Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SAMMY CORPORATION
- Filing Date
- 2025-03-31
- Publication Date
- 2026-07-03
AI Technical Summary
Conventional gaming machines, such as slot machines, lack robust mechanisms to handle electrical and power failures during gameplay, leading to disruptions and potential loss of player engagement.
The gaming machine incorporates a main control board, a sub-control board, and a harness for electrical connection, with predefined display modes to handle electrical disconnections and power failures, ensuring seamless transitions and continued gameplay through distinct image displays.
Enhances gameplay performance by maintaining engagement and integrity during electrical and power disruptions, improving user experience and operational reliability.
Smart Images

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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 5 among Initial Inventions 1 to 20 described later. The present invention (16th embodiment) includes 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 Comprising, when a situation occurs where the electrical connection between the main control board and the sub-control board is severed after betting on a game medium, an image of a first display mode (a display mode different from the normal display mode) is configured to be displayed on the image display device. When the reels rotate in a situation where the electrical connection between the main control board and the sub-control board is severed, and then the electrical connection between the main control board and the sub-control board is restored, an image of a second display mode (a display mode different from the normal display mode) is configured to be displayed on the image display device. When a power failure occurs in a situation where the reels are rotating and an image of the second display mode is being displayed on the image display device, and then the power is restored, an image of 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. When a power failure occurs in a situation where the electrical connection between the main control board and the sub-control board is severed and the reels are rotating, and the electrical connection between the main control board and the sub-control board is restored during the power failure, and then the power is restored, an image of the third display mode is configured to be displayed on the image display device (Figs. 262, 263).
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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Modes 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, one can manually insert actual medals through the medal insertion slot 47, or operate the bet switch 40 to bet the medals that are credited (stored). On the other hand, "credit" (also referred to as "store"), unlike the above "bet", means storing medals inside the slot machine 10. 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 with which the game can be started (executed) in the relevant game. For example, in a game with a prescribed number of "2" or "3", the game can be started with either a bet number of "2" or "3", and it is not possible to play the game with a bet number of "1". For the sake of convenience in explanation, the "prescribed number" may also be referred to as the "bet number". On the other hand, when referring to the "bet number", it may sometimes refer to something other than the "prescribed number". For example, in a game with a prescribed number of "2" or "3", at the point when one medal is inserted (before the game starts), the bet number is "1" (the number bet at that time).
[0009] "Manual insertion" means that the player inserts medals through the medal insertion slot 47 (described later). "Manual bet" means that the player bets medals by manually inserting medals through the medal insertion slot 47. "Manual credit" means that the player credits (adds credit) medals by manually inserting medals through the medal insertion slot 47.
[0010] "Bet medal" refers to the medal being bet. "Stored medal" refers to the medal that is credited (stored). "Stored bet" means that by the player operating the bet switch 40 (described later), within the range where betting is possible in the game, part or all of the credited medals are bet 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 small winning combination stops and is displayed (meaning it has stopped on the active line; the same applies hereinafter), it is called "winning of a small winning combination". On the other hand, in the "Rules Regarding Certification of Gaming Machines and Type Testing, etc. (hereinafter simply referred to as the 'Rules')", when the symbol combination corresponding to a replay stops and is displayed, it is interpreted as the operation of the conditional device related to re - gaming and not a "win". However, in this application (this specification, etc.), a replay is also treated as one of the winning combinations (re - gaming winning combination), and when the symbol combination corresponding to a replay stops and is displayed, it may be called "winning of a replay". "Payout" means paying out bet medals and / or stored medals to the player. In this embodiment, a payout process is executed when the payout switch 43 (described later) is operated.
[0011] "Payout" means paying out medals to the player based on winning of a winning combination or paying out medals by the above - mentioned payout. When paying out medals to the player based on winning of a winning combination, it includes both storing as credit (adding stored medals, in other words, updating the electronic data stored in the RWM 53 (described later)) and actually paying out medals from the payout opening (not shown). The payout of medals is controlled, for example, by setting "50" as the limit number of credits, and when the number of credits exceeds "50", the excess medals are actually paid out 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] In this embodiment, the "game medium" is a medal. 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" means that when money (paper currency) is inserted into a lending machine, it is converted into electronic information corresponding to that amount of money, and part or all of that 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, "paying out medals" means crediting (adding) to the game medium credit device provided in the gaming machine. Therefore, "paying out 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 games progress as the "N-1" game, "N" game, "N+1" game,... (where "N" is an integer of 2 or more), when the current game is the "N" game, the game of the "N" game is referred to as the "current game". Also, the game of the "N-1" game is referred to as the "previous game". Furthermore, the game of the "N+1" game 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 indicating "16" in decimal is expressed 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 expressed as "16(D)" if necessary. However, when it is clear whether it is a binary, decimal, or hexadecimal number, the trailing symbols of "(B)", "(D)", "(H)", "H", or "h" may be omitted respectively.
[0016] Also, the probability that a desired symbol to be stopped and displayed on the active line can be stopped 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 moving frames) is referred to as 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 moving frames), it is said that the target symbol cannot be stopped (drawn in) on the active line, which is referred to as "PB≠1". On the contrary, 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), the situation where the target symbol can always be stopped (drawn in) on the active line is referred to as "PB = 1".
[0017] Also, the "operation mode" of the stop switch 42 means the pressing order of the stop switch 42 and / or the operation timing (the pressing timing of the stop switch for the target symbol to stop on the active line). Furthermore, the "advantageous operation mode" of the stop switch 42 means an operation mode in a game where the operation mode of the stop switch 42 causes an advantage / disadvantage in the game result (the symbol combination that stops on the active line), 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 (promotes) to an advantageous RT stops, or an operation mode in which a symbol combination that does not shift (fall) 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 in which the operation mode of the stop switch 42 causes an advantage / disadvantage in the game result" corresponds to, for example, a game in which a plurality of types of minor winning combinations (bells) with different payout numbers are overlapped and won (a game won in the so-called "pressing order bell"), where the types of minor winning combinations (bells) that win are different (the payout numbers are 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 overlapping replays are won. A game won in the so-called "pressing order replay"), the case where the RT shifts depending on the type of replay that wins also corresponds.
[0019] The "instruction function" means a function of instructing the player on the operation mode of the stop switch 42. In principle, the instruction function is a function of instructing the player on 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" is to show the "instruction" content visibly, and "notification" is to inform the player of the instruction content. Therefore, the "instruction function" is also a "display function" and a "notification function".
[0020] Also, 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 when the push order bell wins 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 a notification of the advantageous operation mode of the stop switch 42, and it naturally 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 the advantageous operation mode (activation of the instruction function)", or may not be regarded as the "notification of the advantageous operation mode".
[0021] The push order for winning the 4-coin combination is a push order that does not win the 10-coin combination, so 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 is not necessarily a disadvantageous operation mode. Similarly, the push order for winning the 3-coin combination is a push order that does not win the 10-coin combination, so 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 is not necessarily a disadvantageous operation mode.
[0022] Furthermore, similarly, since the pushing order for winning a single - combination prize is the pushing order that does not win a ten - combination prize, it is not the most advantageous operation mode. Further, for the bet number "3", the payout number is "1", which is an operation mode that reduces the difference in the number of combinations. However, since it can be said to be an operation mode that does not miss a combination, there is a possibility that it cannot be said to be a disadvantageous operation mode.
[0023] In this embodiment, in the operation of the instruction function when winning the push - order bell, it notifies the operation mode (correct push - order) in which the combination with the largest payout number wins. However, for example, when the end condition in the advantageous section is approaching, when winning the push - order bell, it is conceivable to notify the push - order that wins a three - combination or four - combination prize as described above and control so that the difference in the number of combinations remains almost the same as the current situation.
[0024] Also, in this 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". In the case of Machine No. 5.9, 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 current rules of Machine No. 6, a "waiting section" or the like is not provided. However, without being limited to this, 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 where the operation mode cannot be notified. However, in addition to the lottery of roles, a determination (such as a lottery) on whether to shift to the advantageous section can be made.
[0026] In the normal section, 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 signals related to the instruction function are 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 section" is a game section that has the performance related to the instruction function (the instruction function can be activated). Specifically, when the instruction function is activated, it refers to a game section where signals related to the instruction function can be transmitted to the sub - control board 80 only when the main control board 60 displays the push - order instruction information so that the instruction content (the operation mode of the stop switch 42) can be identified. In other words, the advantageous section is a game section where the instruction function can be activated (the instruction function may be activated), that is, a game section where the operation mode of the stop switch 42 can be displayed (may be displayed). However, the sub - control board 80 cannot output effects that are contrary to the instruction content performed by the main control board 60 or the signals related to the received instruction function.
[0028] Also, the advantageous section may not activate the indication function even in a game where the operation mode of the stop switch 42 causes an advantage or disadvantage in the game result. On the other hand, during the advantageous section, in a game where the operation mode of the stop switch 42 causes an advantage or disadvantage in the game result, the indication function may always be activated to display the operation mode of the stop switch 42. AT (notification game state) is a game state that notifies the operation mode of the stop switch 42 in a game where the operation mode of the stop switch 42 causes an advantage or disadvantage in the game result. Therefore, AT is always in the advantageous section, and AT is not executed during the non-advantageous section.
[0029] Also, 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 output rate within a range defined by a rule during a predetermined period, etc., it is also conceivable not to notify the operation mode of the stop switch 42 even in a game where the operation mode of the stop switch 42 causes an advantage or disadvantage in the game result. For example, when approaching the end condition of AT during AT, from the viewpoint of extending the life of AT, it is also conceivable not to notify the operation mode of the stop switch 42 (not activate the indication function) temporarily.
[0030] Also, the relationship between the advantageous section and AT can be set in various ways. 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 is possible to set "AT ≠ advantageous section". In this case, just shifting to the advantageous section does not satisfy the start (execution) condition of AT. Based on the condition that it is within the advantageous section, it is determined by lottery or the like whether to execute AT or not. When it is determined to execute AT, it is possible to execute AT until a predetermined end condition of the AT is satisfied. When it is non-AT when shifting to the advantageous section, for example, as the main game state, it is possible to set it to the normal section, the precursor, CZ (chance zone (a period in which it is easy to win AT)), etc.
[0032] When shifting to the precursor after winning AT, it is ensured to always shift to this precursor, and after the end of the predetermined number of game times of this precursor, it may shift to AT. Alternatively, it may be determined by lottery or the like whether to use this precursor or a fake precursor. When it is determined to be this precursor, it may shift to AT after the end of this precursor. Also, when it is determined to be a fake precursor, after the end of the fake precursor, the advantageous section may be maintained, or it may shift to the normal section. Furthermore, when the end condition of AT is satisfied, both AT and the advantageous section may be ended. Alternatively, although 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 starting AT simultaneously with the advantageous section.
[0033] Also, when starting the advantageous section, it is possible to determine the number of game times of the advantageous section, and during that advantageous section, it is possible not to execute a lottery or the like related to the advantageous section. Furthermore, when starting the advantageous section, it is possible to determine the initial number of game times of the advantageous section, and during the advantageous section, it is possible to determine (by lottery or the like) whether to add (increment) the (remaining) number of game times of 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 times of the advantageous section (or the remaining number of game times of AT), it is possible to end the advantageous section at that point.
[0034] Here, the "predetermined end condition" of the advantageous section means, for example, that the difference counter value described later exceeds "2400 (D)", or that the advantageous section clear counter (remaining number of games 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 (lower digit of the acquired number display LED 78)) may be lit to notify the player that the game is in the advantageous section. However, it is not limited to this, and it is not necessary to notify the player that the game is in the advantageous section without providing the advantageous section display LED 77 or the like. The advantageous section display LED 77 may be constantly lit 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" means, for example, when the game is in the advantageous section and the section Sim payout rate exceeds "1" and the instruction function is activated. Note that once the advantageous section display LED 77 is lit, the lighting is maintained during the advantageous section.
[0036] In addition, the "Interval Sim (Simulation) Payout Rate" is the payout rate assuming that the symbol combination corresponding to the winning combination will always stop displaying (even when winning a combination with "PB≠1", the symbol combination corresponding to that combination will stop displaying), and when there are multiple types of symbol combinations corresponding to the winning combination, it is the payout rate assuming that the symbol combination most advantageous to the player (the high bell with the maximum payout when winning the push-order bell) will stop displaying. In the calculation of the interval Sim payout rate, the payout (number of payouts) due to the operation of the accessory (such as 1BB operation) is not included. Also, in a game where a replay is won, when the bet number is "3", the number of payouts is counted as "0", and in a replay game based on winning the replay (the next game after winning a game with a replay), it is calculated with a bet number of "0" and a payout number of "x" (where "x" is the number of payouts in that game). Alternatively, the number of payouts in a game where a replay is won and the bet number in the next game after that may not be counted. Furthermore, the "game state where the interval Sim payout rate exceeds '1'" includes RTs and main game states set such that the interval Sim payout rate exceeds "1". Here, examples of RTs where the interval Sim payout rate exceeds "1" include RTs with a high replay winning probability. Also, assuming that CZ (Chance Zone), AT, a retraction interval, etc. are usually provided as the main game state, an example of a main game state where the interval Sim payout rate exceeds "1" is AT.
[0037] When the advantageous interval display LED 77 is lit, when ending the advantageous interval, more specifically, in the final game of the advantageous interval, 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 interval, the advantageous interval display LED 77 is turned off. When the end condition of the advantageous interval is satisfied, by executing the initialization process of the advantageous interval display LED flag described later, the advantageous interval 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, clearing) of the advantageous section clear counter; 3) update (calculation, clearing) 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 the game number management type AT (specification to end the AT when the remaining number of games becomes "0"), update (subtraction, additional addition, clearing) of the AT game number counter; 4) in the case of the difference number management type AT (specification to end the AT when the remaining difference number becomes "0"), update (subtraction, additional addition, clearing) of the AT difference number counter.
[0040] According to the current rules, both the processing related to the advantageous section and the processing related to the instruction function are defined to be 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 are made non-executable with the specified number "2". However, during the advantageous section, it is necessary to execute the update of the advantageous section clear counter and the update of the difference counter 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 not to execute the processing related to the advantageous section (advantageous section transition lottery). However, this is not the only case, and the processing related to the advantageous section 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-winning probability is equal to or higher than a predetermined value (when it is not an extremely low probability. For example, "1 / 17500" or higher), the processing related to the instruction function (AT lottery processing) may be made executable.
[0042] Furthermore, as a result of executing the advantageous section transition lottery (processing related to the advantageous section), when winning the advantageous section transition lottery, it becomes the advantageous section from the next game. Therefore, in a game where the advantageous section transition lottery (processing related to the advantageous section) is executed and the player wins the advantageous section, it is not possible to execute the notification of the correct pressing order (processing related to the instruction function). However, there is no problem in performing the advantageous section transition lottery (processing related to the advantageous section) and the AT lottery (processing related to the instruction function) in one game. Further, for example, when a specific winning combination lottery result is obtained, it may be determined as the advantageous section and AT (without executing the lottery).
[0043] The management information display LED (also referred to as the "winning combination monitor" or "ratio display") 74 is composed of, for example, four LEDs (also referred to as "digits"), and includes a two-digit identification segment (LED that displays which of the following six items by a predetermined symbol, etc.) and a two-digit ratio segment (LED for displaying the calculated ratio).
[0044] The management information display LED 74 repeatedly displays the ratios of the following six items 1) to 6) at predetermined time intervals. 1) Either the advantageous section ratio (cumulative) (7U.) or the designated winning combination ratio (cumulative) (7P.) 2) Consecutive winning combination ratio (6000 games) (6y.) 3) Winning combination ratio (6000 games) (7y.) 4) Consecutive winning combination ratio (cumulative) (6A.) 5) Winning combination ratio (cumulative) (7A.) 6) Winning combination etc. state ratio (cumulative) (5H.)
[0045] For example, when displaying the accessory ratio (cumulative), when the ratio is "50"% , the symbol "7A." indicating the accessory 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 gaming times reaches at least the reference number of gaming times (for example, "17500" or "175000"). When the cumulative is less than the reference number of gaming times, the ratio is displayed, for example, by blinking display, and when it is equal to or more than the reference number of gaming times, the ratio is displayed, for example, by lighting display. The cumulative continues to be added until it reaches the value (upper limit value) that can be stored in the predetermined address of the RWM53 even after reaching the reference number of gaming times or more. Also, "6000 games" is the number of gaming times obtained by summing 15 sets with 1 set being "400" gaming times.
[0046] The "advantage interval ratio" refers to the ratio (percentage) of the time staying in the advantage interval with respect to the entire gaming interval (non - advantage interval + advantage interval). Specifically, for example, when the number of gaming times in the entire gaming interval is "1000" and the number of gaming times in the advantage interval during that period is "700", the advantage interval ratio is "70%". Also, the "indicated accessory ratio" is the value obtained by dividing the sum of the number of payouts at the time of accessory operation and the number of payouts in the game in which the indication function is activated by the total number of payouts. In a slot machine not equipped with an accessory, the "indicated accessory ratio" is the value obtained by dividing the number of payouts in the game in which the indication function is activated by the total number of payouts. The sum of the number of payouts at the time of accessory operation and the number of payouts in the game in which the indication function is activated is counted by the indicated accessory counter.
[0047] Furthermore, the "number of payouts in a game where the instruction function is activated" is based on operating the stop switch 42 according to the pressing order displayed by activating the instruction function. For example, when 10 bells win, "10" is added to the instructed accessory counter. On the other hand, in a game where the instruction function is activated, since 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 instructed accessory counter. Similarly, in a game where the instruction function is activated, since the stop switch 42 is operated in a pressing order different from the displayed pressing order, when the winning combination is missed (when the combination does not win), nothing is added to the instructed accessory counter. In other words, the count value from the previous game remains the same.
[0048] Note that when winning on the common bell during AT, there are cases where the instruction function is activated in the same way as when winning on the pressing order bell and dummy pressing order instruction information is displayed on the payout number display LED 78, and cases where the instruction function is not activated. When the instruction function is activated when winning on the common bell, the number of payouts in that game is added to the instructed accessory counter.
[0049] On the other hand, when winning on the common bell and the instruction function is not activated, the number of payouts in that game is not added to the instructed accessory counter. However, it is added to the total payout number counter. In this case, it also includes cases 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 "role ratio" refers to the ratio of the payout number when the role is activated to the total payout number. Here, "role" includes the above-mentioned first-class special role (RB), second-class special role (CB), MB (also called 2BB. Second-class role continuous operation device. CB operates continuously.), and SB (single bonus). Furthermore, the "role, etc. state ratio" refers to the ratio of the total number of games played when the role continuous operation device is activated and the number of games played when the role continuous operation device is not activated. Here, "when the role continuous operation device is activated" refers, first, to the time when the first-class role continuous operation device (1BB) is activated, and corresponds to the time when the first-class special role (RB) is not activated (including inside) and the time when the first-class special role (RB) is activated when the first-class role continuous operation device (1BB) is activated. In addition, "when the consecutive operation device of the reel is in operation" refers to, secondly, when the second type consecutive operation device of the reel (MB (2BB)) is in operation, and corresponds to when the second type special reel (CB) is not in operation in the second type consecutive operation device of the reel (MB (2BB)) and when the second type special reel (CB) is in operation. Furthermore, "when the reel is in operation when the consecutive operation device of the reel is not in operation" corresponds to when the first type special reel (RB) is in operation, when the normal reel (SB) is in operation, or when the second type special reel (CB) is in operation under the circumstances where the consecutive operation device of the reel is not in operation. In addition, in the above six items, in a gaming machine that does not have a function corresponding to each item, the ratio segment is displayed as "--". For example, when the "first type special reel (RB)" is not provided, there is no consecutive reel ratio, so when the ratio display numbers "2" and "4" are displayed, the ratio segment is displayed as "--". As described above, the management information display LED 74 displays six types of ratios, and displays a test pattern at a predetermined timing when a predetermined condition is satisfied.
[0052] The rules also stipulate that the advantageous zone ratio and the instructed feature ratio should be 70% or less. It also states that the feature ratio should be 70% or less, and that the continuous feature ratio should be 60% or less. It also stipulates that the feature etc. state ratio should be 50% or less. Therefore, by looking at the information displayed on the management information display LED 74, it is possible to confirm whether or not the information falls within the range stipulated by the rules.
[0053] In addition, a gaming machine with a specification that the favorable section ratio is 70% or less is referred to as a "7U" type, and a gaming machine with a specification that the ratio of designated special objects is 70% or less is referred to as a "7P" type. Among gaming machines having a favorable section, they are either of the "7U" type or the "7P" type. In the case of the "7U" type, the favorable section ratio (cumulative) is displayed on the management information display LED 74, and in the case of the "7P" type, the ratio of designated special objects (cumulative) is displayed. In the "7U" type, it is necessary that the ratio of the favorable section to all gaming sections is 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 operation of the special object is 70% or less of the total number of payouts. For example, it may be all periods of the gaming section, or almost all may be favorable sections.
[0054] For example, when shifting to a non-favorable section, examples include setting to win the favorable section lottery with a 100% probability, setting to win the favorable section lottery with almost 100% (for example, about 98%) probability, or setting to win the favorable section 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 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 drum gaming machine). And it sequentially displays the real-time (during measurement) base value (the "base value" indicates how many safety balls there are for every 100 out balls) for every 60,000 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.". Thus, the management information display LED 74 is applied not only to slot machines but also to pachinko machines among gaming machines.
[0056] "RT" means that the type (number) of the role to be selected by lottery 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 selected by lottery 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 the replays is the same between one RT and another RT. Note that "non-RT" does not mean not being included in the concept of RT, but is equivalent to "RT0". Therefore, when "RT" is mentioned 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 a typical control board 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. (not meaning that only those illustrated in FIG. 1 are provided).
[0058] In FIG. 1, the main control board 50 and the peripheral devices for game progress including operation switches such as the bet switch 40 are electrically connected via the input port 51 or the output port 52. The input port 51 is a connection part to which signals such as operation switches are input, and the output port 52 is a connection part for transmitting signals to peripheral devices such as the motor 32. In FIG. 1, the input peripheral devices are indicated by arrows from the peripheral devices towards the main control board 50, and the output peripheral devices are indicated by arrows from the main control board 50 towards the 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 and the like. The ROM 54 is a storage medium for storing programs and various data (for example, data tables) necessary for the progress of the game. The main CPU 55 refers to a CPU (IC having an arithmetic function) provided on the main control board 50, executes programs, performs calculations, etc. necessary for the progress of the game, and specifically executes lottery of combinations, drive control of the reel 31, and payout at the time of winning, etc.
[0060] In addition, an MPU including an RWM53, a ROM54, a main CPU55, and registers is mounted on the main control board 50. Note that the RWM53 and the ROM54 may be provided externally in addition to those mounted inside the MPU. Also, an MPU including an RWM83, a ROM84, and a sub CPU85 is mounted on the sub control board 80 described later. Note that the RWM83 and the ROM84 may be provided externally in addition to those mounted inside the MPU.
[0061] In FIG. 1, medals inserted from the medal insertion slot 47 are sent into the medal selector. As shown in FIG. 1, a passage sensor 46, a blocker 45, and insertion sensors 44 (a pair of insertion sensors 44a and 44b) are provided in the medal selector (however, it is not limited thereto), and these are electrically connected to the main control board 50. Medals inserted from the medal insertion slot 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 / denying the insertion of medals. When the insertion of medals is denied, it forms a medal passage for returning the medals inserted from the medal insertion slot 47 from the payout opening. 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 slot 47 to the hopper 35. The blocker 45 is composed of, for example, a switching member that closes an opening (an opening leading to the medal return opening) 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, the blocker 45 prohibits the insertion of medals during the game (from the start of the rotation of the reel 31 until all the reels 31 stop and until the end of the payout corresponding to the winning combination at the time of winning). That is, the blocker 45 permits the insertion of medals at least when no game is being played.
[0064] Inside the medal selector, further downstream of the blocker 45, a feed sensor (optical sensor) 44 is provided. In the present embodiment, the feed sensor 44 is composed of a pair of feed 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 of the feed sensors 44a, it is detected by the other feed sensor 44b. Then, based on the timing at which the pair of feed sensors 44 are respectively turned on / off, 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, "switch")" refers to a device (including an electric circuit and / or electric components) that switches on / off 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, 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 state becomes such that the light from the light emitting element is not incident on the light receiving element. When this state is detected, an electric signal indicating that the operation switch has been 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 is not incident on the light receiving element, and it becomes in the on state when the light from the light emitting element is incident on the light receiving element.
[0067] In this embodiment, the operating body of the start switch 41 is in the shape of a lever (rod) (for this reason, it is also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, the stop switch 42, and the settlement switch 43 are in the shape of push buttons (for this reason, 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 acceptance of the operation switch is in an enabled state, for example, the LED corresponding to the operation switch emits blue light, and when the operation acceptance of the operation switch is in a disabled state, for example, the LED of the operation switch emits red light, thereby indicating the enabled / disabled 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 period, 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 that is operated by the player when betting the stored medals for the current game. In this 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 the present invention is not limited to this, and a bet switch for 2-bet may be provided.
[0071] Note that the specified number may be determined in advance according to, for example, whether the accessory is inoperative / operative. In this case, for example, when the accessory is inoperative, when the SB is operative, and when the 1BB is operative, it is set to 3 medals, and when the 2BB is operative, it is set to 2 medals, etc. By operating the 1-bet switch 40a twice, two medals can be inserted, and by operating it three times, three medals can be inserted. Also, when the specified number is 3 medals, three medals can be inserted at once by operating the 3-bet switch 40b, and when the specified number is 2 medals, two medals can be inserted at once by operating the 3-bet switch 40b. If the 3-bet 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 medals. Also, the specified number may be determined uniformly (regardless of the game state, etc.), for example, as "3 medals" in the second example. In the example of the first embodiment below, the specified number is always determined as "3 medals".
[0072] Also, the start switch 41 is an operation switch that is operated by the player when starting all the reels 31 (left, middle, and right). Furthermore, three stop switches 42 are provided corresponding to the three reels 31 (left, middle, and right), and they are operation switches that are operated by the player when stopping the corresponding reel 31. Further, 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 practice, 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. However, the illustration of the relay board is omitted in FIG. 1. Thus, 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 therebetween. Further, the control boards are not limited to being directly connected 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 mounted 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 winning number of the player) at the time of winning a prize, and is composed of two digits, the upper digit and the lower digit, similar to the credit number display LED 76. 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 acquired number display LED 78 normally displays the acquired number, but functions as an LED that displays the content (type) of an error when an error occurs. Furthermore, in a game that notifies the pressing order during AT, the acquired number display LED 78 functions as an LED that displays pressing order instruction information (notifies an advantageous pressing order). Therefore, the acquired number display LED 78 in the present embodiment is an LED that also serves to display the acquired number, error content, and pressing order instruction information. However, it is not limited to this, and it is of course possible to provide a dedicated LED or the like that displays the pressing order instruction information. 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 and the like are electrically connected to the main control board 50. The symbol display device includes reels 31 (three in the present embodiment) that display symbols, motors 32 that drive the respective reels 31, and reel sensors 33 for detecting the positions of the reels 31.
[0078] The motor 32 is a driving means for rotating the reel 31, is connected to the rotation center portion of each reel 31, and is controlled by a reel control means 65 described later. Here, the reel 31 includes 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 that constitute a symbol combination corresponding to a role) is attached to its outer peripheral surface. Also, 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 rotated once, 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. And 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 symbol at 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 symbol at 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 symbol several symbols ahead from the symbol at 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] Medals that are maintained and accepted (judged to be normal) after being serviced from the medal insertion slot 47 are configured to be stored in the hopper 35. In this embodiment, the payout sensor (optical sensor) 37 consists of a pair of payout sensors 37a and 37b arranged at a predetermined distance. When a medal is paid out, a predetermined moving member is moved by the medal. When the predetermined moving member moves, the payout sensors 37a and 37b are turned on / off. Based on whether the payout sensors 37a and 37b are turned on / off within a predetermined time range, it is determined whether the medal has been correctly paid out.
[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 determined 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 either inserts the pre-credited medals by operating the bet switch 40 (stored bet) or inserts the medals manually from 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 reels 31 with the motors 32 in this way, the symbols on the reels 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 the 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 receiving this signal, the main control board 50 (specifically, the reel control means 65 described later) drives and controls the motor 32 corresponding to the stop switch 42, and performs stop control of the reel 31 related to the motor 32 so as to correspond to the lottery result (the result determined by the internal lottery means) of the winning combination means 61.
[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 winning combination stops on the winning line (when winning the corresponding winning combination), medals corresponding to the winning combination are paid out and the like.
[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 winning combination 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 combination lottery means 61 conducts a lottery (determination, selection) of winning numbers. For this reason, the winning combination lottery means 61 is also referred to as the "winning number lottery (determination, selection) means". Here, the "lottery of winning numbers by the winning combination 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 "regulations"), and the lottery result by the winning combination lottery means 61 is the same as the "result determined by the internal lottery" in the regulations. Therefore, the winning combination lottery means 61 is also referred to as the "internal lottery means 61" in an expression that conforms to the regulations. The winning combination lottery means 61 includes, for example, a random number generation means for lottery (such as hardware random numbers), 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 within a predetermined range (for example, from "0" to "65535" in decimal). The random numbers are, for example, random numbers generated by a counter that counts one count every 200 n (nano) sec and continues to count within the range of "0" to "65535" as one cycle, and the random numbers continue to be counted while the power of the slot machine 10 is 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, when the start switch 41 is operated (turned on) by the player. The determination means determines the winning number corresponding to the region 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 number is determined by the winning combination lottery means 61, based on the winning number, the conditional device numbers (winning and replay conditional device numbers, and special feature conditional device numbers) are determined, and the winning and replay conditional devices, and the special feature conditional devices that can be activated in the game are determined. For this reason, the winning combination lottery means 61 is also referred to as means for determining (lottery or selection) the conditional device numbers, means for determining (lottery or selection) the winning combination, and the like. The "special feature conditional device number" is the conditional device number corresponding to a special feature (special feature). Further, the "winning and replay conditional device number" is the conditional device number corresponding to a minor winning combination or 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. And when any winning combination wins 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 combination (single winning) and a case where there are multiple 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 number 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 here means a 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 the high bell. Also, in the case of a replay duplicate win, 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 advantageous period (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 acquired number display LED 78. In this way, the function of displaying push order instruction information when the conditional device with an advantageous push order operates is also referred to as an instruction function. Also, during the advantageous period (AT), when a push order bell or a push order replay wins, the main control board 50 sends a command corresponding to the push order instruction number to the sub-control board 80 when the game starts (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 push order as an image on the image display device 23.
[0095] Note that the main control board 50 can send the push order instruction number it selects to the sub-control board 80 only during the advantageous period (AT). Therefore, even if a push order instruction number is selected by the push order instruction number selection means 63 in the normal period, the push order instruction number will not be sent to the sub-control board 80. Note that in the normal period, it is not necessary to select a push order instruction number.
[0096] The winning combination group number selection means 64 selects the winning combination group number corresponding to the winning number, which is a number for transmission to the sub-control board 80. Here, the winning combination group number corresponding to the winning number is predetermined. Then, when the winning number is determined by operating the start switch 41, the winning combination group number selection means 64 selects the winning combination group number corresponding to the winning number of the game, and the main control board 50 transmits the selected winning combination group number to the sub-control board 80. The sub-control board 80 outputs an effect related to the winning combination based on the received winning combination group number. Unlike the above-mentioned pressing order instruction number, the winning combination group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.
[0097] Also, the main control board 50 does not transmit the winning number of the game to the sub-control board 80. For this reason, the sub-control board 80 cannot know the winning number of the game. However, since the sub-control board 80 receives the effect group number for each game, it can output an effect based on the received winning combination group number. However, even when the pressing order bell or the pressing order replay wins, the correct pressing order cannot be determined from the winning combination group number, so the sub-control board 80 does not notify the correct pressing order based on the winning combination group number. On the other hand, during the AT, when the pressing order bell or the pressing order replay wins, the main control board 50 transmits the pressing order instruction number to the sub-control board 80. Thereby, the sub-control board 80 can notify the correct pressing order based on the received pressing 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. Further, after the winning number is determined by the winning lottery means 61, the reel control means 65 refers to the on / off state of the winning flag in the current game, selects a stop position determination table corresponding to the on / off state 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 valid 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 valid 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 (the number of moving symbols) of the reel 31. In this embodiment, the reel 31 rotates at a speed of about 80 rotations per minute at a constant speed. And when the stop switch 42 is operated, except for a predetermined reel 31 (for example, the middle reel 31) during the MB operation, the time from the moment the stop switch 42 is operated until the reel 31 stops is set within 190 ms. Thus, in this embodiment, except for a predetermined reel 31 during the 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 stops is set within 75 ms. As a result, 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] And when any of the symbols within the stop control range of the reel 31 is a symbol to be stopped on a predetermined valid line at the moment the operation of the stop switch 42 is detected, 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 at the moment the stop switch 42 is operated and the symbol corresponding to the winning number does not stop on the predetermined valid line, during the period until the reel 31 stops, by rotationally moving and controlling the reel 31 within the stop control range of the reel 31, it is controlled so that the symbol corresponding to the winning number stops 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 the stop switch 42 is operated and a combination of symbols of a role not corresponding to the winning number stops on the valid line, at the time of stopping the reel 31, by rotationally moving and controlling the reel 31 within the stop control range of the reel 31, it is controlled so that the combination of symbols of a role not corresponding to the winning number does not stop on the valid line (kick-off stop control). Further, in a game in which multiple roles are won (for example, when winning the push-order bell), the priority order of the roles 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 pull-in stop control is performed on the symbol related to the most prioritized role 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 corresponds to any of the winning combinations 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, based on the condition device that has been activated in the game, the order of pressing 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 order of pressing instruction number (only when winning a winning number having the correct pressing order during the AT), the effect group number, the RT (game state) information, information when the stop switch 42 is operated, information on the winning combination, etc.
[0106] On the main control board 50, a set value display LED 73 is provided. The "set value" relates to the advantage degree of the player. In the present embodiment, although not shown, 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 and the setting key switch (corresponding to the setting key switch 152 in FIG. 112 (5th 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. Further, when the power is on and the setting key switch is turned on, the set value cannot be changed, but 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 the game and during the game standby. 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 the output of effects in one direction to the sub-control board 80 by parallel communication. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, and may be connected using optical communication means. Further, 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] Similar to the main control board 50, 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. Peripheral devices for effects such as the following effect lamps 21 shown in FIG. 1 are electrically connected to the sub-control board 80 via the input port 81 or the output port 82. However, the peripheral devices for effects are not limited to these. The RWM 83 is a storage medium capable of temporarily storing data and the like captured when the sub-CPU 85 controls the effect. The ROM 84 is a storage medium that stores programs, various data, etc. as effect data, such as when performing a lottery related to the effect.
[0109] The effect lamp 21 is composed of, for example, an LED or the like, and lights up in a predetermined pattern when a predetermined condition is satisfied. 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 when a winning combination is obtained, and the like.
[0110] In addition, 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 (number of game times and acquired medals during the operation of the accessory or during the advantageous section (AT), etc.) 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, in one reel 31, if four predetermined symbols are arranged at intervals of five symbols, no matter at which position the stop switch 42 is operated, the predetermined symbol can always be stopped and displayed on the effective line. Specifically, for example, in 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, regarding the left reel 31, no matter at what timing 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 a "「PB = 1」 arrangement". On the other hand, the case where such a symbol arrangement is not present may be referred to as a "「PB ≠ 1」 arrangement".
[0112] On the left reel 31, "REPLAY", "WATERMELON", and "BELL A" are each arranged with "PB = 1". Also, on the middle reel 31, "REPLAY", "BELL A", and "BELL B" are each arranged with "PB = 1". Furthermore, on the right reel 31, "REPLAY", "WATERMELON", and "BELL A" are each arranged with "PB = 1". Additionally, for example, on the left reel 31, "BLANK B" and "CHERRY" are arranged with "PB = 1" when these two symbols are combined. Therefore, no matter when the left stop switch 42 is operated, either "BLANK B" or "CHERRY" can be stopped and displayed on the active line. In this way, there are locations where symbols with "PB = 1" are arranged when two symbols are combined. Furthermore, for example, on the left reel 31, "WHITE BAR", "RED 7", "BLACK BAR", and "BLANK A" are arranged with "PB = 1" when these four symbols are combined. Therefore, no matter 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 active line. In this way, there are locations where symbols with "PB = 1" are arranged when four symbols are 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 active line (the display line for displaying symbol combinations).
[0114] Also, the active 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. Thus, a total of nine symbols (frames) can be seen 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 row", "middle row", and "lower row" in order from the top. For the left reel 31, they are referred to as "upper left row", "left middle row", and "lower left row" respectively.
[0115] Figs. 4 to 11 are diagrams showing types of roles (such as roles corresponding to 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 activated (non-special game state) and when the RB is activated (when the accessory is activated, special game state), and 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 activation 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 called "not in the middle", and the state where the winning of the 1BB has been carried over is called "in the middle". Also, the game in which the 1BB is won is set as "not in the middle". That is, when referring to "in the middle", it means the state of having won the 1BB by the previous game. Note that the timing of transition to the middle can be set as appropriate. For example, in the game in which the 1BB is won, after all the reels 31 stop, it may be shifted to the inside of the 1BB, or in the game in which the 1BB is won, it may not be shifted to the inside of the 1BB, and it may be shifted to the inside of the 1BB in the next game. When winning the 1BB in the non-special game state (when the accessory is not activated) and the 1BB wins, there is no payout of medals in this game, but starting from the next game, it shifts to the 1BB game (special game state), and during the 1BB game, the RB is in a continuous activation (accessory activation) state until the end condition of the 1BB game is satisfied. Here, in the first embodiment, it is not assumed that the 1BB wins, and the game is designed to be played while remaining in the 1BB middle. For the 1BB whose winning is carried over to the next game, the replay and small roles are only valid in the game where the winning occurs and are not carried over to the next game.
[0116] In addition to the above-mentioned 1BB, as a special combination, MB (Type 2 accessory continuous operation device; Type 2 big bonus) can be cited. When winning the MB and the symbol combination corresponding to the MB stops on the effective line (MB wins), no medals will be paid out in this game, but from the next game, the MB game will start. During the MB game, the CB (Type 2 special accessory) game will be continuously executed. In the CB game, regardless of the lottery result by the lottery means 61, all small combinations will be won repeatedly, 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 will be within 75 ms (the maximum number of moving frames is 1 frame). The CB game ends in one game. When the number of paid-out medals during the MB game exceeds a 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 replays 01 to 22. Regardless of which symbol combination corresponding to the replay stops and is displayed, it will be a replay game. Note that the symbol combination of replay 04 with combination number "008" is a combination 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 conditional device including replay 04 is activated for the winning combination, the combination of "red 7s" can be stopped and displayed, and it becomes possible to transition to the sub-bonus (also referred to as "sub-bonus game". It is the same as "AT". The details will be described later).
[0118] As shown in FIGS. 7 to 11, the types of minor roles in the first embodiment include minor roles 01 to 87. Minor roles 01 to 08 are minor roles with 14 payouts. When a predetermined condition device (a winning A condition device or a winning B condition device described later) whose game results vary depending on the pressing order operates, it is a minor role that can win when the stop switch 42 is operated in a pressing order (also referred to as "advantageous pressing order" or "correct pressing order") that allows the 14-payout role to win. Minor roles 09 to 13 are minor roles with 3 payouts. When a specific condition device (a winning C condition device, a winning D condition device, or a winning E condition device described later) whose game results vary depending on the pressing order operates, it is a minor role that can win when the stop switch 42 is operated in a pressing order (similarly to the above, also referred to as "advantageous pressing order" or "correct pressing order") that allows the 3-payout role to win. Minor roles 14 to 69 (1-payout roles) are roles that can win when the stop switch 42 is operated in a non-advantageous pressing order when a condition device whose game results vary depending on the pressing order operates.
[0119] FIG. 12 is a diagram showing the RT transition in the first embodiment. First, when the RWM 53 is initialized, it transitions to non-RT. "RWM initialization" here is executed, for example, when power is turned on with setting changes, indicates the initialization of the entire range of the RWM 53, and includes 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 described later, the winning probability of 1BB in non-RT is "7564 / 65536 (about 11%)".
[0120] When the symbol combination corresponding to 1BB does not stop and display in the game in which 1BB is won, it becomes RT1 (inside 1BB) from the next game. In the present embodiment, when it becomes RT1 (inside 1BB), there are no non-winning games of small winning combinations and replay. For this reason, 1BB never wins at RT1. Therefore, 1BB wins only in the game in which 1BB is won in non-RT. Further, the games in which 1BB is won in the present embodiment include the case where 1BB is won alone and the case where 1BB and a small winning combination (winning E) are won in duplicate. And in the game in which 1BB and a small winning combination (winning E) are won in duplicate, the symbols related to the small winning combination (winning E) stop and display preferentially, so 1BB never wins in that game. Therefore, 1BB wins only in the game in which 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 in which 1BB is won, it becomes the state during 1BB operation (during RB 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 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 lottery for transitioning to the advantageous section. "○" means that when winning the winning number, a lottery for the advantageous section is executed, and "?" means that when winning the winning number, a lottery for the advantageous section is not executed. "-" means that since it is not a target of the lottery (because the setting number is "0"), it is not a target of the lottery for the advantageous section. Further, in this embodiment, when the lottery for transitioning to the advantageous section 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 transition to the advantageous section, and the next game will be the advantageous section. Note that when in the advantageous section, the lottery for transitioning to the advantageous section is not executed. Also, as shown in FIGS. 13 and 15, in neither non-RT nor RT1, when the winning number "2" (replay B) is won, the lottery for transitioning to the advantageous section 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 in the normal section. Further, as shown in FIG. 16, in RT1, when the winning numbers "60" to "71" (winning E1 to winning 12) are won, the lottery for transitioning to the advantageous section 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 in the normal section. Note that, without executing the lottery for transitioning to the advantageous section, winning numbers that transition to the advantageous section may be determined, and when winning the winning number, the next game may transition to the advantageous section. For example, when winning the winning numbers with "○" in the column of the advantageous section in each setting table shown in FIGS. 13 to 16, the next game may transition to the advantageous section without executing the lottery for transitioning to the advantageous section.
[0123] As shown in FIGS. 13 and 14, as winning of 1BB in non-RT (non-internal), the winning numbers are the single winning number "0" and the overlapping winning numbers "60" to "71" with winning E It is provided. 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 results in 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 accompanied by 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 (the value obtained by subtracting the input number from the payout number) from the start of the advantageous section exceeds "2400", and the next game after the game where the difference exceeds "2400" becomes the normal section. However, even when transitioning 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 a non-RT and normal section, but when winning 1BB, it becomes RT1, and when winning a winning number that transitions to the advantageous section, it transitions to the advantageous section from the next game. And after becoming RT1 and the advantageous section, when the difference exceeds "2400", the next game becomes RT1 and the normal section. When winning a winning number that transitions to the advantageous section in RT1 and the normal section, it becomes RT1 and the advantageous section from the next game.
[0124] Figs. 19 to 26 are diagrams showing the conditional device number, the conditional device, and 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 valid line. Also, for example, when winning the winning number "1" (Replay A) in non-RT, in the small winning combination and the Replay conditional device, it becomes a game in which the Replay A conditional device can operate. And in the game where the Replay A conditional device operates, the winning combination included in the Replay A conditional device, specifically, any one of the symbol combinations of Replay 01, 03 to 05, can stop on the valid line.
[0125] In addition, in this embodiment, in the game when the replay B condition device is operating, when the stop switch 42 is operated in a reverse push (push order 321 (right, middle, left)), the symbol combination corresponding to replay 04 (the combination of "red 7") can be stopped, and when the stop switch 42 is operated in any other push order, the symbol combination corresponding to replay 01 can be stopped. Also, in the games when the replay A, replay C to replay G condition devices are operating, regardless of the push order of the stop switch 42, the symbol combination corresponding to replay 01 can be stopped. For example, the symbol combination of replay 01 is "blank B" - "blank B" - "replay" with the service number "001" in FIG. 4, where 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 games when the replay A to replay G condition devices are operating, 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 replays 01 to 05, which are 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". And in the game when the replay B condition device is operating, for example, when it is possible to stop "red 7" at the first right stop, "red 7" is stopped in the middle right position. When it is not possible to stop "red 7" in the middle right position, "replay" is stopped in the middle right position. After stopping "replay" in the middle right position, then "blank B" is stopped in the middle middle position, and "blank B" is stopped in the middle left position.
[0127] On the one hand, after stopping "Red 7" at the first right stop, when it is possible to stop "Red 7" in the middle middle section at the second middle stop, stop "Red 7" in the middle middle section. When it is not possible to stop "Red 7" in the middle middle section, stop "Replay" in the right middle section. In addition, when "Red 7" is stopped at the first right stop and "Replay" is stopped at the second middle stop, at the third left stop, stop "White BAR", "Red 7", "Black BAR" or "Blank A" (the symbol with "PB = 1" when the four symbols are totaled). In this way, Replay 03 is stopped and displayed. Next, in the case where "Red 7" is stopped at the first right stop and "Red 7" is stopped in the middle middle section at the second middle stop, when it is possible to stop "Red 7" in the left middle section at the third left stop, stop "Red 7" in the left middle section. In this way, the symbol combination of Replay 04 is stopped and displayed. On the other hand, when it is not possible to stop "Red 7" in the left middle section at the third left stop, stop "White BAR", "Black BAR" or "Blank A" in the left middle section. In this way, Replay 05 is stopped and displayed.
[0128] Furthermore, when the first stop is on the left reel 31, stop "Bell A" in the left middle section (PB = 1). Also, after that, when the middle reel 31 stops, stop "Replay" in the middle middle section (PB = 1), and when the right reel 31 stops, stop "Bell A" in the right middle section (PB = 1). In this way, Replay 02 is stopped and displayed. The same is true when the first stop is on the middle reel 31. When the middle reel 31 stops, stop "Replay" in the middle middle section, and then, when the left reel 31 stops, stop "Bell A" in the left middle section, and when the right reel 31 stops, stop "Bell A" in the right middle section.
[0129] Furthermore, since RT1 carries over the winning of 1BB, when winning any replay, the game will be such that 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 the replay. Furthermore, the replay is "PB = 1". Therefore, in the game when the replay condition device operates in RT1, 1BB will not stop and be displayed. Furthermore, in RT1, when winning any minor winning combination, the game will be such that 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 such that 1BB does not stop and be displayed. In other words, even in a game where the minor winning combination cannot be stopped and displayed, 1BB will not stop and be displayed. Specifically, assuming 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 middle left position 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 winning combination number "276", the minor winning combination 76 with winning combination number "280", and the minor winning combination 78 with 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, minor winning combination 76, or minor winning combination 78 is prioritized. For example, the winning combination A1 condition device includes the minor winning combination 72 as a winning combination, 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 is displayed when any condition device operates.
[0130] Next, the so-called pressing order bell condition device will be described. The pressing order bell condition device is composed of the following types. Winning A condition device: Winning A1 condition device to Winning A16 condition device; Winning B condition device: Winning B1 condition device to Winning B16 condition device; Winning C condition device: Winning C1 condition device to Winning C8 condition device; Winning D condition device: Winning D1 condition device to Winning D12 condition device; Winning E condition device: Winning E1 condition device to Winning E12 condition device. And the winning A condition device and the winning B condition device are condition devices where irregular pressing (first stop in the middle or first stop on the right) is the correct pressing order. In the game when these condition 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 condition device is a condition device where sequential pressing (first stop on the left) is the correct pressing order. In the game when the winning C condition 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 condition device is activated, in the games of the winning D1 - D4 condition devices, the first stop on the left is the correct pressing order, in the games when the winning D5 - D8 condition devices are activated, the first stop in the middle is the correct pressing order, and in the games when the winning D9 - D12 condition devices are activated, the first stop on the right is the correct pressing order. And in the games when these condition 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 condition device is activated, in the games of the winning E1 - E4 condition devices, the first stop on the left is the correct pressing order, in the games when the winning E5 - E8 condition devices are activated, the first stop in the middle is the correct pressing order, and in the games when the winning E9 - E12 condition devices are activated, the first stop on the right is the correct pressing order. And in the games when these condition 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] The following extracts some conditional devices related to the push order bell and explains the reel stop control when the conditional device operates. Also, in the following explanation, even if the winning of 1BB is carried over at RT1, the stop control related to 1BB is omitted. (Example 1) Minor winning A1 conditional device (correct push order 213) For example, in a game where the winning number is "8" at RT1 and the minor winning A1 conditional device operates, as shown in FIG. 19, any one of minor winnings 01, 14, 32, 52, 54, 70 to 72 can be a winning. However, the actually winning minor winnings are any one of minor winnings 01, 14, 32, 52, 54. Minor winnings 70 to 72 are control winnings (the control winning is a winning for making the stop control of reel 31 different and is not a winning for making a prize). And, as explained in the first embodiment, when multiple types of minor winnings are overlapped (simultaneously) winning, when the push order is correct, the reel 31 is stopped and controlled with the number priority, and when the push order is incorrect, the reel is stopped and controlled with the count priority. As shown in FIG. 19, when the winning A1 conditional device operates, Push order 123 (incorrect): Minor winnings 52, 54 (1 piece) (winning rate "1 / 2") Push order 132 (incorrect): Minor winnings 52, 54 (1 piece) (winning rate "1 / 2") Push order 213 (correct): Minor winning 01 (14 pieces) (PB = 1) Push order 231 (incorrect): Minor winning 14 (winning rate "1 / 2") Push order 312 (incorrect): Minor winning 32 (winning rate "1 / 8") Push order 321 (incorrect): Minor winning 32 (winning rate "1 / 8") can each be a winning. Note that each push order shown above, similar to the first embodiment, Push order 123: Push order left middle right Push order 132: Push order left right middle Push order 213: Push order middle left right Push order 231: Push order middle right left Push order 312: Push order right left middle Push order 321: Push order right middle left each means.
[0132] Furthermore, the symbol combinations corresponding to each minor winning condition in the winning A1 condition device are as follows. Minor winning condition 01: "Watermelon" - "Bell A" - "Watermelon" Minor winning condition 14: "White BAR" - "Bell A" - "Bell A" Minor winning condition 14: "Red 7" - "Bell A" - "Bell A" Minor winning condition 32: "Black BAR" - "White BAR" - "Replay" Minor winning condition 32: "Blank A" - "White BAR" - "Replay" Minor winning condition 52: "Replay" - "Watermelon" - "White BAR" Minor winning condition 52: "Replay" - "Watermelon" - "Black BAR" Minor winning condition 54: "Replay" - "Blank B" - "White BAR" Minor winning condition 54: "Replay" - "Blank B" - "Black BAR" Minor winning condition 70: "Bell A" - "Replay" - "Watermelon" Minor winning condition 71: "Cherry" - "Replay" - "Red 7" Minor winning condition 72: "Cherry" - "Replay" - "Blank B" Minor winning condition 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 condition 01, "Bell A" is stopped in the middle row in the middle by the number of symbols being prioritized (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 row on the left by the number of symbols being prioritized (PB = 1). Then, at the third stop on the right, "Watermelon" is stopped in the middle row on the right (PB = 1). As a result, the minor winning condition 01 is won. 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 row on the right by the number of symbols being prioritized (PB = 1). Then, at the third stop on the left, when "White BAR" or "Red 7" can be stopped in the middle row on the left, either of these symbols is stopped (PB ≠ 1). If "White BAR" or "Red 7" can be stopped in the middle row on the left, the minor winning condition 14 is won. Here, "White BAR" on the left reel 31 is arranged at the 16th position, and "Red 7" is arranged at the 11th position. Therefore, the probability (drawing rate (PB)) of being able to draw "White BAR" or "Red 7" into the middle row on the left is "1 / 2". Thus, when the pressing order is 231, the minor winning condition 14 can be won, and its winning rate is "1 / 2".
[0133] Next, at the first stop on the right, since the pressing order is incorrect at this point, if the quantity priority is adopted, the symbols with the largest quantity on the right reel 31 are "Bell A", "Replay", "White BAR", "Black BAR", "Blank B" (2 each). Since the symbol with the maximum quantity can be arbitrarily determined when there are multiple such symbols, it is determined to prioritize "Replay" among these symbols, and "Replay" is stopped in the middle right position (PB = 1). Then, only the small winning combination 32 can be won at this point. Next, at the second stop on the left, when "Black BAR" or "Blank A" can be stopped in the middle left position, either of these symbols is stopped in the middle left position. The draw rate of "Black BAR" or "Blank A" to the middle left position is "1 / 2". Further, at the third stop in the middle, when "White BAR" can be stopped in the middle middle position, the said symbol is stopped in the middle middle position. The draw rate of "White BAR" to the middle middle position is "1 / 4". Therefore, when the pressing order is 312, the small winning combination 32 can be won, and the winning rate is "1 / 8". Also, after the first stop on the right, at the second stop in the middle, "White BAR" stops with a draw rate of "1 / 4" as described above. Further, at the third stop on the left, "Black BAR" or "Blank A" stops with a draw rate of "1 / 2" as described above. Therefore, when the pressing order is 321, the small winning combination 32 can be won, and the winning rate is "1 / 8".
[0134] Next, at the first stop on the left, since the pressing order is incorrect at this point, if the number priority is adopted, the most numerous symbol on the left reel 31 is "REPLAY" (4 pieces). Therefore, it is determined to stop at "REPLAY" (PB = 1). By doing so, the small winning combinations 52 or 54 become winnable at this point. Next, at the second stop in the middle, when "WATERMELON" or "BLANK B" can be stopped in the middle middle section, either of these symbols is stopped in the middle middle section (total "PB = 1"). Further next, at the third stop on the right, when "WHITE BAR" or "BLACK BAR" can be stopped in the right middle section, either of these symbols is stopped 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 the pressing order is 123, the small winning combinations 52 or 54 become winnable, and the winning rate is "1 / 2". Also, after the first stop on the left, at the second stop on the right, "WHITE BAR" or "BLACK BAR" can be stopped with a draw-in rate of "1 / 2" in the same manner as above. Further, at the third stop in the middle, "WATERMELON" or "BLANK B" can be stopped in the middle middle section with "PB = 1" in the same manner as above. Therefore, when the pressing order is 132, the small winning combinations 52 or 54 become winnable, and the winning rate is "1 / 2".
[0135] (Example 2) Minor winning combination A13 condition device (correct order of pressing is 321) In the game where the minor winning combination A13 condition device operates, as shown in FIG. 21, any one of the minor winning combinations 04, 20, 36, 60, 62, 77, 78, 80 can be a winning combination. When the winning A13 condition device operates, the following are the possible winning combinations for each incorrect order of pressing: Pressing order 123 (incorrect): Minor winning combination 60, 62 (1 chip) (winning rate "1 / 4") Pressing order 132 (incorrect): Minor winning combination 60, 62 (1 chip) (winning rate "1 / 4") Pressing order 213 (incorrect): Minor winning combination 36 (1 chip) (winning rate "1 / 8") Pressing order 231 (incorrect): Minor winning combination 36 (1 chip) (winning rate "1 / 8") Pressing order 312 (incorrect): Minor winning combination 20 (1 chip) (winning rate "1 / 2") Pressing order 321 (correct): Minor winning combination 04 (14 chips) (PB = 1) Each of these can be a winning combination. Also, the symbol combinations for each minor winning combination are as follows: Minor winning combination 04: "Watermelon" - "Watermelon" - "Replay" Minor winning combination 04: "Watermelon" - "Blank B" - "Replay" Minor winning combination 20: "Bell A" - "White BAR" - "Replay" Minor winning combination 20: "Bell A" - "Red 7" - "Replay" Minor winning combination 36: "White BAR" - "Replay" - "White BAR" Minor winning combination 36: "Red 7" - "Replay" - "White BAR" Minor winning combination 60: "Replay" - "Bell A" - "Red 7" Minor winning combination 62: "Replay" - "Watermelon" - "Red 7" Minor winning combination 77: "Cherry" - "Bell B" - "Watermelon" Minor winning combination 78: "Blank B" - "Bell B" - "Watermelon" Minor winning combination 80: "Black BAR" - "Black BAR" - "Watermelon" Minor winning combination 80: "Blank A" - "Black BAR" - "Watermelon"
[0136] Here, the pressing orders 123 and 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 order of pressing is incorrect at this point, the symbols are stopped with a priority on the number. In this case, for "Watermelon", "Bell A", and "Replay", the number of symbols is "2" each, but here "Replay" (PB = 1) is determined. Also, when stopping in the middle (the second or third stop), when it is possible to stop "Bell A" or "Watermelon" in the middle middle section, one of these symbols is stopped. Note that the middle reel 31 has only "Bell A" with "PB = 1". Furthermore, when stopping on the right (second or third), when it is possible to stop on "Red 7" in the middle right, stop the symbol (PB≠1). Since there is only one "Red 7" on the right reel 31, the draw rate is "1 / 4". Therefore, the winning rate of minor winning combination 60 or 62 in the pressing order 123 and pressing order 132 when the minor winning combination A13 condition device is activated is "1 / 4".
[0137] (Example 3) Minor winning combination B15 condition device (correct pressing order 321) In a game where the minor winning combination B15 condition device is activated, as shown in FIG. 23, any one of minor winning combinations 08, 21, 50, 64, 65, 77 to 79 can be won. Also, when the winning B15 condition device is activated, Pressing order 123 (incorrect answer): Minor winning combination 64, 65 (1 piece) (winning rate "3 / 4") Pressing order 132 (incorrect answer): Minor winning combination 64, 65 (1 piece) (winning rate "3 / 4") Pressing order 213 (incorrect answer): Minor winning combination 50 (1 piece) (winning rate "1 / 8") Pressing order 231 (incorrect answer): Minor winning combination 50 (1 piece) (winning rate "1 / 8") Pressing order 312 (incorrect answer): Minor winning combination 21 (1 piece) (winning rate "1 / 2") Pressing order 321 (correct answer): Minor winning combination 08 (14 pieces) (PB = 1) can each be won. 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 stop on the left, since it is an incorrect pressing order at this point, 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 (second or third) stop, when "Watermelon" or "Blank B" can be stopped in the middle middle stage, either of these symbols is stopped. Note that the middle reel 31 has a combined total of 2 symbols of "Watermelon" and "Blank B" with "PB = 1". Furthermore, at the right (second or third) stop, when "Blank B" can be stopped in the right middle stage, the symbol is stopped (PB ≠ 1). Note that "Blank B" is arranged at 3 locations with a 5-symbol interval on the right reel 31, so the draw-in rate is "3 / 4". Therefore, the winning rate of the minor winning combination 64 or 65 in the pressing order 123 and the pressing order 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, the 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 stop on the left (in the normal pressing order), a 1-symbol winning combination wins with a winning rate of "1 / 1", "1 / 2", "1 / 4", or "3 / 4". Additionally, when it is an irregular pressing and the first stop is incorrect, a 1-symbol winning combination wins with a winning rate of "1 / 8".
[0140] (Example 4) Winning C1 Condition Device (First correct answer on the left) In a game where the small win C1 condition device is activated, any of the small wins 09, 28, 29, 44, and 45 can win, as shown in Figure 23. Also, when the winning C1 condition device is activated, the following can win: Press order 1-- (correct answer): Small win 09 (3 coins) (PB=1) Press order-1- (incorrect answer): Small win 44, 45 (1 coin) (Winning rate "1 / 4") Press order--1 (incorrect answer): Small win 28, 29 (1 coin) (Winning rate "1 / 4") Also, the pattern combinations for each small win are as follows. Minor prize 09: "Replay" - "Replay" - "Watermelon" Minor prize 28: "White BAR" - "White BAR" - "Replay" Minor prize 28: "Red 7" - "White BAR" - "Replay" Minor prize 29: "White BAR" - "Red 7" - "Replay" Minor prize 29: "Red 7" - "Red 7" - "Replay" Minor prize 44: "White BAR" - "Bell A" - "White BAR" Minor prize 44: "Red 7" - "Bell A" - "White BAR" Minor prize 45: "White BAR" - "Bell A" - "Black BAR" Minor prize 45: "Red 7" - "Bell A" - "Black BAR" First, when it stops on the first left (correct push order), stop "Replay" in the middle left row (PB=1). Also, when the next center stop occurs, "Replay" is stopped in the center middle row (PB=1), and when the next right stop occurs, "Watermelon" is stopped in the right middle row (PB=1). This results in the small prize 09 winning. Also, when the first center stop occurs, the push order is incorrect at this point, and "Bell A", which has the most symbols, is stopped in the center middle row (PB=1) due to the priority of the number of symbols. Also, when the next left stop occurs, "White BAR" or "Red 7" is stopped in the left middle row (the pull-in rate is "1 / 2" for the two symbols combined). Furthermore, when the next right stop occurs, "Cherry" or "Blank A" is stopped in the right middle row (the pull-in rate is "1 / 2" for the two symbols combined). Therefore, when the first center stop occurs, small prize 44 or 45 is displayed with a winning rate of "1 / 4". Next, if it stops first on the right, the push order is incorrect at this point, and the "Replay" with the most symbols is stopped in the middle right row (PB=1) due to the priority of number of symbols. Also, if it stops on the left after that, a "White BAR" or a "Red 7" is stopped in the middle left row (the pull rate of the two symbols combined is "1 / 2"). Furthermore, if it stops in the middle row after that, a "Black BAR" or a "Cherry" is stopped in the middle middle row (the pull rate of the two symbols combined is "1 / 2").Therefore, when stopping for the first time on the right, minor winning combinations 28 or 29 stop and are displayed with a winning rate of "1 / 4".
[0141] (Example 5) Prize-winning D5 condition device (correct answer for the first prize 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 prize-winning D5 condition device is operating, Pressing order 1--(incorrect answer): Minor winning combination 52 (1 card) (winning rate "1 / 4") Pressing order -1-(correct answer): Minor winning combination 11 (3 cards) (PB = 1) Pressing order --1 (incorrect answer): Minor winning combination 66 (1 card) (winning rate "1 / 4") can each be a winning combination. Also, the symbol combinations for 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" Small prize 66: "Red 7" - "Red 7" - "Bell A" First, when it is the first stop in the middle (correct push order), "Bell A" is stopped in the middle (PB = 1). Also, when it is stopped on the left after that, "Watermelon" is stopped in the middle (PB = 1), and when it is stopped on the right, "Replay" is stopped in the middle right (PB = 1). This results in the small prize 11 being awarded. Also, when it is stopped on the left first, the push order is incorrect at this point, and either "Replay", "White BAR", or "Red 7" is stopped in the middle left due to the number priority, but here it is decided that "Replay" is stopped (PB = 1). Also, when it is stopped in the middle after that, "Watermelon" is stopped in the middle (pulling rate "1 / 2"). Furthermore, when it is stopped on the right after that, "White BAR" or "Black BAR" is stopped in the middle right (pulling rate is "1 / 2" for the total of two patterns). Therefore, when the first left stop occurs, the small prize 52 is displayed with a winning probability of "1 / 4". Next, when the first right stop occurs, the push order is incorrect at this point, and the "Bell A" with the most symbols is stopped in the middle right row (PB=1) due to number priority. Furthermore, when the next left stop occurs, the "White BAR" or "Red 7" is stopped in the middle left row (the retraction rate is "1 / 2" for the two symbols combined). Furthermore, when the next center stop occurs, the "White BAR" or "Red 7" is stopped in the middle center row (the retraction rate is "1 / 2" for the two symbols combined). Therefore, when the first right stop occurs, the small prize 66 is displayed with a winning probability of "1 / 4".
[0142] (Example 6) Winning E9 Condition Device (First Correct Answer on the Right) In a 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 be a winning combination. Also, when the winning E9 condition device is operating, the following winning combinations are possible for each pressing order: Pressing order 1-- (Incorrect answer): Minor winning combination 52 (1 chip) (Winning rate "1 / 4") Pressing order -1- (Incorrect answer): Minor winning combinations 42, 43 (1 chip) (Winning rate "1 / 4") Pressing order --1 (Correct answer): Minor winning combination 12 (3 chips) (PB = 1) The symbol combinations for 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 it is the first stop on the right (correct pressing order), "Replay" is stopped in the middle right section with priority given to the number of chips (PB = 1). Also, when stopping on the left afterwards, "Watermelon" is stopped in the middle left section (PB = 1), and when stopping in the middle, "Bell B" is stopped in the middle right section (PB = 1). This results in the minor winning combination 12 winning. Also, when it is the first stop on the left, at this point the pressing order is incorrect, and with priority given to the number, any one of "Replay", "Black BAR", "Blank A" is stopped in the middle left section. Here, it is determined that "Replay" is stopped (PB = 1). Also, when stopping in the middle afterwards, "Watermelon" is stopped in the middle middle section (Draw-in rate is "1 / 2"). Furthermore, when stopping on the right afterwards, "White BAR" or "Black BAR" is stopped in the middle right section (Draw-in rate is "1 / 2" when the two symbols are combined). Therefore, at the first stop on the left, the minor winning combination 52 wins with a winning rate of "1 / 4". Next, when it is the first stop in the middle, at this point the pressing order is incorrect, and with priority given to the number, the "Replay" with the most number of symbols is stopped in the middle middle section (PB = 1). Also, when stopping on the left afterwards, "Black BAR" or "Blank A" is stopped in the middle left section (Draw-in rate is "1 / 2" when the two symbols are combined). Furthermore, when stopping on the right afterwards, "Cherry" or "Blank A" is stopped in the middle middle section (Draw-in rate is "1 / 2" when the two symbols are combined). Therefore, at the first stop in the middle, the minor winning combinations 42 or 43 win with a winning rate of "1 / 4".
[0143] In the case of non-RT or RT1, there are cases where the winning numbers "72" to "75" are won (Figs. 14 and 16). When these winning numbers are won, the winning F condition device, the winning G condition device, the winning H condition device, and the winning I condition device operate respectively. Also, during RB operation, there are cases where the winning numbers "76" to "78" are won (Fig. 18). When these winning numbers are won, the winning J condition device, the winning K condition device, and the winning L condition device operate respectively. Explanation of the reel stop control when these condition devices operate is omitted.
[0144] Fig. 27 is a diagram showing the production group numbers in the first embodiment. In the main process, for each game, a production group number corresponding to the winning 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 this game based on the received production blue number. In the production group number, the feature of the first embodiment is that all of the winning A1 to A16, the winning B1 to B16, and the winning C1 to C8 are the same production group number "8". Therefore, on the sub-control board 80 side, when the production group number 8 is received, it can be determined that in this game, one of the winning A1 to A16, the winning B1 to B16, and the winning C1 to C8 has been won for the push order bell, but the correct push order cannot be determined.
[0145] Here, among the production group number "8", since the correct push order of both the winning A1 to A16 and the winning B1 to B16 is an irregular push order, depending on the number of digits of each winning number and the number of paid-out medals at the correct push order, there is a possibility that the expected value when making an irregular push exceeds the specified number (number of bets). However, in this embodiment, even if an irregular push is made knowing that the production group number of this game is "8", the expected value of this game is set to be equal to or less than the specified number. As a result, for example, even if the production group number transmitted from the main control board 50 to the sub-control board 80 is illegally obtained 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 the irregular press, the pressing order 213 is taken as an example. Although the calculation is omitted, for the irregular press, for any of the pressing orders 213, 231, 312, and 321, the expected value is the same. Also, for the regular press, the pressing order 123 is taken as an example. Although the calculation is omitted, the expected value for the pressing order 123 and the expected value for the pressing order 132 are the same. 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. Additionally, 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)". Additionally, 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. Additionally, 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] As described above, 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. Thus, the probability of winning prizes A1 to A16 when the production group number is "8" is (1112×16) / 44488 ≒ 0.399928. The probability of winning prizes B1 to B16 when the production group number is "8" is also "0.399928" in the same manner as above. Also, the probability of winning prizes C1 to C8 when the production group number is "8" is (1113×8) / 44488 ≒ 0.200144.
[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, the expected value when operating with the pressing order 123 when the production group number is "8" is 0.399928×0.625 + 0.399928×0.625 + 0.200144×3 ≒ 1.1003 (sheets), which is less than the specified number "3". As described above, even if it is known that the game is the production group number "8" this time 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 performing irregular pressing is higher than the expected value when performing normal pressing. However, in the first embodiment, in this game where irregular pressing is performed during non-AT, whether to execute a sub-bonus (equivalent to AT) lottery, invalidate the sub-bonus lottery performed in this game, or execute a sub-bonus lottery with a winning probability lower than that during normal pressing is considered. In other words, the degree of expectation regarding AT in this game where irregular pressing is performed during non-AT is configured to be relatively lower than the degree of expectation regarding AT in this game where normal pressing is performed during non-AT. When “invalidating the sub-bonus lottery performed in this game”, for example, when operating the start switch 41, the sub-bonus lottery is executed as usual (since it is not yet determined whether irregular pressing will be performed at this point), and when it is determined that irregular pressing has occurred at the time of full stop, the sub-bonus lottery in this game is invalidated (cleared, discarded). Therefore, it is configured such that the total payout performance is higher when playing the game with normal pressing during non-AT and playing the game according to the pressing order instruction during AT than when playing the game with irregular pressing during non-AT and playing the game according to the pressing order instruction during AT. Here, the higher the ratio of the instructed accessory is as the base during non-AT is lowered. 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 irregular pressing will increase. Therefore, by providing a left-biased bell (a pressing order bell where normal pressing is the correct answer) as in this embodiment, it is possible to lower the base during non-AT when playing the game with normal pressing and suppress the ratio of the instructed accessory. Furthermore, the payout rate during irregular pressing can be suppressed more than when a common bell is provided to suppress the ratio of the instructed accessory.
[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag for determining whether or not an irregular press was made in the previous game. For example, when all stops occur in the current game, the SP flag is turned off once. Then, when it is determined that the current game was operated by a normal press, the SP flag is turned on. On the other hand, when it is determined that the current game was operated by an irregular press, the SP flag remains off. Then, the game proceeds to the next game. When the SP flag is on, a normal sub-bonus lottery is executed. When the SP flag is off, a normal sub-bonus lottery is not executed (either the sub-bonus lottery is not executed, or the sub-bonus lottery is executed but the result of the sub-bonus lottery is invalidated later, or a sub-bonus lottery with a lower winning probability than during a normal press is executed). When all stops occur in the next game, the SP flag is turned off once. Then, when it is determined that the next game was operated by a normal press, the SP flag is turned on. On the other hand, when it is determined that the next game was operated by an irregular press, the SP flag remains off. By doing so, it becomes possible to prevent strategies such as pressing normally only when, for example, a hot effect is output when the start switch 41 is operated (when the expected winning probability of the sub-bonus is relatively high), and pressing irregularly otherwise, for example, when the game-specific effect is not output when the start switch 41 is operated.
[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. When transitioning 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 reels reaches a predetermined number (for example, 300 reels), and the sub-bonus ends in the game where the number of paid-out reels reaches the predetermined number, and the game transitions to non-AT (normal game). The mode lottery in the first embodiment includes: 1) The initial normal mode lottery in the normal section; 2) The normal mode lottery executed in the first game of the advantageous section when transitioning from the normal section to the advantageous section; 3) The mode transition lottery executed at the start of the sub-bonus. For each mode, the probability of transitioning to the sub-bonus (winning probability, ceiling number of game plays, probability of transitioning 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 when the start switch 41 is operated), and (b) shows the lottery setting. Staying in the normal section is due to the following two cases. 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 transitions to the normal section. In this embodiment, when the difference from the start of the advantageous section exceeds "2400 (reels)", the end condition of the advantageous section is satisfied, the advantageous section ends, and the next game becomes the normal section. Here, it is known that the advantageous section ends when the number of game plays from the start of the advantageous section reaches a predetermined number (for example, 1500 game plays, 3000 game plays, etc.). In the first embodiment, the advantageous section is configured not to end based on the number of game plays.
[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. 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 it does not transition to the advantageous section (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 RWM53 and makes a determination based on this information. When it is determined that it is non-RT (during non-1BB internal), the process proceeds to step S495. 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. This is because after the RWM initialization after power-on, 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, non-1BB internal may be referred to as "early morning", and the advantageous section that has transitioned to non-1BB internal may be referred to as "advantageous section transitioned in early morning". On the other hand, 1BB internal may be referred to as "not early morning", and the advantageous section that has transitioned to 1BB internal may be referred to as "advantageous section transitioned other than in early morning". Also, when it is unclear whether it is an advantageous section transitioned in early morning, it may be referred to as "uncertain in early morning".
[0156] If it is determined in step S493 that it is not RT and the process proceeds to step S494, it is determined whether the production group number of this game is "10". The production group number "10" corresponds to the winning of 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. 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 transition lottery is not executed, so the game does not transition 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 (without transitioning to the advantageous section) in the next game is when the production group number becomes "2" (when winning Replay B) regardless of non-RT and RT1, or when the production group number becomes "10" (when winning Prize E) other than in the early morning (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, where 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 Prize E), the normal mode 0 is won. Here, winning 1BB determines that it was non-RT (not in the 1BB internal state) before the start of this game, so it determines that it is the early morning. Similarly, since the initial normal mode lottery is not executed when it is not RT and the production group number is "10", the fact that the production group number is "10" in this game means that it is non-RT. Therefore, when the production group number is "10" in this game, it is determined that it is the early morning.
[0158] On the other hand, in non-RT or RT1, when the production group number is "1", "3" to "9", "11" to "14", it is elected to the normal mode 1. Note that the above production group number has the possibility of being elected both when it is the morning show and when it is not the morning show. Since it shifts to the advantageous section regardless of whether it is in 1BB non-internal when elected to the above production group number, in the game of the above production group number, it becomes uncertain whether it is the morning show. From the above, the normal modes 0 and 1 are modes for determining whether it is the morning show when being drawn to shift from the normal section to the advantageous section in the next game. If it is the normal mode 0, the morning show is determined, and if it is the normal mode 1, the morning show becomes uncertain.
[0159] Figure 30 is a diagram showing the normal mode transition process, (a) shows a flowchart, and (b) shows the lottery setting. When shifting from the normal section to the advantageous section, the lottery for the normal mode is executed in the first game of the advantageous section. The normal modes from the second game and later in the advantageous section have numbers from "2" to "9" as will be described later. Therefore, in the advantageous section, the first game is the normal mode 0 or 1, and from the second game and later, it is any one of the numbers from "2" to "9". In (a) of the figure, when the normal mode transition process is started, at 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, the normal mode transition process is executed for each game during the advantageous section, but since it becomes "No" at step S502 except for the first game in the advantageous section, the normal mode lottery at step S503 is not executed. And when it is determined at step S502 that it is the normal mode 0 or 1 (the first game in the advantageous section), it proceeds to step S503, and the lottery for the normal mode is executed. Then, it proceeds to step S504, and the normal mode determined by the lottery is saved (stored), and the process according to this flowchart ends.
[0160] Figure 29(b) shows the number of bets in the normal mode lottery for four types of patterns. First, "non-RT and normal mode 0" corresponds to the case where the production group number is "0" in the morning draw (winning 1BB alone) and winning 1BB in the game. During the 1BB game, the normal mode lottery is not executed (not entering 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" means that in the morning draw, the production group number is "0" (winning 1BB alone) and 1BB did not win, or the production group is "10" (duplicate winning of 1BB and winning E) in the morning draw (in this case, the minor winning combinations included in winning E win first, so 1BB does not win), which corresponds to the case of entering the advantageous section. Furthermore, "non-RT and normal mode 1" means that in the morning draw, the production group number is other than "0" or "10", which corresponds to the case of entering the advantageous section. Additionally, "RT1 and normal mode 1" means that it corresponds to the case of entering the advantageous section other than in the morning draw. Note that outside the morning draw, the production group number will not be "0" (winning 1BB alone). Furthermore, outside the morning draw, it will not enter the advantageous section with the production group number "10". Therefore, the case of entering the advantageous section outside the morning draw corresponds to the situation where the production group number is "1", "3" to "9", "11" to "14" outside the morning draw.
[0161] In the above normal mode lottery, it wins one of the winning numbers: "0": Heaven B preparation mode, "1": normal A mode, "2": normal B mode, "3": normal C mode, "4": Heaven A mode. And 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, Heaven B preparation mode and Heaven A mode are modes that are advantageous to the player (easy to win the sub-bonus).
[0162] In the cases of "non-RT and normal mode 0", "RT1 and normal mode 0", and "non-RT and normal mode 1", the setting value for transitioning to the Heaven B preparation mode is "0", and the setting value for transitioning to the Heaven A mode is "1". Therefore, in most cases, it does not transition to a mode advantageous to the player. In contrast, in the case of "RT1 and normal mode 1", it transitions to the Heaven B preparation mode with a 100% probability. Here, there is no case where the production group number becomes "0" (single winning of 1BB) except in the early morning, and when the production group number becomes "10" except in the early morning, the advantageous area transition lottery is not executed, so it does not transition to the advantageous area. Therefore, if the normal mode lottery is executed except in the early morning, it will transition 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 transition to a mode advantageous to the player. Therefore, the payout rate of the advantageous area transitioned to except in the early morning is configured to be higher than the payout rate of the advantageous area transitioned to in the early morning. In other words, the advantageous area transitioned to in the early morning (when not in the internal period) can be made less advantageous to the player (lower the payout rate) than the advantageous area transitioned to except in the early morning (when in the internal period), so that the advantageous area in the early morning when the setting is changed does not become overly advantageous (so-called morning countermeasure). Furthermore, since it always starts from the Heaven B preparation mode in the advantageous area transitioned to except in the early morning, the gaming motivation can be enhanced even after the completion of the advantageous area. Incidentally, conversely, if it is made advantageous to the player (higher payout rate) when transitioning to the advantageous area in the early morning, the operation in the early morning 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) in the figure is a diagram showing 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 section, 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). Further, 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 premonition game from “0” to a predetermined number of times, the symbol combination corresponding to the sub-bonus (the alignment of “red 7”) can be stopped and displayed. When the symbol combination corresponding to the sub-bonus (the alignment of “red 7”) stops, the sub-bonus is executed from the next game.
[0164] On the other hand, regardless of which normal mode the player is staying in, when winning the winning number “2” (Replay B), the player wins the sub-bonus. When winning the winning number “2”, as described above, by pressing the stop switch 42 in the reverse order, the symbol combination corresponding to Replay 04, that is, the alignment of “red 7” can be stopped. Therefore, in the game where the winning number is “2”, a notification instructing the reverse pressing of the stop switch 42 is given to enable the stopping of the alignment of “red 7”. When the alignment of “red 7” stops and is displayed in the game, the sub-bonus is started from the next game.
[0165] Here, when winning the winning number "2" and pressing the stop switch 42 backward to stop and display the complete set of "Red 7", the game is this main game. On the other hand, a game that stops and displays the complete set of "Red 7" otherwise is not this main game but a pseudo (also referred to as "simulated") game effect. Here, the "pseudo game effect" refers to an effect in which, after the start of the rotation of the reel 31 and until the rotation speed of the reel 31 becomes constant, the reel 31 is pseudo-stopped (the stop in this case is also referred to as "temporary stop" or "pseudo stop". Hereinafter, it is referred to as "temporary stop") based on the operation of the stop switch 42 for operating the rotation stop device with respect to the rotating reel 31, and an arbitrary symbol combination is displayed. The "pseudo game effect" is also referred to as the "reel effect". On the other hand, the game for displaying the symbol combination as the game result (the symbol combination corresponding to the winning lottery result) is referred to as the "main game" with respect to the above "pseudo game effect". The symbol combination temporarily stopped by the pseudo game effect does not display the game result. After the symbol combination is temporarily stopped by the pseudo game effect, the game result is displayed when the symbol combination is stopped and displayed by the main game.
[0166] Particularly in this embodiment, when winning a sub-bonus and meeting the conditions for executing the pseudo-game performance (for example, when the number of preliminary game rounds is completed), the pseudo-game performance is executed up to 4 times at most until the appearance of all "Red 7s" temporarily stops. 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 actual game. By doing so, it is possible to prevent the player from misidentifying and confusing the pseudo-game performance with the actual 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"). This can notify the player that it is a temporary stop in the pseudo-game performance rather than the final stop (actual stop) that displays the game result in the actual game. And after stopping all the reels 31 by the pseudo-game performance, when transitioning to the actual game, 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 the pseudo-game performance of the appearance of all "Red 7s". This flowchart does not include the actual 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 completing the number of preliminary game rounds. 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 consecutive number "N" of the pseudo-game performance. The initial value of "N" is "0".
[0168] Next, it proceeds to step S584, and the main control board 50 determines whether "N" is "4". When it is determined that "N" is not "4", it proceeds to step S585, and when it is determined that "N" is "4", it proceeds to step S591. In step S585, the sub-control board 80 outputs an effect notifying the player that they aim for "Red 7" by pressing the buttons in order. Then it proceeds 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, it proceeds 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, it proceeds to step S588, and 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, it proceeds to step S589, and when it is determined that not all the reels 31 have temporarily stopped, it returns 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, it proceeds to step S590 and shifts to the sub-bonus. On the other hand, when it is determined that the alignment of "Red 7" is not temporarily displayed, the pseudo-game effect of the alignment of "Red 7" is repeated. On the other hand, when it is determined that "N" is "4" in step S584, it proceeds to step S591. In step S591, the reel control means 65 automatically temporarily stops all the rotating reels 31 and also 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 it proceeds to step S590 and starts the sub-bonus. Through the pseudo-game effect as described above, although the player is made to achieve the alignment of "Red 7", when they fail three consecutive times in achieving the alignment of "Red 7", 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 transition process to the sub-bonus can be performed quickly.
[0170] 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 that notifies the player of aiming 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 correctly), 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, 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. Note that as the main game state, there is a case where it is in the sub-bonus determined state, and as the sub-state, it is in the premonition state (the state where the confirmation screen is not displayed). It is optional to determine whether or not to satisfy the start condition of the pseudo-game in such a case. However, since it is in the premonition state in the sub-state, the notification of aligning "Red 7" is not executed, but if it is in the sub-bonus determined state as the main game state, the pseudo-game is executed, and "Red 7" can be aimed at and stopped in the pseudo-game.
[0171] Return the explanation to FIG. 31. The Heaven B preparation mode is a normal mode that is selected with a 100% probability when transitioning from a normal section to an advantageous section other than in the early morning. When a sub-bonus is started under the Heaven B preparation mode, a transition lottery to the normal mode is performed. 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 player enters the normal A mode, normal B mode, and normal C mode, 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 another normal mode, the player transitions to the normal B mode, and when transitioning from the normal B mode to another normal mode, the player 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 referred to, but the longer the player remains in the disadvantageous normal C mode, the easier it is to transition to the Heaven C mode.
[0172] The Heaven A mode is a mode that does not transition (loops) with a probability of 60% (144 / 240). If it leaks from the loop, it transitions to the normal A mode or the normal B mode. The Heaven B mode is a mode that does not transition (loops) with a probability of 90% (216 / 240). If it leaks from the loop, it transitions to the Heaven B return mode. The Heaven B return mode has a return rate to the Heaven B mode of 20% (48 / 240). If it cannot be returned, it transitions to the normal A mode or the normal B mode. The Heaven C mode is a mode with no transition, a 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", a so-called full-course mode. Also, the transition conditions to the Heaven C mode are defined. When selected for transition to the Heaven C mode, if the remaining difference at that time is "1000" or more, it transitions to the Heaven C mode. On the contrary, when selected for transition to the Heaven C mode, if the remaining difference at that time is less than "1000", it transitions 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 shifts to the normal section. When shifting 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 is always selected for the Heaven B preparation mode. When shifting to the Heaven B preparation mode, it stays in the Heaven B preparation mode until transitioning to the Heaven B mode, and after transitioning to the Heaven B mode, the Heaven B mode loops with a probability of 90%. As a result, even in the next advantageous section, the possibility of ending the advantageous section with the difference in the advantageous section exceeding "2400" becomes high. In this way, it becomes possible to repeat the advantageous section that ends with the difference exceeding "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 process is the process by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous section has started. When 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 heaven mode (any one of the heaven A mode, the heaven B preparation mode, the heaven B mode, and the heaven C mode) of the advantageous section is continuous. Here, when the end of the previous advantageous section is any one of the heaven A mode, the heaven B preparation mode, the heaven B mode, and the heaven C mode, and the start of the next advantageous section is the heaven B preparation mode, it is determined that the heaven mode of the advantageous section is continuous. When it is determined that the heaven mode of the advantageous section is continuous, the process proceeds to step S624, and when it is determined that the heaven mode of the advantageous section is not continuous, the process according to this flowchart ends.
[0175] In step S624, the favorable interval continuous counter provided on the sub-control board 80 side is incremented by "1". Then, the process proceeds to step S625, where the sub-control board 80 executes continuous effects for the favorable interval. Here, based on the value of the favorable interval continuous counter, for example, when the value of the favorable interval continuous counter is "1" (the number of consecutive favorable intervals is "2"), the frame lamp among the effect lamps 21 is lit in blue; when the value of the favorable interval continuous counter is "2", the frame lamp is lit in yellow; when the value of the favorable interval 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 (housing) of the gaming machine 10, it becomes possible to generally grasp how many times the heaven mode of the favorable interval has continued. Further, the sub-control board 80 displays an image of the total number of medals won in the heaven mode in the previous favorable interval and stores the total number of medals won. Then, after shifting to the next favorable interval, when it is in the heaven mode, an accumulated value from the total number of medals won in the heaven mode in the previous favorable interval is displayed as an image, and when a sub-bonus is started within a predetermined number of gaming times (for example, 100 games) from the start of the current favorable interval, it is assumed that the heaven mode continues, and the display of the total number of medals won is continued. Note that during the loop of the heaven mode, the total number of medals won may be displayed even when not in the sub-bonus, or the total number of medals won may be displayed only during the sub-bonus.
[0176] Furthermore, when displaying an image of the total number of medals won across multiple favorable intervals, until exiting the heaven loop, for example, every time the number of medals won 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 favorable interval, on the main control board 50 side, the parameters related to the favorable interval are cleared, but on the sub-control board 80 side, the parameters related to the favorable interval (the above-mentioned total number of medals won, etc.) are not cleared. However, not limited to the above, when crossing the favorable interval, the total number of medals won may not be carried over and may be reset.
[0177] After outputting the advantageous section continuous effect in step S625, in the next step S626, it is determined whether the advantageous section has ended. When it is determined that the advantageous section has ended, the process returns to step S622, and when it is determined that the advantageous section has not ended, the process proceeds to step S627. In step S627, it is determined whether the paradise mode of the advantageous section has ended. Here, when the loop of the paradise mode is exited, it is determined that the paradise mode of the advantageous section has ended. When it is determined that the paradise mode of the advantageous section has ended, the process proceeds to step S628, and when it is determined that the paradise mode of the advantageous section has not ended, the process returns to step S625. In step S628, the continuous effect of the advantageous section is ended. For example, when executing the effect of the frame lamp as described above, the effect is ended. Also, when displaying the total number of medals obtained from the paradise mode of the previous advantageous section, the display is ended. Next, the process proceeds to step S629, and the advantageous section continuous counter is cleared. Then, the processing according to this flowchart is ended. As described above, by executing the continuous effect of the advantageous section, it is possible to appeal to the surroundings that the player is obtaining a large number of medals. In particular, in the case of a medal-less gaming machine described later, since the actually obtained medals are not visible, the continuous effect of the advantageous section becomes more effective. Also, in the example of FIG. 33, the continuous effect of the advantageous section was ended when the paradise mode ended, but it is not limited to this, and the continuous effect of the advantageous section may be continued, for example, up to about 100 games after the end of the paradise mode. Furthermore, when the advantageous section ends and the normal section is entered, in this embodiment, in most cases, the player wins the advantageous section transition lottery in the first game of the normal section, and the next game becomes the advantageous section again. In this case, the continuous effect of the advantageous section may be executed including the normal section between the advantageous section and the next advantageous section. When the continuous effect of the advantageous section is executed even during the normal section, it is possible to notify that the paradise loop continues even during the normal section, so it is possible to prevent the player from accidentally ending the game. On the other hand, it is not necessary to execute the continuous effect of the advantageous section during the normal section. In this case, it is possible to prevent the player from misrecognizing 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 counter counts the difference in the advantageous section. Here, the "difference in the advantageous section" refers to the difference in the number of cards when the start of the advantageous section is set to "0". In other words, it is not the difference (MY) from the minimum value during the advantageous section, but is based on the start of the advantageous section (set to "0"). Therefore, when the difference 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 in the advantageous section exceeds "+2400 (cards)", it is determined that the end condition of the advantageous section is satisfied. Here, as a first example of the difference counter, "+2415" (cards) (in hexadecimal, "096Fh") is set as the initial value at the start of the advantageous section. 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 section. When the difference in the first game is "-3 (cards)" (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 (cards)" (bet number "3", payout number "14"), "11" is subtracted from the difference counter to update the difference counter to "+2404". When the difference counter becomes "0", it is determined that the difference in the advantageous section exceeds "+2400" cards, and the advantageous section ends. Note that in the examples of FIGS. 34 and 35 described later, the difference counter is such that the value of the difference counter increases when the difference in this game increases.
[0179] Also, as a second example of the difference counter, a method may be mentioned in which the start of the advantageous section 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 section is satisfied. In the following difference counter and stop counter, when indicating hexadecimal, the numerical value is appended with "h". When "h" is not appended to the numerical value, it indicates decimal. Also, when no minus sign is appended to the difference counter value, it indicates that it is plus. Further, as described above, in the first embodiment, since the number of games during the advantageous section is not included in the end condition of the advantageous section, the number of games in the advantageous section is not counted. And in both the above 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": becomes. Here, in the first game above, since the difference is "-3", when adding the difference "-3" to the initial value "0000h" of the stop counter, it becomes "FFFDh", but when a carry occurs, 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 same day) are ended. Note that the stop counter counts the MY even in the normal section, unlike the difference counter.
[0181] Figure 34 is a diagram showing the transition 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 starts, and it is assumed that the advantageous section is entered at the point "B" in the figure. Therefore, at this "B" time point (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 point "B" in the figure and reaches point "C", the difference counter value at this point "C" is "B - C". Also, the stop counter value is "0". Then, afterwards, when a sub-bonus or the like is executed in the advantageous section and the difference increases and reaches point "D", assuming that the difference "D - B" exceeds "2400", the end condition of the advantageous section is satisfied at point "D", the advantageous section ends, and the next game becomes a normal section. Furthermore, when the transition condition to the advantageous section is satisfied in the normal section, it transitions to the advantageous section. Next, when reaching point "E" in the figure, when the stop counter value, which is "E - C", reaches "19000", the complete function activates 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 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 Reel 31 in this game to the start of the rotation in the next game) is set to "4.1" seconds. On the other hand, in the law regarding the regulation of adult entertainment businesses and the proper operation of businesses (hereinafter sometimes referred to as the "Adult Entertainment Business Law", the "Proper Operation of Adult Entertainment Businesses Law", or the "Adult Entertainment Business Regulation Law"), a "pachinko parlor" is defined as a "Type 4 business". And according to the Adult Entertainment Business Law, in principle, all adult entertainment businesses are not permitted to operate from 0:00 am to 6:00 am (Article 13 of the law). For this reason, the longest operating hours per day that a pachinko parlor can operate 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 setting table and the condition device, when it is considered that the game shifts from the normal section to the advantageous section and further to the sub-bonus in the shortest time, and the sub-bonus continues until the difference counter exceeds "2400", and when the difference counter exceeds "2400", the advantageous section ends and it shifts to the normal section, the net increase in the number of tokens per game is set to approximately "6" tokens. That is, when it is consumed in "4.1" seconds per game and the net increase in the number of tokens per game is "6" tokens, the net increase in the number of tokens per hour is approximately "5268" tokens. Therefore, it takes approximately "3.6" hours until MY reaches "19000". Thus, there is a case where the stop counter reaches "19000" within the operating hours of a pachinko parlor per day (the shortest is 13 hours and the longest is 18 hours). 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 operating hours of a pachinko parlor per day, it is possible to prevent significantly stimulating the gambling mentality of players.
[0184] FIG. 35 is a diagram showing the relationship between the difference counter and the stop counter and power on / off. "Power off" and "Power restoration" in the graph in FIG. 35 are simple power on / off, and it is assumed that RWM clear (setting change) is not performed. As shown in FIG. 35, for example, when the power is turned off in a situation where the stop counter and the difference counter values are predetermined values and then restored, the stop counter is cleared. Therefore, after restoration from power off, it starts from "0000h" (dashed line in the figure). On the other hand, the difference counter is not cleared. Therefore, after restoration from power off, it resumes from the value before power off (solid line in the figure). Also, in FIG. 35, the lower table shows the situations 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 power on / off without RWM clear, the difference counter is retained, but the stop counter is cleared. On the other hand, in the power on / off with RWM clear (for example, when setting is 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 operated. For example, it is composed of 1-byte data, and is a flag that is "00h" when off and "FFh" when on. Furthermore, the "temporary complete function flag" is a flag that turns on when the stop counter reaches "19000" but the complete function cannot be operated, 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 temporary complete function flag are configured not to be cleared in the 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 activation flag remains off, but the complete function temporary flag turns on. And when the power is turned off before the end of the special game state and then restored, since the complete function temporary flag is restored in the on state, when the special game state ends after the restoration from the power-off, the complete function activation 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 activation flag and the complete function temporary flag are cleared.
[0187] Figure 36 is a flowchart showing the flow from when the power is turned on to the main process and includes the process related to the complete function. First, when the power is turned on in step S511, the power-on process is executed in 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 activation 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 activation flag, and the complete function temporary flag are initialized. Next, the process proceeds to step S513 where 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] In the next step S515, the main control board 50 executes the acceptance process for input and settlement. In 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. In step S517, the winning combination lottery means 61 conducts a lottery for the winning combination (winning numbers). Then, in the next step S518, the reel control means 65 starts the rotation of the reel 31. In 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 the reels 31 have stopped. If it is determined that not all the reels 31 have stopped, the process returns to step S519. If it is determined that all the reels 31 have stopped, the process proceeds to step S522. In step S522, the winning determination means 66 determines 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 for the winning combination 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 the update of 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). This is because in this embodiment, even if the operating conditions (stop conditions) of the complete function are satisfied in the special game state, the complete function is not activated. When 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, when 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). When it is determined that it is "FFh", the process proceeds to step S534, and when 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 sends 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, the process proceeds to step S535, and the main control board 50 executes the automatic settlement process. Whether to perform the automatic settlement of the credited medals when the complete function is activated is optional. When the automatic settlement is executed when the complete function is activated, the automatic settlement process is executed in this step S535. On the other hand, when the automatic settlement is not executed when the complete function is activated, the process of step S535 is not executed. Next, the process proceeds to step S536, and a complete signal is output to the outside. Thereby, the error process ends. Also, when the process proceeds to step S536, in FIG. 36, the process after step S515 is not proceeded to. Thereby, since the operation switches (bet switch 40, start switch 41, stop switch 42) are not received, the game cannot proceed. 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] Figure 38 is a flowchart showing the complete function calculation process in step S525 of Figure 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, the process proceeds to step S542, and when it is determined that it is on, the process 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 processing according to 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. When it is determined in step S542 that the complete function activation flag is not on and the process proceeds to step S543, the main control board 50 determines whether a replay is in progress. In this embodiment, since the stop counter is not updated during a replay operation, when it is determined that a replay is in progress, the processing according to this flowchart is terminated. When it is determined that a replay is not in progress, 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 the stop counter has become less than "0", that is, whether a carry-under 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 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, proceed to step S548 to determine whether 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 ends. Therefore, in a special game state, when the stop count reaches "19000" in step S547, the complete function temporary flag is turned on, but since it does not pass through step S549, the complete function activation flag does not turn on (FFh). For this reason, the complete function does not operate in a special game state. On the other hand, when it is determined in step S548 that it is not in a special game state, proceed to step S549. In step S549, the main control board 50 turns on the complete function activation flag (FFh). Next, proceed to step S550 to turn off the complete function temporary flag (00h). Then, the processing according to this flowchart ends. When the complete function activation flag is turned on in step S549, at the start of the next game, the complete function operates according to step S513 in FIG. 36 and FIG. 37. Also, in a 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 activation flag is off), and at the end of the special game state, the complete function activation flag is turned on (step S549), and the complete function temporary flag is turned off (step S550).
[0194] Next, image control by the sub-control board 80 related to the complete function will be described. FIG. 39 shows an image for notifying (pre-informing) the activation of the complete function, where (a) shows a game screen, (b) shows a demonstration screen, and (c) shows a menu screen. After the power is turned on, the sub-control board 80 independently counts the stop counter. 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. And if the complete function is suddenly activated when the stop counter reaches "19000", it will be a surprise to the player. Therefore, when the activation of the complete function is approaching, the player is notified of the activation of the complete function.
[0195] When the stop counter of the sub-control board 80 reaches "18900", in other words, when there are "100" remaining until the complete function is activated, the sub-control board 80 notifies the activation of the complete function. In the figure, as shown in (a), (b), and (c), regardless of whether it is a game screen, a demonstration screen, or a menu screen, for example, it is displayed as "100 remaining until the complete function is activated" as in this example. Also, when the stop counter becomes, for example, "+11" in the next game, the preview image of the activation of the complete function is updated to the display of "89 remaining until the complete function is activated". In this way, the notification of the activation of the complete function is performed so that the quantitative change until the activation condition of the complete function (the stop counter reaching "19000") can be visually recognized. In the figure, the area of the preview image of 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 preview image of the activation of the complete function, the preview image of 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 also refers to the frontmost layer.
[0196] In the above example, when the stop counter reaches "19000" and the complete function is activated, a notice of the activation of the complete function was given when the stop counter reached "18900". Here, if after giving the notice of the activation of the complete function, the stop counter value reaches "19000" without decreasing, then after the stop counter reaches "18900", the notice of the activation of the complete function will be given all the time 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 becomes a predetermined value, the notice of the activation of the complete function is terminated. Here, if the stop counter fluctuates up and down as the game progresses with "18900" as the threshold value, the state of giving notice of the activation of the complete function and the state of not giving notice will frequently alternate, for example, the notice image of the activation of the complete function will be displayed or not displayed. Therefore, in the present embodiment, once the notice of the activation of the complete function is given, the notice of the activation of the complete function 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 where the activation of the complete function is notified (pre-notified) and the section where it is not notified. In the figure, the solid line is the section where the activation of the complete function is notified, and the wavy line is the section where it is not notified. In Figure 40, when the value of the stop counter reaches "A" (MY1 = "18900") in the figure, the condition for notifying the activation of the complete function is satisfied, so the activation of the complete function 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 notice of the activation of the complete function continues. Then, when the value of the stop counter falls below "MY2(18850)" at the point "C" in the figure, the notice of the activation of the complete function is terminated and the process shifts to the section where it is not notified.
[0198] Once it shifts to a section without notice, next, unless the stop counter reaches "18900" (MY1), it will not enter the section that 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 enters the section that announces the activation of the complete function again. Note that when the stop counter reaches "19000", the complete function is activated, so the announcement of the activation of the complete function ends. Also, the difference "MY1 - MY2" between the stop counter "MY1" that becomes the section for announcing the activation of the complete function and the stop counter "MY2" that becomes 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 ("11 cards" in the first embodiment). In this way, it is possible to prevent the sections for announcing and not announcing the activation of the complete function from frequently switching within one game.
[0199] Figure 41 is a diagram showing an example of displaying an image of the complete function operation in full. In the figure, the display area of the dot pattern is the image display area of the complete function operation. Therefore, when the complete function is operating throughout as in this example and an image is displayed, the previous game screen and the like cannot be seen 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 acceptance of operations of the bet switch 40, start switch 41, and stop switch 42 becomes invalid, and thereafter, the game cannot proceed. However, for the gaming machine 10 that permits the acceptance of operations of the settlement switch 43, after the complete function is activated, 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 and automatic settlement is executed, all the stored medals are automatically discharged into the medal tray without the player operating the settlement switch 43. In this case, as shown in (b) in the figure, a display indicating that automatic settlement is in progress is shown. Also, in the case of the "medal-less gaming machine" described in the 18th embodiment (Figure 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 a complete function operation in some areas. In the figure, the display area of the dot pattern is the image display area of the complete function operation. FIG. (a) in the figure is an example where the complete function is activated during, for example, a sub-bonus game (AT). An image layer of the complete function operation is displayed over the game screen layer. Therefore, in the range where the game image and the image of the complete function operation overlap, the image of the complete function operation is displayed on top. Note that the image of the complete function operation may be of a transparent type so that the game screen can be seen under the image of the complete function operation. Also, when the game screen is left as it is and a predetermined time elapses, a demonstration screen is shifted to as shown in FIG. (b) in the figure. Even when the demonstration screen is shifted to, the image of the complete function operation continues to be displayed without being erased. Further, in the range where the image of the demonstration screen and the image of the complete function operation overlap, the image of the complete function operation is displayed as the front layer. Furthermore, even after the complete function is activated, it is possible to shift to the menu screen. Even when the menu screen is shifted to, the image of the complete function operation continues to be displayed without being erased. Further, in the range where the image of the menu screen and the image of the complete function operation overlap, the image of the complete function operation 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 example image displays. Note that the first embodiment has a game property that enables the execution of a sub-bonus (AT) on the premise of not winning a 1BB inside (not winning a 1BB). In contrast, the example of 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" 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 starts, the stop counter is less than "18900", the complete function temporary flag is off, and the complete 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 complete 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 complete function is superimposed and displayed in a part of the area. Next, when the stop counter reaches "19000" in the special game state, the complete function temporary flag becomes on. However, since it is in the special game state, the complete function activation flag remains off. Also, based on the complete function temporary flag becoming on, the sub-control board 80 displays an image indicating that the activation of the complete function is on standby (the complete 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 in (b) of the figure changes to the image display in (c) of the figure. By configuring in this way, it is possible to convey to the player that the stop counter has reached "19000" during the special game state (no more games can be played on the same day), so 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 activation 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 FIGS. 41 and 42(a). When the stop counter once reaches "19000" in the special game state, the counting of the stop counter ends. However, if the acquired medals decrease thereafter (for example, when assuming that the counting continues without ending the subsequent counting after the stop counter reaches "19000" and the count value becomes less than "19000" at the end of the special game state), even in such a case, the complete function temporary flag remains on and the complete function activation flag is turned on at the end of the special game state. 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 it does not pass through step S544. 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 "19000" 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 activation flag is turned on at the end of the special game state, and the gaming machine 10 is stopped.
[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, and when the special game state ends, the complete function operates at the end of the special game state. When the stop counter reaches "19000" during the special game state, the complete function operation flag does not turn on, but the temporary complete function flag turns on. Then, the stop counter is cleared by turning the power on / off, but the temporary complete function flag is not cleared by turning the power on / off. Therefore, after the power is turned on and before the special game state ends, the temporary complete function flag is on and the complete function operation flag is off. When the special game state ends, the temporary complete function flag turns off and the complete function operation flag turns on, and the complete function operates. By configuring it in this way, even if a power failure or the like occurs after the stop counter reaches "19000" and the gaming machine 10 is not in the stopped state (for example, when 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 operation 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 game is in a state of notifying (pre-informing) the operation of the complete function (for example, the state shown in FIG. 43(b)), and the power supply is interrupted during a game in which the complete function operates after a payout (a game in which the stop counter reaches "19000". The same applies hereinafter), and the payout process ends before the start of the power-off process. First, assume that in a situation where the game is in a state of notifying the operation of the complete function, 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-off occurs immediately before the end of the payout process, and the payout process ends before the start of the power-off process. When the payout process ends, the stop counter is updated, and as a result of the stop counter reaching "19000", the game transitions from the state of notifying the operation of the complete function to the state of operating the complete function. Although the power-off occurs around the moment of switching from the notifying state to the operating state, the game is in the operating state before the start of the power-off process. Therefore, the complete function operation flag is turned on before the start of the power-off process. When the power-off process ends, the power supply is then turned off. Next, when the power supply is turned on, the power-on process is executed. When the power-on process ends, the game returns to the state of operating the complete function. As described above, when the power is turned on / off, the stop counter is cleared, but the complete function operation flag is not cleared. Therefore, when the power-on process is executed, the value of the complete function operation flag is read, and when the complete function operation flag is on, the game is in the state of operating the complete function.
[0205] FIG. 45 is a time chart showing an example in which, in a game where the complete function operates after payout and the complete function operation is in a pre-announcement state, a power failure occurs during the payout process and the power failure process starts. FIG. 45 shows Example 1 in (a) and Example 2 in (b). First, Example 1 in (a) will be described. In the pre-announcement state of the complete function operation, it is assumed 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 is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while remaining in the pre-announcement state of the complete function operation. In other words, the complete function operation flag is off at the time of power failure. Note that at the time of power failure, the payout process up to that point and the pre-announcement state of the complete 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, it 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 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 complete function operation (for example, "18900" in the example of FIG. 40). Therefore, after the payout process ends, it 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, it does not return to the pre-warning state of the complete function operation. Therefore, when the power-on process ends, it becomes the normal state. Note that FIG. 45 applies even when the complete function does not operate after the payout (when the stop counter does not reach "19000") and the pre-warning state of the complete function operation is set. Also, in Example 2 in (b) of the figure, although the pre-warning state of the complete function operation is backed up at the time of power-off, it may be configured to clear the pre-warning state of the complete function operation in the process at the time of power-off recovery. The same applies to FIGS. 46(b), 47(b), and 48(b) described later.
[0207] Figure 46 is a time chart showing an example in which a power-off occurs before the hand is released from the last stop switch and a power-off process is executed when the payout process has been carried out halfway in a game in which the complete function operates after payout, and the game is in a pre-warning state of complete function operation. Figure 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 complete function operation, it is assumed that the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is carried out. Here, it is assumed that a power-off occurs before the hand is released from the last stop switch 42. Further, it is assumed 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 is completed 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 complete function operation. Note that at the time of power-off, the payout process up to that point and the pre-warning state of 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, it 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 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 has not reached the value for the pre-warning state of the complete function operation. Therefore, after the payout process ends, it 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, it does not return to the pre-warning state of the complete function operation. Therefore, when the power-on process ends, it becomes the normal state. Note that FIG. 46 is applicable even when the complete function does not operate after the payout (when the stop counter does not reach "19000") and the pre-warning state of the complete function operation is reached. 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, a power-off occurs after the hand is released from the last stop switch 42, and in the example of FIG. 46, the hand is released from the last stop switch 42 after the power-off has occurred. And in both cases, the power-off process is ended during the payout process. As a result, after the power is turned on, the continuation of the payout process is performed, 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 becomes the normal state. As methods for updating the stop counter when the power is turned on / off, the following two methods can be mentioned. The first method is a method of updating the stop counter based on the number of payouts and the number of bets in the game. Also, the second method is a method of updating the stop counter based on the number of coins paid out after the power is turned on.For example, in a game where 3 bets are placed and 10 payouts are made, if the power-off process is completed at the timing when 5 out of 10 are paid out, and then the power is turned on and the remaining payouts are made, when the first method is adopted, after the power is turned on, the stop counter is updated by 7 as the difference. Thus, even if the power is turned on / off during the payout process, the same difference can be updated as when the power is not turned on / off, so the process can be simplified. However, there may be a case where the value of the stop counter updated after the power is turned on does not match the number of pieces paid out after the power is turned on. Also, when the second method is adopted, the stop counter is updated by 5 for the pieces paid out after the power is turned on. Thus, since the value of the stop counter updated after the power is turned on matches the number of pieces paid out after the power is turned on, when a notice of the activation of the complete function or the like is given after the power is turned on, the player will not be confused.
[0209] FIG. 47 is a time chart showing an example in which, in a game where the complete function is to be activated after payout and which is in a state of announcing the activation of the complete function, 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). Whether 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 and before power-on (T2), the result is the same. In FIG. 46, Example 1 in (a) and Example 2 in (b) are illustrated. First, Example 1 in (a) will be described. In a state of announcing the activation of the complete function, 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 stop counter has not reached "19000". For this reason, the power is turned off while remaining in the state of announcing the activation of the complete function. Note that when the power is turned off, the fact that a winning combination has been achieved and the state of announcing the activation of the complete function are backed up.
[0210] Next, when the power is turned on and the power-on process is executed, the disbursement process is executed based on the backup data. Also, based on the backup data at the time of power-off, it returns to the pre-announcement state of the completion function operation. When the disbursement process ends, the stop counter is updated, but the stop counter is cleared when the power is turned off. For this reason, even if the disbursement 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 pre-announcement state of the completion function operation. Therefore, after the disbursement process ends, it does not enter the pre-announcement 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-announcement state of the completion function operation is not backed up at the time of power-off. For this reason, after the power is turned on, it does not return to the pre-announcement state of the completion function operation. Therefore, when the power-on process ends, it becomes the normal state.
[0211] Figure 48 is a time chart showing an example where, after a power-off occurs and the power is turned on, the hand is released from the last stop switch. Even when the hand is released from the last stop switch 42 after the power is turned on and a power-off has occurred, it is the same as the example in Figure 47 described above. Specifically, as in (a) Example 1, when the pre-announcement state of the completion function operation is backed up at the time of power-off, after the power-on process and before the end of the disbursement process, it returns to the pre-announcement state of the completion function operation based on the backup data. Then, it shifts to the normal state after the end of the disbursement process. In contrast, as in (b) Example 2, when the pre-announcement state of the completion function operation is not backed up at the time of power-off, it becomes the normal state after the power-on process.
[0212] FIG. 49 is a time chart showing an example when a power failure occurs in a situation where a completion function operation is in a pre-warning state during a sub-bonus. In this example, it is assumed that there is no payout process before and after the power failure. In the sub-bonus, since the completion function operation is in a pre-warning state, the remaining number of sheets until the completion function operation is displayed as an image. For example, it is an image display like FIG. 43(b). Also, the number of sheets acquired during the sub-bonus is displayed as an image. After a power failure occurs in a state where the remaining number of sheets until the completion function operation and the number of sheets acquired during the sub-bonus are displayed as images, 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 pre-warning state of the completion function operation. As a result, the pre-warning state of the completion function operation does not occur. Therefore, after the power is turned on, the remaining number of sheets until the completion function operation 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 operation and the number of sheets acquired during the sub-bonus are displayed as images, but after the power is turned on, the number of sheets acquired during the sub-bonus is displayed as an image.
[0213] Figure 50 shows an example where a notice of the operation of the complete function is given, and the complete function operates after the payout process and a notice of the operation of the complete function is given, and a hopper empty error occurs during the automatic settlement after the payout process. (a) shows a time chart, and (b) to (d) show the image display content. In (a) of the figure, when the payout process ends under the situation where a notice of the operation of the complete function is given, the stop counter reaches "19000" and the complete function operation flag is turned on. Thereby, the operation of the complete function is notified. In (b) of the figure, "Please call the staff during the operation of the complete function" is an example of notifying the operation of the complete function. Also, in this example, it is assumed that the specification is such that automatic settlement is performed when the complete function operates, similar to the example in Figure 41(b). Therefore, when the operation of the complete function is notified, automatic settlement is started. (b) in the figure is an example of notifying the operation of the complete function and notifying that automatic settlement is in progress.
[0214] Next, when a hopper empty error occurs during automatic settlement, a hopper empty error is notified. (c) in the figure is an example of notifying the operation of the complete function and notifying the occurrence of a hopper empty error. And when the hopper empty error is resolved and the automatic settlement ends, only the operation of the complete function is notified as shown in (d) of the figure. In the case of (c) in the figure, when giving priority to the occurrence of the hopper empty error, the notice of the hopper empty error may be displayed larger than the notice of the operation of the complete function. Or, when giving priority to the notice of the operation of the complete function, the notice of the operation of the complete function may be displayed larger than the notice of the hopper empty error.
[0215] FIG. 51 is an example of notifying the operation of the complete function after automatic settlement when notifying the notice of the operation of the complete function and 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) of the figure, when the payout process ends in a situation where the notice of the operation of the complete function is notified, the pause 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 the automatic settlement is in progress. (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, and the automatic settlement process is executed. Therefore, this example of the flowchart is the example of FIG. 50. On the other hand, when processing as in FIG. 51, in FIG. 37, when it is determined in step S533 that the complete function operation flag is on, the process proceeds to step S535, and the automatic settlement process is executed. Then, after the automatic settlement process, the process proceeds to step S534, and the operation of the complete function is notified. And when a hopper empty error occurs during the automatic settlement, as shown in (c) of the figure, the display switches from "during automatic settlement" to "hopper empty error". And when the hopper empty error is resolved and the automatic settlement is completed, as shown in (d) of 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 stopping the game and suffering a loss in a state where the automatic settlement is not completed.
[0217] Also, in the example of FIG. 51, when the payout process ends, the stop counter reaches "19000", and at that time, the complete function operation flag is turned on, and the complete function operates. However, during the automatic settlement process 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 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 in the middle of 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 gambler's expectation of winning.
[0218] Next, in the first embodiment, the power restoration process in the sub-control board 80 will be described. In the first embodiment, the return screen from the power failure is varied according to whether the gaming state before the power failure was a gaming state advantageous to the player. Here, the "gaming state advantageous to the player" includes not only during the sub-bonus (AT), but also during the premonition of the sub-bonus (AT) and in the so-called chance zone (CZ) where the winning expectation of the AT is high. In the case of the premonition, 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 of winning a selected special combination and executing a special game (transitioning to the special game state), the "gaming state advantageous to the player" includes 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 the winning of the special combination is not notified are included.
[0219] In this embodiment, when the player was not in an advantageous state before the power-off, a game standby screen (normal return screen) is displayed after the power-off is restored. On the other hand, when the player was in an advantageous state before the power-off, a predetermined return screen is displayed. As a result, for example, when a hall staff member turns on the power of the gaming machine 10, they can determine whether the game ended in an advantageous state for the player at the end of the previous day's hall operation (when the power was turned off). Therefore, they can appropriately select whether to start the operation in the normal state by changing the settings or to start the operation in the advantageous state for the player without changing the settings. Further, when the complete function activation screen was displayed before the power-off, it is mostly the case that the game state was advantageous for the player before the power-off. However, when the game state was advantageous for the player before the power-off and the complete function activation screen was displayed, the complete function activation screen is displayed with priority over the predetermined return screen after the power-off is restored. This can inform 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 the sub-bonus (AT), winning of special roles, 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 that is turned on when it is in a state advantageous to the player (including during the above-mentioned main precursor and internal states) is provided, and whether it is a game state advantageous to the player is stored. Also, when a predetermined error (such as a selector error or a door opening error) occurs during the display of a predetermined return screen, in order to prioritize the notification of the predetermined error, instead of the predetermined return screen, it is switched to an error screen. However, it may be possible to display that a predetermined error has occurred in a part of the predetermined return screen. Alternatively, it may be possible to display that the predetermined return screen is being displayed in a part of the error screen. In other words, when displaying 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 the power is restored after the power-off, during the rotation of the reel 31, the error screen is not displayed, and an error notification is made after the reel 31 has come to a complete stop. However, it is not limited to this, and an error notification may be made 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. In contrast, 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, when the power is turned on and after a predetermined time has elapsed after the predetermined return screen is displayed, the display of the predetermined return screen ends and the screen shifts to the demonstration screen. Here, when the time from when the game standby screen is displayed until the demonstration screen is displayed is set as T1, and the time from when the predetermined return screen is displayed until the demonstration screen is displayed is set as T2, it is configured such that T2 > T1.
[0222] Accordingly, when the power is turned on in the hall and the system returns to the predetermined return screen, if it returns to the predetermined return screen, the time until it transitions to the demonstration screen is longer than that from the game standby screen (in one game, it is the game screen displayed after a full stop as the game progresses and is not a dedicated screen. Also, it is a screen different from the demonstration screen). Therefore, it is easier for the hall staff to notice that the predetermined return screen is being displayed. Note that when a predetermined time elapses 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 transitions 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. Therefore, T2 > T0.
[0223] Also, after transitioning from the display of the game standby screen or the predetermined return screen to the display of the demonstration screen, if a bet operation is performed, the display of the demonstration screen ends and it 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 effect 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 it transitions to the game standby screen, it does not transition to the demonstration screen even as time passes thereafter.
[0224] FIG. 52 is a flowchart showing the flow of processing for the return 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. Therefore, based on the reception of the command, it determines whether it is in the setting change mode. If it determines that it is not in the setting change mode, it proceeds to step S562. If it determines that it is in the setting change mode, the processing according to this flowchart ends. Thus, when it is in the setting change mode, it transitions to the setting change mode without displaying a predetermined return screen or the like (displays a screen specific to the setting change mode).
[0225] When proceeding from step S561 to step S562, the sub-control board 80 determines whether the completion function operation screen was displayed before the power-off. Information regarding whether the operation of the completion function was notified is also backed up at the time of power-off. 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 the screen was displayed, the processing according to this flowchart ends. In step S563, the sub-control board 80 determines whether 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 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, the 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 the state was not advantageous to 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 medals have been bet. When it is determined that medals have been bet, the process proceeds to step S576. When it is determined that no bet has been made, the process proceeds to step S566. In step S566, the sub-control board 80 determines whether the time T2 has elapsed since the start of the display of 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 proceeding to step S567, 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 S568, the sub-control board 80 determines whether a medal has been bet. When it is determined that a medal has been bet, it 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 it proceeds to step S569, the sub-control board 80 displays a game standby screen.
[0227] After displaying the game standby screen in step S569, when proceeding to step S570, the sub-control board 80 determines whether the start switch 41 has been operated. In other words, in step S570, it determines whether the game has started. When it is determined that the start switch 41 has been operated, it proceeds to step S571 to display a 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 it proceeds to step S576, the sub-control board 80 determines whether 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, it proceeds to step S571 to display a game start screen. In contrast, when it is determined in step S576 that the start switch 41 has not been operated, it proceeds to step S577. In step S577, the sub-control board 80 determines whether the time T2 has elapsed since the start of the display of the predetermined return screen. When it is determined that the time T2 has elapsed, it proceeds to step S578, and when it is determined that the time T2 has not elapsed, it 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, it proceeds to step S571 to display a game start screen.
[0228] On the other hand, if it is determined in step S563 that the gaming state before power-off is not a gaming state advantageous to the player and the process proceeds to step S572, the sub-control board 80 displays a game standby screen. Next, when the process proceeds to step S573, the sub-control board 80 determines whether medals have been bet. If it is determined that medals have been bet, the process proceeds to step S575. If 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 a time T1 has elapsed since the start of displaying the game standby screen. As described above, "time T1 < time T2". If it is determined that time T1 has not elapsed, the process returns to step S573 to maintain the game standby screen. On the other hand, if it is determined that time T1 has elapsed, the process proceeds to step S567 to display a demonstration screen. Also, if 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. If it is determined that the start switch 41 has been operated, the process proceeds to step S571 to display a game start screen. Incidentally, after displaying a predetermined return screen in step S564, if it is determined in step S565 that there is a bet before it is determined in step S566 that time T2 has elapsed, the process may shift to step S579 (instead of step S576). In other words, after a bet, even if 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 a predetermined return screen in step S564, the display of the predetermined return screen may be maintained until a bet is made and the start switch 41 is operated. In other words, after step S564, the process may proceed to step S570, and in step S570, the display of the predetermined return screen may be maintained until (a bet is made and) the start switch 41 is operated.
[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 are possible, for example, as follows. (1) In the above embodiment, when winning the sub-bonus, the sub-bonus is started after a predetermined number of precursor games and pseudo-games (the "seven reds" alignment game). However, it is not limited to this, and a pseudo-game may be executed in the next game of the game that has won the sub-bonus, and the game may shift to the sub-bonus. (2) In the above embodiment, the game that has won the winning number "2" (replay B) is set as the sub-bonus winning game, and the "seven reds" alignment is caused by reverse pressing. However, for example, even if the winning number is "1" (replay A), since the winning combination includes replay 04, it may be possible to display the "seven reds" alignment (replay 04) by reverse pressing. Also, since the winning number "1" wins at about "1 / 7.3", after winning the sub-bonus, when winning the winning number "1", an effect aiming for the "seven reds" alignment may be output by reverse pressing, and when the "seven reds" alignment is displayed, the game 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 end. Examples of the "predetermined number" include "3000" games or "4000" games. In this case, if either the difference during the advantageous section exceeds "2400" or the number of games in the advantageous section reaches the predetermined number, the advantageous section ends. In addition to the difference during the advantageous section exceeding "2400" or the number of games in the advantageous section reaching the predetermined number, the advantageous section may be configured to end when an arbitrary end condition of the advantageous section (for example, after the end of AT, when a predetermined number of game media are obtained in one AT, etc.) is satisfied.
[0230] When the complete function is activated, it is designed to perform automatic settlement of credits. Here, for example, if a bet operation is performed at the moment when the game ends and then the complete function is activated, the number of bets may remain in the gaming machine. Therefore, in the automatic settlement when activating the complete function, it may be possible to perform both the credit number and the bet number. (5) The preview (advance notice) image of the activation of the complete function may be displayed constantly during the game, or it may be done, for example, at the stage of the remaining number of cards. For example, at the time of a complete stop when the stop counter reaches "18500", "18600", "18700", "18800", and "18900", it may be possible to give a preview (advance notice) corresponding to each number of cards. Also, in order to thoroughly inform the player, as a specific method of preview, for example, the effect lamp 21 may be blinked, and a notification sound such as "Picon" may be reproduced once or a predetermined number of times. Furthermore, a voice such as "There are ○○○ cards remaining until the complete function is activated" may be output from the speaker 22.
[0231] (6) Notification of the completion function operation may be carried out not only ...
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 return instructions stored in the ROM area within the aforementioned usage area is less than or equal to half the total number of call 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
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 return instructions stored in the ROM area within the aforementioned usage area is less than or equal to half the total number of call 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 return instructions stored in the ROM area within the aforementioned usage area is less than or equal to half the total number of call 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 return instructions stored in the ROM area within the aforementioned usage area is less than or equal to half the total number of call instructions stored in the ROM area within the aforementioned usage area. A gaming machine characterized by