Game machine

The gaming machine uses a win type lottery and distinct reel stop operations to differentiate winning types, addressing player confusion and ensuring fair gameplay by clearly defining winning combinations.

JP2025120477APending Publication Date: 2025-08-15OLYMPIA KK
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Patent Information

Application Number
JP2025101000
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-17
Publication Date
2025-08-15

AI Technical Summary

Technical Problem

Players in gaming machines may mistakenly believe they have received a special benefit when achieving a specific winning combination, leading to confusion and potential misinterpretation.

Method used

The gaming machine employs a win type lottery system to determine different types of winning combinations, with distinct stop operations for each reel to ensure accurate identification of winning types, including first, second, and third minor roles, and a third minor role with a specific pattern display in a straight line, ensuring lower probabilities for random stop switch operations.

Benefits of technology

This approach allows the game to proceed appropriately, preventing mistaken beliefs about special benefits and ensuring clear differentiation between winning types, enhancing player experience and fairness.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025120477000001_ABST
    Figure 2025120477000001_ABST
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Abstract

To properly progress games.SOLUTION: There is a difference between a stop position of a specific symbol on a specific reel when a winning of a first small combination and a second small combination occurs and the stop position of the specific symbol on the specific reel when a winning of a third small combination occurs. A probability of the specific symbol being displayed on a straight line in a symbol display window when stop switches are operated in a random manner at a lottery-winning time of a third lottery-winning type is lower than a probability of an occurrence of a winning of the first small combination when the stop switches are operated in a random manner at a lottery-winning time of a first lottery-winning type and lower than a probability of an occurrence of a winning of the second small combination when the stop switches are operated in a random manner at a lottery-winning time of a second lottery-winning type.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

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

[0002] In a slot machine as a gaming machine, a winning combination is drawn in accordance with the player's bet of medals (gaming media) and the operation of a start switch, and multiple reels bearing various symbols are controlled to rotate. The reels are stopped sequentially in accordance with the result of the drawing and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line, which is the line that is the target of a payout, a predetermined number of medals is paid out, and a gaming profit (hereinafter simply referred to as gaming profit) is awarded to the player.

[0003] In addition, slot machines offer multiple game modes that offer different degrees of advantage (gaming profits) to the player during gameplay. For example, when a winning combination (hereinafter referred to as a "correct combination") with a high gaming profit is achieved, a stop switch operation mode (hereinafter referred to as a "correct operation mode") that is a winning condition for the correct combination is notified (hereinafter referred to as an "assist operation mode"), allowing the player to easily display the symbol combination corresponding to the correct combination on the pay line. Some slot machines also offer an AT (assist time) game mode, in which the probability of winning a replay combination is set high, or an ART game mode, in which the AT and RT game modes are simultaneously implemented (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-010751 Summary of the Invention [Problem to be solved by the invention]

[0005] In gaming machines, a player may be notified that a special benefit such as the above-mentioned AT performance state has been granted through the winning of a specific winning combination.

[0006] However, if a specific winning combination is achieved in a normal game, there is a risk that the player may mistakenly believe that a special benefit has been awarded.

[0007] In view of the above problems, the present invention aims to provide a gaming machine that allows the game to proceed appropriately. [Means for solving the problem]

[0008] In order to solve the above problem, the gaming machine of the present invention comprises a win type lottery means for determining one of a plurality of types of win types by a win type lottery, and a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged in accordance with the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in accordance with the operation of a stop switch, and the plurality of types of win types include a first win type (for example, a win type "batting order bell A4"), a second win type (for example, a win type "batting order bell B4"), and a third win type (for example, a win type "batting order bell B5"), The first winning type includes a first minor role (for example, a winning role "minor role 11") and a correct role (for example, a winning role "minor role 4") with a larger gaming profit than the first minor role, and the first minor role can be won by a specific operation (for example, batting order 1, 2), and the correct role can be won by a correct operation (for example, batting order 4). The first minor role includes a symbol combination in which a specific symbol (for example, symbol "black 7") on a specific reel (for example, the left reel) is displayed in a symbol display window, and the second winning type includes , a second small role (for example, a winning role "small role 12") overlaps with a correct role (for example, a winning role "small role 4") with a gaming profit greater than the second small role, and the second small role can be won by a specific operation, and the correct role can be won by a correct operation, and the second small role includes a symbol combination in which the specific symbol on the specific reel is displayed in a symbol display window, and the third winning type is a combination of the first small role, the second small role, and a third small role (for example, a winning role "small role 37") that is not included in the first winning type and the second winning type, and the first stop operation is performed before When the first winning type and the second winning type are operated by the correct operation (for example, batting order 3, 4), and the second stop operation is operated differently from the correct operation (for example, batting order 3), the third minor role is set to be winnable, and the third minor role includes a pattern combination in which the specific pattern is displayed in a straight line in a pattern display window, and the stop position of the specific pattern on the specific reel when the first minor role and the second minor role are won (for example, the bottom row) is different from the stop position of the specific pattern on the specific reel when the third minor role is won (for example, the middle row),The probability that a specific symbol will be displayed in a straight line in the symbol display window when the stop switch is operated randomly at the time of winning the third winning type (for example, the probability that batting order 3 and 4 will be operated is 1 / 3 × the probability that the symbol "black 7" will stop on the left reel is 1 / 4 × the probability that the symbol "black 7" will stop on the middle reel is 1 / 4 × the probability that the symbol "black 7" will stop on the right reel is 1 / 4 = 1 / 192) is the same as the probability that the first minor role will be won when the stop switch is operated randomly at the time of winning the first winning type (for example, the probability that batting order 1 and 2 will be operated is 1 / 3 × the probability that the symbol "bell" will stop on the left reel is 1 / 4 = 1 / 192). It is lower than the probability 1 / 1 x the probability that the "Blank B" symbol will stop on the middle reel x the probability that the "Replay A" or "Black 7" symbol will stop on the right reel (1 / 2 = 1 / 12), and also lower than the probability that the second minor role will be won when the stop switch is operated randomly at the time of winning the second winning type (for example, the probability that batting order 1 and 2 will be operated 1 / 3 x the probability that the "Bell" symbol will stop on the left reel 1 / 1 x the probability that the "Blank B" symbol will stop on the middle reel 1 / 2 x the probability that the "Replay B" or "Blank B" symbol will stop on the right reel 1 / 2 = 1 / 12). [Effects of the Invention]

[0009] According to the present invention, it is possible to appropriately progress the game. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Figure 5] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 10 is a diagram showing a winning type lottery table. [Figure 7]FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 8] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 9] 10 is a flowchart illustrating a CPU initialization process on the main control board. [Figure 10] 10 is a flowchart illustrating a cold start process in the main control board. [Figure 11] 10 is a flowchart illustrating an error stop process in the main control board. [Figure 12] 10 is a flowchart illustrating a setting value switching process in the main control board. [Figure 13] 10 is a flowchart illustrating an initialization start process in the main control board. [Figure 14] 10 is a flowchart illustrating a state restoration process in the main control board. [Figure 15] 10 is a flowchart illustrating game start processing on the main control board. [Figure 16] 10 is a flowchart illustrating the processing for inserting a gaming medal on the main control board. [Figure 17] 10 is a flowchart illustrating an internal lottery process in the main control board. [Figure 18] 10 is a flowchart illustrating a pattern code setting process on the main control board. [Figure 19] 10 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 20] This is a flowchart explaining the non-advantageous section processing executed in the state-specific module execution processing. [Figure 21] 10 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 22] This is a flowchart explaining the CZ performance state processing executed in the state-specific module execution processing. [Figure 23] 10 is a flowchart illustrating a reel effect state process executed in the state-specific module execution process. [Figure 24] 10 is a flowchart illustrating the pull-back performance state processing executed in the state-specific module execution processing. [Figure 25] 10 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 26] 10 is a flowchart explaining the reel stop processing in the main control board. [Figure 27] 10 is a flowchart illustrating a display determination process in the main control board. [Figure 28] 10 is a flowchart illustrating a payout process in the main control board. [Figure 29] 10 is a flowchart illustrating the game transition processing on the main control board. [Figure 30] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 31] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 32] FIG. 2 is a diagram for explaining electrical connections around the main CPU. [Figure 33] FIG. 2 is a block diagram showing the internal configuration of a CPU core. [Figure 34] FIG. 2 is a diagram illustrating the configuration of a register. [Figure 35] FIG. 2 is an explanatory diagram showing a memory map. [Figure 36] FIG. 3 is a circuit diagram for explaining the circuit configuration of each display unit connected to the main control board. [Figure 37] 10 is an explanatory diagram for explaining specific lighting control of the input number display. FIG. [Figure 38] 10 is a flowchart showing specific processing of a DYNMOUT module. [Figure 39] FIG. 10 is a diagram showing an example of a specific command of the DYNMOUT module. [Figure 40] 10 is an explanatory diagram illustrating a manner in which lighting information of the input number display is derived based on the input number. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0011] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0012] (Mechanical configuration of slot machine 100) 1 and 2, a slot machine 100 serving as a gaming machine is provided with a housing 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and three reels 110 (a left reel 110a, a center reel 110b, and a right reel 110c) are provided in the housing 102 at positions corresponding to the symbol display window 108 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal-divided areas on the outer surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of each of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.

[0013] An operation unit installation base 112 is formed above the front lower door 106, and the operation unit installation base 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, an effect switch 122, etc. The medal insertion unit 114 accepts medals inserted as game value through a medal insertion port 114a. The bet switch 116 inserts (bet) a specified number of medals required for one game from medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits).

[0014] The start switch 118 is, for example, a lever capable of detecting tilting and detects the player's operation to start a game. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that when the stop switches 120 are in a state where they can be stopped, the player's first stop operation of one of the stop switches 120a, 120b, or 120c is referred to as the first stop. After the first stop, the player's second stop operation of one of the two remaining stop switches 120 is referred to as the second stop. After the second stop, the player's third stop operation of the last remaining stop switch 120 is referred to as the third stop. The effect switch 122 is, for example, composed of a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and turn operations.

[0015] A liquid crystal display unit 124 that displays various images associated with performances is provided approximately in the center of the top of the upper front door 104. Performance lamps 126, for example, formed of high-brightness light-emitting diodes (LEDs), are provided at the top and on the left and right of the upper front door 104. Speakers 128 that perform auditory performances using sound effects, musical tones, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the upper front door 104 and on the left and right positions on the rear surface of the lower front door 106.

[0016] The operation unit installation base 112 is provided with a main credit display unit 130, a main payout display unit 132, and an insertion number display unit 133. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of credited medals (the number of medals stored), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals to be paid out. In addition, the insertion number display unit 133 is made up of three LEDs, and lights up the LEDs in a number equal to the number of medals used to play one game (hereinafter referred to as the insertion number) that are inserted through the medal insertion slot 114a or betted with the bet switch 116, i.e., the insertion number is indicated by a display mode represented by the number of lit LEDs.

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

[0018] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, allowing the setting value to be changed (also simply referred to as a setting change) via the power switch 144. The setting value indicates the player's degree of advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six setting values. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, allowing play. The setting can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.

[0019] In the slot machine 100, once a game can be started and a predetermined number of medals are bet, the active line is activated and operation of the start switch 118 is validated. Here, betting includes inserting credited medals through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay combination on the active line, as described in detail below. The active line is a line used to determine whether a winning combination has been achieved, and in this embodiment, there are two active lines. As shown in FIG. 3(b), of the nine symbols (three reels × three rows: top, middle, and bottom) appearing in the symbol display window 108, active line A is set as a line connecting the positions corresponding to the symbols stopped on the top row of the left reel 110a, the middle row of the center reel 110b, and the bottom row of the right reel 110c. Invalid lines are lines other than the valid line A that are not used to determine whether a winning role has been played, and which display other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from the pattern combination displayed on the valid line A alone.In this embodiment, the four invalid lines B1, B2, B3, C, D1, and D2 shown in Figure 3(b) are assumed.

[0020] When the player operates the start switch 118, the game begins, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for determining a winning type is executed. After that, the corresponding left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. If a winning combination that is eligible for a medal payout is achieved based on the results of the lottery for determining a winning type and the combination of symbols displayed on the pay line A, the medals are paid out. If a winning combination that is eligible for a medal payout is not achieved, or if a winning combination that is eligible for a medal payout is not achieved, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c all come to a stop.

[0021] In this embodiment, the above-mentioned one game refers to the game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay role on the activated line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in accordance with the operation of the start switch 118 by the player, and depending on the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, and 120c are controlled to stop, and if a winning role that can be awarded with a medal is won, the medal is paid out. Furthermore, if a player does not win a prize type that can receive a medal payout, or if a player wins but does not win a prize, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a medal or winning a replay. The number of times one game is repeated is also referred to as the number of games. Furthermore, one game in which a prize type lottery is executed and a single payout can be received is sometimes referred to as a basic game to distinguish it from a pseudo game (pseudo game) described below. Here, whether the basic game is played alone or in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.

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

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

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

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

[0026] The initialization means 300 executes initialization processing on the main control board 200. The betting means 302 bets medals to be used in games. The win type lottery means 304, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.

[0027] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. Furthermore, in response to the operation of the start switch 118, the reel control means 306 may extend the time from when the operation of the stop switches 120a, 120b, and 120c was enabled in the previous game until the operation of the stop switches 120a, 120b, and 120c by the player is enabled to display the lottery result of the winning type lottery (which was disabled upon completion of the operation of the stop switches 120a, 120b, and 120c in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, and 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time. In this embodiment, as a reel effect, a pseudo game similar to the basic game may be performed in which the basic game is interrupted in response to operation of the start switch 118 in the basic game, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c are controlled to stop (temporarily stop) in response to operation of the stop switches 120a, 120b, and 120c. The pseudo game ends when the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game resumes. As an example of the pseudo game, predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping modes similar to those of the basic game or different rotation control and stopping modes, thereby increasing the interest in the game.Note that the temporary stop state indicates a state in which the reels appear to be stopped, but are not completely stopped, by continuing to change the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop state and the temporary stop state are treated simply as stop states in the sense that the reels do not rotate in one direction but maintain their positions. Furthermore, both the stop control and the temporary stop control are treated simply as stop controls in the sense that the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate in response to operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

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

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

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

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

[0032] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value and resets it after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 304.

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

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

[0035] The initialization determination means 330 executes initialization processing on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The effect control means 334 receives a detection signal from the effect switch 122 and determines the effects of the game to be performed by each device, such as the LCD display unit 124, the speaker 128, and the effect lamp 126, based on the received command. Specifically, the effect control means 334 determines image data to be displayed on the LCD display unit 124 and illumination data for effects using illumination devices such as the effect lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and also determines audio data constituting the sound to be output from the speaker 128. The effect control means 334 then executes the determined game effects. The effects also include auxiliary effects. The auxiliary effect is an effect that notifies the player of the correct operation of the stop switches 120a, 120b, and 120c, which is the winning condition for the correct combination, when a selected winning type in which a correct combination and an incorrect combination overlap is won in the winning type lottery. This auxiliary effect allows the player to easily display the symbol combination corresponding to the correct combination on the pay line A. The correct combination refers to a winning combination that is more advantageous than an incorrect combination, not only in terms of the medal payout resulting from the winning combination but also in terms of all gaming benefits obtained by the winning combination. The effect state in which this auxiliary effect is executed is called the AT (Assist Time) effect state. In addition, a so-called ART game state, in which the AT effect state and the RT (Replay Time) game state, which has a high probability of winning a replay combination, are simultaneously performed, may also be used.

[0036] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the LCD display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state. Particularly in this embodiment, the main notification means (instruction monitor) displays a numerical value (instruction number) capable of identifying the operation mode (batting order) on the main payout display unit 132, and the other notification means notify the operation order via the LCD display unit 124, the performance lamp 126, and the speaker 128.

[0037] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIG. 6 is an explanatory diagram for explaining the winning type lottery table.

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

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

[0040] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of "RBB1." Furthermore, replay combinations "Replay 1" to "Replay 14" are provided. Furthermore, small combinations of "Small combination 1" to "Small combination 37" are provided. In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. Hereinafter, the winning combinations "Small combination 1" to "Small combination 6" may be abbreviated as "7-piece combination," "Small combination 7" as "15-piece combination," "Small combination 8" as "3-piece combination," and "Small combination 9" to "Small combination 37" as "1-piece combination."

[0041] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 306 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is rotated for a number of sliding frames so as to be reeled onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 306 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 306 controls the symbols to stop so that the symbol combination corresponding to the winning combination can be displayed on the pay line A according to the player's operation mode.

[0042] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1," "Replay 2," "Replay 7" to "Replay 10," "Replay 12" to "Replay 14," and the winning roles "Small Role 1" to "Small Role 7," "Small Role 33," and "Small Role 34" are arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB1," "Replay 3" to "Replay 6," "Replay 11," and the winning roles "Small Role 8" to "Small Role 32," and "Small Role 35" to "Small Role 37" are not necessarily arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A, which may result in a so-called missed win. Such a winning role may be expressed as PB≠1.

[0043] As shown in Figure 6, the winning type lottery table is divided into multiple winning areas, and the winning type that is the subject of the lottery varies depending on the gaming state, and the presence or absence of a non-winning (miss) win varies. In Figure 6, the winning area (winning type) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (RBB internal), RBB operating gaming state (RBB operating)) is represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of the multiple gaming states is stored in the main ROM 200b. Note that "◎" indicates a winning type that allows the lottery to transfer to an advantageous zone, and "○" indicates a winning type that does not allow the lottery to transfer to an advantageous zone, and

[0044] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. Adding up the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is calculated by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. Based on the game state at that time, the win type lottery means 304 sequentially obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number. It subtracts the number of positions from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the current win area is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onward is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.

[0045] Here, we will provide additional information about the winning combination "RBB1." A predetermined first-class special device (RB) is a device that increases the number of symbol combinations related to winning per specified number or increases the probability of activating a conditional device related to winning per specified number. It activates in a predetermined case and can continue to operate until a game result not exceeding 12 times is obtained. Here, a conditional device is a device whose operation is a necessary condition for displaying a symbol combination related to winning, replay, activation of a role or role continuous activation device, and is activated when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag.

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

[0047] Furthermore, winning area 1 is associated with the winning type "small win ALL" which includes overlapping winning roles "small win 1" to "small win 37", winning area 2 is associated with the winning type "bell ALL" which includes overlapping winning roles "small win 1" to "small win 6" and "small win 37", and winning area 3 is associated with the winning type "1 coin ALL" which includes overlapping winning roles "small win 9" to "small win 32" and "small win 35" to "small win 37".

[0048] In addition, the winning areas 4 to 15 are associated with the selected winning types (winning types "Bell A1" to "Bell A6", winning types "Bell B1" to "Bell B6") that overlap and include any of the correct combinations (winning combinations "Small combination 1" to "Small combination 6") that result in a payout of 7 coins and any of the incorrect combinations (winning combinations "Small combination 9" to "Small combination 32") that result in a payout of 1 coin. Note that, hereinafter, the 12 winning types in winning areas 4 to 15 may be simply referred to as the winning type "batting order bell".

[0049] In addition, the winning areas 16 to 18 are associated with the selected winning types (winning types "Batting Order Chance 1" to "Batting Order Chance 3") that overlap one correct combination (winning types "Small Winning Role 33" to "Small Winning Role 36") that results in a payout of one coin, and one incorrect combination (winning type "Small Winning Role 7") that results in a payout of 15 coins. In the following, the three winning types in the winning areas 16 to 18 may be simply referred to as the winning type "Batting Order Chance".

[0050] Furthermore, winning area 19 is associated with the winning type "common bell" which includes the winning roles "small role 1" to "small role 6" in overlapping fashion, winning area 20 is associated with the winning type "strong bell 1" which includes the winning role "small role 4", winning area 21 is associated with the winning type "strong bell 2" which includes the winning role "small role 5", and winning area 22 is associated with the winning type "chance eye" which includes the winning role "small role 8".

[0051] Furthermore, the winning area 23 is associated with the winning type "weak chance replay" which includes the winning combinations "Replay 1" and "Replay 13" in duplicate, the winning area 24 is associated with the winning type "upper watermelon replay" which includes the winning combinations "Replay 1" and "Replay 7" in duplicate, the winning area 25 is associated with the winning type "middle watermelon replay" which includes the winning combinations "Replay 1" and "Replay 8" in duplicate, and the winning area 26 is associated with the winning type "upper watermelon chance replay" which includes the winning combinations "Replay 1" and "Replay 9" in duplicate. The winning area 27 is associated with a winning type "middle watermelon chance reply" which includes the winning roles "Replay 1" and "Replay 10" in duplicate, the winning area 28 is associated with a winning type "heart stirring chance reply 1" which includes the winning roles "Replay 1", "Replay 10" to "Replay 12", and "Replay 14" in duplicate, and the winning area 29 is associated with a winning type "heart stirring chance reply 2" which includes the winning roles "Replay 1", "Replay 10" to "Replay 14" in duplicate. Note that, hereinafter, the ten winning types of the winning areas 20 to 29 may be simply abbreviated as the winning type "rare role".

[0052] Furthermore, the winning area 30 is associated with a winning type "Heart-Inciting RIP 1" which includes the winning combinations "Replay 1" to "Replay 12" and "Replay 14" in duplicate, the winning area 31 is associated with a winning type "Heart-Inciting RIP 2" which includes the winning combinations "Replay 1" to "Replay 14" in duplicate, the winning area 32 is associated with a winning type "Replay 1" which includes the winning combinations "Replay 1" and "Replay 14" in duplicate, the winning area 33 is associated with a winning type "Replay 2" which includes the winning combinations "Replay 1", "Replay 7", "Replay 13", and "Replay 14" in duplicate, and the winning area 34 is associated with a winning type "Replay 3" which includes the winning combinations "Replay 1", "Replay 8", "Replay 13", and "Replay 14" in duplicate. Note that, hereinafter, the five winning types of the winning areas 30 to 34 may be simply referred to as the winning type "Replay".

[0053] Furthermore, winning area 35 is associated with a winning type "RBB 1 coin role" which includes the winning role "RBB1" and a winning role with a payout of 1 coin (winning roles "small role 9" to "small role 12", "small role 17" to "small role 24", "small role 37") in combination, and winning area 36 is associated with a winning type "RBB" which includes the winning role "RBB1".

[0054] When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination will be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0055] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1," the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2," and the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3." The operation of stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0056] For example, if the winning type "batting order bell A1" in winning area 4 is won and the operation is performed in the correct operation mode (batting order 1), the stop control is performed so that the symbol combination corresponding to the winning role "small role 1", which is a correct role with a payout of 7 coins, is preferentially displayed on the effective line A. Also, if the operation is performed in the batting order 2 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is displayed on the effective line A with a probability of 1 / 2 or 1 / 4.

[0057] The winning probability (number of symbols placed) for each winning type in the winning areas 4 to 15 is set to be equal. Since a player usually does not know which winning type he / she has won, providing the winning areas 4 to 15 as described above makes it difficult for a correct combination to win. Also, as described above, even if the stop switches 120a, 120b, 120c are operated in an operation mode that prioritizes the display of incorrect combinations, it is not necessarily the case that the symbol combination corresponding to the incorrect combination is displayed on the pay line A, and therefore, depending on the operation mode, a missed win may occur (PB≠1).

[0058] In addition, when the winning type "Batting Order Chance 1" in the winning area 16 is won and the operation is performed in the correct operation mode (batting order 1, 2), the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 33" with a payout of 1 coin and the symbol combination corresponding to the winning role "Small Role 34" are preferentially displayed on the active line A at the same time. In addition, when the operation is performed in the batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 7" with a payout of 15 coins is preferentially displayed on the active line A.

[0059] The winning probability (number of symbols placed) of each winning type in the winning areas 16 to 18 is set to be equal. Normally, a player cannot know which winning type he / she has won, so by providing the winning areas 16 to 18 as described above, there is no chance of missing out (PB=1), but if the player operates randomly, he / she cannot know in advance whether two winning combinations "1-piece combination" will be won at the same time or the winning combination "15-piece combination" will be won.

[0060] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (ON) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB1" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB1" is displayed on the pay line A. In addition, when an internal win flag corresponding to a win type that includes a replay role is established, a symbol combination corresponding to one of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.

[0061] (Game state transition) Here, the transition of the game state will be explained using Figure 7. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (activation), and ending of the game. The types of wins that can be won in each game state are represented by "◎" or "○" in Figure 6.

[0062] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the probability of winning a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB1" is determined with a predetermined probability (for example, approximately 1 / 30). The gaming state control means 312 transitions the gaming state in response to the winning role "RBB1." For example, in a game in which the winning role "RBB1" is won, when a symbol combination corresponding to the winning role "RBB1" is displayed on the pay line A, the gaming state control means 312 transitions the gaming state to the RBB operating gaming state (1).

[0063] In the RBB-activated gaming state, the probability of winning a replay role is set to 0. In this RBB-activated gaming state, the possible winning types are set as follows: "Small Role ALL" in winning area 1, "Bell Role ALL" in winning area 2, and "1-Coin ALL" in winning area 3. When the "Small Role ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 37" is displayed on the active line A. When the "Bell Role ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 6" or "Small Role 37" is displayed on the active line A. When the "1-Coin ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 9" to "Small Role 32" or "Small Role 35" to "Small Role 37" is displayed on the active line A. Here, the configuration of these small roles reduces the expected number of coins won per unit of play in the RBB-activated gaming state.

[0064] When the termination condition of the RBB operation game state is met, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the game state control means 312 transitions the game state to a non-internal game state (2).

[0065] On the other hand, in a game in which the winning combination "RBB1" is won, if the symbol combination corresponding to the winning combination "RBB1" cannot be displayed on the active line A, the game state control means 312 transitions the game state to an RBB internal game state (3).

[0066] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Furthermore, the "miss" win type cannot be won in the RBB internal game state. In other words, if a symbol combination corresponding to the winning role "RBB1" cannot be displayed on the active line A during a winning game of the winning role "RBB1," minor roles and replay roles will be prioritized over the winning role "RBB1" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB1" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining this RBB internal game state, an AT presentation state is realized in that RBB internal game state.

[0067] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning a correct combination. As a result, for example, auxiliary effects are performed in the AT presentation state in the RBB internal game state, making it easier to win medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, resulting in fewer chances of winning a correct combination. This reduces the chances of winning a correct combination compared to the AT presentation state in other game states, making it more difficult for the player to increase their medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal acquisition performance.

[0068] (Transition of performance state) 8 is an explanatory diagram for explaining the transition of the presentation state. The presentation state transitions made by the presentation state control means 314 in the main control board 200 will be described in detail below.

[0069] Here, to comprehensively and uniformly determine whether or not there is a bias in game states with high medal acquisition potential, advantageous zones are defined as game zones that have the capability of command functions, i.e., game zones that are advantageous to the player, including game zones that execute auxiliary effects (command functions). Note that advantageous zones are game zones in which, when an auxiliary effect is activated as a result of a lottery or the like related to the activation of an auxiliary effect on the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 202 only when the instruction content is displayed on the main notification means so that the main control board 200 can identify it. Unlike advantageous zones, game zones in which auxiliary effects (command functions) cannot be executed are defined as non-advantageous zones. Therefore, multiple game states belong to either advantageous zones or non-advantageous zones, which are game zones. In this embodiment, almost all game states belong to advantageous zones, and some game states (here, several game periods from the start of the normal game state transitioned from the pull-back game state) realize non-advantageous zones.

[0070] In addition, in the advantageous zone, among the winning patterns in which the correct role would be missed without the auxiliary effect, in the selective winning type in which the payout for the correct role is the maximum (here, 7 coins), if an auxiliary effect is performed to assist in winning the correct role (an auxiliary effect that can win the maximum number of payout coins), this must be notified, for example, by lighting up the zone indicator 160.

[0071] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.

[0072] Therefore, the presentation state control means 314 manages the transition between the presentation state and the advantageous zone as well as the transition between the non-advantageous zone and the advantageous zone. Regardless of this management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, the advantageous zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (for example, the number of games played during play reaches 1,500 games or the net increase in the number of coins exceeds 2,400). In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.

[0073] (Non-AT performance state, AT performance state) In the non-AT performance state, the frequency of auxiliary performance is extremely low compared to the AT performance state, and the number of medals that can be won is limited because auxiliary performance is almost not performed. Here, there are four performance states provided as non-AT performance states: normal performance state, CZ performance state (chance zone performance state), reel performance state, and pull-back performance state.

[0074] In the AT presentation state, by having the auxiliary presentation execution means execute an auxiliary presentation when a selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by transitioning to the AT presentation state, the player can progress in the game more advantageously than in a non-AT presentation state. Here, four presentation states are provided as the AT presentation state: a specialized AT presentation state, a normal AT presentation state, a chance AT presentation state, and a battle AT presentation state. Each presentation state will be explained individually below.

[0075] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among multiple presentation states. The presentation state control means 314 conducts a CZ lottery at the start of the normal presentation state. The CZ lottery is a lottery that determines the transition to the CZ presentation state. In this embodiment, the presentation state control means 314 determines the number of transition plays (e.g., 600) to transition to the CZ presentation state by lottery as the CZ lottery, and when the number of plays remaining in the normal presentation state reaches the transition play number, transitions the presentation state to the CZ presentation state (1).

[0076] In the CZ presentation state, the presentation state control means 314 conducts an AT lottery. The AT lottery is a lottery that determines whether to transition to an AT presentation state (normal AT presentation state), and the presentation state control means 314 conducts the AT lottery with different probabilities for each winning type determined by the winning type lottery. Then, if the AT lottery is won in the CZ presentation state, the presentation state control means 314 transitions the presentation state to a specialized AT presentation state, which is an AT presentation state (2). Note that the CZ presentation state can be said to be a more advantageous presentation state than the normal presentation state, since it may be determined that the transition to an AT presentation state in which an auxiliary presentation is executed will occur.

[0077] On the other hand, when a predetermined termination condition is met in the CZ presentation state (for example, a predetermined number of plays has elapsed without winning the AT lottery), the presentation state control means 314 transitions the presentation state to the normal presentation state (3).

[0078] Furthermore, when a predetermined condition is satisfied in the normal presentation state (when the number of lights on the rare combination counter, which will be described later, reaches 4), the presentation state control means 314 transitions the presentation state to the reel presentation state (4). In the reel presentation state, the presentation state control means 314 performs an AT lottery while determining at least a transition to the CZ presentation state, and notifies the result of the lottery through a reel presentation in which spinning and stopping are repeated one or more times. For example, the presentation state control means 314 executes a reel presentation in which the higher the gaming profit, the more times the repetition of spinning and stopping occurs, depending on the result of the AT lottery, such as transition to the CZ presentation state, winning a transition to the specialized AT presentation state, or winning a transition to the specialized AT presentation state + a predetermined gaming profit.

[0079] Then, if the AT lottery is won in the reel presentation state, the presentation state control means 314 transitions the presentation state to a specialized AT presentation state, which is an AT presentation state (5). Also, if transition to the AT presentation state is not determined in the reel presentation state, the presentation state control means 314 transitions the presentation state to a CZ presentation state (6). In this way, once transition to the reel presentation state has occurred, the presentation state control means 314 transitions the presentation state to either a specialized AT presentation state or a CZ presentation state. Note that, since the reel presentation state is determined to transition to either the AT presentation state or the CZ presentation state, it can be said to be a presentation state that is more advantageous than the normal presentation state.

[0080] Furthermore, if a predetermined ceiling condition is met without transitioning to a specialized AT presentation state (AT presentation state), for example, if the player continuously stays in any of the presentation states (non-AT presentation states) of the normal presentation state, CZ presentation state, reel presentation state, and pull-back presentation state, and the ceiling number of plays (for example, 1500) is consumed (so-called reaching the ceiling), the presentation state control means 314 transitions the presentation state to a specialized AT presentation state (7).

[0081] In the specialized AT presentation state, until a predetermined termination condition (for example, four plays are consumed) is met, the predetermined difference number of coins that can be obtained in the normal AT presentation state to which the state is subsequently shifted is determined by lottery. When the predetermined termination condition is met in the specialized AT presentation state, the presentation state control means 314 shifts the presentation state to the normal AT presentation state (8).

[0082] In the normal AT presentation state, the auxiliary presentation is executed until a predetermined termination condition (for example, the difference in number of coins reaches a predetermined difference in number determined in the specialized AT presentation state) is met. Then, in the normal AT presentation state, when a predetermined transition condition to the chance AT presentation state is met (for example, when the lottery for the winning type is won), the presentation state control means 314 transitions the presentation state to the chance AT presentation state (9).

[0083] In the chance AT presentation state, the presentation state control means 314 determines by lottery whether or not to gradually increase the continuation rate for continuing the normal AT presentation state (resulting in a larger expected number of coins won). If it is determined that the continuation rate should be increased in the chance AT presentation state, the presentation state control means 314 transitions the presentation state to a specialized AT presentation state (10). Also, if it is not determined that the continuation rate should be increased in the chance AT presentation state, the presentation state control means 314 returns the presentation state to the normal AT presentation state (11).

[0084] In addition, when a predetermined transition condition to the battle AT presentation state is met in the normal AT presentation state (for example, when a lottery based on the winning type is won), the presentation state control means 314 transitions the presentation state to the battle AT presentation state (12).

[0085] In the battle AT presentation state, the presentation state control means 314 executes a presentation simulating a battle, and determines the outcome by lottery. If the battle is won in the battle AT presentation state (if a transition to the chance AT presentation state is determined), the presentation state control means 314 transitions the presentation state to the chance AT presentation state (13). Also, if the battle is lost in the battle AT presentation state, the presentation state control means 314 returns the presentation state to the normal AT presentation state (14).

[0086] When a predetermined termination condition is met in the normal AT presentation state, the presentation state control means 314 transitions the presentation state to a pull-back presentation state (15).

[0087] In the pullback presentation state, the presentation state control means 314 performs a continuation lottery to determine whether to transition (continue) to the AT presentation state (specialized AT presentation state) again, based on the continuation rate determined in the chance AT presentation state, etc. Then, if the continuation lottery is won, the presentation state control means 314 continues the advantageous zone and returns the presentation state to the specialized AT presentation state (16). On the other hand, if the continuation lottery is not won, the presentation state control means 314 transitions the presentation state to the normal presentation state (17). In this case, the presentation state control means 314 temporarily transitions the advantageous zone to a non-advantageous zone, and performs advantageous zone transition lottery with a high probability until the advantageous zone transition occurs. Therefore, the advantageous zone transition lottery in this embodiment is designed to eventually always transition to the advantageous zone.

[0088] Specific processing in the main control board 200 and the sub-control board 202 will be explained below with reference to flowcharts.

[0089] (CPU initialization process of main control board 200) 9 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0090] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required to execute various processes.

[0091] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0092] (Step S100-5) The main CPU 200a determines whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0093] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.

[0094] (Step S100-9) The main CPU 200a executes the processing required to permit access to the main RAM 200c.

[0095] (Step S100-11) The main CPU 200a executes a checksum verification process. Here, the main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If the main CPU 200a determines that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag. If it determines that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.

[0096] (Step S100-13) The main CPU 200a determines whether the backup abnormality flag is on. If it is determined that the backup abnormality flag is on, the process proceeds to step S110. If it is determined that the backup abnormality flag is not on, the process proceeds to step S120.

[0097] (Step S110) The main CPU 200a executes cold start processing, which will be described later.

[0098] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0099] (Step S130) The main CPU 200a executes a state restoration process to restore the state to the state immediately before the power was turned off. This state restoration process will be described later.

[0100] FIG. 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0101] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and executes a used area RAM check process to detect any abnormality in the used area.

[0102] (Step S110-3) The main CPU 200a clears the other area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the other area. If an abnormality is detected in the other area in the separate area RAM check process, the main CPU 200a turns on a RAM read / write error flag.

[0103] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0104] (Step S110-7) The main CPU 200a determines whether an abnormality has been detected in step S110-1. If it is determined that an abnormality has been detected in step S110-1, the process proceeds to step S112, and if it is determined that an abnormality has not been detected in step S110-1, the process proceeds to step S110-9.

[0105] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.

[0106] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it is determined that the RAM read / write error flag is on, the process proceeds to step S112, and if it is determined that the RAM read / write error flag is not on, the process proceeds to step S120.

[0107] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0108] (Step S110-13) The main CPU 200a sets an error code "E7" indicating a backup error.

[0109] (Step S112) The main CPU 200a executes an error stop process to stop the progress of the game due to an error, which will be described later.

[0110] FIG. 11 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0111] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0112] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and a warning sound.

[0113] (Step S112-5) The main CPU 200a sets the external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.

[0114] (Step S112-7) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S112-5.

[0115] (Step S112-9) The main CPU 200a shifts to a permanent loop, which stops the progress of the game.

[0116] FIG. 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0117] (Step S120-1) The main CPU 200a acquires a signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. As a result, if it is determined that the setting value switching condition is not met, the setting value switching process is terminated, but if it is determined that the setting value switching condition is met, the process proceeds to step S120-3. Here, the signal from input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open and a signal indicating whether the setting key is turned on. Here, it is determined that the setting value switching condition is met when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.

[0118] (Step S120-3) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.

[0119] (Step S120-5) The main CPU 200a executes a table content setting process for transferring the table data of the setting value switching data table to the main RAM 200c.

[0120] (Step S120-7) The main CPU 200a sets a setting change start command, which indicates the start of changing the setting value, in the transmission buffer.

[0121] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0122] (Step S120-11) The main CPU 200a acquires the setting value data indicating the current setting value.

[0123] (Step S120-13) The main CPU 200a determines whether an on-edge of the setting change switch has been detected in step S120-9. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-15.

[0124] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0125] (Step S120-17) The main CPU 200a determines whether the setting value data is within the allowable setting range (1 to 6) for the setting value. If it is determined that the setting value data is within the range, the process proceeds to step S120-21, and if it is determined that the setting value data is not within the range, the process proceeds to step S120-19.

[0126] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0127] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19.

[0128] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value on the main credit display section 130.

[0129] (Step S120-25) The main CPU 200a determines whether an on-edge of the setting change switch has been detected. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-27.

[0130] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it is determined that the setting change switch is on, the process proceeds to step S120-27, and if it is determined that the setting change switch is not on, the process proceeds to step S120-29.

[0131] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.

[0132] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer reaches 0.

[0133] (Step S120-33) The main CPU 200a determines whether it has detected an on-edge of the start switch 118. As a result, if it has determined that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it has determined that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.

[0134] (Step S120-35) The main CPU 200a determines whether the setting key is off, and if it is determined that the setting key is off, the process proceeds to step S120-35, and if it is determined that the setting key is not off, the process proceeds to step S120-37.

[0135] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it is determined that the setting key is on, the process proceeds to step S120-37, and if it is determined that the setting key is not on, the process proceeds to step S122.

[0136] (Step S122) The main CPU 200a executes an initialization start process to start the initialization, which will be described later.

[0137] FIG. 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0138] (Step S122-1) The main CPU 200a sets a setting change end command, which indicates that the change of the setting value has been completed, in the transmission buffer.

[0139] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command that indicates the state when the change of the setting value is completed.

[0140] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0141] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.

[0142] (Step S122-9) The main CPU 200a executes a setting change RAM clear process that clears another area of the main RAM 200c.

[0143] (Step S122-11) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.

[0144] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in the transmission buffer.

[0145] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0146] FIG. 14 is a flowchart illustrating the state restoration process (S130) in the main control board 200.

[0147] (Step S130-1) The main CPU 200a restores the stack pointer.

[0148] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear unused areas in the main RAM 200c.

[0149] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0150] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0151] (Step S130-9) The main CPU 200a executes a port input process to update the image of the input port.

[0152] (Step S130-11) The main CPU 200a executes the operation target bit extraction process to extract information on the operation target bit based on the image of the input port updated in step S130-9.

[0153] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.

[0154] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operating state of the reels 110a, 110b, and 110c, i.e., accelerating, rotating steadily, stopped, or waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating = 3, rotating steadily = 2, stopped = 1, or waiting = 0 depending on the operating state of the stepping motor 152.

[0155] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it determines that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-21. If it determines that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-19.

[0156] (Step S130-19) The main CPU 200a executes a rotation error process for setting the reels 110a, 110b, and 110c when an error is detected.

[0157] (Step S130-21) The main CPU 200a restores the saved register group.

[0158] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, thereby restoring the main CPU 200a to the state it was in immediately before the power was turned off.

[0159] FIG. 15 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0160] (Step S200-1) The main CPU 200a executes a re-game state identification signal output setting process for outputting a re-game state identification signal indicating whether or not a re-game is being performed.

[0161] (Step S200-3) The main CPU 200a sets a put-in number indicator output bit OFF to turn off (light off) the bit corresponding to the put-in number indicator 133 that displays the number of put-in medals (number of bet medals).

[0162] (Step S200-5) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S200-3.

[0163] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0164] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer reaches 0.

[0165] (Step S200-11) The main CPU 200a executes a one-game RAM clearing process that clears an area to be cleared for each game among the use areas in the main RAM 200c.

[0166] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0167] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0168] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0169] FIG. 16 is a flowchart illustrating the game medal insertion process (S210) in the main control board 200.

[0170] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0171] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0172] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.

[0173] (Step S210-7) The main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in step S210-5. If it is determined that the front upper door 104 and the front lower door 106 are closed, the main CPU 200a proceeds to step S210-17, and if it is determined that at least one of the front upper door 104 and the front lower door 106 is not closed, the main CPU 200a proceeds to step S210-9.

[0174] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.

[0175] (Step S210-11) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.

[0176] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0177] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0178] (Step S210-17) When a credit switch (not shown) for paying back accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back accumulated medals.

[0179] (Step S210-19) The main CPU 200a executes processing related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the number of medals bet is subtracted from the reserved number by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, that number is added to the reserved number.

[0180] (Step S210-21) The main CPU 200a executes a game medal acquisition process to check whether the number of inserted medals is a specified number.

[0181] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a determines whether the number of coins inserted is equal to or exceeds the specified number. If the result of the check is that the number of coins inserted is equal to or exceeds the specified number, the main CPU 200a proceeds to step S210-1. If the result of the check is that the number of coins inserted is equal to or exceeds the specified number, the main CPU 200a proceeds to step S210-25.

[0182] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.

[0183] (Step S210-27) The main CPU 200a determines whether it has detected a falling edge (pressed) of the start switch 118. As a result, if it has determined that a falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it has determined that a falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.

[0184] (Step S210-29) The main CPU 200a clears the main payout display buffer to clear the display of the main payout display unit 132.

[0185] (Step S210-31) The main CPU 200a executes a re-game state identification signal clearing process for clearing the re-game state identification signal.

[0186] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing to turn off (extinguish) the start indicator.

[0187] (Step S210-35) The main CPU 200a sets a lever depression command indicating that the start switch 118 has been depressed in the transmission buffer.

[0188] (Step S220) The main CPU 200a executes an internal lottery process for determining the type of winning, which will be described later.

[0189] FIG. 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0190] (Step S220-1) The main CPU 200a acquires the setting value data.

[0191] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0192] (Step S220-5) The main CPU 200a determines whether the setting value data acquired in step S220-1 is abnormal. If it is determined that the setting value data is abnormal, the process proceeds to step S112. If it is determined that the setting value data is not abnormal, the process proceeds to step S220-7.

[0193] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.

[0194] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a gaming state.

[0195] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0196] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.

[0197] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes lottery data acquisition processing to shift the winning area by one.

[0198] (Step S220-17) The main CPU 200a determines whether or not to hold a winning type lottery. If it is determined that a winning type lottery will not be held, the process proceeds to step S220-21. If it is determined that a winning type lottery will be held, the process proceeds to step S220-19.

[0199] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0200] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, i.e., whether the winning area has been won by the winning type lottery. If it is determined that the winning type lottery has been won, the main CPU 200a proceeds to step S230, and if it is determined that the winning type lottery has not been won, the main CPU 200a proceeds to step S220-23.

[0201] (Step S220-23) The main CPU 200a determines whether the winning type lottery has ended. If it is determined that the winning type lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning type lottery has ended, the process proceeds to step S220-25.

[0202] (Step S220-25) The main CPU 200a clears the trigger role type.

[0203] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0204] FIG. 18 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0205] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process to set the game state to an internal game state if the acquired winning area includes a bonus role.

[0206] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0207] (Step S230-5) The main CPU 200a determines (sets) a winning combination group based on the winning region acquired in step S230-1. Depending on the determined winning combination group, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.

[0208] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in step S230-3.

[0209] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0210] (Step S231) The main CPU 200a executes an execution flag setting process that sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.

[0211] (Step S230-13) The main CPU 200a sets a performance command, which is a command related to the advantageous zone, in the transmission buffer.

[0212] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0213] (Step S230-17) The main CPU 200a checks the timer for one game.

[0214] (Step S230-19) The main CPU 200a sets a pre-rotation command indicating that the reels 110a, 110b, and 110c have not yet rotated in the transmission buffer.

[0215] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.

[0216] (Step S236) The main CPU 200a executes a reel effect process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls the provisional stop of predetermined symbols (for example, symbols constituting a bonus role) on the reels 110a, 110b, and 110c, and turns off the pseudo game execution flag when all the reels 110a, 110b, and 110c have provisionally stopped or when they start rotating through a random delay process after the provisional stop.

[0217] (Step S230-23) The main CPU 200a determines whether the 1-game timer is not 0. As a result, if it is determined that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is determined that the 1-game timer is 0, the process proceeds to step S230-25.

[0218] (Step S230-25) The main CPU 200a executes a reel start process to start the rotation of the reels 110a, 110b, and 110c. Here, the motor phase of the reels 110a, 110b, and 110c is set to accelerating to start the rotation of each reel, and the timer for one game is set to a value equivalent to 4.1 seconds.

[0219] (Step S230-27) The main CPU 200a sets a reel start command, which indicates that the reels 110a, 110b, and 110c have started to rotate, in the transmission buffer.

[0220] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.

[0221] FIG. 19 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0222] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.

[0223] (Steps S232 to S236) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and then ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0224] 20 is a flowchart illustrating the non-advantageous zone process (S232) executed in the state-specific module execution process. The non-advantageous zone process is executed when the gaming zone is a non-advantageous zone.

[0225] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.

[0226] (Step S232-3) The main CPU 200a determines whether the advantageous zone lottery has been won in the above step S232-1. As a result, if it is determined that the advantageous zone lottery has been won, the process proceeds to step S232-5, and if it is determined that the advantageous zone lottery has not been won, the non-advantageous zone process is terminated.

[0227] (Step S232-5) The main CPU 200a turns on the advantageous zone flag indicating that the zone is advantageous, and ends the non-advantageous zone processing. As a result, the zone is transitioned to an advantageous zone in the advantageous zone update processing of step S280-7, which will be described later.

[0228] 21 is a flowchart illustrating the normal presentation state process (S233) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.

[0229] (Step S233-1) The main CPU 200a increments the continued play counter for counting the number of continued plays by 1. The continued play counter is also incremented by 1 for each play in the CZ effect state processing described below and the pull-back effect state processing (not shown) executed when in the pull-back effect state. The continued play counter is also reset when transitioning to the specialized AT effect state.

[0230] (Step S233-3) The main CPU 200a determines whether the value of the continued game counter is equal to or greater than the ceiling number of games. If it is determined that the value of the continued game counter is equal to or greater than the ceiling number of games, the process proceeds to step S233-5. If it is determined that the value of the continued game counter is not equal to or greater than the ceiling number of games, the process proceeds to step S233-7.

[0231] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the specialized AT presentation state and ends the normal presentation state processing.

[0232] (Step S233-7) The main CPU 200a determines whether the current game is at the start timing of the normal presentation state. If it is determined that it is the start timing of the normal presentation state, the process proceeds to step S233-9. If it is determined that it is not the start timing of the normal presentation state, the process proceeds to step S233-11.

[0233] (Step S233-9) The main CPU 200a performs a CZ lottery to determine the number of transition games to transition to the CZ presentation state.

[0234] (Step S233-11) The main CPU 200a determines whether the number of games remaining in the normal presentation state has reached the number of transition games. If it is determined that the number of transition games has been reached, the main CPU 200a proceeds to step S233-13, and if it is determined that the number of transition games has not been reached, the main CPU 200a proceeds to step S233-15.

[0235] (Step S233-13) The main CPU 200a sets the next AT flag to a value corresponding to the CZ performance state.

[0236] (Step S233-15) The main CPU 200a determines whether the transition condition to the reel effect state is satisfied. If it is determined that the transition condition is satisfied, the process proceeds to step S233-17, and if it is determined that the transition condition is not satisfied, the process ends.

[0237] (Step S233-17) The main CPU 200a sets the next AT flag to a value corresponding to the reel presentation state, and ends the normal presentation state processing.

[0238] Figure 22 is a flowchart explaining the CZ presentation state processing (S234) executed in the state-specific module execution processing. The CZ presentation state processing is executed when the presentation state is the CZ presentation state. Note that among the processes in the CZ presentation state processing, the same processes as in the normal presentation state processing are assigned the same symbols, and their explanations are omitted.

[0239] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.

[0240] (Step S234-3) The main CPU 200a determines whether the AT lottery has been won in step S234-1. If it is determined that the AT lottery has been won, the process proceeds to step S234-5. If it is determined that the AT lottery has not been won, the process proceeds to step S234-7.

[0241] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the specialized AT presentation state and terminates the CZ presentation state processing.

[0242] (Step S234-7) The main CPU 200a determines whether the game is the final game of the CZ presentation state. If it is determined that the game is the final game of the CZ presentation state, the process proceeds to step S234-9. If it is determined that the game is not the final game of the CZ presentation state, the process of the CZ presentation state ends.

[0243] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0244] 23 is a flowchart illustrating the reel effect state process (S235) executed in the state-specific module execution process. The reel effect state process is executed when the effect state is the reel effect state. Note that, among the processes in the reel effect state process, the same processes as those in the normal effect state process are assigned the same reference numerals, and their explanations will be omitted.

[0245] (Step S235-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.

[0246] (Step S235-3) The main CPU 200a determines whether the AT lottery has been won in step S235-1. If it is determined that the AT lottery has been won, the process proceeds to step S235-5. If it is determined that the AT lottery has not been won, the process proceeds to step S235-7.

[0247] (Step S235-5) The main CPU 200a sets the next AT flag to a value corresponding to the specialized AT presentation state, and ends the reel presentation state processing.

[0248] (Step S235-7) The main CPU 200a determines whether the game is in the final stage of the reel presentation state. If it is determined that the game is in the final stage of the reel presentation state, the process proceeds to step S235-9. If it is determined that the game is not in the final stage of the reel presentation state, the process ends.

[0249] (Step S235-9) The main CPU 200a sets the next AT flag to a value corresponding to the CZ performance state.

[0250] 24 is a flowchart illustrating the pull-back performance state process (S236) executed in the state-specific module execution process. The pull-back performance state process is executed when the performance state is the pull-back performance state.

[0251] (Step S236-1) The main CPU 200a performs a continuation lottery to determine whether or not to transition to (continue) the AT presentation state again, based on the type of winning determined by the lottery.

[0252] (Step S236-3) The main CPU 200a determines whether the continuation lottery has been won in step S236-1. If it is determined that the continuation lottery has been won, the process proceeds to step S236-5. If it is determined that the continuation lottery has not been won, the process proceeds to step S236-7.

[0253] (Step S236-5) The main CPU 200a sets the next AT flag to a value corresponding to the specialized AT presentation state and ends the pull-back presentation state processing.

[0254] (Step S236-7) The main CPU 200a determines whether or not this is the final game in the pull-back presentation state. If it is determined that this is the final game in the pull-back presentation state, the process proceeds to step S236-9. If it is determined that this is not the final game in the pull-back presentation state, the process ends.

[0255] (Step S236-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state and turns off the advantageous zone flag.

[0256] FIG. 25 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.

[0257] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue = 1 and red = 0.

[0258] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S240-1.

[0259] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0260] (Step S240-7) The main CPU 200a references the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c have reached a steady rotation speed. In other words, the fact that the index flag is set also indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.

[0261] (Step S240-9) The main CPU 200a determines whether all index flags on the reels 110a, 110b, and 110c have been detected. If it is determined that all index flags have not been detected, the process proceeds to step S240-1, and if it is determined that all index flags have been detected, the process proceeds to step S240-11.

[0262] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a bit string of 3 bits, each bit corresponding to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.

[0263] (Step S240-13) The main CPU 200a saves the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0264] (Step S240-15) The main CPU 200a sets the stop indicator output bit ON (output image) to turn ON (turn OFF) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c.

[0265] (Step S240-17) The main CPU 200a acquires an image of input port 0 and executes a target bit extraction process to extract a target bit from the acquired image. Here, the target bit is composed of a 3-bit bit string, and each bit is associated with one of the three stop switches 120a, 120b, and 120c, and is represented as 1 if it is operated and 0 if it is not operated.

[0266] (Step S240-19) The main CPU 200a calculates the logical product of the spinning reel flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the corresponding stop switch 120 is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is actively spinning, the logical product will be 1.

[0267] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the main CPU 200a proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the main CPU 200a proceeds to step S240-23.

[0268] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.

[0269] (Step S240-25) The main CPU 200a determines whether the logical product calculated in step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is determined that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.

[0270] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid. As a result, if it is determined that the operated stop switch 120 is invalid, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is determined whether or not one stop switch 120 has been operated. Then, if it is determined that one stop switch 120 has been operated, the process proceeds to step S240-29, and if it is determined that more than one stop switch 120 has been operated, i.e., two or more stop switches 120 have been operated, the process proceeds to step S240-1.

[0271] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0272] (Step S240-31) The main CPU 200a disables interrupts.

[0273] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.

[0274] (Step S240-35) The main CPU 200a executes a sliding symbol number obtaining process for determining the number of sliding symbols on the reel 110.

[0275] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0276] FIG. 26 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0277] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in step S240-35.

[0278] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding symbols determined in step S240-37 above with respect to the pressed reference position acquired in step S250-1 above.

[0279] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is a flag for requesting a program operating in parallel to perform stop processing of the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read by the program operating in parallel, and the stop processing of the reel 110 is performed. When the stop processing is completed, the stop request flag is reset to 0 (OFF) by that program.

[0280] (Step S250-7) The main CPU 200a allows the interrupt.

[0281] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reels 110 in the transmission buffer.

[0282] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0283] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S250-11.

[0284] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0285] (Step S250-17) The main CPU 200a executes the next cylinder setting pre-processing for stopping the next reel 110.

[0286] (Step S250-19) The main CPU 200a determines whether or not the stop processing has been completed for all of the reels 110. As a result, if it is determined that the stop processing for all of the reels 110 has not been completed, the process proceeds to step S240, and if it is determined that the stop processing for all of the reels 110 has been completed, the process proceeds to step S250-21.

[0287] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have already stopped. If it is determined that all of the reels 110 have not already stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have already stopped, the main CPU 200a proceeds to step S250-23.

[0288] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0289] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on operation target bits.

[0290] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the main CPU 200a proceeds to step S250-23, and if it is determined that the stop switch 120 is not pressed, the main CPU 200a proceeds to step S260.

[0291] (Step S260) The main CPU 200a executes a display determination process for determining a winning combination that has been achieved, which will be described later.

[0292] FIG. 27 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0293] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0294] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.

[0295] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that a display determination abnormality (error) has occurred.

[0296] (Step S260-7) The main CPU 200a determines whether or not the display determination is abnormal based on the determination result of step S260-3. If it is determined that the display determination is abnormal, the main CPU 200a proceeds to step S112, and if it is determined that the display determination is not abnormal, the main CPU 200a proceeds to step S260-9.

[0297] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.

[0298] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0299] (Step S260-13) The main CPU 200a determines whether a small win has been won. If it is determined that a small win has been won, the process proceeds to step S260-15. If it is determined that a small win has not been won, the process proceeds to step S260-35.

[0300] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0301] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0302] (Step S260-19) The main CPU 200a determines whether the zone is advantageous. If it is determined that the zone is not advantageous, the process proceeds to step S270, and if it is determined that the zone is advantageous, the process proceeds to step S260-21.

[0303] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts the net increase in the number of coins during the advantageous zone.

[0304] (Step S260-23) The main CPU 200a adds the payout number to the value of the advantageous zone MY counter acquired in step S260-23.

[0305] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0306] (Step S260-27) The main CPU 200a subtracts the number of coins inserted from the value added in step S260-23.

[0307] (Step S260-29) The main CPU 200a determines whether the result of the subtraction in step S260-27 is negative. If it is determined that the result of the subtraction is not negative, the process proceeds to step S260-33. If it is determined that the result of the subtraction is negative, the process proceeds to step S260-31.

[0308] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0309] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.

[0310] (Step S260-35) The main CPU 200a determines whether a replay role has been won. If it is determined that a replay role has not been won, the process proceeds to step S270. If it is determined that a replay role has been won, the process proceeds to step S260-37.

[0311] (Step S260-37) The main CPU 200a sets the number of coins to be paid out to the number of coins inserted.

[0312] (Step S260-39) The main CPU 200a turns on the re-game operation flag.

[0313] (Step S260-41) The main CPU 200a sets the number of automatic inputs.

[0314] (Step S270) The main CPU 200a executes a payout process to pay out medals, which will be described later.

[0315] FIG. 28 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0316] (Step S270-1) The main CPU 200a acquires the re-game operation flag.

[0317] (Step S270-3) The main CPU 200a sets a payout start command, which indicates that the payout of medals has started, in the transmission buffer.

[0318] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay operation flag acquired in step S270-1. If it is determined that a replay combination has been won, the process proceeds to step S270-41. If it is determined that a replay combination has not been won, the process proceeds to step S270-7.

[0319] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0320] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payouts is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.

[0321] (Step S270-11) The main CPU 200a determines whether the number of stored sheets is 50 or more. If it is determined that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is determined that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.

[0322] (Step S270-13) The main CPU 200a executes a medal payout device control process to cause the medal payout device 142 to pay out one medal, and then proceeds to step S270-23.

[0323] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0324] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is determined that it is the first payout time, the process proceeds to step S270-21. If it is determined that it is not the first payout time, the process proceeds to step S270-19.

[0325] (Step S270-19) The main CPU 200a executes a timer wait process to wait until the payout start interval timer reaches 0.

[0326] (Step S270-21) The main CPU 200a increments the number of stored bills by one.

[0327] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.

[0328] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.

[0329] (Step S270-27) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S270-31. If it is determined that the bonus game state is in effect, the process proceeds to step S270-29.

[0330] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.

[0331] (Step S270-31) The main CPU 200a determines whether the payout of the payout number of medals has been completed. If it is determined that the payout has not been completed, the process proceeds to step S270-11. If it is determined that the payout has been completed, the process proceeds to step S270-33.

[0332] (Step S270-33) The main CPU 200a executes a payout end process to end the payout of medals.

[0333] (Step S270-35) The main CPU 200a determines whether an over error has been detected. If it is determined that an over error has not been detected, the process proceeds to step S270-41, and if it is determined that an over error has been detected, the process proceeds to step S270-37.

[0334] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0335] (Step S270-39) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.

[0336] (Step S270-41) The main CPU 200a sets a payout end command indicating that the payout of medals has ended in the transmission buffer.

[0337] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.

[0338] FIG. 29 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0339] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, sets a stop indicator output bit off (output image) to turn on or off a bit corresponding to a replay indicator (not shown) indicating that the next game will be a replay, and executes a replay indicator control process that updates the output bit of the set output image.

[0340] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.

[0341] (Step S281) The main CPU 200a executes a state-specific module execution process that executes a module for each performance state and section state. In the state-specific module execution process, a module (process) corresponding to the currently shifted performance state is read from the main ROM 200b and executed.

[0342] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.

[0343] (Step S280-7) The main CPU 200a executes advantageous zone update processing that manages advantageous zones.

[0344] (Step S280-9) The main CPU 200a determines whether the next game is in an AT presentation state. If it is determined that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is determined that the next game is in an AT presentation state, the process proceeds to step S280-11.

[0345] (Step S280-11) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S280-15. If it is determined that the bonus game state is in effect, the process proceeds to step S280-13.

[0346] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0347] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to an advantageous zone, in a transmission buffer.

[0348] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.

[0349] (Step S280-19) The main CPU 200a executes terminal block signal output processing for outputting external signals.

[0350] (Step S280-21) The main CPU 200a determines whether the effect wait timer, which is set when the advantageous zone is ended in step S280-7, is 0. If it is determined that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is determined that the effect wait timer is 0, the process proceeds to step S280-23.

[0351] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0352] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and moves the process to step S200.

[0353] One game is executed through a series of processes from step S200 to step S280. Thereafter, steps S200 to S280 are repeated.

[0354] Next, the power-off save processing and timer interrupt processing in the main control board 200 will be described.

[0355] (Evacuation process when power is turned off on the main control board 200) 30 is a flowchart illustrating the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts and executes the power-off save processing.

[0356] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0357] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0358] (Step S300-5) The main CPU 200a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0359] (Step S300-7) The main CPU 200a restores the register.

[0360] (Step S300-9) The main CPU 200a performs processing to permit an interrupt, and then ends the power-off save processing.

[0361] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0362] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0363] (Step S300-15) The main CPU 200a executes RAM protection setting processing required to prohibit access to the main RAM 200c.

[0364] (Step S300-17) The main CPU 200a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.

[0365] (Step S300-19) The main CPU 200a subtracts one from the value of the loop counter set in step S300-17.

[0366] (Step S300-21) The main CPU 200a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S1000) described above.

[0367] In addition, if a power outage actually occurs, the operation of the slot machine 100 will stop while steps S300-19 to S300-21 are being looped.

[0368] (Timer interrupt processing of main control board 200) 31 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.

[0369] (Step S400-1) The main CPU 200a saves the registers.

[0370] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0371] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0372] (Step S400-7) The main CPU 200a outputs the set output image to the output port and executes dynamic port output processing that controls the lighting of the main credit display unit 130, main payout display unit 132, number of coins inserted indicator 133, start indicator, insert indicator, replay indicator, indicators for stop switches 120a, 120b, 120c, and section indicator 160.

[0373] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.

[0374] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .

[0375] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0376] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.

[0377] (Step S400-17) The main CPU 200a executes a random number update process for updating various random number values.

[0378] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.

[0379] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so one module is executed once every four timer interrupt processings (every 5.96 ms). For example, a module that executes time monitoring processing that decrements various timers is associated with one timer interrupt processing phase.

[0380] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0381] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0382] (Step S400-27) The main CPU 200a restores the registers.

[0383] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0384] <Main control board CPU peripheral configuration> 32 is a diagram illustrating the electrical connections around the main CPU 200a. The main CPU 200a includes a CPU core 700 and a bus controller 702. The CPU core 700 controls the bus controller 702 via a bus control signal (Bus Cont) output from the BC terminal, and reads data from the main ROM 200b, the main RAM 200c, or the input / output unit 704, or writes data to the main RAM 200c or the input / output unit 704. In this example, a microprocessor based on a Z80-series CPU and sold by LETech is used as the main CPU 200a.

[0385] For example, when reading data from the main ROM 200b, the main RAM 200c, or the input / output unit 704, the bus controller 702 outputs a 16-bit address (A

[16] ) signal, identifies either the main ROM 200b, the main RAM 200c, or the input / output unit 704 through the decoders 706a, 706b, and 706c, and controls the read (RD) signal to read a data (D[8]) signal from the main ROM 200b, the main RAM 200c, or the input / output unit 704. Furthermore, when writing data to the main RAM 200c or the input / output unit 704, the bus controller 702 outputs an address (A

[16] ) signal and a data (D[8]) signal, identifies either the main RAM 200c or the input / output unit 704 via decoders 706b and 706c, and controls the write (WR) signal to write the data (D[8]) signal to the main RAM 200c or the input / output unit 704.

[0386] As will be described later, the address space of the input / output unit 704 is integrated with the address spaces of the main ROM 200b and the main RAM 200c. Therefore, unlike the conventional technology, there are no memory request (MREQ) terminals or I / O request (IORQ) terminals that output signals to specify whether to access memory or I / O. By reassigning these two terminals to any other signal, the degree of freedom in program development can be increased.

[0387] In addition, external signals such as an interrupt / wait (INT / WAIT) signal that triggers the start of interrupt processing, a non-maskable interrupt (NMI) signal that allows interrupt processing to be executed with the highest priority, and a bus request (BUSREQ) signal that can transition a bus signal to high impedance are also input to the CPU core 700.

[0388] 33 is a block diagram showing the internal configuration of a CPU core 700. The CPU core 700 includes an external input unit 710, a state control unit 712, a central control unit 714, a register unit 716, and an arithmetic logic unit (ALU) 718. The external input unit 710 receives an external signal and outputs control information based on the external signal to the state control unit 712 and the central control unit 714.

[0389] The state control unit 712 manages and transitions the internal state (RESET, instruction fetch, instruction decode, operation, memory load, memory store, HALT, etc.) based on the input control information to determine the operating state of the CPU core 700, and outputs control information based on that operating state to the central control unit 714.

[0390] The central control unit 714 extracts an opcode (instruction) from the input data (DI[8]) input via the bus controller 702, and controls the ALU 718 based on the command decoded by the instruction decoder. The central control unit 714 also obtains necessary information from each register of the register unit 716 and updates each register based on the decoded command.

[0391] The register unit 716 includes selector ports 722a, 722b, and 722c, an input bank selector 724, a first register bank 726, a second register bank 728, an output bank selector 730, an address port 732, and individual registers 734. The individual registers 734 include a 16-bit program counter (PC) that indicates the address of the program to be executed next, an 8-bit interrupt (I) register that is used in interrupt mode, an 8-bit refresh (R) register that counts the opcode fetch cycle, and an 8-bit interrupt enable (IFF) register that controls whether interrupts are enabled or disabled.

[0392] In addition, the register unit 716 is associated with a random number generator (not shown) for obtaining various random number values related to the big role lottery (jackpot determination random number, winning pattern random number, reach group determination random number, reach mode determination random number, variation pattern random number, win determination random number), and the latched random number values are obtained via the input ports (FE73h to FE9Ch).

[0393] The random number generator operates on the system clock (a clock obtained by dividing the external input by 2) and generates random numbers less than a predetermined maximum value. The random number generator is a maximum value setting random number generator that allows the user to set the maximum value of the random number. Four channels of maximum value setting random number generators allow the user to set a 16-bit maximum value, and eight channels of maximum value setting random number generators allow the user to set an 8-bit maximum value. The 16-bit maximum value setting random number generators allow the user to select a random number update period from 32 to 47 clocks, and the maximum value setting range is from 256 to 65535. The 8-bit maximum value setting random number generators allow the user to select a random number update period from 16 to 31 clocks, and the maximum value setting range is from 16 to 255 on four channels, and from 64 to 255 on the other four channels. Additionally, as fixed-maximum random number generators, which are random number generators with a fixed maximum value for random numbers, four channels of random number generators that can set a 16-bit maximum value and eight channels of random number generators that can set an 8-bit maximum value are provided. Here, the 16-bit fixed-maximum random number generators have a random number update cycle of one clock and a maximum value fixed to 65535. The 8-bit fixed-maximum random number generators have a random number update cycle of one clock and a maximum value fixed to 255.

[0394] If there are not enough types of random numbers, it is also possible to generate other random numbers (software random number generator) by multiplying or dividing the random number value obtained from the hardware random number generator (random number generator) by a predetermined number within the program.

[0395] 34 is a diagram illustrating the configuration of a register. The register unit 716 is provided with a first register bank (bank 0) 726 and a second register bank (bank 1) 728 that is paired with the first register bank 726. The first register bank 726 is provided with a main register group (front register group) 726a and a sub-register group (back register group) 726b that is paired with the main register group 726a, and the second register bank 728 is provided with a main register group 728a and a sub-register group 728b that is paired with the main register group 728a. The main register group 726a and the sub-register group 726b of the first register bank 726, and the main register group 728a and the sub-register group 728b of the second register bank 728 each include 8-bit registers (Q, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY). However, unlike the sub-register groups 726b and 728b, the main register groups 726a and 728a further include an 8-bit register (U) and a 16-bit register (SP). The main CPU 200a switches between the first register bank 726 and the second register bank 728, and can access only one of the register banks indicated by a register bank designation register RB in the F register (described later), and cannot simultaneously access the other register bank paired with that register bank.

[0396] Of the registers shown in FIG. 34, the Q register is an 8-bit register provided as an extension register, two sets of which are provided in each register bank, and stores the upper byte of an address used in some commands. If, for example, F0h is set as the value of the Q register, the main CPU 200a can use the Q register to access F000h to F0FFh in the main RAM 200c. The U register is an 8-bit register provided as an extension register, one set of which is provided in each register bank, and stores the upper byte of an address used in some commands. If, for example, FEh is set as the value of the U register, the main CPU 200a can use the U register to access internal devices (such as timers, random number generators, and external input / output circuits) connected to the input / output unit 704 at FE00h to FFFFh. The A register is a general-purpose register that also functions as an 8-bit accumulator used for arithmetic processing and data transfer. The F register is an 8-bit flag register that holds various arithmetic results. As shown in Figure 34, the bits of the F register are arranged as follows: S is a sign flag that is set to 1 when the result of an operation is negative, Z is a zero flag (first zero flag) that is set to 1 when all bits are 0, and TZ is a specific bit flag (second zero flag) for gaming machine expansion specifications that is set to 1 (changes value) when all bits are 0 by executing a data transfer instruction (LD; load). H is a half-carry flag that cannot be controlled by the programmer, RB (register bank designation register) is a register bank monitor that indicates the current register bank (first register bank 726 = 0, second register bank 728 = 1), P / V is a parity overflow flag, N is an addition / subtraction flag that cannot be controlled by the programmer, and C is a carry flag that is set to 1 when a carry or borrow occurs as a result of an operation. The F register and the A register form a pair register AF.

[0397] The B, C, D, E, H, and L registers are 8-bit general-purpose registers, two sets of which are provided in each register bank, and are used as 16-bit pair registers with predetermined combinations (for example, registers BC, DE, HL, and several other combinations exist). The IX and IY registers are 16-bit general-purpose registers used for index addressing. The SP (stack pointer) register is 16 bits and stores the address that serves as the stack pointer. The Q', A', F', B', C', D', E', H', L', IX', and IY' registers are sub-registers 726b and 728b that can exchange or transfer data (contents) with the main registers 726a and 728a (Q, A, F, B, C, D, E, H, L, IX, and IY) in response to exchange or transfer instructions. The A' and F' registers form pair register AF', the B' and C' registers form pair register BC', the D' and E' registers form pair register DE', and the H' and L' registers form pair register HL'. Note that pair registers are not limited to BC', DE', and HL'; several other combinations exist. Meanwhile, one set of U and SP registers is provided in each register bank.

[0398] As described above, in the main control board 200, the main CPU 200a controls the progress of the game in cooperation with the main RAM 200c based on the programs stored in the main ROM 200b. The programs for executing these functional units are stored in predetermined areas (usage areas) of the main ROM 200b and the main RAM 200c.

[0399] 35 is an explanatory diagram showing a memory map. A memory space of 0000h to 3FFFh (12 kbytes) is allocated to the main ROM 200b, a memory space of F000h to F3FFh (1 kbyte) is allocated to the main RAM 200c, and a memory space of FE00h to FFFFh (512 bytes) is allocated to the input / output unit 704. The instruction codes of the program are written in assembler language. Here, a program is composed of instruction codes, and is read by a computer to implement predetermined processing in cooperation with data and a work area.

[0400] The main ROM 200b is allocated a memory space from 0000h to 1DF3h as a used area. The used area is an area for storing programs and data for executing game control processing that controls the progress of a game. Specifically, the memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes for the program for executing game control processing that controls the progress of a game by operating the initialization means 300, betting means 302, win type lottery means 304, reel control means 306, determination means 308, payout control means 310, game status control means 312, performance status control means 314, and command sending means 316. The memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the game control processing program. In addition, the memory space from 1E00h to 1FFFh is allocated a comment area, and the memory space from 3FC0h to 3FFFh is allocated a program management area. In addition, a separate area (non-used area) is allocated to the memory space from 2000h to 3FBFh. As will be described later, this separate area is an area for storing programs and data that are not specified to be stored in the used area. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data for programs that perform some or all of the gaming machine test processing and security-related processing (hereinafter, sometimes simply referred to as non-game control processing) that do not affect the progress of the game.

[0401] In addition, the memory space from F000h to F1FFh in the main RAM 200c is allocated as a usage area. Specifically, the memory space from F000h to F13Fh is allocated as a work area for the game control process, and is used to manage variables such as timers, counters, and flags. The memory space from F1C0h to F1FFh is allocated as a stack area for the game control process. In addition, the memory space from F200h to F3FFh in the main RAM 200c is allocated as a separate area. Specifically, the memory space from F210h to F22Fh is allocated as a work area for some or all of the security-related processes, and is used to manage variables such as timers, counters, and flags. The memory space from F230h to F246h is allocated as a stack area for some or all of the security-related processes.

[0402] Furthermore, the input / output unit 704 is allocated to the memory space from FE00h to FFFFh. Conventionally, a 512-byte I / O space was provided independent of the memory space to access a device corresponding to the input / output unit 704. In contrast, in this embodiment, the MREQ and IORQ signals are eliminated, and access to the memory and the input / output unit 704 is performed in common using the RD and WR signals. Also, a U register is provided as hardware to specify the upper 8 bits of an address for accessing a device connected to the input / output unit 704, and an 8-bit upper address is specified in advance in this register. As a result, the I / O space, which was provided independent of the memory space, is integrated into the memory space to form a single address space, and when an IN instruction or an OUT instruction is executed, the input / output unit 704 allocated to the memory space can be accessed using the upper 8 bits specified by the U register and the lower 8 bits specified by the operand of the IN instruction or OUT instruction.

[0403] In this embodiment, a program can be written so that the LDQ instruction uses the value of the Q register to access memory space (mainly the data area and work area), and the IN and OUT instructions use the U register to access I / O of devices (timers, random number generators, external input / output circuits, etc.). This configuration makes it easier to understand programs during design. Furthermore, memory and I / O, which were previously accessed by specifying them with 16-bit addresses, can now be accessed with the lower 8-bit operand, thereby reducing program size. Furthermore, by having multiple upper registers, including the Q register, Q' register, and U register, the number of times that upper registers need to be swapped due to reuse is reduced compared to when there is only one upper register, further reducing program size.

[0404] In the above example, the memory space corresponding to the I / O space was accessed using the IN and OUT instructions, but it is also possible to access the memory space directly using the IN and OUT instructions. For example, when accessing three 256-byte areas in memory, this can be achieved by specifying the upper 8 bits of each in the Q register, Q' register, and U register, and then accessing each area using the LDQ instruction, IN instruction, and OUT instruction.

[0405] (Lighting control of input number display 133) 36 is a circuit diagram for explaining the circuit configuration of each display unit (main credit display unit 130, main payout display unit 132, insertion number display (display means) 133, start display, insert display, replay display) connected to the main control board 200. Here, the main CPU 200a controls the lighting state of the collective light emitters L1 to L5 using a plurality of control signals (common signals C4 to C0 and data signals D7 to D0).

[0406] Of the light emitting elements L1 to L5, light emitting elements L1 to L4 are seven segments, and light emitting element L5 is made up of six LEDs. Each of light emitting elements L1 to L5 has a common terminal (C) where the anode or cathode terminals of multiple LEDs are shared, and when a potential difference occurs between the common terminal (C) and the segment terminals (a to g, dp) (when current flows), the corresponding segment emits light.

[0407] In the example of FIG. 36, the main CPU 200a switches and outputs common signals C4 to C0 in a time-division manner to identify which of the collective light-emitting elements L1 to L5 will be the light-emitting element. In parallel, the main CPU 200a outputs data signals D7 to D0 indicating the data to be emitted to the collective light-emitting elements L1 to L5 identified by the common signals C4 to C0. In this way, five pieces of data are switched and displayed in a time-division manner on each of the collective light-emitting elements L1 to L5 in accordance with the common signals (dynamic lighting method). Specifically, the main CPU 200a enables only the common signal C0 of the collective light-emitting element L1 at an arbitrary timing (setting it to LOW potential), and during that time outputs the data signals D7 to D0 to be displayed on the collective light-emitting element L1. While the data signals D7 to D0 are supplied to all of the collective light-emitting elements L1 to L5, the common signal C0 is only supplied to the collective light-emitting element L1, so only the collective light-emitting element L1 displays the data corresponding to the data signals D7 to D0. Next, the main CPU 200a switches the common signal from the common signal C0 for the collective light emitter L1 to the common signal C1 for the collective light emitter L2, and similarly outputs the data signals D7-D0 to be displayed on the collective light emitter L2. In this way, by sequentially switching the common signals C4-C0 for the collective light emitters L1-L5 at a predetermined cycle (e.g., 1.49 msec) and outputting the corresponding data signals D7-D0 each time, it is possible to make the data appear as if they are being displayed simultaneously on the collective light emitters L1-L5. Note that, because the light emission times of the collective light emitters L1-L5 are equal, their brightness is also uniform. In this way, it is possible to control the lighting states of the five collective light emitters L1-L5 with a small number of control signals, such as five common signals and eight data signals.

[0408] Furthermore, the collective light emitters L1 to L5 are associated with the respective display units. For example, the collective light emitter L1 indicates the tens digit of the main credit display unit 130, the collective light emitter L2 indicates the ones digit of the main credit display unit 130, the collective light emitter L3 indicates the tens digit of the main payout display unit 132, and the collective light emitter L4 indicates the ones digit of the main payout display unit 132. Furthermore, in the collective light emitter L5, three of the six LEDs indicate the insertion number display 133, and the other three LEDs respectively indicate the start indicator (which lights up when the start switch 118 is operable), the insert indicator (which lights up when medal insertion is possible), and the replay indicator (which lights up when a replay combination is won).

[0409] When the common signal C4 is supplied, if the data signal D0 is "1" (HIGH potential), the 1-BET coin-in number indicator 133 lights up, and if the data signal D0 is "0" (LOW potential), the 1-BET coin-in number indicator 133 goes out. If the data signal D1 is "1" (HIGH potential), the 2-BET coin-in number indicator 133 lights up, and if the data signal D1 is "0" (LOW potential), the 2-BET coin-in number indicator 133 goes out. If the data signal D2 is "1" (HIGH potential), the 3-BET coin-in number indicator 133 lights up, and if the data signal D2 is "0" (LOW potential), the 3-BET coin-in number indicator 133 goes out. In this way, the lighting of the coin-in number indicator 133 can be controlled.

[0410] FIG. 37 is an explanatory diagram for explaining specific lighting control of the throw-in number indicator 133. Here, the lighting state of the throw-in number indicator 133 according to the data signals D7 to D0 is explained. In FIG. 37, solid black indicates lighting, and white indicates extinguishing. Here, the main CPU 200a (throw-in number acquisition means) acquires the number of throw-in medals used in one game, which are inserted through the medal insertion slot 114a, betted using the bet switch 116, or automatically inserted when a replay combination was displayed on the active line A in the previous game. While no bets have been made, i.e., the throw-in number is "0," the main CPU 200a outputs lighting information "00XXX000B" to the data signals D7 to D0. Here, the lighting information (specific information) is one byte of information for specifying the lighting state (display state) of the throw-in number indicator 133, the start indicator, the insert indicator, and the replay indicator. Note that "x" in the lighting information indicates that the values of the start indicator, insert indicator, and replay indicator are indefinite (0 or 1). Here, we will mainly discuss the lowest 3 bits of the lighting information related to the number of coins to bet indicator 133. When the lighting information "00xxx000B" is output, the data signal D2 corresponding to bit 2 becomes 0, the data signal D1 corresponding to bit 1 becomes 0, and the data signal D0 corresponding to bit 0 becomes 0, so none of the 3BET, 2BET, or 1BET indicators in the number of coins to bet indicator 133 will be lit. A player can tell that no bet has been made by the fact that no bet is lit on the number of coins to bet indicator 133.

[0411] Furthermore, if the number of coins inserted is "1", the main CPU 200a outputs lighting information "00XXX001B" to the data signals D7 to D0. By outputting lighting information "00XXX001B", the data signal D2 corresponding to bit 2 becomes 0, the data signal D1 corresponding to bit 1 becomes 0, and the data signal D0 corresponding to bit 0 becomes 1, so that 3BET and 2BET of the number of coins inserted indicator 133 do not light up, but 1BET does light up. The player can tell that the number of coins inserted is "1" because one coin of the number of coins inserted indicator 133 is lit up.

[0412] Furthermore, if the number of coins inserted is "2", the main CPU 200a outputs lighting information "00XXX011B" to the data signals D7 to D0. By outputting lighting information "00XXX011B", the data signal D2 corresponding to bit 2 becomes 0, the data signal D1 corresponding to bit 1 becomes 1, and the data signal D0 corresponding to bit 0 becomes 1, so that 3BET does not light up in the number of coins inserted indicators 133, but 2BET and 1BET light up. The player can tell that the number of coins inserted is "2" because two of the number of coins inserted indicators 133 are lit up.

[0413] Also, if the number of coins inserted is "3", the main CPU 200a outputs lighting information "00XXX111B" to the data signals D7 to D0. By outputting lighting information "00XXX111B", the data signal D2 corresponding to bit 2 becomes 1, the data signal D1 corresponding to bit 1 becomes 1, and the data signal D0 corresponding to bit 0 becomes 1, so that 3BET, 2BET, and 1BET are all lit up in the number of coins inserted indicator 133. The player can understand that the number of coins inserted is "3" because three of the number of coins inserted indicator 133 are lit up. In this way, the number of coins inserted indicator 133 can display lighting information in lighting patterns corresponding to the number of coins inserted of "1", "2", and "3".

[0414] Here, focusing on the lowest 3 bits of the lighting information, the main CPU 200a must output lighting information "000B" when the input number is "0" ("000B"), output lighting information "001B" when the input number is "1" ("001B"), output lighting information "011B" when the input number is "2" ("010B"), and output lighting information "111B" when the input number is "3" ("011B"). This creates the need to convert the input number into lighting information. For example, if no bet has been made yet, the binary representation of the number to be inserted, "000B", must be converted to "000B". If one coin is bet, the binary representation of the number to be inserted, "001B", must be converted to "001B". If two coins are bet, the binary representation of the number to be inserted, "010B", must be converted to "011B". If three coins are bet, the binary representation of the number to be inserted, "011B", must be converted to "111B".

[0415] Such a conversion cannot be derived by simple addition and subtraction, and requires complex calculations. Therefore, it is conceivable to provide a table in the main ROM 200b that associates the number of bets with the lighting information one-to-one, and to extract the lighting information by referencing the table. However, since the table occupies a large amount of memory, there is a risk that the usage area (control area) of the main ROM 200b of the main control board 200 will be constrained. Furthermore, even if a program using simple addition and subtraction is attempted, it would be necessary to provide a branch that excludes "000B," which is the binary representation of the number of bets, when a bet has not yet been made, making the program complicated, and again, there is a risk that the usage area (control area) of the main ROM 200b will be constrained.

[0416] Therefore, in this embodiment, the main CPU 200a (arithmetic processing means) performs an arithmetic process to efficiently convert the number of inputs into lighting information (specific information) while suppressing the capacity of the control area for performing game control processing. Here, as an example of a program that converts the number of inputs into lighting information, the dynamic port output process S400-7 in the timer interrupt process S400 shown in Figure 31 is shown.

[0417] (Dynamic port output processing S400-7) In the dynamic port output process S400-7, the main CPU 200a outputs the set output image to the output port and executes dynamic port output process that controls the lighting of the main credit display unit 130, main payout display unit 132, input number indicator 133, start indicator, insert indicator, replay indicator, indicators of stop switches 120a, 120b, 120c, and section indicator 160. For ease of explanation, only a portion of the dynamic port output process S400-7, i.e., the process of updating the input number in the main indicator data buffer, will be described in detail. Here, the main indicator data buffer stores one byte of lighting information to be sent to the light-emitting element assembly L5. The main CPU 200a reads a program from the main ROM 200b and executes the DYNMOUT module in the program.

[0418] Figure 38 is a flowchart showing the specific processing of the DYNMOUT module, and Figure 39 is a diagram showing an example of a specific command of the DYNMOUT module. The numerical values of step S in the explanation of Figure 38 will only be used in the explanation of this figure. Note that "_SIR_DAT" indicates a 2-byte address indicating the main display data buffer, and "_INS_MDL" indicates a 2-byte address storing the number of inputs.

[0419] As shown in FIG. 38, the main CPU 200a acquires the values (lighting information) stored in the main display data buffer (S1) and saves the lighting information of the start indicator, insert indicator, and replay indicator other than the throw-in number indicator 133 (S2). Specifically, the index "DYNMOUT:" on the first line of FIG. 39 indicates the starting address of the DYNMOUT module. The command "LDQ A, (LOW _SIR_DAT)" (command size = 2) on the second line sets the value stored in the memory area indicated by the address where the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_SIR_DAT" itself is the lower byte of the address, i.e., the lighting information stored in the main display data buffer, in the A register. The command "AND 00111000B" (command size = 2) on the third line masks the upper 2 bits and the lower 3 bits, leaving only the lighting information of the start indicator, insert indicator, and replay indicator in the A register. The command on the fourth line, "LD D,A" (command size = 1), saves the value of the A register (part of the lighting information) to the D register.

[0420] Next, as shown in FIG. 38, the main CPU 200a acquires the number of inserted medals (S3) and derives the lighting information of the inserted number display 133 (S4). Specifically, the command "LDQ A, (LOW _INS_MDL)" (command size = 2) on the fifth line of FIG. 39 sets the value stored in the memory area indicated by the address where the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_INS_MDL" itself is the lower byte of the address, i.e., the inserted number, in the A register. The command "LD E, A" (command size = 1) on the sixth line saves the value of the A register, i.e., the inserted number, in the E register. The command "SRL A" (command size = 2) on the seventh line shifts the value of the A register by one bit to the right. The command "SRL A" corresponds to division with a divisor of 2, and the quotient (division result) remains in the A register. The command "ADD A,E" (command size = 1) on line 8 adds the value of the E register (saved number of inputs) to the value of the A register (result of division), and the result of the addition (addition result) remains in the A register. The command "OR E" (command size = 1) on line 9 calculates the logical sum of the value of the A register (result of addition) and the value of the E register (saved number of inputs). In this way, the lighting information of the input number display 133 is set in the A register.

[0421] Next, as shown in Fig. 38, the main CPU 200a restores the lighting information of the start indicator, insert indicator, and replay indicator that was saved in step S2 (S5), and updates the values stored in the main indicator data buffer (S6). Specifically, the command "OR D" (command size = 1) on the 10th line of Fig. 39 calculates the logical sum of the value of the A register (lighting information of the throw-in number indicator 133) and the value of the D register (lighting information of the saved start indicator, insert indicator, and replay indicator), and the calculation result is stored in the A register. The command on line 11, "LDQ (LOW _SIR_DAT),A" (command size = 2), causes the value of the A register, i.e., the lighting information of the input number indicator 133, start indicator, insert indicator, and replay indicator, to be stored in the memory area indicated by the 2-byte address, where the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_SIR_DAT" itself is the lower byte of the address, i.e., the main indicator data buffer.

[0422] Here, the number of coins inserted is shifted one bit to the right (divided by 2), the number of coins inserted is added to the result of this calculation, and a logical OR operation is performed between the result of this calculation and the number of coins inserted to derive the lighting information for the number of coins inserted display 133. Note that the total command size of the commands on lines 7 to 9 in Figure 39 that implement this processing is 4 bytes, and it can be seen that they occupy almost no memory capacity. Below, we will explain how the lighting information for the number of coins inserted display 133 is derived based on the number of coins inserted.

[0423] FIG. 40 is an explanatory diagram showing how the lighting information of the input number display 133 is derived based on the input number. As shown by the input number "0" in FIG. 40, if the input number is binary "000B", when the input number "000B" is shifted one bit to the right (divided by 2), the calculation result (division result) becomes "000B". When the input number "000B" is added to the calculation result "000B", the calculation result (addition result) becomes "000B". When the logical OR of the calculation result "000B" and the input number "000B" is performed, the calculation result becomes "000B". Therefore, the lighting information of the input number display 133 becomes "000B".

[0424] As shown by the input number "1" in Figure 40, if the input number is the binary number "001B", when the input number "001B" is shifted one bit to the right (divided by 2), the operation result (division result) becomes "000B". When the input number "001B" is added to the operation result "000B", the operation result (addition result) becomes "001B". When the logical OR of the operation result "001B" and the input number "001B" is performed, the operation result becomes "001B". Therefore, the lighting information of the input number display 133 becomes "001B".

[0425] As shown by the input number "2" in Figure 40, if the input number is the binary number "010B", when the input number "010B" is shifted one bit to the right (divided by 2), the operation result (division result) becomes "001B". When the input number "010B" is added to the operation result "001B", the operation result (addition result) becomes "011B". When the operation result "011B" is ORed with the input number "011B", the operation result becomes "011B". Therefore, the lighting information of the input number display 133 becomes "011B".

[0426] As shown by the input number "3" in Figure 40, if the input number is the binary number "011B", when the input number "011B" is shifted one bit to the right (divided by 2), the calculation result (division result) becomes "001B". When the input number "011B" is added to the calculation result "001B", the calculation result (addition result) becomes "100B". When the calculation result "100B" is ORed with the input number "011B", the calculation result becomes "111B". Therefore, the lighting information of the input number display 133 becomes "111B".

[0427] With this configuration, even when no bet has been made yet, it is possible to uniformly derive the lighting information of the bet number display 133 from the bet number without providing a branch to exclude the bet number "000B." Therefore, it is possible to efficiently convert the bet number into lighting information of the bet number display 133 while suppressing the capacity of the control area for performing game control processing.

[0428] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.

[0429] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 202, or the functional parts of the sub-control board 202 may be arranged on the main control board 200, or all functional parts may be arranged together on one control board.

[0430] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be given to the player in the form of electronic information.

[0431] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0432] 100 slot machines (gaming machines) 110 reels 114a Medal slot 116 Bet Switch 118 Start switch 120 Stop switch 130 Main credit display 132 Main payment display section 133 Input number display

Claims

[Claim 1] a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged in response to the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch; Equipped with The plurality of winning types include a first winning type, a second winning type, and a third winning type, The first winning type is set such that the first small role and a correct role with a larger gaming profit than the first small role overlap, the first small role can be won by a specific operation, and the correct role can be won by a correct operation, The first minor winning combination includes a symbol combination in which a specific symbol on a specific reel is displayed in a symbol display window, The second winning type is set such that the second small role and a correct role with a larger gaming profit than the second small role overlap, the second small role can be won by a specific operation, and the correct role can be won by a correct operation, The second minor winning combination includes a symbol combination in which the specific symbol on the specific reel is displayed in a symbol display window, The third winning type is set so that the first small win, the second small win, and a third small win not included in the first winning type and the second winning type overlap, and when a first stop operation is operated by a correct operation for the first winning type and the second winning type, and a second stop operation is operated differently from the correct operation, the third small win can be won; The third minor winning combination includes a combination in which the specific symbols are displayed in a straight line within a symbol display window, The stop position of the specific symbol on the specific reel when the first small role and the second small role are won is different from the stop position of the specific symbol on the specific reel when the third small role is won, The probability that the specific symbol will be displayed in a straight line in the symbol display window when the stop switch is operated randomly at the time of winning the third winning type is lower than the probability that the first minor role will be won when the stop switch is operated randomly at the time of winning the first winning type, and is also lower than the probability that the second minor role will be won when the stop switch is operated randomly at the time of winning the second winning type. Gaming machine.

Citation Information

Patent Citations

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