Game machine
The gaming machine's control unit system ensures smooth game progression by transmitting commands at intervals and initializing specific measurements, addressing interruptions and enhancing player engagement.
Patent Information
- Application Number
- JP2024000488
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-05
- Publication Date
- 2025-07-17
- Estimated Expiration
- 2044-01-05
AI Technical Summary
Existing gaming machines often experience interruptions or errors that hinder smooth game progression, leading to a less engaging and less enjoyable experience for players.
The gaming machine incorporates a main control unit that transmits presentation-related commands at predetermined intervals and game-related commands to a sub-control unit, with the ability to initialize specific interval measurements upon power-on, ensuring seamless game progression and enhanced player engagement.
This configuration allows for a gaming machine that can smoothly progress games, maintaining player interest and enjoyment by minimizing interruptions and errors.
Smart Images

Figure 2025106894000001_ABST
Abstract
Description
Technical Field
[0001] Relates to a gaming machine.
Background Art
[0002] In a rotary gaming machine (slot machine), one game starts when a gaming start instruction device (start lever) is operated after a predetermined number of gaming medals are inserted. A plurality of rows of rotating drums (reels) with a plurality of symbols arranged on the outer periphery rotate, and as a result of using a drum stop device (stop button) to stop the rotation operation and stop the drums, when a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the effective line, it generally shifts to a special gaming state where the profit state for the player is higher than the normal gaming state (a gaming state where the lottery probability of small winning combinations and the like is higher than normal). Here, in a rotary gaming machine, for the purpose of enhancing the interest of the game, production images and the like may be displayed on a display such as a liquid crystal in synchronization with the rotation operation and stop operation of the reels. When operating a drum stop device or the like, many are configured to enjoy predicting the result of the game while comparing the symbols displayed on the drum with the production images and the like displayed on the display. Also, many are configured such that if any abnormality occurs in the gaming machine, it can result in an error that stops the progress of the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Patent Document 3
Patent Document 4
Summary of the Invention
Problems to be Solved by the Invention
[0004] It is desired to provide a gaming machine that can smoothly progress the game.
Means for Solving the Problem
[0005] The gaming machine according to this aspect includes a main control unit that controls the progress of the game, a payout control unit that controls the number of game values, and a sub-control unit that controls the presentation, and is configured such that the main control unit can transmit at least a presentation-related command including presentation information related to the execution of the presentation and a predetermined command not including the presentation information to the sub-control unit. The presentation-related command is configured to be transmitted at predetermined intervals. The predetermined command is configured to be transmitted at specific intervals. The main game unit is configured to be able to transmit at least a game-related command related to the game to the payout control unit. In a predetermined situation where the power is newly turned on, the main control unit is configured to initialize the information related to the measurement of the specific interval. It is a gaming machine characterized by this.
Effect of the Invention
[0006]
Brief Description of the Drawings
[0007]
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Embodiments for Carrying Out the Invention
[0008] First, the meaning of each term in this specification will be explained. A "random number" is a random number used in a lottery (a lottery by electronic computer, sometimes called a lottery) to determine the content of a game in a slot machine, and includes pseudo-random numbers in addition to random numbers in the narrow sense (for example, random numbers include hard random numbers, built-in random numbers generated by a main control chip including a CPU, and pseudo-random numbers include software random numbers). For example, so-called "basic random numbers" that affect the outcome of a game, specifically, "winning random numbers" related to special roles for moving to a special game and winning roles (small roles, replay roles), etc. can be mentioned. A "CPU" is synonymous with a well-known term in this industry, and is not limited in any way to the architecture (CISC, RISC, number of bits, etc.) or processing performance used. "Power interruption (power cut)" refers to the power supply voltage supplied to the gaming machine dropping below a certain level, regardless of whether the power switch on the gaming machine is operated or not, and includes the cutoff of the power supply due to unforeseen circumstances such as damage to the power supply unit or a power outage. "ROM" is synonymous with what is well known in the industry, and stores information physically (for example, when a current for reading data is applied, if the element configuration is conductive, it becomes "1", and if the element configuration is non-conductive, it becomes "0"). "RAM" is synonymous with what is well known in the industry, and stores information electrically (for example, when a current for reading data is applied, if the charge is stored, it becomes "1", and if the charge is not stored, it becomes "0". It is generally configured so that a backup power source is supplied to some or all of the data stored in the RAM in the event of a power cut)."Game state" refers to, for example, a special game state in which game medals are easily obtained and advantageous for the player (so-called big win game, which may be referred to as during bonus activation, during one-type BB activation, at the time of one-type BB activation, during two-type BB activation, at the time of two-type BB activation, etc.), an internal middle state with a carried-over bonus win (which may be referred to as during one-type BB internal, during two-type BB internal, etc.), a replay probability variable game state (RT state) in which the winning rate of the replay role is higher (or lower) than that of the normal game state where the winning rate of the replay role is a predetermined value, a state during AT (assist time) in which the stop order and stop position (which may be referred to as stop operation mode) of the reels for winning the selected role can be notified, an ART (assist replay time) state in which the above RT state and the state during AT are combined, an advantageous section in which processing related to AT can be executed and a normal section in which processing related to AT is not executed, and the like. Also, even in the normal game state, there are an RT state, a state during AT (which may also be referred to as "AT game state", "AT state", "notification state", or simply "AT"), and a state that is not in the state during AT (which may also be referred to as "non-AT game state", "non-AT state", "non-notification state", or simply "non-AT"). Also, notifying the stop operation mode in the AT state may be referred to as "executing AT", "executing navigation", "executing an instruction", "executing push order navigation", "executing a notification game", etc. There are a high-probability normal game state, a low-probability normal game state, etc. (referred to as lottery states in this example) in which the transition lottery probability to the ART middle state is different. Also, there is no problem even if the game states are combined {Furthermore, all of these game states and functions (for example, the transition lottery to the state during AT, the output of notification instructions related to the stop order of the reels, etc.) may be implemented entirely on the main control board side that controls the game progress}. Also, in this example, the state related to AT and the RT state are described separately, and the RT state is referred to as "RT1" and the state related to AT is referred to as "normal game state", etc. However, the state related to RT and the state related to AT may be grouped together as the state related to ART, and the state related to ART may be referred to as "normal game state", etc. "Selected role" refers to the type (or condition device number) of the condition device selected by internal lottery (which may be referred to as internal note lottery).The "notification state" is a state regarding the AT for which the push order navigator described later can be executed. Even in a game in which a conditional device that does not execute the push order navigator because the winning combination does not differ depending on the stop order of the reels is selected, if the state regarding the AT is a state in which the push order navigator can be executed, it is configured to be the "notification state". The "counter value" is also referred to as the "number of executable notification games", and is the remaining number of AT games or the counter value of the AT counter M60 described later. For example, when the "number of executable notification games" is 1 or more (it may include the game in which it becomes "0"), the push order navigator described later can be executed. Also, as the "number of executable notification games", the difference in the number of game media obtained based on the winning of a small combination (mainly the push order bell combination), or the number of times the push order bell combination has won, may be adopted. The "special notification state" is the most advantageous state for the player among the states regarding the AT, and in this example, it is referred to as the "superimposed specialization state". The "predetermined game state" may be any one or a combination of one or more of all the states such as the game state and the notification state described in this example. The "specific condition" is a condition that can subtract the AT counter value. For example, when one game ends, when a predetermined combination (for example, the push order bell combination) wins, etc. are specific conditions. The "first type of special accessory" is an accessory that increases the number of combinations of symbols related to winning for each specified number, or increases the probability that the conditional device related to winning for each specified number operates, and can continue to operate until the results of games not exceeding 12 times are obtained when it operates in a predetermined case, and may be referred to as RB (Regular Bonus). The "first type of special accessory continuous operation device" is a device that can continuously operate the first type of special accessory, operates when a specific combination of symbols is displayed, and ends the operation when it operates in a predetermined case, and may be referred to as BB (Big Bonus) or the first type of BB. The "second type of special accessory" is an accessory that causes the conditional device related to winning to operate regardless of the result of the combination draw, and ends the operation when it operates in a predetermined case and the result of one game is obtained, and may be referred to as CB (Challenge Bonus).The "Type 2 Special Feature Continuous Operating Device" is a device that can continuously operate a Type 2 special feature, which operates when a specific combination of symbols is displayed and ends operation when a predetermined condition is met, and may be referred to as an MB (Middle Bonus) or Type 2 BB. The "Normal Feature" is a feature that increases the number of combinations of symbols related to winning every specified number of times or increases the probability of the condition device related to winning every specified number of times, which operates when a specific combination of symbols is displayed and ends operation when the result of one game is obtained, and may be referred to as an SB (Single Bonus). The "All JACIN Type" is a configuration that is regarded as having JACIN when the Type 1 BB feature wins and is always in RB during the execution of the Type 1 BB. Also, the "JACIN Lottery Type" is a configuration that repeatedly executes non-RB and RB during the execution of the Type 1 BB. Also, the "Uncontrolled Reel" is a reel in a state where the retraction control that can be executed after a stop operation is not executed, and is a reel that stops at the nearest reel position where it can stop from the reel position that received the stop operation. The "All CB Type" is a configuration that is always in CB during the execution of the Type 2 BB. The "CB Transition Lottery Type" is a configuration that repeatedly executes non-CB and CB during the execution of the Type 2 BB.
[0009] Note that the following embodiments are merely examples, and are not limited to the following aspects regarding the location and function of each means, the order of each step regarding various processes, the timing of turning flags on and off, the name of the means responsible for the processing of each step, etc. Also, the above-described embodiments and modification examples should not be construed as being limited to being applied to specific ones, and any combination may be used. For example, a modification example for a certain embodiment should be understood as a modification example from another embodiment, and also, even if a certain modification example and another modification example are described independently, it should be understood that a combination of the said certain modification example and the said another modification example is also described.
[0010] <<<First Embodiment>>> Before explaining each component, the features (outline) of the rotary gaming machine P according to the first embodiment will be described. Hereinafter, each element will be described in detail with reference to the drawings.
[0011] First, with reference to FIG. 1 (for some configurations, FIG. 2), the basic structure on the front side of the rotary gaming machine P according to the first embodiment will be described. The rotary gaming machine P mainly includes a front door (also referred to as a front cabinet), a back box (also referred to as a cabinet or a base), a reel unit installed in the back box, a hopper device, a power supply unit E, a main control board M (a board on which a main control chip C including a CPU MC is mounted), and a sub-control board S (a board on which a sub-control chip SC including a CPU SC is mounted). Hereinafter, these will be described in order.
[0012] <Front Door DU> The front door DU includes a mechanism for visually recognizing the gaming state, a mechanism for enabling the input of gaming media, a mechanism for operating the reel unit, and other mechanisms. Specifically, as a mechanism for visually recognizing the gaming state, a reel window D160, an input number display lamp D210, a start lamp D180, a replay lamp D290, an insertable lamp D300, a special gaming state display device D250, a credit number display device D200, a payout number display device (push order display device) D270 (sometimes referred to as the push order display device D270), an AT counter value display device D280, a favorable section indicator YH, etc. are attached. Also, as a mechanism for enabling the input of gaming media and the bet number (number of bets), a medal insertion slot D170 and a bet button D220 are provided. And as a mechanism for enabling the payout of the inserted gaming media, a settlement button D60 is attached. And as a mechanism for operating the reel, a start lever D50 and a stop button D40 are attached. Note that the rotary gaming machine in the first embodiment includes an operation table protruding on the player side to which a start lever D50, a stop button D40, a medal insertion slot D170, a bet button D220, a settlement button D60, a sub-input button SB, a cross key SB2, etc. are attached. Hereinafter, each element will be described in detail.
[0013] <Mechanism for making the gaming state visible> Next, the main part of the mechanism for making the game status visible will be described. The reel window D160 is a transparent member made of synthetic resin or the like that constitutes a part of the front door DU, and is configured so that the reel unit installed in the gaming machine frame can be seen through the reel window D160. The insertion number indicator lamp D210 is composed of three LEDs, and is configured so that the same number of LEDs as the number of medals currently bet (the number of medals required to start one game) are lit up. Specifically, the insertion number indicator lamp D210 is composed of three LEDs (lamps): a 1 bet lamp D211, a 2 bet lamp D212, and a 3 bet lamp D213. When one game medal has been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is turned off, and the 3 bet lamp D213 is turned off. When two game medals have been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is lit, and the 3 bet lamp D213 is turned off. When three game medals have been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is lit, and the 3 bet lamp D213 is lit (this does not apply to the next game after the replay has been stopped; details will be described later). The start lamp D180 is made of an LED and is configured to light when the operation of the start lever D50 is valid (operation is accepted) and to turn off when the operation of the start lever D50 is invalid (operation is not accepted). The replay lamp D290 is made of an LED and is configured to light when the replay is stopped and to turn off when the next game after the replay is stopped is completed. The insertion possible lamp D300 is configured to light (or flash) when the insertion of a game medal into the medal insertion slot D170 is valid or the operation of the bet button D220 is valid, and to turn off when the insertion of a game medal is invalid or the operation of the bet button D220 is invalid. The special game state display device D250 is made of a 7-segment display and is configured to display the total number of payouts paid out during the special game.It is also possible to adopt a configuration without providing the special game state display device D250. In such a case, by configuring the effect display device S40 (which may also be referred to as the second information display unit) described later to display the total number of payouts, the player can recognize the total number of payouts made during the special game, and a user-friendly gaming machine can be achieved. Also, the credit number display device D200 is configured by a 7-segment display and is configured to display the total number of medals (credit number) stored in the gaming machine as the player's held medals. Further, the payout number display device (push order display device) D270 is configured by a 7-segment display and, in a game where a conditional device {which is a so-called push order winning combination (sometimes also referred to as a winning combination with a push order), and in general, when the winning combination or the displayed symbol combination for stopping is different, the profit rate (number of payouts, subsequent RT state, etc.) given to the player can be different} is established, it is configured to be able to notify the player of the most advantageous reel stop order for the player (this notification may be referred to as a push order navigator). Thus, the payout number display device (push order display device) D270 is configured to be able to execute two displays: the number of game medals currently being paid out and the reel stop order that is most profitable for the player. The display mode is such that the player does not misidentify which of the two displays is being executed. The details of this display mode will be described later.In addition, the AT counter value display device D280 can display the number of games that can be stayed in a state advantageous to the player (in this example, the push order navigation state, also sometimes referred to as an information game, details of which will be described later), which is guaranteed when the game progresses according to the push order navigation display (in this way, when the push order display device D270 notifies the player of an advantageous operation mode (stop operation mode) of the stop button, it is sometimes referred to as "executing the push order navigation", "executing the AT", "executing the navigation", "executing the instruction", "executing the information game") among the states related to AT (details will be described later). Note that it is also possible to configure the AT counter value display device D280 not to be provided. In such a case, by configuring the effect display device S40 to display the number of games that can be stayed in the AT state, the player can recognize the number of games in which the state advantageous to the AT is guaranteed, and a user-friendly gaming machine can be obtained. Note that the payout number display device (push order display device) D270 may be configured to be divided into two devices, a payout number display device and a push order display device.
[0014] Further, the advantageous section indicator YH is composed of LEDs and is configured to light up when it is in the "advantageous section" and turn off when it is not in the "advantageous section" (the lighting and extinguishing timings will be described later). Here, in the rotary drum type gaming machine according to this example, similar to the conventional rotary drum type gaming machine, a special gaming state in which game medals are easy to obtain and advantageous for the player (a so-called big win game, corresponding to a bonus game, a first type BB, a second type BB, etc.), a re-game probability variation gaming state (RT state) in which the winning rate of the re-game combination is higher (or lower) than that of the normal gaming state where the winning rate of the re-game combination is a predetermined value, the stop order and stop position of the reels for winning the selected combination can be notified during the AT (assist time) state, an ART (assist replay time) state in which the RT state and the AT state are combined, etc. can be adopted. Apart from these "gaming states", any one of three "gaming sections", namely, the "normal section", the "standby section", and the "advantageous section", can be set. In this example, the "standby section" is not set, and either the "normal section" or the "advantageous section" is set. Among these, the "advantageous section" is positioned as being relatively more advantageous for the player than the other "gaming sections". For example, the "gaming state" being the AT state or the ART state is associated with the "advantageous section". That is, when the "gaming state" is the AT state or the ART state, the advantageous section indicator YH lights up. However, as will be described later, the setting control of the "gaming section" is also performed on the main control board side that controls the progress of the game, similar to the setting control of the "gaming state". Therefore, based on the lighting / extinguishing status of the advantageous section indicator YH, it is possible to truthfully convey to the player whether the progress of the game is relatively advantageous for the player or not.As will be described later, when the "advantageous period" continues until a predetermined upper limit number of games (for example, 1500 games) is reached, the "normal period" is forcibly set. At that time, the state regarding the remaining AT is also forcibly terminated (information for maintaining the in-AT state is cleared / initialized). Therefore, the change of the set "game period" can also affect the transition of the "game state", and thereby, it is possible to automatically suppress a significant increase in the probability of winning due to the "game state" such as the in-AT state and the ART state with relatively high design freedom. As described above, when the "advantageous period" continues until a predetermined upper limit number of games (for example, 1500 games) is reached, the "normal period" is forcibly set, that is, the "advantageous period" ends. However, the end condition of the "advantageous period" is not limited to this. The end condition of the "advantageous period" in the rotary gaming machine according to this example is "execution of one push-order navigation that can acquire the minor winning combination with the largest number of paid-out medals among the minor winning combinations constituting the push-order winning combination (push-order winning combination with a specific order) (for example, when there are minor winning combinations of 7 medals, 3 medals, and 1 medal as the minor winning combinations constituting the push-order winning combination, it is the push-order navigation that can acquire the 7 medals with the largest number of paid-out medals. If there is a push-order winning combination that can acquire 7 medals or 1 medal depending on the push order and a push-order winning combination that can acquire 3 medals depending on the push order, the push-order navigation that can acquire 3 medals does not correspond to the push-order navigation referred to here)", or "winning any one of BB, RB, and MB", and, "meeting an arbitrary end condition (non-winning in the loop lottery of 40G1 sets (AT), passing of fixed 32G (precursor of gas), etc.)", or "reaching the advantageous period of 1500G" is the end condition. In the case of a specification where there is no push-order bell winning combination (for example: there is a push order for replay to shift to the RT state, but there is no minor winning combination with different numbers of paid-out medals depending on the push order), the condition for ending the "advantageous period" of "execution of one push-order navigation that can acquire the minor winning combination with the largest number of paid-out medals" is excluded. Also, in the first embodiment, since the minor winning combinations constituting the push-order winning combination include a minor winning combination corresponding to an 11-medal winning combination and a minor winning combination corresponding to a 1-medal winning combination, "execution of one push-order navigation that can acquire the minor winning combination with the largest number of paid-out medals" means notifying a push order in which 11 medals can be acquired (the 11-medal winning combination can win).
[0015] <Mechanism for enabling input of gaming media> Next, the main part of the mechanism for enabling input of gaming media will be described. The medal insertion slot D170 is an insertion slot for gaming medals, and the gaming medals inserted into the slot are guided into the gaming machine under the condition that the slot is in a medal-receivable state. Also, inside the gaming machine, an input reception sensor D10s, a first insertion sensor D20s, and a second insertion sensor D30s are provided as sensors for detecting the insertion of medals. When it is determined that the gaming medals guided into the gaming machine are normally inserted, the inserted medals can be detected as bet medals. Also, the bet button D220 is configured to be operable by the player, and by operating it, the stored medals (credit medals) can be bet. Also, the settlement button D60 is configured to be operable by the player, and by operating it, the stored medals (credit medals) and / or the bet medals can be returned to the player. Note that the gaming medals returned by operating the settlement button D60 are configured to be paid out through the payout port D240.
[0016] <Mechanism for operating the reel unit> Next, the start lever D50 is configured to be operable by the player, and by operating it, the operation of the reel can be started. Also, the stop buttons D40 include a left stop button D41, a middle stop button D42, and a right stop button D43 that are operable by the player, and by operating each stop button, the operation of the reel can be sequentially stopped.
[0017] <Other mechanisms provided on the front door DU> Next, with reference to the perspective view showing the internal configuration of the rotary gaming machine P with the front door DU in FIG. 2 opened, the main parts of the other mechanisms provided in the front door DU will be described. On the front door DU, as a mechanism for enhancing the interest of the game, there are provided an effect display device S40 for displaying effects such as a pre-announcement effect and a background effect, a game effect lamp D26 (not shown) that can be lit in various lighting modes, a door substrate D for signal relay, a medal selector DS for detecting the inserted medals, etc., a speaker S20 that can output sound, a middle panel (middle decorative panel), an upper panel D130, and a lower panel D140, etc., which are members formed of synthetic resin or the like. The effect display device S40 is attached to the upper part on the back side of the front door DU so that the display part for displaying effects etc. can be visually recognized through the perspective area formed on the upper panel. Also, the decoration lamp unit D150 and the LED lamp unit S10 have light sources that emit light according to the progress of the game of the rotary gaming machine P. The decoration lamp unit D150 is provided on each of the right and left sides with the lower panel D140 in between, and the LED lamp unit S10 is provided on each of the right and left sides with the upper panel D130 in between (the decoration lamp unit D150 and the LED lamp unit S10 may be collectively referred to as the lamp unit). Also, below the reel window D160 on the back of the front door DU, the door substrate D is attached. Input signals such as the aforementioned stop button D40, start lever D50, settlement button D60, etc. are input to this door substrate D, and it has the function of a relay substrate that directly or processes the input signals and outputs them to the main control substrate M described later. Also, corresponding to the medal insertion slot D170, near the door substrate D on the back of the front door DU, a medal selector DS, which will be described in detail later, is provided. It has the function of detecting the medals inserted from the medal insertion slot D170, performing a simple authenticity check, guiding the appropriate medals to the hopper H40 described later, and returning the inappropriate medals to the medal tray D230 described later. Further, one speaker S20 is provided on each of the left and right below the door substrate D. The middle panel is the upper part of the operation table and the lower part of the upper panel D130, and is the panel part including the aforementioned reel window.The sub-input button SB and cross key SB2 attached to the operation console D190 are members used for operation on a menu screen described later, button rapid-fire effects on the sub-control board S (successfully pressing the sub-input button SB to execute effects related to whether or not a bonus has been won), and mini-games (for example, effects related to the success or failure of entering an "AT state"), etc. The front door DU of the slot machine P is provided with a medal tray D230 for receiving game medals (or simply medals) discharged from the discharge port D240, and a door switch D80 capable of detecting the open / closed state of the front door DU. The front door DU is provided with a keyhole D260, and is configured to be able to open the front door DU by inserting a key (door key) that matches the shape of the keyhole D260 into the keyhole D260 {and twisting it in a predetermined direction (for example, clockwise)}. Furthermore, in the first embodiment, an error state (such as a door opening error) can be released by inserting the door key into the keyhole D260 {and twisting it in a predetermined direction (for example, counterclockwise)}. A bet button lamp S50 is provided inside the bet button D220, and the bet button lamp S50 is composed of an LED controlled by the sub-control board S. When the bet button lamp S50 lights up (or blinks), the player can perceive that the operation of the bet button D220 is valid. A stop button lamp S60 is provided inside the stop button D40 (provided for each of the three stop buttons, the left stop button D41, the center stop button D42, and the right stop button D43). The stop button lamp S60 is composed of an LED controlled by the sub-control board S, and when the stop button lamp S60 lights up (or blinks) and / or when the stop button lamp S60 lights up (or blinks), the player can perceive that the operation of the stop button D40 is valid.Since only the stop button lamp S60 corresponding to the valid stop button D40 lights up in the lighting color corresponding to the valid stop button D40, for example, when the left stop button D41 is invalid, the middle stop button D42 is valid, and the right stop button D43 is valid, the stop button lamp S60 corresponding to the left stop button D41 turns off, the stop button lamp S60 corresponding to the middle stop button D42 lights up, and the stop button lamp S60 corresponding to the right stop button D43 lights up. Thus, the lighting modes of the three stop button lamps S60 are configured to be different from each other. Also, by making the lighting color and lighting mode of the stop button lamp S60 different (it may be made different like lighting · flashing, or different like slow flashing · fast flashing), in a game where the push order navigation is executed, it may be configured to make it easier for the player to distinguish the stop button to be operated currently. For example, when all the reels are rotating and the player wins the push order bell where the push order of "left → middle → right" is the correct answer (the maximum number of payout coins), the stop button lamp corresponding to the left stop button blinks white, and the stop button lamps corresponding to the middle stop button and the right stop button light up blue. Then, when the player operates the left stop button to stop the left reel, the stop button lamp corresponding to the left stop button turns off, the stop button lamp corresponding to the middle stop button blinks white, and the stop button lamp corresponding to the right stop button lights up blue.
[0018] Next, the back box (also referred to as the cabinet or base) and each device installed inside the back box will be described. A reel unit is attached at approximately the center of the back box so that a part of it can be visually recognized through the reel window D160. The reel unit includes a reel M50 and a drive source (such as a stepping motor) for the reel M50. The reel M50 includes a left reel M51, a middle reel M52, and a right reel M53. Here, each reel part is formed of synthetic resin or the like, and a plurality of patterns are drawn on the outer periphery of the reel part (on the reel tape MO). And based on the operations of the start lever D50 and each stop button in the stop button D40, the rotation operation and stop operation of each reel part are configured to be possible. Also, although not shown, LEDs (hereinafter sometimes referred to as reel backlights) are provided inside the left reel M51, the middle reel M52, and the right reel M53, and when the LEDs are lit, the outer periphery of the reel part can be visually recognized as if it is lit by the light transmitted through the outer periphery of the reel part. Above the reel M50, a turning board K (described later) for driving each reel (left reel M51, middle reel M52, right reel M53) is stored.
[0019] Also, above the reel M50, a main control board M (described later) that controls the entire game is stored, and to the left of the reel M50, a sub-control board S (described later) that controls various effects performed using the effect display device S40, LED lamp unit S10, speaker S20, etc. shown in FIG. 1 is stored. Note that a setting key switch M20 used for executing a setting change device control process (for making a setting change) and a setting / reset button M30 that can execute a change of a set value, error cancellation, etc. are connected to the main control board M. In FIG. 2, the setting key switch M20 and the setting / reset button M30 are not shown, but they may be provided at appropriate positions on the board of the main control board M (that is, at a position where it is difficult to access manually without opening the front door DU).
[0020] Below the reel M50, there are provided a hopper H40 for collecting the inserted game medals and a medal payout device H for paying out the game medals, and a power supply board E for supplying power to the entire rotary gaming machine P is stored. The game medals paid out from the medal payout device H pass through the coin shooter D90 and are paid out from the discharge port D240. Also, a power switch E10 for turning on the power of the rotary gaming machine P is provided on the front surface of the power supply board E (which may also be referred to as the power supply unit E). The details of the medal payout device H will be described later.
[0021] <Medal selector DS> Next, the medal selector DS will be described in detail with reference to FIG. 3. FIG. 3 is a perspective view showing the path (selector) of the game medals inserted into the medal insertion port D170 inside the rotary gaming machine P. The medal selector DS is provided with an insertion reception sensor D10s that serves as a passage for the game medals inserted from the medal insertion port D170 near the door substrate D. Below the insertion reception sensor D10s, a coin shooter D90 and the like for guiding the game medals to the discharge port D240 are provided. The insertion reception sensor D10s mainly selects the game medals inserted from the medal insertion port D170 based on their dimensions and has the function of accepting only the game medals that conform to the standard dimensions. Medals (or other foreign objects) determined not to conform by this function are configured to be returned to the discharge port D240 by the blocker D100. When a game medal is inserted before the player operates the start lever D50 (when the insertion of game medals is valid), the game medal is selected by the insertion reception sensor D10s, and only those that meet the standard are inserted into the hopper H40, while the medals that do not meet the standard are returned to the discharge port D240 through the coin shooter D90. On the other hand, when a game medal is inserted after the start lever D50 is operated (when the insertion of game medals is not valid), regardless of whether it meets the standard or not, the inserted game medal is returned to the discharge port D240 through the coin shooter D90. Also, inside the insertion reception sensor D10s (at the back of the flow path), there is a sensor related to medal insertion, which will be described in detail later. When the game medals accepted while meeting the dimension standard pass through, they are detected by the first insertion sensor D20s and the second insertion sensor D30s, and their signals are supplied to the main control board M, which will be described later.
[0022] Next, the sensor related to medal insertion will be described in detail. The game medals inserted into the medal insertion slot D170 first pass through the insertion reception sensor D10s. The insertion reception sensor D10s is a mechanical double sensor. When the game medal passes through, two protruding mechanisms are pressed down, turning it on, allowing the game medal to pass through the passage normally. Also, with such a configuration, when a foreign object that is not a game medal (a foreign object that does not meet the specifications, for example, one with a smaller diameter than the game medal) is inserted, the two protruding mechanisms are not pressed down. Such a medal cannot maintain an upright state, so it cannot pass through the passage (the medal topples over) and is returned to the discharge port D240 through the coin shooter D90 as described above. In addition, the insertion reception sensor D10s is configured to be able to determine an error even when the on time continues for a predetermined time or more (as a result, the blocker D100 can be turned off).
[0023] When the game medal passes through the blocker D100 normally, it will pass through the first insertion sensor D20s and the second insertion sensor D30s immediately after passing. This insertion sensor (the first insertion sensor D20s and the second insertion sensor D30s) is composed of two sensors (arranged adjacent to each other at an interval smaller than the standard diameter of the game medal), and various errors can be detected by monitoring the on / off status (the transition order of the on / off combinations of the first insertion sensor D20s and the second insertion sensor D30s, etc.) and the on / off time of each sensor.
[0024] <Medal Payout Device H> Next, the medal payout device H will be described in detail with reference to the front view and top view of the medal payout device H in FIG. 4. The medal payout device H operates when the settlement button is operated or when game medals are paid out due to a winning, in a state where there are credits (game medals electronically stored inside the gaming machine) or bet medals (medals inserted to start the game). When it operates, first, the hopper motor H80 is driven, causing the disk H50 to rotate around the disk rotation shaft H50a. Due to the rotation, the game medals inside the medal payout device H displace the discharge biasing means H70 and flow downward from the game medal outlet H60 toward the discharge port D240. The payout sensors (the first payout sensor H10s and the second payout sensor H20s) are composed of two sensors, and are configured to be able to detect various errors by monitoring the on / off status (the order of transitions of the on / off combinations of the first payout sensor H10s and the second payout sensor H20s, etc.) and the time of being on / off of each sensor. More specifically, for example, when passing through the game medal outlet H60 normally, due to the displacement of the discharge biasing means H70, the sensor state transition is from the state of the first payout sensor H10s = off, the second payout sensor H20s = off to the first payout sensor H10s = off, the second payout sensor H20s = off → the first payout sensor H10s = on, the second payout sensor H20s = off → the first payout sensor H10s = on, the second payout sensor H20s = on → the first payout sensor H10s = off, the second payout sensor H20s = on → the first payout sensor H10s = off, the second payout sensor H20s = off. Therefore, it can be exemplified that when a movement contrary to this sensor state transition is detected, it is configured as an error.
[0025] Next, FIG. 5 shows a list of the basic specifications of the rotary gaming machine in the first embodiment. The rotary gaming machine according to the first embodiment has a specified number (the maximum number of game medals that can be bet in one game) of 3, the number of reels of the left reel M51, the middle reel M52, and the right reel M53 is 20 each, and the valid line for prize winning determination is one line of "the upper stage of the left reel M51, the middle stage of the middle reel M52, and the lower stage of the right reel M53". Incidentally, the maximum payout number of medals is 11, and the minimum payout number of medals is 1 (the correspondence between the winning combination and the payout number of medals will be described later). Also, the priority of winning (priority of attraction) is "re-play bonus → small winning combination (bell, watermelon, etc.) → bonus". For example, when the re-play bonus and the bonus are both established at the same time, the symbol combination that becomes the re-play bonus stops displaying and the bonus cannot win. Also, when the bell and the watermelon are established, if the stop button is pressed at a position where both can be attracted (a position within 4 reels from the winning stop position), the small winning combination with a larger payout number of medals is preferentially attracted. Incidentally, the configuration shown in the figure is merely an example, and there is no problem even if the number of reels of each reel is changed (for example, changed to 21), or the configuration of the valid lines is changed (for example, changed to 5 lines of 3 horizontal lines and 2 diagonal lines, or changed to one line of the lower stage of the left reel M51, the middle stage of the middle reel M52, and the upper stage of the right reel M53). Also, as the attraction control when a small winning combination with a different benefit for the player depending on the pressing order is won, when operated in the predetermined correct pressing order, it is controlled to preferentially attract the small winning combination with a larger payout number of medals (number priority control), and when operated in an incorrect pressing order different from the correct pressing order, among the symbols that can be stopped and displayed (arranged at a position within 4 reels from the stop operation), the symbol that increases the winning probability (the symbol with the highest winning probability among the plurality of symbol combinations that can win) is attracted (number priority control).
[0026] Next, FIG. 6 shows a list of reel arrangements of the rotary gaming machine in the first embodiment. As shown in the figure, the number of reels of the left reel M51, the middle reel M52, and the right reel M53 is all 20 reels (from reel 0 to reel 19), and the symbols are 10 types, namely "black seven", "white seven", "sheep", "blank", "bell", "replay A", "replay B", "watermelon A", "watermelon B", and "cherry". Here, "blank" is a symbol included in the symbol combinations that constitute winning combinations, just like other symbols. It does not mean a symbol that does not constitute a winning combination. For example, as a symbol combination that constitutes a winning combination including "blank", "watermelon B · replay A · blank" is the replay 02. Note that the configuration shown in the figure is just an example, and there is no problem even if the types of symbols are increased, decreased, or changed.
[0027] Next, FIGS. 7 to 9 are lists 1 to 3 of symbol combinations in the first embodiment. In the first embodiment, there are a plurality of symbol combinations for each condition device. As will be described later, depending on the stop order and stop positions of the left reel M51, the middle reel M52, and the right reel M53, one of the symbol combinations is configured to be stopped and displayed on the effective line (the aforementioned one line). In addition, even when the same type of symbols are not aligned on the effective line, it is configured such that it is easy for the same symbols to be aligned in a row on a line other than the effective line when viewed by the player (in the case of a watermelon, they are aligned horizontally in a straight line in the middle, etc., and three watermelon symbols are configured to be aligned in a straight line on any of the reels). Further, in the first embodiment, as symbol combinations that result in the first type BB combination (a combination of continuous operation devices related to the so-called first type special combination device, hereinafter sometimes simply referred to as the BB combination), there are three symbol combinations: "sheep·sheep·sheep" which results in the first type BB-A (continuously operating RB-A and ending with a payout of more than 264 pieces), "black seven·black seven·black seven" which results in the first type BB-B (continuously operating RB-B and ending with a payout of more than 132 pieces), and "white seven·white seven·white seven" which results in the first type BB-C (continuously operating RB-B and ending with a payout of more than 132 pieces). In addition, in the first embodiment, when the first type BB combination wins and the BB is executed (the combination device operates), during the execution of the BB, in all games during the BB, it is configured to draw non-combination winning combinations (minor combinations, replay combinations) by referring to one lottery table (it is a method of not switching the table referred to during combination drawing during one execution of the BB, hereinafter sometimes referred to as the all JACIN type). Regarding the form of the first type BB combination, it is not limited to this, and it may be configured such that the table referred to during combination drawing during one execution of the BB can be switched. Also, when a symbol combination corresponding to replay 04 for positions 14 to 16 is stopped and displayed in the case where the RT state is "RT1", it is configured to shift to RT0 (details of the RT state will be described later). Since the RT state of "RT0" is more disadvantageous to the player than "RT1", shifting from "RT1" to "RT0" may be referred to as a fall.Also, when the symbol combination corresponding to number 17, which is the replay 05, stops being displayed, "Black Seven" may stop being displayed at the lower part of the left reel M51, the middle reel M52, and the right reel M53. When the symbol combination corresponding to number 18, which is the replay 05, stops being displayed, "White Seven" may stop being displayed at the lower part of the left reel M51, the middle reel M52, and the right reel M53 (details will be described later). Also, when the push-order bell, which is a conditional device for "Winning - A1" to "Winning - A6" described later, wins, if the reels are stopped in the most advantageous push order for the player, the symbol combinations corresponding to numbers 21 to 27, which are "Winning 01" to "Winning 03", will stop being displayed and 11 game medals will be paid out. On the other hand, if the reels are stopped in a push order different from the most advantageous push order for the player, the symbol combinations corresponding to numbers 39 to 56, which are "Winning 08" to "Winning 11", will stop being displayed and 1 game medal will be paid out. Note that the "-" in the figure indicates that any symbol may stop being displayed. For example, for "Bell · - · Bell" corresponding to number 23, if Bell stops being displayed on the effective lines of the left reel M51 and the right reel M53, 11 game medals can be obtained regardless of which symbol stops being displayed on the effective line of the middle reel M52.
[0028] Next, FIG. 10 shows a list of conditional devices in the first embodiment. In this figure, the conditional device numbers are referred to as winning numbers, and the conditional device numbers may also be referred to as winning numbers hereinafter. In the first embodiment, replay winning roles are provided up to Replay - A to Replay - D3 (winning numbers 1 to 6), and depending on the stop order and stop positions of the left reel M51, the middle reel M52, and the right reel M53, the replay winning role to be stopped and displayed can be different. Here, in the first embodiment, as shown in the item of "conditional device" in the rightmost column, a plurality of types of conditional devices can be stopped and displayed according to the stop order and stop positions of the left reel M51, the middle reel M52, and the right reel M53. Among the plurality of types of conditional devices, the conditional devices with the same winning number are grouped together and shown in the item of "conditional device (name)" in the third column from the right. Specifically, for example, in "Replay - A", which is the conditional device corresponding to winning number 1, three types of conditional devices, namely "Replay 01", "Replay 02", and "Replay 03", can be stopped and displayed according to the stop order and stop positions of the left reel M51, the middle reel M52, and the right reel M53. Note that the "conditional device (name)" may be simply referred to as a conditional device. Also, the conditional devices related to replays such as "Replay 01" may be referred to as replay winning roles, the conditional devices where game medals are paid out by winning, such as "Winning 01", may be referred to as minor winning roles, and the conditional devices where BB starts when they are stopped and displayed, such as "1 Type BB - A", may be referred to as BB winning roles. Also, when winning numbers 21 to 23 and 25 to 27 are won, the BB winning role and the minor winning role overlap and are won. In such a case, when the left stop button D41, the middle stop button D42, and the right stop button D43 are operated at a position where the symbol corresponding to the won minor winning role can be stopped and displayed, the symbol corresponding to the BB winning role is not stopped and displayed, and the symbol corresponding to the minor winning role is stopped and displayed. On the other hand, when the left stop button D41, the middle stop button D42, and the right stop button D43 are operated at a position where the symbol corresponding to the minor winning role cannot be stopped and displayed (cannot be drawn in), the symbol corresponding to the minor winning role is not stopped and displayed, and the symbol corresponding to the BB winning role is stopped and displayed.Specifically, for example, when winning the "1 type BB - B + winning - C", which is the condition device for winning number 21, either the cherry that is "winning 12" or "winning 13", or the black seven that is "1 type BB - B" may stop and be displayed. More specifically, when stopping the reels in the order of the left reel M51 → the middle reel M52 → the right reel M53, (1) When the left stop button D41 is operated at the operation timing when the symbol numbers 0 to 4 (refer to the reel arrangement in FIG. 6) are located in the upper row of the left reel M51 at the first stop, the symbol number 4 corresponding to "winning 12" stops in the upper row of the left reel M51, and regardless of the stop positions of the middle reel M52 and the right reel M53, "winning 12" is stopped and displayed. (2) When the left stop button D41 is operated at the operation timing when the symbol numbers 5 to 12 are located in the upper row of the left reel M51 at the first stop, the symbol numbers 6, 11, or 16 corresponding to "winning 13" stop in the upper row of the left reel M51, and regardless of the stop positions of the middle reel M52 and the right reel M53, "winning 13" is stopped and displayed. (3 - 1) When the left stop button D41 is operated at the operation timing when the symbol numbers 13 to 19 are located in the upper row of the left reel M51 at the first stop, the symbol number 17 or 19 corresponding to "1 type BB - B" stops in the upper row of the left reel M51. (3 - 2) When the middle stop button D42 is operated at the operation timing when the symbol numbers 14 to 18 are located in the middle row of the middle reel M52 at the second stop, the symbol number 18 corresponding to "1 type BB - B" stops in the middle row of the middle reel M52. Then, when the right stop button D43 is operated at the operation timing when the symbol numbers 13 to 17 are located in the lower row of the right reel M53 at the third stop, the symbol number 17 corresponding to "1 type BB - B" stops in the lower row of the right reel M53, and the BB combination is stopped and displayed. (3 - 3) When the middle stop button D42 is operated at the operation timing when the symbol numbers 19 to 13 are located in the middle row of the middle reel M52 at the second stop, the symbol number 18 corresponding to "1 type BB - B" cannot stop in the middle row of the middle reel M52, and none of the condition devices are stopped and displayed.
[0029] Next, in the "Role" item, it illustrates what role the "Condition Device (Name)" plays. The "Normal Replay" corresponding to Winning Number 1 is a condition device for a replay game in which a replay role where the RT state does not transition is stopped and displayed regardless of the pressing order of the stop button. The "Reverse Push White Seven Aligned Replay" corresponding to Winning Number 2 is also a condition device for a replay game in which a replay role where the RT state does not transition is stopped and displayed regardless of the pressing order of the stop button. However, in the case of reverse push (stopping the reels in the order of the right reel M53 → middle reel M52 → left reel M51), by operating the stop button at the operation timing when the range of symbol numbers 18 to 2 of the right reel M53, the range of symbol numbers 9 to 13 of the middle reel M52, and the range of symbol numbers 5 to 10 of the left reel M51 are located at the lower stage of each reel, "White Seven" is stopped and displayed at the lower stage of the right reel M53, middle reel M52, and left reel M51, and is configured to look as if White Seven is aligned at the lower stage as seen by the player. In addition, in a game where Replay - B is won and the AT top-up lottery is won, by executing an effect (details will be described later) that instructs to aim for "White Seven" by reverse push, it is configured to be able to notify the player that the AT top-up lottery has been won. The "Forward Push Black Seven Aligned Replay" corresponding to Winning Number 3 is a condition device for a replay game in which a replay role where the RT state does not transition is stopped and displayed regardless of the pressing order of the stop button. However, in the case of forward push (stopping the reels in the order of the left reel M51 → middle reel M52 → right reel M53), by operating the stop button at the operation timing when the range of symbol numbers 13 to 19 of the left reel M51, the range of symbol numbers 14 to 18 of the middle reel M52, and the range of symbol numbers 13 to 17 of the right reel M53 are located at the lower stage of each reel, "Black Seven" is stopped and displayed at the lower stage of the left reel M51, middle reel M52, and right reel M53, and is configured to look as if Black Seven is aligned at the lower stage as seen by the player. In addition, in a game where Replay - C is won and the AT top-up lottery is won, by executing an effect (details will be described later) that instructs to aim for "Black Seven" by forward push, it is configured to be able to notify the player that the AT top-up lottery has been won.
[0030] Also, the "RT maintenance RP1** (3 selections)" corresponding to the winning number 4 is a conditional device in which the re-game role to be stopped and displayed may differ depending on whether the first stop reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stop reel is the left reel M51, re-game 01, re-game 02, or re-game 03 in which the RT state does not transition is stopped and displayed. When the first stop reel is the middle reel M52 or the right reel M53, re-game 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed. Also, the "RT maintenance RP*1* (3 selections)" corresponding to the winning number 5 is a conditional device in which the re-game role to be stopped and displayed may differ depending on whether the first stop reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stop reel is the middle reel M52, re-game 03 in which the RT state does not transition is stopped and displayed. When the first stop reel is the left reel M51 or the right reel M53, re-game 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed. Also, the "RT maintenance RP**1 (3 selections)" corresponding to the winning number 6 is a conditional device in which the re-game role to be stopped and displayed may differ depending on whether the first stop reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stop reel is the right reel M53, re-game 01 or re-game 03 in which the RT state does not transition is stopped and displayed. When the first stop reel is the left reel M51 or the middle reel M52, re-game 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed.
[0031] In addition, "Push Order Bell 123" to "Push Order Bell 321", which correspond to winning numbers 7 to 12, are conditional devices where the winning minor combinations can differ depending on which of the six options the reel stop order is set to. For example, it is set as "Left Reel M51:1, Middle Reel M52:2, Right Reel M53:3". In the case of "123", it means stopping in the push order of "Left Reel M51 → Middle Reel M52 → Right Reel M53". For example, in the case of "Winning - A1" (winning number 7), when stopping in the order of "123" = "Left → Middle → Right" (correct in the push order), a symbol combination of "Winning 01" will stop and be displayed, where 11 game medals, which is the maximum number of medals that can be won, can be obtained. Note that "123" in "Push Order Bell 123", etc., indicates the push order (reel stop order) that can obtain the maximum number of winning medals for that winning number. Note that when the reels are stopped in a push order other than the one that can obtain the maximum number of winning medals, that is, when the push order cannot be guessed correctly, only 1 medal will be paid out. By configuring it in this way, in a state related to AT such as "During AT", the push order of the replay combination and the push order of the bell are navigated (the push order that results in the highest profit is displayed on the push order display device D270), and in a state related to AT such as "Normal Game State", a plurality of game states with different player profit rates can be created where the push order is not navigated. The state related to AT will be described later.
[0032] In addition, the "Common Bell" corresponding to the winning number 13 is a conditional device that can obtain 11 gaming medals, which is the maximum number of medals that can be obtained regardless of which of the winning numbers 04 to 07 stops. That is, it is a conditional device that can obtain the maximum profit regardless of the pressing order, and may be referred to as a bell regardless of the pressing order. Also, the "Watermelon A" corresponding to the winning number 15 is configured such that it is easy for three watermelons (either Watermelon A or Watermelon B) to align in parallel lines. For example, in the winning number 14 at position 60 in FIG. 9, three Watermelon As will align in the middle of each reel. Further, the "Watermelon B" corresponding to the winning number 16 is configured such that it is easy for three watermelons (either Watermelon A or Watermelon B) to align in diagonal lines. For example, in the winning number 16 at position 66 in FIG. 9, three watermelons will align diagonally downward, such as Watermelon B in the upper part of the left reel M51, Watermelon B in the middle part of the middle reel M52, and Watermelon A in the lower part of the right reel M53. Also, the "BB Medium-weak Rare Minor Combination (Diagonal Bell Alignment)" corresponding to the winning number 17 is a conditional device in which three bells can align on the effective line. Although the details will be described later, it is a conditional device in which an AT additional lottery is executed by winning in the BB. Also, the "BB Medium-strong Rare Minor Combination (V-shaped Bell Alignment)" corresponding to the winning number 18 is a conditional device in which bells can be stopped and displayed in the upper part of the left reel M51, the middle part of the middle reel M52, and the upper part of the right reel M53. Although the details will be described later, it is a conditional device in which an AT additional lottery is executed by winning in the BB.
[0033] Next, numerical values from 0 to 3 are allocated to each winning number in the item of "Bonus Winning Information". In the first embodiment, the winning numbers that do not include a bonus (BB combination) have a bonus winning information of 0, and as the winning numbers that include a bonus (BB combination), the bonus winning information of the winning number (19) that includes one type of BB-A is 1, the bonus winning information of the winning numbers (20 to 23) that include one type of BB-B is 2, and the bonus winning information of the winning numbers (24 to 27) that include one type of BB-C is 3. By the main control board M storing the bonus winning information, information regarding the presence or absence of the establishment of any BB and which BB combination was won can be stored. Note that the details of the bonus winning information will be described later.
[0034] Next, in the item of "winning and replay winning information", numerical values from 0 to 18 are assigned to each winning number. In the first embodiment, for the winning numbers that do not include replay roles and small roles (winning number 0 corresponding to a loss and winning numbers 19, 20, and 24 corresponding to bonuses), the winning and replay winning information is set to 0, and for the winning numbers that include replay roles or small roles, the winning and replay winning information from 1 to 18 is assigned to each conditional device. By the main control board M storing the winning and replay winning information, information regarding which replay role or small role has been won can be stored. Note that details of the winning and replay winning information will be described later.
[0035] Next, in the item of "production group number", numerical values from 0 to 11 are assigned to each winning number. By transmitting the production group number from the main control board M side to the sub-control board S side, the sub-control board S side is configured to be able to determine the production to be executed. Note that details of the production group number will be described later.
[0036] Next, in the item of "payout ball group number", numerical values from 0 to 13 are assigned to each winning number. The main control board M stores the payout ball group number, and by using the stored payout ball group number when executing a lottery related to AT (for example, AT lottery, AT additional lottery), the program and data capacity for executing the lottery process related to AT can be reduced. Note that even if a conditional device with a payout ball group number of 0 wins, the AT lottery and AT additional lottery are not executed. On the other hand, when a conditional device with a payout ball group number other than 0 wins, the AT lottery or AT additional lottery may be executed. Note that details of the payout ball group number will be described later. Also, even when a conditional device with a payout ball group number of 0 wins, it may be configured such that the AT lottery or AT additional lottery can be executed. In such a case, when a conditional device with a payout ball group number of 0 wins and the AT lottery or AT additional lottery is executed, it is preferable to configure the lottery result to always be a loss (non-winning).
[0037] Next, FIG. 11 is a list showing the lottery probabilities (also referred to as winning rates or winning probabilities) at which winning numbers (also referred to as conditional device numbers or winning roles) and bonuses (also referred to as BBs or BB roles) for minor roles and replay roles in the first embodiment are determined by the role lottery means. In the figure, the winning rates of the winning numbers are illustrated.
[0038] First, the lottery probabilities in "RT0", "RT1", and "RT2" when BB is not activated will be described in detail. In the first embodiment, the appearance rate (lottery probability) of winning roles (especially replay roles) can differ depending on the RT state. The "replay role" (the total appearance rate of all replay roles) has a higher appearance rate in the case of "RT1" than in other RT states. Also, "Replay 04" which can stop and be displayed with winning numbers 4 to 6 (a so-called falling replay role, which is "RT1" and when the symbol combination corresponding to the replay role stops and is displayed under the condition that no bonus has been won, the state will shift to "RT0" thereafter) mainly wins in "RT1" and hardly appears in "RT0". Incidentally, in "RT2", "Replay 04" which can stop and be displayed with winning numbers 4 to 6 can appear, but the RT state does not shift even if "Replay 04" stops and is displayed. Incidentally, when "Replay 04" stops and is displayed in "RT1", a falling effect (for example, displaying "Sorry" on the effect display device S40), which is an effect for notifying that the state has shifted to "RT0", i.e., the RT state has fallen, may be executed, and when "Replay 04" stops and is displayed in "RT0", the falling effect may not be executed. By configuring it in such a way, even though "Replay 04" stops and is displayed, it is possible to recognize that the player has won BB because the falling effect is not executed, and the interest of the game can be enhanced. Incidentally, when configured in such a way, the effect sound output when "Replay 04" stops and is displayed may be different from the effect sound output when a replay role other than "Replay 04" (for example, "Replay 01" where the RT state does not shift) stops and is displayed. By configuring it in such a way, it is possible to make it easier for the player to recognize that "Replay 04" has stopped and is displayed. Also, in both cases, when it is a state related to AT where no push-order navigation occurs (for example, it is a "normal game state" and may be referred to as a non-AT game state) and when it is a state related to AT where push-order navigation can occur (for example, it is an "in-AT state" and may be referred to as an AT game state), it may stay in "RT1".At this time, when a winning number that may transition (fall) from "RT1" to "RT0" is won, it may be configured not to output a special effect sound indicating that the RT state may fall in the non-AT game state based on the operation of the start lever D50. As a result, in the non-AT game state, it becomes possible to shift the game state without making the player aware that there is a possibility of falling to "RT0". On the other hand, in the AT game state, it may be configured to output a special effect sound indicating that the RT state may fall based on the operation of the start lever (and notify a push-order navigator in which a replay winning combination that does not cause the RT state to fall is stopped and displayed). As a result, the player can be careful not to let the RT state fall and can operate the stop button D40 after the special effect sound is notified. Also, "Replay 05" (a replay winning combination that can notify that it has won the AT additional lottery when stopped and displayed in the AT state), which can be stopped and displayed with winning numbers 2 or 3, mainly appears in "RT1" and hardly appears in other RT states. Incidentally, the state transition regarding the RT state associated with the stop display of the symbol combinations that become these replay winning combinations will be described later. Also, as will be described later, in the first embodiment, it is configured such that a push-order navigator that notifies the reel stop order most advantageous to the player can be executed by the push-order display device D270 and the effect display device S40. Incidentally, there is no problem in appropriately changing the lottery probability. Also, in the first embodiment, the bonus is configured to be able to overlap with small winning combinations, and it overlaps with a part of watermelon A, watermelon B, and cherry. Specifically, winning numbers 21 to 23 and winning numbers 25 to 27 are conditional devices in which the bonus and small winning combinations overlap.
[0039] Also, in the situation of "RT2", since BB is elected and BB is not activated, when winning the BB roles of winning numbers 20 and 24 (which are single BB roles not overlapping with minor roles and may be referred to as single BB roles or single BBs), the new winning of the BB role becomes invalid and only the winning of the minor role is valid. Specifically, for example, in the situation of "RT2" and having won (carried over) one type of BB-A, when winning "one type of BB-C" of winning number 24, the one type of BB-C related to winning number 24 becomes invalid. That is, it is the same situation as when winning "losing" of winning number 0. Still, the carried-over one type of BB-A remains in the winning state. Also, in the situation of "RT2", since BB is elected and BB is not activated, when winning the conditional device where the minor roles of winning numbers 21 to 23 and winning numbers 25 to 27 overlap with the BB role, the new winning of the BB role becomes invalid and only the winning of the minor role is valid. Specifically, for example, in the situation of "RT2" and having won (carried over) one type of BB-A, when winning "one type of BB-B + winning -C" of winning number 21, the one type of BB-B related to winning number 21 becomes invalid and only winning -C is valid. That is, it is the same situation as when winning "winning -C" of winning number 14. Still, the carried-over one type of BB-A remains in the winning state. Still, the overlap with the bonus is not limited to minor roles and may also overlap with a part of the replay roles. For example, it may overlap with the bonus role in a part of the replay roles of winning numbers 4 to 6. In this way, by making the bonus also overlap with the conditional device including the RT transition replay (replay role where the RT state can transition), there is a possibility of winning the bonus even when the conditional device including the RT transition replay is won, and even if the RT transition replay stops being displayed, the bonus is not negated, so it becomes possible to give the player an expectation. In addition, when configured in this way, control is performed so that the RT state does not transition even if the RT transition replay stops being displayed.As a result, although the player should be in the RT state (transitioning to the RT state with a relatively low replay probability), the replay probability is not low (winning the replay frequently), so it may be possible to increase the player's interest in the game, such as the high possibility of winning the bonus.
[0040] Next, the lottery probabilities in "Type 1 BB - A, B, C" when the BB is activated will be described in detail. In the first embodiment, during the activation of the BB, three small winning combinations are configured to be able to win: the "Common Bell" of winning number 13, the "Weak Rare Small Winning Combination during BB (Diagonal Bell Alignment)" of winning number 17, and the "Strong Rare Small Winning Combination during BB (V - shaped Bell Alignment)" of winning number 18. During the activation of the BB that won in the "AT Middle State", when winning the "Weak Rare Small Winning Combination during BB (Diagonal Bell Alignment)" or the "Strong Rare Small Winning Combination during BB (V - shaped Bell Alignment)", an AT additional lottery is configured to be executed (details will be described later).
[0041] In addition, in the upper part of the figure, the appearance rate of small roles when the set value is 1 is exemplified. In the common bell (winning number 13), the appearance rate is uniform regardless of the RT state. However, as shown in the lower part of the figure, the appearance rate of the common bell is configured to vary depending on the set value (in this example, there are six levels). Specifically, the number of placements in setting 1 is 3204, the number of placements in setting 2 is 3404, the number of placements in setting 3 is 3604, the number of placements in setting 4 is 3904, the number of placements in setting 5 is 4204, and the number of placements in setting 6 is 4504. It is configured such that the appearance rate increases as the set value increases. By configuring it in this way, for example, when a player progresses the game while measuring the number of appearances (winning times) of the common bell, by frequently winning on the common bell, the player can progress the game while expecting that the set value related to the gaming machine being played is a relatively high set value. Also, the expected value per game increases as the set value increases, and it is configured such that the payout rate increases as the set value increases. Although the appearance rate of the common bell is configured to vary depending on the set value, depending on the winning of the common bell, the AT lottery, AT bonus lottery, and high-probability state transition lottery described later are not executed, so it is configured not to affect the transition lottery related to the state of AT (also referred to as the lottery related to AT).
[0042] Also, the middle part of the figure shows a list of expected values when there is a push order navigation. In this figure, when the push order navigation is executed in a state where the push order navigation can be executed by the push order display device D270 and the effect display device S40 such as the "AT in progress state", the average payout per game when the reels are stopped according to the navigation (the average number of medals paid out by the winning minor combinations, also referred to as the expected number of game media obtained in one game), and the medal increase / decrease expected value per game (the ratio of the number of medals paid out to the number of medals inserted when playing with 3 bets. When it is greater than 1, the expected value is positive and the medals increase, while when it is less than 1, the expected value is negative and the medals decrease) are illustrated. Incidentally, the average payout per game can be calculated as "the total number of placements of the replay combination (the total number of placements for winning numbers 1 to 6) × the number of medals paid out in the replay combination (3 medals) + the total number of placements of the minor combination (11 - medal combination) (the appearance rate of the minor combination) (the total number of placements for winning numbers 7 to 16) × the number of medals paid out in the minor combination (11 medals) / the total number of all placements (65536)". Also, the medal increase / decrease expected value per game can be calculated as "the average payout per game / the number of medals inserted per game (3 medals)". Incidentally, the number of medals inserted per game (the number of game media inserted when playing one game) is 3, and when the average payout per game is greater than 3, the medal increase / decrease expected value per game is configured to be greater than 1. As shown in this figure, in the first embodiment, "RT1" has the relatively largest medal increase / decrease expected value per game. Incidentally, the numerical values in this figure do not consider the increase or decrease of medals due to bonuses. That is, when the game progresses in a situation where the push order navigation occurs (also referred to as being operated in the optimal operation mode or the advantageous operation mode), the medals will increase in "RT1". Incidentally, in "RT0" and "RT2", although not shown, in a situation where the push order navigation does not occur, the medal increase / decrease expected value per game is less than 1, and the medals will decrease.In the first embodiment, even when there is a push order navigation in "RT0" or "RT2", the expected value of medal increase or decrease per game is greater than 1, but it is not limited to this. It may be configured such that the expected value of medal increase or decrease per game when there is a push order navigation in "RT0" or "RT2" is less than 1. When the symbol combination that becomes the replay winning combination stops displaying, actually the number of bet medals (3 medals) in the previous game is automatically bet. However, when calculating the expected value of medal increase or decrease in the first embodiment, it is calculated assuming the payout of 3 medals. Note that one game may be referred to as one play.
[0043] In addition, the average number of payouts per game in each RT state is 3.511291504 when the RT state is "RT0", 4.737915039 when the RT state is "RT1", and 3.67137146 when the RT state is "RT2". Also, the expected value of medal increase or decrease per game in each RT state is 1.170430501 when the RT state is "RT0", 1.579305013 when the RT state is "RT1", and 1.223790487 when the RT state is "RT2". When there is a push order navigator, the case where the RT state is "RT1" is the most advantageous RT state for the player. Note that the said numerical values are the values in the case of setting 1. Note that the winning numbers and bonus lottery probabilities regarding the above-mentioned minor winning combinations and replay winning combinations are merely examples. For example, it may be configured such that the expected value of medal increase or decrease per game (expected value of medal increase or decrease when there is a push order navigator) in "RT2" when BB is internally established is less than 1. By configuring it in such a way, even when the bonus is not collected in a game where the bonus can be collected in a situation where a push order navigator occurs and the state is "RT2" (when BB is internally established), the medals in hand will gradually decrease. It is possible to prevent a strategy of increasing the medals in hand by deliberately not collecting the bonus in a game where the bonus can be collected in a situation where a push order navigator occurs and the state is "RT2" (when BB is internally established). Specifically, it is preferable to design the probability of losing in "RT2" to be higher than the winning probabilities of all minor winning combinations (winning - A1 to winning - I) that win in "RT2", and it is preferable to determine the winning probability of the replay winning combination so as to be designed in such a way (if the winning probability of the replay winning combination is designed to be high, the probability of losing will be low accordingly, so it is preferable to design so that the winning probability of the replay winning combination does not become too high). Note that in "RT2" of this example, the total winning probability of all minor winning combinations is 18784 / 65536, the total winning probability of all replays is 12501 / 65536, and the probability of losing is 34251 / 65536 (see Figure 11), and it is designed such that the probability of losing is higher than the total winning probability of all minor winning combinations.
[0044] Also, as shown in FIG. 11, in the first embodiment, the appearance rate of one type of BB-A is assigned 40, which is the same number of places for all of Settings 1 to 6. Also, the appearance rate of one type of BB-C is assigned 160, which is the same number of places for all of Settings 1 to 6. In contrast, the appearance rate of one type of BB-B is assigned 160 for Setting 1, 180 for Setting 2, 200 for Setting 3, 220 for Setting 4, 240 for Setting 5, and 270 for Setting 6. That is, the appearance rate of one type of BB-B has different numbers of places assigned depending on the setting value. Thus, one type of BB-A and one type of BB-C function as BBs without a setting difference (one type of BB-A and one type of BB-C may be referred to as BBs without a setting difference and bonuses without a setting difference), and one type of BB-B functions as a BB with a setting difference (one type of BB-B may be referred to as a BB with a setting difference and a bonus with a setting difference). Also, the appearance rate of any of one type of BB-A, one type of BB-B, and one type of BB-C is uniform regardless of the RT state (between "RT0" and "RT1"). Note that the appearance rate of one type of BB-A and one type of BB-C (total) is the same regardless of the setting value, but the appearance rate of one type of BB-B (total) differs depending on the setting value. Note that the total appearance rate as the appearance rate of one type of BB-B is the same even if the setting values are different, but it may be configured such that the appearance rate for each winning number differs depending on the setting value, and even in such a configuration, one type of BB-B may be referred to as a BB with a setting difference.
[0045] Next, while referring to the block diagram of FIG. 12, the electrical schematic configuration of the rotary gaming machine P according to the first embodiment will be described. First, the rotary gaming machine according to the first embodiment is configured by connecting a sub-control board S, a door board D, a rotary board K, a power supply board E, a relay board IN, a setting key switch M20, a setting / reset button M30, etc. so that data can be exchanged with a main control board M that controls the progress of the game as the center. Note that the solid line portions in the figure indicate the movement related to data exchange, and the broken line portions in the figure indicate the power supply route. Note that the power supply route is not limited to this, and for example, power may be supplied from the power supply board E to the relay board IN or the door board D without passing through the main control board.
[0046] The main control board (which may be referred to as the main control means, the main board, the main gaming unit, etc.) M is a board that controls the progress of the entire game performed on the rotary gaming machine P. The main control board M is equipped with a main control chip C, and the main control chip C is equipped with a CPU C100 (which may also be referred to as CPU MC), a built-in ROM C110, a built-in RAM C120, etc. that are connected to each other via a bus so that data can be exchanged. Then, the main control board M receives signals indicating that the start lever D50, etc. has been operated from the door board D mounted on the front door DU, and outputs control commands (or control signals) to the sub-control board S, the door board D, the rotary board K, etc., thereby controlling the operations of these various boards {for example, by outputting an instruction number (also referred to as a pressing order number, instruction information, operation information) to the sub-control board S, the sub-control board S can execute a pressing order navigation on the effect display device S40}.
[0047] Also, a sub-control board (which may also be referred to as a sub-control means, sub-board, sub-control means, sub-board, or sub-game section) S is also equipped with a sub-control chip SC, similar to the aforementioned main control board M. The sub-control chip SC is provided with a CPU SC100, ROM, RAM, etc., and is configured to be connected to each other via a bus so that data can be exchanged. Further, various LED lamps S10 (including a bet button lamp S50 and a stop button lamp S60), a speaker S20, an effect display device S40, a reel backlight (also referred to as a back lamp) S30, etc. are connected to the sub-control board S. Here, the reel backlight S30 is a light provided inside each of the left reel M51, middle reel M52, and right reel M53, and illuminates the patterns drawn on the surface of the reel from the back side. The sub-control board S analyzes the control commands received from the main control board M and outputs drive signals to various LED lamps S10, speaker S20, effect display device S40, reel backlight S30, etc., respectively, to perform various effects. In the rotary gaming machine according to this example, a plurality of LEDs are provided as the reel backlight S30 so that the player can individually identify the nine ranges of the upper, middle, and lower sections of the left reel, the upper, middle, and lower sections of the middle reel, and the upper, middle, and lower sections of the right reel. As an example, when the LED corresponding to the upper section of the left reel lights up and all other LEDs are turned off, the player can identify that the upper section of the left reel is lit. Further, the rotary gaming machine according to this example is configured to be able to execute a backlight effect (which may also be referred to as a back lamp effect) that suggests to the player that a predetermined combination of patterns has stopped being displayed by changing the lighting mode of the reel backlight S30 when the predetermined combination of patterns stops being displayed.
[0048] The door board D is provided with the above-mentioned insertion acceptance sensor D10s, the first insertion sensor D20s, the second insertion sensor D30s, a stop button D40 for stopping the spinning reel M50, a start lever D50 for starting the spinning of the reel M50, a settlement button D60 for paying out the accumulated game medals (credits) and the inserted game medals and ending the game, and various display panels D70 for displaying the game status {not shown, but the above-mentioned insertion number indicator light D210, start lever D50, and so on. The indicator D180, replay indicator D290, insert possible indicator D300, special game status indicator D250, payout number indicator (push order indicator) D270 are a collection of indicators such as the credit number indicator D200 and advantageous zone indicator YH, a door switch D80 for determining whether the front door is open or closed, canceling errors, and changing set values, and a blocker D100 for paying back game medals (or other foreign objects) that are determined to be inappropriate after being inserted to the discharge port D240, etc. are connected. In addition, this door board D is connected to the main control board M described above so as to be able to exchange data. For this reason, when the start lever D50, stop button D40, settlement button D60, etc. provided on the front door DU are operated, a signal related to the operation is supplied to the main control board M via the door board D. In addition, a signal that the insertion reception sensor D10s detects the passage of a game medal is also supplied to the main control board M via the door board D.
[0049] In addition, a turning base board K is connected with a turning motor K10 for rotating a reel M50, a turning sensor K20 for detecting the rotational position of the reel M50, and the like. The turning base board K can stop the reel M50 at a determined stop position by driving the turning motor K10 while detecting the rotational position of the reel M50 by the turning sensor K20. In addition, in the turning type gaming machine of the first embodiment, a so-called step motor (sometimes referred to as a stepping motor) is used for the turning motor K10. Incidentally, 480 steps are set as the number of steps for one rotation of the reel M50 in the step motor. In addition, a predetermined number (for example, 20) of symbols of substantially uniform size are set on each reel (left reel M51, middle reel M52, right reel M53), and 24 steps (= 480 / 20) are set as the number of steps corresponding to one symbol. Incidentally, there is no problem even if the number of steps and the number of symbols per one rotation of the reel are changed.
[0050] In addition, the medal payout device H is connected to the main control board M via a relay board IN, and performs an operation of paying out a predetermined number (for example, 10) of gaming medals based on a control signal from the main control board M. Incidentally, the medal payout device H is connected with a first payout sensor H10s and a second payout sensor H20s for determining whether or not medals are normally paid out and measuring the number of paid-out gaming medals, and a hopper motor H80 for rotating a disk H50.
[0051] The power consumed by these various control boards and the boards is supplied from a power supply board E (a board that controls the presence or absence of power supply by a power switch E10). In FIG. 12, the state where power is supplied from the power supply board E is represented by a broken-line arrow. As shown in the figure, power is directly supplied from the power supply board E to the main control board M and the sub-control board S, and power is supplied to various boards (door board D, turning board K, relay board IN) via the main control board M. A predetermined amount (for example, 100V) of AC voltage is supplied to the power supply board E, and after converting this power into a DC voltage of a specified voltage, it is supplied to each control board and board.
[0052] Also, the main control board M is connected to a setting key switch M20 used to execute a setting change device control process (to change settings) described later, and a setting / reset button M30 that can execute changes in setting values, error cancellation, etc. Also, the main control board M has a reel control means for controlling the rotation and stopping of the reel M50 (left reel M51, center reel M52, right reel M53), an AT lottery means for executing an AT transition lottery to transition to an "AT in progress state" that is an advantageous AT state for the player, and an AT addition lottery means for executing an AT addition lottery to increase the number of remaining AT games (or the counter value of the AT counter M60), which is the number of games that can be stayed in the "AT in progress state".
[0053] Next, FIGS. 13 to 36 are flowcharts showing the flow of general processing performed by the main control board M in the first embodiment.
[0054] The flowchart is mainly composed of processing steps (shown as rectangles), decisions (shown as diamonds), flow lines (arrows), and terminals (shown as rounded rectangles) indicating start, end, return, etc. Furthermore, when the details of a processing step are shown in another flowchart, the part that refers to that other flowchart is shown as a subroutine (shown as a rectangle with double lines on the left and right). Here, in the development stage of a gaming machine, gaming machines with different specifications are sometimes developed at the same time, but in this example, the main processing is configured so that no subroutines (subroutines that are not normally used) that are executed in gaming machines with different specifications are left, and processing related to unused subroutines that are not normally executed is prevented from being executed due to noise or fraudulent behavior.
[0055] First, FIG. 13 is a flowchart showing the flow of processing that is first executed by the CPU C100 of the main control board M after the power of the rotary body gaming machine P is turned on (or at the time of system reset or user reset). First, in step 1000, after the power of the rotary body gaming machine P is turned on, in step 1002, the CPU C100 of the main control board M executes initial setting of timer interrupt (here, not starting the timer interrupt but only setting the type of timer interrupt, and in subsequent processing, when the timer interrupt is started, the flowchart related to the timer interrupt processing described later is periodically executed). Next, in step 1004, the CPU C100 of the main control board M executes setting of serial communication (setting of speed, data length, data transmission method, etc.) as a function setting of the main control chip C. Next, in step 1006, the CPU C100 of the main control board M calculates the checksum from the head address of the RAM area to the address immediately before the checksum area. Next, in step 1008, the CPU C100 of the main control board M checks the RAM area (for example, based on the calculated checksum and the checksum data held in the checksum area, checks whether the data stored in the built-in RAM C120 is correctly held due to power-off and power-on recovery), and generates power-on recovery data. Next, in step 1010, the CPU C100 of the main control board M checks the switch state of the setting key switch M20. Next, in step 1014, the CPU C100 of the main control board M determines whether the setting key switch M20 is off.
[0056] If the answer is Yes in step 1014, in step 1016, the CPU C100 of the main control board M refers to the on / off state of the power-off processed flag in the RAM (which becomes on in step 1904) and the checksum state of all the RAM (the check result in step 1006), and determines whether the power-off return data in the RAM is normal. If the answer is Yes in step 1016, in step 1020, the CPU C100 of the main control board M executes the initialization of the RAM area within the determined initialization range. Next, in step 1022, the CPU C100 of the main control board M restores the stack pointer based on the data related to the stack pointer saved during the power-off process (step 1902). Next, in step 1036, the CPU C100 of the main control board M refers to the RAM area and determines whether the data related to the set value in the RAM area is within the normal range (in this example, 0 to 5). If the answer is Yes in step 1036, in step 1038, the CPU C100 of the main control board M executes the reading of the input port. Next, in step 1040, the CPU C100 of the main control board M starts the timer interruption set in step 1002. Next, in step 1042, the CPU C100 of the main control board M turns off the power-off processed flag and returns to the power-off process according to the restored stack pointer.
[0057] Also, if the answer is No in step 1016, in step 1024, the CPU C100 of the main control board M sets a backup error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process described later.
[0058] Also, if the answer is No in step 1036, in step 1046, the CPU C100 of the main control board M sets a set value error display (for example, it will be displayed on the payout number display device D270) (for example, sets it in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process described later.
[0059] Also, when the answer is No in step 1014, in step 1028, the CPU C100 of the main control board M refers to the on / off state of the power-off processing completed flag in the RAM (which is turned on in step 1904) and the checksum state of the entire RAM (the check result in step 1006), and determines whether the power-off return data in the RAM is normal. When the answer is Yes in step 1028, in step 1030, the CPU C100 of the main control board M determines and sets the initialization range of the RAM to a predetermined range excluding the storage area for storing the set values (set value data) in the RAM (for example, set within the register area), and proceeds to step 1034. The range not included in the initialization range of the RAM is not limited to only the storage area for storing the set values (set value data), and the total cumulative number of games in the "advantage section", the total cumulative number of games in the game section (advantage section + normal section), the result of calculating the staying ratio in the "advantage section", etc. are also ranges not included in the initialization range of the RAM. By configuring in this way, it becomes possible to calculate and display the ratio (advantage section ratio) of staying in the "advantage section" in the game. Also, the calculation process of the advantage section ratio is configured to be calculated at the timing when a unit game ends. Also, the advantage section ratio is displayed when the power of the gaming machine is turned on (for example, displayed on a 4-digit 7-segment display). As a specific display mode, it is repeatedly displayed at 5-second intervals in the order of "advantage section ratio → consecutive accessory ratio per 6000 games → accessory ratio per 6000 games → cumulative consecutive accessory ratio → cumulative accessory ratio". Note that the consecutive accessory ratio is "number of payouts while RB is operating / total number of payouts", and the accessory ratio is "number of payouts while RB, CB, or SB is operating / total number of payouts". On the other hand, when the answer is No in step 1028, in step 1032, the CPU C100 of the main control board M determines and sets the initialization range of the RAM to a specific range including the storage area for storing the set values (set value data) in the RAM (for example, set within the register area), and proceeds to step 1034. Next, in step 1034, the CPU C100 of the main control board M executes the initialization of the RAM area within the initialization range determined in step 1030 or step 1032.Next, in step 1100, the CPU C100 of the main control board M executes the setting change device control process, which will be described later.
[0060] Although not shown, it is preferable to configure the initial value (the value at the start of processing) of the temporary storage area (such as the RAM area) mounted on the main control board M so that it does not become a value for executing a special game (to prevent the special game from being erroneously executed in the case where, immediately after the start of program processing, a process for determining the execution of a special game is executed due to noise or improper behavior). Also, although not shown, when storing a random number such as a winning random number in the RAM area of the main control board M, it is preferable to secure a dedicated storage area and store only the information related to the random number in the byte storing the information related to the random number (without storing other information such as various timer values) (to prevent the information related to the random number from being rewritten by noise or the like when operating other data stored in the same byte).
[0061] Next, FIG. 14 is a flowchart of the setting change device control process related to the subroutine of step 1100 in FIG. 13, which is also referred to as the setting change mode. First, in step 1102, the CPU C100 of the main control board M sets the stack pointer (initializes it with the start address of the process). Next, in step 1104, the CPU C100 of the main control board M activates the timer interrupt. Next, in step 1106, the CPU C100 of the main control board M determines whether the set value (set value data) in the RAM area is within the normal range (in this example, 0 to 5). Incidentally, when the set value (set value data) is managed from 1 to 6, it is necessary to execute the initialization of the RAM and return the set value to "1" when it becomes "0". Therefore, in this example, by managing the normal range of the set value (set value data) as 0 to 5, it is possible to eliminate the correction process (the processes of steps 1106 and 1108) of the set value (set value data) after executing the initialization of the RAM, and it becomes possible to shorten the processing time and reduce the processing capacity. If Yes in step 1106, in step 1108, the CPU C100 of the main control board M sets a predetermined value (for example, 0 = the most disadvantageous value for the player) to the set value (set value data) and proceeds to step 1110. On the other hand, even if No in step 1106, it also proceeds to step 1110. Next, in step 1110, the CPU C100 of the main control board M displays on the error display LED (for example, the payout number display device D270) that the setting change device is in operation (for example, "88" that lights up all segments), and displays the set value on the setting display LED (not shown) (the display related to the set value is a numerical value obtained by adding 1 to the set value (set value data) held in the RAM), and proceeds to step 1112. Incidentally, as described above, the payout number display device D270 is also used when notifying the pressing order. Because it is configured in such a way, for example, when notifying the pressing order in a case where a part of the 7-segment LED has a failure (there is a segment that cannot light up), incorrect information may be notified.In order to prevent such a situation, during the operation of the setting change device, by causing all seven segments of the payout number display device D270 to light up as "88", it is possible to confirm whether the seven segments are malfunctioning and prevent giving disadvantages to the player. Also, as a configuration related to the display of the set value (set value data), it may have a storage area of a RAM for set value display that stores data obtained by adding 1 to the set value (set value data) in the storage area that stores the set value, and be configured to display the set value by referring to the storage area. Although not shown in the figure, after executing the process of step 1110, a process for transmitting a command indicating that the setting change mode has been shifted to the sub-control board S side is being executed.
[0062] Next, in step 1112, the CPU C100 of the main control board M determines whether the setting / reset button M30 has switched from off to on. If Yes in step 1112, in step 1114, the CPU C100 of the main control board M adds 1 to the current set value (set value data) (if the resulting set value (set value data) exceeds 5, the set value (set value data) becomes 0), and proceeds to step 1116. Also, even if No in step 1112, it proceeds to step 1116. Next, in step 1116, the CPU C100 of the main control board M determines whether the start lever D50 has switched from off to on. If No in step 1116, it proceeds to step 1112, and the processes of steps 1112 to 1116 are looped. If Yes in step 1116, in step 1118, the CPU C100 of the main control board M determines whether the setting key switch M20 has switched from on to off. If No in step 1118, the process of step 1118 is looped. On the other hand, if Yes in step 1118, in step 1120, the CPU C100 of the main control board M displays that the operation of the setting change device has ended on the error display LED (not shown), erases the display of the set value (set value data) of the setting display LED (not shown), and proceeds to the game progress control process of step 1200. Although not shown in the figure, after executing the process of step 1120, a process for transmitting a command indicating the end of the setting change mode to the sub-control board S side is being executed.
[0063] Next, FIG. 15 is a flowchart of non-returnable error processing related to the subroutine in step 1300 in FIG. 13 (and called in other flowcharts). First, at step 1302, the CPU C100 of the main control board M prohibits interrupts (hereinafter, the flowchart related to the timer interrupt processing described later is not executed). Next, at step 1304, the CPU C100 of the main control board M sets the output port address and the number of output ports. Next, at step 1306, the CPU C100 of the main control board M turns off the output ports (in this example, 0 to 6, which are display outputs to various LEDs and drive outputs to various motors). Next, at step 1308, the CPU C100 of the main control board M sets the next port output address (by this repetition, the display outputs to various LEDs and the drive outputs to various motors are sequentially stopped). Next, at step 1310, the CPU C100 of the main control board M determines whether the output to each output port has ended. If Yes at step 1310, then at step 1312, the CPU C100 of the main control board M executes the set error display (some error has occurred when executing this process), repeats the execution of the process, and ends when a reset signal is input due to a decrease in the power supply voltage. (That is, it enters an infinite loop and does not accept any operation to prompt a return). Incidentally, if No at step 1310, it proceeds to step 1306. Incidentally, the processes from step 1306 to step 1310 are processes for clearing the outputs to the LEDs and motors (however, since the external output signal is not cleared, it is possible to output information related to the error and the game progress status at the time of error occurrence to the hall computer side).
[0064] Next, FIG. 16 is a flowchart of the game progress control process (first sheet) related to the subroutine of step 1200 in FIG. 14. First, at step 1202, the CPU C100 of the main control board M sets the stack pointer (initializes it with the starting address of the process). Next, at step 1203, the CPU C100 of the main control board M sets the data within the RAM area required for the game (for example, the bet upper limit number, the valid lines for winning, etc.). Note that step 1203 also includes a process of setting data (data of "0" for clearing the RAM address) for clearing the data used in the previous game {for example, the condition device number (winning number), the effect group number, the instruction information}. Note that the condition device number, the effect group number, the instruction information, etc. may not be cleared, but may be configured to overwrite the numbers selected when the next game is executed. Next, at step 1204, the CPU C100 of the main control board M sets the RT state in the game (for example, "RT0", etc.) (sets the RT state determined at step 1704 in FIG. 27). Next, at step 1205, the CPU C100 of the main control board M sets a command related to the RT state set at step 1204 (command to the sub side). Note that the process of setting the RT state may be executed at step 1704 in FIG. 27. Also, a command related to the RT state (command to the sub side) may be set at step 1704. Also, when transmitting the RT state to the sub side, it is not necessary to transmit it constantly, and it may be configured to transmit the RT state to the sub side only when the game section is the "advantageous section". Next, at step 1206, the CPU C100 of the main control board M sets the state related to AT in the game (for example, "during AT state", etc.) (sets the state related to AT determined at steps 1420, 1429 in FIG. 21, steps 1435, 1439, 1443 in FIG. 22, steps 1444-3, 1444-4 in FIG. 23). Next, at step 1207, the CPU C100 of the main control board M sets a command related to the state related to AT set at step 1206 (command to the sub side).Also, the process of setting the state regarding the AT may be executed in step 1416, step 1428 of FIG. 21, step 1438 of FIG. 22, and step 1444-1 of FIG. 23. Also, when transmitting the state regarding the AT to the sub-side, it is not necessary to transmit it constantly, and it may be configured to transmit the state regarding the AT to the sub-side only when the game section is the "advantageous section". Next, in step 1208, the CPU C100 of the main control board M sets the game section (for example, the "advantageous section", etc.) in the game (sets the game section determined in step 3510, step 3516, and step 3520 of FIG. 31). Next, in step 1208-1, the CPU C100 of the main control board M sets a command (command to the sub-side) regarding the game section set in step 1208. Next, in step 1209, the CPU C100 of the main control board M determines whether the medal payout device H is full of game medals or not. Specifically, it is provided with a medal auxiliary tank HS (details will be described later) for storing the medals overflowing from the medal payout device H, and it is determined by the conduction / non-conduction of the current by two full cup detection electrodes DE (details will be described later) that can penetrate inside the medal auxiliary tank HS (when the current conducts through the medals, it is determined that it is full). If it is Yes in step 1209, the process proceeds to step 1218.
[0065] On the other hand, if the answer is No in step 1209, in step 1210, the CPU C100 of the main control board M turns on the medal full error flag (for example, updates the area within the medal full error flag area in the RAM area with a value corresponding to turning on). Next, in step 1212, the CPU C100 of the main control board M displays the error number corresponding to the medal full error on the 7-segment LED (for example, the storage display LED or the acquired number LED). Next, in step 1214, the CPU C100 of the main control board M determines whether the medal full error has been cleared (for example, whether the current flowing through the two full detection electrodes provided in the medal auxiliary tank HS is non-conductive and whether the setting / reset button M30 has been pressed). If the answer is Yes in step 1214, in step 1216, the CPU C100 of the main control board M turns off the medal full error flag (for example, updates the area within the medal full error flag area in the RAM area with a value corresponding to turning off) and proceeds to step 1218. On the other hand, if the answer is No in step 1214, the process proceeds to step 1212. Next, in step 1218, the CPU C100 of the main control board M permits medal insertion (in the next game of the replay winning combination, the insertion operation will be automatically executed) and proceeds to the next process (the process of step 1220). Here, in step 1218, the on process of the blocker D100 (the process of forming the medal flow path) is performed. Specifically, if the replay winning combination was established in the previous game, the on process of the blocker D100 is executed on the condition that the current storage number (credit) is less than a predetermined value (in this example, 50 pieces). In other words, if the current storage number (credit) is the predetermined value, the on process of the blocker D100 is not executed. On the other hand, if the replay winning combination was not established in the previous game, the on process of the blocker D100 is uniformly executed.With such a configuration, even when a replay winning combination is formed and the stored number (credit) has not reached a predetermined value, the gaming medals can be inserted, and when staying in an RT state (e.g., "RT1") with a higher winning probability of the replay winning combination than an RT state such as "RT1", or even when a replay winning combination that is difficult to recognize as a replay winning combination visually (a replay disguised as a small winning combination: a symbol combination such as bell-bell-bell on the invalid line or a cherry stopped on the left reel) stops, the player can play the game rhythmically (without a sense of discomfort).
[0066] Next, FIG. 17 is a flowchart of the game progress control process (second sheet) related to the subroutine of step 1200 in FIG. 16. First, in step 1220, the CPU C100 of the main control board M determines whether or not game medals have not been bet or stored (there is no credit). If Yes in step 1220, in step 1221, the CPU C100 of the main control board M determines whether or not the set value display condition is satisfied (for example, when the door switch D80 and the set key switch M20 are all turned on, the condition is satisfied). If Yes in step 1221, in step 1222, the CPU C100 of the main control board M displays the set value on the set display LED (not shown, but may be the payout number display device D270, the credit number display device D200, the inserted number display lamp D210, etc.) (shifts to the setting confirmation mode), and shifts to step 1221 on the condition that the set key switch M20 is turned off. Incidentally, when the condition for shifting to the setting change mode is satisfied, a process for transmitting a command indicating the start of the setting change mode to the sub-control board S side and a process for transmitting a command indicating the end of the setting change mode when the end condition of the setting change mode is satisfied are executed. If No in step 1220 or step 1221, in step 1224, the CPU C100 of the main control board M executes management related to the insertion and settlement of game medals. Next, in step 1225, the CPU C100 of the main control board M confirms the acceptable number of game medals. Next, in step 1226, the CPU C100 of the main control board M determines whether or not the blocker D100 is on. If Yes in step 1226, in step 1227, the CPU C100 of the main control board M determines whether or not the first insertion sensor D20s or the second insertion sensor D30s is on (in the first embodiment, there are two insertion sensors for detecting the insertion of medals, and when the first insertion sensor D20s or the second insertion sensor D30s is turned on, it is determined that one game medal has been received).If the answer is Yes in step 1227, then in step 1230, the CPU C100 of the main control board M determines whether the first insertion sensor D20s and the second insertion sensor D30s are off (after the first insertion sensor D20s or the second insertion sensor D30s turns on, if the first insertion sensor D20s and the second insertion sensor D30s turn off, it is determined that the received one gaming medal has passed through the first insertion sensor D20s and the second insertion sensor D30s). If the answer is Yes in step 1230, then in step 1231, the CPU C100 of the main control board M determines that it has received the insertion of one normal gaming medal. Although not shown in the figure, after step 1231, the CPU C100 of the main control board M determines whether the credit is at the upper limit number (in this example, 50) and the bet number is at the maximum number (in this example, 3). If it is determined to be Yes, the blocker D100 is controlled to be off (a state where the medal flow path is not formed). If the answer is No in step 1230, the process of step 1230 is repeated. If the answer is No in step 1226 or step 1227, the process proceeds to step 1232.
[0067] Next, in step 1232, the CPU C100 of the main control board M determines whether or not there has been an operation of the settlement button D60. If Yes in step 1232, then in step 1233, the CPU C100 of the main control board M determines whether or not there are any remaining credit medals or bet game medals. If Yes in step 1233, then in step 1234, the CPU C100 of the main control board M turns on the hopper drive flag (a flag in the RAM area that is turned on when driving the hopper motor H80) and executes the payout of one game medal. Next, in step 1236, the CPU C100 of the main control board M determines whether or not the first payout sensor H10s or the second payout sensor H20s is on (in the first embodiment, there are two payout sensors for detecting the payout of medals, and when the first payout sensor H10s or the second payout sensor H20s is on, it is determined that the payout operation of one game medal is being performed). If Yes in step 1236, the process proceeds to step 1247. Here, although not specified on the flowchart, if the previous game was a replay winning combination, only the remaining number of credits is subject to settlement.
[0068] On the other hand, if the answer is No in step 1236, in step 1241, the CPU C100 of the main control board M determines whether or not a predetermined time (e.g., 5 seconds) has elapsed since after the hopper was driven (after the timing of the process in step 1234). Specifically, it determines whether or not the situation where it is determined that no medals have been paid out continues for a predetermined time despite the fact that a hopper drive signal is being sent to the hopper motor H80 (the hopper motor H80 is rotating). If the answer is Yes in step 1241, in step 1242, the CPU C100 of the main control board M turns on the medal empty error flag (e.g., updates the area within the medal empty error flag region with a value corresponding to on). Next, in step 1244, the CPU C100 of the main control board M executes a medal empty error display. Next, in step 1245, the CPU C100 of the main control board M determines whether or not the medal empty error has been cleared (e.g., whether or not the setting / reset button M30 has been pressed). If the answer is Yes in step 1245, in step 1246, the CPU C100 of the main control board M turns off the medal empty error flag (e.g., updates the area within the medal empty error flag region in the RAM area with a value corresponding to off) and proceeds to step 1247. On the other hand, if the answer is No in step 1245, it proceeds to step 1244.
[0069] Next, in step 1247, the CPU C100 of the main control board M determines whether or not the first payout sensor H10s and the second payout sensor H20s are off (after the first payout sensor H10s or the second payout sensor H20s has turned on, when the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation of one game medal for which the payout operation was being performed has been completed). If the answer is Yes in step 1247, in step 1248, the CPU C100 of the main control board M turns off the hopper drive flag and proceeds to step 1233. Incidentally, if the answer is No in step 1241 or step 1247, it proceeds to step 1236.
[0070] If the answer is No in step 1232 or step 1233 for the other party, in step 1251, the CPU C100 of the main control board M determines whether the start lever D50 is valid (for example, a specified number of game medals for starting the game have been inserted, etc.) and whether there has been an operation on the start lever D50. If the answer is Yes in step 1251, in step 1253, the CPU C100 of the main control board M determines whether the set value in the RAM area is within the normal range (in this example, 0 to 5). If the answer is Yes in step 1253, in step 1254, after the CPU C100 of the main control board M executes the process of obtaining a random number and turning off the blocker D100, it proceeds to the next process (the process of step 3600). On the other hand, if the answer is No in step 1253, in step 1256, the CPU C100 of the main control board M sets a set value error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process. If the answer is No in step 1251, the process proceeds to step 1220.
[0071] Next, FIG. 18 is a flowchart of the game progress control process (third sheet) related to the subroutine of step 1200 in FIG. 16. First, at step 3600, the CPU C100 of the main control board M executes an internal lottery execution process, which will be described later. Next, at step 1259, the CPU C100 of the main control board M determines whether the current state of the AT is a state in which an AT top-up lottery can be executed. Here, in this example, the states of the AT for which the AT top-up lottery can be executed are the "during AT state", the "top-up specialization state", the "specialization precursor state", and the "advantageous BB state". In the "advantageous BB internal game", the AT counter value can be greater than 0, but the AT top-up lottery is configured not to be executed. This is to prevent the situation where it is more advantageous for the player not to deliberately align the BB symbol combinations in the "advantageous BB internal game". Note that it may be configured such that the AT top-up lottery can be executed in the "advantageous BB internal game". In such a configuration, even if the player wins the AT top-up lottery in the "advantageous BB internal game", it may not be notified immediately. Instead, it may be configured to notify the player that they have won the AT top-up lottery at the timing when the BB ends, or to notify the remaining number of AT games after the number of AT games has been topped up.
[0072] If the result at step 1259 is Yes, then at step 1500, the CPU C100 of the main control board M executes a game number top-up execution process, which will be described later, and then proceeds to step 1400. On the other hand, even if the result at step 1259 is No, it also proceeds to step 1400. This game number top-up execution process can execute the lottery using different lottery tables according to the state of the AT, but it is preferable that the lottery probability does not differ according to the set value (executing the lottery using the same lottery table). Next, at step 1400, the CPU C100 of the main control board M executes an AT state transition control process, which will be described later. Next, at step 1450, the CPU C100 of the main control board M executes a conditional device number management process, which will be described later.
[0073] Here, the states related to the AT in this example are enumerated and described in detail (also shown in the AT state transition diagram of FIG. 30). (1) The "low probability state" is a state in which the AT has not been won (the right to transition to the "during-AT state" has not been acquired), and the bonus combination has not been won. Since the "low probability state" is the so-called "normal state", it may also be referred to as the "normal state". (2) The "normal BB internal middle game" is a state in which the BB combination has been won in the "low probability state", the BB combination has not won, and the AT lottery has not been won. (3) The "normal BB state" is a state that is executed when the symbol combination corresponding to the BB combination stops being displayed in a situation where the BB combination has been won in the "low probability state" and the AT lottery has not been won, or when the symbol combination corresponding to the BB combination stops being displayed in the "normal BB internal middle game". (4) The "high probability state" is a state in which the AT lottery has not been won (the right to transition to the "during-AT state" has not been acquired), the bonus combination has not been won, and it is a state in which it is easier to win the AT than the above-mentioned "low probability state". As will be described later, when newly transitioning to the "high probability state", it is configured not to transition to the "low probability state" until the high-security game count has elapsed. (5) The "during-AT state" is a state in which the AT (push-order navigation) is performed and the remaining game count of the AT (AT counter value) is subtracted. Even if the AT counter value becomes 0, if the subsequent continuous lottery is won, a predetermined value is set in the AT counter and the "during-AT state" continues. (6) The "precursor state of specialization" is a state in which the right to transition to the "state of increased specialization" in which the number of AT games is relatively more likely to be increased compared to the "during-AT state" has been acquired. (7) The "state of increased specialization" is a state in which the number of AT games is relatively more likely to be increased compared to the "during-AT state". (8) The "favorable BB internal middle game" is a state in which the BB combination has been won in the "high probability state", "during-AT state", "precursor state of specialization", or "state of increased specialization", and the BB combination has not won. (9) The "waiting BB internal middle game" is a state in which the BB combination has been won in the "low probability state", the BB combination has won the AT lottery, and the BB combination has not won.(10) The "advantage BB state" is a state that is executed when, in the "high probability state", "during AT state", "specialization precursor state", or "overlay specialization state", the combination of symbols corresponding to the BB role stops being displayed after winning the BB role, or when the combination of symbols corresponding to the BB role stops being displayed in the "advantage BB internal middle game", or when winning the BB role in the "low probability state", and winning the AT lottery with the BB role, and the combination of symbols corresponding to the BB role stops being displayed, or when the combination of symbols corresponding to the BB role stops being displayed in the "waiting BB internal middle game". (12) The "state for resurrection feasibility performance" is a state related to AT that transitions when the AT counter value becomes 0 and fails to win the subsequent continuous lottery. In the "state for resurrection feasibility performance", the subsequent resurrection lottery is executed. If winning the resurrection lottery, it transitions to the "during AT state" (a predetermined value is set in the AT counter), and if failing to win the resurrection lottery, it transitions to the "low probability state".
[0074] Next, at step 1550, the CPU C100 of the main control board M starts the rotation of all the reels, which will be described later, and proceeds to step 1261-1. Next, at step 1261-1, the CPU C100 of the main control board M determines whether there is a draw point creation request (requested to determine the stop positions of the rotating left reel M51, middle reel M52, and right reel M53, and appropriately requested according to the stop order and the stop positions of other reels). If Yes at step 1261-1, at step 1262, the CPU C100 of the main control board M creates a draw point and proceeds to step 1263. On the other hand, even if No at step 1261-1, it also proceeds to step 1263. Thus, in the "BB internal medium game", in the game where the bell for the pressing order is won, if the stop buttons are not stopped in the correct pressing order for 11 payouts (for example, in the case of winning-A1, the stop buttons are not stopped in the order of "left → middle → right") (when the reels are stopped in an incorrect pressing order), the stop control of the reels (hereinafter, may be referred to as "reel stop control" or simply "stop control") is configured such that a symbol combination that results in 11 payouts wins. Next, at step 1263, the CPU C100 of the main control board M executes a check on whether reel stop acceptance is possible. Next, at step 1264, the CPU C100 of the main control board M determines whether there is an operation of any of the stop buttons (left stop button D41, middle stop button D42, right stop button D43). If Yes at step 1264, at step 1265, the CPU C100 of the main control board M determines the stop position of the reel corresponding to the operated stop button (for example, the left reel M51 corresponds to the left stop button D41). On the other hand, even if No at step 1264, it proceeds to step 1266. Next, at step 1266, the CPU C100 of the main control board M executes an all-reel stop check process. Next, at step 1267, the CPU C100 of the main control board M determines whether all the reels (left reel M51, middle reel M52, right reel M53) have stopped. If Yes at step 1267, at step 1268, the CPU C100 of the main control board M compares the symbol stop position data in the RAM with the internal winning combination stop possible position data.Next, in step 1269, the CPU C100 of the main control board M determines whether the combination of displayed symbols is normal (if it does not match the winning combination determined by the internal lottery, it is determined to be abnormal). Incidentally, the determination of whether the combination of displayed symbols in step 1269 is normal determines whether the stop control of the reels based on the operation of the stop button has been completed normally. In a game where a winning combination has been won, when the stop button is operated in an operation mode in which the winning combination can win, even if the actually stopped reel position is not normal (the winning combination determined by the internal lottery is not displayed as stopped in the eyes of the player), if the stop control of the reels has been normally executed and completed by the processing inside the gaming machine, the payout of gaming medals based on the winning of the winning combination is configured to be executed. If the result in step 1269 is Yes, the process proceeds to step 1274. On the other hand, if the result in step 1269 is No, in step 1270, the CPU C100 of the main control board M sets a display determination error display (for example, sets it in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process. On the other hand, if the result in step 1267 is No, the process proceeds to step 1261-1.
[0075] Next, in step 1274, the CPU C100 of the main control board M executes the payout process of the game medals due to a win. Next, in step 1275, the CPU C100 of the main control board M determines whether there has been a winning that pays out game medals {when the game medals obtained by winning exceed the maximum number of credits (in this example, 50), the payout of game medals is executed}. If it is Yes in step 1275, in step 1276, the CPU C100 of the main control board M turns on the hopper drive flag (a flag that is turned on when driving the hopper motor H80) and executes the payout of one game medal. Next, in step 1277, the CPU C100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is on (when the first payout sensor H10s or the second payout sensor H20s is on, it is determined that the payout operation of one game medal is being performed). If it is Yes in step 1277, the process proceeds to step 1286.
[0076] On the other hand, if it is No in step 1277, in step 1279, the CPU C100 of the main control board M determines whether a predetermined time (for example, 5 seconds) has elapsed after driving the hopper (after the timing of the process in step 1276). If it is Yes in step 1279, in step 1280, the CPU C100 of the main control board M turns on the medal empty error flag (for example, updates the inside of the medal empty error flag area in the RAM area with a value corresponding to turning on). Next, in step 1281, the CPU C100 of the main control board M executes the medal empty error display on the 7-segment LED. Next, in step 1282, the CPU C100 of the main control board M determines whether the medal empty error has been released (for example, whether the setting / reset button M30 has been pressed). If it is Yes in step 1282, in step 1283, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the inside of the medal empty error flag area in the RAM area with a value corresponding to turning off) and proceeds to step 1286. On the other hand, if it is No in step 1282, the process proceeds to step 1281.
[0077] Next, in step 1286, the CPU C100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are off (after the first payout sensor H10s or the second payout sensor H20s turns on, when the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation of one gaming medal for which the payout operation was being performed has been completed). If Yes in step 1286, in step 1288, the CPU C100 of the main control board M turns off the hopper drive flag and proceeds to step 1290. Incidentally, if No in step 1279 or step 1286, the process proceeds to step 1277. Next, in step 1290, the CPU C100 of the main control board M determines whether the payout corresponding to the said winning (the winning that became Yes in step 1275) has been completed. If Yes in step 1290, the process proceeds to step 3400. Incidentally, if No in step 1286, the process proceeds to step 1277, if No in step 1275, the process proceeds to step 3400, and if No in step 1290, the process proceeds to step 1276.
[0078] Next, in step 3400, the CPU C100 of the main control board M executes the remaining game count management process, which will be described later. Next, in step 1700, the CPU C100 of the main control board M executes the RT state transition control process, which will be described later. Next, in step 1750, the CPU C100 of the main control board M executes the AT state start control process, which will be described later. Next, in step 3500, the CPU C100 of the main control board M executes the game section transition control process, which will be described later. Next, in step 1293, the CPU C100 of the main control board M executes game end processing (for example, clearing the bet number, game state transition processing, etc.) and proceeds to the next process (the process of step 1202).
[0079] Next, FIG. 19 is a flowchart of the internal lottery execution process according to the subroutine of step 3600 in FIG. 18 in the first embodiment. First, in step 3602, the CPU C100 of the main control board M sets an internal lottery table (a table used when executing an internal lottery that stores settings for comparing winning numbers and acquired random numbers, etc.), and proceeds to step 3604. Next, in step 3604, the CPU C100 of the main control board M acquires the winning number related to the set internal lottery table address. Note that winning / re-play winning information can be generated from the winning number. Also, when a bonus and a small winning combination overlap in winning, or when a bonus and a re-play winning combination overlap in winning, both winning information of the winning / re-play winning information and the bonus winning information can be generated from the winning number. Specific generation processing will be described later. Next, in step 3606, the CPU C100 of the main control board M acquires the number of repetitions related to the set internal lottery table address. Here, the number of repetitions is the number of consecutive winning numbers for which the ball output group number is the same and the setting for comparing with the acquired random number is the same, and is stored in advance in the ROM of the main control board M. For example, the ball output group number 2 includes 9 winning numbers from winning number 4 to 12. For the consecutive 3 winning numbers 4 to 6 which are the push-order re-play winning combination, the setting is the same, and for the consecutive 6 winning numbers 7 to 12 which are the push-order bell winning combination, the setting is the same. Therefore, the number of repetitions related to the push-order re-play winning combination is 3, and the number of repetitions related to the push-order bell winning combination is 6. Note that the lottery table used when acquiring the winning numbers 4 to 6 which are the push-order re-play winning combination and the lottery table used when acquiring the winning numbers 7 to 12 which are the push-order bell winning combination are configured as a single lottery table. Next, in step 3608, the CPU C100 of the main control board M acquires the ball output group number related to the set internal lottery table address, and proceeds to step 3610.
[0080] Next, in step 3610, the CPU C100 of the main control board M acquires set value data. Next, in step 3612, the CPU C100 of the main control board M acquires designated address data. Next, in step 3614, the CPU C100 of the main control board M determines whether it has won the internal lottery (whether the acquired random number exists in the internal lottery table searched this time). If the result in step 3614 is Yes, since it is determined that it has won the internal lottery, the subsequent determination (lottery) regarding the internal lottery table address is not executed, and the process proceeds to the next process (the process of step 1259). On the other hand, if the result in step 3614 is No, in step 3616, the CPU C100 of the main control board M updates the number of repetitions. Next, in step 3618, the CPU C100 of the main control board M determines whether there are any remaining repetitions. If the result in step 3618 is Yes, the process proceeds to step 3610, and the processes of steps 3610 to 3618 are repeatedly executed until there are no remaining repetitions or the internal lottery is won. Incidentally, if the result in step 3618 is No, in step 3620, the CPU C100 of the main control board M updates the internal lottery table address (updates it to the address related to the next winning group number), and the process proceeds to step 3604 to execute the processes after step 3604. Incidentally, the specific process of the internal lottery will be described later.
[0081] Next, FIG. 20 is a flowchart of the game number addition execution process according to the subroutine of step 1500 in FIG. 18 in the first embodiment. First, at step 1502, the CPU C100 of the main control board M determines whether the state regarding AT is the "AT in progress state", the "specialization precursor state", or the "addition specialization state". If Yes at step 1502, then at step 1504, the CPU C100 of the main control board M determines whether the ball output group number related to the game is the ball output group number related to the AT in progress addition winning combination (in the "AT in progress state", it is the winning number that can add the remaining AT game numbers, and in this example, it is Re - game - B, Re - game - C, Prize - D), and in this example, it is 1, 3). If Yes at step 1504, the process proceeds to step 1514. Also, if No at step 1502, in other words, if the state regarding AT is the advantageous BB state, then at step 1512, the CPU C100 of the main control board M determines whether the ball output group number related to the game is the ball output group number related to the BB addition winning combination (in the "advantageous BB state", it is the winning number that can add the remaining AT game numbers, and in this example, it is Prize - H, Prize - I), and in this example, it is 5, 6). If Yes at step 1512, the process proceeds to step 1514, and if No at step 1512, the process proceeds to step 1518. Further, if No at step 1504, then at step 1506, the CPU C100 of the main control board M determines whether the state regarding AT is the "addition specialization state". If Yes at step 1506, then at step 1508, the CPU C100 of the main control board M determines whether the ball output group number related to the game is the ball output group number related to the specialization addition winning combination (in the "addition specialization state", it is the winning number that can add the remaining AT game numbers and cannot add the remaining AT game numbers in the "AT in progress state", and in this example, it is Re - game - A, Re - game - D1 to D3, Prize - A1 to A6), and in this example, it is 2, 13). If Yes at step 1508, the process proceeds to step 1514. Incidentally, if No at step 1506 or step 1508, the process proceeds to step 1518.
[0082] Next, in step 1514, the CPU C100 of the main control board M refers to the winning-time additional game number lottery table and determines the AT additional game number based on the winning ball group number related to the game (for example, in the lottery table shown outside the column, it is determined by whether the latched random number value falls within a certain range). Note that determining the AT additional game number is also referred to as executing the AT additional lottery. Next, in step 1516, the CPU C100 of the main control board M adds the determined AT additional game number to the counter value of the AT counter M60 and sets the AT counter value after the addition to the AT counter M60. Next, in step 1517, the CPU C100 of the main control board M sets a command related to the determined AT additional game number (a command to the sub-control board S side. By receiving this command, the sub-control board S can recognize whether the AT game number has been increased and how many additional games there are). Then, it proceeds to step 1518. Note that in the case of the winning ball group numbers 7 to 11, which are the winning ball group numbers related to the winning numbers including the bonus (winning numbers 19 to 27), the lottery related to AT (AT lottery, AT additional lottery) can also be executed.
[0083] Here, the lottery table shown outside the column in the figure is an example of the winning-time additional game number lottery table. In the first embodiment, when the winning-time additional role wins in a part of the state related to AT where the push-order navigation is executed (in this example, "during AT state", "specialization precursor state", "additional specialization state", "advantageous BB state"), based on the winning ball group number related to the game, the AT additional game number is determined by lottery from "0" to "300", and the determined value is added to the counter value of the AT counter M60. Note that when "0" is determined, the remaining AT game number will not increase (when "0" is determined, it may be referred to as a non-winning in the AT additional lottery).
[0084] Also, the average value (expected value) of the number of AT bonus games when winning the elected additional character is as shown in the figure. As a specific calculation method, when the winning character is Watermelon A, it can be calculated as {Number of bets (600) × Number of AT bonus games (0) + Number of bets (100) × Number of AT bonus games (10) + Number of bets (300) × Number of AT bonus games (30) + Number of bets (24) × Number of AT bonus games (100)} / Total number of bets (1024) = 12.1 (games).
[0085] Next, when the winning character is Re - game - B or Re - game - C, it can be calculated as {Number of bets (500) × Number of AT bonus games (0) + Number of bets (200) × Number of AT bonus games (50) + Number of bets (300) × Number of AT bonus games (100) + Number of bets (24) × Number of AT bonus games (300)} / Total number of bets (1024) = 46.1 (games).
[0086] Next, when the winning character is Re - game - A or Re - game - D1~D3, Prize - winning - A1~A6, it can be calculated as {Number of bets (300) × Number of AT bonus games (10) + Number of bets (600) × Number of AT bonus games (30) + Number of bets (124) × Number of AT bonus games (50)} / Total number of bets (1024) = 26.61 (games). Note that when the winning character is Re - game - A or Re - game - D1~D3, Prize - winning - A1~A6, the number of AT games is only increased when the state regarding AT is in the "bonus - specialized state".
[0087] Next, when the winning character is a BB medium - weak rare character, it can be calculated as {Number of bets (800) × Number of AT bonus games (0) + Number of bets (100) × Number of AT bonus games (10) + Number of bets (100) × Number of AT bonus games (30) + Number of bets (24) × Number of AT bonus games (100)} / Total number of bets (1024) = 6.3 (games).
[0088] Next, when the winning combination is a BB medium-strong rare combination, it can be calculated as follows: {Number of placed balls (300) × Number of additional AT games (0) + Number of placed balls (300) × Number of additional AT games (30) + Number of placed balls (400) × Number of additional AT games (50) + Number of placed balls (24) × Number of additional AT games (300)} / Total number of placed balls (1024) = 35.4 (games).
[0089] In addition, in the first embodiment, when the additional AT lottery is executed, the average value of the number of additional AT games may differ depending on the type of the winning combination, but depending on the set value, the average value of the number of additional AT games is configured not to differ. Here, when configured to execute the additional AT lottery based on the winning number, for example, when the same process is executed as the additional AT lottery for winning numbers 7 and 8, a process for determining whether the winning number is 7 or 8 must be executed. However, as in the first embodiment, by configuring to execute the additional AT lottery based on the ball appearance group number, when the same process is executed as the additional AT lottery for winning numbers 7 and 8, it is only necessary to determine whether the ball appearance group number is 2, and the process for any of the additional AT lotteries for winning numbers 7 and 8 can be executed.
[0090] Returning to the flowchart explanation, next, in step 1518, the CPU C100 of the main control board M determines whether the winning number related to the game (or it may be determined by winning / re-play winning information, or the number of balls-out groups, etc.) is a winning number related to Re-play - B (a reverse-push white 7 replay, which is a re-play where a white seven can be lined up in a straight line on the invalid line by stopping with a reverse push). If Yes in step 1518, in step 1520, the CPU C100 of the main control board M determines whether there is an AT game number increase due to Re-play - B, in other words, whether the number of AT additional games due to winning Re-play - B is not zero. If Yes in step 1520, in step 1522, the CPU C100 of the main control board M sets a reverse-push instruction command (a command to the sub-control board S side, which will execute an effect to instruct to align the white seven on the invalid line with a reverse push ("right → middle → left")), and proceeds to step 1526. On the other hand, if No in step 1520, in step 1524, the CPU C100 of the main control board M sets a reverse-push avoidance command (a command to the sub-control board S side, which will execute an effect to instruct a pushing order other than a reverse push ("right → middle → left") and prevent the white seven from being aligned on the invalid line), and proceeds to step 1526. Still, even if No in step 1518, it proceeds to step 1526. Next, in step 1526, the CPU C100 of the main control board M determines whether the winning number related to the game (or it may be determined by winning / re-play winning information, or the number of balls-out groups, etc.) is Re-play - C (a forward-push black 7 replay, which is a re-play where a black seven can be lined up in a straight line on the invalid line by stopping with a forward push). If Yes in step 1526, in step 1528, the CPU C100 of the main control board M determines whether there is an AT game number increase due to Re-play - C, in other words, whether the number of AT additional games due to winning Re-play - C is not zero.If the answer is Yes in step 1528, in step 1530, the CPU C100 of the main control board M sets a sequential press instruction command (a command to the sub-control board S, which is to execute an effect of instructing to align the black sevens on the invalid line in the order of sequential press ("left → middle → right")), and proceeds to the next process (the process of step 1400). On the other hand, if the answer is No in step 1528, in step 1532, the CPU C100 of the main control board M sets a sequential press avoidance command (a command to the sub-control board S, which is to instruct a pressing order other than the sequential press ("left → middle → right") and execute an effect of preventing the black sevens from being aligned on the invalid line), and proceeds to the next process (the process of step 1400). Incidentally, even when the answer is No in step 1526, the process proceeds to the next process (the process of step 1400). In the first embodiment, the reverse press instruction command, the reverse press avoidance command, the sequential press instruction command, and the sequential press avoidance command are transmitted to the sub-control board S, and when the sub-control board S receives these commands, the sub-control board S is configured to be able to execute an effect related to the pressing order navigation. However, the present invention is not limited to this. When winning the AT addition lottery, a command indicating that the player has won the AT addition lottery and the number of AT addition games (for example, the command related to the number of AT addition games in the process of step 1517) may be transmitted to the sub-control board S side. When the sub-control board S side receives the command, the sub-control board S side may be configured to determine the execution timing and the effect mode of the effect related to the pressing order navigation. As an example, in a game in which the replay - B has won, an effect mode of instructing a reverse press may be selected and executed in the game (a game with an AT game number addition) in which the sub-control board S side has received the command, or in the game in which the sub-control board S side has received the command, an effect of instructing a reverse press may not be executed, and in a game that satisfies a subsequent predetermined condition (for example, winning a specific replay combination (for example, replay - B or C)), an effect of instructing a pressing order that allows 7 - alignment on the invalid line may be executed.Or, in the game where Re - game - B is won and the command is received on the sub - control board S side (a game with an additional AT game count), an effect instructing a reverse push is not executed. After that, in a game that satisfies a predetermined condition (for example, after a predetermined number of games (simultaneous continuous effects may be executed, and in that case, in the final game of the continuous effects)), an AT game count increase effect (an effect in which the display related to the remaining AT games displayed on the effect display device S40 increases, for example, displayed as "+30G") may be executed. In this example, the effect display device S40 is also configured to be able to display the display related to the remaining AT games, and this display may be the same as or different from the remaining AT games stored on the main - control board side. In addition, as an example of a case where, in the game where Re - game - B is won and the command is received on the sub - control board S side (a game with an additional AT game count), an effect instructing a reverse push is not executed, and an AT game count increase effect is executed in a game that satisfies a subsequent predetermined condition, when the sub - control board S side is executing a special effect (for example, a predetermined continuous effect) to encourage winning a bonus (since the winning probability of Re - game - B is low (including 0%) during the bonus, if the push order for achieving 7 - of - a - kind is notified, the player will recognize that the bonus has not been won), etc., when the sub - control board S side is executing a special effect. As information for the sub - control board S side to determine that the main - control board M side has won the AT increase lottery and there is an increase in the remaining AT game count: (1) Information regarding the remaining AT game count is transmitted from the main - control board M side to the sub - control board S side after the AT increase lottery. Then, on the sub - control board S side, the difference between the information regarding the remaining AT game count transmitted last time and the information regarding the remaining AT game count transmitted this time is calculated to grasp the number of AT increase games won in the AT increase lottery. (2) A command regarding the number of AT increase games obtained as a result of the AT increase lottery on the main - control board M side is transmitted to the sub - control board S side. Also, when not winning the AT increase lottery, a command indicating not winning the AT increase lottery is transmitted to the sub - control board S side, and when the sub - control board S side receives the command, the sub - control board S side may be configured to determine the effect mode of the effect related to the push - order navigation.As an example, it may be configured to select and execute a presentation mode that instructs a middle press (which is to operate the middle stop button as the first stop and is a pressing order to avoid seven-of-a-kind) in a game in which replay-B is a winning game and the command is received on the sub-control board S side (a game without an AT game number bonus). Although the AT bonus lottery is executed on the main control board M side, as information for the sub-control board S side to determine that there is no bonus for the remaining AT game number, (1) information regarding the remaining AT game number is transmitted from the main control board M side to the sub-control board S side after the AT bonus lottery. Then, on the sub-control board S side, the difference between the information regarding the remaining AT game number transmitted last time and the information regarding the remaining AT game number transmitted this time is calculated to grasp the number of AT bonus games won in the AT bonus lottery (when the value obtained by subtracting the information regarding the remaining AT game number transmitted this time from the information regarding the remaining AT game number transmitted last time is 1, it is determined that the AT bonus lottery was not won), (2) a command indicating that the number of AT bonus games is 0 as a result of the AT bonus lottery on the main control board M side is transmitted to the sub-control board S side.
[0091] Next, FIG. 21 is a flowchart (first page) of the AT state transition control process according to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1402, the CPU C100 of the main control board M determines whether the current state regarding the AT is a state regarding the AT in which the AT lottery can be executed. In the first embodiment, the state regarding the AT in which the AT lottery can be executed is only the "high probability state". By winning the BB in the "high probability state", it transitions to the "advantageous BB internal middle game", and then by the BB winning combination, it transitions to the "advantageous BB state". When the executed BB ends, it transitions to the "AT in progress state", and an initial value of 50 times of the AT game count is set in the AT counter. Even if the BB is won in the "low probability state", it transitions to the "normal BB internal middle game" and does not transition to the "AT in progress state" thereafter. Note that this is not limited thereto, and it may be configured such that when the BB is won in the "normal game state", the player can win the AT lottery triggered by the BB winning combination. In such a configuration, when the BB is won in the "normal game state" and the player wins the AT lottery triggered by the BB winning combination, it transitions to the "advantageous BB internal middle game", and then by aligning the BBs, it transitions to the "advantageous BB state". In the state where the BB is won in the "normal game state" and the BBs are not aligned, the game section may be set as the "advantageous section" or the "standby section". If the answer in step 1402 is Yes, in step 1404, the CPU C100 of the main control board M determines whether the condition device related to the game is the AT lottery winning combination (in this example, the first type BB - A or the first type BB - C, which is the BB winning combination with no setting difference). In the first embodiment, both the winning numbers of the BB with no setting difference alone (winning numbers 19, 24) and the winning numbers in which the BB with no setting difference and the small winning combination overlap (winning numbers 25, 26, 27) are the AT lottery winning combinations. If the answer in step 1404 is Yes, in step 1406, the CPU C100 of the main control board M determines that the state regarding the AT after the next game is the "advantageous BB internal middle game" and proceeds to step 1410. Also, even if the answer in step 1402 or step 1404 is No, it proceeds to step 1410.In the first embodiment, the winning rate of the AT lottery (whether it can win or not) for the AT is configured to be different when the state regarding the AT is different. However, when the state regarding the AT is the same, even if the set value is different, the winning rate of the AT lottery for the AT is the same (when winning the BB in the "high probability state", it always wins the AT regardless of the set value = then it transitions to the "during AT state").
[0092] Next, in step 1410, the CPU C100 of the main control board M determines whether the state regarding the AT after the next game has been determined. If it is Yes in step 1410, in step 1412, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "low probability state". If it is Yes in step 1412, in step 1414, the CPU C100 of the main control board M determines whether the condition device related to the game is a state-upgrading minor role (a minor role that can transition from the "low probability state" to the "high probability state" by winning, and in this example, it is a cherry). If it is Yes in step 1414, in step 1416, the CPU C100 of the main control board M executes a high probability state transition lottery to win at a predetermined probability (in this example, it is 1 / 2, and there is no problem if it is changed as long as it is not different according to the set value). Next, in step 1418, the CPU C100 of the main control board M determines whether it has won the executed high probability state transition lottery. If it is Yes in step 1418, in step 1420, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "high probability state" and proceeds to step 1430.
[0093] Also, when the answer is No in step 1412, in step 1424, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "high probability state". When the answer is Yes in step 1424, in step 1426, the CPU C100 of the main control board M determines whether the counter value of the high probability guarantee counter KHc is 1 (the final game of high probability guarantee, the 10th game after entering the "high probability state"). When the answer is Yes in step 1426, in step 1428, the CPU C100 of the main control board M determines whether the low probability transition conditions are satisfied. Here, in the first embodiment, when the state regarding the AT is the "high probability state", the game section is the "advantageous section", and when the game section is the "advantageous section", the push order navigator is executed one or more times, or the "advantageous section" continues for a predetermined number of games (in this example, 1500 games). If this condition is not met, the "advantageous section" is not terminated (that is, even if the lottery for low probability state transition is won, if the low probability transition conditions are not satisfied, such as the push order navigator not being executed at least once, the "high probability state" is not terminated). Incidentally, when the BB combination is won and the BB is executed during the "advantageous section", the "advantageous section" may be configured to end at any timing even if the push order navigator has not been executed even once during the "advantageous section". When the answer is Yes in step 1428, in step 1429, the CPU C100 of the main control board M determines that the state regarding the AT after the next game is the "low probability state" and proceeds to step 1430. Here, the low probability transition condition is satisfied by the push order navigator being executed once. Incidentally, as the push order combination (winning numbers where the winning combination varies depending on the reel stop order and the player's profit rate varies), when a combination with a maximum payout of 8 coins and a combination with a maximum payout of 11 coins are provided, the execution of the push order navigator for the combination with the larger maximum payout of 11 coins may be used as the low probability transition condition. Incidentally, when the answer is No in step 1410, step 1414, step 1418, step 1424, step 1426, or step 1428, the process also proceeds to step 1430.Thus, in the first embodiment, when newly transitioning to the "high-probability state", 10 games, which are high-probability guarantee games, are set in the high-probability guarantee counter KHc, and it is configured not to transition to the "low-probability state" until the counter value becomes 0. Note that such a lottery method is merely an example. For example, after transitioning to the "high-probability state", the low-probability state transition lottery is not executed for 10 games (the stay in the "high-probability state" is guaranteed), and after the elapse of these 10 games, a lottery for transitioning from the "high-probability state" to the "low-probability state" may be executed at a predetermined probability (e.g., 1 / 20) for each game. Note that the AT lottery roles (low-probability AT lottery role, high-probability AT lottery role) and the state promotion roles have the same winning probability for all set values.
[0094] Next, FIG. 22 is a flowchart (second sheet) of the AT state transition control process according to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1430, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "during-AT state". If it is Yes in step 1430, in step 1431, the CPU C100 of the main control board M determines whether the counter value of the AT counter M60 is equal to or greater than a predetermined value (in this example, 4). Here, in the first embodiment, when the state regarding the AT is the "during-AT state", if the AT counter value is 4 or more, in other words, if the remaining number of AT games is 4 or more, the right to transition to the "boost-specialization state" can be acquired with a probability of 1 / 2 when winning the watermelon B, and it can transition to the "precursor-specialization state". On the other hand, when the state regarding the AT is the "during-AT state", if the AT counter value is 3 or less, in other words, if the remaining number of AT games is 3 or less, even if winning the watermelon B, a lottery (sometimes also referred to as the specialization state transition lottery) for acquiring the right to transition to the "boost-specialization state" is not executed, and it is configured not to transition to the "precursor-specialization state" and the "boost-specialization state". Note that this is not limited to this, and even when the AT counter value is 3 or less, it may be configured to execute a lottery (sometimes also referred to as the specialization state transition lottery) for acquiring the right to transition to the "boost-specialization state" when winning the watermelon B. If configured in this way and winning the lottery for acquiring the right to transition to the "boost-specialization state" when winning the watermelon B in a situation where the AT counter value is 3 or less, it may be configured to become the "precursor-specialization state" or the "boost-specialization state" (transition thereto) from the next game after winning the lottery. It may also be configured to become the "precursor-specialization state" or the "boost-specialization state" (transition thereto) when the AT counter value becomes a predetermined value (for example, 1 or 0). Or it may be configured to become the "precursor-specialization state" or the "boost-specialization state" (transition thereto) after executing a predetermined number of games from the game in which the lottery is won. Also, when transitioning to the "boost-specialization state", it is not necessarily required to pass through the "precursor-specialization state", and for example, it may be configured to directly transition from the "during-AT state" to the "boost-specialization state".If the answer is Yes in step 1431, then in step 1432, the CPU C100 of the main control board M determines whether the conditional device related to the game is a specialized transition role (a small role that can execute a lottery to obtain the right to transition to the "superimposed specialization state", which is watermelon B in this example). If the answer is Yes in step 1432, then in step 1433, the CPU C100 of the main control board M executes a specialized state transition lottery to win with a predetermined probability (1 / 2 in this example). Next, in step 1434, the CPU C100 of the main control board M determines whether it has won the executed specialized state transition lottery. If the answer is Yes in step 1434, then in step 1435, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "specialized precursor state" and proceeds to step 1444-1. On the other hand, if the answer is No in step 1431, then in step 1436, the CPU C100 of the main control board M determines whether the counter value of the AT counter M60 is 1 (when the AT counter value is 1, it is the final AT game). If the answer is Yes in step 1436, then in step 1437, the CPU C100 of the main control board M executes a continuation lottery to win with a predetermined probability (2 / 3 in this example). Next, in step 1438, the CPU C100 of the main control board M determines whether it has won the executed continuation lottery. If the answer is Yes in step 1438, then in step 1439, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "during-AT state" and proceeds to step 1444-1 (the initial AT game number (50 in this example) will be set in the AT counter to satisfy the AT state transition possible condition). On the other hand, if the answer is No in step 1438, then in step 1443, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "state for resurrection performance" and proceeds to step 1444-1. In addition, even if the answer is No in step 1430, step 1432, step 1434, or step 1436, it proceeds to step 1444-1. Thus, in the first embodiment, a continuation lottery is executed in the final AT game, and when winning the continuation lottery, the initial value of 50 games is set again in the AT counter M60. That is, when not considering the increase in the number of AT games, the game play is such that the AT of 50 games per set loops continuously with a probability of 2 / 3.Furthermore, the execution timing of the continuous lottery is not limited to the final AT game. For example, it may be configured to execute the continuous lottery in the first game of the AT (the first game that newly enters the "in-AT state" or the first game after the initial value is set in the AT counter M60). By configuring it in this way, since it is determined whether the next set (the AT related to winning the continuous lottery) has been executed (whether the AT continues) in the "in-AT state", the in-AT effects can be made different between the case of winning the continuous lottery and the case of not winning the continuous lottery. For example, when winning the continuous lottery, the BGM can be changed (such as a song playing) in a situation where the counter value of the AT counter M60 is 1 or more (during the execution of the AT), or an effect that makes it certain that the continuous lottery has been won can be executed.
[0095] Next, FIG. 23 is a flowchart (the third sheet) of the AT state transition control process according to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1444-1, the CPU C100 of the main control board M determines whether the current state regarding AT is a revival feasibility presentation state. If Yes in step 1444-1, in step 1444-2, the CPU C100 of the main control board M determines whether the conditional device regarding the game is a revival role (a role that can transition to the "during-AT state" in the next game by being elected in the "revival feasibility presentation state", in other words, a role that can bring back the AT). Here, in the first embodiment, the revival role is any role including one of watermelon A, watermelon B, cherry, and bonus role (only the BB role without setting difference, not including the BB role with setting difference), and the case where the conditional device regarding the game becomes the revival role is referred to as winning the revival lottery. If Yes in step 1444-2, in step 1444-3, the CPU C100 of the main control board M determines the state regarding AT after the next game as the "during-AT state" and proceeds to step 1445. Here, the initial AT game number (50 in this example) is set in the AT counter to satisfy the AT state transition possible condition. On the other hand, if No in step 1444-2, in step 1444-4, the CPU C100 of the main control board M determines the state regarding AT after the next game as the "low probability state" and proceeds to step 1445. Note that even if No in step 1441-1, it also proceeds to step 1445. Thus, in the first embodiment, even when it becomes the final AT game and fails to win the continuous lottery, if it transitions to the "revival feasibility presentation state" and can win the revival lottery in the "revival feasibility presentation state", it is configured to transition to the "during-AT state" from the next game. Note that the "revival feasibility presentation state" is an "advantageous section", but the lottery regarding AT in the "during-AT state" (AT additional lottery, continuous lottery, etc.) is not executed, and it is configured to be able to execute the revival lottery. The execution mode of the lottery regarding AT is different between the "during-AT state" and the "revival feasibility presentation state".
[0096] Next, in step 1445, the CPU C100 of the main control board M determines whether the state regarding the AT after the next game has been determined. If it is Yes in step 1445, in step 1446, the CPU C100 of the main control board M determines whether the transition conditions for the state regarding the AT are satisfied (for example, as shown in FIG. 30, it is satisfied when 10 games, which is the number of precursor games in the "specialization precursor state", are completed). If it is Yes in step 1446, in step 1447, the CPU C100 of the main control board M determines the state regarding the AT after the next game and proceeds to step 1448 (for example, as shown in FIG. 30, when the number of precursor games is completed in the "specialization precursor state", it is determined as the "additional specialization state"). Incidentally, even if it is No in step 1445 or step 1446, it proceeds to step 1448. Next, in step 1448, the CPU C100 of the main control board M sets a high certainty guarantee counter value command (in this example, it is a command to the sub side, which is a command regarding the current high certainty guarantee counter value, in other words, the remaining number of games for which the high probability state is guaranteed), and proceeds to step 1449-1. Next, in step 1449-1, the CPU C100 of the main control board M determines whether the state regarding the AT after the next game is determined as the "advantage BB internal middle game". If it is Yes in step 1449-1, in step 1449-2, the CPU C100 of the main control board M clears the counter value of the high certainty guarantee counter K Hc to zero and proceeds to the next process (the process of step 1450). Incidentally, even if it is No in step 1499-1, it proceeds to the next process (the process of step 1450).
[0097] In the first embodiment, the AT winning rate is configured to vary depending on the lottery state. When winning the BB role (BB role without setting difference) in the "low probability state", the player does not win the AT transition lottery (and does not transition to the "AT in progress state" thereafter). On the other hand, when winning the BB role (BB role without setting difference) in the "high probability state", the player wins the AT transition lottery (and transitions to the "AT in progress state" thereafter). However, it is not limited to this. When configuring a conditional device A, which is a predetermined conditional device, as the AT lottery role and having "high probability state A" and "high probability state B" as the states related to AT, which is the "favorable interval", when winning the conditional device A in the "high probability state A", the player wins the AT transition lottery with a probability of 1 / 10, and when winning the conditional device A in the "high probability state B", the player wins the AT transition lottery with a probability of 1 / 2. When winning the AT transition lottery, the player transitions to the "AT preparation state", which is a preparation state until transitioning to the "AT in progress state" as the state related to AT. Thereafter, when a predetermined end condition (for example, 10 games have elapsed since transitioning to the "AT preparation state") is satisfied, the player may be configured to transition to the "AT in progress state".
[0098] Next, FIG. 24 is a flowchart of the conditional device number management process according to the subroutine of step 1450 in FIG. 18 in the first embodiment. First, in step 1451, the CPU C100 of the main control board M determines whether the current game section is an "advantageous section". If Yes in step 1451, in step 1452, the CPU C100 of the main control board M sets a command related to winning / re-play winning information (a command on the sub-control board S side, for example, a command related to winning / re-play winning information for the game). Next, in step 1454, the CPU C100 of the main control board M determines whether the conditional device related to the game is a device with a pressing order (a conditional device in which the winning combination varies depending on the pressing order, for example, winning - A1, etc.). If Yes in step 1454, in step 1458, the CPU C100 of the main control board M determines an instruction number (also referred to as a pressing order number) during the game based on the winning / re-play winning information related to the game, and stores it at a RAM address (a different address from the RAM address for displaying the pressing order navigation) for storing the instruction number. Note that the instruction number is information related to the pressing order. In this example, it is determined by the main control board M and transmitted to the sub-control board S (details will be described later). Also, the sub-control board S can display the pressing order navigation on the effect display device S40 by receiving the instruction number. Note that even when the pressing order navigation is not executed, the instruction number is configured to be determined (although not shown in the figure, the instruction number becomes the initial value based on clearing the instruction number). Note that when executing a pressing order guessing game, it may be configured to determine a predetermined instruction number (for example, AX) dedicated to the pressing order guessing game. Next, in step 1460, the CPU C100 of the main control board M executes the pressing order navigation display on the pressing order display device D270 based on the instruction number related to the game (refer to FIG. 34 for the display image of the pressing order navigation on the main control board side). Next, in step 1466, the CPU C100 of the main control board M sets a command (command to the sub side) related to the instruction number determined in step 1458 (for example, set in the register area), and proceeds to step 1472 (refer to FIG. 34 for the display image of the pressing order navigation on the sub-control board side).In this example as well, the display of the stop order of the reels that yields the highest profit for the player by the push order display device D270 and the effect display device S40 is referred to as push order navigation, displaying push order navigation display, and so on. In the first embodiment, the push order navigation is displayed based on the instruction number. For example, the push order of "left → middle → right" is configured to be displayed as "=1" on the push order display device D270. Whether it is the case of the push order bell or the case of the push order replay game, it is configured to be displayed as "=1". Note that this is not limiting, and it may be configured such that the display mode is different between the case where the push order navigation of "left → middle → right" is displayed on the push order display device D270 in the game related to the push order bell and the case where the push order navigation of "left → middle → right" is displayed on the push order display device D270 in the game related to the push order replay game. That is, the number of types of the display mode of the push order navigation displayed on the push order display device D270 may be configured to be the same as the number of types of the winning / replay winning information.
[0099] Also, when the answer is "No" in step 1451 or step 1454, in step 1468, the CPU C100 of the main control board M executes mask processing on the winning and replay game winning information of the game, and stores the masked information at a predetermined address in the RAM. Here, if the winning and replay game winning information related to the game is transmitted to the sub-control board S side and the winning and replay game winning information is recognized due to improper behavior, the high-profit pressing order (reel stop order) related to the game will be recognized. Therefore, in this example, mask processing {processing for concealing the winning and replay game winning information (especially information related to the pressing order)} is executed on the winning and replay game winning information related to the game, and then it is configured to be transmitted to the sub-control board S, so that a high-profit pressing order cannot be recognized. Note that as a method of mask processing in the first embodiment, a plurality of winning and replay game winning information (winning and replay game winning information having the same role is preferable, for example, a plurality of winning and replay game winning information in which a symbol combination that becomes a replay game role where the RT state transitions according to the pressing order can stop and be displayed) is set as one production group number (for example, setting winning and replay game winning information 4 to 6 as production group 4), and the production group number is configured to be transmitted to the sub-control board S side. Note that the method of mask processing is not limited to this. For example, after the provided winning and replay game winning information (in this example, 0 to 18), newly configured winning and replay game winning information after mask processing may be provided. Also, even in such a case, it is desirable to configure the winning and replay game winning information after mask processing by setting a plurality of winning and replay game winning information among the existing winning and replay game winning information as one winning and replay game winning information like the production group number (for example, setting winning and replay game winning information 4 to 6 as winning and replay game winning information 19 (newly provided winning and replay game winning information) which is the winning and replay game winning information after mask processing). Note that when it is determined that the game is a game that notifies operation information (pressing order navigation) based on the state of AT in the main control board M, the winning and replay game winning information may be transmitted to the sub-control board S side, and the production group number may be transmitted to the sub-control board S side in a game that does not notify operation information. When configured in this way, the command related to the instruction number may be transmitted to the sub-control board S side, or may be configured not to be transmitted.
[0100] Next, in step 1470, the CPU C100 of the main control board M sets a command (command to the sub side) related to the production group number after executing the mask process (for example, sets it in the register area), and proceeds to step 1472. Next, in step 1472, the CPU C100 of the main control board M sets a command (command to the sub side) related to bonus winning information (information that the sub side can recognize whether or not the player has won a bonus) (for example, sets it in the register area), and proceeds to the next process (the process of step 1550). In the first embodiment, although it is configured to derive winning / re-play winning information and bonus winning information from the winning numbers, the derivation method will be described later. Also, as shown in the lower part of the figure, as a display example of the push order navigation, in the case of the "during AT state", (1) when the falling re-play combination is included → navigate the push order in which the falling re-play combination is not stopped, (2) in the case of bells (1-piece combination and 11-piece combination) → navigate the push order with the largest number of payout pieces, etc. are configured. Thus, in the first embodiment, when the game section is the "advantageous section", it is configured to be able to transmit winning / re-play winning information (numbers that can specify the type of winning combination and the most advantageous push order for the player) and instruction numbers (numbers that can specify the most advantageous push order for the player) to the sub control board S side, while when the game section is the "normal section", it is configured to be able to transmit a production group number (a number that can only specify the outline of the winning combination) to the sub control board S side. That is, in the "advantageous section", the winning / re-play winning information related to the game, including the winning / re-play winning information in which the game result and the player's profit differ depending on the push order, can be directly transmitted to the sub control board S side, while in the game section that is not the "advantageous section", the winning / re-play winning information related to the game is not transmitted, and in the case of winning / re-play winning information in which the game result and the player's profit differ depending on the push order, a production group number with the information related to the push order concealed is transmitted to the sub control board S side.
[0101] When the game section is not the "advantageous section" or the like, when transmitting the winning and replay game winning information determined by the main control board M to the sub-control board S, a masking process is executed to determine the production group number, and the production group number is transmitted to the sub-control board S. The production group number is obtained by grouping the winning and replay game winning information according to the winning roles that play the same role (for example, replay roles including the falling replay role, the push-order bell, etc.) and assigning numbers. By configuring to execute a masking process {a process of concealing the winning and replay game winning information (especially the information related to the push order)} on the winning and replay game winning information related to the game and then transmitting it to the sub-control board S, it is possible to prevent the situation where information related to the winning and replay game winning information is recognized due to illegal acts and the push order (reel stop order) that results in high profits related to the game is recognized.
[0102] Next, FIG. 25 is a flowchart of the preparation process for starting the reel rotation according to the subroutine of step 1550 in FIG. 18 in the first embodiment. First, in step 1552, the CPU C100 of the main control board M determines whether the timer value of the game interval minimum time timer M70 (subtraction timer) is 0. Here, the game interval minimum time timer M70 is a timer that measures the time (4.1 seconds in this example) that should be guaranteed from a certain game start timing (reel rotation start timing) to the next game start timing (reel rotation start timing). If Yes in step 1552, in step 1554, the CPU C100 of the main control board M newly sets the minimum time (sometimes referred to as the minimum game time, 4.1 seconds in this example) to the timer value of the game interval minimum time timer M70 and starts it. On the other hand, if No in step 1552, the CPU C100 of the main control board M executes an infinite loop process. Next, in step 1556, the CPU C100 of the main control board M clears the information related to the reel stop order and the information related to the pressing order for the ended game. Next, in step 1558, the CPU C100 of the main control board M clears the information related to the reel stop during the ended game and the draw point creation request. Next, in step 1560, the CPU C100 of the main control board M initializes the symbol stop position data related to the ended game. Next, in step 1562, the CPU C100 of the main control board M sets the output request during the reel rotation start standby for the game. Next, in step 1564, the CPU C100 of the main control board M sets the reel control command for the game and proceeds to the next process (the process of step 1260). In other words, by the processes of step 1562 and step 1564, a command for indicating that the reel starts to rotate can be transmitted to the sub-control board S.
[0103] Next, FIG. 26 is a flowchart of the remaining game number management process according to the subroutine of step 3400 in FIG. 18 in the first embodiment. First, in step 3402, the CPU C100 of the main control board M determines whether the current game section is an "advantageous section". Although details will be described later, the "advantageous section" is one of the game sections, and it is a game section that is likely to be set in a game situation that is advantageous for the player, such as when the state regarding the AT is the "during-AT state". If Yes in step 3402, in step 3404, the CPU C100 of the main control board M decrements the counter value of the advantageous section remaining game number counter YKc-1 (a decrement counter, with an initial value of 1500, which is the maximum number of games that can stay in the "advantageous section", and a counter that can be decremented by each game during the period of the "advantageous section") by 1.
[0104] Next, in step 3408, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "during-AT state". If it is Yes in step 3408, in step 3410, the CPU C100 of the main control board M subtracts 1 from the AT counter value. Next, in step 3412, the CPU C100 of the main control board M determines whether the state regarding the AT is a high-probability state. If it is Yes in step 3412, in step 3414, the CPU C100 of the main control board M subtracts 1 from the counter value of the high-probability safeguard counter K Hc and proceeds to the next process (the process of step 1700). Incidentally, even if it is No in step 3402, step 3408, or step 3412, the process proceeds to the next process (the process of step 1700). Thus, in the first embodiment, when the state regarding the AT that can be displayed by the push-order navigation is the "during-AT state", the AT counter value is subtracted for each game, but when it is the "advantage BB state", "advantage BB internal middle game", "specialization precursor state", or "added-on specialization state", the AT counter value is not subtracted even if the game is executed. That is, when transitioning from the "during-AT state" to the "specialization precursor state" in a situation where the AT counter value remains (1 or more remains), it is configured to be able to transition (shift) as "during-AT state" → "specialization precursor state" → "added-on specialization state" while maintaining the AT counter value. Incidentally, even if the state regarding the AT is the "during-AT state", when the winning numbers including the bonus combination are determined in that game, the AT counter value can be prevented from being subtracted by 1. At this time, for example, the AT counter value stored in the RAM of the main control board M is not subtracted, but the display may be controlled so that the remaining number of AT games displayed on the effect display device S40 controlled by the sub-control board S is subtracted.For example, when the AT counter value is "30" and the remaining AT games displayed on the effect display device S40 are "30" and a game is executed and a bonus is won, the AT counter value maintains "30", or stores "30 + α", which is a value obtained by adding the value "α" obtained by the AT additional draw related to the game. However, triggered by the operation of the start lever D50, it may display "29" as the remaining AT games displayed on the effect display device S40, or "29 + α", which is a value obtained by adding the value "α" obtained by the AT additional draw (note that "α" obtained by the additional draw may be notified in a specific game after the game (when the bonus game starts, during the bonus game, at the end of the bonus game, or a game that satisfies a predetermined condition after the end of the bonus game) without being notified in the game). Then, the remaining AT games displayed on the effect display device S40 are also subtracted by 1 for each game even in the "advantage BB internal game", and the remaining AT games can be configured to be subtracted for each game until an effect suggesting bonus determination (for example, a bonus determination screen) is output. By configuring in this way, when a bonus is won in a state where the push order navigation such as the "AT state" can be executed, the player cannot immediately grasp the bonus win. That is, after the winning number including the bonus combination is determined, a continuous effect over a plurality of games that provokes whether a bonus is won can be executed using the effect display device S40 or the like, and the interest of the game can be enhanced. Note that the remaining AT games displayed on the effect display device S40 after the bonus game ends can be controlled to display a value of "30" or more when notifying the result of winning the additional draw and winning the additional draw when the result of the AT additional draw is "30" or more.When the game is executed and a bonus is won when the AT counter value is "1" and the remaining number of AT games displayed on the effect display device S40 is "1", the display related to the remaining number of AT games displayed on the effect display device S40 becomes "0". However, while maintaining this state, a continuous effect over a plurality of games that provokes whether or not a bonus is won is executed. When the game is executed when the AT counter value is "1" and the remaining number of AT games displayed on the effect display device S40 is "1", and a winning number (or winning information for winning or replaying, or a ball output group number) that can execute an AT addition lottery is won, and when not winning the AT addition lottery, the number of AT games becomes "0" and the number of AT games displayed on the effect display device S40 becomes "0". Also, when the remaining number of AT games is small, the probability of executing a continuous effect may be set lower (including 0%) than when the remaining number of AT games is large.
[0105] Next, FIG. 27 is a flowchart of an RT state transition control process related to the subroutine of step 1700 in FIG. 18 in the first embodiment. First, in step 1702, the CPU C100 of the main control board M determines whether or not the RT state transition possible condition is satisfied in the game. Here, in the first embodiment, the RT state transition possible condition is configured to be satisfied by the execution of RAM clear (initialization of RAM), the stop display of replaying (in this example, the stop display of replaying 04), and the winning, start, and end of BB. If Yes in step 1702, in step 1704, the CPU C100 of the main control board M determines the RT state transition possibility and the RT state after the next game based on the satisfied RT state transition possible condition (refer to the RT state transition diagram in FIG. 28), and proceeds to the next process (the process in step 1750). Note that even if No in step 1702, the process also proceeds to the next process (the process in step 1750). Note that in the first embodiment, the RT state transition control process is executed after all reels stop, but when transitioning to "RT1", the transition timing may be at the time of lever on. The timing of transitioning the RT state (storing the RT number in the RAM) can be determined as appropriate.
[0106] Next, FIG. 28 is an RT state transition diagram in the first embodiment. In the first embodiment, there are four RT states of "RT0" to "RT2" and "one type BB-A, B, C", and the RT state will transition by satisfying the conditions shown by the arrows in the figure. As a specific example of the RT state transition, when the RT state is "RT1", RAM initialization is executed, or when the replay game 04 stops being displayed, the state transitions to "RT0". The replay game 04 stopping being displayed specifically means that when the replay game -D1 is won in the situation where the RT state is "RT1", if the left stop button is operated as the first stop, the replay games 01 to 03 stop being displayed and the RT state "RT1" is maintained. On the other hand, when the replay game -D1 is won in the situation where the RT state is "RT1", if the middle stop button or the right stop button is operated as the first stop, the replay game 04 stops being displayed and the RT state transitions from "RT1" to "RT0".
[0107] Also, when the RT state is "RT0" or "RT1", if one wins the BB role and does not win the BB role in the selected game (the conditional device related to one type of BB - A, B, C operates), the RT state transitions to "RT2". Also, when winning the BB role in "RT2" (one type of BB - A, B, C operates), it transitions to "one type of BB - A, B, C". Also, when BB ends in "one type of BB - A, B, C" (the operation of one type of BB - A, B, C ends), it transitions to "RT1". In addition, when the state regarding AT is the "low - probability state" and one wins the BB role, and when BB ends, the RT state will transition to "RT1" which is highly profitable for the player. However, since the state regarding AT is a state where the push - order navigator does not occur, when winning the "re - game - D1~D3", if the reels are stopped with an incorrect push - order (the first stop is a 3 - way selection of the left button, the middle button, and the right button; one of the 3 - way selections is the correct push - order and a re - game other than re - game 04 is stopped and displayed, and 2 of the 3 - way selections are incorrect push - orders and re - game 04 is stopped and displayed), re - game 04 will be stopped and displayed, and it will transition from "RT1" to "RT0". Also, when the state regarding AT is the "high - probability state", "during - AT state", "specialization - precursor state", or "bonus - specialization state", if one wins the BB role and when BB ends, the RT state will transition to "RT1" which is highly profitable for the player. At the same time, the state regarding AT is a state where the push - order navigator occurs. When winning the "re - game - D1~D3", since it will navigate the correct push - order where re - game 04 is not stopped and displayed, it will be possible to maintain "RT1".
[0108] Next, FIG. 29 is a flowchart of the AT state start control process according to the subroutine of step 1750 in FIG. 18 in the first embodiment. First, in step 1752, the CPU C100 of the main control board M determines whether the conditions for AT state transition are satisfied in the game. Note that the conditions for AT state transition are satisfied, for example, when (1) the setting-free BB that won in the "high probability state" ends, (2) when winning in the continuous lottery, or (3) when winning in the revival lottery. If Yes in step 1752, in step 1754, the CPU C100 of the main control board M sets the initial AT game count (in this example, 50, which is the number of games from which subtraction starts after transitioning to the "during AT state") to the AT counter M60 upon newly transitioning to the "pre-AT state", and proceeds to step 1756. Note that even if No in step 1752, the process proceeds to step 1756. Next, in step 1756, the CPU C100 of the main control board M determines whether the current state regarding AT is not the high probability state. If Yes in step 1756, in step 1758, the CPU C100 of the main control board M determines whether the state regarding AT in the next game is the high probability state. If Yes in step 1758, in step 1760, the CPU C100 of the main control board M sets the high probability guaranteed game count (in this example, 10) to the high probability guarantee counter, and proceeds to the next process (the process of step 3500). Note that even if No in step 1756 or step 1758, the process proceeds to the next process (the process of step 3500). Note that after winning the BB in the "high probability state" and transitioning to the "advantageous BB internal middle game", when winning the BB and transitioning to the "advantageous BB state", and when the AT game count is increased in the "advantageous BB state", when the BB ends and transitions from the "advantageous BB state" to the "during AT state", the initial value set in the AT counter will exceed 50. Specifically, when transitioning to the "during AT state" after the AT game count is increased by 30 games in the "advantageous BB state", 80 (initial value 50 + increase 30) will be set in the AT counter.At this time, when an effect for notifying the player that 30 games have been added in the "advantage BB state" is performed, it is desirable to notify the player that the initial number of AT games is 80 games at the start of the "during AT state". As another notification method, deliberately, without performing an effect for notifying the player that 30 games have been added in the "advantage BB state", after presenting 50 games, which is the initial value, to the player at the start of the "during AT state", an effect for notifying the player that 30 games have been added during AT (for example, immediately after the start of the "during AT state" or when the number of remaining AT games on the effect display device S40 is small) is also conceivable. By doing so, the player cannot clearly grasp whether the number of AT games has been increased in the "advantage BB state" or by how many games the number of games has been increased. Therefore, it is possible to increase the player's interest in the unexpected increase effect that occurs without a clear cause during AT (a state in which a push order navigator can occur). In this example, the initial number of AT games is set in the AT counter M60 in step 1754, but the execution timing of the process for setting the initial number of AT games is not limited to that of this example, and the initial number of AT games may be set in the AT counter M60 at the timing of executing the AT state transition control process in step 1400 described above. Also, the number of games (initial number of AT games) set in the AT counter M60 is configured to be subtracted when the game after the end of BB (the state regarding AT is the "during AT state") starts (subtraction does not start during BB). Also, the counter value of the AT counter M60 is configured to be stored in the storage area of the RAM of the main control board M.
[0109] Next, FIG. 30 is an AT state transition diagram in the first embodiment. In the first embodiment, there are ten states related to ATs, namely, "low probability state", "normal BB internal middle game", "normal BB state", "high probability state", "during AT state", "specialization precursor state", "superimposed specialization state", "favorable BB internal middle game", "favorable BB state", and "state for resurrection feasibility performance". The state related to the AT will transition by satisfying the conditions indicated by the arrows in the figure. For example, if one wins on watermelon B in the "during AT state" and wins the specialization state transition lottery with a winning probability of 1 / 2, the state will transition to the "specialization precursor state". Also, it is configured such that when 10 games have elapsed (been completed) after transitioning to the "specialization precursor state", the state will transition to the "superimposed specialization state". Incidentally, as game sections, the states related to the three ATs of "low probability state", "normal BB internal middle game", and "normal BB state" are set as the "normal section", and the states related to the seven ATs of "high probability state", "during AT state", "specialization precursor state", "superimposed specialization state", "favorable BB internal middle game", "favorable BB state", and "state for resurrection feasibility performance" are set as the "favorable section". That is, even if the states related to the seven ATs that become the "favorable section" are transitioning, if 1500 games have elapsed without being set as the "normal section", the "favorable section" will be forcibly terminated and set as the "normal section". Also, when in the notification game state where the push order navigator is displayed, that is, in the "during AT state", "specialization precursor state", or "superimposed specialization state", even if the replay 04 stops being displayed, the game state will be maintained.
[0110] Incidentally, as described above, when in the "during AT state", if the counter value of the AT counter M60 is 0 and the continuous lottery is a non-win, the state will become the "state for resurrection feasibility performance". If one wins the resurrection lottery in the "state for resurrection feasibility performance", one can return to the "during AT state" again. On the other hand, if one does not win the resurrection lottery in the "state for resurrection feasibility performance", the state will transition to the "low probability state", and it will change from the "favorable section" to the "normal section".
[0111] When winning the no - setting - difference BB (one type of BB - A or one type of BB - C) in the "high - probability state" and the no - setting - difference BB activates and the "advantageous BB state" ends, it transitions to the "during - AT state". Also, when winning the no - setting - difference BB (one type of BB - A or one type of BB - C) in the "during - AT state" and the no - setting - difference BB activates and the "advantageous BB state" ends, it also transitions to the "during - AT state". In addition, when winning the no - setting - difference BB (one type of BB - A or one type of BB - C) in the "state for resurrection - feasibility presentation" and the no - setting - difference BB activates and the "advantageous BB state" ends, it also transitions to the "during - AT state" (for winning the resurrection lottery). Further, when winning the setting - difference BB (one type of BB - B) in the "state for resurrection - feasibility presentation" and the setting - difference BB activates and the "advantageous BB state" ends, if the setting - difference BB is the winning number related to the single BB role (winning number 20), it becomes the "low - probability state" after the BB ends (because it does not win the resurrection lottery triggered by the setting - difference BB role), and if the setting - difference BB is the winning number overlapping with the rare role (winning numbers 21 - 23), it becomes the "during - AT state" after the BB ends (because it wins the resurrection lottery triggered by the rare role).
[0112] Also, when winning the setting - difference BB (one type of BB - B) in the "advantageous interval" and in the "high - probability state" and the setting - difference BB activates and the "advantageous BB state" ends, it transitions to the "high - probability state".
[0113] Also, regarding the state after the end of the "advantageous BB state" and related to the AT, after the end of the BB won in the during - AT (the "during - AT state", "pre - specialization state", "overlay - specialization state") (regardless of whether it is the setting - difference BB or the no - setting - difference BB), it transitions to the state related to the AT at the time of BB winning among the "during - AT state", "pre - specialization state" or "overlay - specialization state", and after the end of the no - setting - difference BB won in the non - during - AT (the "high - probability state"), it transitions to the "during - AT state". Also, after the end of the setting - difference BB won in the non - during - AT (the "high - probability state"), it transitions to the "high - probability state".
[0114] Furthermore, the state regarding the AT is not limited to that of the first embodiment. For example, an AT lottery may be executed by winning a predetermined winning number in a "low probability state" or a "high probability state", and by winning the AT lottery, a transition to a "precursor state" is made, and a transition to an "AT in progress state" is made after 16 to 32 games. Alternatively, when configured in such a manner, an AT lottery is executed by winning the predetermined conditional device, and when not winning the AT lottery, a transition to a "false precursor state" is made, and a transition to a "low probability state" or a "high probability state" is made after 16 to 32 games. Also, a "waiting interval" different from both an "advantageous interval" and a "normal interval" may be provided as a game interval. For example, when the game property is such that an AT lottery is executed by winning a "cherry", if winning a "BB + cherry" in which BB and cherry overlap and winning the AT lottery, the state inside the BB until the "BB" of the "BB + cherry" wins may be configured as a "waiting interval". In this way, by providing the "waiting interval", in the case of winning a BB in the "low probability state" and not winning the AT lottery, and in the case of winning a BB in the "low probability state" and winning the AT lottery, since the advantageous interval indicator YH is turned off during the period until the BB symbol combination is complete (until the advantageous interval indicator lights up), it is possible to encourage the player as to whether or not they have won the AT lottery. Also, when a BB wins in the "overlay specialization state", the "overlay specialization state" may be configured to resume after the end of the BB. When configured in such a manner, during the BB, a different AT overlay lottery may be executed for the BB won in the "overlay specialization state" than the BB won in the "AT in progress state" (for example, it is easier to win the AT overlay lottery than the BB won in the "AT in progress state", and the number of games per AT game number overlay is relatively large). Also, when a BB wins in the "specialization precursor state", it may be configured to transition to the "overlay specialization state" after the end of the BB. When configured in such a manner, during the BB, an AT overlay lottery may be executed in the same manner as the BB won in the "overlay specialization state".
[0115] Next, FIG. 31 is a flowchart of the game section transition control process according to the subroutine of step 3500 in FIG. 18 in the first embodiment. First, in the first embodiment, there is a game section as a section related to the state of the game. As the game section, there are two game sections: a "normal section" that is relatively less profitable for the player, and an "advantageous section" that is relatively more profitable for the player. As an explanation of the flowchart, first, in step 3508, the CPU C100 of the main control board M determines whether the game section related to the game is the "normal section". If Yes in step 3508, in step 3510, the CPU C100 of the main control board M determines the game section for the subsequent games after the next game according to the current state of the AT and the current game situation, and proceeds to step 3528. On the other hand, if No in step 3508, in other words, if the game section is the "advantageous section", in step 3514, the CPU C100 of the main control board M determines whether the counter value of the remaining game number counter YKc-1 in the advantageous section is 0, in other words, whether the maximum number of games for which the "advantageous section" can continue has been reached. If Yes in step 3514, in step 3515, the CPU C100 of the main control board M clears all the information related to the AT (thereby, the AT counter value becomes 0, and the number of staying games in the "precursor state of specialization" also becomes 0). On the other hand, if No in step 3514, in step 3518, the CPU C100 of the main control board M determines whether any of the advantageous section end conditions are satisfied. Here, any of the advantageous section end conditions are the end conditions of the "advantageous section" other than when the counter value of the remaining game number counter YKc-1 in the advantageous section becomes 0, for example, when the AT counter value becomes 0, or when the push order navigator is executed a predetermined number of times, etc. If No in step 3518, that is, if any of the advantageous section end conditions are satisfied, the process proceeds to step 3515. Thus, in the first embodiment, when the "advantageous section" ends and is set to the "normal section" for the subsequent games, all the information related to the AT (information related to the AT continuous game number, the remaining game number of the AT, etc.) is cleared, so that the conditions for becoming the "advantageous section" again in the subsequent "normal section" are not relaxed.As for the information related to the AT that is cleared by the process of step 3515 (process at the end of the advantageous section), there are the counter value of the remaining game number counter YKc-1 in the advantageous section, the flag indicating the game state, and the like. Also, although this information will be cleared by the RAM clear at the time of setting change, depending on the RAM clear at the time of setting change, information related to the "condition device related to the continuous actuator (BB)", "RT state", "stored number of coins", etc. will also be cleared, whereas depending on the process of step 3515 (process at the end of the advantageous section), information related to the "condition device related to the continuous actuator (BB)", "RT state", "stored number of coins", etc. will not be cleared. Thus, the RAM clear range at the time of setting change and the clear range at the end of the "advantageous section" (for example, when the process of step 3515 is executed) are different. Incidentally, it may be configured to hold the "condition device related to the continuous actuator (BB)" and the "RT state" by the RAM clear at the time of setting change. Also, the addresses of the range to be cleared at the end of the "advantageous section" are consecutive. By making the addresses of the range to be cleared at the end of the "advantageous section" consecutive in this way, it is possible to clear with a simple process of specifying the start address to be cleared and the range of addresses to be cleared at the time of the clear process. Also, when the "advantageous section" ends, a command indicating that the "advantageous section" has ended is transmitted from the main control board M to the sub-control board S. However, even if the sub-control board S receives the command, it is configured not to erase the game history such as the fact that it was the "advantageous section" or information related to how many games were executed in the "AT in state". However, when the RAM clear at the time of setting change is executed, the game history such as the fact that it was the "advantageous section" or information related to how many games were executed in the "AT in state" on the sub-control board S side will also be erased.
[0116] When the "advantageous period" ends because the counter value of the remaining game number counter YKc-1 in the advantageous period becomes 0, (1) if the state regarding the current AT is the "high probability state", the state regarding the AT in the next game will be the "low probability state"; (2) if the state regarding the current AT is the "advantageous BB internal middle game", the state regarding the AT in the next game will be the "normal BB internal middle game"; (3) if the state regarding the current AT is the "advantageous BB state", the state regarding the AT in the next game will be the "normal BB state"; (4) if the state regarding the current AT is the "during AT state", "precursor specialization state", "superimposed specialization state", or "state for resurrection performance determination", the state regarding the AT in the next game will be the "low probability state" It is configured to be so (because the information related to the AT is cleared).
[0117] Next, in step 3516, the CPU C100 of the main control board M sets the game section after the next game to the "normal section". Next, in step 3517, the CPU C100 of the main control board M turns off the advantageous period indicator YH because the "advantageous period" has ended and proceeds to step 3528. Although it is configured to turn off the advantageous period indicator YH when the "advantageous period" ends and the "normal section" is set, the detailed timing of turning off is not limited to the timing of the first embodiment. For example, it may be configured to turn off the advantageous period indicator YH when the game medals related to the game in which the "advantageous period" ends and the "normal section" is entered are inserted. In other words, it is sufficient to configure it to turn off the advantageous period indicator YH before the start lever D50 for starting the next game is operated. On the other hand, if it is Yes in step 3518, in step 3520, the CPU C100 of the main control board M determines that the game section after the next game is the "advantageous period" and proceeds to step 3528.
[0118] Next, in step 3528, the CPU C100 of the main control board M determines whether it has been decided to newly set the "advantageous section" in the next game (decided to set from the "normal section" to the "advantageous section"). If Yes in step 3528, in step 3530, the CPU C100 of the main control board M sets a predetermined value in the remaining game number counter YKc-1 for the advantageous section. Note that the predetermined value set in the remaining game number counter YKc-1 for the advantageous section is a fixed numerical value common to all setting values (in this example, 1500). Next, in step 3534, the CPU C100 of the main control board M turns on the advantageous section display YH and proceeds to the next process (the process of step 1293). Note that even if No in step 3528, the process also proceeds to the next process (the process of step 1293). In the first embodiment, the lighting process of the advantageous section display YH is executed at the timing of step 3534. However, the lighting timing of the advantageous section display YH is not limited to this. The lighting timing of the advantageous section display YH may be appropriately set during the period from the operation timing of the start lever in the game before the new "advantageous section" (the game in the "normal section") to the timing when game medals can be inserted in the game where the new "advantageous section" is set (if the game before the new "advantageous section" is a game related to a replay game, up to the timing when the operation of the start lever in the game where the new "advantageous section" is set becomes effective).
[0119] Next, FIG. 32 is a flowchart of the process at the time of timer interruption related to the subroutine of step 1600 in the first embodiment. The process of this subroutine starts to be executed when a timer interruption is started in the process of step 1040 or step 1104, and thereafter, it is configured to be periodically executed at a predetermined time interval (in this example, set as T, for example, a time of about 2 ms).
[0120] First, in step 1602, the CPU C100 of the main control board M executes processing at the start of the interruption (for example, saving data held in registers within the CPU C100, checking the input port of the power-off detection signal, etc.). Next, in step 1604, the CPU C100 of the main control board M determines whether a power-off is currently (in this interruption process) detected or not. If the result in step 1604 is No, in step 1900, the CPU C100 of the main control board M executes the power-off time processing, which will be described later. On the other hand, if the result in step 1604 is Yes, in step 1606, the CPU C100 of the main control board M starts timer measurement (update processing of various timers managed by software). Next, in step 1608, the CPU C100 of the main control board M generates input port data and stores the data (updates the storage area of each input port data within the RAM area). Here, the input port data refers to information related to the detection of the settlement button D60, start lever D50, stop button D40, door switch D80, setting key switch M20, setting / reset button M30, power-off detection signal, input acceptance sensor D10s, first input sensor D20s, second input sensor D30s, first payout sensor H10s, second payout sensor H20s, etc. (that is, the presence or absence of operations on these operation members and the sensor detection states are sampled at the interruption interval T).
[0121] Next, in step 1610, the CPU C100 of the main control board M refers to the input port data in the RAM area, and switches the on / off states of the door switch flag and the setting key switch flag according to the sampling results of the input port data (for example, when the switch state of the door switch D80 is continuously on for multiple samplings, the door switch flag is turned on, so that it is possible to detect that the front door DU is in the open state without being affected by noise). Next, in step 6100, the CPU C100 of the main control board M executes the reel driving control process for all reels (left reel M51, middle reel M52, right reel M53) (this is the process related to the control of the driving of the reel M50, and the details will be described later). Next, in step 1612, the CPU C100 of the main control board M refers to the AT counter M60 and determines whether the counter value is greater than 0. If Yes in step 1612, in step 1613, the CPU C100 of the main control board M displays the remaining AT game number (AT game number) on the AT counter value display device D280 and proceeds to step 1614. Incidentally, even if No in step 1612, it also proceeds to step 1614. Incidentally, if the AT counter value display device D280 controlled by the main control board M is not provided, the processes of step 1612 and step 1613 are unnecessary. Next, in step 1614, the CPU C100 of the main control board M outputs the output data to the output port. Here, the output data is data for driving the reel M50, the blocker D100, etc. Next, in step 1616, the CPU C100 of the main control board M determines whether all error flags are off (not shown, but all flags related to errors such as the input medal backflow error flag, the input number error flag, the input medal retention error flag, the input abnormality error flag, the payout abnormality error flag, the payout medal retention error flag, the door switch flag, etc. are off). If Yes in step 1616, in step 1618, the CPU C100 of the main control board M sets an error undetected command (a command to the sub-side, a command related to the fact that no error has been detected) (for example, set it in the register area) and proceeds to step 1622.On the other hand, if the answer is "No" in step 1616, in step 1620, the CPU C100 of the main control board M sets an error detection command (a command to the sub-side indicating that an error has been detected) (for example, sets it in the register area), and proceeds to step 1622. Incidentally, in step 1620, it is configured such that information related to an error corresponding to the error flag that is on (the currently occurring error) is transmitted to the sub-side. Also, the error non-detection command may be set only when the error is cleared from the state where the error occurred (when it is determined that the flag has been turned off), or the setting process of this information may not be executed when no error is detected (step 1618 may be omitted). Furthermore, the error detection command may execute the setting process only when an error occurs from the state where no error occurred, or may execute the setting process when the type of error changes, such as from the occurrence of a first error (for example, inserted medal retention error) to the occurrence of a second error (for example, paid-out medal retention error).
[0122] Next, in step 1622, the CPU C100 of the main control board M transmits a control command (sub-side command) (for example, if it is set in the register area in step 1618 or step 1620, the set control command will be transmitted). Here, as commands to be transmitted to the sub-control board S, there are commands related to the start lever operation timing (transmitted immediately after the start lever is operated), commands related to the first reel stop reception timing (transmitted immediately after operating the stop button as the first stop), commands related to the second reel stop reception timing (transmitted immediately after operating the stop button as the second stop), commands related to the third reel stop reception timing (transmitted immediately after operating the stop button as the third stop), commands transmitted immediately after all reels have stopped, commands related to the stop timing of the stop display symbol (transmitted immediately after operating the stop button as the display symbol stop), commands related to winning and replay winning information (transmitted immediately after the start lever is operated (only within the advantageous section)), commands related to bonus winning information (transmitted immediately after the start lever is operated), commands related to the RT state (transmitted between when all reels have stopped and the next game starts), commands related to the state regarding AT (transmitted between when all reels have stopped and the next game starts), high-probability guarantee counter value commands (transmitted immediately after the start lever is operated), commands related to the remaining number of games of AT (transmitted between when all reels have stopped and the next game starts, or immediately after the start lever is operated), commands related to the game section (transmitted between when all reels have stopped and the next game starts), etc. Next, in step 1624, the CPU C100 of the main control board M outputs an external terminal signal (a signal for transmitting information from the rotary gaming machine P to an external hall computer, etc.). Incidentally, although not shown, information related to errors output by the external signal includes door open error, insertion abnormality error, payout abnormality error, insertion reception sensor retention error, etc. The door open error is configured to be an error when the front door DU is opened and the door switch flag is on, and the insertion reception sensor retention error is configured to be an error when the insertion reception sensor detects the retention of gaming medals.Next, in step 1626, the CPU C100 of the main control board M outputs output data of an LED (such as a 7-segment LED lamp, etc.) (for example, lighting a predetermined 7-segment LED unit among a plurality of 7-segment LED units and lighting a predetermined segment of the 7 segments) (so-called dynamic lighting). Next, in step 1628, the CPU C100 of the main control board M executes a lighting mode of the LED (for example, changing the lighting color of the LED). Note that step 1628 may not be executed. Next, in step 1630, the CPU C100 of the main control board M executes a software random number management process (such as an update process of a random number value managed by software). Next, in step 1632, the CPU C100 of the main control board M acquires internal information register data (there is an area in the internal information register where an abnormal flag bit is set when an abnormality occurs in the random number generation circuit). Next, in step 1634, the CPU C100 of the main control board M determines whether the frequency of the random number update clock is normal (whether an abnormal flag bit indicating the frequency abnormality is set or not). Specifically, an abnormal flag bit is set when the frequency of the random number update clock is lower than a predetermined value. If Yes in step 1634, in step 1636, the CPU C100 of the main control board M determines whether the update state of the built-in random number is normal (whether an abnormal flag bit indicating the update state abnormality is set or not). If Yes in step 1636, in step 1638, the CPU C100 of the main control board M executes an interrupt end process and proceeds to the next process (the process of step 1602). On the other hand, if No in step 1634 or step 1636, in step 1640, the CPU C100 of the main control board M sets a built-in random number error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes the above-described non-recoverable error process.
[0123] Next, FIG. 33 is a flowchart of the drum drive control process related to the subroutine of step 6100 in FIG. 32 in the first embodiment. Note that, in this process, the process for one reel is illustrated, but it should be supplemented that the processes corresponding to the left reel M51, the middle reel M52, and the right reel M53 are executed. First, in step 6102, the CPU MC of the main control board M determines whether or not the timing to start waiting for the reel rotation start (for example, the timing after the execution of the process in step 1564 in FIG. 25) has been reached. If Yes in step 6102, in step 6104, the CPU MC of the main control board M updates the reel drive state to the reel rotation start waiting state and proceeds to step 6106. On the other hand, even if No in step 6102, the process proceeds to step 6106.
[0124] Next, in step 6106, the CPU MC of the main control board M determines whether or not the timing to start the reel acceleration state (the timing when the reel rotation start waiting state ends and the acceleration process of the reel starts to be executed, for example, the execution timing of the process in step 1260 in FIG. 18) has been reached. If Yes in step 6106, in step 6108, the CPU MC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6110, the CPU MC of the main control board M executes the reel acceleration process and proceeds to step 6112. Note that when the reel is stopped, the rotation of the reel starts by this process. On the other hand, even if No in step 6106, the process proceeds to step 6112.
[0125] Next, in step 6112, the CPU MC of the main control board M determines whether the current reel driving state is the reel acceleration state. If Yes in step 6112, in step 6114, the CPU MC of the main control board M determines whether the end timing of the reel acceleration state (for example, the timing at which all the interrupt processes for the "number of interrupt executions" in the reel acceleration state in FIG. 35 described later have been executed) has been reached. If Yes in step 6114, in step 6116, the CPU MC of the main control board M updates the reel driving state to the reel constant speed state. Next, in step 6118, the CPU MC of the main control board M executes the reel constant speed maintenance process and proceeds to step 6120. Incidentally, even if No in step 6112 or step 6114, the process proceeds to step 6120.
[0126] Next, in step 6120, the CPU MC of the main control board M determines whether the current reel driving state is the reel constant speed state. If Yes in step 6120, in step 6122, the CPU MC of the main control board M determines whether the reel sensor has detected the index provided on the reel (the reel corresponding to the processing of this subroutine) since the reel constant speed state (since the processing of step 6116 was executed). Here, although not shown in the figure, each reel is provided with one (or two or more) index. The index is provided convexly, for example, on the circumferential side surface of the reel, and is used when detecting whether the reel has passed a predetermined position or has rotated once. And each index is detected by the reel sensor. The signal of the reel sensor is electrically connected to the main control board M. And when the reel sensor detects (cuts) the index, its input signal is input to the main control board M, and it is configured to detect that the reel has passed a predetermined position. If Yes in step 6122, it is determined that the rotation speed of the reel has become constant speed, and the process proceeds to step 6130. On the other hand, if No in step 6122, in step 6124, the CPU MC of the main control board M determines whether a predetermined time (for example, the time value for executing the interrupt process 400 times) has elapsed since the reel driving state became the reel constant speed state. If No in step 6124, it is determined that the rotation speed of the reel has become constant speed, and the process proceeds to step 6130. Thus, in this example, it is configured to be able to determine whether the reel rotation speed has become normally constant speed by the reel sensor detecting the index within a predetermined time since the reel driving state became the reel constant speed state. Note that the predetermined time in this example is the time value for executing the interrupt process 400 times (configured to be able to rotate 400 steps by executing the interrupt process 400 times), and is longer than the time (for example, one rotation of the reel is 336 steps, and the time value for executing the interrupt process 336 times) when the reel rotates once (one week) when the reel rotation speed is constant speed.By configuring in this way, regardless of how far the distance between the index and the reel sensor is at the timing when the reel driving state becomes the constant speed state (the distance until the reel rotates and the index is detected by the reel sensor), when the reel rotation speed is constant, the reel sensor can detect the index within the predetermined time (the time value for executing the interrupt process 400 times) after the reel driving state becomes the reel constant speed state.
[0127] Returning to the explanation of the flowchart, if it is Yes in step 6124, in step 6126, the CPU MC of the main control board M updates the reel driving state to the reel acceleration state. Next, in step 6128, the CPU MC of the main control board M executes the reel re-acceleration process and proceeds to the process of step 6130. Thus, in this example, if the reel sensor does not detect the index within a predetermined time (for example, the time value for executing the interrupt process 400 times) after the reel driving state becomes the reel constant speed state, the reel driving state is updated to the reel acceleration state again, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as that of the reel acceleration process) is configured to be executed. Incidentally, even if it is No in step 6120, the process proceeds to the process of step 6130. Incidentally, the reel re-acceleration process does not necessarily have to be the same process as the aforementioned reel acceleration process, and the combination of phases to be excited by the stepping motor and the number of times of executing the interrupt process for each combination of phases to be excited may be different between the reel re-acceleration process and the reel acceleration process.
[0128] Next, FIG. 34 is a flowchart of the reel rotation stop process according to the subroutine of step 6200 in FIG. 32 in the first embodiment. First, in step 6106, the CPU MC of the main control board M determines whether it has reached the reel deceleration standby state start timing (the timing when the reel constant speed state ends, for example, it is determined that the reel deceleration standby state start timing has occurred when the stop button is operated). If Yes in step 6130, in step 6132, the CPU MC of the main control board M updates the reel drive state to the reel deceleration standby state and proceeds to step 6134. On the other hand, even if No in step 6130, it also proceeds to step 6134.
[0129] Next, in step 6134, the CPU MC of the main control board M determines whether the current reel drive state is the reel deceleration standby state. If Yes in step 6136, the CPU MC of the main control board M determines whether it has reached the reel deceleration standby state end timing (the timing to start executing the reel deceleration process). If Yes in step 6136, in step 6138, the CPU MC of the main control board M starts the deceleration of the reel (reel deceleration process). Next, in step 6140, the CPU MC of the main control board M updates the reel drive state to the reel deceleration state and proceeds to the process of step 6142. Incidentally, even if No in step 6134 or step 6136, it also proceeds to the process of step 6142.
[0130] Next, in step 6142, the CPU MC of the main control board M determines whether the current reel drive state is the reel deceleration state. If Yes in step 6142, in step 6144, the CPU MC of the main control board M determines whether it has reached the reel deceleration state end timing (the timing to end the execution of the reel deceleration process). If Yes in step 6144, in step 6146, the CPU MC of the main control board M updates the reel drive state to the reel stop state and proceeds to the next process (the process of step 1612). Incidentally, even if No in step 6142 or step 6144, it also proceeds to the next process (the process of step 1612).
[0131] Next, with reference to FIG. 35, the rotation operation of the reel M50 of the rotary gaming machine according to this example will be described in detail. The rotary gaming machine according to this example starts the rotation of the stepping motor based on the operation of the start lever D50, and when the rotation speed of the reel reaches a constant speed, hereinafter, it maintains the constant speed (when the reel drive state becomes the reel constant speed state, the reel constant speed maintenance process is executed, but there may be cases where the rotation speed has not actually reached the constant speed). Then, when any stop button is operated, stop control is performed on the reel (stepping motor) corresponding to the operated stop button. Here, the stepping motor is a four-phase stepping motor having four phases Φ0, Φ1, Φ2, Φ3 (it doesn't matter if it's not a four-phase stepping motor), and rotation control is performed by switching the phases to be excited and exciting the stepping motor with 1-2 phases. That is, by cyclically changing the drive pulse data (the combination of phases to be excited), the stepping motor can be rotated in the forward direction. In the figure, among Φ0 to Φ3, what indicates which phase is to be excited is shown in the column of "phase to be excited" (details will be described later).
[0132] Also, as shown in the "reel rotation speed image" in the upper part of the figure, the drive state from when the stepping motor starts rotating until it stops is divided into six states, and the stepping motor is drive-controlled according to the drive pattern corresponding to each drive state. Here, the drive states include "reel stop state", "reel rotation start standby state", "reel acceleration state", "reel constant speed state", "reel deceleration standby state", and "reel deceleration state". Note that in the "reel rotation speed image", the vertical axis represents the reel rotation speed and the speed increases upward, and the horizontal axis represents time and time elapses in the right direction as shown in the figure. Also, an example shown in the figure illustrates the case where no reel rotation failure occurs. This is not the case when a reel rotation failure occurs due to factors such as holding the reel by hand or out-of-tune (the case of a reel rotation failure will be described later).
[0133] The "reel stop state" indicates a state where the reel has stopped. When in the "reel stop state", the reel is in a stationary state and none of the four phases of the stepping motor are energized.
[0134] Next, in the situation of the "reel stop state", based on the operation of the start lever D50 at the timing of (1) in the figure, the reel drive state is updated to the "reel rotation start standby state". Here, the "reel rotation start standby state" indicates a state of waiting until the acceleration process (reel acceleration process) of the stepping motor is started after the start lever D50 is operated. This waiting period is the period until the reel drive state transitions from the "reel stop state" to the "reel acceleration state". For example, when the time from the point when the reel drive state became the "reel acceleration state" in the previous game is measured and the start lever D50 related to this game is operated before the minimum game time (about 4.1 seconds) has elapsed, the "reel rotation start standby state" is entered.
[0135] Next, at the timing of (2) in the figure, the reel drive state is updated from the "reel rotation start standby state" to the "reel acceleration state". Here, the "reel acceleration state" is a state where the reel is being accelerated to reach a constant speed from a stationary state. In this example, when the timer interrupt process is executed 220 times ("100 + 60 + 30 + 15 + 8 + 4 + 2 + 1 = 220", refer to the number of interrupt executions in the reel acceleration state at the lower left of the figure), the acceleration state ends (updates the reel drive state to the "reel constant speed state"). Next, at the timing of (3) in the figure, in other words, at the timing when the "reel acceleration state" ends by executing the timer interrupt process one more time, the reel rotation speed reaches a constant speed. Note that at this timing, the reel drive state remains in the "reel acceleration state". Next, at the timing of (4) in the figure, after the reel drive state is updated from the "reel rotation start standby state" to the "reel acceleration state", since the timer interrupt process has been executed 220 times, the reel drive state is updated to the "reel constant speed state". Thus, in this example, after the reel rotation speed reaches a constant speed, one instance of the timer interrupt process causes the reel drive state to remain in the "reel acceleration state". In other words, for the combination of phases "φ3, φ0", which is the combination of the last excited phases in the "reel acceleration state", the interrupt process is configured to be executed only once, and it has the same excitation mode as the "reel constant speed state" where the interrupt process is executed once for each combination of excited phases (when no abnormal reel rotation occurs). By configuring it in this way, the acceleration process until the reel rotation speed reaches a constant speed can be stably executed.
[0136] Here, the lower part of the figure is the "step motor excitation image". In this figure, the step motor excitation image when the reel driving state is the "reel acceleration state" and the step motor excitation image when the reel driving state is the "reel constant speed state" are exemplified. First, the step motor excitation image when the reel driving state is the "reel acceleration state" will be described in detail with reference to the lower left part of the figure. Note that the "phase to be excited" is a combination of phases to be excited, and the "number of interrupt execution times" indicates the number of times the interrupt process that will be excited with that combination of phases to be excited is executed. In this example, when performing the reel acceleration process, the step motor (stepping motor) is configured to be excited for 220 times of timer interrupt processing, and the interrupt process is executed as follows: (KA) 100 times of interrupt processing at "φ0" → (KB) 60 times of interrupt processing at "φ0, φ1" → (KC) 30 times of interrupt processing at "φ1" → (KD) 15 times of interrupt processing at "φ1, φ2" → (KE) 8 times of interrupt processing at "φ2" → (KF) 4 times of interrupt processing at "φ2, φ3" → (KG) 2 times of interrupt processing at "φ3" → (KH) 1 time of interrupt processing at "φ3, φ0" (the number of times of interrupt processing execution is just an example and can be changed without problem). Thus, in this example, when executing the reel acceleration process, the number of times of executing the interrupt process with one combination of phases to be excited is gradually decreased.
[0137] Next, the step motor excitation image when the reel drive state is the "reel constant speed state" will be described in detail with reference to the lower right part of the figure. In this example, when in the reel constant speed state (when executing the reel constant speed maintenance process), (TA) an interrupt process is executed once at "φ0" → (TB) an interrupt process is executed once at "φ0, φ1" → (TC) an interrupt process is executed once at "φ1" → (TD) an interrupt process is executed once at "φ1, φ2" → (TE) an interrupt process is executed once at "φ2" → (TF) an interrupt process is executed once at "φ2, φ3" → (TG) an interrupt process is executed once at "φ3" → (TH) an interrupt process is executed once at "φ3, φ0" → (TA) an interrupt process is executed once at "φ0" → (TB) an interrupt process is executed once at "φ0, φ1" → ···, and so on. (TA) to (TG) are repeatedly executed once each for the interrupt process to excite the step motor (stepping motor). Thus, in this example, when executing the reel constant speed maintenance process, it is configured such that the number of times the interrupt process is executed for each combination of the excited phases is all once.
[0138] Next, in the situation where the reel drive state is the "reel constant speed state", at the timing of (5) in the figure, the stop button corresponding to any of the reels is operated, and the reel drive state is updated to the "reel deceleration standby state". Here, the "reel constant speed state" is a state where the rotation speed of the reel is constant (a state where the combination of the excited phases is switched for each interrupt process), and the "reel deceleration standby state" is the state from when the stop button is operated by the player until the start of the stop control (in the reel deceleration standby state, the slip of the reel corresponding to the number of slip frames occurs). The period of this drive state is determined based on the operation timing of the stop button.
[0139] Next, at the timing of (6) in the figure, the reel driving state is updated from the "reel deceleration standby state" to the "reel deceleration state", and the deceleration of the reel is started. When the reel driving state is updated from the "reel deceleration standby state" to the "reel deceleration state", a specific phase of the stepping motor is continuously excited for a predetermined time to stop the rotation of the reel. As an example, 4-phase excitation that excites all 4 phases is performed. Then, when the excitation for the predetermined time is performed, at the timing of (7) in the figure, the reel driving state is updated from the "reel deceleration state" to the "reel stop state", and the reel stops.
[0140] As described above, in the case of the rotary gaming machine according to this example, when the reel sensor does not detect the index within a predetermined time (for example, the time value for executing the interrupt process 400 times) after the reel driving state becomes the reel constant speed state, the reel driving state is updated again to the reel acceleration state, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as that of the reel acceleration process) is configured to be executed. Therefore, when the reel driving state is the reel acceleration state, in other words, during the execution of the reel acceleration process, it is not determined whether the acceleration of the reel is normally executed. Further, whether the acceleration of the reel is normally performed, in other words, whether the reel has reached a constant speed (whether there is no reel rotation failure) is determined by the process of step 6124 (determined after a predetermined time has elapsed since the reel driving state was updated to the reel constant speed state). However, in the process of step 6124, if it is determined that the reel has not reached a constant speed (there is a reel rotation failure) because the reel sensor did not detect the index, the reel re-acceleration process is executed, that is, the reel acceleration process is configured to be executed again from the beginning. In this way, by configuring not to determine whether the acceleration of the reel is normally executed during the execution of the reel acceleration process, even if a reel rotation failure occurs during the execution of the reel acceleration process, thereafter, if the reel rotation failure is resolved and the remaining reel acceleration process until the execution of the reel acceleration process is completed can reach the constant speed of the reel rotation speed, the reel sensor detects the index before a predetermined time elapses after the reel driving state is updated to the reel constant speed state, and the reel constant speed maintenance process is executed without executing the re-acceleration process, and it is possible to make it difficult for a situation where the player cannot proceed with the game (cannot operate the stop button) to occur due to the execution of the reel re-acceleration process. Further, by configuring not to execute the process of determining whether the acceleration of the reel is normally executed during the execution of the reel acceleration process, the amount of data required for the process related to the rotation of the reel can be reduced. Since it is configured in this way, when a reel rotation failure occurs while the rotary gaming machine according to this example is executing the reel acceleration process, it will act as follows.
[0141] <Function 1> The rotation of the reel starts → the reel driving state is updated to the reel acceleration state → the reel acceleration process is executed → the execution of the reel acceleration process ends → the reel driving state is updated to the reel constant speed state → the reel constant speed maintenance process is executed → a reel rotation failure occurs during the execution of the reel constant speed maintenance process → the reel rotation failure is detected → the reel re-acceleration process is executed It is configured to be able to act as described above. Note that the reel rotation failure refers to the case where the rotation of the reel is inhibited by a member provided near the reel such as the reel window D160 (such as the reel rubbing against the reel window D160), or when a detuning occurs, etc., and the acceleration of the reel is not normally executed. In this way, by configuring to execute the reel re-acceleration process even when a reel rotation failure occurs during the execution of the reel constant speed maintenance process, the game can proceed smoothly.
[0142] <Function 2> The rotation of the reel starts → the reel driving state is updated to the reel acceleration state → the reel acceleration process is executed → a reel rotation failure occurs during the execution of the reel acceleration process → the reel acceleration process is continued to be executed → the execution of the reel acceleration process ends → the reel driving state is updated to the reel constant speed state → the reel constant speed maintenance process is executed → the reel rotation failure is detected → the reel re-acceleration process is executed It is configured to be able to act as described above. In this way, by configuring to execute the reel re-acceleration process when a reel rotation failure occurs during the execution of the reel acceleration process and also when the reel rotation failure is detected later, the game can proceed smoothly. Also, as described above, even when a reel rotation failure occurs during the execution of the reel acceleration process, the reel acceleration process is continued to be executed, and the execution of the reel acceleration process ends when the reel acceleration process is executed for the same number of interruptions as when no reel rotation failure occurs. By configuring in this way, it is possible to configure such that the rotation speed of the reel easily reaches a constant speed without executing the reel re-acceleration process when a reel rotation failure occurs immediately after the start of the execution of the reel acceleration process, etc.
[0143] <Function 3> The rotation of the reel starts → the reel driving state is updated to the reel acceleration state → the reel acceleration process is executed → the power-off process is executed during the execution of the reel acceleration process → power is restored after power-off → the reel acceleration process is continued to be executed (the unprocessed reel acceleration process is executed) → a reel rotation failure occurs during the execution of the reel acceleration process → the reel acceleration process is continued to be executed (the unprocessed reel acceleration process is executed) → the execution of the reel acceleration process ends → the reel driving state is updated to the reel constant speed state → the reel constant speed maintenance process is executed → a reel rotation failure is detected → the reel re-acceleration process is executed It is configured to be able to act as described above. Thus, even when the power-off process is executed during the execution of the reel acceleration process, the reel acceleration process is continued to be executed after the power is restored, and then when the reel sensor does not detect the index within a predetermined time after the reel driving state is updated to the reel constant speed state, the reel re-acceleration process is executed, so that the game can proceed smoothly. Also, when the power-off process is executed during the execution of the reel acceleration process, when the reel sensor detects the index within a predetermined time after the power is restored and the reel acceleration process is continued to be executed and then the reel driving state is updated to the reel constant speed state, the reel re-acceleration process is not configured to be executed. By configuring it in this way, it is possible to make it difficult for a situation where the player cannot proceed with the game (cannot operate the stop button) due to the reel re-acceleration process to occur. Note that the power-off process may be referred to as the power-off time process.
[0144] <<Actions after operating the final stop button>> The rotary gaming machine according to this example is configured such that when the final reel (the reel that rotates until the end and is also referred to as the third reel) stops after the operation of the final stop button (the third stop button) and the symbol combination that becomes the winning combination stops and is displayed, the payout of game medals can be executed. However, as an action regarding the payout of game medals, it may be configured as follows.
[0145] <Action 1> As a winning game, the rotation of the reels starts → the reel driving state is updated to a constant speed state → the constant speed state maintenance process is executed → the acceptance of the stop button becomes effective → the first stop button is operated as the stop operation of the first reel → the first reel stops and is displayed → the second stop button is operated as the stop operation of the second reel → the second reel stops and is displayed → the third stop button is operated as the stop operation of the third reel (the operation of the third stop button is accepted) → the reel driving state is updated to the reel deceleration state → a power failure occurs → the third reel moves (rotates) to the stop display position → a power failure is detected → the power failure handling process is executed → the power is restored → the symbol combination corresponding to the winning combination is stopped and displayed on the reels → the process regarding the payout of game medals is executed It may be configured to act as described above. By configuring it in this way, in a game in which a small winning combination that can be won regardless of the operation timing of the stop button when winning, such as the common bell described above, even if a power failure occurs in the game hall immediately after accepting the stop operation of the third stop button, regardless of the planned stop position of the third reel (even when the number of slipping frames is maximum), it can be configured such that the movement (rotation) to the planned stop position is completed before detecting the power failure. Also, when the symbol combination (for example, the common bell) constituting the winning combination is stopped and displayed after the power is restored, the payout of game medals can be executed normally, and it can be configured so that it is difficult for the player to suffer a disadvantage.
[0146] <Operation 2> As a game that has won a winning role, the rotation of the reels starts → the reel driving state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes effective → the first stop button is operated as the stop operation of the first reel → the first reel stops and is displayed → the second stop button is operated as the stop operation of the second reel → the second reel stops and is displayed → the third stop button is operated as the stop operation of the third reel (the operation of the third stop button is received) → the reel driving state is updated to the reel deceleration state → a reel rotation failure occurs → the third reel cannot move (rotate) to the stop position as seen by the player → although the symbol combination corresponding to the winning role is not stopped and displayed on the reel as seen by the player, in the determination process of step 1269, it is determined that the symbol combination is normal (this is the case when it is determined that the stop control of the reel based on the operation of the stop button has been completed normally. For example, in a game where the bell role has won, although the symbol combination corresponding to the bell role, which is the winning role, is not stopped and displayed on the reel as seen by the player, the stop control for causing the symbol combination corresponding to the bell role to be stopped and displayed is executed normally by the internal processing of the gaming machine corresponding to the operation of the stop button by the player) → the process related to the payout of game medals is executed It may be configured to operate as described above. By configuring it in this way, even if a reel rotation failure occurs immediately after receiving the stop operation of the third stop button and the symbol combination corresponding to the winning combination is not stopped and displayed on the reel as seen by the player, the internal processing of the gaming machine wins the winning combination, and at the timing when the symbol combination corresponding to the winning combination can be stopped and displayed, the operations of the stop buttons corresponding to each reel (left reel, middle reel, right reel) are accepted. When the stop control for stopping and displaying the symbol combination corresponding to the winning combination is executed normally, the payout of game medals can be executed, and it can be configured so that it is difficult for the player to suffer disadvantages. Note that the timing at which the reel rotation failure occurs is not limited to the above example. If a reel rotation failure occurs during the period from when the second reel stops and is displayed until the process related to the payout of game medals is executed, and as a result, the reel corresponding to the third stop cannot stop at the stop planned position, all of these cases are applicable (also applicable to the operations related to the reel rotation failure exemplified below). Note that in the above operation 2, the operation in the game that wins the winning combination is exemplified. That is, when no reel rotation failure occurs, the following operations are performed (in other operations, when no rotation failure or power failure occurs, it may be configured to perform the same operations). As the game that wins the winning combination, the rotation of the reel starts → the reel drive state is updated to the constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes effective → the first stop button is operated as the stop operation of the first reel → the first reel stops and is displayed → the second stop button is operated as the stop operation of the second reel → the second reel stops and is displayed → the third stop button is operated as the stop operation of the third reel (the operation of the third stop button is received) → the reel drive state is updated to the reel deceleration state → the third reel moves to the stop planned position as seen by the player → the symbol combination corresponding to the winning combination is stopped and displayed on the reel as seen by the player, and in the determination process of step 1269, it is determined that the symbol combination is normal → the process related to the payout of game medals is executed Furthermore, as a winning combination in the above-described or below-described effects, it may be a winning combination (e.g., common bell) that can win regardless of the operation timing of the stop button in the selected game, or a winning combination (e.g., watermelon A, watermelon B, cherry) that may or may not win depending on the operation timing of the stop button in the selected game. Also, in a game in which a predet...
Claims
【Claim 1】 A main control unit that controls the progress of the game, A payout control unit that controls the number of game values, A sub-control unit that controls the effects, and It is provided with The main control unit is configured to be able to transmit to the sub-control unit at least an effect-related command including effect information related to the execution of the effect and a predetermined command not including the effect information. The effect-related command is configured to be able to be transmitted at predetermined intervals. The predetermined command is configured to be able to be transmitted at specific intervals. The main game unit is configured to be able to transmit at least a game-related command related to the game to the payout control unit. In a predetermined situation where the power is newly turned on, the main control unit is configured to initialize the information regarding the measurement of the specific interval. A gaming machine characterized by the above.
Citation Information
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