Slot machine
The slot machine enhances entertainment value by implementing a role determination and reel control process to increase winning probabilities, addressing the need for improved prize-winning assistance in existing slot machines.
Patent Information
- Application Number
- JP2024057322
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-10-10
AI Technical Summary
Existing slot machines lack enhancements in entertainment value, particularly in assisting players to win small prizes effectively.
A slot machine equipped with a role determination process that can determine first and second special roles, allowing for lotteries at different probabilities, and a reel control process that enhances the chances of winning based on stored information.
The slot machine increases game enjoyment by providing enhanced chances of winning, thereby improving player engagement and entertainment value.
Smart Images

Figure 2025154370000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a slot machine. [Background technology]
[0002] Conventionally, slot machines, which are a type of gaming machine, bet game medals and operate the start lever, and after a winning combination is drawn, the reels begin to spin. Next, by operating the stop button, the spinning of the reels stops, and if a winning combination is achieved, game medals are paid out to the player.
[0003] In recent years, slot machines capable of executing AT that assists in winning small prizes by means of a push order notification means have become known (for example, Patent Document 1). Such slot machines can make it easier to win small prizes by notifying the order in which to operate the stop buttons when a small prize is won. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-143271 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the slot machines exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a slot machine that can enhance the enjoyment of the game. [Means for solving the problem]
[0007] The slot machine according to the present invention is a slot machine equipped with a plurality of reels, a start lever for rotating the reels, a stop button for stopping the reels, and main control means capable of executing control related to games, wherein the main control means includes a role determination process capable of determining a first special role and a second special role, a reel control process for rotating the reels when the start lever is operated and for stopping the rotating reels when the stop button is operated, a storage process for storing information on winning the first special role when the first special role is determined by the role determination process, and for storing information on winning the second special role when the second special role is determined, and a storage process for storing information on winning the second special role when the storage process is performed. When information on a winning combination for the first special role is stored, a normal lottery process is capable of executing a lottery for winning balls at a normal probability, and when information on a winning combination for the second special role is stored by the storage process, a favorable lottery process is capable of executing a lottery for winning balls at a favorable probability more favorable than the normal probability.The reel control process is characterized in that when information on a winning combination for the first special role is stored and the result of the role determination process is a specific result, it can realize the winning of the first special role, and when information on a winning combination for the second special role is stored and the result of the role determination process is the specific result, it can realize the winning of the second special role. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a slot machine that can increase the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 2 is a front view of the slot machine and the card unit. [Figure 2] FIG. 2 is a front view of the box portion of the slot machine. [Figure 3] FIG. 2 is a rear view of the door portion of the slot machine. [Figure 4] FIG. 1 is a block diagram of a slot machine and a card unit. [Figure 5]1 is a diagram illustrating the arrangement of symbols on the left reel, center reel, and right reel. [Figure 6] FIG. 10 is a diagram illustrating a combination of symbols. [Figure 7] FIG. 10 is a diagram illustrating the transition of game states. [Figure 8] FIG. 10 is a diagram explaining the number of places allocated to winning combinations. [Figure 9] This is a diagram explaining the relationship between winning combinations, the order in which the stop buttons are operated, and the combinations of symbols. [Figure 10] FIG. 10 is a diagram illustrating mode transitions. [Figure 11] FIG. 10 is a diagram illustrating a table used when staying in normal mode. [Figure 12] FIG. 10 is a diagram illustrating a table used in modes other than the normal mode. [Figure 13] FIG. 10 is a diagram illustrating the power-on process of the main control board. [Figure 14] FIG. 2 is a diagram illustrating the main processing of the main control board. [Figure 15] FIG. 10 is a diagram illustrating the game start acceptance process. [Figure 16] FIG. 10 is a diagram illustrating a process for each mode at the start. [Figure 17] FIG. 10 is a diagram illustrating a mode-specific process at the time of termination. [Figure 18] FIG. 10 is a diagram illustrating an interrupt process. [Figure 19] FIG. 10 is a diagram illustrating a counting process. [Figure 20] FIG. 10 is a diagram illustrating a lending process. [Figure 21] FIG. 10 is a diagram illustrating a lending command receiving process. [Figure 22] FIG. 10 is a diagram illustrating a replay command receiving process. [Figure 23] FIG. 10 is a diagram illustrating a command reception process. [Figure 24] A diagram explaining the types of commands sent from the main control board to the medal count control board. [Figure 25]A diagram explaining the gaming machine installation information command sent from the main control board to the medal count control board. [Figure 26] A diagram explaining the gaming machine characteristics of the gaming machine installation information command sent from the main control board to the medal count control board. [Figure 27] This is a diagram explaining the reel information command sent from the main control board to the medal count control board. [Figure 28] A diagram explaining the device operation information transmitted from the main control board to the medal count control board. [Figure 29] A diagram explaining the advantageous zone information command sent from the main control board to the medal count control board. [Figure 30] A diagram explaining advantageous zone information transmitted from the main control board to the medal count control board. [Figure 31] 10 is a diagram illustrating a medal count command sent from the main control board to the medal count control board. FIG. [Figure 32] A diagram explaining the medal count settlement command sent from the main control board to the medal count control board. [Figure 33] A diagram explaining the game start command sent from the main control board to the medal count control board. [Figure 34] A diagram explaining the game end command sent from the main control board to the medal count control board. [Figure 35] A diagram explaining the payout command sent from the main control board to the medal count control board. [Figure 36] A diagram explaining the jackpot command sent from the main control board to the medal count control board. [Figure 37] A diagram explaining information regarding the HC signal transmitted from the main control board to the medal count control board. [Figure 38] FIG. 10 is a diagram illustrating a gaming machine fraud command (first) transmitted from the main control board to the medal count control board. [Figure 39]A diagram explaining the setting information transmitted from the main control board to the medal count control board. [Figure 40] FIG. 10 is a diagram illustrating a gaming machine fraud command (second) transmitted from the main control board to the medal count control board. [Figure 41] A diagram explaining door opening information transmitted from the main control board to the medal count control board. [Figure 42] FIG. 10 is a diagram illustrating a gaming machine incorrect command (third) transmitted from the main control board to the medal count control board. [Figure 43] A diagram explaining the main control status command sent from the main control board to the medal count control board. [Figure 44] A diagram explaining the main control board error command sent from the main control board to the medal count control board. [Figure 45] A diagram explaining the error number sent from the main control board to the medal count control board. [Figure 46] A diagram explaining the types of commands sent from the medal count control board to the main control board. [Figure 47] A diagram explaining the response command transmitted from the medal count control board to the main control board. [Figure 48] A diagram explaining the medal count side information command transmitted from the medal count control board to the main control board. [Figure 49] 10A and 10B are diagrams illustrating messages communicated between the slot machine and the card unit. [Figure 50] 10A and 10B are diagrams illustrating gaming machine information notifications communicated between a slot machine and a card unit. [Figure 51] A figure explaining the type of gaming machine numbered "4" from the information included in the gaming machine information notification output by the slot machine. [Figure 52] 10 is a diagram illustrating gaming machine information included in a telegram when gaming machine performance information is set in a gaming machine information notification. FIG. [Figure 53]10 is a diagram illustrating gaming machine information included in a telegram when gaming machine installation information is set, among gaming machine information notifications. FIG. [Figure 54] This is a diagram explaining the gaming machine information included in the telegram when hall control fraud monitoring information is set among the gaming machine information notifications. [Figure 55] FIG. 10 is a diagram illustrating a basic communication sequence between the slot machine and the card unit. [Figure 56] FIG. 10 is a diagram illustrating a sequence when the slot machine is started up before the card unit. [Figure 57] FIG. 10 is a diagram illustrating a sequence when the card unit is started up before the slot machine. [Figure 58] 10A and 10B are diagrams illustrating a counting notification sequence between a slot machine and a card unit. [Figure 59] 10A and 10B are diagrams illustrating a lending notification sequence between a slot machine and a card unit. [Figure 60] FIG. 10 is a diagram illustrating a recovery sequence when a dedicated interface between a slot machine and a card unit is disconnected. [Figure 61] 10 is a diagram illustrating a sequence when a communication abnormality occurs between the slot machine and the card unit during counting. FIG. [Figure 62] FIG. 10 is a diagram illustrating a sequence when a communication error occurs between a slot machine and a card unit during lending. [Figure 63] FIG. 10 is a diagram illustrating a time chart from when a setting value is changed to when the AT mode ends. [Figure 64] This is a diagram illustrating the time chart until the advantageous degree changes in normal mode. [Figure 65] This is a diagram explaining the time chart until the advantageous degree changes in CZ mode. [Figure 66] This is a diagram explaining the time chart until the advantageous degree changes in AT mode. [Figure 67] This is a diagram illustrating a time chart showing the change in the degree of advantage in specialized mode. [Figure 68]This is a diagram illustrating the animation that appears when the winning combination is lost during BBRT gaming. [Figure 69] This is a diagram illustrating the animation that occurs when the winning combination is lost during MBRT gaming. [Figure 70] FIG. 10 is a diagram illustrating the combination of symbols in the second embodiment. [Figure 71] FIG. 10 is a diagram illustrating an animation when a black big bonus is possible. [Figure 72] FIG. 10 is a diagram illustrating an animation when a white big bonus can be won. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A slot machine according to the present invention will be described below with reference to the following examples.
[0011] [Configuration of slot machine 1 and card unit CU] FIG. 1 is a front view of the slot machine 1 and the card unit CU.
[0012] A plurality of gaming islands are installed in a gaming parlor, and each island is equipped with a slot machine 1. A card unit CU is installed at a predetermined side position of the slot machine 1 corresponding to the slot machine 1. The slot machine 1 comprises a box portion 1A and a door portion 1B attached to the front of the box portion 1A so as to be able to open and close.
[0013] The slot machine 1 in this embodiment is not provided with a medal insertion slot for inserting medals or a medal payout outlet from which medals are paid out. In addition, the slot machine 1 in this embodiment is not provided with a medal selector for detecting the passage of medals or a hopper for storing medals.
[0014] For this reason, the slot machine 1 in this embodiment uses electromagnetically stored information (hereinafter referred to as "game value") when playing games, without using medals. When starting a game, game value is bet instead of medals, and if a win is achieved, game value is awarded instead of medals being paid out. For the sake of convenience in the following explanation, game value may be simply referred to as "medals."
[0015] It should be noted that medals may be used to play the slot machine 1. In this case, the slot machine 1 will be equipped with a medal insertion slot, a medal payout outlet, a medal selector, a hopper, and the like.
[0016] A start lever 2, a bet button 3, a max bet button 4, a left stop button 5, a center stop button 6, a right stop button 7, and a settlement button 8 are arranged on a base provided in the center of the slot machine 1.
[0017] The start lever 2 is a lever that accepts a player's operation to start a game. When the start lever 2 is operated after medals (game value) have been bet, the left reel 15, center reel 16, and right reel 17 start to rotate.
[0018] The bet button 3 is a button that accepts a bet operation by a player. When the bet button 3 is operated, one medal (game value) is bet from the medals (game value) stored in the slot machine 1.
[0019] The MAX BET button 4 is a button that accepts a MAX BET operation by the player. When the MAX BET button 4 is operated, 3 medals (game value), which is the maximum number that can be bet in one game, is bet from the medals (game value) stored in the slot machine 1.
[0020] The left stop button 5, center stop button 6, and right stop button 7 are arranged side by side and are buttons that accept stop operations to stop the left reel 15, center reel 16, and right reel 17 while they are spinning. The left stop button 5, center stop button 6, and right stop button 7 are provided corresponding to the left reel 15, center reel 16, and right reel 17, respectively, and when the left stop button 5 is operated, the left reel 15 stops while it is spinning. When the center stop button 6 is operated, the center reel 16 stops while it is spinning. When the right stop button 7 is operated, the right reel 17 stops while it is spinning.
[0021] The settlement button 8 is a button that accepts a settlement operation to settle the betted medals (game value). When the settlement button 8 is operated when the betted medals (game value) are 1, 1 medal (game value) is settled, and when the settlement button 8 is operated when the betted medals (game value) are 3, 3 medals (game value) are settled.
[0022] A bet lamp 9, a payout number indicator 10, and an instruction information indicator 11 are arranged on the base of the slot machine 1.
[0023] The bet lamps 9 are lamps that indicate the value of the bet medals (game value). The bet lamps 9 include a first bet lamp 9A that lights up when the bet medals (game value) are 1, a second bet lamp 9B that lights up when the bet medals (game value) are 2, and a third bet lamp 9C that lights up when the bet medals (game value) are 3.
[0024] Specifically, when the number of medals bet (game value) is 1, only the first bet lamp 9A lights up. When the number of medals bet (game value) is 2, the first bet lamp 9A and the second bet lamp 9B light up. When the number of medals bet (game value) is 3, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all light up. When the number of medals bet (game value) is 0, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all turn off.
[0025] The payout number indicator 10 is an indicator that notifies the number (value) of medals (awarded gaming value) that will be paid out upon winning, and is configured with a two-digit seven-segment LED.
[0026] The instruction information display 11 is a display that notifies information about the operation of the left stop button 5, the middle stop button 6, and the right stop button 7 (for example, the order of operation), and is composed of a two-digit seven-segment LED.
[0027] A left reel 15, a center reel 16, and a right reel 17 are arranged horizontally inside the slot machine 1. Of the symbols arranged on the left reel 15, the center reel 16, and the right reel 17, three consecutive symbols can be seen through the window 1C.
[0028] The image display device 18 is capable of displaying various images. The image display device 18 is capable of displaying effect images related to effects, error images notifying of errors, and demo images notifying that a game is not being played.
[0029] The performance LEDs 19 are capable of emitting light in a variety of light emission patterns. The performance LEDs 19 are capable of emitting light according to the performance being executed. The performance LEDs 19 include a left performance LED 19A arranged on the left side of the door section 1B and a right performance LED 19B arranged on the right side of the door section 1B.
[0030] The speakers 20 are capable of emitting a variety of sounds. The speakers 20 are capable of emitting effects sounds related to effects (e.g., background music), error sounds that notify of errors, etc. The speakers 20 include an upper left speaker 20A, an upper right speaker 20B, a lower left speaker 20C, and a lower right speaker 20D.
[0031] On the base of the slot machine 1, an effect button 22, a volume adjustment button 23, and a light intensity adjustment button 24 are arranged.
[0032] The effect button 22 is a button that accepts operation by the player when an effect is being executed, etc. When the effect button 22 is operated when it is possible to select the effect to be executed, the effect to be executed is selected. When the effect button 22 is operated when a first effect image is displayed on the image display device 18, a second effect image is displayed on the image display device 18. When the effect button 22 is operated while not playing, a menu image is displayed on the image display device 18.
[0033] The volume adjustment button 23 is a button that accepts an operation to adjust the volume (soft volume value) of the sound output from the speaker 20. When the volume adjustment button 23 is operated, the volume is incremented by 1, and when the volume adjustment button 23 is operated when the volume is at the maximum value, the volume is updated to the minimum value.
[0034] Although not shown, a volume knob is provided inside the slot machine 1 for accepting an operation to adjust the volume (hard volume value) of the sound output from the speaker 20. That is, the volume of the sound output from the speaker 20 is adjusted by the volume adjustment button 23 and the volume knob.
[0035] The volume adjustment button 23 may include a volume down button that accepts an operation to decrease the volume and a volume up button that accepts an operation to increase the volume, and the volume may be adjusted using the volume down button and the volume up button.
[0036] The light intensity adjustment button 24 is a button that accepts an operation to adjust the light intensity of the image display device 18 and the performance LED 19. When the light intensity adjustment button 24 is operated, the light intensity is incremented by 1, and when the light intensity adjustment button 24 is operated when the light intensity is at its maximum value, the light intensity is updated to its minimum value.
[0037] The light intensity adjustment button 24 may be provided with a light intensity decrease button that accepts an operation to decrease the light intensity and a light intensity increase button that accepts an operation to increase the light intensity, and the light intensity may be adjusted using the light intensity decrease button and the light intensity increase button.
[0038] A counting button 26, a medal number display 27, and a counting notification LED 28 are arranged on the base of the slot machine 1.
[0039] The count button 26 is a button that accepts an operation to count the value of the player's medals (game value) stored in the slot machine 1. The value of the medals (game value) counted by operating the count button 26 is stored in a card (e.g., a membership card, a visitor card).
[0040] The medal count display 27 is a display that displays the value of the player's medals (game value) stored in the slot machine 1. The medal count display 27 is configured with a 5-digit 7-segment LED.
[0041] The counting notification LED 28 is provided to notify whether it is possible / impossible to accept operation of the counting button 26. The counting notification LED 28 lights up when it is possible to accept operation of the counting button 26, and turns off when it is not possible to accept operation of the counting button 26.
[0042] The card unit CU is provided with a lending button 33, a card return button 34, a replay button 35, a bill insertion slot 36, a card insertion slot 37, and a lending indicator 38.
[0043] The loan button 33 is a button that accepts a player's operation to loan medals (game value). When the loan button 33 is operated, medals (game value) are loaned according to the balance recorded on the card inserted into the card insertion slot 37.
[0044] The card return button 34 is a button that accepts a card return operation by the player. When the card return button 34 is operated, the value of the medals (game value) at the end of the game is stored, and then the card is ejected from the card insertion slot 37. The value of the medals (game value) at the end of the game is calculated by subtracting the value of the lent medals (game value) from the value of the medals (game value) stored when the card was inserted into the card insertion slot 37, and adding the value of the medals (game value) counted when the count button 26 was operated.
[0045] The replay button 35 is a button that accepts a replay operation by the player. When the replay button 35 is operated, a replay can be performed using part of the value of the medals (game value) that are linked to and stored in association with the card inserted into the card insertion slot 37.
[0046] The bill insertion slot 36 is an insertion slot into which bills necessary to receive a loan of medals (game value) are inserted. If the bill inserted into the bill insertion slot 36 is a normal bill, it is possible to lend medals (game value). If the bill inserted into the bill insertion slot 36 is not a normal bill, it is not possible to lend medals (game value), and the inserted bill is returned.
[0047] Cards required for lending medals (game value) or for replaying are inserted into the card insertion slot 37. If the card inserted into the card insertion slot 37 is a normal card, it is possible to lend medals (game value) or replay. If the card inserted into the card insertion slot 37 is not a normal card, it is not possible to lend medals (game value) or replay, and the inserted card is returned.
[0048] The lending display 38 can display various information such as the card balance and medal (game value) value stored in the card inserted into the card insertion slot 37. The lending display 38 has a transparent touch panel on its surface, and various operation information can be input by touching the various display items displayed on the lending display 38.
[0049] [Front view of box 1A of slot machine 1] Next, FIG. 2 is a front view of the box portion 1A of the slot machine 1. As shown in FIG.
[0050] The setting key insertion section 13 is a keyhole into which a setting key is inserted to change the setting value. When a setting key is inserted into the setting key insertion section 13 and rotated a predetermined angle, a detection signal is output from the setting key switch 13A to the main control board 50. The setting value indicates the degree of advantage to the player, and is also an important value for the gaming establishment from the perspective of controlling the profits of the gaming establishment.
[0051] The reset button 14 is a button that is operated when clearing the storage area of the main RAM 53. The reset button 14 is also a button that is operated when changing a setting value.
[0052] The left reel 15, center reel 16, and right reel 17 are rotated by the corresponding left reel motor 15A, center reel motor 16A, and right reel motor 17A, respectively. As a result, the symbols depicted on the left reel 15, center reel 16, and right reel 17 are displayed in a variably manner in the window 1C. When the left reel 15, center reel 16, and right reel 17 stop rotating, three consecutive symbols depicted on each reel are derived and displayed, and when the left reel 15, center reel 16, and right reel 17 all stop rotating, a total of nine symbols are derived and displayed.
[0053] The medal count clear button 25 is a button that is operated when clearing the player's medals (game value) stored in the slot machine 1. When the medal count clear button 25 is operated when the slot machine 1 is turned on, the player's medals (game value) stored in the slot machine 1 are cleared.
[0054] The role ratio monitor 29 is a monitor on which role ratio information is displayed. The role ratio information is a numerical value that indicates the performance of the slot machine 1. The numerical values that indicate the performance of the slot machine 1 include the instructed role payout ratio to the total cumulative payout number, the consecutive role payout ratio for 6000 games, the role payout ratio for 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number.
[0055] The power button 32 is a button that receives power-on for the slot machine 1. When the power button 32 is operated, a DC voltage is generated according to the power supplied from an external source, and is supplied to the main control board 50, the sub-control board 60, and the medal count control board 70.
[0056] The main control board 50 is housed in a main control board case (not shown) and is a board that mainly controls games.
[0057] The reel board 54 is connected to the left reel motor 15A, center reel motor 16A, and right reel motor 17A, and controls the left reel 15, center reel 16, and right reel 17 by controlling the acceleration, constant speed, deceleration, and stopping of the left reel motor 15A, center reel motor 16A, and right reel motor 17A.
[0058] The medal count control board 70 is housed in a medal count control board case (not shown), and is a board that mainly controls the gaming value possessed by the player.
[0059] The power supply board 80 is a board that generates and supplies drive power to the various electrical components that make up the slot machine 1. The power supply board 80 is supplied with AC 100V power from an external source, and generates DC voltage from this AC 100V power supply that is necessary to drive the various electrical components that make up the slot machine 1, and supplies this to the main control board 50, the sub-control board 60, and the medal count control board 70.
[0060] [Rear view of door 1B of slot machine 1] Next, FIG. 3 is a rear view of the door portion 1B of the slot machine 1. As shown in FIG.
[0061] The relay board 55 is a board connected to the various switches connected thereto. When a detection signal is input from the various switches, the relay board 55 outputs the detection signal to the main control board 50 and the medal count control board 70.
[0062] The relay board 55 is connected to the bet lamp 9, payout number display 10, and instruction information display 11. The relay board 55 controls the bet lamp 9, payout number display 10, and instruction information display 11 based on signals input from the main control board 50.
[0063] The relay board 55 is connected to the door opening detection sensor 12. When a detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50 and the medal count control board 70.
[0064] The sub-control board 60 is housed in a sub-control board case (not shown) and is a board that mainly controls the performance.
[0065] [Block diagram of slot machine 1 and card unit CU] Next, FIG. 4 is a block diagram of the slot machine 1 and the card unit CU.
[0066] The slot machine 1 is provided with a main control board 50, a sub-control board 60, a medal count control board 70, and a power supply board 80.
[0067] The main control board 50 is equipped with a main control unit 50A consisting of a main CPU 51 as the control center, a main ROM 52 that stores programs and control data for the main CPU 51 to operate, and a main RAM 53 that functions as a work area for the main CPU 51, and is connected to a setting key switch 13A, a reset switch 14A, a reel board 54, a relay board 55, a sub-control board 60, a medal count control board 70, and a power supply board 80.
[0068] The setting key switch 13A is a switch that detects the operation of a key inserted into the setting key insertion portion 13. When the setting key switch 13A detects the operation of a key inserted into the setting key insertion portion 13, it outputs a detection signal to the main control board 50.
[0069] The reset switch 14A is a switch that detects the operation of the reset button 14. The reset switch 14A outputs a detection signal to the main control board 50 when it detects the operation of the reset button 14.
[0070] A left reel motor 15A, a center reel motor 16A, and a right reel motor 17A are connected to the reel board 54. The left reel motor 15A controls the drive of the left reel 15. The center reel motor 16A controls the drive of the center reel 16. The right reel motor 17A controls the drive of the right reel 17.
[0071] The relay board 55 is connected to a start switch 2A, a bet switch 3A, a max bet switch 4A, a left stop switch 5A, a middle stop switch 6A, a right stop switch 7A, a settlement switch 8A, a bet lamp 9, a payout number display 10, an instruction information display 11, and a door opening detection sensor 12.
[0072] The start switch 2A is a switch that detects the operation of the start lever 2. When the start switch 2A detects the operation of the start lever 2, it outputs a detection signal to the relay board 55. When the detection signal is input from the start switch 2A, the relay board 55 outputs a detection signal to the main control board 50.
[0073] The bet switch 3A is a switch that detects the operation of the bet button 3. When the bet switch 3A detects the operation of the bet button 3, it outputs a detection signal to the relay board 55. When the detection signal is input from the bet switch 3A, the relay board 55 outputs the detection signal to the main control board 50.
[0074] The max bet switch 4A is a switch that detects the operation of the max bet button 4. When the max bet switch 4A detects the operation of the max bet button 4, it outputs a detection signal to the relay board 55. When the detection signal is input from the max bet switch 4A, the relay board 55 outputs a detection signal to the main control board 50.
[0075] The left stop switch 5A is a switch that detects the operation of the left stop button 5. When the left stop switch 5A detects the operation of the left stop button 5, it outputs a detection signal to the relay board 55. When the detection signal is input from the left stop switch 5A, the relay board 55 outputs a detection signal to the main control board 50.
[0076] The middle stop switch 6A is a switch that detects the operation of the middle stop button 6. When the middle stop switch 6A detects the operation of the middle stop button 6, it outputs a detection signal to the relay board 55. When the detection signal is input from the middle stop switch 6A, the relay board 55 outputs a detection signal to the main control board 50.
[0077] The right stop switch 7A is a switch that detects the operation of the right stop button 7. When the right stop switch 7A detects the operation of the right stop button 7, it outputs a detection signal to the relay board 55. When the detection signal is input from the right stop switch 7A, the relay board 55 outputs a detection signal to the main control board 50.
[0078] The settlement switch 8A is a switch that detects the operation of the settlement button 8. When the settlement switch 8A detects the operation of the settlement button 8, it outputs a detection signal to the relay board 55. When the detection signal is input from the settlement switch 8A, the relay board 55 outputs a detection signal to the main control board 50.
[0079] The door opening detection sensor 12 is a sensor that detects the opening of the door section 1B. When the door opening detection sensor 12 detects the opening of the door section 1B, it outputs a detection signal to the relay board 55 and the medal count control board 70. When the detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50.
[0080] The sub-control board 60 is equipped with a sub-control unit 60A consisting of a sub-CPU 61 as the control center, a sub-ROM 62 that stores programs and control data for the sub-CPU 61 to operate, and a sub-RAM 63 that functions as a work area for the sub-CPU 61, and is connected to an image display device 18, a performance LED 19, a speaker 20, a reel LED 21, a performance switch 22A, a volume adjustment switch 23A, and a light intensity adjustment switch 24A.
[0081] The reel LEDs 21 are provided in the left reel 15, the center reel 16, and the right reel 17, and are capable of illuminating the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 from behind. This makes the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 easier to see.
[0082] The effect switch 22A is a switch that detects the operation of the effect button 22. When the effect switch 22A detects the operation of the effect button 22, it outputs a detection signal to the sub-control board 60. When a detection signal is input from the effect switch 22A when the effect to be executed can be selected, the sub-control board 60 performs a process to select the effect to be executed. When a detection signal is input from the effect switch 22A while a first effect image is being displayed on the image display device 18, the sub-control board 60 performs a process to switch the first effect image displayed on the image display device 18 to a second effect image. When a detection signal is input from the effect switch 22A while a game is not being played, the sub-control board 60 performs a process to display a menu image on the image display device 18.
[0083] The volume adjustment switch 23A is a switch that detects operation of the volume adjustment button 23. When the volume adjustment switch 23A detects operation of the volume adjustment button 23, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the volume adjustment switch 23A, the sub-control board 60 performs a process of adjusting the volume of the sound output from the speaker 20 (specifically, the soft volume value).
[0084] The light intensity adjustment switch 24A is a switch that detects operation of the light intensity adjustment button 24. When the light intensity adjustment switch 24A detects operation of the light intensity adjustment button 24, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the light intensity adjustment switch 24A, the sub-control board 60 performs processing to adjust the light intensity of the image display device 18 and the performance LED 19.
[0085] The medal count control board 70 is equipped with a medal count control unit 70A consisting of a medal count CPU 71 as the control center, a medal count ROM 72 that stores programs and control data for the medal count CPU 71 to operate, and a medal count RAM 73 that functions as a work area for the medal count CPU 71, and is connected to a door opening detection sensor 12, a medal count clear switch 25A, a counting switch 26A, a medal count display 27, a counting notification LED 28, a role ratio monitor 29, a backup memory 30, and a connection terminal board 31.
[0086] The medal count clear switch 25A is a switch that detects operation of the medal count clear button 25. When the medal count clear switch 25A detects operation of the medal count clear button 25, it outputs a detection signal to the medal count control board 70. When a detection signal is input from the medal count clear switch 25A, the medal count control board 70 performs processing to clear the player's medals (game value) stored in the medal count RAM 73.
[0087] The counting switch 26A is a switch that detects operation of the counting button 26. When the counting switch 26A detects operation of the counting button 26, it outputs a detection signal to the medal count control board 70. When the detection signal is input from the counting switch 26A, the medal count control board 70 performs processing to count the medals (game value) of the player that are stored in the medal count RAM 73.
[0088] The backup memory 30 stores the role ratio information displayed on the role ratio monitor 29. The medal count control board 70 updates the value of the storage area of the backup memory 30 by performing a process of storing the role ratio information in the backup memory 30 in response to a command received from the main control board 50.
[0089] The connection terminal board 31 is a board for relaying communication between the slot machine 1 and the card unit CU. The slot machine 1 and the card unit CU are connected via an asynchronous serial communication port.
[0090] The power supply board 80 generates a driving power supply and supplies this driving power supply to the main control board 50, the sub-control board 60, and the medal count control board 70. The power supply board 80 is connected to a power switch 32A.
[0091] The power switch 32A is a switch that detects the operation of the power button 32. The power switch 32A outputs a detection signal to the power supply board 80 when it detects the operation of the power button 32.
[0092] The card unit CU is provided with a unit control board 90.
[0093] The unit control board 90 is equipped with a unit control unit 90A consisting of a unit CPU 91 as the control center, a unit ROM 92 that stores programs and control data for the unit CPU 91 to operate, and a unit RAM 93 that functions as a work area for the unit CPU 91, and is connected to a loan switch 33A, a card return switch 34A, a replay switch 35A, a banknote identification sensor 36A, a card identification sensor 37A, and a loan indicator 38.
[0094] The lending switch 33A is a switch that detects the operation of the lending button 33. When the lending switch 33A detects the operation of the lending button 33, it outputs a detection signal to the unit control board 90. When the detection signal is input from the lending switch 33A, the unit control board 90 performs a process of lending medals (game value) to the player.
[0095] The card return switch 34A is a switch that detects operation of the card return button 34. When the card return switch 34A detects operation of the card return button 34, it outputs a detection signal to the unit control board 90. When the unit control board 90 receives the detection signal from the card return switch 34A, it performs a process to return the card to the player.
[0096] The replay switch 35A is a switch that detects operation of the replay button 35. When the replay switch 35A detects operation of the replay button 35, it outputs a detection signal to the unit control board 90. When the detection signal is input from the replay switch 35A, the unit control board 90 performs a replay process in which medals (game value) are loaned to the player.
[0097] The bill identification sensor 36A is a sensor that identifies bills inserted into the bill insertion slot 36. The bill identification sensor 36A identifies the inserted bill and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted bill.
[0098] The card identification sensor 37A is a sensor that identifies a card inserted into the card insertion slot 37. The card identification sensor 37A identifies the inserted card and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted card.
[0099] [Left reel 15, center reel 16, right reel 17 symbol arrangement] Next, FIG. 5 is a diagram for explaining the arrangement of symbols on the left reel 15, the center reel 16, and the right reel 17.
[0100] A plurality of identifiable symbols are arranged in a predetermined order on the left reel 15, the center reel 16, and the right reel 17. In this embodiment, a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, a watermelon symbol 42, a black watermelon symbol 43, a bell symbol 44, a black bell symbol 45, a cherry symbol 46, a replay symbol 47, and a blank symbol 48 are arranged on the left reel 15, the center reel 16, and the right reel 17.
[0101] [Pattern Combination] Next, FIG. 6 is a diagram for explaining the combination of symbols.
[0102] The slot machine 1 awards a player a win according to the combination of symbols displayed along the pay line when the left reel 15, center reel 16, and right reel 17 stop spinning. The pay line is a line connecting the bottom of the left reel 15, the middle of the center reel 16, and the top of the right reel 17. Other lines, or multiple lines, may be used as the pay line.
[0103] In this embodiment, the following pattern combinations are specified: downward-right bell, upward-right bell, lower bell, upper bell, middle bell, spread, upward-right replay, middle replay, lower replay, lower watermelon, upward-right watermelon, downward-right watermelon, weak cherry, strong cherry, big bonus, and middle bonus.
[0104] [bell falling to the right] A downward-right bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the center reel 16, and a replay symbol 47 is displayed on the top row of the right reel 17. A downward-right bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the center reel 16, and a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. When a downward-right bell win is achieved, 10 medals (game value) are awarded.
[0105] [Right-sloping bell] A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a black bell symbol 45 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the middle reel 16, and a black bell symbol 45 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a black bell symbol 45 ... When a right-upward bell wins, 10 medals (game value) are awarded.
[0106] [Lower Bell] A lower bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 appears on the middle row of the center reel 16, and one of the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A lower bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a replay symbol 47 appears on the middle row of the center reel 16, and one of the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When a lower bell win is achieved, 10 medals (game value) are awarded.
[0107] [Upper bell] An upper bell win is achieved when either a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a bell symbol 44 is displayed on the top row of the right reel 17. An upper bell win is achieved when either a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. When an upper bell win is achieved, one medal (game value) is awarded.
[0108] [Middle bell] A middle bell win is achieved when one of the black bonus symbol 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbol 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 is displayed on the bottom row of the left reel 15, a black bell symbol 45 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbols 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 appears on the bottom row of the left reel 15, a black bell symbol 45 appears on the middle row of the center reel 16, and a black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbols 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the center reel 16, and a black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When a middle bell win is achieved, one medal (game value) is awarded.
[0109] [Bare eyes] A variety win occurs when the watermelon symbol 42 or black bell symbol 45 appears on the bottom row of the left reel 15, the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the middle row of the center reel 16, and the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A variety win occurs when the black bonus symbol 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 appears on the bottom row of the left reel 15, the watermelon symbol 42 or cherry symbol 46 appears on the middle row of the center reel 16, and the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When the bottom row of the left reel 15 displays either the black bonus symbol 39, the bar symbol 41, the black watermelon symbol 43, or the blank symbol 48, the middle row of the center reel 16 displays the watermelon symbol 42 or the cherry symbol 46, and the top row of the right reel 17 displays the replay symbol 47, a variance win is achieved. When a variance win is achieved, one medal (game value) is awarded.
[0110] [Right-up replay] When the replay symbol 47 is displayed on the bottom row of the left reel 15, the replay symbol 47 is displayed on the middle row of the center reel 16, and the replay symbol 47 is displayed on the top row of the right reel 17, a right-up replay win is achieved. When a right-up replay win is achieved, it becomes possible to play without betting medals (game value).
[0111] [Middle replay] A middle replay win is achieved when a watermelon symbol 42 or a black bell symbol 45 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17. When a middle replay win is achieved, the game becomes possible without betting medals (game value).
[0112] [Bottom replay] A lower replay win is achieved when a replay symbol 47 is displayed in the lower row of the left reel 15, a bell symbol 44 is displayed in the middle row of the center reel 16, and a bell symbol 44 is displayed in the upper row of the right reel 17. When a lower replay win is achieved, the game becomes possible without betting medals (game value).
[0113] [Bottom watermelon] When the watermelon symbol 42 appears on the bottom row of the left reel 15, the black bonus symbol 39, the white bonus symbol 40, the BAR symbol 41, or the blank symbol 48 appears on the middle row of the center reel 16, and the black bell symbol 45 appears on the top row of the right reel 17, a bottom watermelon win is achieved. When a bottom watermelon win is achieved, one medal (game value) is awarded.
[0114] [Right-sloping watermelon] When a watermelon symbol 42 or a black watermelon symbol 43 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 and a cherry symbol 46 are displayed on the middle row of the center reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17, a right-upward watermelon win is achieved. When a right-upward watermelon win is achieved, one medal (game value) is awarded.
[0115] [Watermelon falling to the right] When a black watermelon symbol 43 appears on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 appears on the middle row of the center reel 16, and a black bell symbol 45 appears on the top row of the right reel 17, a right-sloping watermelon win is achieved. When a right-sloping watermelon win is achieved, one medal (game value) is awarded.
[0116] [Weak Cherry] A weak cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and a bell symbol 44 is displayed on the top row of the right reel 17. When a weak cherry win is achieved, one medal (game value) is awarded.
[0117] [Strong Cherry] A strong cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and a replay symbol 47 is displayed on the top row of the right reel 17. When a strong cherry win is achieved, one medal (game value) is awarded.
[0118] [Big Bonus] A big bonus win is achieved when a black bonus symbol 39 is displayed on the bottom row of the left reel 15, a black bonus symbol 39 is displayed on the middle row of the center reel 16, and a black bonus symbol 39 is displayed on the top row of the right reel 17. When a big bonus win is achieved, the game transitions to the BB activation state.
[0119] [Middle Bonus] A middle bonus win is achieved when a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the center reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17. When a middle bonus win is achieved, the game transitions to MB activation state.
[0120] [Game state transition] Next, FIG. 7 is a diagram illustrating the transition of the gaming state.
[0121] The main control unit 50A can control the gaming state to any one of the following: general gaming state, BBRT gaming state, MBRT gaming state, BB operating state, and MB operating state. The general gaming state is a state in which winning information for special roles (e.g., BB and MB, described below) is not stored, and is a gaming state controlled when the slot machine 1 is in its factory default state or when the settings have been changed and the main RAM 53 has been initialized. The general gaming state continues until a special role is won, and if the special role is won and a win corresponding to the special role is not achieved, the gaming state transitions to the RT gaming state. Specifically, if a BB is won in the general gaming state but a big bonus, described below, is not won, the gaming state transitions to the BBRT gaming state. If an MB is won in the general gaming state but a middle bonus, described below, is not won, the gaming state transitions to the MBRT gaming state.
[0122] The BBRT gaming state is a state in which information on the BB winning is stored in the main RAM 53. When a big bonus, which will be described later, is won in the BBRT gaming state, the state transitions from the BBRT gaming state to the BB operating state. The MBRT gaming state is a state in which information on the MB winning is stored in the main RAM 53. When a middle bonus is won in the MBRT gaming state, the state transitions from the MBRT gaming state to the MB operating state. Hereinafter, the BBRT gaming state and the MBRT gaming state may be collectively referred to as the RT gaming state.
[0123] 9, in this embodiment, BB is won simultaneously with a right-up replay, and similarly, MB is won simultaneously with a right-up replay. In a game in which BB or MB is won, a right-up replay is awarded, and a big bonus or middle bonus is not awarded.
[0124] In addition, whether the information on the BB winning is stored in the main RAM 53 or the information on the MB winning is stored in the main RAM 53, the same RT game state may be maintained.
[0125] The BB operating state is a gaming state to which the player transitions when a big bonus is won. In the BB operating state, the probability of winning a small prize is higher than in the general gaming state or the RT gaming state, making it easier to win a small prize. The BB operating state continues until a predetermined number (e.g., 100 medals) of medals (gaming value) are paid out, and when the predetermined number of medals (gaming value) are paid out, the player transitions from the BB operating state to the general gaming state.
[0126] The MB operating state is a gaming state to which the game enters when a middle bonus is won. In the MB operating state, when any of the left stop button 5, middle stop button 6, and right stop button 7 is operated, at least one of the left reel 15, middle reel 16, and right reel 17 stops within a predetermined time (e.g., 75 milliseconds), making it easier to win a small bonus. The MB operating state continues until a specific number of medals (e.g., 50 medals) (game value) are paid out, and when the specific number of medals (game value) are paid out, the game transitions from the MB operating state to the general gaming state.
[0127] [Number of places allocated to the winning role] Next, FIG. 8 is a diagram for explaining the number of symbols assigned to the winning combination.
[0128] The number of places allocated to the winning combination is allocated according to the winning combination in each of the normal game mode, RT game mode, BB operation mode, and MB operation mode.
[0129] In normal game mode, the number of places that can be placed is specified for right-up replay & BB, right-up replay & MB, right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, left-center-right bell, left-center-left bell, middle-left-right bell, middle-right-left bell, right-center-left bell, left-center bell, left-center bell, left-right bell, middle-left bell, middle-right bell, right-left bell, right-center bell, ALL bell, and common bell, but the number of places that can be placed is not specified for the middle bonus role.
[0130] In RT game mode, the number of places is specified for right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, left-center-right bell, left-right center bell, center left-right bell, center right-left bell, right-left center bell, right-center left bell, left-center bell, left-right bell, center-left bell, center-right bell, right-left bell, right-center bell, ALL bell, and common bell, but the number of places is not specified for right-up replay & BB, right-up replay & MB, and middle bonus roles.
[0131] When BB is activated, the number of weak cherries, strong cherries, watermelons, left-center-right bells, left-center-right bells, center-left-right bells, center-right-left bells, right-center-left bells, left-center bells, left-center bells, left-center bells, center-left bells, center-right bells, right-left bells, right-center bells, ALL bells, and common bells are specified, but the number of right-up replays and BBs, right-up replays and MBs, right-up replays, middle replays, lower replays, and middle bonus roles are not specified.
[0132] When MB is activated, the number of places is specified for the middle bonus role, but the number of places is not specified for right-up replay & BB, right-up replay & MB, right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, left-center-right bell, left-right center bell, middle left-right bell, middle right-left bell, right-left center bell, right-center-left bell, left-center bell, left-right bell, middle-left bell, middle-right bell, right-left bell, right-center bell, ALL bell, and common bell.
[0133] The winning probability of a replay (probability of replay being activated) can be calculated as the winning probability of a right-up replay & BB + the winning probability of a right-up replay & MB + the winning probability of a right-up replay + the winning probability of a middle replay + the winning probability of a bottom replay.
[0134] The probability of replay being activated in normal game mode is the winning probability of a right-up replay & BB (5000 / 65536) + the winning probability of a right-up replay & MB (5000 / 65536) + the winning probability of a right-up replay (3000 / 65536) + the winning probability of a middle replay (3000 / 65536) + the winning probability of a bottom replay (3000 / 65536) = 19000 / 65536.
[0135] The probability of replay activating in RT gaming mode is: winning probability of right-up replay & BB (0 / 65536) + winning probability of right-up replay & MB (0 / 65536) + winning probability of right-up replay (9000 / 65536) + winning probability of middle replay (9000 / 65536) + winning probability of bottom replay (9000 / 65536) = 27000 / 65536. The probability of replay activating in BB activation mode and the probability of replay activating in MB activation mode are both 0 / 65536. Therefore, it can be said that the probability of replay activating in RT gaming mode is higher than the probability of replay activating in normal gaming mode.
[0136] The winning probability of a small role can be calculated as follows: Winning probability of weak cherry + Winning probability of strong cherry + Winning probability of watermelon + Winning probability of left middle right bell + Winning probability of left middle bell + Winning probability of middle left and right bell + Winning probability of middle left and right bell + Winning probability of middle left bell + Winning probability of right middle left bell + Winning probability of left middle bell + Winning probability of left and right bell + Winning probability of middle left bell + Winning probability of middle right bell + Winning probability of right left bell + Winning probability of right middle bell + Winning probability of ALL bell + Winning probability of common bell + Winning probability of middle bonus role.
[0137] The probability of winning a small role in normal game mode is: Winning probability of weak cherry (1300 / 65536) + Winning probability of strong cherry (150 / 65536) + Winning probability of watermelon (1400 / 65536) + Winning probability of left middle right bell (1890 / 65536) + Winning probability of left middle bell (1890 / 65536) + Winning probability of middle left right bell (1890 / 65536) + Winning probability of middle right left bell (1890 / 65536) + Winning probability of right left middle bell (1890 / 65536) + Winning probability of right middle left bell (1890 / 655 36) + probability of winning left-center bell (1890 / 65536) + probability of winning left and right bells (1890 / 65536) + probability of winning left-center bell (1890 / 65536) + probability of winning right-center bell (1890 / 65536) + probability of winning right-left bell (1890 / 65536) + probability of winning right-center bell (1890 / 65536) + probability of winning ALL bells (6340 / 65536) + probability of winning common bell (6340 / 65536) + probability of winning middle bonus role (0 / 65536) = 38210 / 65536.
[0138] The probability of winning a small role in RT game mode is: Winning probability of weak cherry (1300 / 65536) + Winning probability of strong cherry (150 / 65536) + Winning probability of watermelon (1400 / 65536) + Winning probability of left middle right bell (1890 / 65536) + Winning probability of left middle bell (1890 / 65536) + Winning probability of middle left right bell (1890 / 65536) + Winning probability of middle right left bell (1890 / 65536) + Winning probability of right left middle bell (1890 / 65536) + Winning probability of right middle left bell (1890 / 655 36) + winning probability of left-center bell (1890 / 65536) + winning probability of left and right bell (1890 / 65536) + winning probability of center-left bell (1890 / 65536) + winning probability of center-right bell (1890 / 65536) + winning probability of right-left bell (1890 / 65536) + winning probability of right-center bell (1890 / 65536) + winning probability of ALL bell (6340 / 65536) + winning probability of common bell (6340 / 65536) + winning probability of middle bonus role (0 / 65536) = 38210 / 65536. In other words, the probability of winning a small role in RT gaming mode is the same as the probability of winning a small role in regular gaming mode.
[0139] The probability of winning a small role when BB is activated is: Winning probability of weak cherry (1300 / 65536) + Winning probability of strong cherry (150 / 65536) + Winning probability of watermelon (1400 / 65536) + Winning probability of left middle right bell (1890 / 65536) + Winning probability of left middle bell (1890 / 65536) + Winning probability of middle left right bell (1890 / 65536) + Winning probability of middle right left bell (1890 / 65536) + Winning probability of right left middle bell (1890 / 65536) + Winning probability of right middle left bell (1890 / 65536) 6) + winning probability of left-center bell (1890 / 65536) + winning probability of left and right bell (1890 / 65536) + winning probability of center-left bell (1890 / 65536) + winning probability of center-right bell (1890 / 65536) + winning probability of right-left bell (1890 / 65536) + winning probability of right-center bell (1890 / 65536) + winning probability of ALL bell (20063 / 65536) + winning probability of common bell (20063 / 65536) + winning probability of middle bonus role (0 / 65536) = 65536 / 65536. The probability of winning a small role with MB activated is 65536 / 65536, as the winning probability of middle bonus role is 65536 / 65536. In other words, when the BB or MB is activated, a small prize is always awarded.
[0140] The probability of winning the bonus can be calculated by adding the probability of winning a right-up replay & BB + the probability of winning a right-up replay & MB.
[0141] The probability of winning a bonus in normal game mode is the winning probability of a right-up replay & BB (5000 / 65536) + the winning probability of a right-up replay & MB (5000 / 65536) = 10000 / 65536. The probability of winning a bonus in RT game mode, BB operating mode, and MB operating mode is 0 / 65536.
[0142] The probability of losing can be calculated by the total number of random numbers (the denominator value of 65536) - the probability of replay activation - the probability of winning a small role - the probability of winning a bonus. In this embodiment, for Right Up Replay & BB and Right Up Replay & MB, the probability of replay activation and the probability of winning a bonus overlap, so the calculation is done using only one of them.
[0143] The probability of losing in normal game mode is the total number of random numbers (65536) - the probability of replay being activated in normal game mode (9000 / 65536) - the probability of winning a small prize in normal game mode (38210 / 65536) - the probability of winning a bonus (10000 / 65536) = 8326 / 65536 (approximately 1 / 7.8).
[0144] The probability of losing in RT gaming mode is the total number of random numbers (65536) - the probability of replay being activated in RT gaming mode (27000 / 65536) - the probability of winning a small prize in RT gaming mode (38210 / 65536) - the probability of winning a bonus (0 / 65536) = 326 / 65536 (approximately 1 / 201). Note that there are no losses when BB or MB is activated.
[0145] Although not shown, the number of symbols assigned to a winning combination is determined according to a set value. Specifically, the higher the set value, the more advantageous the number of symbols is for the player.
[0146] [The relationship between winning combinations, the order in which the stop buttons are pressed, and the symbol combinations] Next, FIG. 9 is a diagram for explaining the relationship between winning combinations, the operation order of the stop buttons, and the combinations of symbols.
[0147] When a right-up replay & BB wins, the right-up replay wins regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated. In this embodiment, if a replay and a special role win at the same time, the replay win takes priority, and if a small role and a special role win at the same time, the small role win takes priority. Therefore, if a replay and a special role, BB, win at the same time, the replay win is stopped with priority over the BB win.
[0148] When a Right-Up Replay & MB wins, the Right-Up Replay will win regardless of the order in which the Left Stop Button 5, Middle Stop Button 6, and Right Stop Button 7 are pressed. When a Replay and a special MB win at the same time, the Replay win will be stopped with priority over the MB win.
[0149] If the right-up replay wins, the right-up replay will win regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed. If the middle replay wins, the middle replay will win regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed. If the bottom replay wins, the bottom replay will win regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed.
[0150] When a weak cherry is won, a weak cherry will be won and one medal (game value) will be awarded regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated.When a strong cherry is won, a strong cherry will be won and one medal (game value) will be awarded regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated.
[0151] When a watermelon is won, regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated, the winning watermelon will be either the bottom watermelon, the watermelon rising to the right, or the watermelon falling to the right, and one medal (game value) will be awarded.
[0152] If the left, middle, or right bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in this order (hereinafter referred to as "left → middle → right"), the downward-right bell will win and 10 medals (game value) will be awarded. If the left stop button 5, right stop button 7, and middle stop button 6 are operated in this order (hereinafter referred to as "left → right → middle"), there is a 50% chance that the top bell will win and 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 50% chance that a barrage will win and 1 medal (game value) will be awarded.
[0153] If the left, right, or middle bell wins, and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order left → right → middle, a downward-right bell will win, and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order left → middle → right, there is a 50% chance that the upper bell will win, and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 50% chance that a barrage will win, and 1 medal (game value) will be awarded.
[0154] If the middle left and right bells are won and the middle stop button 6, left stop button 5, and right stop button 7 are operated in this order (hereinafter referred to as "middle → left → right"), a right-up bell will be won and 10 medals (game value) will be awarded. If the middle stop button 6, right stop button 7, and left stop button 5 are operated in this order (hereinafter referred to as "middle → right → left"), there is a 25% chance that the middle bell will be won and 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a barrage will be won and 1 medal (game value) will be awarded.
[0155] If the middle right left bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → right → left, a right-rising bell will win and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → left → right, there is a 25% chance that a middle bell will win and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 25% chance that a barrage will win and 1 medal (game value) will be awarded.
[0156] If the right, left, or middle bell wins and the right stop button 7, left stop button 5, and middle stop button 6 are operated in this order (hereinafter referred to as "right → left → middle"), the bottom bell will win and 10 medals (game value) will be awarded. If the right stop button 7, middle stop button 6, and left stop button 5 are operated in this order (hereinafter referred to as "right → middle → left"), there is a 25% chance that the middle bell will win and 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a barrage will win and 1 medal (game value) will be awarded.
[0157] If the right-middle-left bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of right → middle → left, the bottom bell will win and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of right → left → middle, there is a 25% chance that the middle bell will win and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 25% chance that the barakeme will win and 1 medal (game value) will be awarded.
[0158] If the left-center bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of left → center → right, a downward-right bell will win and 10 medals (game value) will be awarded. If the left stop button 5, right stop button 7, and center stop button 6 are operated in the order of left → right → center, there is a 50% chance that the upper bell will win and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 50% chance that a barrage will win and 1 medal (game value) will be awarded.
[0159] If the left and right bells are won and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of left → right → middle, a downward-right bell will be won and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of left → middle → right, there is a 50% chance that the upper bell will be won and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 50% chance that a barrage will be won and 1 medal (game value) will be awarded.
[0160] If the middle left bell wins and the middle stop button 6, left stop button 5, and right stop button 7 are operated in the order of middle → left → right, a right-up bell will win and 10 medals (game value) will be awarded. If the middle stop button 6, right stop button 7, and left stop button 5 are operated in the order of middle → right → left, there is a 25% chance that the middle bell will win and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 25% chance that a barrage will win and 1 medal (game value) will be awarded.
[0161] If the center-right bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order center → right → left, a right-up bell will win and 10 medals (game value) will be awarded. If the left stop button 5, center stop button 6, and right stop button 7 are operated in the order center → left → right, there is a 25% chance that a middle bell will win and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 25% chance that a barrage will win and 1 medal (game value) will be awarded.
[0162] If the right or left bell wins and the right stop button 7, left stop button 5, and middle stop button 6 are operated in the order right → left → middle, the bottom bell will win and 10 medals (game value) will be awarded. If the right stop button 7, middle stop button 6, and left stop button 5 are operated in this order (hereinafter referred to as "right → middle → left"), there is a 25% chance that the middle bell will win and 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a barrage will win and 1 medal (game value) will be awarded.
[0163] If the right-middle bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → middle → left, the bottom bell will win and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → left → middle, there is a 25% chance that the middle bell will win and 1 medal (game value) will be awarded. If they are operated in any other order, there is a 25% chance that a barrage will win and 1 medal (game value) will be awarded.
[0164] If the ALL bell is won, a downward-right bell will be won and 10 medals (game value) will be awarded regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated.If the common bell is won, a downward-right bell will be won and 10 medals (game value) will be awarded regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated.
[0165] When the middle bonus role is won, regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated, either the downward-right bell, the upward-right bell, or the lower bell will be won, and 10 medals (game value) will be awarded.
[0166] [Mode transition] Next, FIG. 10 is a diagram for explaining mode transitions.
[0167] The slot machine 1 has four modes: a normal mode, a CZ mode, an AT mode, and a specialized mode.
[0168] Normal mode is a disadvantageous mode compared to CZ mode and AT mode. In normal mode, a CZ mode transition lottery is held to determine whether to transition to CZ mode, and if the CZ mode transition lottery is won, the machine will transition from normal mode to CZ mode. In normal mode, an AT mode transition lottery is held to determine whether to transition to AT mode, and if the AT mode transition lottery is won, the machine will transition from normal mode to AT mode.
[0169] CZ mode is a mode in which it is easier to transition to AT mode than normal mode. In CZ mode, an AT mode transition lottery is held to determine whether to transition to AT mode, and if the AT mode transition lottery is won, the game transitions from CZ mode to AT mode. CZ mode begins when the CZ mode start conditions (e.g., winning the CZ mode transition lottery) are met, and ends when the CZ mode end conditions (e.g., the counter value for the number of games for CZ mode reaches 0) are met. When the CZ mode end conditions are met, the game transitions from CZ mode to normal mode.
[0170] The AT mode is a mode in which, when a push-order bell (left-center-right bell, left-center-right bell, center-left-center bell, center-right-left bell, right-left-center bell, right-center-left bell, left-center bell, left-center bell, left-right bell, center-left bell, center-right bell, right-left bell, right-center bell) is won, the operation order of the left stop button 5, center stop button 6, and right stop button 7 is announced by the instruction information display 11, image display device 18, speaker 20, etc. The AT mode starts when the AT mode start condition (e.g., winning the AT mode transition lottery in normal mode) is met, and ends when the AT mode termination condition (e.g., the counter value for the number of games that can be played in AT mode reaches 0) is met. When the AT mode termination condition is met, the game transitions from the AT mode to the normal mode. In the AT mode, a specialized mode transition lottery is held to transition to the specialized mode, and when the specialized mode transition lottery is won, the game transitions from the AT mode to the specialized mode.
[0171] The specialized mode is a mode in which the counter value of the number of games that can be played in the AT mode is added (topped up). In this embodiment, all roles are added up, and large values are more likely to be added (topped up) when rare roles (weak cherry, strong cherry, watermelon) are won. The specialized mode begins when the start condition of the specialized mode (e.g., winning the lottery for transitioning to the specialized mode in the AT mode) is met, and ends when the end condition of the specialized mode (e.g., the counter value of the number of games that can be played in the specialized mode reaches 0) is met. When the end condition of the specialized mode is met, the specialized mode transitions to the AT mode. When the specialized mode is in the specialized mode, just as when the AT mode is in the AT mode, when the push order bell is won, the operation order of the left stop button 5, the center stop button 6, and the right stop button 7 is announced by the instruction information display 11, the image display device 18, the speaker 20, etc.
[0172] [Table used when staying in normal mode] Next, FIG. 11 is a diagram for explaining a table used when staying in the normal mode.
[0173] 11(a) is a diagram showing the CZ mode lottery table when staying in normal mode (game state: general game state). The CZ mode lottery table when staying in normal mode (game state: general game state) is used when conducting a lottery to determine whether to transition to CZ mode when staying in normal mode (game state: general game state). The CZ mode lottery table when staying in normal mode (game state: general game state) specifies the winning combination and the number of places for each setting value.
[0174] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 1, you will win CZ mode at 2100 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 1, you will win CZ mode at 8100 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 1, you will win CZ mode at 3100 / 65536.
[0175] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 2, you will win CZ mode at 2200 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 2, you will win CZ mode at 8200 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 2, you will win CZ mode at 3200 / 65536.
[0176] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 3, you will win CZ mode at 2300 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 3, you will win CZ mode at 8300 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 3, you will win CZ mode at 3300 / 65536.
[0177] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 4, you will win CZ mode at 2400 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 4, you will win CZ mode at 8400 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 4, you will win CZ mode at 3400 / 65536.
[0178] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 5, you will win CZ mode at a rate of 2500 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 5, you will win CZ mode at a rate of 8500 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 5, you will win CZ mode at a rate of 3500 / 65536.
[0179] When a weak cherry is won in normal mode (game status: general game status) with a setting value of 6, the odds of winning in CZ mode are 2600 / 65536. When a strong cherry is won in normal mode (game status: general game status) with a setting value of 6, the odds of winning in CZ mode are 8600 / 65536. When a watermelon is won in normal mode (game status: general game status) with a setting value of 6, the odds of winning in CZ mode are 3600 / 65536.
[0180] Figure 11 (b) is a diagram showing the CZ mode lottery table when staying in normal mode (game state: BBRT game state). The CZ mode lottery table when staying in normal mode (game state: BBRT game state) is used when conducting a lottery to determine whether to transition to CZ mode when staying in normal mode (game state: BBRT game state). The CZ mode lottery table when staying in normal mode (game state: BBRT game state) specifies the winning role and the number of places for each setting value.
[0181] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 1, the odds of winning are 4100 / 65536 to enter CZ mode. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 1, the odds of winning are 10100 / 65536 to enter CZ mode. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 1, the odds of winning are 5100 / 65536 to enter CZ mode.
[0182] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 2, the odds of winning in CZ mode are 4200 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 2, the odds of winning in CZ mode are 10200 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 2, the odds of winning in CZ mode are 5200 / 65536.
[0183] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 3, the odds of winning in CZ mode are 4300 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 3, the odds of winning in CZ mode are 10300 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 3, the odds of winning in CZ mode are 5300 / 65536.
[0184] When a weak cherry is won in normal mode with a setting value of 4 (game status: BBRT game status), the odds of winning in CZ mode are 4400 / 65536. When a strong cherry is won in normal mode with a setting value of 4 (game status: BBRT game status), the odds of winning in CZ mode are 10400 / 65536. When a watermelon is won in normal mode with a setting value of 4 (game status: BBRT game status), the odds of winning in CZ mode are 5400 / 65536.
[0185] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 5, the odds of winning in CZ mode are 4500 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 5, the odds of winning in CZ mode are 10500 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 5, the odds of winning in CZ mode are 5500 / 65536.
[0186] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 6, the odds of winning in CZ mode are 4600 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 6, the odds of winning in CZ mode are 10600 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 6, the odds of winning in CZ mode are 5600 / 65536.
[0187] Figure 11(c) is a diagram showing the CZ mode lottery table when staying in normal mode (game state: MBRT game state). The CZ mode lottery table when staying in normal mode (game state: MBRT game state) is used when conducting a lottery to determine whether to transition to CZ mode when staying in normal mode (game state: MBRT game state). The CZ mode lottery table when staying in normal mode (game state: MBRT game state) specifies the winning role and the number of places for each setting value.
[0188] When a weak cherry is won in normal mode (game status: MBRT game status) with a setting value of 1, the CZ mode will be won at 6100 / 65536. When a strong cherry is won in normal mode (game status: MBRT game status) with a setting value of 1, the CZ mode will be won at 12100 / 65536. When a watermelon is won in normal mode (game status: MBRT game status) with a setting value of 1, the CZ mode will be won at 7100 / 65536.
[0189] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 2, you will win CZ mode at 6200 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 2, you will win CZ mode at 12200 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 2, you will win CZ mode at 7200 / 65536.
[0190] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 3, you will win CZ mode at 6300 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 3, you will win CZ mode at 12300 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 3, you will win CZ mode at 7300 / 65536.
[0191] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 4, you will win CZ mode at 6400 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 4, you will win CZ mode at 12400 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 4, you will win CZ mode at 7400 / 65536.
[0192] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 5, you will win CZ mode at 6500 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 5, you will win CZ mode at 12500 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 5, you will win CZ mode at 7500 / 65536.
[0193] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 6, you will win CZ mode at 6600 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 6, you will win CZ mode at 12600 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 6, you will win CZ mode at 7600 / 65536.
[0194] When comparing the probability of winning in CZ mode assuming you are in normal mode, the probability of winning CZ when a weak cherry is won is MBRT game state > BBRT game state > regular game state. In other words, when a weak cherry is won, the MBRT game state is the most likely to win CZ mode, followed by the BBRT game state, and the regular game state is the least likely to win CZ mode.
[0195] The probability of winning the CZ mode when a strong cherry is won is the same as when a weak cherry is won: MBRT game state > BBRT game state > normal game state. In other words, when a strong cherry is won, the MBRT game state is most likely to win the CZ mode, followed by the BBRT game state, and the normal game state is least likely to win the CZ mode.
[0196] The probability of winning CZ when winning watermelon, assuming you are in normal mode, is the same as when winning weak cherries: MBRT game state > BBRT game state > regular game state. In other words, when winning watermelon, MBRT game state is the most likely to win CZ mode, followed by BBRT game state, and regular game state is the least likely to win CZ mode.
[0197] In other words, when staying in the MBRT gaming state, it is easier to win in the CZ mode compared to when staying in the BBRT gaming state, which is advantageous to the player. Also, when staying in the BBRT gaming state, it is easier to win in the CZ mode compared to when staying in the general gaming state, which is advantageous to the player.
[0198] In this embodiment, regardless of which winning combination (rare combination) is determined, the MBRT gaming state is most likely to win the CZ mode, followed by the BBRT gaming state, and the general gaming state is least likely to win the CZ mode, but the overall CZ winning probability may be MBRT gaming state > BBRT gaming state > general gaming state. For example, only the winning probability in CZ mode when one winning combination (e.g., weak cherry) is won may be MBRT gaming state > BBRT gaming state > general gaming state, and the winning probability in CZ mode when other winning combinations (e.g., strong cherry, watermelon) are won may be the same in each gaming state.
[0199] Furthermore, in this embodiment, if the probability of winning CZ mode in MBRT gaming state is higher than the probability of winning CZ mode in BBRT gaming state, the probability of winning CZ mode in BBRT gaming state may be the same as the probability of winning CZ mode in general gaming state, or the probability of winning CZ mode in MBRT gaming state may be the same as the probability of winning CZ mode in general gaming state.
[0200] In recent years, the probability of winning in the CZ mode of slot machines 1 has varied depending on the setting value, and generally, the higher the setting, the higher the probability of winning in the CZ mode. However, in the slot machine 1 of this embodiment, the probability of winning in the CZ mode varies depending on the setting value and the gaming state. For example, the probability of winning in the CZ in the normal mode (gaming state: MBRT gaming state) with a setting value of 1 is higher than the probability of winning in the CZ in the normal mode (gaming state: general gaming state) with a setting value of 6. This eliminates the need for ball payout performance to depend solely on the setting value, allowing for a variety of ball payout performance.
[0201] Figure 11(d) is a diagram showing the AT mode lottery table when in normal mode (game state: general game state). The AT mode lottery table when in normal mode (game state: general game state) is used when conducting a lottery to determine whether to transition to AT mode while in normal mode (game state: general game state). The AT mode lottery table when in normal mode (game state: general game state) specifies the winning combination and the number of places for each setting value.
[0202] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 1, you will enter AT mode at a rate of 510 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 1, you will enter AT mode at a rate of 6100 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 1, you will enter AT mode at a rate of 1100 / 65536.
[0203] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 2, you will win AT mode at 520 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 2, you will win AT mode at 6200 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 2, you will win AT mode at 1200 / 65536.
[0204] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 3, you will enter AT mode at a rate of 530 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 3, you will enter AT mode at a rate of 6300 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 3, you will enter AT mode at a rate of 1300 / 65536.
[0205] If you win a weak cherry in normal mode (game status: general game status) with a setting value of 4, you will enter AT mode at a rate of 540 / 65536. If you win a strong cherry in normal mode (game status: general game status) with a setting value of 4, you will enter AT mode at a rate of 6400 / 65536. If you win a watermelon in normal mode (game status: general game status) with a setting value of 4, you will enter AT mode at a rate of 1400 / 65536.
[0206] If you win a weak cherry in normal mode (game status: normal game status) with a setting value of 5, you will enter AT mode at a rate of 550 / 65536. If you win a strong cherry in normal mode (game status: normal game status) with a setting value of 5, you will enter AT mode at a rate of 6500 / 65536. If you win a watermelon in normal mode (game status: normal game status) with a setting value of 5, you will enter AT mode at a rate of 1500 / 65536.
[0207] If you win a weak cherry in normal mode (game status: normal game status) with a setting value of 6, you will enter AT mode at a rate of 560 / 65536. If you win a strong cherry in normal mode (game status: normal game status) with a setting value of 6, you will enter AT mode at a rate of 6600 / 65536. If you win a watermelon in normal mode (game status: normal game status) with a setting value of 6, you will enter AT mode at a rate of 1600 / 65536.
[0208] Figure 11(e) is a diagram showing the AT mode lottery table when staying in normal mode (game state: BBRT game state). The AT mode lottery table when staying in normal mode (game state: BBRT game state) is used when conducting a lottery to determine whether to transition to AT mode when staying in normal mode (game state: BBRT game state). The AT mode lottery table when staying in normal mode (game state: BBRT game state) specifies the winning combination and the number of places for each setting value.
[0209] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 1, the odds of entering AT mode are 1100 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 1, the odds of entering AT mode are 8100 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 1, the odds of entering AT mode are 1510 / 65536.
[0210] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 2, the odds of entering AT mode are 1200 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 2, the odds of entering AT mode are 8200 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 2, the odds of entering AT mode are 1520 / 65536.
[0211] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 3, the odds of entering AT mode are 1300 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 3, the odds of entering AT mode are 8300 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 3, the odds of entering AT mode are 1530 / 65536.
[0212] When a weak cherry is won in normal mode with a setting value of 4 (game status: BBRT game status), the odds of entering AT mode are 1400 / 65536. When a strong cherry is won in normal mode with a setting value of 4 (game status: BBRT game status), the odds of entering AT mode are 8400 / 65536. When a watermelon is won in normal mode with a setting value of 4 (game status: BBRT game status), the odds of entering AT mode are 1540 / 65536.
[0213] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 5, the odds of entering AT mode are 1500 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 5, the odds of entering AT mode are 8500 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 5, the odds of entering AT mode are 1550 / 65536.
[0214] When a weak cherry is won in normal mode (game status: BBRT game status) with a setting value of 6, the odds of entering AT mode are 1600 / 65536. When a strong cherry is won in normal mode (game status: BBRT game status) with a setting value of 6, the odds of entering AT mode are 8600 / 65536. When a watermelon is won in normal mode (game status: BBRT game status) with a setting value of 6, the odds of entering AT mode are 1560 / 65536.
[0215] Figure 11(f) is a diagram showing the AT mode lottery table when in normal mode (game state: MBRT game state). The AT mode lottery table when in normal mode (game state: MBRT game state) is used when conducting a lottery to determine whether to transition to AT mode when in normal mode (game state: MBRT game state). The AT mode lottery table when in normal mode (game state: MBRT game state) specifies the winning combination and the number of places for each setting value.
[0216] When a weak cherry is won in normal mode (game status: MBRT game status) with a setting value of 1, the odds of winning are 1510 / 65536 to enter AT mode. When a strong cherry is won in normal mode (game status: MBRT game status) with a setting value of 1, the odds of winning are 10100 / 65536 to enter AT mode. When a watermelon is won in normal mode (game status: MBRT game status) with a setting value of 1, the odds of winning are 2100 / 65536 to enter AT mode.
[0217] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 2, you will win AT mode at 1520 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 2, you will win AT mode at 10200 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 2, you will win AT mode at 2200 / 65536.
[0218] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 3, you will win AT mode at 1530 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 3, you will win AT mode at 10300 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 3, you will win AT mode at 2300 / 65536.
[0219] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 4, you will win AT mode at 1540 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 4, you will win AT mode at 10400 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 4, you will win AT mode at 2400 / 65536.
[0220] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 5, you will enter AT mode at a rate of 1550 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 5, you will enter AT mode at a rate of 10500 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 5, you will enter AT mode at a rate of 2500 / 65536.
[0221] If you win a weak cherry in normal mode (game status: MBRT game status) with a setting value of 6, you will win AT mode at a rate of 1560 / 65536. If you win a strong cherry in normal mode (game status: MBRT game status) with a setting value of 6, you will win AT mode at a rate of 10600 / 65536. If you win a watermelon in normal mode (game status: MBRT game status) with a setting value of 6, you will win AT mode at a rate of 2600 / 65536.
[0222] When comparing the probability of winning in AT mode for each game state, assuming that you are in normal mode, the probability of winning in AT mode when you win a weak cherry, assuming that you are in normal mode, is MBRT game state > BBRT game state > regular game state. In other words, when you win a weak cherry, the MBRT game state is the most likely to win in AT mode, followed by the BBRT game state, and the regular game state is the least likely to win in AT mode.
[0223] The probability of winning the AT when a strong cherry is won, assuming you are in normal mode, is the same as when a weak cherry is won: MBRT game state > BBRT game state > normal game state. In other words, when a strong cherry is won, the MBRT game state is the most likely to win the AT mode, followed by the BBRT game state, and the normal game state is the least likely to win the AT mode.
[0224] The probability of winning the AT when winning a watermelon, assuming you are in normal mode, is the same as when winning a weak cherry, in the following order: MBRT game state > BBRT game state > regular game state. In other words, when you win a watermelon, the MBRT game state is the most likely to win the AT mode, followed by the BBRT game state, and the regular game state is the least likely to win the AT mode.
[0225] In other words, when a player is in the MBRT gaming state, it is easier to win in the AT mode than when the player is in the BBRT gaming state, which is advantageous to the player. Also, when a player is in the BBRT gaming state, it is easier to win in the AT mode than when the player is in the general gaming state, which is advantageous to the player.
[0226] In this embodiment, regardless of which winning combination (rare combination) is determined, the MBRT gaming state is the most likely to win the AT mode, followed by the BBRT gaming state, and the general gaming state is the least likely to win the AT mode, but the overall AT winning probability may be MBRT gaming state > BBRT gaming state > general gaming state. For example, the winning probability in the AT mode when one winning combination (e.g., weak cherry) is won may be MBRT gaming state > BBRT gaming state > general gaming state, and the winning probability in the AT mode when other winning combinations (e.g., strong cherry, watermelon) are won may be the same in each gaming state.
[0227] Furthermore, in this embodiment, if the probability of winning the AT mode in the MBRT gaming state is higher than the probability of winning the AT mode in the BBRT gaming state, the probability of winning the AT mode in the BBRT gaming state may be the same as the probability of winning the AT mode in the general gaming state, or the probability of winning the AT mode in the MBRT gaming state may be the same as the probability of winning the AT mode in the general gaming state.
[0228] In recent years, the probability of winning in the AT mode of slot machines 1 has varied depending on the setting value, and generally the higher the setting, the higher the probability of winning in the AT mode. However, in the slot machine 1 of this embodiment, the AT winning probability varies depending on the setting value and the gaming state. For example, the probability of winning in the AT in the normal mode (gaming state: MBRT gaming state) with a setting value of 1 is higher than the probability of winning in the AT in the normal mode (gaming state: general gaming state) with a setting value of 6. This means that performance related to ball output does not depend solely on the setting value, allowing for a variety of ball output performance.
[0229] [Tables used when not in normal mode] Next, FIG. 12 is a diagram for explaining a table used in modes other than the normal mode.
[0230] Figure 12(a) is a diagram showing the AT mode lottery table when in CZ mode. The AT mode lottery table when in CZ mode is used to perform a lottery to determine whether to transition to AT mode depending on the game state when in CZ mode. The AT mode lottery table when in CZ mode specifies the winning role and the number of places for each game state.
[0231] If you win a replay in CZ mode (game status: general game status), you will enter AT mode at 4100 / 65536. If you win a weak cherry in CZ mode (game status: general game status), you will enter AT mode at 16100 / 65536. If you win a strong cherry in CZ mode (game status: general game status), you will enter AT mode at 65536 / 65536. If you win a watermelon in CZ mode (game status: general game status), you will enter AT mode at 32100 / 65536.
[0232] If you win a replay in CZ mode (game status: BBRT game status), you will enter AT mode at 4200 / 65536. If you win a weak cherry in CZ mode (game status: BBRT game status), you will enter AT mode at 16200 / 65536. If you win a strong cherry in CZ mode (game status: BBRT game status), you will enter AT mode at 65536 / 65536. If you win a watermelon in CZ mode (game status: BBRT game status), you will enter AT mode at 32200 / 65536.
[0233] If you win a replay in CZ mode (game status: MBRT game status), you will win AT mode at 4300 / 65536. If you win a weak cherry in CZ mode (game status: MBRT game status), you will win AT mode at 16300 / 65536. If you win a strong cherry in CZ mode (game status: MBRT game status), you will win AT mode at 65536 / 65536. If you win a watermelon in CZ mode (game status: MBRT game status), you will win AT mode at 32300 / 65536.
[0234] When comparing the probability of winning in AT mode for each gaming state, assuming that you are in CZ mode, the probability of winning in AT mode when a replay is won, assuming that you are in CZ mode, is MBRT gaming state > BBRT gaming state > regular gaming state. When a replay is won, the MBRT gaming state is most likely to win in AT mode, followed by the BBRT gaming state, and the regular gaming state is least likely to win in AT mode.
[0235] The probability of winning the AT when a weak cherry is won, assuming you are in CZ mode, is the same as when a replay is won: MBRT game state > BBRT game state > normal game state. In other words, when a weak cherry is won, the MBRT game state is the most likely to win the AT mode, followed by the BBRT game state, and the normal game state is the least likely to win the AT mode.
[0236] The probability of winning the AT when a strong cherry is won, assuming you are in CZ mode, is MBRT game state = BBRT game state = normal game state. In other words, when a strong cherry is won in CZ mode, it will always win the AT mode, regardless of the game state you are in.
[0237] The probability of winning the AT when winning a watermelon, assuming you are in CZ mode, is MBRT game state > BBRT game state > regular game state, just like when winning a replay or weak cherry. In other words, when winning a watermelon, the MBRT game state is the most likely to win the AT mode, followed by the BBRT game state, and the regular game state is the least likely to win the AT mode.
[0238] In other words, when you are in CZ mode (game state: MBRT game state), it is easier to win in AT mode than when you are in CZ mode (game state: BBRT game state), which is advantageous to the player. Also, when you are in CZ mode (game state: BBRT game state), it is easier to win in AT mode than when you are in CZ mode (game state: general game state), which is advantageous to the player.
[0239] In this embodiment, the MBRT gaming state is the most likely to win the AT mode, followed by the BBRT gaming state, and the general gaming state is the least likely to win the AT mode, but any number of balls may be specified as long as the overall AT winning probability is MBRT gaming state > BBRT gaming state.
[0240] Furthermore, in this embodiment, if the probability of winning the AT mode in the MBRT gaming state is higher than the probability of winning the AT mode in the BBRT gaming state, the probability of winning the AT mode in the BBRT gaming state may be the same as the probability of winning the AT mode in the general gaming state, or the probability of winning the AT mode in the MBRT gaming state may be the same as the probability of winning the AT mode in the general gaming state.
[0241] In this embodiment, the winning probability of the AT mode when in normal mode differs depending on the setting value, while the winning probability of the AT mode when in CZ mode is the same for all setting values. Note that the winning probability of the AT mode when in CZ mode may be determined by specifying the number of balls placed according to the setting value, just like the winning probability of the AT mode when in normal mode.
[0242] Figure 12(b) is a diagram showing the add-on lottery table when in AT mode. The add-on lottery table when in AT mode is used to perform a lottery to determine whether to add (add) the number of games that can be played in AT mode depending on the gaming state you are in. The add-on lottery table when in AT mode specifies the winning combination and the number of places corresponding to the number of added games.
[0243] If a weak cherry is won in AT mode (game status: general game status), an additional 10 games will be played if the winning number is 20000 / 65536, 20 games if the winning number is 5000 / 65536, 30 games if the winning number is 400 / 65536, 50 games if the winning number is 300 / 65536, 100 games if the winning number is 200 / 65536, 200 games if the winning number is 100 / 65536, and 300 games if the winning number is 50 / 65536.
[0244] If a weak cherry is won in AT mode (game status: BBRT game status), an additional 10 games will be played if the winning number is 20000 / 65536, 20 games if the winning number is 10000 / 65536, 30 games if the winning number is 400 / 65536, 50 games if the winning number is 300 / 65536, 100 games if the winning number is 200 / 65536, 200 games if the winning number is 100 / 65536, and 300 games if the winning number is 50 / 65536.
[0245] If a weak cherry is won in AT mode (game status: MBRT game status), an additional 10 games will be played if the winning number is 20000 / 65536, 20 games if the winning number is 20000 / 65536, 30 games if the winning number is 400 / 65536, 50 games if the winning number is 300 / 65536, 100 games if the winning number is 200 / 65536, 200 games if the winning number is 100 / 65536, and 300 games if the winning number is 50 / 65536.
[0246] If a strong cherry is won in AT mode (game status: general game status), an additional 20 games will be played for 20000 / 65536, 30 games for 20000 / 65536, 50 games for 20000 / 65536, 100 games for 5000 / 65536, 200 games for 500 / 65536, and 300 games for 36 / 65536.
[0247] If a strong cherry is won in AT mode (game status: BBRT game status), an additional 20 games will be played for 10,000 / 65536, 30 games for 20,000 / 65536, 50 games for 30,000 / 65536, 100 games for 5,000 / 65536, 200 games for 500 / 65536, and 300 games for 36 / 65536.
[0248] If a strong cherry is won in AT mode (game status: MBRT game status), an additional 20 games will be played at 10,000 / 65536, 30 games at 10,000 / 65536, 50 games at 40,000 / 65536, 100 games at 5,000 / 65536, 200 games at 500 / 65536, and 300 games at 36 / 65536.
[0249] If you win a watermelon in AT mode (game status: general game status), an additional 50 games will be played if the winning number is 5000 / 65536, 100 games if the winning number is 400 / 65536, 200 games if the winning number is 300 / 65536, and 300 games if the winning number is 200 / 65536.
[0250] If you win a watermelon in AT mode (game status: BBRT game status), an additional 50 games will be played if the winning number is 10,000 / 65,536, 100 games if the winning number is 400 / 65,536, 200 games if the winning number is 300 / 65,536, and 300 games if the winning number is 200 / 65,536.
[0251] If you win a watermelon in AT mode (game status: MBRT game status), an additional 50 games will be played if the winning number is 20000 / 65536, 100 games if the winning number is 400 / 65536, 200 games if the winning number is 300 / 65536, and 300 games if the winning number is 200 / 65536.
[0252] When comparing the probability of adding on the number of games that can be played in AT mode for each gaming state, assuming that the player is in AT mode, the probability of adding on when a weak cherry is won, assuming that the player is in AT mode, is MBRT gaming state > BBRT gaming state > regular gaming state. In other words, when a weak cherry is won, the MBRT gaming state has the highest probability of adding on, followed by the BBRT gaming state, and the regular gaming state has the lowest probability of adding on. Also, the average number of games added on when a weak cherry is won is MBRT gaming state > BBRT gaming state > regular gaming state. In other words, when a weak cherry is won, the MBRT gaming state has the highest average number of games added on, followed by the BBRT gaming state, and the regular gaming state has the lowest average number of games added on.
[0253] The probability of adding games when a strong cherry is won, assuming you are in AT mode, is MBRT game state = BBRT game state = regular game state. In other words, when a strong cherry is won, the number of games available in AT mode is always added, regardless of the game state you are in. The average number of games added when a strong cherry is won, assuming you are in AT mode, is MBRT game state > BBRT game state > regular game state. In other words, when a strong cherry is won, the MBRT game state has the highest average number of games added, followed by the BBRT game state, and the regular game state has the lowest average number of games added.
[0254] The probability of winning a watermelon, assuming you are in AT mode, is the same as when you win a weak cherry, in the order MBRT game state > BBRT game state > regular game state. In other words, when you win a watermelon, the MBRT game state has the highest probability of winning, followed by the BBRT game state, and the regular game state has the lowest probability of winning. Also, the average number of games won when you win a watermelon, assuming you are in AT mode, is the order MBRT game state > BBRT game state > regular game state. In other words, when you win a watermelon, the MBRT game state has the highest average number of games won, followed by the BBRT game state, and the regular game state has the lowest average number of games won.
[0255] In other words, when a player is in the MBRT gaming state, it is advantageous to the player in that it is easier to add bonuses and the average number of added games is larger than when the player is in the BBRT gaming state. Also, when a player is in the BBRT gaming state, it is advantageous to the player in that it is easier to add bonuses and the average number of added games is larger than when the player is in the regular gaming state.
[0256] In this embodiment, the MBRT gaming state has the highest probability of adding on, the BBRT gaming state has the next highest probability of adding on, and the general gaming state has the lowest probability of adding on, but any number of balls may be specified as long as the overall probability of adding on is MBRT gaming state > BBRT gaming state.
[0257] In this embodiment, the MBRT gaming state has the highest average number of added games, the BBRT gaming state has the next highest average number of added games, and the general gaming state has the lowest average number of added games, but as long as the overall average number of added games is greater than the MBRT gaming state, any number of games can be specified.
[0258] More specifically, any number of bets may be specified as long as either the probability of bets being added or the average number of bets being added is greater than the MBRT gaming state and greater than the BBRT gaming state. In this embodiment, the probability of bets being added and the average number of bets being added are common to all setting values, but the probability of bets being added and the average number of bets being added may be specified as numbers corresponding to the setting values.
[0259] 12(c) is a diagram showing the specialized mode lottery table when in AT mode. The specialized mode lottery table when in AT mode is used to execute a lottery to determine whether to transition to specialized mode depending on the game state in which the player is in AT mode. The specialized mode lottery table when in AT mode specifies the winning combination and the number of combinations depending on the game state.
[0260] If you win a weak cherry in AT mode (game status: standard game status), you have a 500 / 65536 chance of entering the specialized mode.If you win a strong cherry in AT mode (game status: standard game status), you have a 6000 / 65536 chance of entering the specialized mode.If you win a watermelon in AT mode (game status: standard game status), you have a 1000 / 65536 chance of entering the specialized mode.
[0261] If you win a weak cherry in AT mode (game status: BBRT game status), you have a 1000 / 65536 chance of entering the specialized mode.If you win a strong cherry in AT mode (game status: BBRT game status), you have a 8000 / 65536 chance of entering the specialized mode.If you win a watermelon in AT mode (game status: BBRT game status), you have a 1500 / 65536 chance of entering the specialized mode.
[0262] If you win a weak cherry in AT mode (playing state: MBRT playing state), you have a 1500 / 65536 chance of winning the specialized mode.If you win a strong cherry in AT mode (playing state: MBRT playing state), you have a 10000 / 65536 chance of winning the specialized mode.If you win a watermelon in AT mode (playing state: MBRT playing state), you have a 2000 / 65536 chance of winning the specialized mode.
[0263] When comparing the probability of winning the specialized mode for each game state, the probability of winning the specialized mode when a weak cherry is won is MBRT game state > BBRT game state > normal game state. In other words, when a weak cherry is won, the MBRT game state is the most likely to win the specialized mode, followed by the BBRT game state, and the normal game state is the least likely to win the specialized mode.
[0264] When a strong cherry is won, the probability of winning the specialized mode is MBRT game state > BBRT game state > normal game state. In other words, when a strong cherry is won, the MBRT game state is the most likely to win the specialized mode, the BBRT game state is the next most likely to win the specialized mode, and the normal game state is the least likely to win the specialized mode.
[0265] When a watermelon is won, the probability of winning the specialized mode is MBRT game state > BBRT game state > regular game state. In other words, when a watermelon is won, the MBRT game state is most likely to win the specialized mode, the BBRT game state is next most likely to win the specialized mode, and the regular game state is least likely to win the specialized mode.
[0266] In other words, when a player is in the MBRT gaming state, it is easier to win the specialized mode compared to when the player is in the BBRT gaming state, which is advantageous to the player. Also, when a player is in the BBRT gaming state, it is easier to win the specialized mode compared to when the player is in the general gaming state, which is advantageous to the player.
[0267] In this embodiment, the MBRT gaming state is the most likely to win the specialized mode, followed by the BBRT gaming state, and the general gaming state is the least likely to win the specialized mode, but any number of balls may be specified as long as the overall probability of winning the specialized mode is MBRT gaming state > BBRT gaming state.
[0268] Furthermore, in this embodiment, if the probability of winning the specialized mode in the MBRT gaming state is higher than the probability of winning the specialized mode in the BBRT gaming state, the probability of winning the specialized mode in the BBRT gaming state may be the same as the probability of winning the specialized mode in the general gaming state, or the probability of winning the specialized mode in the MBRT gaming state may be the same as the probability of winning the specialized mode in the general gaming state.
[0269] In this embodiment, the probability of winning in the specialized mode when in AT mode is the same for all setting values, but the number of settings may be specified according to the setting value.
[0270] Figure 12(d) is a diagram showing the add-on lottery table when in the specialized mode. The add-on lottery table when in the specialized mode is used to perform a lottery to determine whether to add (add) the number of games that can be played in the specialized mode depending on the gaming state in which you are in the specialized mode. The add-on lottery table when in the specialized mode specifies the winning combination and the number of places corresponding to the number of added games.
[0271] If a weak cherry is won in the specialized mode (game status: general game status), an additional 20 games will be played for 50,000 / 65,536, 30 games for 10,000 / 65,536, 50 games for 5,000 / 65,536, 100 games for 300 / 65,536, 200 games for 136 / 65,536, and 300 games for 100 / 65,536.
[0272] If a weak cherry is won in the specialized mode (game status: BBRT game status), an additional 20 games will be played at 40000 / 65536, 30 games at 20000 / 65536, 50 games at 5000 / 65536, 100 games at 300 / 65536, 200 games at 136 / 65536, and 300 games at 100 / 65536.
[0273] If a weak cherry is won in the specialized mode (game status: MBRT game status), an additional 20 games will be played at 30,000 / 65,536, 30 games at 30,000 / 65,536, 50 games at 5,000 / 65,536, 100 games at 300 / 65,536, 200 games at 136 / 65,536, and 300 games at 100 / 65,536.
[0274] If you win a strong cherry in the specialized mode (game status: general game status), an additional 30 games will be played for 40,000 / 65,536, 50 games for 20,000 / 65,536, 100 games for 5,000 / 65,536, 200 games for 500 / 65,536, and 300 games for 36 / 65,536.
[0275] If you win a strong cherry in the specialized mode (game status: BBRT game status), an additional 30 games will be played for 30,000 / 65,536, 50 games for 30,000 / 65,536, 100 games for 5,000 / 65,536, 200 games for 500 / 65,536, and 300 games for 36 / 65,536.
[0276] If a strong cherry is won in the specialized mode (game status: MBRT game status), an additional 30 games will be played for 20000 / 65536, 50 games for 40000 / 65536, 100 games for 5000 / 65536, 200 games for 500 / 65536, and 300 games for 36 / 65536.
[0277] If you win a watermelon in specialized mode (game status: general game status), an additional 50 games will be played for 50,000 / 65,536, 100 games for 10,000 / 65,536, 200 games for 5,000 / 65,536, and 300 games for 536 / 65,536.
[0278] If you win a watermelon in the specialized mode (game status: BBRT game status), an additional 50 games will be played for 40,000 / 65,536, 100 games for 20,000 / 65,536, 200 games for 5,000 / 65,536, and 300 games for 536 / 65,536.
[0279] If you win a watermelon in the specialized mode (game status: MBRT game status), an additional 50 games will be played for 20,000 / 65,536, 100 games for 40,000 / 65,536, 200 games for 5,000 / 65,536, and 300 games for 536 / 65,536.
[0280] If you win anything other than the above (e.g. push order bell) in specialized mode (game status: general game status), an additional 10 games will be added for 50000 / 65536, 20 games for 10000 / 65536, and 30 games for 5536 / 65536.
[0281] If you win anything other than the above in specialized mode (game status: BBRT game status), an additional 10 games will be added for 40000 / 65536, 20 games for 20000 / 65536, and 30 games for 5536 / 65536.
[0282] If you win anything other than the above in specialized mode (game status: MBRT game status), an additional 10 games will be added for 30000 / 65536, 20 games for 30000 / 65536, and 30 games for 5536 / 65536.
[0283] When comparing the probability of adding the number of games that can be played in AT mode for each game state, assuming that the player is in specialized mode, the probability of adding when a weak cherry is won, assuming that the player is in specialized mode, is MBRT game state = BBRT game state = general game state. In other words, when a weak cherry is won, assuming that the player is in specialized mode, the number of games that can be played in AT mode is always added, regardless of the game state the player is in. Also, the average number of games added when a weak cherry is won is MBRT game state > BBRT game state > general game state. In other words, when a weak cherry is won, the MBRT game state has the highest average number of games added, followed by the BBRT game state, and the general game state has the lowest average number of games added.
[0284] The probability of winning a strong cherry, assuming you are in specialized mode, is MBRT game state = BBRT game state = general game state. In other words, when you win a strong cherry, assuming you are in specialized mode, the number of games available in AT mode will always be increased regardless of the game state you are in. Also, the average number of games increased when you win a strong cherry is MBRT game state > BBRT game state > general game state. In other words, when you win a strong cherry, the MBRT game state has the highest average number of games increased, followed by the BBRT game state, and the general game state has the lowest average number of games increased.
[0285] The probability of winning a watermelon when you are in the specialized mode is the same as when you win a weak cherry, in the following order: MBRT game state > BBRT game state > regular game state. In other words, when you win a watermelon when you are in the specialized mode, the MBRT game state has the highest probability of winning, followed by the BBRT game state, and the regular game state has the lowest probability of winning. Also, the average number of games won when you win a watermelon is the following order: MBRT game state > BBRT game state > regular game state. In other words, when you win a watermelon, the MBRT game state has the highest average number of games won, the BBRT game state has the next highest average number of games won, and the regular game state has the lowest average number of games won.
[0286] In other words, when a player is in the MBRT gaming state, it is advantageous to the player in that it is easier to add bonuses and the average number of added games is larger than when the player is in the BBRT gaming state. Also, when a player is in the BBRT gaming state, it is advantageous to the player in that it is easier to add bonuses and the average number of added games is larger than when the player is in the regular gaming state.
[0287] In this embodiment, the MBRT gaming state has the highest probability of adding on, the BBRT gaming state has the next highest probability of adding on, and the general gaming state has the lowest probability of adding on, but any number of balls may be specified as long as the overall probability of adding on is MBRT gaming state > BBRT gaming state.
[0288] In this embodiment, the MBRT gaming state has the highest average number of added games, the BBRT gaming state has the next highest average number of added games, and the general gaming state has the lowest average number of added games, but as long as the overall average number of added games is greater than the MBRT gaming state, any number of games can be specified.
[0289] More specifically, any number of bets may be specified as long as either the probability of bets or the average number of bets is in the MBRT gaming state > BBRT gaming state. Also, the probability of bets or the number of bets is common to all setting values, but the number of bets may be specified according to the setting value.
[0290] [Power-on process for main control board 50] Next, FIG. 13 is a diagram illustrating the power-on process of the main control board 50.
[0291] In the power-on process, first, the main control unit 50A determines whether the power switch 32A is turned on (step A1), and if the power switch 32A is off, waits until the power switch 32A is turned on.
[0292] When it is determined that the power switch 32A is turned on, the parity of a predetermined area in the main RAM 53 is calculated (step A2). It is then determined whether the parity of the predetermined area in the main RAM 53 is normal (step A3). If the parity of the predetermined area in the main RAM 53 is normal, diagnostic data that was set in the predetermined area in the main RAM 53 when the power was turned off is obtained, and it is diagnosed whether the contents stored in the main RAM 53 have been destroyed based on this diagnostic data (step A4).
[0293] If the main control unit 50A determines that the parity of the main RAM 53 is not normal, or if the main control unit 50A determines that the parity of the main RAM 53 is normal and diagnoses the main RAM 53, it determines whether there is an abnormality in the main RAM 53 (step A5). If it determines that there is an abnormality in the main RAM 53, a predetermined area of the main RAM 53 is initialized (step A6).
[0294] If it is determined that there is no abnormality in the main RAM 53, or after a predetermined area of the main RAM 53 has been initialized, it is determined whether the setting key switch 13A is on (step A7), and if it is determined that the setting key switch 13A is on, a gaming machine installation information command to be sent to the medal count control board 70 is set (step A8), and a setting change process that can change the setting value is performed. The gaming machine installation information command will be described using Figure 25.
[0295] If it is determined that the setting key switch 13A is off, it is determined whether or not there is an abnormality in the main RAM 53 (step A9), and if it is determined that there is an abnormality in the main RAM 53, a gaming machine installation information command to be sent to the medal count control board 70 is set (step A10). After that, a port input process (step A11) is performed in which detection signals from various switches are input, and then a power failure recovery command to be sent to the sub-control board 60 is set (step A12), and the door open command sending flag in the main RAM 53 is turned on (step A13). After the door open command sending flag is turned on, the process returns to the process before the power failure.
[0296] If it is determined that there is no abnormality in the main RAM 53, a gaming machine installation information command to be transmitted to the medal count control board 70 is set (step A14), the game area of the main RAM 53 is initialized (step A15), and the non-game area of the main RAM 53 is initialized (step A16). Then, after the door open command transmission flag of the main RAM 53 is turned on (step A17), error processing is executed.
[0297] [Main processing of the main control board 50] Next, FIG. 14 is a diagram for explaining the main processing of the main control board 50.
[0298] In the main processing, first, the main control unit 50A performs a game start acceptance process (step B1). The game start acceptance process will be explained using FIG. 15. Then, the main control unit 50A performs a role determination process (step B2). In the role determination process, the winning role is determined using the number of coins placed that is assigned to the winning role (see FIG. 8). At this time, if a special role is won, it is stored in a predetermined storage area of the main RAM 53. In addition, a role determination command to be sent to the medal count control board 70 is set according to the role determination result.
[0299] Then, the main control unit 50A sets a game start command to be sent to the medal count control board 70 (step B3), and then sets a jackpot command to be sent to the medal count control board 70 (step B4). The game start command will be described using Figure 33. The jackpot command will be described using Figure 36.
[0300] Thereafter, the main control section 50A performs a start mode process that is performed when the start lever 2 is operated (step B5). The start mode process will be described with reference to FIG.
[0301] Thereafter, the main control unit 50A performs a freeze process (step B6). In the freeze process, it is confirmed whether or not to execute a freeze effect that will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed.
[0302] Thereafter, the main control unit 50A sets a control status command to be sent to the sub-control board 60 (step B7). Then, it is determined whether the wait time has elapsed (step B8), and if it is determined that the wait time has not elapsed, the process waits until the wait time has elapsed.
[0303] If it is determined that the wait time has elapsed, a wait timer is set (step B9) and timing of the wait time begins. Then, a reel rotation start command to be sent to the sub-control board 60 is set (step B10), and reel rotation start processing is performed (step B11). In the reel rotation start processing, the left reel motor 15A, center reel motor 16A, and right reel motor 17A are excited based on the excitation pattern stored in the main ROM 52.
[0304] After that, the main control unit 50A performs a push order notification process (step B12). In the push order notification process, it is determined whether the current mode is the AT mode, and if the current mode is the AT mode and the result of the determination by the role determination process is either a push order bell, the operation order of the left stop button 5, the middle stop button 6, and the right stop button 7 required to win a right-downward bell, a right-upward bell, or a bottom bell is displayed on the instruction information display 11.
[0305] Thereafter, the main control unit 50A determines whether any one of the left stop button 5, center stop button 6, and right stop button 7 has been operated (step B13). If it is determined that any one of the left stop button 5, center stop button 6, and right stop button 7 has not been operated, the main control unit 50A waits until any one of the left stop button 5, center stop button 6, and right stop button 7 is operated.
[0306] When any of the left stop button 5, center stop button 6, and right stop button 7 is operated, a reel stop process is performed to stop the corresponding left reel 15, center reel 16, or right reel 17 (step B14). In the reel stop process, excitation control of the left reel motor 15A, center reel motor 16A, and right reel motor 17A is performed, thereby stopping the rotation of the corresponding left reel 15, center reel 16, or right reel 17. In the reel stop process of this embodiment, different controls can be executed in the BBRT gaming state and the MBRT gaming state, thereby diversifying the gameplay. In addition, a stop command to be sent to the medal count control board 70 is set in response to the operation of the left stop button 5, center stop button 6, or right stop button 7.
[0307] After that, the main control unit 50A determines whether the left reel 15, center reel 16, and right reel 17 have all stopped (step B15). If it is determined that the left reel 15, center reel 16, and right reel 17 have not all stopped, the same processing (processing from step B13 to step B15) is performed until the left reel 15, center reel 16, and right reel 17 have all stopped.
[0308] If it is determined that the left reel 15, center reel 16, and right reel 17 have all stopped, a win determination process is carried out (step B16). In the win determination process, the combination of symbols that have stopped along the pay line is compared with the combination of symbols described with reference to Figure 6 to determine whether a win has been achieved.
[0309] Thereafter, the main control unit 50A performs a game state management process (step B17). In the game state management process, if the current game state is the normal game state, it is determined whether or not a right-up replay & BB or a right-up replay & MB has been won, and if a right-up replay & BB has been won, the game state transitions from the normal game state to a BBRT game state, and if a right-up replay & MB has been won, the game state transitions from the normal game state to a MBRT game state.
[0310] If the current gaming state is the BBRT gaming state, it is determined whether a big bonus has been won, and if a big bonus has been won, the gaming state shifts from the BBRT gaming state to the BB operating state.If the current gaming state is the MBRT gaming state, it is determined whether a middle bonus has been won, and if a middle bonus has been won, the gaming state shifts from the MBRT gaming state to the MB operating state.
[0311] When the current gaming state is the BB operating state, it is determined whether a predetermined number of medals (game value) have been paid out, and when the predetermined number of medals (game value) have been paid out, the gaming state transitions from the BB operating state to the general gaming state.When the current gaming state is the MB operating state, it is determined whether a specific number of medals (game value) have been paid out, and when the specific number of medals (game value) have been paid out, the gaming state transitions from the MB operating state to the general gaming state.
[0312] Thereafter, the main control unit 50A successively performs a role ratio monitor process (step B18) and an instruction information display clear process (step B19). In the role ratio monitor process, the data of the instruction-included role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number are updated. In the instruction information display clear process, the instruction information displayed on the instruction information display 11 is hidden.
[0313] Thereafter, the main control unit 50A sets a game end command to be transmitted to the medal count control board 70 (step B20). The game end command will be described later with reference to FIG.
[0314] Thereafter, the main control unit 50A performs a freeze process (step B21). In the freeze process, it is confirmed whether or not to execute a freeze effect that will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed.
[0315] Thereafter, the main control unit 50A sets a role information command to be sent to the medal count control board 70 (step B22), and then sets an advantageous zone information command to be sent to the medal count control board 70 (step B23). The role information command will be explained using Figure 27. The advantageous zone information command will be explained using Figure 29.
[0316] Thereafter, the main control unit 50A sets a payout command to be transmitted to the medal count control board 70 (step B24). The payout command will be described with reference to FIG.
[0317] Thereafter, the main control unit 50A performs end-of-game mode-specific processing (step B25). The end-of-game mode-specific processing will be described with reference to FIG. 17. Next, end-of-game RAM initialization processing (step B26) is performed. In the end-of-game mode-specific processing, the mode to be used in the next game is set according to the current mode. In the end-of-game RAM initialization processing, the memory areas of the main RAM 53 that are to be initialized when the game ends are cleared.
[0318] Finally, a game end command to be sent to the sub-control board 60 is set (step B27). The game end command is a command that can specify that one game has ended.
[0319] [Game start acceptance process] Next, FIG. 15 is a diagram illustrating the game start acceptance process performed in step B1.
[0320] In the game start acceptance process, first, the main control unit 50A performs a bet number display process (step C1). In the bet number display process, the bet lamp 9 notifies the current bet number.
[0321] Thereafter, it is determined whether or not replay has been activated (step C2). If it is determined that replay has been activated, the number of bets placed when replay was activated is set as the number of bets for the current game (step C3). If it is determined that replay has not been activated, it is determined whether or not the bet switch 3A is on (step C4).
[0322] If the bet switch 3A is on, 1 is added to the number of bets (step C5). If the bet switch 3A is off, it is determined whether the max bet switch 4A is on (step C6). If the max bet switch 4A is on, 3 is set to the number of bets (step C7).
[0323] After the bet switch 3A is determined to be on and 1 is added to the bet number, or after the max bet switch 4A is determined to be on and 3 is set to the bet number, a medal count update process is performed (step C8), and a medal count insertion command to be sent to the medal count control board 70 is set (step C9). In the medal count update process, the value of the gaming value possessed by the player is updated.
[0324] If it is determined that the bet switch 3A is off and that the max bet switch 4A is off, it is determined whether the settlement switch 8A is on (step C10). If it is determined that the settlement switch 8A is on, it is determined whether a replay has been activated (step C11), and it is determined whether the number of bets is 1 or more (step C12). If it is determined that the number of bets is 1 or more, a medal count settlement command to be sent to the medal count control board 70 is set (step C13).
[0325] After the medal count adjustment command to be sent to the medal count control board 70 has been set, or if it is determined that the adjustment switch 8A is not on, if it is determined that replay has not been activated, or if it is determined that the number of bets is 1 or more, it is determined whether the start switch 2A is on (step C14). If the start switch 2A is on, a random number used in the role determination process is extracted (step C15), and the number of bets is stored (step C16).
[0326] [Start mode processing] Next, FIG. 16 is a diagram illustrating the start-up mode-specific processing performed in step B5.
[0327] In the start mode processing, first, the main control unit 50A determines whether the machine is in normal mode (step M1). If the machine is in normal mode, a lottery for transition to AT mode is executed (step M2), and a lottery for transition to CZ mode is executed (step M3). The lottery for transition to CZ mode is executed only when the lottery for transition to AT mode is won.
[0328] Next, if the player is not in normal mode, the main control unit 50A determines whether the player is in CZ mode (step M4). If the player is in CZ mode, a lottery to switch to AT mode is executed (step M5).
[0329] Next, if the player is not in the CZ mode, the main control unit 50A determines whether the player is in the AT mode (step M6). If the player is in the AT mode, an additional lottery is performed (step M7), and a special mode transition lottery is performed (step M8).
[0330] Next, if the AT mode is not being maintained, the main control unit 50A executes an additional lottery as a process for when the specialized mode is being maintained (step M9).
[0331] [Processing by mode at the end] Next, FIG. 17 is a diagram for explaining the mode-specific process at the end performed in step B25.
[0332] In the end mode processing, first, the main control unit 50A determines whether or not the machine is in normal mode (step N1). If the machine is in normal mode, it determines whether or not the machine has won the AT mode transition lottery in step M2 (step N2), and if the machine has won the AT mode transition lottery, it transitions to AT mode (step N3). Next, if the machine has not won the AT mode transition lottery, it determines whether or not the machine has won the CZ mode transition lottery in step M3 (step N4), and if the machine has won the CZ mode transition lottery, it transitions to CZ mode (step N5).
[0333] Next, if the player is not in normal mode, the main control unit 50A determines whether the player is in CZ mode (step N6). If the player is in CZ mode, it determines whether the player has won the AT mode transition lottery in step M5 (step N7), and if the player has won the AT mode transition lottery, the game will transition to AT mode (step N8). If the player has not won the AT mode, it determines whether the game is at the end of CZ mode (step N9), and if the game is at the end of CZ mode, the game will transition to normal mode (step N10).
[0334] Next, if the player is not in CZ mode, the main control unit 50A determines whether the player is in AT mode (step N11). If the player is in AT mode, it determines whether the player has won the lottery to transition to the specialized mode in step M8 (step N12), and if the player has won the lottery to transition to the specialized mode, the player transitions to the specialized mode (step N13). If the player has not won the lottery to transition to the specialized mode, it determines whether the player has ended AT mode (step N14), and if the player has ended AT mode, the player transitions to normal mode (step N15).
[0335] Next, if the device is not currently in AT mode, the main control unit 50A determines whether the specialized mode has ended (step N16) as a process for when the device is currently in specialized mode, and if the specialized mode has ended, the device transitions to AT mode (step N17).
[0336] [Interrupt processing] Next, FIG. 18 is a diagram for explaining interrupt processing.
[0337] Interrupt processing is processing that interrupts the main processing at a predetermined cycle (e.g., approximately 1 millisecond). In interrupt processing, first, interrupt initialization processing is performed by the main control unit 50A (step D1). In interrupt initialization processing, processing such as saving registers and prohibiting interrupts is performed.
[0338] Thereafter, the main control unit 50A determines whether a power outage has been detected (step D2). If it is determined that a power outage has been detected, power-off processing is performed (step D3). The power-off processing includes processing to save registers and processing to save stack pointers and interrupt states.
[0339] If it is determined that a power outage has not been detected, the interrupt counter value is updated by subtracting 1 (step D4), and a timer measurement process is performed (step D5). In the timer measurement process, the timer value corresponding to the period during which the freeze effect is executed and the timer value of the wait timer are updated.
[0340] Thereafter, the main control unit 50A reads the input ports (step D6). In this process, the signal levels of various signals input to the input ports are read, stored, and determined.
[0341] Thereafter, the main control unit 50A performs a reel control process (step D7), and determines whether the reel control process has been completed for all reels (step D8). In the reel control process, the left reel motor 15A, the center reel motor 16A, and the right reel motor 17A are excited via the reel board 54.
[0342] If it is determined that the reel control process has been completed for all reels, port output is performed (step D9). In this process, signals to be output to the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are set via the relay board 55.
[0343] Thereafter, the main control unit 50A successively performs a command transmission process (step D10), an LED display process (D11), and an error management process (step D12). In the command transmission process, the various set commands are transmitted to the medal count control board 70. In the LED display process, the displays of the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are controlled. In the error management process, it is determined whether an error has occurred, and if it is determined that an error has occurred, a process is performed to transmit error information to the sub-control board 60 and the medal count control board 70.
[0344] Thereafter, the main control unit 50A successively performs a random number value update process (step D13), a command transfer process (step D14), and an interrupt return process (step D15). In the random number value update process, the random number value used when various lotteries are performed is updated. In the command transfer process, the command received from the medal count control board 70 is transferred to the sub-control board 60. In the interrupt return process, processes such as restoring registers and allowing interrupts are performed.
[0345] [Counting processing] Next, FIG. 19 is a diagram illustrating the counting process.
[0346] The counting process is a process performed by the medal count control unit 70A when counting the gaming value possessed by the player, which is stored in the medal count RAM 73. First, the medal count control unit 70A determines whether the counting switch 26A is turned on (step E1). If it is determined that the counting switch 26A is not turned on, the counting process ends.
[0347] If it is determined that the counting switch 26A has been turned on, it is determined whether the operation time of the counting button 26 is 500 milliseconds or more (step E2). If the operation time of the counting button 26 is not 500 milliseconds or more, it is determined that the operation is a short press, and the number of medals (game value) is counted by 1 (step E3), and a short press counting command is sent to the main control board 50 and the unit control board 90 (step E4). When the short press counting command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in accordance with the short press counting command (for example, by emitting a short press counting sound from the speaker 20).
[0348] If the operation time of the count button 26 is 500 milliseconds or more, it is determined that the count button 26 has been pressed for a long time, and it is then determined whether the number of medals is one unit (e.g., 100) or more (step E5). If it is determined that the number of medals is one unit or more, the number of medals for one unit is counted (step E6), and a long press count command is sent to the main control board 50 and the unit control board 90 (step E7). When the long press count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the long press count command (e.g., by emitting a long press count sound from the speaker 20).
[0349] Thereafter, it is determined whether the number of medals is one unit or more (step E8), and if it is determined that the number of medals is one unit or more, the number of medals for one unit is counted again, and a long press count command is sent to the unit control board 90. If it is determined that the number of medals is not one unit or more, the remaining number of medals is counted (step E9), and a fraction count command is sent to the main control board 50 and the unit control board 90 (step E10). When the fraction count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the fraction count command (for example, by emitting a fraction count sound from the speaker 20).
[0350] Thereafter, a counting completion command is transmitted to the main control board 50 and the unit control board 90 (step E11). When the counting completion command is transmitted to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the counting completion command (for example, by emitting a counting completion sound from the speaker 20).
[0351] [Loan Processing] Next, FIG. 20 is a diagram for explaining the lending process.
[0352] The lending process is a process performed by the unit control unit 90A when lending gaming value to a player. First, the unit control unit 90A determines whether the lending switch 33A is turned on (step F1). If it is determined that the lending switch 33A is turned on, one unit of cash (e.g., 1,000 yen) is subtracted (step F2), and a lending command is sent to the medal count control board 70 (step F3). When the lending command is sent to the medal count control board 70, it is transferred to the main control board 50, and then transferred from the main control board 50 to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the lending command (e.g., by emitting a lending sound from the speaker 20).
[0353] If it is determined that the lending switch 33A is not on, the unit control unit 90A determines whether the replay switch 35A is on (step F4). If it is determined that the replay switch 35A is not on, the lending process is terminated.
[0354] If it is determined that the replay switch 35A has been turned on, the number of medals is decremented by one unit (e.g., 50) (step F5), and a replay command is sent to the medal count control board 70 via the connection terminal board 31 (step F6).
[0355] Although 50 is used as the number of medals per unit, other values can also be used. Specifically, a consumption tax deduction value (e.g., 46, 47, 48, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax can be applied to the number of medals per unit. Also, a low loan deduction value for low loans (e.g., 100, 200, etc., set by the gaming establishment) can be applied to the number of medals per unit. Also, a low loan consumption tax deduction value (e.g., 92, 94, 96, 184, 188, 192, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax from this low loan deduction value can be applied to the number of medals per unit.
[0356] [Lending command reception process] Next, FIG. 21 is a diagram illustrating the lending command reception process.
[0357] The lending command reception process is a process performed by the medal count control unit 70A when gaming value is lent to a player. First, it is determined whether a lending command has been received from the card unit CU (step G1). If it is determined that a lending command has not been received, the lending command reception process ends.
[0358] If it is determined that the lending command has been received, the number of medals in one unit (for example, 50) is added (step G2), and a lending completion command is sent to the unit control board 90 (step G3).
[0359] [Replay command reception process] Next, FIG. 22 is a diagram illustrating the replay command reception process.
[0360] The replay command reception process is a process performed by the medal count control unit 70A when a replay is executed. First, it is determined whether a replay command has been received from the card unit CU (step H1). If it is determined that a replay command has not been received, the replay command reception process ends.
[0361] If it is determined that a replay command has been received, the number of medals is added by one unit (step H2), and a replay completion command is sent to the unit control board 90 via the connection terminal board 31 (step H3).
[0362] [Command reception process] Next, FIG. 23 is a diagram illustrating the command reception process.
[0363] The command reception process is a process that is performed when the sub-control board 60 receives a command from the main control board 50 or the medal count control board 70. First, when a command is received from the main control board 50 or the medal count control board 70, a process according to the command is executed (step I1). Examples of the process according to the command include a process to determine performance data, a process to determine error notification mode data, a process to determine notification mode data to be performed during counting, and a process to determine notification mode data to be performed during lending.
[0364] Next, based on the data determined by the processing in response to the command, the image display device 18 is controlled (step I2), the LED for effect 19 is controlled (step I3), and the speaker 20 is controlled (step I4). As a result, the determined effect is executed, and an error, a counting notification, and a lending notification are made.
[0365] [Types of commands sent from the main control board 50 to the medal count control board 70] Next, FIG. 24 is a diagram for explaining the types of commands transmitted from the main control board 50 to the medal count control board 70.
[0366] In this embodiment, the gaming machine installation information command, role information command, advantageous zone information command, medal number insertion command, medal number settlement command, game start command, game end command, payout command, jackpot command, gaming machine fraud command (1), gaming machine fraud command (2), gaming machine fraud command (3), main control status command, main control board error command, and gaming machine performance information command (spare) shown in the command name column are transmitted from the main control board 50 to the medal number control board 70.
[0367] The command number column shows the command number that is preset for each command, the command name column shows the name of the command sent from the main control board 50 to the medal count control board 70, and the message length column shows the message length (byte length) of each command. The unidirectional / bidirectional column shows whether the medal count control board 70 responds to the main control board 50 after the main control board 50 sends the command to it. For commands that are specified as unidirectional, after the main control board 50 sends the command to the medal count control board 70, the medal count control board 70 does not respond to the command to the main control board 50. For commands that are specified as bidirectional, after the main control board 50 sends the command to the medal count control board 70, the medal count control board 70 responds to the command to the main control board 50. The remarks column lists the data sent by each command, etc.
[0368] [Machine installation information command] Next, FIG. 25 is a diagram for explaining the gaming machine installation information command transmitted from the main control board 50 to the medal count control board 70.
[0369] The first byte of the gaming machine installation information command stores the message length of the gaming machine installation information command, which is a fixed value of 22 (h).
[0370] The second byte of the gaming machine installation information command stores a serial number, which is a fixed value of 0(h).
[0371] The third byte of the gaming machine installation information command stores a command number, which is a fixed value of 0(h).
[0372] The fourth byte of the gaming machine installation information command stores gaming machine characteristics. The gaming machine characteristics will be explained using Figure 26. The fifth byte of the gaming machine installation information command stores the gaming machine type. The gaming machine type is stored with a fixed value of 82(h). The sixth byte of the gaming machine installation information command stores an identification code. The identification code is stored with a fixed value of 21(h).
[0373] The unique ID of the main chip ID is stored in the 7th to 10th bytes of the gaming machine installation information command. The medal count control board 70 determines the initial value and additional value of the serial number according to the value of the main chip ID.
[0374] The 11th to 13th bytes of the gaming machine installation information command store the manufacturer code of the manufacturer that manufactured the slot machine 1, and the 14th to 21st bytes of the gaming machine installation information command store the product code. The 22nd byte of the gaming machine installation information command stores a checksum to determine whether or not there is an error in the information sent from the 1st to 21st bytes of the gaming machine installation information command.
[0375] [Machine characteristics] Next, FIG. 26 is a diagram for explaining the gaming machine characteristics of the gaming machine installation information command transmitted from the main control board 50 to the medal count control board 70.
[0376] The 0th bit of the gaming machine characteristics stored in the 4th byte of the gaming machine installation information command indicates whether a first-class special feature is installed, the 1st bit indicates whether a feature continuous operation device related to the first-class special feature is installed, the 2nd bit indicates whether a second-class special feature is installed, and the 3rd bit indicates whether a feature continuous operation device related to the second-class special feature is installed.
[0377] The fourth bit of the gaming machine characteristics indicates whether a normal device is installed, the fifth bit of the gaming machine characteristics indicates whether an instruction function is installed, and the sixth bit of the gaming machine characteristics stores the instruction type. If the sixth bit of the gaming machine characteristics is on, the instruction type is 7P type, and if the sixth bit of the gaming machine characteristics is off, the instruction type is 7U type. The seventh bit of the gaming machine characteristics is unused, and if the gaming machine is normal, the seventh bit of the gaming machine characteristics is off. If there is an abnormality, the seventh bit of the gaming machine characteristics is on.
[0378] [Feature Information Command] Next, FIG. 27 is a diagram for explaining the bonus information command transmitted from the main control board 50 to the medal count control board 70.
[0379] The role information command is a command that the medal count control board 70 uses to update gaming machine performance information and role ratio monitor information, and is sent from the main control board 50 to the medal count control board 70 after the game end command is sent.
[0380] The reel information command consists of 5 bytes of data, and the first byte of the reel information command stores the message length of the reel information command. The message length of the reel information command is stored as a fixed value of 5 (h).
[0381] The second byte of the reel information command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the reel information command stores a value indicating the command number. The command number of the reel information command is stored as a fixed value of 1 (h).
[0382] The fourth byte of the reel information command stores reel operation information. The reel operation information will be explained using Figure 28. The fifth byte of the reel information command stores a checksum to determine whether or not an error has occurred in the information sent in the first through fourth bytes.
[0383] [Feature operation information] Next, FIG. 28 is a diagram for explaining the bonus device operation information transmitted from the main control board 50 to the medal count control board 70.
[0384] The reel operation information is information about the currently operating reel, and is stored in the fourth byte of the reel information command. The 0th bit of the reel operation information stores information indicating whether the first type special reel is in operation, the 1st bit of the reel operation information stores information indicating whether the reel continuous operation device related to the first type special reel is in operation, and the 2nd bit of the reel operation information stores information indicating whether the second type special reel is in operation.
[0385] The third bit of the reel operation information stores information indicating whether the reel continuous operation device for the second-class special reel is in operation, and the fourth bit of the reel operation information stores information indicating whether the normal reel is in operation. Bits 5 to 7 of the reel operation information are unused, and if the reel operation information is normal, bits 5 to 7 of the reel operation information are all off. On the other hand, if there is an abnormality, at least one of bits 5 to 7 of the reel operation information will be on.
[0386] [Advantageous Zone Information Command] Next, Figure 29 is a diagram explaining the advantageous zone information command sent from the main control board 50 to the medal count control board 70.
[0387] The advantageous zone information command is a command used by the medal count control board 70 to update gaming machine performance information and role ratio monitor information, and is sent from the main control board 50 to the medal count control board 70 after the role information command is sent.
[0388] The advantageous zone information command consists of 5 bytes of data, and the first byte of the advantageous zone information command stores the message length of the advantageous zone information command. The message length of the advantageous zone information command is stored as a fixed value of 5 (h).
[0389] The second byte of the advantageous zone information command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the advantageous zone information command stores a value indicating the command number. The command number of the advantageous zone information command is stored as a fixed value of 2(h).
[0390] The fourth byte of the advantageous zone information command stores advantageous zone information. The advantageous zone information will be explained using Figure 30. The fifth byte of the advantageous zone information command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0391] [Information on advantageous zones] Next, FIG. 30 is a diagram explaining advantageous zone information transmitted from the main control board 50 to the medal count control board 70.
[0392] The advantageous zone information is information about the advantageous zone, and is stored in the fourth byte of the advantageous zone information command. The zeroth bit of the advantageous zone information stores information about the advantageous zone, and stores information indicating whether the game played before the advantageous zone end command was sent was in an advantageous zone or a non-advantageous zone. The first bit of the advantageous zone information stores information indicating whether instruction information was present in the game played before the advantageous zone end command was sent. The fourth bit of the advantageous zone information stores information indicating whether a replay was won in the game played before the advantageous zone end command was sent.
[0393] Bits 2 to 3 and bits 5 to 7 of the advantageous zone information are unused. When the information is normal, bits 2 to 3 and bits 5 to 7 of the advantageous zone information are all off. On the other hand, when the information is abnormal, at least one of bits 2 to 3 and bits 5 to 7 of the advantageous zone information is on.
[0394] [Medal count input command] Next, FIG. 31 is a diagram for explaining the medal count insertion command transmitted from the main control board 50 to the medal count control board 70. As shown in FIG.
[0395] The medal count input command consists of 5 bytes of data, and the first byte of the medal count input command stores the message length of the medal count input command. The message length of the medal count input command is stored as a fixed value of 5 (h).
[0396] The second byte of the medal count input command stores a serial number. The serial number is a value between 1 and 255. The third byte of the medal count input command stores a value indicating the command number. The command number of the medal count input command is a fixed value of 3(h).
[0397] The fourth byte of the medal count insertion command stores the number of medals inserted. The number of medals inserted is the value of the gaming value bet, and is set to be one of 1 to 3. When replay is activated, the medal count insertion command is sent indicating that the number of medals inserted is 0, or the medal count insertion command is not sent at all. The fifth byte of the medal count insertion command stores a checksum to determine whether or not there was an error in the information sent in bytes 1 to 4.
[0398] [Medal Count Adjustment Command] Next, FIG. 32 is a diagram for explaining the medal count adjustment command transmitted from the main control board 50 to the medal count control board 70. As shown in FIG.
[0399] The medal count adjustment command is made up of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the adjustment switch 8A is turned on. After the medal count adjustment command is sent from the main control board 50 to the medal count control board 70, a response command is sent from the medal count control board 70 to the main control board 50.
[0400] The message length of the medal count adjustment command is stored in the first byte of the medal count adjustment command. The message length of the medal count adjustment command is stored as a fixed value of 5 (h).
[0401] The second byte of the medal count settlement command stores a serial number. The serial number is a value between 1 and 255. The third byte of the medal count settlement command stores a value indicating the command number. The command number of the medal count settlement command is stored as a fixed value of 4(h).
[0402] The fourth byte of the medal count settlement command stores the number of medals to be settled. The number of medals to be settled is the gaming value returned to the player when the settlement button 8 is operated, and is stored as one of 1 to 3. The fifth byte of the medal count settlement command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0403] [Game start command] Next, FIG. 33 is a diagram for explaining a game start command transmitted from the main control board 50 to the medal count control board 70.
[0404] The game start command is made up of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the start lever 2 is operated and the start switch 2A is turned on. After the game start command is sent from the main control board 50 to the medal count control board 70, a response command is sent from the medal count control board 70 to the main control board 50.
[0405] The first byte of the game start command stores the message length of the game start command. The message length of the game start command is set to a fixed value of 5 (h).
[0406] The second byte of the game start command stores a serial number. The serial number is a value between 1 and 255. The third byte of the game start command stores a value indicating the command number. The command number of the game start command is a fixed value of 5(h).
[0407] The fourth byte of the game start command stores the number of input pulses to be sent to the hall computer installed in the gaming parlor. The number of input pulses sent to the hall computer is set to be either 1 or 3. When the replay function is activated, only the specified number of input pulses is sent. The fifth byte of the game start command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.
[0408] [Game end command] Next, FIG. 34 is a diagram illustrating a game end command transmitted from the main control board 50 to the medal count control board 70.
[0409] The game end command consists of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the left reel 15, center reel 16, and right reel 17 all come to a halt.
[0410] The first byte of the game end command stores the message length of the game end command. The message length of the game end command is set to a fixed value of 5 (h).
[0411] The second byte of the game end command stores a serial number. The serial number is a value between 1 and 255. The third byte of the game end command stores a value indicating the command number. The command number of the game end command is a fixed value of 6(h).
[0412] The fourth byte of the game end command stores the number of medals paid out. The number of medals paid out is set to be between 0 and 15. When replay is activated or no prize is won, the number of medals paid out is set to 0. The fifth byte of the game end command stores a checksum to determine whether or not there was an error in the information sent in bytes 1 through 4.
[0413] [Pull command] Next, FIG. 35 is a diagram for explaining a payout command transmitted from the main control board 50 to the medal count control board 70.
[0414] The payout command is made up of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 when the left reel 15, center reel 16, and right reel 17 all stop.
[0415] The first byte of the withdrawal command contains the message length of the withdrawal command. The message length of the withdrawal command is set to a fixed value of 5 (h).
[0416] The second byte of the payout command stores a serial number. The serial number is a value between 1 and 255. The third byte of the payout command stores a value indicating the command number. The fixed value 7(h) is stored as the command number for the payout command.
[0417] The fourth byte of the payout command stores the number of payout pulses sent to the hall computer. The number of input pulses sent to the hall computer is stored as a value between 0 and 15. When replay is activated, only the specified number of inputs is sent. The fifth byte of the payout command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.
[0418] [Jackpot Command] Next, FIG. 36 is a diagram for explaining the big win command transmitted from the main control board 50 to the medal count control board 70.
[0419] The jackpot command consists of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 at the start and end of the jackpot.
[0420] The first byte of the jackpot command contains the message length of the jackpot command. The message length of the jackpot command is set to a fixed value of 5 (h).
[0421] The second byte of the jackpot command stores a serial number. The serial number can be any value between 1 and 255. The third byte of the jackpot command stores a value indicating the command number. The command number of the jackpot command is a fixed value of 8(h).
[0422] The fourth byte of the jackpot command stores information about the hall computer signal (hereinafter referred to as the "HC signal"). Information about the HC signal will be explained using Figure 37. The fifth byte of the jackpot command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0423] [Information about HC signals] Next, FIG. 37 is a diagram for explaining information regarding the HC signal transmitted from the main control board 50 to the medal count control board 70.
[0424] The information about the HC signal is sent to the hall computer and is stored in the fourth byte of the jackpot command. The 0th bit of the information about the HC signal stores information indicating that the RB has been won, the 1st bit of the information about the HC signal stores information indicating that the BB has been won, and the 2nd bit of the information about the HC signal stores information indicating that the AT has been won.
[0425] Additionally, the third bit of the information regarding the HC signal stores information indicating that a CZ has been won, and the fourth bit of the information regarding the HC signal stores information indicating that a pseudo bonus has been won. Note that the fifth to seventh bits of the information regarding the HC signal are unused, and if normal, all of the fifth to seventh bits of the information regarding the HC signal will be off. If abnormal, at least one of the fifth to seventh bits of the information regarding the HC signal will be on.
[0426] [Illegal gaming machine commands (part 1)] Next, FIG. 38 is a diagram illustrating the gaming machine incorrect command (first) transmitted from the main control board 50 to the medal count control board 70.
[0427] The gaming machine fraud command (1) consists of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 when the setting value change starts and ends, and when the setting value confirmation display starts and ends.
[0428] The first byte of the gaming machine fraud command (1) stores the message length of the gaming machine fraud command (1). The message length of the gaming machine fraud command (1) is set to a fixed value of 5 (h).
[0429] The second byte of the gaming machine fraud command (1) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (1) stores a value indicating the command number. The command number of the gaming machine fraud command (1) is stored as a fixed value of 9 (h).
[0430] The fourth byte of the gaming machine fraud command (1) stores setting information. The setting information will be explained using Figure 39. The fifth byte of the gaming machine fraud command (1) stores a checksum for determining whether or not an error has occurred in the information sent from the first byte to the fourth byte.
[0431] [Settings information] Next, FIG. 39 is a diagram for explaining the setting information transmitted from the main control board 50 to the medal count control board 70.
[0432] The setting information is stored in the fourth byte of the gaming machine fraud command (first). Bit 0 of the setting information stores information indicating whether the setting is being changed, bit 1 of the setting information stores information indicating whether the setting confirmation display is being displayed, and bits 2 to 4 of the setting information store information indicating whether fraud defined by the manufacturer has been detected. Bits 5 to 7 of the setting information information are unused, and if the setting is normal, all of bits 5 to 7 of the setting information information are off. If the setting is abnormal, at least one of bits 5 to 7 of the setting information information is on.
[0433] [Illegal gaming machine commands (part 2)] Next, FIG. 40 is a diagram illustrating the gaming machine incorrect command (second) transmitted from the main control board 50 to the medal count control board 70.
[0434] The first byte of the gaming machine fraud command (2) stores the message length of the gaming machine fraud command (2). The message length of the gaming machine fraud command (2) is set to a fixed value of 5 (h).
[0435] The second byte of the gaming machine fraud command (2) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (2) stores a value indicating the command number. The command number of the gaming machine fraud command (2) stores a fixed value of 10 (h).
[0436] Door open information is stored in the fourth byte of the gaming machine fraud command (second). The door open information will be explained using FIG. 41, but since the door open detection sensor 12 is connected to the medal count control board 70, there is no need to send door open information from the main control board 50 to the medal count control board 70. Therefore, the door open information in the fourth byte of the gaming machine fraud command (second) is a fixed value of 0. A checksum is stored in the fifth byte of the gaming machine fraud command (second) to determine whether or not an error has occurred in the information sent in the first through fourth bytes.
[0437] [Door Opening Information] Next, FIG. 41 is a diagram for explaining the door opening information transmitted from the main control board 50 to the medal count control board 70.
[0438] The door open information is stored in the fourth byte of the gaming machine fraud command (second). The zeroth bit of the door open information stores the setting door information. In this embodiment, there is no setting door that blocks the setting key insertion unit 13, but if there is a setting door, information indicating whether the setting door is open is stored.
[0439] The first bit of the door open information stores door section information. In this embodiment, when the door section 1B is open, the door section open detection sensor 12 transmits a detection signal to the main control board 50 and the medal count control board 70, but when the door section open detection sensor 12 outputs a detection signal only to the main control board 50 and the detection signal is transmitted from the main control board 50 to the medal count control board 70, door section information indicating whether the door section 1B is open or not is stored.
[0440] Bits 2 to 7 of the door open information are unused, and if normal, bits 2 to 7 of the information relating to the setting information will all be off. On the other hand, if abnormal, at least one of bits 2 to 7 of the information relating to the setting information will be on. In this embodiment, since the medal count control board 70 detects the opening and closing of the door section 1B, bits 0 to 7 of the door open information will all be 0.
[0441] [Illegal gaming machine commands (part 3)] Next, FIG. 42 is a diagram illustrating the gaming machine incorrect command (third) transmitted from the main control board 50 to the medal count control board 70.
[0442] The first byte of the gaming machine fraud command (third) stores the message length of the gaming machine fraud command (third). The message length of the gaming machine fraud command (third) is set to a fixed value of 5 (h).
[0443] The second byte of the gaming machine fraud command (3) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (3) stores a value indicating the command number. The command number of the gaming machine fraud command (3) stores a fixed value of 11 (h).
[0444] The fourth byte of the gaming machine fraud command (third) stores extended information. A fixed value of 0(h) is stored for the extended information. The fifth byte of the gaming machine fraud command (third) stores a checksum to determine whether or not an error has occurred in the information sent in the first through fourth bytes.
[0445] [Main control status command] Next, FIG. 43 is a diagram for explaining the main control state command transmitted from the main control board 50 to the medal count control board 70.
[0446] The main control status command is made up of 5 bytes of data and is a command that indicates the status of the main control board 50. The main control status command is sent from the main control board 50 to the medal count control board 70.
[0447] The first byte of the main control status command stores the message length of the main control status command. The message length of the main control status command is set to a fixed value of 5 (h).
[0448] The second byte of the main control status command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the main control status command stores a value indicating the command number. The command number of the main control status command is stored as a fixed value of 12(h).
[0449] The fourth byte of the main control status command stores the game status signal. The game status signal is a fixed value of 0 (h). The fifth byte of the main control status command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.
[0450] [Main control board error command] Next, FIG. 44 is a diagram for explaining a main control board error command sent from the main control board 50 to the medal count control board 70.
[0451] The main control board error command is made up of 5 bytes of data and is a command that indicates the type of error in the main control board 50. The main control board error command is sent from the main control board 50 to the medal count control board 70.
[0452] The first byte of the main control board error command contains the message length of the main control board error command. The message length of the main control board error command is set to a fixed value of 5 (h).
[0453] The second byte of the main control board error command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the main control board error command stores a value indicating the command number. The command number of the main control board error command is stored as a fixed value of 13(h).
[0454] The fourth byte of the main control board error command stores an error number corresponding to the error that occurred on the main control board 50. The error number will be explained using Figure 45. The fifth byte of the main control board error command stores a checksum to determine whether or not an error occurred in the information sent in the first through fourth bytes.
[0455] [Error Number] Next, FIG. 45 is a diagram for explaining the error number transmitted from the main control board 50 to the medal count control board 70.
[0456] The error number is a number that indicates the type of error that has occurred on the main control board 50, and is stored in the fourth byte of the main control board error command. Bit 0 of the error number stores the error number (E1) corresponding to a power recovery error. A power recovery error occurs when power cannot be restored normally, and the system recovers from the power recovery error when a setting change process is performed. Bit 1 of the error number stores the error number (E2) corresponding to a RAM error. A RAM error occurs when reading and writing to the main RAM 53 cannot be performed normally, and the system recovers from the RAM error when a setting change process is performed.
[0457] The second bit of the error number stores an error number (E3) corresponding to a random number acquisition error. A random number acquisition error occurs when a random number cannot be acquired normally, and the random number acquisition error is resolved when a setting change process is performed. The third bit of the error number stores an error number (E4) corresponding to a reel error. A reel error occurs when a reel index cannot be detected, and the reel error is resolved when the reset switch 14A is turned on.
[0458] The fourth bit of the error number stores an error number (E5) corresponding to a backup error. A backup error occurs when the test values before power is cut off and after power is turned on do not match, and the backup error is recovered when a setting change process is performed. The fifth bit of the error number stores an error number (E6) corresponding to a communication abnormality error. A communication abnormality error occurs when a communication abnormality is detected between the main control board 50 and the medal count control board 70, and the communication abnormality error is recovered when the reset switch 14A is turned on.
[0459] [Types of commands sent from medal count control board 70 to main control board 50] Next, FIG. 46 is a diagram for explaining the types of commands transmitted from the medal count control board 70 to the main control board 50.
[0460] In this embodiment, the response command and medal count information command shown in the command name column are transmitted from the medal count control board 70 to the main control board 50.
[0461] The command name column shows the name of the type of command sent from the medal count control board 70 to the main control board 50, the number column shows the command number that is preset for each command, and the message length column shows the message length (byte length) of each command. Additionally, the single / two-way column indicates whether the main control board 50 responds to the medal count control board 70 after a command is sent from the medal count control board 70 to the main control board 50. The remarks column lists the data sent by each command, etc.
[0462] [Response command] Next, FIG. 47 is a diagram for explaining a response command transmitted from the medal count control board 70 to the main control board 50.
[0463] The response command is made up of 4 bytes of data, and is a command for responding to a command received from the main control board 50. The response command is transmitted from the medal count control board 70 to the main control board 50.
[0464] The first byte of the response command contains the message length of the response command, which is a fixed value of 4 (h).
[0465] The second byte of the response command contains the command number. The command number in the response command contains the command number of the received command to which the response is made. When sending a response command in response to a medal count insertion command, 3(h) is stored as the command number.
[0466] The third byte of the response command stores the reception result. The 0th bit of the reception result stores information indicating whether the received command is normal, and the 1st bit of the reception result stores information indicating that the serial numbers do not match. If the serial number of the command to be responded to does not match the serial number calculated by the medal count control board 70, the 1st bit of the reception result is turned on.
[0467] The second bit of the reception result stores information indicating that the number of gaming medals is insufficient. If a medal count insertion command is received and a request to subtract gaming value is made, but the gaming value possessed by the player is insufficient, the second bit of the reception result will be ON. The third bit of the reception result stores information regarding a gaming medal count overflow error. If the medal count control board 70 receives a medal count settlement command and the gaming value possessed by the player is at the upper limit, the third bit will be ON. The fourth byte of the response command stores a checksum to determine whether or not there was an error in the information transmitted in the first through third bytes.
[0468] [Medal count information command] Next, FIG. 48 is a diagram for explaining the medal count side information command transmitted from the medal count control board 70 to the main control board 50.
[0469] The medal count information command is made up of 4 bytes of data and is transmitted from the medal count control board 70 to the main control board 50 at predetermined intervals.
[0470] The first byte of the medal count information command stores the message length of the medal count information command. The message length of the medal count information command is set to a fixed value of 4 (h).
[0471] The second byte of the medal count side information command stores the command number. The fixed value 81(h) is stored as the command number in the medal count side information command. The third byte of the medal count side information command stores the system status of the medal count control board 70. The fourth byte of the medal count side information command stores a checksum to determine whether or not there was an error in the information sent in the first through third bytes.
[0472] [Message between slot machine 1 and card unit CU] Next, FIG. 49 is a diagram for explaining messages communicated between the slot machine 1 and the card unit CU.
[0473] The message communicated between the slot machine 1 and the card unit CU is composed of a message length, a command, a serial number, a data section, and a checksum.
[0474] The message length number "1" consists of a 1-byte data length, and stores the length of the message from the message length to the checksum. The message length ranges from 05(h) to 39(h).
[0475] The command number "2" consists of one byte of data length and is used for gaming machine information notification, counting notification, loan notification, or loan receipt result response. For gaming machine information notification, 01(h) is set, for counting notification, 02(h) is set, for loan notification, F3(h) is set, and for loan receipt result response, 03(h) is set.
[0476] The serial number "3" is a 1-byte data length. The serial number here is a collective term for the serial number included in the gaming machine information notification, the count serial number included in the count notification, and the lending serial number included in the lending notification and lending receipt result response. The serial number ranges from 00(h) to FF(h).
[0477] The data section of number "4" is composed of a data length of 1 byte to 53 bytes, and stores the data of the message. The data section contains data for gaming machine information notification, counting notification, loan notification, and loan receipt result response. The data section will be explained using Figure 46, and contains the gaming machine type, gaming machine information type, and gaming machine information. The data length of the data section varies depending on the notification content.
[0478] The checksum number "5" is data for determining whether or not an error occurred in the information sent from number "1" to number "4."
[0479] [Gaming Machine Information Notification Communicated Between the Slot Machine 1 and the Card Unit CU] Next, FIG. 50 is a diagram for explaining gaming machine information notification communicated between the slot machine 1 and the card unit CU.
[0480] The gaming machine information notification communicated between the slot machine 1 and the card unit CU is composed of a message length, a command, a serial number, a gaming machine type, a gaming machine information type, gaming machine information, and a checksum.
[0481] The message length of number "1" consists of one byte of data length, and stores the length of the message from the message length to the checksum. The message length ranges from 18(h) to 57(h).
[0482] The command numbered "2" has a data length of 1 byte, and in the case of gaming machine information notification, a fixed value of 01(h) is stored.
[0483] The serial number "3" is composed of one byte of data length, and the range of serial numbers is from 00(h) to FF(h).
[0484] The gaming machine type numbered "4" is one byte long and stores the management medium, group classification, and gaming machine type. The gaming machine types will be explained using FIG. 51.
[0485] The gaming machine information type number "5" is composed of 1 byte of data length and stores information to identify gaming machine performance information, gaming machine installation information, or hall control fraud monitoring information. When notifying gaming machine performance information, 00(h) is stored, when notifying gaming machine installation information, 01(h) is stored, and when notifying hall control fraud monitoring information, 02(h) is stored.
[0486] The gaming machine information numbered "6" stores data on gaming machine performance information, gaming machine installation information, and hall control fraud monitoring information. The gaming machine performance information is 51 bytes long and stores the total number of inserted coins, total number of awarded coins, MY, etc. The gaming machine installation information is 40 bytes long and stores the manufacturer code of the main control board 50 and medal count control board 70, the product code of the main control board 50 and medal count control board 70, and the chip ID number of the main control board 50 and medal count control board 70. The hall control fraud monitoring information is 12 to 16 bytes long and stores the IN, OUT, BB, RB, AT, door open signal, security signal, etc.
[0487] The checksum number "7" is one byte long and is used to determine whether or not an error has occurred in the information sent from No. 1 to No. 6.
[0488] [Type of gaming machine] Next, FIG. 51 is a diagram illustrating the type of gaming machine numbered "4" among the information included in the gaming machine information notification output by the slot machine 1. In FIG.
[0489] The type of gaming machine is composed of one byte of data length, and stores the management medium, group classification, and gaming machine type.
[0490] The lowest 4 bits of the gaming machine type store the gaming machine type. Specifically, by using bits 0 to 3, a value between 0 and 15 can be stored. If the gaming machine type is a pachinko gaming machine, the value of the lowest 4 bits will be 1, and if the gaming machine type is a slot machine, the value of the lowest 4 bits will be 2. If the gaming machine type is an arrange ball gaming machine, the value of the lowest 4 bits will be 3, and if the gaming machine type is a jankyu gaming machine, the value of the lowest 4 bits will be 4. Furthermore, since 0 is unused, the value of the lowest 4 bits will never be 0. Furthermore, since 5 to 15 are reserved, the value of the lowest 4 bits will never be one of 5 to 15 unless the reserved numbers are used.
[0491] The group classification is stored in bits 4 to 6 of the gaming machine type. Specifically, values from 0 to 7 can be stored using bits 4 to 6. If the group classification is Group A, the value of bits 4 to 6 will be 0, and if the group classification is Group B, the value of bits 4 to 6 will be 1. Note that bits 2 to 7 are reserved, so unless the reserved bits are used, the values of bits 4 to 6 will never be 2 to 7.
[0492] The seventh bit of the gaming machine type stores the management medium. Specifically, if it is an old gaming ball, the seventh bit is 0. On the other hand, if it is an old gaming medal, the seventh bit is 1.
[0493] If the gaming machine type is a pachinko gaming machine, the group classification is group A, and the management medium is an old gaming ball, the gaming machine type will be "00000001B". If the gaming machine type is a slot machine, the group classification is group A, and the management medium is an old gaming medal, the gaming machine type will be "10000010B". If the gaming machine type is a slot machine, the group classification is group B, and the management medium is an old gaming medal, the gaming machine type will be "10010010B".
[0494] [Machine information included in the message when gaming machine performance information is set] Next, FIG. 52 is a diagram for explaining gaming machine information included in a telegram when gaming machine performance information is set in the gaming machine information notification.
[0495] When gaming machine performance information is set using gaming machine information notification number "6", the slot machine 1 notifies the card unit CU of the total number of inserts, total number of awards, MY, total number of awarded devices, total number of consecutive awarded devices, device ratio, consecutive device ratio, advantageous zone ratio, device ratio with instructions, device etc. state ratio, number of plays, reserve, reservation (1st), and reservation (2nd).
[0496] The total number of inputs is the value of the cumulative number of gaming values accumulated since the power was turned on, and if the power is turned on after a power outage, 0 will be output as the value of the total number of inputs. For example, if the cumulative number of gaming values is 200 after 100 games, the total number of inputs will be 200, and 200 will be output as the information on the total number of inputs. Note that if a replay is determined to be the winning combination and the replay wins, the number of input gaming values bet on the next game will not be included in the total number of inputs.
[0497] The total awarded number is information on the number of awarded gaming values accumulated since the power was turned on, and if the power is turned on after a power outage, 0 is output as information on the total awarded number. For example, if the cumulative number of awarded gaming values is 200 in 100 games, the total awarded number will be 200, and 200 is output as information on the total awarded number. If the power is turned on after a power outage, 0 is output as information on the total awarded number. Note that if a replay is determined to be a winning combination and the replay wins, the number of awarded gaming values for the next game is not included in the total awarded number.
[0498] MY is information about the maximum difference that can be calculated from the number of gaming values awarded and the number of gaming values inserted since the power was turned on. If the power is turned on after a power outage, 0 is output as the MY information. Specifically, MY is the maximum difference, which is the increase in the gaming value (total number acquired minus total number inserted) from the reference point where the gaming value at the time of the game result was the smallest decrease. For example, in a 1000-game series, if the 100th game is the game in which the player suffered the greatest loss, and the gaming value lost at that time was -200, and then a favorable game begins, and the 800th game is the game in which the player gained the most, and the gaming value acquired at that time was 800, then 1000, the difference between -200 and 800, becomes MY, and 1000 is output as MY. If the power is turned on after a power outage, 0 is output as the MY information.
[0499] The total number of granted devices is information on the cumulative number of granted gaming values that have been granted by the operation of device devices (single bonus (SB), regular bonus (RB), challenge bonus (CB)) since the power was turned on, and if the power is turned on after a power outage, 0 is output as information on the total number of granted devices. For example, if the cumulative number of gaming values obtained by the operation of device devices is 100 after 100 games, the total number of granted devices will be 100, and 100 is output as information on the total number of granted devices. If the power is turned on after a power outage, 0 is output as information on the total number of granted devices.
[0500] The total number of consecutive awarded games is information on the cumulative number of awarded game values due to the operation of the first-class special game device (RB) since the power was turned on. If the power is turned on after a power outage, 0 is output as information on the total number of awarded game values. For example, if the cumulative number of game values obtained by the operation of the first-class special game device in 100 games is 100, the total number of awarded game values will be 100, and 100 will be output as information on the total number of awarded game values. If the power is turned on after a power outage, 0 will be output as information on the total number of awarded game values. The number of awarded game media awarded due to the operation of the first-class special game device by the game device continuous operation device related to the first-class special game device is also accumulated.
[0501] The reel ratio is a ratio where the cumulative number of awards is the denominator and the cumulative number of awards when the reels (RB, CB, SB) are activated is the numerator. For example, if the cumulative number of plays is equal to or greater than a predetermined number (e.g., 17,500 plays), the cumulative number of awards is 20,000, and the cumulative number of awards when the reels are activated is 10,000, 50 is output as the reel ratio information. Note that the cumulative total does not have to be the cumulative total for all plays. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 65,535), or if the cumulative number of awards added to the current play exceeds the upper limit, the cumulative number of awards and the cumulative number of awards when the reels are activated are not updated in subsequent plays. In other words, the reel ratio is configured to remain unchanged. Note that if the cumulative number of plays is less than a predetermined number (e.g., 17,500 plays), FF(h) is output as the reel ratio information.
[0502] The consecutive feature ratio is a ratio where the cumulative number of awards is the denominator and the cumulative number of awards when consecutive features are activated (RB) is the numerator. For example, if the cumulative number of plays is equal to or greater than a predetermined number (e.g., 17,500 plays), the cumulative number of awards is 20,000, and the cumulative number of awards when consecutive features are activated is 10,000, 50 is output as the feature ratio information. Note that the cumulative total does not have to be the total for all plays. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 65,535), or if the cumulative number of awards added to the current play exceeds the upper limit, the cumulative number of awards and the cumulative number of awards when consecutive features are activated are not updated in subsequent plays. In other words, the feature ratio is configured to remain unchanged. Note that if the cumulative number of plays is less than a predetermined number (e.g., 17,500 plays), FF(h) is output as the consecutive feature ratio information.
[0503] The advantageous zone ratio is a ratio between the cumulative number of plays as the denominator and the cumulative number of plays in the advantageous zone as the numerator. For example, if the cumulative number of plays is 20,000 and the cumulative number of plays in the advantageous zone is 18,000, 90 is output as the advantageous zone ratio information. Note that the cumulative total does not have to be the cumulative total of all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 65,535), the cumulative number of plays and the number of plays in the advantageous zone are not updated. In other words, the advantageous zone ratio is configured to remain unchanged. The cumulative total does not have to be the cumulative total of all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 65,535), or if adding the number of plays in the current play to the cumulative number of plays exceeds the upper limit, the cumulative number of plays and the cumulative number of plays in the advantageous zone are not updated in subsequent plays. In other words, the advantageous zone ratio is configured not to change. When the cumulative number of games is less than a predetermined number (e.g., 17,500 games), FF(H) is output as the advantageous zone ratio. Also, even in slot machines 1 that do not have advantageous zones, FF(h) is output.
[0504] The instruction-included feature ratio is a ratio where the cumulative number of bonuses is the denominator and the sum of the cumulative bonuses granted when the feature (RB, CB, SB) is activated and the cumulative bonuses granted when the instruction function is activated (notification of the operation order of the stop buttons) is the numerator. The "total" here may be a value derived by calculation based on the bonuses granted when the feature is activated and the bonuses granted by the instruction function, or it may be a single memory area to which bonuses granted when the feature is activated or when the instruction function is activated are added. For example, if the number of bonuses is 175,000 or more, the cumulative bonuses are 200,000, and the sum of the cumulative bonuses granted when the feature is activated and the cumulative bonuses granted by the instruction function is 100,000, 50 is output as the bonus ratio information. The cumulative total does not have to be the cumulative total for all games. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 1,677,215), or if the cumulative number of plays plus the current number of plays exceeds the upper limit, the cumulative number of awards and the sum of the cumulative number of awards when a special feature is activated and the cumulative number of awards by instruction are not updated in subsequent plays. In other words, the advantageous zone ratio is not changed. Note that if the cumulative number of plays is less than a predetermined number (e.g., 175,000), FF(h) is output as the special feature ratio information. Also, FF(h) is output even in slot machines 1 that do not have special features or instruction functions.
[0505] The reel status ratio is a ratio between the cumulative number of plays as the denominator and the cumulative specific number of plays, which is the number of plays in which the reel (RB, CB, SB) is activated or the number of plays in which the reel continuous operating device (the reel continuous differential device for a first-class special reel, or the reel continuous differential device for a second-class special reel) is activated. For example, if the cumulative number of plays is 20,000 and the cumulative specific number of plays is 5,000, 25 is output as the reel status ratio information. Note that the cumulative total does not have to be the total for all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 1,677,215), the cumulative number of plays and the specific number of plays are not updated in subsequent plays. In other words, the reel status ratio is configured to remain unchanged. In addition, when the cumulative number of games is less than a predetermined number (e.g., 175,000 games), FF(h) is output as the ratio of the status of the reels, etc. Also, even in the slot machine 1 that does not have a reel or a reel continuous operation device, FF(h) is output.
[0506] The number of games played is the cumulative number of games played since the power of the slot machine 1 was turned on. The number of games played is cleared when the power of the slot machine 1 is turned on from an OFF state.
[0507] Reserves are items that are prepared in advance for possible future use, and when only the information mentioned above, total number of inputs, total number of awarded items, MY, total number of awarded devices, total number of consecutive awarded devices, device ratio, consecutive device ratio, advantageous zone ratio, device ratio with instructions, device etc. state ratio, and number of games played is output, 00(h) is output.
[0508] The reservation (first) is not used only by the main body of the slot machine 1. For example, after being sent from the slot machine 1 to the card unit CU, it is used when outputting from the card unit CU to an external party (e.g., a gaming machine information center) such as group A or group B using the 3-byte area reserved as a reservation in the card unit CU. An example of its use is adding the maximum MY calculated by the card unit CU to the number of games played from the total number of inserted coins described above, and outputting the result to an external party (e.g., a gaming machine information center).
[0509] The reservation (second) is not used only by the main body of the slot machine 1. For example, after being sent from the slot machine 1 to the card unit CU, it is used when outputting from the card unit CU to an external party (e.g., a gaming machine information center) such as group A or group B using the 2-byte area reserved as a reservation in the card unit CU. An example of its use is adding the number of games calculated by the card unit CU to the total number of inserted coins described above, and outputting the result to an external party (e.g., a gaming machine information center).
[0510] [Machine information included in the message when gaming machine installation information is set] Next, FIG. 53 is a diagram illustrating gaming machine information included in a telegram when gaming machine installation information is set, among gaming machine information notifications.
[0511] When gaming machine installation information is set using gaming machine information notification number "6", the slot machine 1 notifies the card unit CU of the main control chip ID number, main control chip manufacturer code, main control chip product code, medal count control chip ID number, medal count control chip manufacturer code, and medal count control chip product code.
[0512] The main control chip ID number is information including a chip individual number for identifying a main control chip that integrates the main CPU 51, main ROM 52, and main RAM 53 provided on the main control board 50, and is different information for each chip even if it is the same model. For example, if the chip individual number is 12345678(h) and the main control chip is made by company A, the main control chip ID number 1234567821(h) (the lower 21(h) indicates that it is a main control chip with model number X made by company A) can be output to the card unit CU. Also, if the chip individual number is 23456789(h) and the main control chip is made by company B, the main control chip ID number 2345678941(h) (the lower 41(h) indicates that it is a main control chip with model number Y made by company B) can be output to the card unit CU.
[0513] The main control chip manufacturer code is information that indicates the gaming machine manufacturer stored in the built-in memory of the main control chip.
[0514] The main control chip product code is information that indicates the model name of the slot machine 1 stored in the built-in memory of the main control chip.
[0515] The main control chip ID number, main control chip manufacturer code, and main control chip product code are transmitted from the main control board 50 to the medal count control board 70 during the power-on process when the slot machine 1 is powered on. The medal count RAM 73 provided on the medal count control board 70 is configured to store the main control chip ID number, main control chip manufacturer code, and main control chip product code, respectively.
[0516] The medal count control chip ID number is information including a chip individual number for identifying a medal count control chip that integrates the medal count CPU 71, medal count ROM 72, and medal count RAM 73 provided on the medal count control board 70, and is different information for each medal count control chip even for the same model. For example, if the chip individual number is 98765432(h) and the medal count control chip was purchased from company A, the medal count control chip ID number 9876543221(h) (the lower byte 21(h) indicates that it is a medal count control chip with model number X purchased from company A) can be output to the card unit CU. For example, if the chip individual number is 87654321(h) and the medal count control chip was purchased from company B, the medal count control chip ID number 8765432141(h) (the lower byte 41(h) indicates that it is a medal count control chip with model number Y purchased from company B) can be output to the card unit CU.
[0517] In the case of a slot machine 1 that does not have a medal count control board 70 mounted thereon, 0(h) can be output to the card unit CU as the medal count control chip ID number.
[0518] The medal count control chip manufacturer code is information indicating the gaming machine manufacturer stored in the built-in memory of the medal count control chip. In the case of a slot machine 1 that does not have a medal count control board 70, 0(h) can be output to the card unit CU as the medal count control chip manufacturer code.
[0519] The medal count control chip product code is information stored in the built-in memory of the medal count control chip that indicates the model name of the slot machine 1. In the case of a slot machine 1 that does not have a medal count control board 70, 0(h) can be output to the card unit CU as the medal count control chip product code.
[0520] [Machine information included in the message when hall control fraud monitoring information is set] Next, FIG. 54 is a diagram for explaining gaming machine information included in a telegram when hall control fraud monitoring information is set among gaming machine information notifications.
[0521] The total number of medals is the current number of gaming values stored in the medal count control board 70, and can increase or decrease depending on the gaming value insertion process and winning process. The current total number of medals is displayed on the medal count display 27 provided in the slot machine 1. Information on the total number of medals is sent to the card unit CU. For example, if 2000 is stored as the total number of medals, 0x0007D0(h) can be output to the card unit CU. The upper limit of the total number of medals that can be stored in the medal count control board 70 is 16383.
[0522] The number of bets indicates the number of gaming values bet. For example, if 3 is bet, 03(h) can be output to the card unit CU. Also, if the settlement button 8 is operated before the game starts (before the start lever 2 is operated) after 3 bets, FD(h) can be output to the card unit CU. In other words, information from -3(FD(h)) to +3(03(h)) can be output to the card unit CU.
[0523] The number of awarded games indicates the number of game values awarded according to the combination of symbols that stop on the pay line after the left reel 15, center reel 16, and right reel 17 have all stopped. For example, if 8 game values are awarded, information 08(h) can be output, and if 15 game values are awarded, information 0F(h) can be output to the card unit CU.
[0524] The main control state (1) indicates a state related to the game state. Specifically, each bit of the 1-byte data is assigned a game state. For example, when the value of the 0th bit of the main control state (1) is 1, information indicating that RB (a state in which a first-class special feature is activated) is activated can be output to the card unit CU. Also, when the value of the 1st bit of the main control state (1) is 1, information indicating that BB (a feature continuous activation device related to a first-class special feature) is activated can be output to the card unit CU. Also, when the value of the 2nd bit of the main control state (1) is 1, information indicating that AT is activated can be output to the card unit CU.
[0525] The third to sixth bits of the main control status (1) correspond to the gaming machine status signals (1) to (4). The gaming machine status signals (1) to (4) can be used for different purposes or not used at all depending on the type of slot machine 1. For example, the gaming machine status signal (1) can be output every time the gaming value awarded in the AT reaches 100. The seventh bit of the main control status (1) is unused. Therefore, a 0 can be output regardless of the type of slot machine 1.
[0526] The main control state (2) indicates a state related to the gaming state, similar to the main control state (1). Bits 0 to 2 of the main control state (2) correspond to the gaming machine state signals (5) to (7). The gaming machine state signals (5) to (7) can be used for different purposes or not used at all depending on the type of slot machine 1. For example, the gaming machine state signal (5) can be output when a transition to a specific gaming state occurs. Bits 3 to 7 of the main control state (2) are unused. Therefore, 0 can be output regardless of the type of slot machine 1.
[0527] The gaming machine error state indicates an error state composed of information including an error code indicating an error occurring in the slot machine 1. Bits 0 to 5 of the gaming machine error state indicate the error code. Bit 6 of the gaming machine error state indicates whether the error that has occurred is an error in the main control board 50 or an error in the medal count control board 70. Bit 7 of the gaming machine error state indicates whether the card unit CU will only issue (notify) an error, or whether the card unit CU will issue (notify) an error and also notify the hall computer of the error code via the card unit CU.
[0528] Gaming machine fraud (first) indicates information regarding the detection of fraud in the main control board 50 and the state of the main control board 50. The gaming machine fraud (first) signal is treated as an HC signal. In other words, each gaming machine fraud (first) signal output from the slot machine 1 is output to the hall computer via the card unit CU.
[0529] A setting change signal is assigned to bit 0 of gaming machine fraud (1). The setting change signal has a value of 1 in bit 0 of gaming machine fraud (1) from when the setting is being changed until one game has ended after the setting change. In situations other than when the setting is being changed until one game has ended after the setting change, the value of bit 0 of gaming machine fraud (1) is 0.
[0530] A setting confirmation signal is assigned to the first bit of gaming machine fraud (1). When the setting confirmation signal is in progress (in setting confirmation mode), the value of the first bit of gaming machine fraud (1) becomes 1, and when the setting confirmation signal is not in progress, the value of the first bit of gaming machine fraud (1) becomes 0.
[0531] The second bit of the gaming machine fraud (1) is assigned to the fraud detection signal (1). For example, if the detection of the first fraud is assigned to the fraud detection signal (1), when the first fraud is detected, the value of the second bit of the gaming machine fraud (1) becomes 1, and when the first fraud is not detected, the value of the second bit of the gaming machine fraud (1) becomes 0.
[0532] The third bit of the gaming machine fraud (first) is assigned to the fraud detection signal (second). For example, if the detection of the second fraud is assigned to the fraud detection signal (second), when the second fraud is detected, the value of the third bit of the gaming machine fraud (first) becomes 1, and when the second fraud is not detected, the value of the third bit of the gaming machine fraud (first) becomes 0.
[0533] The fourth bit of the gaming machine fraud (first) is assigned to the fraud detection signal (third). For example, if the detection of the third fraud is assigned to the fraud detection signal (third), when the third fraud is detected, the value of the fourth bit of the gaming machine fraud (first) becomes 1, and when the third fraud is not detected, the value of the fourth bit of the gaming machine fraud (first) becomes 0.
[0534] A security signal is assigned to the fifth bit of the gaming machine fraud (1). Specifically, when a fraud detection signal is being output, when a setting change signal is being output, or when a setting confirmation signal is being output, the value of the fifth bit of the gaming machine fraud (1) is 1, and in other situations the value of the fifth bit of the gaming machine fraud (1) is 0.
[0535] The sixth to seventh bits of the gaming machine fraud (first) are unused. Therefore, the values of the sixth to seventh bits of the gaming machine fraud (first) are 0.
[0536] Gaming machine fraud (second) indicates information regarding the detection of fraud related to the main control board 50 or the medal count control board 70, and the status related to the main control board 50 or the medal count control board 70. The gaming machine fraud (second) signal is treated as a signal for the hall computer. In other words, each gaming machine fraud (second) signal output from the slot machine 1 is output to the hall computer via the card unit CU.
[0537] A setting door open signal is assigned to the 0th bit of the gaming machine fraud (2). The setting door open signal is a signal that indicates whether or not the setting door that closes the setting key insertion unit 13 for changing the setting is open. When the setting door is open, the value of the 0th bit of the gaming machine fraud (2) is 1. On the other hand, when the setting door is closed, the value of the 0th bit of the gaming machine fraud (2) is 0. Note that in a slot machine 1 that does not have a setting door or a slot machine 1 that does not have a function for detecting the opening of the setting door, the value of the 0th bit of the gaming machine fraud (2) is 0.
[0538] A door open signal is assigned to the first bit of the gaming machine fraud (2). The door open signal is a signal that indicates whether the door section 1B of the slot machine 1 is open or not. When the door section 1B of the slot machine 1 is open, the value of the first bit of the gaming machine fraud (2) is 1. On the other hand, when the door section 1B of the slot machine 1 is closed, the value of the first bit of the gaming machine fraud (2) is 0.
[0539] The third bit of the gaming machine fraud (second) is assigned to medal count clear switch detection. Clearing the medal count refers to clearing the gaming value stored in the medal count control board 70 when the medal count clear button 25 provided on the medal count control board 70 is operated when the slot machine 1 is powered on. For example, if the gaming value bet is 3 and the gaming value stored in the medal count control board 70 is 1, clearing the medal count will set the gaming value bet to 3 and the gaming value stored in the medal count control board 70 to 0. In other words, operating the medal count clear button 25 does not clear the gaming value bet. If the medal count clear is performed, the value of the third bit of the gaming machine fraud (second) becomes 1. If the medal count clear is not performed, the value of the third bit of the gaming machine fraud (second) becomes 0.
[0540] The second bit and the fourth to seventh bits of the gaming machine fraud (2) are all unused. Therefore, the values of the second bit and the fourth to seventh bits of the gaming machine fraud (2) are all 0.
[0541] Gaming machine fraud (third) indicates information regarding the detection of fraud relating to the spare main control board 50 or medal count control board 70, and the status of the main control board 50 or medal count control board 70. In other words, the values of bits 0 to 7 of gaming machine fraud (third) are all 0.
[0542] [Basic communication sequence between slot machine 1 and card unit CU] Next, FIG. 55 is a diagram for explaining the basic communication sequence between the slot machine 1 and the card unit CU.
[0543] The slot machine 1 sends a gaming machine information notification, a count notification, and a loan receipt result response to the card unit CU. The card unit CU sends a loan notification to the slot machine 1.
[0544] The slot machine 1 notifies the card unit CU of gaming machine information. At this time, the serial number of the gaming machine information notification is "serial number=n".
[0545] Next, 100 milliseconds after the gaming machine information notification, the slot machine 1 sends a counting notification to the card unit CU. At this time, the counting serial number in the counting notification is "counting serial number=m."
[0546] Next, within 170 milliseconds after the count notification, the card unit CU sends a lending notification to the slot machine 1. At this time, the lending serial number in the lending notification is "lending serial number=k".
[0547] Next, the slot machine 1 responds with a loan receipt result within 10 milliseconds after receiving the loan notification. At this time, the loan serial number in the loan receipt result response is "loan serial number = k."
[0548] Next, the slot machine 1 sends a gaming machine information notification when 20 milliseconds or more have passed since the loan acceptance result response. At this time, the serial number of the gaming machine information notification is "serial number = n+1."
[0549] The time from when the slot machine 1 notifies the card unit CU of gaming machine information of "serial number=n" until the next gaming machine information notification (serial number=n+1) is sent is 300 milliseconds.
[0550] [Sequence when slot machine 1 starts up before card unit CU] Next, FIG. 56 is a diagram for explaining the sequence when the slot machine 1 is started up before the card unit CU.
[0551] When the power supply of the slot machine 1 and the card unit CU is OFF, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are OFF.
[0552] Next, when the power of the slot machine 1 and the card unit CU is turned ON, the slot machine 1 and the card unit CU start up. At this time, since the startup of the slot machine 1 and the card unit CU is not complete, the VL signal of the slot machine 1 and the VL signal and PSI signal of the card unit CU are OFF.
[0553] Next, when the startup of the slot machine 1 is completed, it sends a gaming machine information notification (serial number = 0) to the card unit CU, and then sends a counting notification (counting serial number = 0). At this time, since the startup of the card unit CU has not yet been completed, the slot machine 1 does not send a gaming machine information notification of "serial number = 0" or a counting notification of "counting serial number = 0" to the card unit CU. Therefore, the card unit CU does not send a loan notification to the slot machine 1, and the slot machine 1 does not send a loan receipt result response to the card unit CU.
[0554] The serial number and counting serial number are updated regardless of whether the slot machine 1 and the card unit CU are connected or not. Therefore, at the timing when the next gaming machine information notification or counting notification is made (the timing when the notification is made 300 milliseconds after the first gaming machine information notification after the slot machine 1 has finished starting up), the serial number will be "serial number = 01" and the counting serial number will be "counting serial number = 01". In other words, regardless of whether the slot machine 1 is connected to the card unit CU or not, the slot machine 1 notifies the message and also updates the serial number and counting serial number.
[0555] Next, when the startup of the card unit CU is completed, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are turned ON. As a result, the slot machine 1 enables the operation of the bet button 3, the max bet button 4, and the counting button 26. In addition, the card unit CU is notified of gaming machine information and counting information from the slot machine 1.
[0556] In this way, the slot machine 1 is configured to provide gaming machine information notification and counting notification regardless of whether the card unit CU is running or not. Therefore, the card unit CU manages the gaming machine information notification serial number and counting notification serial number notified from the slot machine 1 after the startup of the card unit CU is complete. In this way, the slot machine 1 can provide gaming machine information notification and counting notification without determining the status of the card unit CU, which eliminates the need to perform processing to determine the status of the card unit CU, thereby reducing the program capacity of the medal count ROM 72.
[0557] [Sequence when card unit CU starts up before slot machine 1] Next, FIG. 57 is a diagram for explaining the sequence when the card unit CU is started up before the slot machine 1. In FIG.
[0558] If the card unit CU completes its startup before the slot machine 1 does, it will wait until the startup of the slot machine 1 is complete. Specifically, when the power supply of the card unit CU is turned on and the startup of the card unit CU is complete, the VL signal and PSI signal of the card unit CU are turned on. Then, the card unit CU will wait with the VL signal and PSI signal on until the startup of the slot machine 1 is complete.
[0559] Next, the power supply of the slot machine 1 is turned ON, and when the startup of the slot machine 1 is completed, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are turned ON. Then, the slot machine 1 issues a gaming machine information notification (serial number = 0) and a counting notification (counting serial number = 0) to the card unit CU. Here, since the startup of the card unit CU has already been completed, the gaming machine information notification (serial number = 0) and the counting notification (counting serial number = 0) are issued, and the serial number for the gaming machine information notification and the counting serial number for the counting notification are managed. In this way, the slot machine 1 can issue a gaming machine information notification and a counting notification without determining the status of the card unit CU, which eliminates the need to perform processing to determine the status of the card unit CU, thereby reducing the program capacity of the medal count ROM 72.
[0560] [Counting notification sequence between slot machine 1 and card unit CU] Next, FIG. 58 is a diagram illustrating a count notification sequence between the slot machine 1 and the card unit CU.
[0561] Before accepting the operation of the counting button 26, the total number of medals (the value of the gaming value possessed by the player) managed by the medal count control board 70 is "300", and the number of medals that can be loaned by the unit control board 90 is "20".
[0562] When the slot machine 1 and the card unit CU have been started up and communication between the slot machine 1 and the card unit CU is possible, and the counting button 26 is operated, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n, total number of medals = 300).
[0563] Next, 100 milliseconds after the gaming machine information notification (serial number = n, total number of medals = 300) is sent, the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 100, cumulative count = 100) to the card unit CU. As a result, the slot machine 1 subtracts the counted medals from the total number of medals before sending the counting notification to the card unit CU. As a result, the total number of medals becomes 200 from 300.
[0564] Next, when the card unit CU receives a counting notification from the slot machine 1, it updates the number of loanable medals from 20 to 120 and sends a loan notification (loan serial number = k, loan medals = 0) to the slot machine 1. Then, when the slot machine 1 receives a loan notification from the card unit CU, it checks the consistency between the information indicated in the loan notification and the information indicated in the previous loan notification, and sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.
[0565] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 200) to the card unit CU, and sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200). As a result, the slot machine 1 subtracts the counted medals from the total number of medals before sending the counting notification. As a result, the total number of medals becomes 100 from 200.
[0566] Next, when the card unit CU receives a counting notification from the slot machine 1, it updates the number of loanable medals from 120 to 220 and sends a loan notification (loan serial number = k+1, loan medals = 0) to the slot machine 1. When the card unit CU sends a loan notification, the slot machine 1 checks the consistency between the information indicated in the loan notification and the information indicated in the previous loan notification, and sends a loan receipt result response (loan serial number = k+1, loan medal receipt result = normal) to the card unit CU.
[0567] Next, when the slot machine 1 sends a gaming machine information notification to the card unit CU, if the operation of the counting button 26 is not accepted (the hand that pressed the counting button 26 is released), the slot machine 1 sends a gaming machine information notification (serial number = n+2, total medal count = 100) to the card unit CU. Next, 100 milliseconds after the gaming machine information notification (serial number = n+2, total medal count = 100) is sent, the slot machine 1 sends a counting notification (counting serial number = m+2, counted medals = 0, cumulative count = 100) to the card unit CU.
[0568] Next, the card unit CU sends a loan notification (loan serial number = k+2, loan medal = 0) to the slot machine 1. Then, the slot machine 1 sends a loan receipt result response (loan serial number = k+2, loan medal receipt result = normal) to the card unit CU.
[0569] Next, the slot machine 1 notifies the card unit CU of gaming machine information (serial number=n+3, total number of medals=0).
[0570] In this way, from the time when the operation of the counting button 26 is accepted until the operation of the counting button 26 is no longer accepted (while the counting button 26 is being pressed and held), the slot machine 1 sends a counting notification to the card unit CU every 300 milliseconds. This makes it possible to notify a certain amount of counted medals simply by pressing and holding the counting button 26, so the player does not need to operate the counting button 26 continuously, and the burden of the counting operation can be reduced.
[0571] [Lending notification sequence between slot machine 1 and card unit CU] Next, FIG. 59 is a diagram for explaining a lending notification sequence between the slot machine 1 and the card unit CU.
[0572] As a situation before accepting the operation of the lend button 33, it is assumed that the total number of medals managed by the medal count control board 70 is 10, and the number of medals available for lending managed by the unit control board 90 is 100.
[0573] The slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 10) to the card unit CU. Then, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 10), the slot machine 1 sends a count notification (count serial number = m, count medals = 0, cumulative count = 0) to the card unit CU.
[0574] Next, the card unit CU sends a loan notification (loan serial number = k, loan medals = 50) to the slot machine 1 within 170 milliseconds after the slot machine 1 sends a count notification (count serial number = m, count medals = 0, cumulative count = 0). From the time the loan notification (loan serial number = k, loan medals = 50) is sent until the loan receipt result response (loan serial number = k, loan medal receipt result = normal) is sent, the total number of medals will be 60.
[0575] Next, the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) within 10 milliseconds after the loan notification (loan serial number = k, loan medal = 50) is sent. At this time, the card unit CU updates the number of loanable medals from 100 to 50.
[0576] Next, if the operation of the lending button 33 provided on the card unit CU is continuously accepted, the slot machine 1 then notifies the card unit CU of gaming machine information (serial number=n+1, total number of medals=60).
[0577] [Restoration sequence between slot machine 1 and card unit CU] Next, FIG. 60 is a diagram for explaining a recovery sequence when the dedicated interface between the slot machine 1 and the card unit CU is disconnected.
[0578] First, the slot machine 1 notifies the card unit CU of gaming machine information (serial number=n, total number of medals=100) and counting information (counting serial number=m, counted medals=0, cumulative counting=0).
[0579] Next, the card unit CU sends a loan notification (loan serial number = k, loan medal = 0) to the slot machine 1. Next, after the slot machine 1 receives the loan notification (loan serial number = k, loan medal = 0) from the card unit CU, it sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.
[0580] Next, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n+1, total number of medals = 100). After this, let's assume that the dedicated interface is disconnected. Here, when the dedicated interface is disconnected, the VL signal of the slot machine 1 turns OFF, and the VL signal and PSI signal of the card unit CU also turn OFF.
[0581] Next, the slot machine 1 sends a counting notification to the card unit CU (counting serial number = m+1, counting medal = 0, counting accumulation = 0), but since the dedicated interface is disconnected, no counting notification is sent to the card unit CU.
[0582] In addition, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n+2, total number of medals = 100), but since the dedicated interface is disconnected, the gaming machine information is not notified to the card unit CU.
[0583] Next, let us assume that the disconnection of the dedicated interface is restored. When the disconnection of the dedicated interface is restored, the VL signal of the slot machine 1 turns ON, and the VL signal of the card unit CU and the PSI signal also turn ON.
[0584] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+3, total number of medals = 100) to the card unit CU. Next, the slot machine 1 sends a count notification (count serial number = m+2, count medals = 0, cumulative count = 0) to the card unit CU.
[0585] Next, the card unit CU sends a lending notification (lending serial number=0, lending medal=0) to the slot machine 1. Next, the slot machine 1 sends a lending receipt result response (lending serial number=k, lending medal receipt result=abnormal) to the card unit CU.
[0586] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+4, total number of medals = 100) to the card unit CU. Next, the slot machine 1 sends a count notification (count serial number = m+4, count medals = 0, cumulative count = 0) to the card unit CU.
[0587] Next, the card unit CU sends a loan notification (loan serial number = k+1, loan medal = 0) to the slot machine 1. Next, the slot machine 1 sends a loan receipt result response (loan serial number = k+1, loan medal receipt result = normal) to the card unit CU.
[0588] [Sequence when communication error occurs during counting] Next, FIG. 61 is a diagram for explaining a sequence when a communication abnormality occurs between the slot machine 1 and the card unit CU during counting.
[0589] The following describes a case where the slot machine 1 fails to notify the card unit CU of the count due to a communication error when the slot machine 1 notifies the card unit CU of the count. Also, assume that the total number of medals managed by the medal count control board 70 is 200, and the unit control board 90 has 20 medals available for lending before accepting the operation of the count button 26.
[0590] When the slot machine 1 and the card unit CU have finished starting up and are able to communicate with each other, and the counting button 26 is operated, the slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 200) to the card unit CU. This updates the total number of medals from 200 to 100. Next, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 200), the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 100, cumulative count = 100) to the card unit CU.
[0591] Next, when the slot machine 1 sends a counting notification to the card unit CU (counting serial number = m, counted medals = 100, cumulative count = 100), the card unit CU updates the number of medals available for lending from 20 to 120. Next, the card unit CU sends a lending notification to the slot machine 1 (lending serial number = k, lending medals = 0).
[0592] Next, the card unit CU sends a loan notification (loan serial number = k, loan medal = 0) to the slot machine 1, and then the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.
[0593] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 100) to the card unit CU. As a result, the number of lendable medals is updated from 120 to 220. Next, 100 milliseconds after the slot machine 1 sends the gaming machine information notification (serial number = n+1, total number of medals = 100), the slot machine 1 sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200) to the card unit CU. Then, if the slot machine 1 sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200) but does not send a counting notification to the card unit CU, the card unit CU does not send a lending notification to the slot machine 1.
[0594] Then, if 300 milliseconds have passed since the slot machine 1 notified it of gaming machine information (serial number = n+1, total number of medals = 100) and no counting notification has been received, the card unit CU turns off the VL signal of the slot machine 1 and the VL and PSI signals of the card unit CU. The card unit CU determines that an error has occurred in communication with the slot machine 1, and performs the same operation as the recovery sequence.
[0595] Furthermore, even after a communication error with the card unit CU occurs and the VL signal of the slot machine 1 and the VL and PSI signals of the card unit CU are turned OFF, the slot machine 1 repeatedly sends gaming machine information notification and counting notification to the card unit CU. Specifically, the slot machine 1 updates the serial number of the gaming machine information notification and the counting serial number of the counting notification before notifying the card unit CU.
[0596] [Sequence when communication error occurs during rental] Next, FIG. 62 is a diagram for explaining a sequence when a communication error occurs between the slot machine 1 and the card unit CU during lending.
[0597] A case will be described where the card unit CU sends a lending notification to the slot machine 1. In this explanation, the situation before accepting the operation of the lending button 33 is that the total number of medals managed by the medal count control board 70 is 10, and the number of medals available for lending managed by the card unit CU is 100.
[0598] When the slot machine 1 and the card unit CU have completed startup and are able to communicate with each other, and the operation of the lending button 33 is accepted, the slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 10) to the card unit CU. Then, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 10), the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 0, accumulated count = 0) to the card unit CU.
[0599] Next, the card unit CU sends a lending notification (lending serial number=k, lending medals=50) to the slot machine 1 within 170 milliseconds after the counting notification from the slot machine 1 is sent.
[0600] Next, the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) within 10 milliseconds after the card unit CU sends a loan notification (loan serial number = k, loan medal receipt result = normal). At this time, the number of loanable medals is updated from 100 to 50. At this time, the slot machine 1 updates the total number of medals from 10 to 60 between the time the card unit CU sends the loan notification and the time the slot machine 1 sends the loan receipt result response.
[0601] Next, the slot machine 1 sends a loan receipt result response to the card unit CU, but if the card unit CU is unable to receive the loan receipt result response, the card unit CU determines that the loan is incomplete and stores a value indicating that the loan is incomplete in a specified memory area of the unit RAM 93.
[0602] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 60) to the card unit CU, and sends a counting notification (counting serial number = m+1, counted medals = 0, cumulative count = 0). If the card unit CU determines that the lending was incomplete when it sent the previous lending notification to the slot machine 1, it sends a lending notification (lending serial number = k, lending medals = 50) within 170 milliseconds after sending the counting notification (counting serial number = m+1, counted medals = 0, cumulative count = 0). This lending notification contains the same information as the previous lending notification.
[0603] If the loan notification sent to slot machine 1 is normal, it will be a loan notification (loan serial number = k+1), but since the loan notification sent this time was (loan serial number = k), slot machine 1 sends a loan receipt result response to the card unit CU (loan serial number = k, loan point receipt result response = abnormal).
[0604] Next, when the slot machine 1 responds with the loan receipt result, the card unit CU determines that a normal loan notification has been sent to the slot machine 1, since the loan serial number "k" in the loan receipt result response matches the loan serial number "k" in the loan notification sent to the slot machine 1, and stores a value indicating that the loan has been completed in the loan information storage area of the unit RAM 93.
[0605] [Time chart from changing the setting value to ending AT mode] Next, FIG. 63 is a diagram illustrating a time chart from when the set value is changed to when the AT mode ends.
[0606] Figure 63(a) is a diagram illustrating a time chart showing the mode transition when BB is won after a change in the setting value. When the setting value is changed by a gaming store employee, the game enters normal mode (game state: general game state). At this time, no special roles are stored in the non-advantageous zone. When staying in the non-advantageous zone, the CZ mode lottery and AT mode lottery are not executed, so the advantage level is the lowest (advantage level: 0).
[0607] After that, when it is decided to move to the advantageous zone, the non-advantageous zone becomes the advantageous zone. At this time, the zone simply changes from the non-advantageous zone to the advantageous zone, but the normal mode (game state: general game state) does not change, and the fact that no special role is stored remains unchanged. In the normal mode (game state: general game state) after moving to the advantageous zone, the CZ mode lottery is executed with reference to the CZ mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (a), and the AT mode lottery is executed with reference to the AT mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (d). Therefore, the advantageous degree is expressed as low (advantage degree: 1), which is more advantageous than the minimum (advantage degree: 0).
[0608] In this embodiment, regardless of which winning role is determined while the player is in the non-advantageous zone, the player will always move to the advantageous zone, so the player will only stay in the non-advantageous zone for one game.
[0609] Next, if a right-up replay & BB is won in normal mode (game state: general game state), the right-up replay is won and the game transitions from normal mode (game state: general game state) to normal mode (game state: BBRT game state). At this time, the advantageous zone remains, but the right-up replay is won and no big bonus is won, so BB is stored in a predetermined memory area of the main RAM 53. In normal mode (game state: BBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(b), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(e). Therefore, the advantageous degree is expressed as medium (advantage degree: 2), which is more advantageous than low (advantage degree: 1).
[0610] After that, when the CZ mode is entered in normal mode (game state: BBRT game state) and the CZ mode starts, the game transitions from normal mode (game state: BBRT game state) to CZ mode (game state: BBRT game state). At this time, the advantageous zone remains unchanged, and BB remains stored in a predetermined memory area of the main RAM 53. In CZ mode (game state: BBRT game state), the lottery is executed using the number of entries in the BBRT game state column of the AT mode lottery table when staying in CZ mode as described in Figure 12 (a), so the advantageous degree remains medium (advantage degree: 2).
[0611] Next, when the CZ mode termination condition is met in CZ mode (game state: BBRT game state), if the AT mode has been entered, the game transitions from CZ mode (game state: BBRT game state) to AT mode (game state: BBRT game state). At this time, the advantageous zone remains unchanged, and BB remains stored in a predetermined storage area of the main RAM 53. In AT mode (game state: BBRT game state), the additional lottery is executed using the number of entries in the BBRT game state column of the additional lottery table when staying in AT mode described in FIG. 12(b), and the specialized mode transition lottery is executed using the number of entries in the BBRT game state column of the specialized mode lottery table when staying in AT mode described in FIG. 12(c), so the advantageous degree remains medium (advantage degree: 2).
[0612] Thereafter, when the specialized mode is entered in the AT mode (game state: BBRT game state) and the specialized mode begins, the AT mode (game state: BBRT game state) transitions to the specialized mode (game state: BBRT game state). At this time, the advantageous zone remains unchanged, and the BB is still stored in a predetermined memory area of the main RAM 53. In the specialized mode (game state: BBRT game state), the additional lottery is executed using the number of entries in the BBRT game state column of the additional lottery table when staying in the specialized mode described in Figure 12 (d), so the advantageous degree remains medium (advantage degree: 2).
[0613] Next, when the termination condition of the specialized mode is satisfied in the specialized mode (game state: BBRT game state), the game transitions from the specialized mode (game state: BBRT game state) to the AT mode (game state: BBRT game state). At this time, the advantageous zone remains unchanged, and BB remains stored in a predetermined storage area of the main RAM 53. In the AT mode (game state: BBRT game state), the additional lottery is executed using the number of entries in the BBRT game state column of the additional lottery table when staying in the AT mode described in FIG. 12(b), and the specialized mode transition lottery is executed using the number of entries in the BBRT game state column of the specialized mode lottery table when staying in the AT mode described in FIG. 12(c), so the advantageous degree remains medium (advantage degree: 2).
[0614] Thereafter, when the AT mode termination condition is satisfied in the AT mode (game state: BBRT game state), the game transitions from the AT mode (game state: BBRT game state) to the normal mode (game state: BBRT game state). At this time, the advantageous zone remains unchanged, and BB remains stored in a predetermined memory area of the main RAM 53. In the normal mode (game state: BBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table when in the normal mode (game state: BBRT game state) described in FIG. 11(b), and the AT mode lottery is executed with reference to the AT mode lottery table when in the normal mode (game state: BBRT game state) described in FIG. 11(e), so the advantageous degree remains medium (advantage degree: 2).
[0615] In this way, even if the mode is shifted between the normal mode, CZ mode, AT mode, and specialized mode, the degree of advantage differs depending on whether or not it is stored that a special role has been won in BB. As a result, for example, if a rare role that triggers a shift to CZ mode or AT mode is won when it is stored that a BB has been won, and if a rare role that triggers a shift to CZ mode or AT mode is won when it is not stored that a BB has been won, the expected degree of shift to CZ mode or AT mode differs, so it is possible to increase the interest in the game.
[0616] Figure 63(b) is a diagram illustrating a time chart showing the mode transition when MB wins after changing the setting value. When the setting value is changed by a gaming store employee, the game enters normal mode (game state: general game state). At this time, no special roles are stored in the non-advantageous zone. When staying in the non-advantageous zone, the CZ mode lottery and AT mode lottery are not executed, so the advantage level is the lowest (advantage level: 0).
[0617] After that, when it is decided to move to the advantageous zone, the non-advantageous zone becomes the advantageous zone. At this time, the zone changes from the non-advantageous zone to the advantageous zone, but the normal mode (game state: general game state) does not change, and the fact that no special role is stored remains unchanged. In the normal mode (game state: general game state) after moving to the advantageous zone, the CZ mode lottery is executed with reference to the CZ mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (a), and the AT mode lottery is executed with reference to the AT mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (d), so the advantageous degree is low (advantage degree: 1).
[0618] Next, if a right-up replay and MB are won in normal mode (game state: general game state), the right-up replay wins and the game transitions from normal mode (game state: general game state) to normal mode (game state: MBRT game state). At this time, the advantageous zone remains, but the right-up replay wins and the middle bonus does not win, so MB is stored in a predetermined storage area of the main RAM 53. In normal mode (game state: MBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: MBRT game state) described in FIG. 11(c), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: MBRT game state) described in FIG. 11(f). Therefore, the advantageous degree is expressed as high (advantage degree: 3), which is more advantageous than medium (advantage degree: 2).
[0619] After that, when the CZ mode is entered in normal mode (game state: MBRT game state) and the CZ mode starts, the game transitions from normal mode (game state: MBRT game state) to CZ mode (game state: MBRT game state). At this time, the advantageous zone remains unchanged, and the MB is still stored in a predetermined memory area of the main RAM 53. In CZ mode (game state: MBRT game state), the lottery is executed using the number of entries in the MBRT game state column of the AT mode lottery table when in CZ mode as described in Figure 12 (a), so the advantageous degree remains high (advantage degree: 3).
[0620] Next, when the CZ mode termination condition is met in CZ mode (game state: MBRT game state), if the AT mode has been entered, the game transitions from CZ mode (game state: MBRT game state) to AT mode (game state: MBRT game state). At this time, the advantageous zone remains unchanged, and the MB is still stored in a predetermined storage area of the main RAM 53. In AT mode (game state: BBRT game state), the additional lottery is executed using the number of entries in the MBRT game state column of the additional lottery table when staying in AT mode as described in Figure 12 (b), and the specialized mode transition lottery is executed using the number of entries in the MBRT game state column of the specialized mode lottery table when staying in AT mode as described in Figure 12 (c), so the advantageous degree remains high (advantage degree: 3).
[0621] Thereafter, when the specialized mode is entered in the AT mode (game state: MBRT game state) and the specialized mode begins, the AT mode (game state: MBRT game state) transitions to the specialized mode (game state: MBRT game state). At this time, the advantageous zone remains unchanged, and the MB remains stored in a predetermined memory area of the main RAM 53. In the specialized mode (game state: MBRT game state), the additional lottery is executed using the number of entries in the MBRT game state column of the additional lottery table when staying in the specialized mode described in Figure 12 (d), so the advantageous degree remains high (advantage degree: 3).
[0622] Next, when the termination condition of the specialized mode is satisfied in the specialized mode (game state: MBRT game state), the specialized mode (game state: MBRT game state) is switched to the AT mode (game state: MBRT game state). At this time, the advantageous zone remains, and the MB is still stored in a predetermined storage area of the main RAM 53. In the AT mode (game state: MBRT game state), the additional lottery is executed using the number of entries in the MBRT game state column of the additional lottery table when staying in the AT mode described in FIG. 12(b), and the specialized mode transition lottery is executed using the number of entries in the MBRT game state column of the specialized mode lottery table when staying in the AT mode described in FIG. 12(c), so the advantageous degree remains high (advantage degree: 3).
[0623] Subsequently, when the AT mode termination condition is met in the AT mode (game state: MBRT game state), the game transitions from the AT mode (game state: MBRT game state) to the normal mode (game state: MBRT game state). At this time, the advantageous zone remains unchanged, and the MB is still stored in a predetermined storage area of the main RAM 53. In the normal mode (game state: MBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table when the player is in the normal mode (game state: MBRT game state) described in FIG. 11(c), and the AT mode lottery is executed with reference to the AT mode lottery table when the player is in the normal mode (game state: MBRT game state) described in FIG. 11(f), so the advantageous degree remains high (advantage degree: 3).
[0624] In this way, even if the mode is shifted between the normal mode, CZ mode, AT mode, and specialized mode, the degree of advantage differs depending on whether or not it is stored that a special role has been won in MB. As a result, for example, if a rare role that triggers a shift to CZ mode or AT mode is won when it is stored that a win in MB has been won, the expected degree of shift to CZ mode or AT mode differs from if a rare role that triggers a shift to CZ mode or AT mode is won when it is not stored that a win in MB has been won, so it is possible to increase the interest in the game.
[0625] In addition, the degree of advantage differs depending on whether it is stored that a special role has been won on MB or that a special role has been won on BB. As a result, for example, when it is stored that a special role has been won on MB and a rare role that triggers a transition to CZ mode, AT mode, or specialized mode is won, the degree of expectation of transition to CZ mode, AT mode, or specialized mode differs from when it is stored that a special role has been won on BB and a rare role that triggers a transition to CZ mode, AT mode, or specialized mode is won, which can increase the enjoyment of the game.
[0626] [Time chart for the change in advantage in normal mode] Next, FIG. 64 is a diagram illustrating a time chart for the transition of the advantageous degree in the normal mode.
[0627] Figure 64(a) is a diagram illustrating a time chart in which the advantage level changes from medium (advantage level: 2) to high (advantage level: 3) in normal mode. When the setting value is changed by a gaming store employee, the game enters normal mode (game state: general game state). At this time, no special roles are stored in the non-advantageous zone. When the player is in the non-advantageous zone, the CZ mode lottery and the AT mode lottery are not executed, so the advantage level is at its lowest (advantage level: 0).
[0628] After that, when it is decided to move to the advantageous zone, the non-advantageous zone becomes the advantageous zone. At this time, the zone changes from the non-advantageous zone to the advantageous zone, but the normal mode (game state: general game state) does not change, and the fact that no special role is stored remains unchanged. In the normal mode (game state: general game state) after moving to the advantageous zone, the CZ mode lottery is executed with reference to the CZ mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (a), and the AT mode lottery is executed with reference to the AT mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (d), so the advantageous degree is low (advantage degree: 1).
[0629] Next, if a right-up replay & BB is won in normal mode (game state: general game state), the right-up replay wins, and the game transitions from normal mode (game state: general game state) to normal mode (game state: BBRT game state). At this time, the advantageous zone remains the same, but a right-up replay wins and a big bonus is not won, so BB is stored in a predetermined memory area of the main RAM 53. In normal mode (game state: BBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(b), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(e), so the advantageous degree becomes medium (advantage degree: 2).
[0630] After that, if the winning combination is a miss in the BBRT game state, a Big Bonus is allowed to be won. If a Big Bonus is won, there is an opportunity to win a Right-Up Replay & MB, which increases the advantage (advantage: 3), so it is advantageous for the player to win a Big Bonus. When a Big Bonus is won, the game transitions from normal mode (game state: BBRT game state) to normal mode (game state: BB operating state). At this time, the advantageous zone remains, but a specified memory area in the main RAM 53 is cleared. In normal mode (game state: BB operating state), the CZ mode lottery and AT mode lottery are not executed, so the advantage is at its lowest (advantage: 0).
[0631] In the BBRT game state, a big bonus is allowed to be won when a winning combination is a miss, but it may also be allowed to be won when a special combination is won, not just a miss. In this case, when a special combination is won, a special combination is allowed in which a BAR symbol 41 stops on the bottom row of the left reel 15, a BAR symbol 41 stops on the middle row of the middle reel 16, and a BAR symbol 41 stops on the middle row of the right reel 17. However, the big bonus may be won when the left stop button 5, the middle stop button 6, and the right stop button 7 are operated at a timing when a special combination is not possible and a big bonus is possible.
[0632] In addition, if the device is equipped with a function to transition to AT mode when a specific number of games have been played (so-called ceiling function), the number of games may be counted even in normal mode (game state: BB operation state), or the number of games may not be counted when in normal mode (game state: BB operation state).
[0633] Subsequently, when the BB operation state ends, the game transitions from normal mode (game state: BB operation state) to normal mode (game state: general game state). At this time, the advantageous zone remains unchanged, and nothing is stored in the predetermined memory area of the main RAM 53. In normal mode (game state: general game state), the CZ mode lottery is executed with reference to the CZ mode lottery table when in normal mode (game state: general game state) described in FIG. 11(a), and the AT mode lottery is executed with reference to the AT mode lottery table when in normal mode (game state: general game state) described in FIG. 11(d), so the advantageous degree is low (advantage degree: 1).
[0634] After that, if a right-up replay and MB are won in normal mode (game state: general game state), the right-up replay wins, and the game transitions from normal mode (game state: general game state) to normal mode (game state: MBRT game state). At this time, the advantageous zone remains, but the right-up replay wins and the middle bonus does not win, so MB is stored in a predetermined storage area of the main RAM 53. In normal mode (game state: MBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: MBRT game state) described in Figure 11 (c), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: MBRT game state) described in Figure 11 (f), so the advantageous degree is high (advantage degree: 3).
[0635] Figure 64(b) is a diagram illustrating a time chart in which the advantage level changes from high (advantage level: 3) to medium (advantage level: 2) in normal mode. When the setting value is changed by a gaming store employee, the game enters normal mode (game state: general game state). At this time, no special roles are stored in the non-advantageous zone. When the player is in the non-advantageous zone, the CZ mode lottery and AT mode lottery are not executed, so the advantage level is at its lowest (advantage level: 0).
[0636] After that, when it is decided to move to the advantageous zone, the non-advantageous zone becomes the advantageous zone. At this time, the zone changes from the non-advantageous zone to the advantageous zone, but the normal mode (game state: general game state) does not change, and the fact that no special role is stored remains unchanged. In the normal mode (game state: general game state) after moving to the advantageous zone, the CZ mode lottery is executed with reference to the CZ mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (a), and the AT mode lottery is executed with reference to the AT mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (d), so the advantageous degree is low (advantage degree: 1).
[0637] Next, if a right-up replay & MB is won in normal mode (game state: general game state), the right-up replay wins, and the game transitions from normal mode (game state: general game state) to normal mode (game state: MBRT game state). At this time, the advantageous zone remains, but the right-up replay wins and the middle bonus does not win, so MB is stored in a predetermined memory area of the main RAM 53. In normal mode (game state: MBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: MBRT game state) described in Figure 11 (c), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: MBRT game state) described in Figure 11 (f), so the advantageous degree is high (advantage degree: 3).
[0638] After that, if the winning combination is a miss in the MBRT gaming state, the middle bonus is awarded. In this embodiment, if the winning combination is a miss in the MBRT gaming state, the middle bonus combination is always awarded, thereby preventing the advantage from not changing from high (advantage: 3). Furthermore, if the right-up replay & MB is awarded after the middle bonus is awarded, the advantage becomes high again (advantage: 3), so it is possible to achieve a gaming feature in which the right-up replay & MB is awarded before the right-up replay & BB is awarded.
[0639] While the middle bonus is allowed to be won when a winning combination is lost during MBRT gaming, it may also be allowed to be won when a special combination is won, not just when a winning combination is lost. In this case, the middle bonus may be won when the left stop button 5, middle stop button 6, or right stop button 7 is operated at a timing when a special combination is not possible but a middle bonus combination is possible.
[0640] When a middle bonus is won, the game transitions from normal mode (game state: MBRT game state) to normal mode (game state: MB operating state). At this time, the advantageous zone remains unchanged, but a predetermined storage area in the main RAM 53 is cleared. In normal mode (game state: MB operating state), the lottery for CZ mode and the lottery for AT mode are not executed, so the advantageous degree is the lowest (advantage degree: 0).
[0641] In addition, if a ceiling function is provided, the number of games may be counted even in normal mode (game state: MB operating state), or the number of games up to the ceiling may not be counted when in normal mode (game state: MB operating state).
[0642] Subsequently, when the MB operation state ends, the game transitions from normal mode (game state: MB operation state) to normal mode (game state: general game state). At this time, the advantageous zone remains unchanged, and nothing is stored in the predetermined memory area of the main RAM 53. In normal mode (game state: general game state), the CZ mode lottery is executed with reference to the CZ mode lottery table when in normal mode (game state: general game state) described in FIG. 11(a), and the AT mode lottery is executed with reference to the AT mode lottery table when in normal mode (game state: general game state) described in FIG. 11(d), so the advantageous degree is low (advantage degree: 1).
[0643] Thereafter, if a right-upward replay & BB is won in normal mode (game state: general game state), the right-upward replay wins, and the game transitions from normal mode (game state: general game state) to normal mode (game state: BBRT game state). At this time, the advantageous zone remains the same, but a right-upward replay wins and a big bonus is not won, so BB is stored in a predetermined memory area of the main RAM 53. In normal mode (game state: BBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(b), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(e), so the advantageous degree becomes medium (advantage degree: 2).
[0644] In this way, when staying in the normal mode, the advantage degree changes in response to the winning of a big bonus or a middle bonus. As a result, for example, when a rare combination is won in the normal mode (game state: BBRT game state), the expected degree of transition to the CZ mode or the AT mode is different from when a rare combination is won in the normal mode (game state: MBRT game state), so it is possible to increase the interest in the game in the normal mode.
[0645] [Time chart for the change in advantage in CZ mode] Next, Figure 65 is a diagram explaining the time chart until the advantageous degree changes in CZ mode.
[0646] Figure 65(a) is a diagram illustrating a time chart in which the advantage level changes from medium (advantage level: 2) to high (advantage level: 3). When the setting value is changed by a gaming store employee, the game enters normal mode (game state: general game state). At this time, no special roles are stored in the non-advantageous zone. When the player is in the non-advantageous zone, the CZ mode lottery and AT mode lottery are not executed, so the advantage level is at its lowest (advantage level: 0).
[0647] After that, when it is decided to move to the advantageous zone, the non-advantageous zone becomes the advantageous zone. At this time, the zone changes from the non-advantageous zone to the advantageous zone, but the normal mode (game state: general game state) does not change, and the fact that no special role is stored remains unchanged. In the normal mode (game state: general game state) after moving to the advantageous zone, the CZ mode lottery is executed with reference to the CZ mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (a), and the AT mode lottery is executed with reference to the AT mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (d), so the advantageous degree is low (advantage degree: 1).
[0648] Next, if a right-up replay & BB is won in normal mode (game state: general game state), the right-up replay wins, and the game transitions from normal mode (game state: general game state) to normal mode (game state: BBRT game state). At this time, the advantageous zone remains the same, but a right-up replay wins and a big bonus is not won, so BB is stored in a predetermined memory area of the main RAM 53. In normal mode (game state: BBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(b), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: BBRT game state) described in FIG. 11(e), so the advantageous degree becomes medium (advantage degree: 2).
[0649] After that, when the CZ mode is entered in normal mode (game state: BBRT game state) and the CZ mode starts, the game transitions from normal mode (game state: BBRT game state) to CZ mode (game state: BBRT game state). At this time, the advantageous zone remains unchanged, and BB remains stored in a predetermined memory area of the main RAM 53. In CZ mode (game state: BBRT game state), the lottery is executed using the number of entries in the BBRT game state column of the AT mode lottery table when staying in CZ mode as described in Figure 12 (a), so the advantageous degree remains medium (advantage degree: 2).
[0650] Next, if the winning combination is a miss in the BBRT game mode, a Big Bonus is allowed to be won. Winning a Big Bonus provides the player with the opportunity to win a Right-Up Replay & MB, increasing the advantage (advantage level: 3), making it advantageous for the player to win a Big Bonus. When a Big Bonus is won, the game transitions from CZ mode (game mode: BBRT game mode) to CZ mode (game mode: BB operation mode). At this time, the advantageous zone remains, but a specified memory area in the main RAM 53 is cleared. Since the AT mode lottery is not executed in CZ mode (game mode: BB operation mode), the advantage level is at its lowest (advantage level: 0). Since the AT mode lottery is not executed in CZ mode (game mode: BB operation mode), the number of games played in CZ mode is not counted (e.g., subtracted).
[0651] After that, when the BB operation state ends, the game transitions from CZ mode (game state: BB operation state) to CZ mode (game state: general game state). At this time, the advantageous zone remains unchanged, and nothing is stored in the specified memory area of the main RAM 53. In CZ mode (game state: general game state), the lottery is executed using the number of entries in the general game state column of the AT mode lottery table during the CZ mode stay described in Figure 12 (a), so the advantageous degree is low (advantage degree: 1).
[0652] Next, if a right-up replay & MB is won in CZ mode (game state: general game state), the right-up replay wins, and the game transitions from CZ mode (game state: general game state) to CZ mode (game state: MBRT game state). At this time, the advantageous zone remains the same, but the right-up replay wins and the middle bonus does not win, so MB is stored in a predetermined memory area of the main RAM 53. In CZ mode (game state: MBRT game state), the lottery is executed using the number of entries in the MBRT game state column of the AT mode lottery table when staying in CZ mode described in Figure 12 (a), so the advantageous degree is high (advantage degree: 3).
[0653] After that, when the CZ mode ends, the game transitions from the CZ mode (game state: MBRT game state) to the normal mode (game state: MBRT game state). At this time, the advantageous zone remains unchanged, and the MB is still stored in a predetermined storage area of the main RAM 53. In the normal mode (game state: MBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table when in the normal mode (game state: MBRT game state) described in FIG. 11(c), and the AT mode lottery is executed with reference to the AT mode lottery table when in the normal mode (game state: MBRT game state) described in FIG. 11(f), so the advantageous degree is high (advantage degree: 3).
[0654] Thus, while in CZ mode (game state: BBRT game state), the advantage is medium (advantage level: 2). If a winning combination is lost in CZ mode (game state: BBRT game state), a big bonus can be won. After a big bonus is won and the game transitions to CZ mode (game state: BB operation state), when CZ mode (game state: BB operation state) ends, the game transitions to CZ mode (game state: general game state). If a right-up replay & MB is won in CZ mode (game state: general game state), the game transitions to CZ mode (game state: MBRT game state), and the advantage level becomes high (advantage level: 3). In other words, the advantage level of CZ mode changes from medium (advantage level: 2) to high (advantage level: 3). This allows the advantage level to change even during the CZ mode you are in, thereby increasing the enjoyment of the game.
[0655] Figure 65(b) is a diagram illustrating a time chart in which the advantage level changes from high (advantage level: 3) to medium (advantage level: 2). When the setting value is changed by a gaming store employee, the game enters normal mode (game state: general game state). At this time, no special roles are stored in the non-advantageous zone. When the player is in the non-advantageous zone, the CZ mode lottery and AT mode lottery are not executed, so the advantage level is at its lowest (advantage level: 0).
[0656] After that, when it is decided to move to the advantageous zone, the non-advantageous zone becomes the advantageous zone. At this time, the zone changes from the non-advantageous zone to the advantageous zone, but the normal mode (game state: general game state) does not change, and the fact that no special role is stored remains unchanged. In the normal mode (game state: general game state) after moving to the advantageous zone, the CZ mode lottery is executed with reference to the CZ mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (a), and the AT mode lottery is executed with reference to the AT mode lottery table when staying in the normal mode (game state: general game state) described in Figure 11 (d), so the advantageous degree is low (advantage degree: 1).
[0657] Next, if a right-up replay & MB is won in normal mode (game state: general game state), the right-up replay wins, and the game transitions from normal mode (game state: general game state) to normal mode (game state: MBRT game state). At this time, the advantageous zone remains, but the right-up replay wins and the middle bonus does not win, so MB is stored in a predetermined memory area of the main RAM 53. In normal mode (game state: MBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table for the normal mode (game state: MBRT game state) described in Figure 11 (c), and the AT mode lottery is executed with reference to the AT mode lottery table for the normal mode (game state: MBRT game state) described in Figure 11 (f), so the advantageous degree is high (advantage degree: 3).
[0658] After that, when the CZ mode is entered in normal mode (game state: MBRT game state) and the CZ mode starts, the game transitions from normal mode (game state: MBRT game state) to CZ mode (game state: MBRT game state). At this time, the advantageous zone remains unchanged, and the MB is still stored in a predetermined memory area of the main RAM 53. In CZ mode (game state: MBRT game state), the lottery is executed using the number of entries in the MBRT game state column of the AT mode lottery table when in CZ mode as described in Figure 12 (a), so the advantageous degree remains high (advantage degree: 3).
[0659] Next, if the winning combination is a miss in the MBRT gaming state, the middle bonus is allowed to be won. In this embodiment, if the winning combination is a miss in the MBRT gaming state, the middle bonus combination is always won, preventing the advantage from not changing from high (advantage: 3). Furthermore, if the right-up replay & MB is won after the middle bonus is won, the advantage becomes high again (advantage: 3), so it is possible to realize a game feature in which the right-up replay & MB is won before the right-up replay & BB is won.
[0660] When a middle bonus is won, the game transitions from CZ mode (game state: MBRT game state) to CZ mode (game state: MB operating state). At this time, the advantageous zone remains unchanged, but a predetermined storage area in the main RAM 53 is cleared. In CZ mode (game state: MB operating state), the lottery for AT mode is not executed, so the advantageous degree is the lowest (advantage degree: 0). In addition, in CZ mode (game state: MB operating state), the lottery for AT mode is not executed, so the number of games in CZ mode is not counted (e.g., subtracted).
[0661] After that, when the MB operation state ends, the game transitions from CZ mode (game state: MB operation state) to CZ mode (game state: normal game state). At this time, the advantageous zone remains unchanged, and nothing is stored in the specified memory area of the main RAM 53. In CZ mode (game state: normal game state), the lottery is executed using the number of entries in the normal game state column of the AT mode lottery table when staying in CZ mode described in Figure 12 (a), so the advantageous degree is low (advantage degree: 1).
[0662] Next, if a right-up replay & BB is won in CZ mode (game state: general game state), the right-up replay wins, and the game transitions from CZ mode (game state: general game state) to CZ mode (game state: BBRT game state). At this time, the advantageous zone remains the same, but a right-up replay wins and a big bonus is not won, so BB is stored in a predetermined memory area of the main RAM 53. In CZ mode (game state: BBRT game state), the lottery is executed using the number of entries in the BBRT game state column of the AT mode lottery table during CZ mode stay described in Figure 12 (a), so the advantageous degree is medium (advantage degree: 2).
[0663] After that, when the CZ mode ends, the game transitions from the CZ mode (game state: BBRT game state) to the normal mode (game state: BBRT game state). At this time, the advantageous zone remains unchanged, and BB is still stored in a predetermined memory area of the main RAM 53. In the normal mode (game state: BBRT game state), the CZ mode lottery is executed with reference to the CZ mode lottery table when in the normal mode (game state: BBRT game state) described in FIG. 11(b), and the AT mode lottery is executed with reference to the AT mode lottery table when in the normal mode (game state: BBRT game state) described in FIG. 11(e), so the advantageous degree becomes medium (advantage degree: 2).
[0664] Thus, while in CZ mode (game state: MBRT game state), the advantage is high (advantage level: 3). If a winning combination is lost in CZ mode (game state: MBRT game state), a middle bonus is awarded. After the middle bonus is awarded and the game transitions to CZ mode (game state: MB operation state), when CZ mode (game state: MB operation state) ends, the game transitions to CZ mode (game state: general game state). If a right-up replay & BB is won in CZ mode (game state: general game state), the game transitions to CZ mode (game state: BBRT game state) and the advantage level becomes medium (advantage level: 2). In other words, the advantage level of CZ mode changes from high (advantage level: 3) to medium (advantage level: 2). This allows the advantage level to change even during the CZ mode you are in, thereby increasing the enjoyment of the game.
[0665] [Time chart for the change in advantage in AT mode] Next, Figure 66 is a diagram illustrating a time chart for the transition of the advantageous degree in AT mode.
[0666] Figure 66(a) is a diagram illustrating a time chart in which the advantage level in AT mode changes from medium (advantage level: 2) to high (advantage level: 3). For example, if AT mode is entered in normal mode (game state: BBRT game state), the game transitions from normal mode (game state: BBRT game state) to AT mode (game state: BBRT game state), and the AT mode begins. The advantageous zone and the BB special role stored remain unchanged before and after the mode transition. In AT mode (game state: BBRT game state), the additional lottery is executed by referring to the BBRT game state column in the additional lottery table for when in AT mode as described in Figure 12(b), and the specialized mode transition lottery is executed by referring to the BBRT game state column in the specialized mode lottery table for when in AT mode as described in Figure 12(c). Therefore, the advantage level is expressed as medium (advantage level: 2). Since you are in AT mode, when the push order bell is selected, the order of operation of left stop button 5, middle stop button 6, and right stop button 7 will be announced.
[0667] Next, if the winning combination is a miss in the BBRT game mode, a Big Bonus is allowed to be won. Winning a Big Bonus provides the player with...
Claims
[Claim 1] Multiple reels and a start lever for rotating the reels; a stop button for stopping the reels; a main control means capable of executing control relating to games; In a slot machine comprising: The main control means A role determination process capable of determining a first special role and a second special role; a reel control process for rotating the reels in response to the operation of the start lever and stopping the rotating reels in response to the operation of the stop button; When the first special role is determined by the role determination process, information on the first special role is stored, and when the second special role is determined, information on the second special role is stored; When the information on winning the first special role is stored by the storage process, a normal lottery process is performed to draw balls at a normal probability; When the information on the winning of the second special role is stored by the storage process, a lottery process is performed to draw the winning balls at a more advantageous probability than the normal probability. is executable, The reel control process includes: When the information on winning the first special role is stored and the result of the role determination process is a specific result, it is possible to realize the winning of the first special role, A slot machine characterized in that when information on winning the second special role is stored and the result of the role determination process is the specific result, the winning of the second special role can be realized.
Citation Information
Patent Citations
Game machine
JP2018143271A