advantageous section reaches a predetermined number (for example, 1,500 games, 3,000 games, etc.), in the first embodiment, the advantageous section is configured not to end based on the number of games.
[0154] In FIG. 29(a), when starting the normal section, in step S492, it is determined whether the production group number corresponding to the winning number of the current game is the production group number "2". The production group number "2" corresponds to the winning of replay B (winning number "2"). When it is determined that the production group number is not "2", the process proceeds to step S493, and when it is determined that the production group number is "2", the processing according to this flowchart ends. That is, when the production group number is "2" (when replay B wins), the advantageous section transition lottery is not executed, so the advantageous section is not entered (see FIG. 13). For this reason, when it is determined that the production group number is "2", the following initial normal mode lottery is not executed, the next game is also in the normal section, and the normal section lever process is executed again. When proceeding to step S493, it is determined whether the current game is non-RT. The main control board 50 stores the current RT information in a predetermined storage area of the RWM 53 and makes a determination based on this information. When it is determined that it is non-RT (during 1BB non-internal), the process proceeds to step S495, and when it is determined that it is not non-RT, the process proceeds to step S494. Note that the RT transition is assumed to be at the end of the current game. Therefore, even when winning 1BB in the current game, it is determined to be non-RT in step S493.
[0155] Here, after the RWM initialization after power-on, it is non-RT. After the RWM initialization after power-on, for example, even if 1BB was won before power-on, the winning information of the 1BB is cleared, and the RT information is also cleared (as a result, the RT state becomes non-RT). In the following description, the state of 1BB non-internal may be referred to as "early morning", and the advantageous section that has transitioned to the state of 1BB non-internal may be referred to as "advantageous section that has transitioned in the early morning". On the one hand, when referring to the inside of 1BB as "not the top of the morning" and the advantageous section that has migrated inside 1BB as the "advantageous section that has migrated other than at the top of the morning". Also, when it is unclear whether it is an advantageous section that has migrated at the top of the morning, it may be referred to as "uncertain at the top of the morning".
[0156] If it is determined in step S493 that it is not a non-RT and the process proceeds to step S494, it is then determined whether the production group number of this game is "10". The production group number "10" corresponds to the winning of winning prize E (winning numbers "60" to "71". See Fig. 16). When it is determined that the production group number is not "10", the process proceeds to step S495, and when it is determined that the production group number is "10", the processing according to this flowchart ends. As shown in Fig. 16, when winning prize E in RT1, the advantageous section transfer lottery is not executed, so there is no transfer to the advantageous section in the next game. Therefore, also in this case, the normal section lever process is executed again in the next game. From the above, the reason why the normal section lever process is executed in the next game (without transferring to the advantageous section) is when the production group number becomes "2" (when winning replay B), regardless of whether it is a non-RT or RT1, or when the production group number becomes "10" outside the top of the morning (when winning prize E) in RT1.
[0157] When the process proceeds to step S495, the initial normal mode lottery is executed. Then, the process proceeds to the next step S496, the lottery result is saved (stored), and the processing according to this flowchart ends. The initial normal mode lottery in step S495 is performed according to the setting shown in Fig. 29(b). Note that the denominator of the setting shown in Fig. 29(b) is "240", and when the setting is "240", the winning probability means "1 / 1". First, when the production group number becomes "0" (single winning of 1BB) in non-RT or when the production group number becomes "10" (duplicate winning of 1BB and winning prize E), the normal mode 0 is won. Here, winning 1BB means that it is determined that before the start of this game, it is a non-RT (not inside 1BB), so it is determined that it is the top of the morning. Similarly, when the production group number is "10" instead of RT, the initial normal mode lottery is not executed. Therefore, the fact that the production group number is "10" in this game means that it is non-RT. Thus, when the production group number is "10" in this game, it is certain that it is a morning first.
[0158] On the other hand, in non-RT or RT1, when the production group number is "1", "3" to "9", "11" to "14", the normal mode 1 is won. Note that the above production group numbers have the possibility of winning both when it is a morning first and when it is not a morning first. Since shifting to the advantageous section regardless of whether it is in the 1BB non-internal state when winning the above production group number, in the game with the above production group number, it is uncertain whether it is a morning first. From the above, the normal modes 0 and 1 are modes for lottery when shifting from the next game to the advantageous section in the normal section, and are used to determine whether it is a morning first. If it is the normal mode 0, it is certain that it is a morning first, and if it is the normal mode 1, it is uncertain whether it is a morning first.
[0159] FIG. 30 is a diagram showing the normal mode transition process, (a) shows a flowchart, and (b) shows the lottery setting number. When shifting from the normal section to the advantageous section, in the first game of the advantageous section, the lottery for the normal mode is executed. The normal modes from the second game of the advantageous section onwards have numbers from "2" to "9" as described later. Therefore, in the advantageous section, the first game is the normal mode 0 or 1, and from the second game onwards, it is any one of the numbers from "2" to "9". In (a) of the figure, when the normal mode transition process is started, in step S502, it is determined whether it is the normal mode 0 or 1. When it is the normal mode 0 or 1, it proceeds to step S503, and when it is not the normal mode 0 or 1, the process according to this flowchart ends. That is, in this example, during the advantageous section, the normal mode transition process is executed for each game, but since it becomes "No" in step S502 except for the first game of the advantageous section, the normal mode lottery in step S503 is not executed. When it is determined in step S502 that it is in normal mode 0 or 1 (the first game in the advantageous section), the process proceeds to step S503, and the lottery for the normal mode is executed. Then, the process proceeds to step S504, the normal mode determined by the lottery is saved (stored), and the processing according to this flowchart ends.
[0160] In FIG. 29(b), the number of bets for the normal mode lottery in four patterns is shown. First, "non-RT and normal mode 0" corresponds to the case where the production group number is "0" in the early morning (winning 1BB alone) and winning 1BB in the game. Note that the normal mode lottery is not executed during the 1BB game (does not enter the normal mode transition process). Therefore, "non-RT and normal mode 0" indicates the normal mode lottery in the first game (non-RT) after the end of the 1BB game. Such a situation can actually occur, but it is a rare case. Also, "RT1 and normal mode 0" corresponds to the case where the production group number is "0" (winning 1BB alone) in the early morning and 1BB does not win, or the production group is "10" (duplicate winning of 1BB and winning E) in the early morning (in this case, the small winning combination included in winning E wins preferentially, so 1BB does not win), and when shifting to the advantageous section. Furthermore, "non-RT and normal mode 1" corresponds to the case where the production group number is other than "0" or "10" in the early morning and when shifting to the advantageous section. Furthermore, "RT1 and normal mode 1" corresponds to the case where shifting to the advantageous section other than in the early morning. Note that outside of the early morning, the production group number will not be "0" (winning 1BB alone). Furthermore, there is no case where the production group number becomes "10" and shifts to the advantageous section outside of the early morning. Therefore, the case of shifting to the advantageous section outside of the early morning corresponds to the case where the production group number becomes "1", "3" to "9", "11" to "14" outside of the early morning.
[0161] In the above normal mode lottery, Winning number "0": Heaven B preparation mode Winning number "1": Normal A mode Winning number "2": Normal B mode Winning number "3": Normal C mode Winning number "4": Heaven A mode Win in any of the above. Moreover, the normal A mode, normal B mode, and normal C mode are modes that are not advantageous to the player (difficult to win the sub-bonus). On the other hand, the Heaven B preparation mode and the Heaven A mode are modes that are advantageous to the player (easy to win the sub-bonus).
[0162] In "non-RT and normal mode 0", "RT1 and normal mode 0", and "non-RT and normal mode 1", the number of settings to shift to the Heaven B preparation mode is "0", and the number of settings to shift to the Heaven A mode is "1", so in most cases, it does not shift to a mode advantageous to the player. In contrast, in "RT1 and normal mode 1", it shifts to the Heaven B preparation mode with a 100% probability. Here, there is no case where the production group number is "0" (single win of 1BB) other than in the early morning, and when the production group number becomes "10" other than in the early morning, the advantageous section transition lottery is not executed, so it does not shift to the advantageous section. Therefore, if the normal mode lottery is executed other than in the early morning, it shifts to the Heaven B preparation mode (a mode advantageous to the player) with a 100% probability. If the normal mode lottery is executed in the early morning, in most cases, it does not shift to a mode advantageous to the player. Therefore, the payout rate of the advantageous section shifted to other than in the early morning is configured to be higher than the payout rate of the advantageous section shifted to in the early morning. In other words, the advantageous section shifted to in the early morning (non-internal) can be made more disadvantageous to the player (lower the payout rate) than the advantageous section shifted to other than in the early morning (internal), so that the advantageous section in the early morning when the settings are changed does not become overly advantageous (so-called morning countermeasure). Furthermore, since it always starts from the Heaven B preparation mode in the advantageous section shifted to other than in the early morning, the gaming motivation can be enhanced even after the completion of the advantageous section. Conversely, when the game shifts to the advantageous period in the early morning session and becomes advantageous for the player (with an increased payout rate), the operation in the early morning session can be promoted.
[0163] FIG. 31 is a diagram for explaining the types and features of the normal modes "2" to "9". In the figure, (a) shows the features of each normal mode (2 to 9), and (b) shows the transition probability (lottery setting number) of the normal mode at the start of the sub-bonus. As described above, the normal mode is lottery-selected in one game of the advantageous period, and thereafter, the transition lottery of the normal mode is executed every time the sub-bonus starts. In (a) of the figure, the normal modes advantageous to the player are the Heaven B preparation mode, the Heaven A mode, the Heaven B mode, and the Heaven C mode. Also, the Heaven B return mode is advantageous to the player in terms of the winning probability of the sub-bonus. For each normal mode, the ceiling number of games until winning the sub-bonus and the winning probability of the sub-bonus are set. During each normal mode, the lottery for the sub-bonus is conducted for each game based on the winning number with the winning probability shown in FIG. 31(a). Furthermore, each normal mode is provided with a ceiling number of games. When the ceiling number of games is reached without winning the sub-bonus, the winning flag of the sub-bonus is forcibly set (resulting in winning the sub-bonus). After winning the sub-bonus, after going through a pre-game of "0" to a predetermined number of times, the symbol combination corresponding to the sub-bonus (all "red 7s") becomes stoppable for display. When the symbol combination corresponding to the sub-bonus (all "red 7s") stops, the sub-bonus is executed starting from the next game.
[0164] On the other hand, no matter which normal mode the player is staying in, when the winning number "2" (Replay B) is won, a sub-bonus is won. When the winning number "2" is won, as described above, by reversing the pressing order of the stop switch 42, it becomes possible to stop the symbol combination corresponding to Replay 04, that is, the combination of "Red 7". Therefore, in the game where the winning number is "2", a notification instructing the reverse pressing of the stop switch 42 is given, making it possible to stop the combination of "Red 7". When the combination of "Red 7" stops and is displayed in the game, the sub-bonus is started from the next game.
[0165] Here, when the winning number "2" is won and the stop switch 42 is reversed to stop and display the combination of "Red 7", the game is the main game. On the contrary, for the games that stop and display the combination of "Red 7" otherwise, they are not the main games but pseudo (also called "simulated") game performances. Here, the "pseudo game performance" means that after the start of the rotation of Reel 31 and until the rotation speed of Reel 31 becomes constant, on the rotating Reel 31, with the operation of the stop switch 42 for operating the rotation stop device as an opportunity, Reel 31 is pseudo-stopped (this stop in this case is also called "temporary stop" or "pseudo-stop". Hereinafter, it is called "temporary stop"), and an arbitrary symbol combination is displayed. The "pseudo game performance" is also called the "reel performance". On the other hand, for the above "pseudo game performance", the game for displaying the symbol combination as the game result (the symbol combination corresponding to the winning combination lottery result) is called the "main game". The symbol combination temporarily stopped by the pseudo game performance does not display the game result. After the symbol combination is temporarily stopped by the pseudo game performance, the game result is displayed when the symbol combination is stopped and displayed by the main game.
[0166] Particularly in this embodiment, when a sub-bonus is won and the conditions for executing the pseudo game performance are met (for example, when the number of precursor games is exhausted), the pseudo game performance is executed up to 4 times at most until the combination of "Red 7" is temporarily stopped. Also, during the pseudo-game performance, it may be possible to notify the player that it is a pseudo-game performance, in other words, not the main game. By doing so, it is possible to prevent the player from confusing the pseudo-game performance with the main game. Furthermore, when all the reels 31 are temporarily stopped during the pseudo-game performance, instead of stopping the reels 31, the motor 32 is driven and controlled so that the symbols move up and down (vibrate slightly up and down) at predetermined time intervals (referred to as "shaking variation" or "shaking variation control"). By doing so, it may be possible to notify the player that it is a temporary stop in the pseudo-game performance rather than a final stop that displays the game result in the main game. Then, when transitioning to the main game after stopping all the reels 31 by the pseudo-game performance, when the start switch 41 is operated, the rotation start timing of each reel 31 is made random by random delay processing.
[0167] Figure 32 is a flowchart showing a pseudo-game performance of getting three "Red 7s". This flowchart does not include the main game when winning the winning number "2" and stopping and displaying "Red 7" by reverse pressing. First, in step S581, the main control board 50 determines whether the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the process proceeds to step S582. In step S582, it is determined whether the start conditions for the pseudo-game are met. Here, it means the sub-bonus confirmed state (main game state) after winning the sub-bonus and exhausting the number of preliminary game times. If it is determined that the start conditions for the pseudo-game are met, the process proceeds to step S583. If it is determined that the conditions are not met, the processing according to this flowchart ends. In step S583, the main control board 50 adds "1" to the continuous count "N" of the pseudo-game performance. The initial value of "N" is "0".
[0168] Next, proceed to step S584, where the main control board 50 determines whether "N" is "4". When it is determined that "N" is not "4", proceed to step S585; when it is determined that "N" is "4", proceed to step S591. In step S585, the sub-control board 80 outputs an effect notifying the player to aim at "Red 7" in a sequential press. Then proceed to step S586. In step S586, the main control board 50 determines whether the stop switch 42 has been operated. When it is determined that the stop switch 42 has been operated, proceed to step S587. In step S587, the reel control means 65 executes a temporary stop process of pulling "Red 7" into the active line within a maximum range of 4 frames. Next, proceed to step S588, where the main control board 50 determines whether all the reels 31 have temporarily stopped. When it is determined that all the reels 31 have temporarily stopped, proceed to step S589; when it is determined that not all the reels 31 have temporarily stopped, return to step S586.
[0169] In step S589, the main control board 50 determines whether the alignment of "Red 7" has temporarily stopped on the active line. When it is determined that the alignment of "Red 7" has temporarily stopped, proceed to step S590 and shift to the sub-bonus. On the contrary, when it is determined that the alignment of "Red 7" is not temporarily displayed, repeat the pseudo-game effect of the alignment of "Red 7". On the other hand, when it is determined in step S584 that "N" is "4", proceed to step S591. In step S591, the reel control means 65 automatically temporarily stops all the rotating reels 31 and temporarily stops them with the alignment of "Red 7". Here, the reels 31 may be temporarily stopped in the order of the left, middle, and right reels 31, or all the reels 31 may be temporarily stopped almost simultaneously. Then proceed to step S590 and start the sub-bonus. Through the pseudo-game effects as described above, although the player is made to achieve the alignment of "Red 7", when the player fails to achieve the alignment of "Red 7" three times in a row, in the fourth pseudo-game effect, the alignment of "Red 7" is automatically temporarily stopped without the player operating the stop switch 42. Thereby, the process of shifting to the sub-bonus can be performed quickly.
[0170] Incidentally, although not shown in the drawings, when the winning number "2" is won when not in the sub-bonus, the sub-control board 80 outputs an effect notifying the player that it aims for "Red 7" by reverse pressing. When the stop switch 42 is operated by reverse pressing, the reel control means 65 executes a stop control process (this game) of pulling "Red 7" into the effective line with a maximum of 4 frames. As described above, in the game where the winning number "2" is won, by reverse pressing, "Red 7" can be aligned, that is, the symbol combination corresponding to replay 04 can be stopped on the effective line. Also, when it is not possible to stop the alignment of "Red 7" by reverse pressing (the player fails to press the button with their eyes), the symbol combination corresponding to replay 01 is stopped and displayed. Furthermore, even in the game where the winning number "2" is won, when the stop switch 42 is not operated by reverse pressing, the symbol combination corresponding to replay 01 is stopped and displayed. When it is not possible to stop and display the alignment of "Red 7" in the game where the winning number "2" is won, in the next game, a pseudo-game effect of aligning "Red 7" (pseudo-game) is executed. However, it is not limited to this. When it is not possible to stop and display the alignment of "Red 7" in the game where the winning number "2" is won, the sub-bonus may be started from the next game without going through the pseudo-game. Incidentally, as the main game state, there is a case where it is in the sub-bonus confirmed state, and as the sub-state, it is in the premonition state (the state where the confirmation screen is not displayed). It is arbitrary whether to determine that the start condition of the pseudo-game is satisfied in such a case. However, since it is in the premonition state in the sub-state, the notification of the alignment of "Red 7" is not executed. But as the main game state, if it is in the sub-bonus confirmed state, the pseudo-game is executed, and in the said pseudo-game, it is possible to aim for and stop "Red 7".
[0171] Return the explanation to FIG. 31. As described above, the Heaven B preparation mode is a normal mode that is selected with a 100% probability when shifting from the normal section to the advantageous section other than in the early morning. When the sub-bonus is started under the situation of the Heaven B preparation mode, a transition lottery for the normal mode is conducted. As shown in Fig. 31(b), there is a 50% (120 / 240) probability of no transition (remaining in the Heaven B preparation mode even after the sub-bonus ends), and a 50% probability of transitioning to the Heaven B mode. That is, while continuing to stay in the Heaven B preparation mode, either the Heaven B preparation mode is maintained or the player transitions to the Heaven B mode, which is advantageous for the player. Also, the normal A mode, normal B mode, and normal C mode are disadvantageous modes for the player. And as the normal A mode, normal B mode, and normal C mode are entered, the mode gets closer to Heaven. For example, in the normal A mode, the probability of no transition is the highest, and when there is a transition, the probability of transitioning to the normal B mode is the highest. Also, in the normal B mode, the probability of no transition is the highest, and when there is a transition, the probability of transitioning to the normal C mode is the highest. Furthermore, there is no case of falling from the normal B mode to the normal A mode. Additionally, in the normal C mode, the probability of transitioning to the Heaven A mode is the highest, and there is no case of falling to the normal A mode or normal B mode. As shown in Fig. 31(b), when transitioning from the normal A mode to other normal modes, it transitions to the normal B mode, and when transitioning from the normal B mode to other normal modes, it transitions to the normal C mode. Therefore, when staying in the normal C mode, there is a high possibility of staying in the normal mode for the longest time. And among the normal A mode, normal B mode, and normal C mode, the normal C mode is the most likely to transition to the Heaven C mode. In other words, when transitioning between normal modes, the difference counter value is not referenced, but the more the player is in the normal C mode where an unfavorable state continues for a long time, the easier it is to transition to the Heaven C mode.
[0172] The Heaven A mode is a mode with a 60% (144 / 240) probability of not transitioning (looping), and when leaking from the loop, it transitions to the normal A mode or normal B mode. The Heaven B mode is a mode with a 90% (216 / 240) probability of not transitioning (looping), and when leaking from the loop, it transitions to the Heaven B return mode. The Heaven B return mode has a 20% (48 / 240) return rate to the Heaven B mode. If it cannot be returned, it will transition to the Normal A mode or the Normal B mode. The Heaven C mode is a non-transition mode that is maintained until the end of the advantageous section, that is, until the difference from the start of the advantageous section exceeds "2400", which is a so-called full-course mode. In addition, the transition conditions to the Heaven C mode are defined. When elected to transition to the Heaven C mode, if the remaining difference at that time is "1000" or more, it will transition to the Heaven C mode. On the contrary, when elected to transition to the Heaven C mode, if the remaining difference at that time is less than "1000", it will transition to the Heaven A mode.
[0173] From the above, for example, 1) When repeating the 60% loop in the Heaven A mode and the difference in the advantageous section exceeds "2400", 2) When maintaining the Heaven B preparation mode or transitioning to the Heaven B mode and the difference in the advantageous section exceeds "2400", 3) When transitioning to the Heaven C mode and the difference in the advantageous section exceeds "2400" each ends the advantageous section. When the advantageous section ends, the next game transitions to the normal section. When transitioning to the normal section, the normal section lever process shown in FIG. 29 is executed, and it becomes the normal mode 1. And in the case of RT1 and the normal mode 1, as shown in FIG. 30, it will always be elected to the Heaven B preparation mode. When transitioning to the Heaven B preparation mode, it stays in the Heaven B preparation mode until transitioning to the Heaven B mode. After transitioning to the Heaven B mode, the Heaven B mode loops at 90%. As a result, even in the next advantageous section, the possibility of the difference in the advantageous section exceeding "2400" and ending the advantageous section becomes high. In this way, it becomes possible to repeat the advantageous section that ends exceeding the difference "2400" multiple times.
[0174] FIG. 33 is a flowchart showing the effect processing when the advantageous section is repeated a plurality of times as described above. This processing is performed by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous section has started. If it is determined that the advantageous section has started, the process proceeds to step S623. In step S623, it is determined whether or not the paradise mode (any one of paradise A mode, paradise B preparation mode, paradise B mode, and paradise C mode) of the advantageous section is continuous. Here, if the end of the previous advantageous section is any one of paradise A mode, paradise B preparation mode, paradise B mode, and paradise C mode, and the start of the next advantageous section is paradise B preparation mode, it is determined that the paradise mode of the advantageous section is continuous. If it is determined that the paradise mode of the advantageous section is continuous, the process proceeds to step S624. If it is determined that the paradise mode of the advantageous section is not continuous, the processing according to this flowchart is terminated.
[0175] In step S624, the advantageous section continuous counter provided on the sub-control board 80 side is incremented by 1. Then, the process proceeds to step S625, and the sub-control board 80 executes continuous effects for the advantageous section. Here, based on the value of the advantageous section continuous counter, for example, when the value of the advantageous section continuous counter is "1" (the number of consecutive advantageous sections is "2"), the frame lamp among the effect lamps 21 is lit in blue. When the value of the advantageous section continuous counter is "2", the frame lamp is lit in yellow. When the value of the advantageous section continuous counter is "3", the frame lamp is lit in green, and so on. In other words, by observing the effects of the frame lamp (casing) of the gaming machine 10, it becomes possible to generally grasp how many times the paradise mode of the advantageous section has continued. Furthermore, the sub-control board 80 displays an image of the total number of medals won in the paradise mode in the previous advantageous section and stores the total number of medals won. Then, after shifting to the next advantageous section, when it is the paradise mode, an accumulated value from the total number of medals won in the paradise mode in the previous advantageous section is displayed as an image. When a sub-bonus is started within a predetermined number of game times (for example, 100 games) from the start of the current advantageous section, it is assumed that the paradise mode continues, and the display of the total number of medals won is continued. During the loop of the heaven mode, the total number of acquired items may be displayed even if it is not during the sub-bonus, or the display of the total number of acquired items may be performed only during the sub-bonus.
[0176] Furthermore, when displaying the total number of acquired items across multiple advantageous intervals as an image, until exiting the heaven loop, for example, every time the number of acquired items reaches "+2000", a predetermined image (for example, an icon) is displayed as an image (thereafter, every time it reaches "+2000", the predetermined image is changed or increased). Note that at the end of the advantageous interval, on the main control board 50 side, the parameters related to the advantageous interval are cleared, but on the sub-control board 80 side, the parameters related to the advantageous interval (such as the above total number of acquired items) are not cleared. However, not limited to the above, when crossing the advantageous interval, the total number of acquired items may not be carried over and may be reset.
[0177] After outputting the continuous effect of the advantageous interval in step S625, in the next step S626, it is determined whether the advantageous interval has ended. When it is determined that the advantageous interval has ended, the process returns to step S622, and when it is determined that the advantageous interval has not ended, the process proceeds to step S627. In step S627, it is determined whether the heaven mode of the advantageous interval has ended. Here, when exiting the loop of the heaven mode, it is determined that the heaven mode of the advantageous interval has ended. When it is determined that the heaven mode of the advantageous interval has ended, the process proceeds to step S628, and when it is determined that the heaven mode of the advantageous interval has not ended, the process returns to step S625. In step S628, the continuous effect of the advantageous interval is ended. For example, when performing the effect of the frame lamp as described above, the effect is ended. Also, when displaying the total number of acquired items from the heaven mode of the previous advantageous interval, the display is ended. Next, the process proceeds to step S629, and the continuous counter for the advantageous interval is cleared. Then, the processing according to this flowchart is ended. By executing continuous presentation of the advantageous section as described above, it is possible to appeal to the surroundings that the player has acquired a large number of medals. In particular, in the case of a medal-less gaming machine described later, since the actually acquired medals are not visible, the continuous presentation of the advantageous section becomes more effective. Also, in the example of FIG. 33, the continuous presentation of the advantageous section was ended when the heaven mode ended, but it is not limited to this, and the continuous presentation of the advantageous section may be continued for, for example, about 100 games after the heaven mode ends. Furthermore, when the advantageous section ends and the game shifts to the normal section, in this embodiment, in most cases in the first game of the normal section, the player wins the advantageous section transition lottery, and the next game becomes the advantageous section again. In this case, the continuous presentation of the advantageous section may be executed including the normal section between the advantageous section and the next advantageous section. When the continuous presentation of the advantageous section is executed even during the normal section, since it is possible to notify that the heaven loop continues even during the normal section, it is possible to prevent the player from accidentally ending the game. On the other hand, it is not necessary to execute the continuous presentation of the advantageous section during the normal section. In this case, it is possible to prevent the player from being misrecognized when the AT lottery is executed even during the normal section.
[0178] Next, the complete function in the first embodiment will be described. The "complete function" corresponds to the stop function of the gaming machine (ending the games after that day). In the first embodiment, first, the difference count in the advantageous section is counted by the difference counter. Here, the "difference count in the advantageous section" refers to the difference number when the start of the advantageous section is set to "0". In other words, it is not the difference number (MY) from the minimum value during the advantageous section, but is based on the start of the advantageous section ("0"). Therefore, when the difference count becomes a negative value during the advantageous section, the negative value is counted. Also, similar to the other embodiments described above, the difference counter does not count the number of games during the normal section. For example, the difference counter is a 2-byte decrement counter. When the difference during the advantageous period exceeds “+2400 (sheets)”, it is determined that the end condition of the advantageous period is satisfied. Here, as a first example of the difference counter, at the start of the advantageous period, “+2415” (sheets) (in hexadecimal, “096Fh”) is set as the initial value. When the difference in this game is negative, the difference is added to the difference counter, and when the difference in this game is positive, the difference is subtracted from the difference counter. Specifically, first, “+2415” is set at the start of the advantageous period. When the difference in the first game is “-3 (sheets)” (bet number “3”, payout number “0”), “3” is added to the difference counter to update the difference counter to “+2418”. On the other hand, when the difference in the first game is “+11 (sheets)” (bet number “3”, payout number “14”), “11” is subtracted from the difference counter to update the difference counter to “+2404”. When the difference counter reaches “0”, it is determined that the difference during the advantageous period exceeds “+2400” sheets, and the advantageous period ends. Note that in the examples of FIGS. 34 and 35 described later, the difference counter is such that the difference counter value increases as the difference in this game increases.
[0179] Also, as a second example of the difference counter, the start of the advantageous period is set to “0”, and when the difference counter exceeds “+2400” (sheets) (specifically, when the difference counter value becomes “0961h” or more in hexadecimal), it is determined that the end condition of the advantageous period is satisfied. In the difference counter and the stop counter shown below, when indicating hexadecimal numbers, “h” is appended to the numerical value. When “h” is not appended to the numerical value, it indicates a decimal number. Also, when no minus sign is appended to the difference counter value, it indicates that it is positive. Also, as described above, in the first embodiment, the number of games during the advantageous period is not included in the end condition of the advantageous period, so the number of games in the advantageous period is not counted. And in both the above-described first example and second example, when the advantageous section ends, the difference counter is cleared.
[0180] Also, in the first embodiment, second, the stop counter counts the MY from the time of power-on. Here, "MY" is a value when the minimum value is "0", similar to the difference counter in the other embodiments described above. The stop counter is initialized at the time of power-on and becomes "0000h". And, for example, from the time of power-on, First game: Bet number "3", Payout number "0", Stop counter "0000h" Second game: Bet number "3", Payout number "14", Stop counter "000Bh" Third game: Bet number "3", Payout number "0", Stop counter "0008h" Fourth game: Bet number "3", Payout number "0", Stop counter "0005h" Fifth game: Bet number "3", Payout number "0", Stop counter "0002h" Sixth game: Bet number "3", Payout number "0", Stop counter "0000h" : It becomes like this. Here, in the above first game, since the difference is "-3", when adding the difference "-3" to the initial value "0000h" of the stop counter, it becomes "FFFDh", but when there is a carry, it is corrected to "0000h" each time. Similarly in the sixth game, since the difference is "-3", when adding the difference "-3" to the stop counter "0002h", it becomes "FFFFh", but it becomes "0000h" by correction. And when the value of the stop counter from the time of power-on reaches "19000" (4A38h), the complete function is activated, the gaming machine 10 is stopped, and the subsequent games (operation on the day) are ended. Note that the stop counter, unlike the difference counter, counts the MY even in the normal section.
[0181] FIG. 34 is a diagram showing the transitions of the difference counter and the stop counter in the first embodiment. First, the point when the power is turned on and the RWM is initialized corresponds to "A" in the figure. At the point "A" in the figure, both the difference counter and the stop counter are "0". And since it is the normal section immediately after the power-on for RWM initialization, the normal section is started. Suppose it shifts to the advantageous section at the point "B" in the figure. Therefore, at this point "B" (the start of the advantageous section), the difference counter is "0". During the normal section, the difference counter is not updated.
[0182] Furthermore, when the difference decreases from the point "B" in the figure and reaches the point "C", the difference counter value at this point "C" is "B - C". Also, the stop counter value is "0". Then, after that, when a sub-bonus or the like is executed in the advantageous section and the difference increases and reaches the point "D", if the difference "D - B" exceeds "2400", the end condition of the advantageous section is satisfied at the point "D", the advantageous section ends, and the next game becomes the normal section. Furthermore, when the transition condition to the advantageous section is satisfied in the normal section, it shifts to the advantageous section. Next, when reaching the point "E" in the figure, when the stop counter value "E - C" reaches "19000", the complete function is activated and the game machine 10 stops.
[0183] Also, in FIG. 34, the line indicated by the dashed-dotted line shows the case where the difference continues to increase after the power-on and the stop counter reaches "19000" in the shortest time. In the figure, "F - A" is "19000". Here, the minimum game time (the shortest time from the start of the rotation of the reel 31 in this game to the start of the rotation of the next game) is set to "4.1" seconds. On the other hand, in the Act on Regulation of Adult Entertainment Businesses and Rationalization of Operations (hereinafter sometimes referred to as the "Adult Entertainment Business Act", "Act on Rationalization of Adult Entertainment Businesses", or "Adult Entertainment Business Regulation Act"), a "pachinko parlor" is defined as a "Type 4 business". And under the Adult Entertainment Business Act, in principle, all adult entertainment businesses are not permitted to operate from midnight to 6:00 a.m. (Article 13 of the Act). Therefore, the maximum operating hours per day for a pachinko parlor are 18 hours. Also, among the operating hours stipulated by the ordinances of each prefecture, the shortest is 13 hours. Furthermore, although specific calculations are omitted, based on the above-mentioned payout table and condition device, it is considered that when shifting from the normal interval to the advantageous interval and further to the sub-bonus in the shortest time, and continuing the sub-bonus until the difference counter exceeds "2400", and shifting to the normal interval when the difference counter exceeds "2400", the net increase in the number of tokens per game is set to approximately "6". That is, when a game is completed in "4.1" seconds per game and the net increase in the number of tokens per game is "6", the net increase in the number of tokens per hour is approximately "5268". Therefore, it takes approximately "3.6" hours to reach "19000" for the MY. Therefore, there is a case where the stop counter reaches "19000" within the daily operating hours (the shortest is 13 hours and the longest is 18 hours) of a pachinko parlor. In this way, by setting the value of the stop counter at which the complete function operates and the net increase in the number of tokens per game so that the complete function can operate within the daily operating hours of a pachinko parlor, it is possible to prevent significantly stimulating the gambling mentality of players.
[0184] Figure 35 is a diagram showing the relationship between the difference counter, the stop counter, and power on / off. The "power off" and "power restoration" in the graph in Figure 35 are simple power on / off, and it is assumed that no RWM clear (setting change) has been performed. As shown in Figure 35, for example, when the power is turned off in a situation where the values of the stop counter and the difference counter are at predetermined values and then restored, the stop counter is cleared. Therefore, after restoration from power off, it starts from "0000h" (the dashed line in the figure). In contrast, the difference counter is not cleared. Therefore, after a power failure, it resumes from the value before the power failure (solid line in the figure). Also, in Fig. 35, the lower table shows the status of the difference counter and the stop counter in the case of power on / off without RWM clear and in the case of power on / off with RWM clear. As described above, in the case of power on / off without RWM clear, the difference counter is retained, but the stop counter is cleared. In contrast, in the case of power on / off with RWM clear (for example, when the settings are changed), both the difference counter and the stop counter are cleared.
[0185] Also, the "complete function operation flag" is a flag that turns on when the stop counter reaches "19000" and the complete function is activated. For example, it is composed of 1-byte data, and is a flag that is "00h" when off and "FFh" when on. Furthermore, the "complete function temporary flag" is a flag that turns on when the stop counter reaches "19000" but the complete function cannot be activated, for example, in a special game state (when a device is operating). For example, it is composed of 1-byte data, and is a flag that is "00h" when off and "FFh" when on. These complete function operation flag and complete function temporary flag are configured not to be cleared in the case of power on / off without RWM clear.
[0186] Therefore, although details will be described later, for example, when the stop counter reaches "19000" during a special game state, the complete function operation flag remains off, but the complete function temporary flag turns on. Then, if the power fails before the special game state ends and then resumes, the complete function temporary flag resumes in the on state. Therefore, after resuming from the power failure, when the special game state ends, the complete function operation flag can be turned on to activate the complete function. However, when the power is turned on / off (when the settings are changed) with RWM clear, both the complete function operation flag and the complete function temporary flag are cleared.
[0187] FIG. 36 is a flowchart showing the flow from when the power is turned on to the main process, and includes processes related to the complete function. First, when the power is turned on at step S511, the power-on process is executed at the next step S512. As one of the power-on processes, it has an initialization process for a predetermined storage area. Here, in the case of power-on without RWM clear, as one of the initialization processes, an initialization process (clear process) for the stop counter is executed. In contrast, the initialization processes for the difference counter, the complete function operation flag, and the complete function temporary flag are not executed. On the other hand, in the case of power-on with RWM clear, all of the stop counter, the difference counter, the complete function operation flag, and the complete function temporary flag are initialized. Next, the process proceeds to step S513 and error processing is performed. In this error processing, as will be described later, the process related to the complete function is configured to be executed.
[0188] At the next step S515, the main control board 50 executes the acceptance process for input and settlement. At the next step S516, the main control board 50 determines whether the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the process proceeds to step S517. At step S517, the lottery means 61 executes a lottery for the role (winning number). Then, at the next step S518, the reel control means 65 starts the rotation of the reel 31. At step S519, the main control board 50 determines whether the stop switch 42 has been operated. If it is determined that the stop switch 42 has been operated, the process proceeds to step S520, and the reel control means 65 controls the stop of the reel 31 corresponding to the operated stop switch 42. In the next step S521, the main control board 50 determines whether all reels 31 have stopped. If it is determined that all reels 31 have not stopped, the process returns to step S519. If it is determined that all reels 31 have stopped, the process proceeds to step S522. In step S522, the winning determination means 66 makes a determination of the winning combination. Then, the process proceeds to step S523, and the payout means 67 pays out medals corresponding to the winning combination. Next, the process proceeds to step S524, and the main control board 50 performs an update process of the combination ratio monitor (management information display LED 74). Next, the process proceeds to step S525, and the main control board 50 executes a complete function calculation process. This process is a process such as updating the hold counter and is the process shown in FIG. 38 described later. Next, the process proceeds to step S526, and the main control board 50 executes a game state update process. Then, the process returns to step S513.
[0189] FIG. 37 is a flowchart showing the error process in step S513 of FIG. 36. First, in step S531, the main control board 50 determines whether it is in a special game state (while the accessory is operating). In the present embodiment, this is because the complete function is not activated even if the activation condition (hold condition) of the complete function is satisfied in the special game state. If it is determined that it is in the special game state, the process proceeds to step S537, and other error processes other than the process related to the complete activation are executed. On the other hand, if it is determined in step S531 that it is not in the special game state, the process proceeds to step S532. In step S532, the complete function activation flag is read. Then, in the next step S533, it is determined whether the complete function activation flag is "FFh" (on). If it is determined that it is "FFh", the process proceeds to step S534. If it is determined that it is not "FFh", the process proceeds to step S537.
[0190] In step S534, the main control board 50 notifies the activation of the complete function. This process transmits an activation signal of the complete function to the sub-control board 80 and notifies the activation of the complete function by the image display device 23 or the like. Next, it proceeds to step S535, and the main control board 50 executes an automatic settlement process. Note that whether to perform automatic settlement of the credited medals when the complete function is activated is optional. When automatic settlement is executed at the activation of the complete function, the automatic settlement process is executed in this step S535. On the other hand, when automatic settlement is not executed at the activation of the complete function, the process of step S535 is not executed. Next, it proceeds to step S536, and outputs a complete signal externally. Thereby, the error process is terminated. Also, when it proceeds to step S536, in FIG. 36, the process after step S515 is not advanced. Thereby, since the operation switches (bed switch 40, start switch 41, stop switch 42) are not received, the game cannot proceed. Note that in this example, the process related to the activation of the complete function is executed within the error process of step S513, but it is not limited to this. For example, a process related to the activation of the complete function may be provided independently as the next process of the error process, and the processes of steps S531 to S536 in FIG. 37 may be executed.
[0191] FIG. 38 is a flowchart showing the complete function calculation process in step S525 of FIG. 36. First, in step S541, the main control board 50 determines whether the complete function temporary flag is on (FFh). When it is determined that the complete function temporary flag is not on, it proceeds to step S542, and when it is determined that it is on, it proceeds to step S548. In step S542, the main control board 50 determines whether the complete function activation flag is on (FFh). When it is determined that it is on, that is, when it is determined that the complete function has already been activated, the process by this flowchart is terminated. This is because when the complete function has already been activated, the update process of the stop counter and the like is not executed. If it is determined in step S542 that the complete function operation flag is not on and the process proceeds to step S543, the main control board 50 determines whether or not it is in the middle of a replay operation. In this embodiment, since the stop counter is not updated during the replay operation, when it is determined that it is in the middle of a replay operation, the processing according to this flowchart is terminated. When it is determined that it is not in the middle of a replay operation, the process proceeds to step S544. In step S544, the stop counter is updated based on the bet number and payout number of the current game.
[0192] In the next step S545, it is determined whether or not the stop counter has become less than "0", that is, whether or not a carry has occurred. When it is determined that the stop counter is not less than "0", the process proceeds to step S546, and when it is determined that it is less than "0", the process proceeds to step S551. In step S551, the stop counter value is corrected to "0". As a result, the minimum value of MY becomes "0". Then, the processing according to this flowchart is terminated. On the other hand, when the process proceeds from step S545 to step S546, the main control board 50 determines whether or not the stop counter value has reached "19000". As described above, when the stop counter value is "4A38h" or more, it is determined that it has reached "19000". When it is determined that the stop counter has reached "19000", the process proceeds to step S547, and when it is determined that it has not reached "19000", the processing according to this flowchart is terminated.
[0193] In step S547, the complete function temporary flag is turned on (FFh). Next, the process proceeds to step S548, and it is determined whether or not the current game is in a special game state (such as during a 1BB game or an RB game). Note that when the special game state ends in the current game (for example, when it is the last game of a 1BB game), since the special game state has ended at the time of step S525, it is determined that it is not in a special game state. When it is determined that it is in a special game state, the processing according to this flowchart is terminated. Therefore, in the special game state, when the stop counter reaches "19000", the complete function temporary flag is turned on in step S547, but since it does not pass through step S549, the complete function operation flag does not become on (FFh). For this reason, the complete function does not operate in the special game state. On the other hand, when it is determined in step S548 that it is not in the special game state, the process proceeds to step S549. In step S549, the main control board 50 turns on the complete function operation flag (FFh). Next, the process proceeds to step S550, and the complete function temporary flag is turned off (00h). Then the processing according to this flowchart is terminated. When the complete function operation flag is turned on in step S549, at the start of the next game, the complete function operates according to steps S513 in FIG. 36 and FIG. 37. Also, in the special game state, when the complete function temporary flag is turned on in step S547, the complete function temporary flag remains on until the special game state ends (the complete function operation flag is off), and at the end of the special game state, the complete function operation flag is turned on (step S549), and the complete function temporary flag is turned off (step S550).
[0194] Next, the image control by the sub-control board 80 regarding the complete function will be described. FIG. 39 shows an image for notifying (pre-informing) the operation of the complete function, where (a) shows the game screen, (b) shows the demonstration screen, and (c) shows the menu screen. The sub-control board 80 independently counts the stop counter after the power is turned on. However, it is not limited to this, and the main control board 50 may transmit the stop counter value to the sub-control board 80 at the end of each game. When the stop counter reaches "19000" and the complete function is suddenly activated, it will take the player by surprise. Therefore, when the activation of the complete function is approaching, the player is warned of the activation of the complete function.
[0195] When the stop counter reaches "18900", in other words, when there are "100" remaining until the complete function is activated, the sub-control board 80 warns of the activation of the complete function. In the figure, as shown in (a), (b), and (c), on any of the game screen, demonstration screen, and menu screen, for example, as in this example, it is displayed as "100 remaining until the complete function is activated". Also, when the stop counter becomes, for example, "+11" in the next game, the warning image for the activation of the complete function is updated to the display "89 remaining until the complete function is activated". In this way, the warning of the activation of the complete function is given so that the quantitative change until the activation condition of the complete function (the stop counter reaching "19000") is visually recognizable. In the figure, the area of the warning image for the activation of the complete function is shown by a dot pattern, and this dot pattern area represents the frontmost layer. Therefore, for example, when there is an area where a predetermined display on the screen overlaps with the warning image for the activation of the complete function, the warning image for the activation of the complete function is displayed for the overlapping area, and the predetermined image (rear layer) is not displayed. In other drawings described later, the area shown by the dot pattern shall also refer to the frontmost layer.
[0196] In the above example, when the complete function is activated when the stop counter reaches "19000", the activation of the complete function was warned when the stop counter reached "18900". Here, after notifying the completion function activation in advance, if the stop counter value reaches "19000" without decreasing, the completion function activation will be notified continuously from when the stop counter reaches "18900" until it reaches "19000". On the other hand, when the value of the stop counter decreases after the stop counter reaches "18900", when the value of the stop counter reaches a predetermined value, the notification of the completion function activation is terminated. Here, when the stop counter rises and falls as the game progresses with "18900" as the threshold value, the state of notifying the completion function activation and the state of not notifying will frequently alternate. For example, the notification image of the completion function activation will be displayed or not displayed. Therefore, in this embodiment, once the completion function activation is notified in advance, the notification of the completion function activation is maintained until the stop counter becomes less than a predetermined value (in this embodiment, "18850").
[0197] Figure 40 is a diagram showing the transition between the section for notifying (pre-informing) the completion function activation and the section for not notifying. In the figure, the solid line is the section for notifying the completion function activation, and the wavy line is the section for not notifying. In Figure 40, when the value of the stop counter reaches "A" (MY1 = "18900") in the figure, the condition for notifying the completion function activation is satisfied, so the completion function activation is notified from this point. Then, as the game progresses, when the value of the stop counter falls below "MY1(18900)" at the point "B" in the figure, the notification of the completion function activation continues. Then, when the value of the stop counter falls below "MY2(18850)" at the point "C" in the figure, the notification of the completion function activation is terminated and the process moves to the section for not notifying.
[0198] Once it shifts to a section without notice, next, unless the stop counter reaches "18900" (MY1), it will not enter the section that pre-announces the activation of the complete function. In the example of Fig. 40, it shows an example where the stop counter reaches "18900" (MY1) at the time of "D" in the figure, and it enters the section that pre-announces the activation of the complete function again. Note that when the stop counter reaches "19000", the complete function is activated, so the pre-announcement of the activation of the complete function ends. Also, the difference "MY1 - MY2" between the stop counter "MY1" for the section that pre-announces the activation of the complete function and the stop counter "MY2" for the section without notice is set to "50" in this example. Here, it is preferable that "MY1 - MY2" is larger than the maximum difference number in one game (in the first embodiment, "11 sheets"). By doing so, it is possible to prevent the sections that pre-announce the activation of the complete function and those without notice from being (frequently) switched in one game.
[0199] Fig. 41 is a diagram showing an example of displaying an image of the activation of the complete function on the entire screen. In the figure, the display area of the dot pattern is set as the image display area for the activation of the complete function. Therefore, when the activation of the complete function is displayed as an image on the entire screen as in this example, the previous game screen, etc. will no longer be visible at all. Here, when the complete function is activated, there are cases where automatic settlement is executed and cases where automatic settlement is not executed. When the complete function is activated, the operation reception of the bet switch 40, start switch 41, and stop switch 42 becomes invalid, so the game cannot proceed thereafter. However, for the gaming machine 10 that permits the operation reception of the settlement switch 43, after the activation of the complete function, the settlement switch 43 can be operated to discharge all the stored medals into the medal tray. In this case, as shown in (a) in the figure, a display prompting settlement is performed. On the other hand, when the complete function is activated or when automatic settlement is executed, all the stored medals are automatically discharged to the medal tray without the player operating the settlement switch 43. In this case, as shown in (b) in the figure, a message indicating that automatic settlement is in progress is displayed. Also, in the case of the "medal-less gaming machine" described in the 18th embodiment (Fig. 52) to be described later, when the counting switch 47 is operated, the game media (electronic medals) stored in the gaming machine 10 are transmitted to the lending unit 200. And in the case of the medal-less gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to transmit the game media to the lending unit 200. In this case, as shown in (c) in the figure, a display prompting counting is performed.
[0200] Fig. 42 is a diagram showing an example of displaying an image of the activation of the complete function in a partial area. In the figure, the display area of the dot pattern is the image display area of the activation of the complete function. In (a) in the figure, for example, is an example where the complete function is activated during a sub-bonus game (AT). An image layer of the activation of the complete function is displayed superimposed on the game screen layer. Therefore, in the range where the game image and the image of the activation of the complete function overlap, the image of the activation of the complete function is displayed on top. Note that the image of the activation of the complete function may be of a transmissive type so that the game screen can be seen under the image of the activation of the complete function. Also, when the game screen is left as it is and a predetermined time elapses, the screen shifts to the demonstration screen as shown in (b) in the figure. Even when the screen has shifted to the demonstration screen, the image of the activation of the complete function is not erased and continues to be displayed. Further, in the range where the image of the demonstration screen and the image of the activation of the complete function overlap, the image of the activation of the complete function is displayed as the front layer. Furthermore, even after the completion function is activated, it is possible to transition to the menu screen. Even when transitioning to the menu screen, the image of the activated completion function continues to be displayed without being erased. Further, in the range where the image on the menu screen and the image of the activated completion function overlap, the image of the activated completion function is displayed as the front layer.
[0201] FIG. 43 is a diagram showing an example when the stop counter reaches "19000" in a special game state (for example, during a 1BB game or an RB game, etc.), (a) shows a time chart, and (b) and (c) show image display examples. Note that the first embodiment has a gameplay that enables the execution of a sub-bonus (AT) on the premise of not winning a 1BB internally (not winning a 1BB). In contrast, the example in FIG. 43 shows an example where, for example, a 1BB or an RB (device) is won during the game, and the stop counter reaches "19000" when in a special game state (during a 1BB game or an RB game). In (a) of the figure, at the time when the special game state is started, the stop counter is less than "18900", the completion function temporary flag is off, and the completion function activation flag is off. First, when the stop counter reaches "18900", the sub-control board 80 displays an image announcing the activation of the completion function. (b) in the figure shows the image at this time. In the game screen of the special game state, an image announcing the activation of the completion function is superimposed and displayed in a part of the area. Next, when the stop counter reaches "19000" in the special game state, the completion function temporary flag becomes on. However, since it is in the special game state, the completion function activation flag remains off. Also, based on the completion function temporary flag becoming on, the sub-control board 80 displays an image indicating that the activation of the completion function is on standby (the completion function will be activated after the end of the special game state). (c) in the figure shows the image at this time. Therefore, based on the stop counter reaching "19000", the image display changes from the image display in (b) in the figure to the image display in (c) in the figure. By configuring in this way, since it is possible to inform the player that the stop counter has reached "19,000" during the special game state (indicating that no more games can be played on the same day), it is possible to prevent troubles between the pachinko parlor staff and the player when the gaming machine 10 stops after the end of the special game state.
[0202] When the special game state ends, the complete function operation flag is turned on (the complete function temporary flag is turned off). As a result, the image switches from the image in (c) in the figure to, for example, the images shown in Fig. 41 or Fig. 42(a). Note that when the stop counter once reaches "19,000" during the special game state, the counting of the stop counter ends. However, if the acquired medals decrease thereafter (for example, when it is assumed that after the stop counter reaches "19,000" and continues without ending the subsequent counting, and when the count value becomes less than "19,000" at the end of the special game state), even in such a case, the complete function temporary flag remains on and the complete function operation flag is turned on at the end of the special game state. Note that in the example of Fig. 38, when the complete function temporary flag is on (Yes in step S541), the stop counter is not updated because step S544 is not passed. Therefore, in this case, the stop counter does not change even if the acquired medals decrease in the subsequent special game state. However, it is not limited to this, and the stop counter may be updated even after the complete function temporary flag is turned on. In this case, even if the stop counter is less than "19,000" at the end of the special game state, if the complete function temporary flag is once turned on during the special game state, the complete function operation flag is turned on at the end of the special game state, and the gaming machine 10 is set to stop.
[0203] Also, in FIG. 43, after the stop counter reaches "19000" and before the special game state ends, if the power is turned off and then turned on again, when the special game state ends, the complete function activates at the end of the special game state. When the stop counter reaches "19000" during the special game state, the complete function activation flag does not turn on, but the temporary complete function flag turns on. And the stop counter is cleared by power on / off, but the temporary complete function flag is not cleared by power on / off. For this reason, after the power is turned on and before the end of the special game state, the temporary complete function flag is on and the complete function activation flag is off. And when the special game state ends, the temporary complete function flag turns off and the complete function activation flag turns on, and the complete function activates. By configuring it in this way, after the stop counter reaches "19000", even if a power failure or the like occurs in a situation where the gaming machine 10 is not stopped (for example, a situation where the stop counter reaches "19000" during the special game state), and then the power is turned on and the stop counter is cleared, the gaming machine 10 can be stopped based on the temporary complete function flag and the complete function activation flag, so it is possible to prevent significantly stimulating the player's gambling mentality.
[0204] FIG. 44 is a time chart showing an example in which a power failure occurs and the payout process ends before the start of the power failure process in a game (a game in which the stop counter reaches "19000". The same applies hereinafter.) where the complete function activates after the payout and is in a state of announcing (notifying in advance) the activation of the complete function (for example, the state shown in FIG. 43(b)). First, assume that in a situation where the state of announcing the activation of the complete function is in effect, the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is performed. Then, assume that a power failure occurs immediately before the end of the payout process and the payout process ends before the start of the power failure process. When the payout process ends, the stop counter is updated. As a result of the stop counter reaching "19000", it transitions from the state of the completion function being in a pre-operation state to the state of the completion function being in an operation state. Although a power failure occurs around the moment of switching from the pre-operation state to the operation state, it is in the operation state before the power failure process starts. For this reason, the completion function operation flag is turned on before the power failure process starts. When the power failure process ends, the power then turns off. Next, when the power is turned on, the power-on process is executed. When the power-on process ends, it returns to the state of the completion function being in an operation state. As described above, when the power is turned on / off, the stop counter is cleared, but the completion function operation flag is not cleared. For this reason, the value of the completion function operation flag is read during the power-on process, and when the completion function operation flag is on, it enters the state of the completion function being in an operation state.
[0205] Figure 45 is a time chart showing an example where a power failure occurs during the payout process and the power failure process starts in a game where the completion function operates after the payout, and the completion function is in a pre-operation state. Figure 45 shows Example 1 in (a) and Example 2 in (b). First, Example 1 in (a) will be described. In the pre-operation state of the completion function operation, assume that the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is performed. Then, a power failure occurs during the payout process, and it is assumed that the power failure process starts before all of the payout process is completed (before all medals are paid out). Therefore, when the power failure process ends and the power turns off, the stop counter has not reached "19000". For this reason, the power turns off while remaining in the pre-operation state of the completion function operation. In other words, the completion function operation flag is off at the time of the power failure. Note that at the time of the power failure, the payout process up to that point and the pre-operation state of the completion function operation are backed up.
[0206] Next, when the power is turned on, the power-on process is executed. When the power-on process ends, the continuation of the payout process is executed based on the backup data. Also, based on the backup data at the time of power-off, the system returns to the pre-warning state of the completion function operation. When the payout process ends, the stop counter is updated, but the stop counter is cleared when the power is turned off. For this reason, after the power is turned on, the subsequent payout process is executed, and even if the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter does not reach the value required for the pre-warning state of the completion function operation (for example, "18900" in the example of FIG. 40). Therefore, after the payout process ends, the system does not enter the pre-warning state of the completion function operation and shifts to the normal state. Also, Example 2 in (b) of the figure is an example where the pre-warning state of the completion function operation is not backed up when the power is turned off. For this reason, after the power is turned on, the system does not return to the pre-warning state of the completion function operation. Therefore, when the power-on process ends, the system enters the normal state. Note that FIG. 45 shows the pre-warning state of the completion function operation, and this also applies even when the completion function does not operate after the payout (when the stop counter does not reach "19000"). Also, in Example 2 in (b) of the figure, although the pre-warning state of the completion function operation is backed up when the power is turned off, the pre-warning state of the completion function operation may be cleared in the process when the power is restored after the power-off. The same applies to FIGS. 46(b), 47(b), and 48(b) described later.
[0207] FIG. 46 is a time chart showing an example in which, in a game where the completion function operates after the payout and the pre-warning state of the completion function operation is present, a power-off occurs before releasing the hand from the last stop switch and the power-off process is executed when the payout process has been carried out halfway. FIG. 46 shows Example 1 in (a) and Example 2 in (b). First, Example 1 in (a) will be described. In the pre-warning state of the complete function operation, assume that the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is performed. Here, assume that a power-off occurs before the hand is released from the last stop switch 42. Further, assume that the power-off process starts before all of the payout process is completed (before all medals are paid out). Therefore, when the power-off process ends and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while remaining in the pre-warning state of the complete function operation. Note that at the time of power-off, the payout process up to that point and the pre-warning state of the complete function operation are backed up.
[0208] Next, when the power is turned on and the power-on process is executed, the continuation of the payout process is executed based on the backup data. Also, based on the backup data at the time of power-off, the system returns to the pre-warning state of the complete function operation. When the payout process ends, the stop counter is updated, but the stop counter is cleared by turning off the power. For this reason, after the power is turned on, the subsequent payout process is executed, and even if the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value for entering the pre-warning state of the complete function operation. Therefore, after the payout process ends, the system does not enter the pre-warning state of the complete function operation and shifts to the normal state. Also, Example 2 in (b) of the figure is an example where the pre-warning state of the complete function operation is not backed up at the time of power-off. For this reason, after the power is turned on, the system does not return to the pre-warning state of the complete function operation. Therefore, when the power-on process ends, the system enters the normal state. Note that Fig. 46 also applies when the system is in the pre-warning state of the complete function operation and the complete function does not operate after payout (when the stop counter does not reach "19000"). Also, when comparing the example of FIG. 45 and the example of FIG. 46, the results are the same. In the example of FIG. 45, power-off occurs after releasing the hand from the last stop switch 42, and in the example of FIG. 46, the hand is released from the last stop switch 42 after power-off has occurred. And in both cases, the power-off process is terminated during the payout process. As a result, after power-on, the continuation of the payout process is carried out, and when the pre-warning state of the complete function operation is backed up, it returns to the pre-warning state of the complete function operation. However, since the stop counter is cleared, it then returns to the normal state. Note that as methods for updating the stop counter when power is turned on / off, the following two methods can be mentioned. As the first method, it is a method of updating the stop counter based on the number of payouts and the number of bets in the game. Also, as the second method, it is a method of updating the stop counter based on the number of coins paid out after power-on. For example, in a game where 3 coins are bet and there are 10 payouts, assuming that the power-off process is completed at the timing when 5 out of 10 coins are paid out, and then the power is turned on and the remaining payouts are made, When the first method is adopted, after power-on, the stop counter is updated by 7 coins as the difference. Thereby, even if the power is turned on / off during the payout process, the same difference as when the power is not turned on / off can be updated, so the process can be simplified. However, there may be a case where the value of the stop counter updated after power-on does not match the number of coins paid out after power-on. Also, when the second method is adopted, the stop counter is updated by 5 coins paid out after power-on. Thereby, since the value of the stop counter updated after power-on matches the number of coins paid out after power-on, the player will not be confused when a pre-warning of the complete function operation is given after power-on.
[0209] FIG. 47 is a time chart showing an example where the hand is released from the last stop switch immediately before the start of the power-off process (T1) or after the power-off process (T2) in a game in which the complete function operates after the payout, and the game is in a pre-warning state of the complete function operation. In either case, whether the hand is released from the last stop switch immediately before the start of the power-off process (T1) or after the end of the power-off process and before the power-on (T2), the result is the same. FIG. 46 illustrates Example 1 in (a) and Example 2 in (b). First, Example 1 in (a) will be described. In the pre-warning state of the complete function operation, assume that after the stop switch 42 is operated, the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2). When the hand is released from the last stop switch 42, the payout process is executed. However, since the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2), the power-off process has ended before the payout process starts. Therefore, when the power-off process ends and the power is turned off, the hold counter has not reached "19000". For this reason, the power is turned off while remaining in the pre-warning state of the complete function operation. Note that when the power is turned off, the fact that a winning combination has been achieved and the pre-warning state of the complete function operation are backed up.
[0210] Next, when the power is turned on and the power-on process is executed, the payout process is executed based on the backup data. Also, based on the backup data at the time of power-off, the game returns to the pre-warning state of the complete function operation. When the dispensing process ends, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the dispensing process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value for the preview state of the complete function to operate. Therefore, after the end of the dispensing process, the preview state of the complete function does not occur, and the normal state is entered. Also, Example 2 in (b) of the figure is an example where the preview state of the complete function operation is not backed up when the power is off. For this reason, after the power is turned on, it does not return to the preview state of the complete function operation. Therefore, when the power-on process ends, the normal state is entered.
[0211] Figure 48 is a time chart showing an example where the preview state of the complete function operation is reached, and after a power failure occurs, the hand is released from the last stop switch after the power is turned on. Even when the hand is released from the last stop switch 42 after the power is turned on after a power failure occurs, it is the same as the example of Figure 47 described above. Specifically, as in (a) Example 1, when the preview state of the complete function operation is backed up when the power is off, after the power-on process and before the end of the dispensing process, it returns to the preview state of the complete function operation based on the backup data. Then, it shifts to the normal state after the end of the dispensing process. On the other hand, as in (b) Example 2, when the preview state of the complete function operation is not backed up when the power is off, it becomes the normal state after the power-on process.
[0212] Figure 49 is a time chart showing an example when a power failure occurs in a situation where the preview state of the complete function operation is reached during the sub-bonus. In this example, it is assumed that there is no dispensing process before and after the power failure. In the sub-bonus, since the preview state of the complete function operation is reached, the remaining number of sheets until the complete function operation is displayed as an image. For example, it is an image display like Figure 43(b). Also, the number of sheets acquired during the sub-bonus is displayed as an image. After a power failure occurs while the remaining number of sheets until the completion function operates and the number of sheets acquired during the sub-bonus are being displayed as an image, when the power is turned on, a power-on process is executed. When the power-on process ends, the stop counter is cleared, so the value of the stop counter does not reach the value for the preliminary notice state of the completion function operation. As a result, the preliminary notice state of the completion function operation does not occur. For this reason, after the power is turned on, the remaining number of sheets until the completion function operates is not displayed as an image. On the other hand, when the power-on process ends, based on the backup data, the number of sheets acquired during the sub-bonus is displayed as an image. From the above, before the power failure, the remaining number of sheets until the completion function operates and the number of sheets acquired during the sub-bonus are displayed as an image, but after the power is turned on, the number of sheets acquired during the sub-bonus is displayed as an image.
[0213] FIG. 50 is a diagram showing an example in which a notice of the preliminary operation of the completion function is given, and the completion function operates after the payout process, and a hopper empty error occurs during the automatic settlement after the payout process when the operation of the completion function is notified. (a) shows a time chart, and (b) to (d) show the image display contents. In (a) of the figure, in a situation where a notice of the preliminary operation of the completion function is given, when the payout process ends, the stop counter reaches "19000" and the completion function operation flag is turned on. Thereby, the operation of the completion function is notified. In (b) of the figure, "During operation of the completion function, please call the staff" is an example of notifying the operation of the completion function. Also, in this example, similar to the example of FIG. 41(b), it is assumed that the specification is such that automatic settlement is performed when the completion function operates. Therefore, when the operation of the completion function is notified, automatic settlement is started. (b) in the figure is an example of notifying the operation of the completion function and notifying that automatic settlement is in progress.
[0214] Next, if a hopper empty error occurs during automatic settlement, the hopper empty error is notified. In the figure (c), it is an example of notifying the operation of the complete function and the occurrence of the hopper empty error. Then, when the hopper empty error is resolved and the automatic settlement is completed, only the operation of the complete function is notified as shown in (d) in the figure. In addition, in the case of (c) in the figure, when giving priority to the occurrence of the hopper empty error, the notification of the hopper empty error may be displayed larger than the notification of the complete function operation. Alternatively, when giving priority to the notification of the complete function operation, the notification of the complete function operation may be displayed larger than the notification of the hopper empty error.
[0215] FIG. 51 is an example of notifying a notice of the operation of the complete function and notifying the operation of the complete function after automatic settlement when the complete function operates after the payout process. Further, it is a diagram showing an example in which a hopper empty error occurs during the automatic settlement. (a) shows a time chart, and (b) to (d) show the image display contents. In FIG. 51, the difference from FIG. 50 is an example in which the operation of the complete function is not notified during the automatic settlement after the payout process, and the operation of the complete function is notified after the automatic settlement. In (a) in the figure, when the payout process ends in a situation where a notice of the operation of the complete function is notified, the stop counter reaches "19000", so the complete function operation flag is turned on. Next, before notifying the operation of the complete function, the automatic settlement process is executed, so it is displayed that it is during the automatic settlement. (b) in the figure shows this state.
[0216] In the example of FIG. 37, when it is determined in step S533 that the complete function operation flag is on, the process proceeds to step S534, and the operation of the complete function is notified. Next, the process proceeds to step S535 to execute the automatic settlement process. Therefore, this example of the flowchart is the example of FIG. 50. On the other hand, when processing as shown in FIG. 51, in FIG. 37, if it is determined in step S533 that the complete function operation flag is on, the process proceeds to step S535 to execute the automatic settlement process. Then, after the automatic settlement process, the process proceeds to step S534 to notify the operation of the complete function. And, when a hopper empty error occurs during the automatic settlement, as shown in (c) in the figure, the display changes from "during automatic settlement" to "hopper empty error". And, when the hopper empty error is resolved and the automatic settlement ends, as shown in (d) in the figure, the operation of the complete function is notified. By configuring in this way, since the operation of the complete function is not notified when the automatic settlement is not completed, it is possible to prevent the player from ending the game and suffering losses in a state where the automatic settlement is incomplete.
[0217] Also, in the example of FIG. 51, when the payout process ends, the stop counter reaches "19000", so at that time the complete function operation flag is turned on and the complete function operates. However, during the automatic settlement executed after the payout process, the operation of the complete function is not notified. Here, when a power failure occurs during the hopper empty error during the automatic settlement, and then the power is turned on and the hopper empty error is released, before the end of the automatic settlement process, it is notified that it is during the automatic settlement (the operation of the complete function is not notified), and when the automatic settlement process ends, the operation of the complete function is notified. As a result, even if a hopper empty error occurs during the automatic settlement when the complete function operates and the power fails in a situation where the hopper empty error has occurred, after the release of the hopper empty error, it is possible to stop the gaming machine 10 based on the complete function operation flag and the complete function temporary flag, so it is possible to prevent significantly stimulating the player's gambling mentality.
[0218] Next, in the first embodiment, the power recovery process in the sub-control board 80 will be described. In the first embodiment, the return screen after power-off is made different according to whether the gaming state before power-off was a gaming state advantageous to the player. Here, the "gaming state advantageous to the player" may include not only during the sub-bonus (AT), but also during the main precursor of the sub-bonus (AT) and the so-called chance zone (CZ) where the winning expectancy of the AT is high. In the case of during the main precursor, both the case where the player is notified of the winning of the sub-bonus (AT) and the case where the player is not notified are included. However, the "gaming state advantageous to the player" does not include a mere advantageous section (when not winning the AT). Also, although different from the specifications of the first embodiment, in the case of the specification where a winning special combination is made to win and a special game is executed (transition to the special game state), the "gaming state advantageous to the player" may include not only the special game state, but also the inside where the winning of the special combination is carried over. Further, in the case of the inside, both the case where the winning of the special combination is notified and the case where it is not notified are included.
[0219] In this embodiment, when it was not a state advantageous to the player before power-off, after the return from power-off, a game standby screen (normal return screen) is displayed. On the other hand, when it was a state advantageous to the player before power-off, a predetermined return screen is displayed. Thereby, for example, the hall staff When turning on the power of the gaming machine 10, it is possible to determine whether it ended in a state advantageous to the player at the end of the hall business the previous day (at the time of power-off), so it is possible to appropriately select whether to start business in the normal state by changing the settings or to start business in a state advantageous to the player without changing the settings. Furthermore, when the complete function operation screen was being displayed before power-off, in most cases, it was a gaming state advantageous to the player before power-off. However, when it was a gaming state advantageous to the player before power-off and the complete function operation screen was being displayed, after the return from power-off, the complete function operation screen is displayed with priority over the predetermined return screen. Thereby, it is possible to notify the hall staff that the game cannot be played without changing the settings.
[0220] The main control board 50 transmits information such as the current game state, winning of a sub-bonus (AT), winning of special symbols, etc. to the sub-control board 80. Based on this information, the sub-control board 80 determines whether the current game state is advantageous to the player. For example, a flag is set to be on when it is an advantageous state for the player (including during the above-mentioned main precursor and internal states), and it is memorized whether it is an advantageous game state for the player. Also, when a predetermined error (such as a selector error or a door open error) occurs during the display of a predetermined return screen, in order to prioritize the notification of the predetermined error, the screen is switched to an error screen instead of the predetermined return screen. However, it may be possible to display a message indicating that a predetermined error has occurred in a part of the predetermined return screen. Alternatively, it may be possible to display a message indicating that the predetermined return screen is being displayed in a part of the error screen. In other words, when displaying a message indicating that a predetermined error has occurred during the display of the predetermined return screen, both the predetermined return screen and the error screen may be displayed in a distinguishable manner. In addition, when the power is turned off during the rotation of the reel 31 and then restored, an error notification is performed after the reel 31 has come to a complete stop without displaying an error screen during the rotation of the reel 31. However, this is not limited to this case, and an error notification may be performed during the rotation of the reel 31.
[0221] When the complete function operation screen is displayed, it is not erased unless the power is turned on / off with setting changes. On the other hand, the display of the predetermined return screen ends when the game is started (when the start switch 41 is operated). However, it does not end with only a bet operation. Also, after the power is turned on and the predetermined return screen is displayed, when a predetermined time has elapsed, the display of the predetermined return screen ends and the screen shifts to a demonstration screen. Here, when the time from when the game standby screen is displayed until the demonstration screen is displayed is defined as T1, and the time from when the predetermined return screen is displayed until the demonstration screen is displayed is defined as T2, T2>T1 It is configured to be like this.
[0222] Accordingly, when the power is turned on in the hall and the system resumes on a predetermined resume screen, if it resumes, the time from the game standby screen (in a single game, it is the game screen displayed after a full stop as the game progresses, and it is not a dedicated screen. Also, it is a screen different from the demonstration screen.) to the transition to the demonstration screen is long, so it is possible to make it easier for the hall staff to notice that the predetermined resume screen is being displayed. In addition, when a predetermined time has elapsed without any operation from a predetermined timing after the game ends (such as after all reels 31 stop or after the payout process ends), the display shifts to the demonstration screen. When the time from the end of the game to the display of the demonstration screen is defined as T0, T0≒T1 it is as follows. Therefore, T2>T0 it is as follows.
[0223] Also, after the display shifts from the game standby screen or the predetermined resume screen to the demonstration screen, if a bet operation is performed, the display of the demonstration screen ends and the screen returns to the game standby screen. Then, when the start switch 41 is operated from the game standby screen, a game start screen (a normal production screen displayed at the start of the game) is displayed. Also, when a bet operation is performed while the demonstration screen is being displayed and the screen shifts to the game standby screen, thereafter, the screen does not shift to the demonstration screen even as time passes.
[0224] FIG. 52 is a flowchart showing the flow of processing of the resume screen after power-off on the sub-control board 80. First, in step S561, the sub-control board 80 determines whether it is in the setting change mode. When the power is turned on in the setting change mode, a command indicating that it is in the setting change mode is transmitted from the main control board 50 to the sub-control board 80, so it is determined whether it is in the setting change mode based on the reception of the command. When it is determined that it is not the setting change mode, the process proceeds to step S562. When it is determined that it is the setting change mode, the processing according to this flowchart ends. In this way, when it is the setting change mode, the system shifts to the setting change mode without displaying a predetermined return screen or the like (displaying a screen specific to the setting change mode).
[0225] When proceeding from step S561 to step S562, the sub-control board 80 determines whether or not the completion function operation screen was displayed before the power-off. At the time of power-off, information regarding whether or not the operation of the completion function is being notified is also backed up. When it is determined that the completion function operation screen was not displayed before the power-off, the process proceeds to step S563. When it is determined that it was displayed, the processing according to this flowchart ends. In step S563, the sub-control board 80 determines whether or not the gaming state before the power-off was a gaming state advantageous to the player. As described above, the sub-control board 80 stores whether or not the gaming state is advantageous to the player based on the information transmitted from the main control board 50. Then, at the time of power-off, that information is backed up, and when the power is turned on, that information is read to determine the gaming state before the power-off. When it is determined that the gaming state before the power-off was an advantageous state for the player, the process proceeds to step S564. When it is determined that it was not an advantageous state for the player, the process proceeds to step S572.
[0226] When proceeding to step S564, that is, when the completion function operation screen was not displayed before the power-off and the state before the power-off was advantageous to the player, the sub-control board 80 displays a predetermined return screen. Then the process proceeds to step S565. In step S565, the sub-control board 80 determines whether or not medals have been bet. When it is determined that medals have been bet, the process proceeds to step S576. When it is determined that they have not been bet, the process proceeds to step S566. In step S566, the sub-control board 80 determines whether or not the time T2 has elapsed since the start of displaying the predetermined return screen. When it is determined that the time T2 has elapsed, the process proceeds to step S567. When it is determined that the time T2 has not elapsed, the process returns to step S565. When the process proceeds to step S567, the sub-control board 80 ends the display of the predetermined return screen and starts displaying the demonstration screen. Next, when the process proceeds to step S568, the sub-control board 80 determines whether or not a medal has been bet. When it is determined that a medal has been bet, the process proceeds to step S569. That is, the demonstration screen continues until a medal is bet. When it is determined that a medal has been bet and the process proceeds to step S569, the sub-control board 80 displays the game standby screen.
[0227] After displaying the game standby screen in step S569, when the process proceeds to step S570, the sub-control board 80 determines whether or not the start switch 41 has been operated. In other words, in step S570, it is determined whether or not the game has started. When it is determined that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen. Then, the processing according to this flowchart ends. On the other hand, after displaying the predetermined return screen in step S564, when it is determined in step S565 that a medal has been bet and the process proceeds to step S576, the sub-control board 80 determines whether or not the start switch 41 has been operated. Note that at the stage of step S576, the predetermined return screen is being displayed. When it is determined in step S576 that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen. On the contrary, when it is determined in step S576 that the start switch 41 has not been operated, the process proceeds to step S577. In step S577, the sub-control board 80 determines whether or not the time T2 has elapsed since the start of displaying the predetermined return screen. When it is determined that the time T2 has elapsed, the process proceeds to step S578. When it is determined that the time T2 has not elapsed, the process returns to step S576. When proceeding to step S578, the sub-control board 80 ends the display of the predetermined return screen and starts the display of the demonstration screen. Next, when proceeding to step S579, the sub-control board 80 determines whether the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen.
[0228] On the other hand, when it is determined in step S563 that the game state before power-off is not a game state advantageous to the player and the process proceeds to step S572, the sub-control board 80 displays the game standby screen. Next, when proceeding to step S573, the sub-control board 80 determines whether medals have been bet. When it is determined that medals have been bet, the process proceeds to step S575. Also, when it is determined that no medals have been bet, the process proceeds to step S574. In step S574, the sub-control board 80 determines whether the time T1 has elapsed since the start of the display of the game standby screen. As described above, "time T1 < time T2". When it is determined that the time T1 has not elapsed, the process returns to step S573 to maintain the game standby screen. On the other hand, when it is determined that the time T1 has elapsed, the process proceeds to step S567 to display the demonstration screen. Also, when it is determined in step S573 that medals have been bet and the process proceeds to step S575, the sub-control board 80 determines whether the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen. Note that after displaying the predetermined return screen in step S564, when it is determined in step S565 that there is a bet before it is determined in step S566 that the time T2 has elapsed, the process may shift to step S579 (instead of step S576). In other words, after a bet, even if the time T2 elapses, the demonstration screen may not be displayed, and the display of the predetermined return screen may be maintained until the start switch 41 is operated. Alternatively, after displaying the predetermined return screen in step S564, the display of the predetermined return screen may be maintained until the bet is placed and the start switch 41 is operated. In other words, after step S564, the process may proceed to step S570, and the display of the predetermined return screen may be maintained until the bet is placed and the start switch 41 is operated in step S570.
[0229] As described above, the first embodiment of the present invention has been explained. However, the present invention is not limited to the above-described embodiment, and various modifications as follows are possible, for example. (1) In the above embodiment, when winning the sub-bonus, the sub-bonus is started after a predetermined number of preliminary games and pseudo-games (the "seven reds" alignment game). However, the present invention is not limited to this, and a pseudo-game may be executed in the next game of the game in which the sub-bonus is won, and the process may shift to the sub-bonus. (2) In the above embodiment, the game in which the winning number "2" (replay B) is won is set as the sub-bonus winning game, and the "seven reds" alignment is achieved by reverse pressing. However, for example, since the winning combination includes replay 04 even when the winning number is "1" (replay A), it may be possible to display the "seven reds" alignment (replay 04) by reverse pressing. In addition, since the winning number "1" is won at about "1 / 7.3", after winning the sub-bonus, when the winning number "1" is won, an effect aiming at the "seven reds" alignment may be output by reverse pressing, and when the "seven reds" alignment is displayed, the process may shift to the sub-bonus from the next game. (3) In the above embodiment, as the end condition of the advantageous section, it is set that the difference during the advantageous section exceeds "2400". However, for example, when the number of games in the advantageous section reaches a predetermined number, the advantageous section may be ended. Examples of the "predetermined number" include, for example, "3000" games or "4000" games. In this case, if either the difference during the advantageous period exceeds "2400" or the number of game plays in the advantageous period reaches a predetermined number, the advantageous period ends. I...
Claims
1. The memory area of the microprocessor includes: ROM area within the usage area, ROM area outside the usage area and Having at least, Reel frame and, The reel tape attached to the reel frame, A backup lamp circuit board equipped with a specified LED, It has a backup lamp housing to which the backup lamp circuit board is attached, The program for rotating the reel, including at least the reel frame, is described in the ROM area within the usage area. The call command is stored in the ROM area within the aforementioned usage area. The return command is stored in the ROM area within the aforementioned usage area. The call command is stored in the ROM area outside the usage area. The return command is stored in the ROM area outside the aforementioned usage area. There are multiple types of call commands. The total number of call instructions stored in the ROM area within the aforementioned usage area is greater than the total number of return instructions stored in the ROM area within the aforementioned usage area. The total number of return instructions stored in the aforementioned ROM area outside the usage area is greater than the total number of call instructions stored in the aforementioned ROM area outside the usage area. When the position of the reel tape facing the predetermined LED on the backup lamp substrate is pressed toward the predetermined LED on the backup lamp substrate with a predetermined force within a range in which at least one of the reel tape and the reel frame can be elastically deformed, at least one of the reel tape and the reel frame will elastically deform, causing at least one of the reel tape and the reel frame to come into contact with the backup lamp housing, and preventing the reel tape from coming into contact with the predetermined LED on the backup lamp substrate. A gaming machine characterized by the following features.
2. The memory area of the microprocessor includes: ROM area within the usage area, ROM area outside the usage area and Having at least, Reel frame and, The reel tape attached to the reel frame, A backup lamp circuit board equipped with a specified LED, It has a backup lamp housing to which the backup lamp circuit board is attached, The program for rotating the reel, including at least the reel frame, is described in the ROM area within the usage area. The call command is stored in the ROM area within the aforementioned usage area. The return command is stored in the ROM area within the aforementioned usage area. The call command is stored in the ROM area outside the usage area. The return command is stored in the ROM area outside the aforementioned usage area. There are multiple types of call commands. The total number of call instructions stored in the ROM area within the aforementioned usage area is greater than the total number of return instructions stored in the ROM area within the aforementioned usage area. When the position of the reel tape facing the predetermined LED on the backup lamp substrate is pressed toward the predetermined LED on the backup lamp substrate with a predetermined force within a range in which at least one of the reel tape and the reel frame can be elastically deformed, at least one of the reel tape and the reel frame will elastically deform, causing at least one of the reel tape and the reel frame to come into contact with the backup lamp housing, and preventing the reel tape from coming into contact with the predetermined LED on the backup lamp substrate. A gaming machine characterized by
3. The memory area of the microprocessor includes: ROM area within the usage area, ROM area outside the usage area and Having at least, The call command is stored in the ROM area within the aforementioned usage area. The return command is stored in the ROM area within the aforementioned usage area. The call command is stored in the ROM area outside the usage area. The return command is stored in the ROM area outside the aforementioned usage area. There are multiple types of call commands. The total number of call instructions stored in the ROM area within the aforementioned usage area is greater than the total number of return instructions stored in the ROM area within the aforementioned usage area. The total number of return instructions stored in the aforementioned ROM area outside the usage area is greater than the total number of call instructions stored in the aforementioned ROM area outside the usage area. A gaming machine characterized by
4. The memory area of the microprocessor includes: ROM area within the usage area, ROM area outside the usage area and Having at least, The call command is stored in the ROM area within the aforementioned usage area. The return command is stored in the ROM area within the aforementioned usage area. The call command is stored in the ROM area outside the usage area. The return command is stored in the ROM area outside the aforementioned usage area. There are multiple types of call commands. The total number of call instructions stored in the ROM area within the aforementioned usage area is greater than the total number of return instructions stored in the ROM area within the aforementioned usage area. A gaming machine characterized by