Game machine
The gaming machine's reel unit design with specific frame and guard portion configurations addresses the issue of game interruptions, ensuring smooth and uninterrupted gameplay.
Patent Information
- Application Number
- JP2024000493
- 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
There is a demand for gaming machines that can smoothly progress the game without interruptions due to abnormalities.
The gaming machine incorporates a reel unit with a first and second reel frame, each with a reel tape, where the second guard portion has a base and a protruding portion, ensuring specific distance configurations to facilitate smooth game progression.
This configuration allows for uninterrupted game play by minimizing the impact of abnormalities, ensuring a seamless gaming experience.
Smart Images

Figure 2025106899000001_ABST
Abstract
Description
[Technical field]
[0001] Concerning gaming machines. [Background technology]
[0002] In a slot machine, a game starts when a start command device (start lever) is operated after a predetermined number of game medals are inserted, and multiple rows of reels with multiple symbols arranged on the outer periphery rotate. When the reels are stopped by using a reel stop device (stop button) to stop the rotation, and a combination of predetermined symbols (for example, a winning combination such as "777") is lined up on an active line, the machine generally transitions to a special game state (a game state in which the probability of winning a small role is higher than usual) that is more profitable for the player than the normal game state. Here, in a slot machine, images for presentation to enhance the interest of the game may be displayed on a display such as a liquid crystal display in synchronization with the rotation and stopping of the reels, and many of these machines are configured so that when the reel stop device is operated, the player can enjoy predicting the outcome of the game by comparing the symbols displayed on the reels with the presentation images displayed on the display. Furthermore, many gaming machines are configured so that if any abnormality occurs in the machine, an error may occur that will stop the progress of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-97030 A [Patent Document 2] JP 2006-488 A [Patent Document 3] JP 2023-22598 A [Patent Document 4] JP 2023-45430 A Summary of the Invention [Problem to be solved by the invention]
[0004] There is a demand for providing a gaming machine that can smoothly progress the game.
Means for Solving the Problem
[0005] The gaming machine according to this aspect includes a reel unit having a first reel frame, a second reel frame, a reel tape attached to the first reel frame and the second reel frame, and a rotating shaft. The first reel frame has a plurality of spoke portions and a circular first guard portion to which the first long side of the reel tape is attached. The second reel frame has a circular second guard portion to which the second long side of the reel tape is attached. The first reel frame and the second reel frame are configured to rotate about the rotating shaft. The second guard portion has at least a base portion to which the second long side of the reel tape is attached and a protruding portion joined to the base portion and protruding from the base portion toward the center of the circle of the second guard portion. The base portion further has an outer end portion that is the portion farthest from the first guard portion in the axial direction of the rotating shaft and an inner end portion that is the portion closest to the first guard portion in the axial direction of the rotating shaft. The shortest distance between the outer end portion and the protruding portion is longer than the maximum thickness of the protruding portion in the axial direction of the rotating shaft. The shortest distance between the outer end portion and the protruding portion is longer than the shortest distance between the inner end portion and the protruding portion. A gaming machine characterized by this.
Effect of the Invention
[0006] According to the gaming machine according to this aspect, there is an effect that a gaming machine that can smoothly progress the game can be provided.
Brief Description of the Drawings
[0007]
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BEST MODE FOR CARRYING OUT THE INVENTION
[0008] First, the meanings of the terms used in this specification will be explained. The "random number" is a random number used in a rotary gaming machine for a lottery (a lottery by an electronic computer, sometimes also referred to as a draw) to determine some game content, and includes not only true random numbers but also pseudo-random numbers in a narrow sense (for example, as random numbers, hardware random numbers, built-in random numbers generated by a main control chip including a CPU, and as pseudo-random numbers, software random numbers). For example, so-called "basic random numbers" that affect the result of a game, specifically, "winning random numbers" related to special roles and winning roles (minor roles, replay roles) for transitioning to special games, etc. can be cited. The "CPU" has the same meaning as is well-known in the art and is not limited at all in terms of the architecture used (CISC, RISC, number of bits, etc.) and processing performance, etc. "Power failure" refers to the situation where the power supply voltage supplied to the gaming machine has dropped below a certain level regardless of whether the power switch provided on the gaming machine is operated or not, and includes, for example, the interruption of power supply due to an unexpected situation such as damage to the power supply unit or a power outage. The "ROM" has the same meaning as is well-known in the art and physically holds information (for example, when a current for reading data is applied, if the element configuration conducts, it is "1", and if the element configuration does not conduct, it is "0"). The "RAM" has the same meaning as is well-known in the art and electrically holds information (for example, when a current for reading data is applied, if it is charged, it is "1", and if it is not charged, it is "0". Incidentally, it is common for a backup power supply to be supplied during a power failure for some or all of the data held in the RAM)."Game state" refers to, for example, a special game state in which game medals are easy to obtain 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, the stop order and stop position of the reels (which may be referred to as the stop operation mode) for winning the selected role can be notified during AT (assist time), an ART (assist replay time) state in which the above RT state and the AT middle state are combined, an advantageous section where processing related to AT can be executed and a normal section where processing related to AT is not executed, and the like. Also, even in the normal game state, there are an RT state, an AT middle state (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 AT middle state may 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. (in this example, referred to as a lottery state) 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 AT middle state, the output of notification instructions related to the stop order of the reels, etc.) can be implemented entirely on the main control board side that controls the game progress without any problem}. 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., but the state related to AT and the RT state 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" refers to the 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 reel stop order 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, which will be described later. For example, when the "number of executable notification games" is 1 or more (including the game when 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 selection of a minor combination (mainly the push order bell combination), or the number of times the push order bell combination is selected, 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 "state specialized for additional bets". The "predetermined game state" may be any one or a combination of one or more of all the states such as the game states and notification states described in this example. The "specific condition" is a condition that can subtract the AT counter value. For example, when one game is completed, or a predetermined combination (e.g., the push order bell combination) is selected, etc. are specific conditions. The "first type of special combination" is a combination 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. It can operate when a predetermined condition is met and continues to operate until the results of a game not exceeding 12 times are obtained, and may be referred to as RB (Regular Bonus). The "first type of special combination continuous operation device" is a device that can continuously operate the first type of special combination. It operates when a specific combination of symbols is displayed and ends the operation when a predetermined condition is met, and may be referred to as BB (Big Bonus) or the first type of BB. The "second type of special combination" is a combination that causes the conditional device related to winning to operate regardless of the result of the combination draw. It operates when a predetermined condition is met and ends the operation when 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 MB (Middle Bonus) or Type 2 BB. The "Normal Feature" is a feature 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, 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 SB (Single Bonus). The "All JACIN Type" is a configuration where it is regarded as JACIN when the Type 1 BB feature wins, and is always in the RB state during the execution of the Type 1 BB. Also, the "JACIN Lottery Type" is a configuration where it repeatedly executes between the non-RB state and the RB state 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 where it is always in the CB state during the execution of the Type 2 BB. The "CB Transition Lottery Type" is a configuration where it repeatedly executes between the non-CB state and the CB state 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 names 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 application 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 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 door), 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 CPU MC is mounted), and a sub-control board S (a board on which a sub-control chip SC including 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, an advantageous 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 port 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 port 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 state visible will be described. The reel window D160 is a transparent member formed of synthetic resin or the like that constitutes a part of the front door DU, and is configured to allow visual recognition of the reel unit installed inside the gaming machine frame through the reel window D160. Also, the bet number display lamp D210 is composed of three LEDs, and is configured such that the same number of LEDs as the number of medals currently bet (putting in the game medals required to start one game) light up. Specifically, the bet number display lamp D210 is composed of three LEDs (lamps), namely, the 1-bet lamp D211, the 2-bet lamp D212, and the 3-bet lamp D213. When one game medal is bet, the 1-bet lamp D211 lights up, the 2-bet lamp D212 turns off, and the 3-bet lamp D213 turns off. When two game medals are bet, the 1-bet lamp D211 lights up, the 2-bet lamp D212 lights up, and the 3-bet lamp D213 turns off. When three game medals are bet, the 1-bet lamp D211 lights up, the 2-bet lamp D212 lights up, and the 3-bet lamp D213 lights up (this is not the case in the next game when the replay stops showing, and the details will be described later). Also, the start lamp D180 is composed of an LED, and is configured to light up when the operation of the start lever D50 is valid (accepting the operation), and turn off when the operation of the start lever D50 is invalid (not accepting the operation). Also, the replay lamp D290 is composed of an LED, and is configured to light up triggered by the replay stopping showing, and turn off when the next game after the replay stops showing ends. Also, the insertable lamp D300 lights up (it may blink) when inserting game medals into the medal insertion slot D170 is valid or when the operation of the bet button D220 is valid, and turns off when inserting game medals is invalid or when the operation of the bet button D220 is invalid. Also, the special game state display device D250 is composed of a 7-segment display, and is configured to display the total number of payouts made during the special game.It may also be configured not to provide the special game state display device D250. In such a configuration, the total number of payouts is displayed by the effect display device S40 (which may also be referred to as the second information display unit) described later, so that the player can recognize the total number of payouts made during the special game, and a user-friendly gaming machine can be achieved. Further, 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 owned 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 (which may also be referred to as a winning combination with a push order), and in general, is configured such that the profit rate (number of payouts, subsequent RT state, etc.) given to the player may be different when the winning combination or the displayed symbol combination is 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, namely, the number of game medals currently being paid out and the reel stop order that is most profitable for the player, and the display mode is such that the player does not misidentify which of the two displays is being executed. The details of the display mode will be described later.Also, the AT counter value display device D280 can display the number of games that the player can stay in a favorable AT-related state (in this example, also sometimes referred to as the push order navigation state or notification game, details of which will be described later) that is guaranteed when the game progresses according to the push order navigation display (thus, the push order display device D270 notifies the player of an advantageous operation mode (stop operation mode) of the stop button, which is sometimes referred to as "executing push order navigation", "executing AT", "executing navigation", "executing an instruction", "executing a notification game") among the states related to AT (details will be described later). Note that the configuration may not include the AT counter value display device D280. In such a case, the game machine can be made user-friendly by configuring the effect display device S40 to display the number of games that can be stayed in during the AT state, so that the player can recognize the number of games in which the favorable AT-related state is guaranteed. 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] In addition, 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 rotating drum type gaming machine according to this example, similar to the conventional rotating drum type gaming machine, a special gaming state in which it is easy to acquire game medals and is advantageous for the player (so-called big win game, corresponding to bonus games, first type BB, second type BB, etc.), a re-play probability variable gaming state (RT state) in which the winning rate of the re-play role is higher (or lower) than that in the normal gaming state where the winning rate of the re-play role is a predetermined value, a state during AT (assist time) in which the stop order and stop position of the reels for winning the selected role can be notified, an ART (assist replay time) state in which the RT state and the AT state are combined, etc. can be adopted. However, apart from these "gaming states", any one of the 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 in the AT state or the ART state is associated with the "advantageous section". That is, when the "gaming state" is in the AT state or the ART state, the advantageous section indicator YH lights up. However, as will be described later, since 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", the lighting / extinguishing status of the advantageous section indicator YH can 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 (e.g., 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 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 the significant increase in the probability of winning due to the "game state" such as the 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 (e.g., 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 that "in the minor winning combinations that make up the pressing order winning combination (winning combination with a pressing order), when executing the pressing order navigation once to obtain the minor winning combination with the largest number of payout coins (for example, when there are minor winning combinations of 7 coins, 3 coins, and 1 coin as the minor winning combinations that make up the pressing order winning combination, the pressing order navigation that can obtain 7 coins, which is the minor winning combination with the largest number of payout coins, and if there are pressing order winning combinations that can obtain 7 coins or 1 coin according to the pressing order and a pressing order winning combination that can obtain 3 coins according to the pressing order, the pressing order navigation that can obtain 3 coins does not correspond to the pressing order navigation referred to here)", or "winning any of BB, RB, MB", and further, "satisfying any end condition (not winning in the loop lottery of 40G1 sets (AT), passing a fixed 32G (precursor of gas station), etc.)", or "reaching the advantageous period of 1500G" is the end condition. In the case of a specification where there is no pressing order bell winning combination (e.g., a specification where there is a pressing order for replay to transition to the RT state, but there are no minor winning combinations with different payout numbers according to the pressing order), the condition for ending the "advantageous period" of "executing the pressing order navigation once to obtain the minor winning combination with the largest number of payout coins" is excluded. Also, in the first embodiment, since the minor winning combinations that make up the pressing order winning combination include a minor winning combination corresponding to the 11-coin winning combination and a minor winning combination corresponding to the 1-coin winning combination, "executing the pressing order navigation once to obtain the minor winning combination with the largest number of payout coins" means notifying the pressing order in which 11 medals can be obtained (the 11-coin winning combination can be won).
[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 medal reception is possible. In addition, as sensors for detecting medal insertion inside the gaming machine, an insertion reception sensor D10s, a first insertion sensor D20s, and a second insertion sensor D30s are provided. When it is determined that the gaming medals guided into the gaming machine are normally inserted, they are configured to be detected as bet medals. The bet button D220 is configured to be operable by the player, and by operating it, stored medals (credit medals) can be bet. The settlement button D60 is configured to be operable by the player, and by operating it, stored medals (credit medals) and / or bet medals can be returned to the player. Incidentally, the gaming medals returned by operating the settlement button D60 are configured to be paid out from 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. 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. By operating each stop button, the operation of the reel can be sequentially stopped.
[0017] <Other mechanisms provided on the front door DU> Next, the main parts of other mechanisms provided in the front door DU will be described with reference to the perspective view of the inside of the reel type gaming machine P with the front door DU opened in Fig. 2. The front door DU is provided with a mechanism for increasing the interest of the game, such as a performance display device S40 for displaying performances such as advance notice performances and background performances, a game effect lamp D26 (not shown) that can be lit in various lighting modes, a door board D for relaying signals, a medal selector DS for detecting inserted medals, a speaker S20 for outputting sound, a middle panel (middle decorative panel), an upper panel D130, and a lower panel D140, which are members formed of synthetic resin or the like. The performance display device S40 is attached to the upper part of the back side of the front door DU so that the display unit that displays the performances and the like can be seen through the see-through area formed in the upper panel. The decorative lamp unit D150 and the LED lamp unit S10 have light sources that emit light according to the progress of the game on the reel type gaming machine P, and the decorative lamp unit D150 is provided on each of the right and left sides of the lower panel D140, and the LED lamp unit S10 is provided on each of the right and left sides of the upper panel D130 (the decorative lamp unit D150 and the LED lamp unit S10 are sometimes collectively referred to as the lamp unit). Also, a door board D is attached below the reel window D160 on the back of the front door DU, and this door board D has the function of a relay board that receives input signals such as the stop button D40, start lever D50, and settlement button D60, and outputs the input signals directly or after processing them to the main control board M described later. Also, a medal selector DS, which will be described in detail later, is provided near the door substrate D on the back side of the front door DU in correspondence with the medal insertion port D170, and has the function of detecting medals inserted from the medal insertion port D170 and performing simple authenticity checks, guiding proper medals to a hopper H40 described later, and returning improper medals to a medal receiving tray D230 described later. Furthermore, one speaker S20 is provided on each of the left and right sides below the door substrate D. The middle panel is the part above the operation desk and below the upper panel D130, and is the panel part including the reel window described above.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 can be 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 push order navigation is executed, it may be configured so that it is easier for the player to distinguish the stop button that should be operated currently. For example, when all the reels are rotating and the player has won a 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 in white, the stop button lamps corresponding to the middle stop button and the right stop button light up in 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 may be turned off, the stop button lamp corresponding to the middle stop button may blink in white, and the stop button lamp corresponding to the right stop button may light up in 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. Further, 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 operation of each stop button in the start lever D50 and the stop button D40, it is configured to enable the rotation operation and stop operation of each reel part. 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, it is configured to be visually recognized as if the outer periphery of the reel part is lit by the light transmitted through the outer periphery of the reel part. Further, 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 changes in setting values, 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 artificially without opening the front door DU).
[0020] Below the reel M50, there are provided a hopper H40 for collecting the inserted gaming medals and a medal payout device H for paying out the gaming medals, and a power supply board E for supplying power to the entire rotary gaming machine P is stored. The gaming 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, on the front surface of the power supply board E (which may also be referred to as the power supply unit E), a power switch E10 for turning on the power of the rotary gaming machine P is provided. 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 rotating 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 for guiding the game medals to the discharge port D240 and the like are provided. The insertion reception sensor D10s mainly selects the game medals inserted from the medal insertion port D170 based on 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 standards are inserted into the hopper H40, and the medals that do not meet the standards 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 standards 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), a sensor related to medal insertion, which will be described in detail later, is provided. When the game medal accepted while meeting the dimension standards passes through, it is detected by the first insertion sensor D20s and the second insertion sensor D30s, and the signal is supplied to the main control board M described later.
[0022] Next, the sensor related to medal insertion will be described in detail. The game medals inserted into the medal insertion port 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, something 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 falls 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 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, various errors can be detected.
[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 will operate when the settlement button is operated in a state where there are credits (game medals electronically stored inside the gaming machine) or bet medals (medals inserted to start the game), or when game medals are paid out due to a winning. When operating, 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 down from the game medal outlet H60 toward the discharge port D240. Note that 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 on / off times 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 transitions 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 rotating reel gaming machine according to the first embodiment. The rotating reel 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, and the number of reels of the left reel M51, the middle reel M52, and the right reel M53 is 20 each. The valid line for prize winning determination is one line of "the upper row of the left reel M51, the middle row of the middle reel M52, and the lower row 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 order for winning (priority order for attraction) is "re-play game winning combination → small winning combination (bell, watermelon, etc.) → bonus". For example, when both the re-play game winning combination and the bonus are established at the same time, the symbol combination that becomes the re-play game winning combination stops and is displayed, and the bonus cannot be won. 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 reels), 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 row of the left reel M51, the middle row of the middle reel M52, and the upper row 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, control is performed 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, control is performed to attract the symbol that increases the winning probability (the symbol with the highest winning probability among the plurality of symbol combinations that can win) among the symbols that can be stopped and displayed (arranged at a position within 4 reels from the stop operation) (number of symbols 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: "Black Seven", "White Seven", "Sheep", "Blank", "Bell", "Replay A", "Replay B", "Watermelon A", "Watermelon B", "Cherry". Here, "Blank" is a symbol included in the symbol combinations that constitute the winning combination, just like other symbols. It does not mean a symbol that does not constitute the winning combination. For example, as a symbol combination that constitutes the winning combination including "Blank", "Watermelon B · Replay A · Blank" is Replay 02. Note that the configuration shown in the figure is only 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, any 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, the watermelon symbols are aligned horizontally in a straight line in the middle, etc., and three watermelon symbols are 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 continuous operation device related to a 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 exceeding 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 exceeding 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 exceeding 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 (small combinations, replay combinations) by referring to one lottery table (it is a method of not switching the table referred to during combination lottery 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 to be able to switch the table referred to during combination lottery during one execution of the BB. Also, when a symbol combination corresponding to replay 04 corresponding to numbers 14 to 16 is stopped and displayed when 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 the 17th and serving as the replay game 05 stops being displayed, "Black Seven" may stop being displayed at the lower stage of the left reel M51, the middle reel M52, and the right reel M53. When the symbol combination corresponding to the 18th and serving as the replay game 05 stops being displayed, "White Seven" may stop being displayed at the lower stage of the left reel M51, the middle reel M52, and the right reel M53 (details will be described later). Further, when the push-order bell, which is a conditional device for "Prize - A1" to "Prize - A6" described later, wins, if the reels are stopped in the most advantageous push order for the player, the symbol combinations corresponding to the 21st to 27th and serving as "Prize 01" to "Prize 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 the 39th to 56th and serving as "Prize 08" to "Prize 11" will stop being displayed, and 1 game medal will be paid out. Incidentally, the "-" in the figure indicates that any symbol may stop being displayed. For example, for "Bell· - ·Bell" corresponding to the 23rd, if a 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 number is referred to as the winning number, and the conditional device number may also be referred to as the winning number 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. The conditional devices with the same winning number among the plurality of types of conditional devices 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 the winning number 1, three types of conditional devices, "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 "conditional device (name)" may be simply referred to as a conditional device. Also, a conditional device related to a replay such as "Replay 01" may be referred to as a replay winning role, a conditional device by which game medals are paid out when winning such as "Winning 01" may be referred to as a minor winning role, and a conditional device by which BB starts when it is stopped and displayed such as "1 Type BB - A" may be referred to as a BB winning role. 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 (pulled 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 "One 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 "One type BB-B" may stop and be displayed. More specifically, when the reels are stopped 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 "One 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 "One 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 "One 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 "One 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 related to 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 All-White-7 Replay" corresponding to Winning Number 2 is also a condition device related to 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, by performing a reverse push (stopping the reels in the order of the right reel M53 → middle reel M52 → left reel M51), when 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 appear 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 Boost 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 they have won the AT Boost Lottery. The "Forward Push All-Black-7 Replay" corresponding to Winning Number 3 is a condition device related to 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, by performing a forward push (stopping the reels in the order of the left reel M51 → middle reel M52 → right reel M53), when 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 appear 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 Boost 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 they have won the AT Boost Lottery.
[0030] Also, the "RT Maintenance RP1** (3 choices)" corresponding to the winning number 4 is a conditional device in which the replay 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, Replay 01, Replay 02, or Replay 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, Replay 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed. Also, the "RT Maintenance RP*1* (3 choices)" corresponding to the winning number 5 is a conditional device in which the replay 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, Replay 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, Replay 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed. Also, the "RT Maintenance RP**1 (3 choices)" corresponding to the winning number 6 is a conditional device in which the replay 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, Replay 01 or Replay 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, Replay 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 to stop 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 it stops in the order of "123" = "Left → Middle → Right" (correct push order), a symbol combination of "Winning 01" will be stopped and 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 push order that can obtain the maximum number of winning medals, that is, if 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 state", the push order of the replay combination and the push order of the bell are navigated (the push order that maximizes the profit is displayed on the push order display device D270), and multiple game states with different player profit rates can be created, where the push order is not navigated in a state related to AT such as "Normal game state". Note that 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, 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 line up in parallel lines. For example, in the winning number 14 at position 60 in FIG. 9, three Watermelon As line up 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 line up in diagonal lines. For example, in the winning number 16 at position 66 in FIG. 9, three watermelons line up diagonally downward, with Watermelon B at the upper part of the left reel M51, Watermelon B in the middle of the middle reel M52, and Watermelon A at the lower part of the right reel M53. Also, the "BB Medium-weak Rare Minor Role (Diagonal Bell Alignment)" corresponding to the winning number 17 is a conditional device in which three bells can line up 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 during BB. Further, the "BB Medium-strong Rare Minor Role (V-shaped Bell Alignment)" corresponding to the winning number 18 is a conditional device in which bells can be stopped and displayed at the upper part of the left reel M51, the middle 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 during BB.
[0033] Next, in the item of "Bonus Winning Information", numerical values from 0 to 3 are assigned to each winning number. In the first embodiment, the winning numbers that do not include a bonus (BB role) have a bonus winning information of 0, and as the winning numbers that include a bonus (BB role), 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 any BB establishment and which BB role was won can be stored. Note that the details of the bonus winning information will be described later.
[0034] Next, for the item of "winning / re-play game winning information", numerical values from 0 to 18 are allocated for each winning number. In the first embodiment, for the winning numbers that do not include re-play roles and minor roles (the winning number 0 corresponding to a loss and the winning numbers 19, 20, and 24 corresponding to bonuses), the winning / re-play game winning information is set to 0, and for the winning numbers that include re-play roles or minor roles, the winning / re-play game winning information from 1 to 18 is allocated for each conditional device. By the main control board M storing the winning / re-play game winning information, information regarding which re-play role or minor role has been won can be stored. Note that details of the winning / re-play game winning information will be described later.
[0035] Next, for the item of "production group number", numerical values from 0 to 11 are allocated for each winning number. By transmitting the production group number from the main control board M side to the sub-control board S side, the production executed by the sub-control board S side can be determined. Note that details of the production group number will be described later.
[0036] Next, for the item of "payout ball group number", numerical values from 0 to 13 are allocated for 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 the conditional device with the payout ball group number of 0 wins, the AT lottery and the AT additional lottery are not executed. On the other hand, when the conditional device with a non-zero payout ball group number wins, the AT lottery or the AT additional lottery may be executed. Note that details of the payout ball group number will be described later. Also, even when the conditional device with the payout ball group number of 0 wins, it may be configured such that the AT lottery or the AT additional lottery can be executed. In such a configuration, when the conditional device with the payout ball group number of 0 wins and the AT lottery or the AT additional lottery is executed, it is preferable to configure such that the lottery result will surely be a loss (non-winning).
[0037] Next, FIG. 11 is a list showing the winning numbers (also referred to as conditional device numbers and winning roles) and bonuses (also referred to as BB and BB roles) for minor roles and replay roles in the first embodiment, and the lottery probabilities (also referred to as winning rates and winning probabilities) 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 the winning roles (especially the 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 display at 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 displays in a situation where no bonus has been won, it will subsequently shift to "RT0") mainly wins in "RT1" and hardly appears in "RT0". Note that in "RT2", "Replay 04" which can stop and display at winning numbers 4 to 6 can appear, but the RT state does not shift even if "Replay 04" stops and displays. Also, when "Replay 04" stops and displays in "RT1", a falling effect (for example, displaying "Sorry" on the effect display device S40), which is an effect for notifying that it has shifted to "RT0", i.e., the RT state has fallen, may be executed. When "Replay 04" stops and displays in "RT0", it may be configured not to execute the falling effect. By configuring it in such a way, even though "Replay 04" has stopped and displayed, since the falling effect was not executed, it is possible to recognize that one has won BB, and the interest of the game can be enhanced. Note that when configured in such a way, the effect sound output when "Replay 04" stops and displays and 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 displays may be configured to be different. By configuring it in such a way, it is possible to easily configure for the player to recognize that "Replay 04" has stopped and displayed. Also, in both cases, the case where it is in a state related to AT where no push order navigation occurs (for example, "normal game state", which may be referred to as a non-AT game state) and the case where it is in a state related to AT where push order navigation can occur (for example, "during AT state", which may be referred to as an AT game state), it may stay in "RT1".At this time, when a winning number that may shift (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 perform the operation of 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 accompanying 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 for notifying the player of the most advantageous reel stop order 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 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 role of winning numbers 20 and 24 (a single BB role that does not overlap with the minor roles, and may be referred to as a single BB role or single BB), 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 the 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 a 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 the 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 the 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 is possible to give the player expectations. 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, since the player should be in the RT state (transitioning to the RT state with a relatively low replay probability), but the replay probability is not low (winning the replay frequently), etc., it becomes possible to enhance the player's interest in the game, such as the possibility of winning the bonus being high.
[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 roles, namely, the "Common Bell" of winning number 13, the "Weak Rare Small Role during BB (Diagonal Bell Alignment)" of winning number 17, and the "Strong Rare Small Role during BB (V-shaped Bell Alignment)" of winning number 18, are configured to be able to win. During the activation of the BB that won in the "AT Middle State", when winning the "Weak Rare Small Role during BB (Diagonal Bell Alignment)" or the "Strong Rare Small Role during BB (V-shaped Bell Alignment)", an AT boost 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. The appearance rate is configured to increase 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, the player can progress the game while expecting that the set value related to the gaming machine being played is relatively high, by frequently winning on the common bell. Also, the expected value per game increases as the set value increases, and the payout rate is configured to increase as the set value increases. Although the appearance rate of the common bell is configured to vary depending on the set value, the AT lottery, AT bonus lottery, and high-probability state transition lottery described later are not executed depending on the winning of the common bell, so it is configured not to affect the transition lottery of the state related to 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 combination, which is also referred to as the expected number of game media obtained in one game), and the expected value of medal increase and decrease 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. On the other hand, 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 sum of the number of placements of the replay combination (the sum of the number of placements for winning numbers 1 to 6) × the number of payout medals in the replay combination (3 medals) + the sum of the number of placements of the minor combination (11 - medal combination) (the appearance rate of the minor combination) (the sum of the number of placements for winning numbers 7 to 16) × the number of payout medals in the minor combination (11 medals) / the total number of all placements (65536)". Also, the expected value of medal increase and decrease 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 expected value of medal increase and decrease per game is configured to be greater than 1. As shown in this figure, in the first embodiment, "RT1" has the relatively largest expected value of medal increase and decrease per game. Incidentally, the numerical values in this figure do not consider the increase and 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 when 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 expected value of medal increase and decrease 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 medal increase / decrease expected value per game is greater than 1, but it is not limited to this. It may be configured such that the medal increase / decrease expected value per game when there is a push order navigation in "RT0" or "RT2" is less than 1. When the symbol combination that becomes a replay winning combination stops displaying, actually, the number of bet medals (3 medals) in the previous game is automatically bet. However, when calculating the medal increase / decrease expected value 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 medal increase / decrease value 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 RT state of "RT1" is the most advantageous RT state for the player. Note that the above numerical values are for the case of setting 1. Note that the winning numbers and bonus lottery probabilities for the above minor winning combinations and replay winning combinations are only examples. For example, the expected medal increase / decrease value per game (expected medal increase / decrease value when there is a push order navigator) in "RT2" when BB is being internally established may be configured to be less than 1. By configuring it in this way, even when the player fails to align the bonus in a game where the bonus can be aligned in a situation where a push order navigator occurs and the state is "RT2" (when BB is being internally established), the player's held medals will gradually decrease. Also, it is possible to prevent a strategy of increasing the held medals by deliberately not aligning the bonus in a game where the bonus can be aligned in a situation where a push order navigator occurs and the state is "RT2" (when BB is being 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 so 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 a fixed value of 40 for all of settings 1 to 6. Further, the appearance rate of one type of BB-C is assigned a fixed value of 160 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 assigned values 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 such that 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. are connected so as to be able to exchange data with a main control board M that controls the progress of the game as the center. Note that the solid lines in the figure indicate the movement related to data exchange, and the broken lines 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 game 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 has a CPU C100 (which may also be referred to as CPU MC), a built-in ROM C110, a built-in RAM C120, etc. connected to each other via a bus so as to be able to exchange data. 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 be referred to as a sub-control means, a sub-board, a sub-control means, a sub-board, or a sub-game unit) S is also equipped with a sub-control chip SC, similar to the main control board M described above. The sub-control chip SC is provided with a CPU SC100, a ROM, a RAM, etc., and is configured to be connected to each other so that data can be exchanged via a bus. In addition, 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, the middle reel M52, and the right reel M53, and illuminates the pattern drawn on the surface of the reel from the back side. The sub-control board S analyzes the control command received from the main control board M and outputs drive signals to various LED lamps S10, the speaker S20, the effect display device S40, the 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 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 be referred to as a backlight 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] On the door substrate D, there are connected the above-described input reception sensor D10s, first input sensor D20s, second input sensor D30s, stop button D40 for stopping the rotating reel M50, start lever D50 for starting the rotation of the reel M50, payoff button D60 for paying out the stored game medals (credits) or the inserted game medals to end the game, various display panels D70 for displaying the game state {although not shown in the figure, the above-described input number display lamp D210, start lamp D180, replay lamp D290, insertable lamp D300, special game state display device D250, payoff number display device (push order display device) D270 are an aggregate of display devices such as credit number display device D200, advantageous section indicator YH, etc.}, door switch D80 for performing opening / closing determination of the front door, error cancellation, and change of set values, blocker D100 for paying back the game medals (or other foreign objects) determined not to be suitable after being inserted to the discharge port D240, etc. Further, this door substrate D is connected to be able to exchange data with the above-described main control substrate M. Therefore, when the start lever D50, stop button D40, payoff button D60, etc. provided on the front door DU are operated, signals related to the operations are supplied to the main control substrate M via the door substrate D. Also, the signal detected by the input reception sensor D10s when it detects the passage of the game medal is also supplied to the main control substrate M via the door substrate D.
[0049] Further, on the rotating cylinder substrate K, a rotating cylinder motor K10 for rotating the reel M50, a rotating cylinder sensor K20 for detecting the rotational position of the reel M50, and the like are connected. The rotating cylinder substrate K can stop the reel M50 at a determined stop position by driving the rotating cylinder motor K10 while detecting the rotational position of the reel M50 by the rotating cylinder sensor K20. In the rotating cylinder type gaming machine of the first embodiment, a so-called step motor (sometimes referred to as a stepping motor) is used for the rotating cylinder motor K10. Incidentally, the step motor is set to 480 steps as the number of steps for one rotation of the reel M50. Further, on each reel (left reel M51, middle reel M52, right reel M53), a predetermined number (for example, 20) of symbols of substantially uniform size are set, 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 reel are changed.
[0050] Further, the medal payout device H is connected to the main control board M via the relay board IN, and performs an operation of paying out a predetermined number (for example, 10) of game 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 medals are normally paid out and measuring the number of game medals paid out, and a hopper motor H80 for rotating the 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 of power being supplied from the power supply board E is represented by a dashed 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, rotating cylinder 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] In addition, the main control board M is connected to a setting key switch M20 used to execute a setting change device control process (for making a setting change) described later, and a setting / reset button M30 capable of changing a set value, canceling an error, etc. Further, the main control board M includes a reel control means for controlling the rotation and stop of reels M50 (left reel M51, middle reel M52, right reel M53), an AT lottery means for executing an AT transition lottery for transitioning to an "in-AT state" which is a state advantageous to the player regarding AT, and an AT bonus lottery means for executing an AT bonus lottery for increasing the number of games remaining in AT (or the counter value of the AT counter M60) which is the number of games that can stay in the "in-AT state".
[0053] Next, FIGS. 13 to 36 are flowcharts showing the flow of general processes performed by the main control board M in the first embodiment.
[0054] Note that the flowchart is mainly composed of processing steps (illustrated as rectangles), judgments (illustrated as diamonds), flow lines (arrows), and terminals (illustrated as rounded rectangles) indicating start, end, return, etc. Also, among the processing steps, when the details are illustrated in another flowchart, the reference to the other flowchart is illustrated as a subroutine (illustrated as a rectangle with double lines on the left and right). Here, in the development stage of the gaming machine, gaming machines with different specifications are sometimes developed simultaneously. However, in this example, it is configured such that no subroutines (subroutines that are usually not used) for gaming machines with different specifications are left in the main-side processing, preventing the execution of processes related to unused subroutines that are not normally executed due to noise or improper acts.
[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, then 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 is turned 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, then 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, then in step 1038, the CPU C100 of the main control board M reads the input port. Next, in step 1040, the CPU C100 of the main control board M starts the timer interrupt 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, then 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, which will be described later.
[0058] Also, if the answer is No in step 1036, then 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, which will be 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 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 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 that stores the set value (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 that stores the set value (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 in the range 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 → continuous accessory ratio per 6000 games → accessory ratio per 6000 games → cumulative continuous accessory ratio → cumulative accessory ratio". Note that the continuous accessory ratio is "number of payouts in the state where RB is operating / total number of payouts", and the accessory ratio is "number of payouts in the state where RB, CB, or SB is operating / total number of payouts". On the other hand, if 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 that stores the set value (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 a setting change device control process, which will be described later.
[0060] Although not shown, it is preferable that 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 is configured not to be a value for which a special game is executed (to prevent a special game from being erroneously executed if a process for determining the execution of a special game is executed due to noise or improper behavior immediately after the start of program processing). 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 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 due to 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) was managed from 1 to 6, it was necessary to execute the initialization of the RAM and return the set value to "1" when it became "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 value most disadvantageous to 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 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 it is possible to prevent giving disadvantages to the player. Further, 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 may be configured to display the set value by referring to the storage area. Although not shown, 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 set value (set value data) exceeds 5 as a result of the addition, the set value (set value data) becomes 0), and proceeds to step 1116. Still, 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, 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, in 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, in step 1304, the CPU C100 of the main control board M sets the output port address and the number of output ports. Next, in 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, in step 1308, the CPU C100 of the main control board M sets the next port output address (by repeating this, the display outputs to various LEDs and the drive outputs to various motors are sequentially stopped). Next, in step 1310, the CPU C100 of the main control board M determines whether the output to each output port has ended. If Yes in step 1310, then in 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 in 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, in step 1202, 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 1203, the CPU C100 of the main control board M sets the data in the RAM area required for the game (for example, the bet upper limit number, the winning effective line, 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, and may be configured to overwrite the number selected when the next game is executed. Next, in 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 in step 1704 of FIG. 27). Next, in step 1205, the CPU C100 of the main control board M sets a command (command to the sub side) related to the RT state set in step 1204. Note that the process of setting the RT state may be executed in step 1704 of FIG. 27. Also, a command (command to the sub side) related to the RT state may be set in 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 "advantage section". Next, in step 1206, the CPU C100 of the main control board M sets the state related to AT in the game (for example, "in-AT state", etc.) (sets the state related to AT determined in steps 1420, 1429 of FIG. 21, steps 1435, 1439, 1443 of FIG. 22, steps 1444-3, 1444-4 of FIG. 23). Next, in step 1207, the CPU C100 of the main control board M sets a command (command to the sub side) related to the state related to AT set in step 1206.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) that stores the medals overflowing from the medal payout device H, and determines based on the conduction / non-conduction of the current by two full cup detection electrodes DE (details will be described later) that can penetrate into 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, it 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 value corresponding to turning on within the medal full error flag area in the RAM area). 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 between 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 value corresponding to turning off within the medal full error flag area in the RAM area) 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 (the insertion operation will be automatically executed in the next game of the replay winning combination), 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 medals). 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 this configuration, even when a replay winning combination is formed but the stored number (credits) has not reached a predetermined value, the gaming medals can be inserted, and when staying in an RT state with a higher winning probability of the replay winning combination than an RT state such as "RT1" (for example, "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 discomfort).
[0066] Next, FIG. 17 is a flowchart of a game progress control process (second sheet) related to the subroutine of step 1200 in FIG. 16. First, at step 1220, the CPU C100 of the main control board M determines whether or not game medals are not bet or stored (there is no credit). If Yes at step 1220, then at 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 all of the door switch D80 and the setting key switch M20 are turned on, this condition is satisfied). If Yes at step 1221, then at step 1222, the CPU C100 of the main control board M displays the set value on a 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 setting 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 at step 1220 or step 1221, then at step 1224, the CPU C100 of the main control board M executes management related to the insertion and settlement of game medals. Next, at step 1225, the CPU C100 of the main control board M checks the acceptable number of game medals. Next, at step 1226, the CPU C100 of the main control board M determines whether or not the blocker D100 is on. If Yes at step 1226, then at 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 game 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 game medal. Although not shown, 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 determines Yes, it controls the blocker D100 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 (for example, 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 (for example, updates the area within the medal empty error flag area 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 (for example, 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 (for example, updates the area within the medal empty error flag area 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 gaming 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 of 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 a game progress control process (third) related to the subroutine of step 1200 in FIG. 16. First, in step 3600, the CPU C100 of the main control board M executes an internal lottery execution process, which will be described later. Next, in 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 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 in step 1259 is Yes, in 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, if the result in step 1259 is No, it also proceeds to step 1400. This game number top-up execution process can execute a 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 (execute the lottery using the same lottery table). Next, in step 1400, the CPU C100 of the main control board M executes an AT state transition control process, which will be described later. Next, in 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 where the AT has not been selected (the right to transition to the "during AT state" has not been obtained), and the bonus combination has not been selected. 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 where the BB combination has been selected in the "low probability state", the BB combination has not won, and the AT lottery has not been selected. (3) The "normal BB state" is a state that is executed when the symbol combination corresponding to the BB combination stops being displayed in the situation where the BB combination has been selected in the "low probability state" and the AT lottery has not been selected, 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 where the AT lottery has not been selected (the right to transition to the "during AT state" has not been obtained), the bonus combination has not been selected, and it is a state where it is easier to select 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 where 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 where the right to transition to the "supercharged specialization state", which is a state where the AT game count is relatively more likely to be supercharged than the "during AT state", has been obtained. (7) The "supercharged specialization state" is a state where the AT game count is relatively more likely to be supercharged than the "during AT state". (8) The "advantageous BB internal middle game" is a state where the BB combination has been selected in the "high probability state", "during AT state", "precursor state of specialization" or "supercharged specialization state", and the BB combination has not won. (9) The "waiting BB internal middle game" is a state where the BB combination has been selected 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 the combination of symbols corresponding to the BB role stops being displayed when winning the BB role in the "high probability state", "during AT state", "specialization precursor state", or "overlay specialization state", 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", winning the AT lottery by 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 presentation" 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 presentation", 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 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 it is 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 it is No at step 1261-1, it also proceeds to step 1263. Thus, in the "BB internal medium game", in the game that won the push order bell, if the stop buttons were not stopped in the correct push order for 11 payouts (for example, in the case of winning-A1, the stop buttons were not stopped in the order of "left → middle → right") (when the reels were stopped in an incorrect push order), the reel stop control (hereinafter, may also 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 reel stop acceptance check. Next, at step 1264, the CPU C100 of the main control board M determines whether there has been an operation of any of the stop buttons (left stop button D41, middle stop button D42, right stop button D43). If it is 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 stop button for which there has been an operation (for example, the left reel M51 corresponds to the left stop button D41). On the other hand, even if it is 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 it is 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). Note that the determination of whether the combination of displayed symbols in step 1269 is normal is to determine whether the stop control of the reels based on the operation of the stop button has been completed normally. In a game in which a winning combination is 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 stopped and displayed in the eyes of the player), if the stop control of the reels is normally executed and completed by the processing inside the gaming machine, the payout of game 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, at step 1274, the CPU C100 of the main control board M executes the payout process of the game medals due to a win. Next, at 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 Yes at step 1275, at 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, at 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 Yes at step 1277, the process proceeds to step 1286.
[0076] On the other hand, if No at step 1277, at 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 Yes at step 1279, at step 1280, the CPU C100 of the main control board M turns on the medal empty error flag (for example, updates the area corresponding to turning on within the medal empty error flag area in the RAM area). Next, at step 1281, the CPU C100 of the main control board M executes a medal empty error display on the 7-segment LED. Next, at 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 Yes at step 1282, at step 1283, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the area corresponding to turning off within the medal empty error flag area in the RAM area) and proceeds to step 1286. On the other hand, if No at 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 game 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, which 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 minor winning combination overlap in winning, or when a bonus and a re-play winning combination overlap in winning, both the 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 with the same ball output group number and the same setting for comparing the acquired random number, 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 it is Yes in step 3614, 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 it is No in step 3614, 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 remaining repetitions. If it is Yes in step 3618, the process proceeds to step 3610, and the processes of steps 3610 to 3618 are repeatedly executed until there are no remaining repetitions or it wins the internal lottery. Incidentally, if it is No in step 3618, 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 bonus execution process related to the subroutine of step 1500 in FIG. 18 in the first embodiment. First, in step 1502, the CPU C100 of the main control board M determines whether the state regarding AT is the "during-AT state", the "pre-specialized state", or the "bonus-specialized state". If Yes in step 1502, in step 1504, the CPU C100 of the main control board M determines whether the payout group number related to the game is the payout group number related to the bonus during AT (in the "during-AT state", it is the winning number that can bonus the remaining AT game numbers. In this example, it is Re-game - B, Re-game - C, Win - D), which is (in this example, 1, 3). If Yes in step 1504, the process proceeds to step 1514. Also, if No in step 1502, in other words, if the state regarding AT is the advantageous BB state, in step 1512, the CPU C100 of the main control board M determines whether the payout group number related to the game is the payout group number related to the bonus during BB (in the "advantageous BB state", it is the winning number that can bonus the remaining AT game numbers. In this example, it is Win - H, Win - I), which is (in this example, 5, 6). If Yes in step 1512, the process proceeds to step 1514, and if No in step 1512, the process proceeds to step 1518. Also, if No in step 1504, in step 1506, the CPU C100 of the main control board M determines whether the state regarding AT is the "bonus-specialized state". If Yes in step 1506, in step 1508, the CPU C100 of the main control board M determines whether the payout group number related to the game is the payout group number related to the specialized bonus (in the "bonus-specialized state", it is the winning number that can bonus the remaining AT game numbers and cannot bonus the remaining AT game numbers in the "during-AT state". In this example, it is Re-game - A, Re-game - D1~D3, Win - A1~A6), which is (in this example, 2, 13). If Yes in step 1508, the process proceeds to step 1514. Incidentally, if No in 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, and 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 bonuses (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 non-winning in the AT additional lottery).
[0084] In addition, the average value (expected value) of the number of AT boosted games when elected as an additional winning role is as shown in the figure. As a specific calculation method, when the elected role is Watermelon A, it can be calculated as {number of bets (600) × number of AT boosted games (0) + number of bets (100) × number of AT boosted games (10) + number of bets (300) × number of AT boosted games (30) + number of bets (24) × number of AT boosted games (100)} / total number of bets (1024) = 12.1 (games).
[0085] Next, when the elected role is Re-game - B or Re-game - C, it can be calculated as {number of bets (500) × number of AT boosted games (0) + number of bets (200) × number of AT boosted games (50) + number of bets (300) × number of AT boosted games (100) + number of bets (24) × number of AT boosted games (300)} / total number of bets (1024) = 46.1 (games).
[0086] Next, when the elected role is Re-game - A or Re-game - D1~D3, Prize - A1~A6, it can be calculated as {number of bets (300) × number of AT boosted games (10) + number of bets (600) × number of AT boosted games (30) + number of bets (124) × number of AT boosted games (50)} / total number of bets (1024) = 26.61 (games). Note that when the elected role is Re-game - A or Re-game - D1~D3, Prize - A1~A6, the number of AT games is boosted only when the state regarding AT is in the "boosted specialization state".
[0087] Next, when the elected role is a medium - weak rare role in BB, it can be calculated as {number of bets (800) × number of AT boosted games (0) + number of bets (100) × number of AT boosted games (10) + number of bets (100) × number of AT boosted games (30) + number of bets (24) × number of AT boosted 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, it is necessary to execute a process of determining whether the winning number is 7 or 8. However, as in the first embodiment, by configuring to execute the additional AT lottery based on the ball output 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 output group number is 2, and the process regarding the additional AT lottery for either winning number 7 or 8 can be executed.
[0090] Returning to the description of the flowchart, 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 out ball group number, etc.) is a winning number related to Re-play - B (a reverse push white 7 replay, which is a re-play in which a white seven can be lined up in a straight line on the invalid line by stopping with a reverse push). If it is Yes in step 1518, in step 1520, the CPU C100 of the main control board M determines whether there is an AT game count boost due to Re-play - B, in other words, whether the number of AT boosted games due to winning Re-play - B is not zero. If it is 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 it is 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 push order other than the 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 it is 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 out ball group number, etc.) is Re-play - C (a forward push black 7 replay, which is a re-play in which a black seven can be lined up in a straight line on the invalid line by stopping with a forward push). If it is Yes in step 1526, in step 1528, the CPU C100 of the main control board M determines whether there is an AT game count boost due to Re-play - C, in other words, whether the number of AT boosted games due to winning Re-play - C is not zero.If the answer is Yes in step 1528, then 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 pressing (from left to middle to right)), and proceeds to the next process (the process of step 1400). On the other hand, if the answer is No in step 1528, then 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 sequential pressing (from left to middle to 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 if 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, this is not limited thereto. When winning the AT override lottery, a command indicating winning the AT override lottery and the number of AT override games (for example, the command related to the number of AT override games in the process of step 1517) is 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 override) 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 is not executed, and in a game that satisfies a subsequent predetermined condition (for example, winning a specific replay role (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 side of the sub-control board S (a game with an additional AT game count), an effect instructing a reverse push is not executed, and in a game that satisfies a subsequent predetermined condition (for example, after a predetermined number of games (simultaneous continuous effects may be executed, and in that case, the final game of the continuous effect)), 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 side of the sub-control board S (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 is executing a special effect (for example, a predetermined continuous effect) that encourages a bonus win (since the winning probability of Re-game - B is low (including 0%) during the bonus, if the push order that enables a complete set of 7 is notified, the player will recognize that the bonus has not been won), etc., when the sub-control board S is executing a special effect. As information for the sub-control board S to determine that the main control board M has won the AT increase lottery and there has been an increase in the remaining AT game count, (1) information regarding the remaining AT game count is transmitted from the main control board M to the sub-control board S 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 that the AT increase lottery has not been won 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 an effect mode that instructs a medium press (which is to operate the medium 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 the 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. Thereafter, 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 (it is determined that the lottery was not 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), (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 related 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 winning the BB combination, it transitions to the "advantageous BB state". By the end of the executed BB, 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 AT lottery can be won by taking the BB combination as an opportunity. In such a configuration, when the AT lottery is won by taking the BB combination as an opportunity when the BB is won in the "normal game state", 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 result of step 1402 is Yes, in step 1404, the CPU C100 of the main control board M determines whether the conditional device related to the game is an AT lottery combination (in this example, the first type BB-A or the first type BB-C which is the BB combination without setting difference). In the first embodiment, both the winning numbers (winning numbers 19, 24) of the BB combination without setting difference alone and the winning numbers (winning numbers 25, 26, 27) in which the BB combination without setting difference and the small combination overlap are the AT lottery combinations. If the result of 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 result of step 1402 or step 1404 is No, it proceeds to step 1410.In the first embodiment, the AT winning rate (whether it can win or not) related to the AT lottery is configured to be different when the state related to the AT is different. However, when the state related to the AT is the same, even if the set value is different, the AT winning rate related to the AT lottery is the same (when winning the BB in the "high probability state", it will always win the AT regardless of the set value = then it will shift to the "during AT state").
[0092] Next, in step 1410, the CPU C100 of the main control board M determines whether the state related to the AT after the next game has been determined. If Yes in step 1410, in step 1412, the CPU C100 of the main control board M determines whether the current state related to the AT is the "low probability state". If 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 upgrade combination (a small combination that can shift from the "low probability state" to the "high probability state" by winning, and in this example, it is a cherry). If Yes in step 1414, in step 1416, the CPU C100 of the main control board M executes a high probability state shift lottery to win at a predetermined probability (in this example, it is 1 / 2, and it can be changed without problem 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 shift lottery. If Yes in step 1418, in step 1420, the CPU C100 of the main control board M determines the state related to the AT after the next game as the "high probability state" and proceeds to step 1430.
[0093] Also, if 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". If 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"). If 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) and is configured such that the "advantageous section" does not end unless this condition is met (that is, even if the low probability state transition lottery 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 configured not to end). Incidentally, when the BB combination is won and BB is executed during the "advantageous section", it may be configured such that the "advantageous section" can end at any timing even if the push order navigator has not been executed even once during the "advantageous section". If 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 and subsequent games is the "low probability state" and proceeds to step 1430. Here, the low probability transition conditions are satisfied by the push order navigator being executed once. Incidentally, as the push order combination (winning numbers with different winning combinations depending on the reel stop order and different player profit rates), when there are a combination with a maximum payout of 8 coins and a combination with a maximum payout of 11 coins, the execution of the push order navigator for the combination with the larger maximum payout of 11 coins once 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 setting values.
[0094] Next, FIG. 22 is a flowchart (second sheet) of the AT state transition control process related 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 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 a predetermined value (in this example, 4) or more. 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 games or more, the right to transition to the "boost specialization state" can be acquired with a probability of 1 / 2 when winning on the watermelon B and can transition to the "precursor to 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 games or less, even if winning on the watermelon B, a lottery (sometimes also referred to as a 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 to specialization state" and the "boost specialization state". Note that this is not limited thereto, and even when the AT counter value is 3 or less, it may be configured to execute a lottery (sometimes also referred to as a specialization state transition lottery) for acquiring the right to transition to the "boost specialization state" when winning on the watermelon B. If configured in such a way and winning the lottery for acquiring the right to transition to the "boost specialization state" when winning on the watermelon B in a situation where the AT counter value is 3 or less, it may be configured to become the "precursor to specialization state" or the "boost specialization state" (be able to transition thereto) from the next game after winning the lottery. It may also be configured to become the "precursor to specialization state" or the "boost specialization state" (be able to 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 to specialization state" or the "boost specialization state" (be able to transition thereto) after executing a predetermined number of games after winning the lottery. Also, when transitioning to the "boost specialization state", it is not necessarily required to go through the "precursor to 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, 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 minor role that can execute a lottery to obtain the right to transition to the "overlaid specialized state", and in this example, it is the watermelon B). If the answer is Yes in step 1432, in step 1433, the CPU C100 of the main control board M executes a specialized state transition lottery to win with a predetermined probability (in this example, 1 / 2). 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, 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, 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, in step 1437, the CPU C100 of the main control board M executes a continuation lottery to win with a predetermined probability (in this example, 2 / 3). 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, 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 (in this example, 50) 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, 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. Still, when the answer is No in step 1430, step 1432, step 1434, or step 1436, it also proceeds to step 1444-1. In this way, 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 game of the AT. 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 "during-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 already been executed (whether the AT continues) in the "during-AT state", it is possible to make the in-AT effects 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 (a song is played, etc.) 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 state for resurrection performance. 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 resurrection role (a role that can transition to the "during AT state" in the next game by being elected in the "state for resurrection performance", in other words, a role that can pull back AT). Here, in the first embodiment, the resurrection role is a role including any 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 resurrection role is referred to as winning the resurrection 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 "state for resurrection performance" and can win the resurrection lottery in the "state for resurrection performance", it is configured to transition to the "during AT state" from the next game. Note that the "state for resurrection performance" is an "advantageous section", but the lottery regarding AT in the "during AT state" (AT topping-up lottery, continuous lottery, etc.) is not executed, and the resurrection lottery is configured to be executable, and the execution mode of the lottery regarding AT is different between the "during AT state" and the "state for resurrection performance".
[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 "advantageous 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 winning rate of the AT is configured to vary depending on the lottery status. 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 "advantageous 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, and may be configured to transition to the "AT in progress state" when a predetermined end condition (for example, 10 games have elapsed since transitioning to the "AT preparation state") is satisfied.
[0098] Next, FIG. 24 is a flowchart of a conditional device number management process related 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 / replay winning information (a command on the side of the sub-control board S, for example, a command related to winning / replay 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 differs 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 / replay winning information related to the game, and stores it at a RAM address for storing the instruction number (an address different from the RAM address for displaying the pressing order navigation). Note that the instruction number is information related to the pressing order, and 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 a 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 a 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 related to the instruction number determined in step 1458 (a command to the sub side) (for example, set it 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 stop order of the reels that yields the highest profit for the player is displayed on the pressing order display device D270 and the effect display device S40, which is referred to as pressing order navigation, displaying pressing order navigation display, and the like. In the first embodiment, the pressing order navigation is displayed based on the instruction number. For example, the pressing order of "left → middle → right" is configured to be displayed as "=1" on the pressing order display device D270. Both in the case of the pressing order bell and the case of the pressing order replay game, they are configured to be displayed as "=1". Note that this is not limiting, and when displaying the pressing order navigation of "left → middle → right" on the pressing order display device D270 in the game related to the pressing order bell and when displaying the pressing order navigation of "left → middle → right" on the pressing order display device D270 in the game related to the pressing order replay game, different display modes may be configured. That is, the number of types of display modes of the pressing order navigation displayed on the pressing order display device D270 may be configured to be the same as the number of types of winning and 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 a masking process on the winning and replay winning information of the game, and stores the masked information at a predetermined address in the RAM. Here, if the winning and replay winning information related to the game is transmitted to the sub-control board S side and the winning and replay 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, a masking process {a process of concealing the winning and replay winning information (especially the information related to the pressing order)} is executed on the winning and replay 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. Incidentally, as a method of the masking process in the first embodiment, a plurality of winning and replay winning information (winning and replay winning information having the same role is preferable, for example, a plurality of winning and replay winning information in which a symbol combination that becomes a replay winning combination whose RT state transitions according to the pressing order can be stopped and displayed) is set as one production group number (for example, setting winning and replay 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. Incidentally, the method of the masking process is not limited to this. For example, after the provided winning and replay winning information (in this example, 0 to 18), newly configured winning and replay winning information after the masking process may be provided. Also, even in such a case, it is desirable to configure the masked winning and replay winning information by setting a plurality of winning and replay winning information among the existing winning and replay winning information as one winning and replay winning information like the production group number (for example, setting winning and replay winning information 4 to 6 as winning and replay winning information 19 (newly provided winning and replay winning information) which is the winning and replay winning information after the masking process). Incidentally, 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 winning information is transmitted to the sub-control board S side, and in a game that does not notify operation information, the production group number may be transmitted to the sub-control board S side. 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, at 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, at 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 can be recognized by the sub side 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 winning combination is included → navigate the push order in which the falling re-play winning combination is not stopped, (2) in the case of bells (1-piece combination / 11-piece combination) → navigate the push order with the most payout number, etc. are configured in this way. 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 whose 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", when the winning / re-play winning information whose game result and the player's profit differ depending on the push order, the production group number with the information related to the push order concealed is transmitted to the sub control board S side instead of transmitting the winning / re-play winning information related to the game.
[0101] When the game period is not the "advantageous period" or in other cases, when transmitting the winning and replay winning information determined by the main control board M to the sub-control board S, a masking process is executed to determine the effect group number, and the effect group number is configured to be transmitted to the sub-control board S. The effect group number is obtained by grouping the winning and replay winning information according to the winning roles with the same role (for example, replay winning roles including the falling replay winning role, the bell in the pressing order, etc.) and assigning numbers. By configuring to execute a masking process {a process of concealing the winning and replay winning information (especially the information related to the pressing order)} on the winning and replay 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 winning information is recognized due to improper behavior and the pressing order (reel stop order) that results in high profits for the game is recognized.
[0102] Next, FIG. 25 is a flowchart of the reel rotation start preparation process 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 it is 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 it is 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 being stopped and the draw point creation request for the ended game. 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 when waiting for the reel rotation start 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 shifts 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 to the sub-control board S that the reel starts to rotate becomes transmittable.
[0103] Next, FIG. 26 is a flowchart of the remaining game number management process related 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 decrements the AT counter value by 1. 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 decrements the counter value of the high-probability safeguard counter KHc 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 also 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 pressing-order navigation is the "during-AT state", the AT counter value is decremented for each game. However, when it is the "advantage BB state", "advantage BB internal middle game", "specialization precursor state", or "superimposed specialization state", the AT counter value is not decremented 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" → "superimposed specialization state" while maintaining the AT counter value. Incidentally, even if the state regarding the AT is the "during-AT state", when the winning number including the bonus combination is determined in that game, the AT counter value can be prevented from being decremented by 1. At this time, for example, the AT counter value stored in the RAM of the main control board M is not decremented, 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 decremented.For example, when the AT counter value is "30" and the remaining AT remaining game count displayed on the effect display device S40 is "30", if a game is executed and a bonus is won, the AT counter value maintains "30", or stores "30 + α", which is the 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 game count displayed on the effect display device S40, or "29 + α", which is the 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 game count displayed on the effect display device S40 is also decremented by 1 for each game even in the "advantage BB internal game", and the remaining AT game count can be configured to be decremented 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 a push-order navigation such as the "AT in progress 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 has been won can be executed using the effect display device S40 or the like, enhancing the interest of the game. Note that the remaining AT game count 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 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 is executed over a plurality of games that encourages whether or not a bonus has been won. 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 be selected in the AT additional draw is selected and the AT additional draw is not won, 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 the 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 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 / starting / ending 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). Also, even if No in step 1702, the process proceeds to the next process (the process in step 1750). In the first embodiment, the RT state transition control process is executed after all the reels stop. However, 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 indicated by the arrows in the figure. As a specific example of the transition of the RT state, 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 remains "RT1". 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 activates), the RT state transitions to "RT2". Also, when winning the BB role in "RT2" (one type of BB - A, B, C activates), it transitions to "one type of BB - A, B, C". Also, when BB ends in "one type of BB - A, B, C" (the activation of one type of BB - A, B, C ends), it transitions to "RT1". Note that when the state regarding AT is in the "low - probability state" and one wins the BB role and BB ends, the RT state will transition to "RT1", which is highly profitable for the player. However, since the state regarding AT is such that 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 choice among the left button, the middle button, and the right button, one of the three choices is the correct push - order and re - games other than re - game 04 are stopped and displayed, and two of the three choices 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 in the "high - probability state", "during - AT state", "specialization precursor state", or "bonus - specialization state", if one wins the BB role and 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 such that the push - order navigator occurs. Even when winning the "re - game - D1~D3", since it will guide the correct push - order where re - game 04 is not stopped and displayed, "RT1" can be maintained.
[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 transitioning to the AT state are satisfied in the game. Note that the conditions for transitioning to the AT state 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 the answer is Yes in step 1752, in step 1754, the CPU C100 of the main control board M, taking the opportunity of newly transitioning to the "pre-AT state", 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") in the AT counter M60 and proceeds to step 1756. Note that even if the answer is 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 the answer is 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 the answer is 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) in the high probability guarantee counter and proceeds to the next process (the process of step 3500). Note that even if the answer is 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 added on 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 added on by 30 games in the "advantageous BB state", 80 (initial value 50 + added on 30) will be set in the AT counter.At this time, when performing an effect to notify the player that 30 games have been added in the "advantage BB state", 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". However, as another notification method, deliberately without performing an effect to notify 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", a notification method of performing an effect to notify the player that 30 games have been added during AT (for example, immediately after the start of the "during AT state" or when the remaining number of AT games on the effect display device S40 is small) can also be considered. By doing so, the player cannot clearly grasp whether the number of AT games has been increased in the "advantage BB state" or how many games have been increased, so the interest in the unexpected increase effect that occurs without a clear cause during AT (a state where the push order navigation can occur) can be enhanced. 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 10 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", "bonus specialization state", "advantageous BB internal middle game", "advantageous BB state", and "state for resurrection availability performance". When the conditions indicated by the arrows in the figure are satisfied, the states related to the ATs will transition. For example, if a watermelon B is won in the "during AT state" and the player wins the specialization state transition lottery with a winning probability of 1 / 2, the player will transition to the "specialization precursor state". Also, if 10 games have elapsed (been completed) after transitioning to the "specialization precursor state", the player will transition to the "bonus specialization state". Note that as game intervals, the states related to the 3 ATs of "low probability state", "normal BB internal middle game", and "normal BB state" are set as the "normal interval", and the states related to the 7 ATs of "high probability state", "during AT state", "specialization precursor state", "bonus specialization state", "advantageous BB internal middle game", "advantageous BB state", and "state for resurrection availability performance" are set as the "advantageous interval". That is, even if the states related to the 7 ATs that become the "advantageous interval" transition (shift), if 1500 games have elapsed without being set as the "normal interval", the "advantageous interval" will be forcibly terminated and set as the "normal interval". Also, when in the notification game state where the push order navigator is displayed, which is the "during AT state", "specialization precursor state", or "bonus specialization state", even if the replay 04 stops being displayed, the game state will be maintained.
[0110] Note that 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 not won, the "state for resurrection availability performance" will be entered. If the player wins the resurrection lottery in the "state for resurrection availability performance", the player can return to the "during AT state" again. On the other hand, if the player does not win the resurrection lottery in the "state for resurrection availability performance", the player will transition to the "low probability state", and the "advantageous interval" will change to the "normal interval".
[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 performance availability" 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). In addition, when winning the BB with a setting difference (one type of BB-B) in the "state for resurrection performance availability" and the BB with a setting difference activates and the "advantageous BB state" ends, if the BB with a setting difference 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 BB with a setting difference), and if the BB with a setting difference is the winning number overlapping with the rare role (winning numbers 21 to 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 BB with a setting difference (one type of BB-B) in the "advantageous interval" and in the "high-probability state" and the BB with a setting difference activates and the "advantageous BB state" ends, it transitions to the "high-probability state".
[0113] Also, regarding the state related to the AT that transitions after the end of the "advantageous BB state", after the end of the BB won in the during-AT (the "during AT state", "precursor specialization state", "overlay specialization state") (regardless of whether it is the BB with a setting difference 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", "precursor 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 BB with a setting difference 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, the 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, the player may shift to a "precursor state" and then shift to an "AT in progress state" after 16 to 32 games. In such a configuration, the AT lottery is executed by winning the predetermined conditional device. If the player does not win the AT lottery, the player may shift to a "false precursor state" and then shift to a "low probability state" or a "high probability state" after 16 to 32 games. Also, a "waiting interval" different from both the "advantageous interval" and the "normal interval" may be provided as a game interval. For example, when the game property is such that the AT lottery is executed by winning a "cherry", if the player wins a "BB + cherry" in which BB and cherry overlap and wins the AT lottery, the state within the BB until the "BB" of the "BB + cherry" wins may be configured as the "waiting interval". In this way, by providing the "waiting interval", when the player wins the BB in the "low probability state" and does not win the AT lottery, and when the player wins the BB in the "low probability state" and wins the AT lottery, since the advantageous interval indicator YH is turned off during the period until the symbol combination of the BB is complete (until the advantageous interval indicator lights up), it is possible to arouse the player's curiosity as to whether the player has won the AT lottery. Also, when the BB wins in the "overlay specialization state", the "overlay specialization state" may be configured to resume after the end of the BB. In such a configuration, during the BB, a different AT overlay lottery may be executed for the BB won in the "overlay specialization state" from 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 the BB wins in the "specialization precursor state", the state may be configured to shift to the "overlay specialization state" after the end of the BB. In such a configuration, during the BB, the 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 state related to the current 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 advantageous section remaining game number counter YKc-1 is 0, in other words, whether the "advantageous section" has reached the maximum number of games that can be continued. 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 things like the number of games staying in the "precursor to specialization state" also become 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 advantageous section end condition is satisfied. Here, any advantageous section end condition is an end condition of the "advantageous section" other than when the counter value of the advantageous section remaining game number counter YKc-1 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 advantageous section end condition is satisfied, it 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, AT remaining game number, 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 (processing at the end of the advantageous section), there are the counter value of the remaining game number counter YKc-1 of the advantageous section, a 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 operation device of accessory (BB)", "RT state", "stored number of coins", etc. will also be cleared, whereas according to the process of step 3515 (processing at the end of the advantageous section), information related to the "condition device related to the continuous operation device of accessory (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 operation device of accessory (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 starting 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" and information related to how many games were executed in the "during-AT 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" and information related to how many games were executed in the "during-AT 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 current state regarding the AT is the "high probability state", the state regarding the AT in the next game will be the "low probability state", (2) if the current state regarding the AT is the "advantageous BB internal game", the state regarding the AT in the next game will be the "normal BB internal game", (3) if the current state regarding the AT is the "advantageous BB state", the state regarding the AT in the next game will be the "normal BB state", (4) if the current state regarding the AT is the "during AT state", "precursor specialization state", "added-on 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 game medals related to the game in which the "advantageous period" ends and the "normal section" is entered are inserted. In other words, it may be configured 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 a "favorable section" in the next game (decided to set from the "normal section" to the "favorable section"). If it is Yes in step 3528, in step 3530, the CPU C100 of the main control board M sets a predetermined value in the remaining game count counter YKc-1 for the favorable section. Note that the predetermined value set in the remaining game count counter YKc-1 for the favorable 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 favorable section display YH and proceeds to the next process (the process of step 1293). Note that even if it is No in step 3528, it also proceeds to the next process (the process of step 1293). In the first embodiment, the lighting process of the favorable section display YH is executed at the timing of step 3534. However, the lighting timing of the favorable section display YH is not limited to this. The lighting timing of the favorable section display YH may be appropriately set within the period from the operation timing of the start lever in the game before the new "favorable section" (the game in the "normal section") to the timing when game medals can be inserted in the game where the new "favorable section" is established (if the game before the new "favorable section" is a game related to replay, up to the timing when the operation of the start lever in the game where the new "favorable section" is established becomes effective).
[0119] Next, FIG. 32 is a flowchart of the processing at the time of timer interruption related to the subroutine of step 1600 in the first embodiment. The processing of this subroutine starts to be executed when a timer interruption is started in the processing 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 it is currently (in this interruption process) detecting a power-off or not. If the result in step 1604 is No, then in step 1900, the CPU C100 of the main control board M executes the power-off processing described later. On the other hand, if the result in step 1604 is Yes, then 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 this data (updates the storage area of each input port data within the RAM area). Here, the input port data is 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 state 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 respective input port data (for example, when the switch state of the door switch D80 is continuously on over multiple samplings, the door switch flag can be turned on 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 barrel drive control process for all reels (left reel M51, middle reel M52, right reel M53) (which is a process related to the control of the drive 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 inserted medal backflow error flag, the inserted number error flag, the inserted medal retention error flag, the insertion 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, which is a command indicating 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. Note that in step 1620, information related to the error corresponding to the error flag that is on (the currently occurring error) is configured to be transmitted to the sub side. Also, the error non-detection command may be set only when the error has been cleared from the state in which the error occurred (only 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 a state in which no error has occurred, or may execute the setting process when the type of error changes, such as from a first error (for example, inserted medal retention error) to 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 steps 1618 or 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 (limited to the advantageous section)), commands related to bonus winning information (transmitted immediately after the start lever is operated), commands related to the RT state (transmitted during the period from when all reels have stopped until the next game starts), commands related to the state regarding AT (transmitted during the period from when all reels have stopped until 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 AT games (transmitted during the period from when all reels have stopped until the next game starts, or immediately after the start lever is operated), commands related to the game section (transmitted during the period from when all reels have stopped until 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.). Note that although not shown, information related to errors output by the external signal includes door open error, input abnormality error, payout abnormality error, input 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 input reception sensor retention error is configured to be an error when the input 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 clock for random number update is normal (whether an abnormal flag bit indicating the frequency abnormality is not set). Specifically, an abnormal flag bit is set when the frequency of the clock for random number update 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 not set). 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 non-recoverable error process described above.
[0123] Next, FIG. 33 is a flowchart of the drum drive control process according 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 each of the left reel M51, the middle reel M52, and the right reel M53 are executed. First, at step 6102, the CPU MC of the main control board M determines whether or not the timing for starting the standby state for reel rotation (for example, the timing after the execution of the process in step 1564 in FIG. 25) has been reached. If Yes at step 6102, at step 6104, the CPU MC of the main control board M updates the reel drive state to the standby state for reel rotation and proceeds to step 6106. On the other hand, even if No at step 6102, the process proceeds to step 6106.
[0124] Next, at step 6106, the CPU MC of the main control board M determines whether or not the timing for starting the reel acceleration state (the timing at which the standby state for reel rotation 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 at step 6106, at step 6108, the CPU MC of the main control board M updates the reel drive state to the reel acceleration state. Next, at step 6110, the CPU MC of the main control board M executes the reel acceleration process and proceeds to step 6112. Note that, if the reel is stopped, the rotation of the reel will start by this process. On the other hand, even if No at 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 it is 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 it is 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 it is 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 it is 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 on, for example, the circumferential side surface of the reel and is used when detecting whether the reel has passed a predetermined position, whether it has rotated once, etc. 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 it is 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 it is 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 it is 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 normal 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 with 400 interrupt processes), and it is longer than the time when the reel rotates once (one circumference) when the reel rotation speed is constant speed (for example, one rotation of the reel is 336 steps, and the time value for executing the interrupt process 336 times).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 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. Still, even if No in step 6120, the process of step 6130 will be proceeded to. Still, 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 made 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, at step 6106, the CPUMC of the main control board M determines whether it has reached the reel deceleration standby state start timing (which is the timing when the reel constant speed state ends, for example, it is determined that the reel deceleration standby state start timing has been reached when the stop button is operated). If Yes at step 6130, then at step 6132, the CPUMC 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 at step 6130, it also proceeds to step 6134.
[0129] Next, at step 6134, the CPUMC of the main control board M determines whether the current reel drive state is the reel deceleration standby state. If Yes at step 6136, the CPUMC 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 at step 6136, then at step 6138, the CPUMC of the main control board M starts the deceleration of the reel (reel deceleration process). Next, at step 6140, the CPUMC 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 at step 6134 or step 6136, it also proceeds to the process of step 6142.
[0130] Next, at step 6142, the CPUMC of the main control board M determines whether the current reel drive state is the reel deceleration state. If Yes at step 6142, then at step 6144, the CPUMC 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 at step 6144, then at step 6146, the CPUMC 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 at 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 (combination of phases to be excited), the stepping motor can be rotated in the forward direction. In the same 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 same 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. Also, an example shown in the same 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 demodulation (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 all four phases of the stepping motor are not 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, it becomes the "reel rotation start standby state".
[0135] Next, at the timing of (2) in the figure, the reel driving state is updated from the "reel rotation start standby state" to the "reel acceleration state". Here, the "reel acceleration state" is a state in which 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 driving 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 with one more execution of the timer interrupt process, the reel rotation speed reaches a constant speed. Note that at this timing, the reel driving state remains in the "reel acceleration state". Next, at the timing of (4) in the figure, after the reel driving state is updated from the "reel rotation start standby state" to the "reel acceleration state", when the timer interrupt process is executed 220 times, the reel driving state is updated to the "reel constant speed state". Thus, in this example, after the reel rotation speed reaches a constant speed, for one execution of the timer interrupt process, the reel driving state remains 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 rotation of the reel 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 by that combination of phases to be excited is executed. In this example, when executing the reel acceleration process, the step motor (stepping motor) is configured to be excited for 220 times of timer interrupt processing, (KA) interrupt processing 100 times at "φ0" → (KB) interrupt processing 60 times at "φ0, φ1" → (KC) interrupt processing 30 times at "φ1" → (KD) interrupt processing 15 times at "φ1, φ2" → (KE) interrupt processing 8 times at "φ2" → (KF) interrupt processing 4 times at "φ2, φ3" → (KG) interrupt processing 2 times at "φ3" → (KH) interrupt processing 1 time at "φ3, φ0", and the step motor (stepping motor) is configured to be excited by executing the interrupt process in this way (the number of times of executing the interrupt process is just an example and can be changed without problem). Thus, in this example, when executing the reel acceleration process, it is configured to gradually decrease the number of times of executing the interrupt process with one combination of phases to be excited.
[0137] Next, the step motor excitation image when the reel driving 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 performed once at "φ0" → (TB) an interrupt process is performed once at "φ0, φ1" → (TC) an interrupt process is performed once at "φ1" → (TD) an interrupt process is performed once at "φ1, φ2" → (TE) an interrupt process is performed once at "φ2" → (TF) an interrupt process is performed once at "φ2, φ3" → (TG) an interrupt process is performed once at "φ3" → (TH) an interrupt process is performed once at "φ3, φ0" → (TA) an interrupt process is performed once at "φ0" → (TB) an interrupt process is performed once at "φ0, φ1" → ···, and so on. (TA) to (TG) are repeated 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, the number of times the interrupt process is performed for each combination of the excited phases is configured to be 1 time each.
[0138] Next, in the situation where the reel driving state is the "reel constant speed state", at the timing of (5) in the figure, the stop button corresponding to any one of the reels is operated, and the reel driving 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 at a constant speed (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 driving state is determined based on the operation timing of the stop button.
[0139] Next, at the timing of (6) in the figure, the reel drive 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 drive 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 in which all four phases are excited is performed. Then, when the excitation is performed for a predetermined time, at the timing of (7) in the figure, the reel drive state is updated from the "reel deceleration state" to the "reel stop state", and the reel stops.
[0140] As described above, in the rotating drum gaming machine according to this example, when the reel sensor does not detect an 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. 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 (a reel rotation failure has occurred) because the reel sensor did not detect an 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, and then the reel rotation failure is eliminated and the remaining reel acceleration process until the execution of the reel acceleration process is completed can cause the rotation speed of the reel to reach a constant speed, if the reel sensor detects an index before a predetermined time elapses after the reel driving state is updated to the reel constant speed state, 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 a process for 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 rotating drum 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 detuning occurs, etc., and the acceleration of the reel is not executed normally. 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 → 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, 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 drive 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 (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 (the unprocessed reel acceleration process is executed) → the execution of the reel acceleration process ends → the reel drive 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, after the power is restored, the reel acceleration process is continued, and then, when the reel sensor does not detect the index within a predetermined time after updating the reel drive state to the reel constant speed state, by executing the reel re-acceleration process, the game can proceed smoothly. Also, when the power-off process is executed during the execution of the reel acceleration process, after the power is restored, the reel acceleration process is continued, and then, when the reel sensor detects the index within a predetermined time after updating the reel drive state to the reel constant speed state, it is configured not to execute the reel re-acceleration process. 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] <<Action after operating the final stop button>> In the rotating drum type gaming machine according to this example, 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 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 power failure occurs → the third reel moves (rotates) to the stop display position → a power failure is detected → the power failure time process is executed → the power is restored → the symbol combination corresponding to the winning combination stops and is displayed on the reel → the process related to the payout of the game medals is executed It may be configured to act as described above. By configuring it in this way, in a game that wins a small winning combination that can win regardless of the operation timing of the stop button when winning a common bell or the like as described above, even when a power failure occurs in the game arcade immediately after receiving the stop operation of the third stop button, regardless of the stop planned position of the third reel (even when the number of sliding frames is the maximum), it can be configured so that the movement (rotation) to the stop planned 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 the game medals can be executed normally, and it can be configured so that it is difficult for the player to suffer disadvantages.
[0146] <Operation 2> As a game that won a winning combination, the rotation of the reels starts → the reel driving state is updated to a constant speed state → a 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 a reel deceleration state → a reel rotation failure occurs → the third reel cannot move (rotate) to the stop planned position as seen by the player → although the symbol combination corresponding to the winning combination 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 combination has won, although the symbol combination corresponding to the bell combination, which is the winning combination, 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 combination to be stopped and displayed is normally executed by the processing inside the gaming machine corresponding to the operation of the stop button by the player) → a process related to the payout of gaming 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 the operation of the stop button corresponding to each reel (left reel, middle reel, right reel) is received at a timing when the symbol combination corresponding to the winning combination can be stopped and displayed. 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, and it is applicable when 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 (it is also applicable to the operation 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 operation results (in other operations, it may be configured to result in the same operation when no rotation failure or power failure occurs). As a game that wins the winning combination, the rotation of the reel starts → the reel drive 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 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, the symbol combination is determined to be normal → the process related to the payout of game medals is executed Furthermore, as the 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,...
Claims
【Claim 1】 A reel unit having a first reel frame, a second reel frame, a reel tape attached to the first reel frame and the second reel frame, and a rotating shaft. The first reel frame has a plurality of spoke portions and a circular first guard portion to which the first long side of the reel tape is attached. The second reel frame has a circular second guard portion to which the second long side of the reel tape is attached. The first reel frame and the second reel frame are configured to rotate about the rotating shaft. The second guard portion has at least a base portion to which the second long side of the reel tape is attached and a protruding portion joined to the base portion and protruding in the direction of the center of the circle of the second guard portion from the base portion. The base portion further has an outer end portion that is the portion farthest from the first guard portion in the axial direction of the rotating shaft and an inner end portion that is the portion closest to the first guard portion in the axial direction of the rotating shaft. The shortest distance between the outer end portion and the protruding portion is longer than the maximum thickness in the axial direction of the rotating shaft at the protruding portion. The shortest distance between the outer end portion and the protruding portion is longer than the shortest distance between the inner end portion and the protruding portion. A gaming machine characterized by the above.
Citation Information
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