Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-17
- Publication Date
- 2026-03-25
AI Technical Summary
【0024】 上記構成の遊技機によれば、再遊技役の出現確率および市場出玉率と試験出玉率との乖離を軽減できる。
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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachislot machines and pachinko machines. [Background technology]
[0002] In conventional gaming machines, most (normal) games are played in a bonus carryover state in which a winning bonus with a payout rate of less than 1 is carried over during operation, and the push order is announced when a push order minor win is won in this bonus carryover state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-202330 Summary of the Invention [Problem to be solved by the invention]
[0004] However, during the bonus carryover state of the gaming machine, the replay role can always be won with a certain probability, and any role can be won without a loss. Therefore, even if a bonus is won, the bonus can only be activated in the game in which the bonus was won. The bonus never actually activates, and the replay role continues to be won with a certain probability. As a result, the probability of the replay role appearing, which is an obstacle because the gaming machine is treated as 0 coins inserted and 0 coins paid out during model testing, cannot be reduced, limiting the ability to increase the payout rate. This also contributed to the widening gap between the market payout rate (payout rate including the replay role) and the test payout rate (payout rate excluding the replay role).
[0005] The present invention has been made in consideration of these points, and aims to provide a gaming machine that can reduce the probability of a re-play role appearing and the discrepancy between the market payout rate and the test payout rate. [Means for solving the problem]
[0006] In order to achieve the above object, the gaming machine according to this embodiment provides the following gaming machine.
[0007] (1) A gaming machine (e.g., a pachislot machine 1 shown in the twelfth embodiment, a medal-less gaming machine, etc.) that can be played using gaming value (e.g., medals, gaming value managed by data, etc.), A role determination means (for example, internal lottery processing, step S5 in FIG. 23, etc.) for determining a winning role from among a plurality of roles including a granting role with the granting of a game value (for example, a small role included in the lottery roles of No. 5 to No. 26 in FIG. 419), a replay role with the granting of a replay (for example, a replay role included in the lottery roles of No. 2 to No. 4 in FIG. 419), and a specific role with a transition to a specific state (for example, RB, BB, etc.) (for example, a bonus role included in the lottery roles of No. 5 to No. 8 in FIG. 419), After the symbols are displayed in a variable manner, a symbol display control means (e.g., steps S9 to S12 in Fig. 421 and Fig. 23) is provided for stopping and displaying the symbols according to the winning role (e.g., internal winning role) determined by the role determination means and the player's stopping operation mode (e.g., push order, stopping operation timing, etc.); A winning determination means capable of generating a winning result according to the symbols stopped and displayed (for example, a process of generating a winning result based on the symbol combination stopped and displayed, such as steps S13 and S14 in FIG. 23 ); A predetermined state control means (for example, a process of controlling by the main control circuit 100 to a state other than the RB) that can determine the specific role among the plurality of roles as a winning role; From the time when the specific combination is won until the symbol that will win the specific combination is stopped and displayed, A carryover state control means (for example, a process of controlling the main control circuit 100 to the inside of the RB) for controlling the specific role to be carried over as a winning role (for example, inside the RB); A specific state control means (for example, a process of controlling by the main control circuit 100 during RB operation) that controls to the specific state by stopping and displaying the symbols that make the specific combination win; A notification control means (for example, a process of controlling to the AT state by the main control circuit 100) is provided to control to a notification state (for example, an AT state) that can notify advantageous operation modes (for example, a stop operation to avoid winning an RB, a stop operation to win a 15-piece role when the lottery role of No. 9 to No. 12 in FIG. 419 is won, etc.) that are advantageous to the player, The role determination means is In the specific state, the replay role is determined as a winning role with a lower probability than in the predetermined state (for example, a probability slightly lower than when the bonus is not operating, such as "8977", a probability significantly lower than when the bonus is not operating, such as "4000", or an extremely low probability such as "4"), or at least one of the following is not determined as a winning role in the specific state (for example, only a bonus is provided that draws a replay role with a lower probability than when the bonus is not operating, or only a bonus is provided that does not draw a replay role during the bonus, or a bonus non-operational bonus). It is possible to determine a winning role so that when a winning role with the largest game value to be awarded among the winning roles determined as winning roles in a game during the specified state and a game during the carryover state is won, the payout rate during the specific state is less than 1, while when a winning role with the largest game value to be awarded among the winning roles determined as winning roles in a game during the specified state and the carryover state is won, the payout rate during the carryover state is greater than 1 (for example, see Figures 419 to 421), In the predetermined state and the carryover state, the specific role can be determined as a winning role together with other roles so that the specific role will be a winning role together with any other role (for example, see No. 5 to No. 8 in Figure 419), When the specific role is won in the predetermined state and during the carryover state, when the player's stop operation mode is an operation mode that cannot stop and display the role that will win other roles that have been won together with the specific role (for example, small roles included in the winning roles of No. 5 to No. 8 in Figure 419), the symbol display control means is capable of stopping and displaying the symbol that will win the specific role (for example, see Figures 423 to 427), The gaming machine is capable of notifying an operation mode that will not result in the specific role being won (for example, a display such as "x??", a press order to win a minor role that pays out three coins, etc.) as a favorable operation mode when the specific role is won in the predetermined state and when the notification state is being controlled during the carryover state.
[0008] With this configuration, by announcing an operation mode that prevents a specific winning combination during the notification state, it is possible to create a state that is advantageous to the player in the predetermined state or the carryover state, thereby increasing the interest of the game. In contrast, when the notification state is not in effect, when a specific winning combination is achieved or when other winning combinations cannot be achieved during the carryover state, the specific winning combination can be achieved, and control can be made to at least one of a specific state in which a replay combination is determined as the winning combination with a low probability, or a specific state in which a replay combination is not determined as the winning combination. This reduces the probability of a replay combination occurring throughout the entire period, allowing for a high payout rate. Furthermore, it is possible to reduce the discrepancy between the market payout rate (the payout rate including the replay combination) and the test payout rate (the payout rate excluding the replay combination). Furthermore, it is possible to increase the winning probability of minor winning combinations that can be achieved without announcing advantageous operation modes, thereby reducing the so-called instruction-inclusive combination ratio.
[0009] (2) Notification state determination means (for example, AT lottery, AT-related lottery, etc.) for determining whether to control to the notification state; a zone control means (for example, a lottery for transitioning to an advantageous zone) for controlling the zone to one of a plurality of zones including a normal zone (for example, a normal zone) in which the notification state cannot be attained and an advantageous zone (for example, an advantageous zone) in which the notification state can be attained; When a predetermined condition is met when the notification state controlled during the carryover state ends (for example, when transitioning to a special stage), the section control means controls from the advantageous section to the normal section, and then controls from the normal section to a new advantageous section during the specific state in which the carried-over specific role is won and controlled (for example, see the special pattern in Figure 428(b)). On the other hand, when the predetermined condition is not met when the notification state controlled during the carryover state ends, after the specific state in which the carried-over specific role is won and controlled ends, controls from the advantageous section to the normal section, and then controls to a new advantageous section (for example, see the normal pattern in Figure 428(a)). The notification state determination means determines the degree of advantage for the player when the player is controlled from the normal section to the new advantageous section during the specific state and when the player is controlled from the normal section to the new advantageous section after the specific state ends so that the degree of advantage for the player is different (when a special stage is passed, the AT-related lottery is determined to have a predetermined degree of advantage (the degree of advantage for the advantageous section that has been shifted to outside the RB The gaming machine described in (1) performs AT-related lotteries so that the winning probability is more advantageous to the player than the normal winning probability (degree of advantage) (higher probability than the normal winning probability, allocation probability more advantageous to the player than the normal allocation probability, etc.).
[0010] With this configuration, the degree of advantage for the player can be varied by changing the game state when transitioning to the normal zone or the advantageous zone depending on whether or not a specified condition is met when the notification state ends.
[0011] This allows the state before the transition to the normal zone to be reflected after the transition to the normal zone, thereby increasing the interest in the game.
[0012] (3) The gaming machine described in (1), wherein the role determination means determines the specific role together with other roles as the winning role in the predetermined state and the carryover state, rather than determining only the specific role as the winning role (see, for example, Figure 419).
[0013] According to this configuration, it is possible to provide the player with the excitement of wondering whether a specific combination will win or another combination will win, thereby increasing the interest of the game.
[0014] (4) A notification state determination means (for example, an AT-related lottery) is provided that can determine whether to control to the notification state in any of the predetermined state, the carryover state, and the specific state;
[0015] The gaming machine described in (1), wherein the notification control means starts control to the notification state in either the specified state or the carryover state when the notification state determination means determines to control to the notification state, even when the determination is made during the specific state (for example, in a game in which an "F_normal lip" that can be won while not inside the RB or inside the RB is won, the AT state is started by winning a re-play role in which red sevens or blue sevens line up in a straight line).
[0016] With this configuration, it is possible to prevent the notification state from being initiated in a specific state that is disadvantageous to the player, where the payout rate is less than 1.
[0017] (5) In the predetermined state and the carryover state, the role determination means can determine a predetermined role (for example, “F_Common Bell A,” “F_Common Bell B,” or “F_Chance” in Figure 419) as the winning role, including a maximum award role that involves the award of the maximum game value that can be awarded in one game (for example, a small role that involves the payout of 15 coins) and a small award role that involves the award of game value less than the maximum game value (for example, a small role that involves the payout of 1 coin).
[0018] The symbol display control means, when a stop operation is performed in a predetermined stop operation mode (for example, first stop left) in a game in which the predetermined role is determined as a winning role, stops and displays symbols other than the symbol that wins the maximum award role (for example, a symbol of a small role accompanied by one payout, a losing symbol, etc.) during the predetermined state,
[0019] A gaming machine as described in (1), wherein, during the carryover state, a symbol that will result in the maximum award role (for example, a symbol of a small role that will result in a payout of 15 coins) is displayed in a stopped state (for example, see Figure 421).
[0020] According to this configuration, even when a stop operation is performed in a predetermined stop operation mode in a game in which a predetermined role has been won, when the game is in a carryover state, it is possible to generate a win of the maximum role, unlike when the game is in a predetermined state.
[0021] (6) The gaming machine described in (5) wherein the pattern display control means, regardless of the manner in which the stop operation is performed in a game in which the predetermined role has been determined as the winning role, stops and displays a pattern other than the pattern that will result in the maximum award role when in the predetermined state, while stops and displays a pattern that will result in the maximum award role when in the carryover state (see, for example, Figure 421).
[0022] According to this configuration, even if a beneficial operation mode is not notified, in the carryover state, a maximum prize winning combination can be generated regardless of the stop operation mode.
[0023] This reduces the ratio of devices with instructions. [Effects of the Invention]
[0024] According to the gaming machine having the above configuration, the probability of the replay role appearing and the discrepancy between the market payout rate and the test payout rate can be reduced.
[0025] The present invention may comprise only the invention-specifying matters set forth in the claims, or may comprise only a part of the invention-specifying matters set forth in the claims, or may comprise, in addition to the invention-specifying matters or a part of the invention-specifying matters set forth in the claims, a configuration other than the invention-specifying matters (a configuration different from the invention-specifying matters, a configuration not set forth in the claims, etc.). [Brief explanation of the drawings]
[0026] [Figure 1] 1 is a diagram showing the external structure of the gaming machine according to the first embodiment. [Figure 2] 1 is a diagram showing the internal structure of the gaming machine according to the first embodiment. [Figure 3] 1 is a block diagram showing the electrical configuration of the gaming machine according to the first embodiment. [Figure 4] 2 is a diagram for explaining the functional flow of the gaming machine according to the first embodiment. FIG. [Figure 5] FIG. 2 is a diagram for explaining the gameplay of the first gaming machine according to the first embodiment. [Figure 6] FIG. 2 is a diagram for explaining modes of the first gaming machine according to the first embodiment. [Figure 7] 2 is a diagram showing various tables of the first gaming machine according to the first embodiment. FIG. [Figure 8] 2 is a diagram showing various tables of the first gaming machine according to the first embodiment. FIG. [Figure 9] FIG. 2 is a diagram showing a symbol arrangement table of the first gaming machine according to the first embodiment. [Figure 10] FIG. 2 is a diagram showing an internal lottery table of the first gaming machine according to the first embodiment. [Figure 11] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 13] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 14] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 15] FIG. 10 is a diagram for explaining the correspondence between the internal winning combinations, stop operation modes, display combinations, etc. of the first gaming machine according to the first embodiment. [Figure 16] FIG. 2 is a diagram for explaining the limit processing of the first gaming machine according to the first embodiment. [Figure 17]FIG. 2 is a diagram showing the configuration of a winning flag storage area, a winning activation flag storage area, and a symbol code storage area of the first gaming machine according to the first embodiment. [Figure 18] FIG. 2 is a diagram showing the configuration of a carryover role storage area of the first gaming machine according to the first embodiment. [Figure 19] 10 is a diagram showing the configuration of a game status flag storage area of the first gaming machine according to the first embodiment. FIG. [Figure 20] 10 is a diagram showing the configuration of a mode flag storage area of the first gaming machine according to the first embodiment. FIG. [Figure 21] FIG. 2 is a diagram showing the configuration of an operation stop button storage area of the first gaming machine according to the first embodiment. [Figure 22] FIG. 2 is a diagram showing the configuration of a press sequence storage area of the first gaming machine according to the first embodiment. [Figure 23] 4 is a flowchart showing main processing executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 24] 4 is a flowchart showing a power-on process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 25] 10 is a flowchart showing a medal acceptance and start check process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 26] 10 is a flowchart showing an internal lottery process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 27] 10 is a flowchart showing a game start state control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 28] A flowchart showing the processing at the start of play during a favorable zone executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 29] 10 is a flowchart showing a reel stop control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 30] 10 is a flowchart showing a game end state control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 31] A flowchart showing the processing at the end of play during a favorable zone executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 32] 10 is a flowchart showing a periodic interrupt process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 33] 4 is a flowchart showing an outline of the sub-side control processing executed by the sub-control circuit of the gaming machine according to the first embodiment. [Figure 34] 1 is a diagram showing an example of the configuration of a medalless gaming machine according to a first embodiment. FIG. [Figure 35] 2 is a diagram showing an example of the configuration of a main control board of the gaming machine according to the first embodiment. FIG. [Figure 36] 10A and 10B are diagrams illustrating examples of lock effects according to the second embodiment. [Figure 37] A figure showing a specific example of the lock effect corresponding to lock effect number "1". [Figure 38] A figure showing a specific example of the lock effect corresponding to lock effect number "2". [Figure 39] A figure showing a specific example of the lock effect corresponding to lock effect number "3". [Figure 40] A figure showing a specific example of the lock effect corresponding to lock effect number "4". [Figure 41] A figure showing a specific example of the lock effect corresponding to lock effect number "5". [Figure 42] A figure showing a specific example of the lock effect corresponding to lock effect number "6". [Figure 43] 10 is a flowchart showing a lock effect determination process performed in the main control circuit. [Figure 44] 10 is a flowchart showing a lock effect execution process performed in the main control circuit. [Figure 45] FIG. 10 is a diagram showing an example of an image displayed on the main display device in a simulated game. [Figure 46] 10 is a flowchart showing the processing during pseudo-game play performed in the main control circuit. [Figure 47] 10 is a flowchart showing normal pseudo-game processing performed in the main control circuit. [Figure 48] 10 is a flowchart showing a post-pseudo game reel effect process performed in the main control circuit. [Figure 49] 10 is a flowchart showing the processing during pseudo-game play after reel presentation performed in the main control circuit. [Figure 50] 10 is a flowchart showing a reel rotation start process performed in the main control circuit. [Figure 51] 10 is a flowchart showing a random delay process performed in the main control circuit. [Figure 52] FIG. 10 is a diagram showing an example of temporal changes in the reel control state when a pseudo game is being played. [Figure 53] FIG. 10 is a diagram showing an example of temporal changes in the reel control state when a pseudo game is being played. [Figure 54] FIG. 10 is a diagram showing an example of temporal changes in the reel control state when a pseudo game is being played. [Figure 55] 11 is a flowchart showing a lock effect execution process performed in a main control circuit according to the third embodiment. [Figure 56] 10 is a flowchart showing a pseudo-game start process performed in the main control circuit. [Figure 57] 10 is a flowchart showing normal pseudo-game processing performed in the main control circuit. [Figure 58] 10 is a flowchart showing a stop button operation acceptance process performed in the main control circuit. [Figure 59] 4 is a flowchart showing a swing control process performed in a main control circuit. [Figure 60] 10 is a flowchart showing the pseudo-game ending process performed in the main control circuit. [Figure 61] 10 is a flowchart showing a pseudo-game challenge operation acceptance process performed in the main control circuit. [Figure 62]FIG. 10 is a diagram showing an example of an image displayed on the main display device. [Figure 63] 10 is a flowchart showing a process performed in the main control circuit when a bonus is won. [Figure 64] 10 is a flowchart showing a process for determining a lock effect at the end of a game, which is carried out in the main control circuit. [Figure 65] 10 is a flowchart showing a process for executing a lock effect at the end of a game, which is carried out in the main control circuit. [Figure 66] 10 is a flowchart showing the process for starting a lock effect at the end of a game, which is carried out in the main control circuit. [Figure 67] FIG. 4 is a diagram showing a memory map of the main control circuit. [Figure 68] FIG. 10 is a diagram for explaining the gameplay of the first gaming machine (modified example) according to the first embodiment. [Figure 69] 10 is a diagram for explaining an example of preferential control (during normal mode) of the first gaming machine (modified example) according to the first embodiment. FIG. [Figure 70] FIG. 10 is a diagram for explaining an example of preferential control (during ST) of the first gaming machine (modified example) according to the first embodiment. [Figure 71] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 72] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 73] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 74] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 75] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 76] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 77]FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 78] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 79] A figure for explaining variant 3 (example of transmission information control (part 1)) of the push order bell of the first gaming machine (variant) according to the first embodiment. [Figure 80] FIG. 10 is a diagram for explaining variant 3 (example of transmission information control (part 2)) of the push order bell of the first gaming machine (variant) according to the first embodiment. [Figure 81] 10A is a diagram showing transitions of game states according to a fourth embodiment of the present invention, and FIG. 10B is a table summarizing transition conditions of game states according to the fourth embodiment of the present invention. [Figure 82] 1A is a diagram showing a symbol arrangement table, and FIG. 1B is a diagram showing a symbol code table. [Figure 83] FIG. 10 is a diagram showing a symbol combination table. [Figure 84] FIG. 10 is a diagram showing a symbol combination table. [Figure 85] FIG. 10 is a diagram showing a combination table by flag. [Figure 86] FIG. 10 is a diagram showing a combination table by flag. [Figure 87] FIG. 10 is a diagram showing a combination table by flag. [Figure 88] FIG. 10 is a diagram showing a combination table by flag. [Figure 89] FIG. 10 is a diagram showing a combination table by flag. [Figure 90] A figure showing an internal lottery table for RT0 gaming state. [Figure 91] 10A is a diagram showing an internal lottery table for the RT1 gaming state, and FIG. 10B is a diagram showing an internal lottery table for the BB gaming state. [Figure 92] FIG. 10 is a diagram showing an example of the correspondence between internal winning combinations, stop operation modes, display combinations, etc. [Figure 93]A figure showing an example of the transition flow of the game state in the non-advantageous zone and the advantageous zone in the fourth embodiment of the present invention. [Figure 94] A diagram showing the transition of the ball output state in the fourth embodiment of the present invention. [Figure 95] 10 is a table summarizing the conditions for transitioning the ball output state in the fourth embodiment of the present invention. [Figure 96] 10A is a diagram showing the numerical values displayed on the instruction monitor in the pseudo BIG and pseudo REG modes, and FIG. 10B is a diagram showing the contents corresponding to the numerical values displayed on the instruction monitor. [Figure 97] FIG. 10 is a diagram showing the correspondence between internal winning combinations, sub-flags, and payout flags. [Figure 98] A flowchart showing the processing performed in the main control circuit at the start of play in a non-advantageous zone. [Figure 99] 1A is a diagram showing a lottery table for shifting to an advantageous zone, and FIG. 1B is a diagram showing a lottery table for shifting to an advantageous zone. [Figure 100] 10 is a flowchart showing the process at the start of consecutive games to prepare for the game, which is carried out in the main control circuit. [Figure 101] 10A is a diagram showing a consecutive game preparation mode lottery table (1), and FIG. 10B is a diagram showing a consecutive game preparation mode lottery table (2). [Figure 102] A diagram showing a lottery table for transition to consecutive game challenges. [Figure 103] 10A is a diagram showing a lottery table for determining whether a consecutive game challenge is started or not, and FIG. 10B is a diagram showing a lottery table for determining whether a consecutive game challenge is started or not. [Figure 104] 10 is a flowchart showing the processing at the start of a normal stage game performed in the main control circuit. [Figure 105] 10 is a flowchart showing a process at the start of a normal stage performed in the main control circuit. [Figure 106] 10A is a diagram showing a normal transition mode lottery table, and FIG. 10B is a diagram showing a normal transition ceiling lottery table. [Figure 107] FIG. 10 is a diagram showing a point mode lottery table. [Figure 108] 10 is a flowchart showing a normal stage-only process performed in the main control circuit. [Figure 109] A figure showing a freeze lottery table during the normal stage. [Figure 110] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 111] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 112] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 113] 10 is a flowchart showing the common processing for normal ball output state performed in the main control circuit. [Figure 114] 10 is a flowchart showing a normal prescribed number of games counter update process performed in the main control circuit. [Figure 115] This is a diagram showing the lottery table for transitioning to high probability 1 with the normal number of plays. [Figure 116] This is a diagram showing the lottery table for transitioning to high probability 1 with the normal number of plays. [Figure 117] A diagram showing a ceiling fake preparation lottery table. [Figure 118] 10 is a flowchart showing ceiling-related processing performed in the main control circuit. [Figure 119] A figure showing a lottery table for lottery types when the ceiling is reached. [Figure 120] A figure showing a lottery table for lottery types when the ceiling is reached. [Figure 121] 10 is a flowchart showing point-related processing performed in the main control circuit. [Figure 122] FIG. 10 is a diagram showing a point acquisition lottery table. [Figure 123] FIG. 10 is a diagram showing a lottery table when points are reached. [Figure 124] 10 is a flowchart showing a process for lottery-determining the number of premonition games when a flag is drawn during the normal stage, which is performed in the main control circuit. [Figure 125]This is a flowchart showing the process of lottery for determining the number of premonition plays when a pseudo BIG promotion chance is won during the normal stage, which is performed in the main control circuit. [Figure 126] 10 is a flowchart showing a process for lottery-determining the number of premonition games when a chance stage is won during a normal stage, which is performed in the main control circuit. [Figure 127] (a) is a diagram showing the lottery table for the number of premonition plays when a pseudo BIG or promotion chance is won during the normal stage (when a point is reached). (b) is a diagram showing the lottery table for the number of premonition plays when a pseudo BIG or promotion chance is won during the normal stage (when a ceiling is reached). (c) is a diagram showing the lottery table for the number of premonition plays when a pseudo BIG or promotion chance is won during the normal stage (basic). [Figure 128] (d) is a diagram showing a lottery table for determining the number of premonition plays when a chance stage is won during the normal stage (when a point is reached). (e) is a diagram showing a lottery table for determining the number of premonition plays when a chance stage is won during the normal stage (basic). (f) is a diagram showing a lottery table for determining the number of premonition plays when a ceiling fake is won during the normal stage. [Figure 129] 10 is a flowchart showing the premonition game number counter management process for the normal stage performed in the main control circuit. [Figure 130] 10 is a flowchart showing a probability mode-related process performed in the main control circuit. [Figure 131] (a) is a diagram showing a high probability 2 transition lottery table (1). (b) is a diagram showing a high probability 2 transition lottery table (2). (c) is a diagram showing a high probability 2 transition lottery table (3). (d) is a diagram showing a high probability 2 drop lottery table. [Figure 132] 10 is a flowchart showing a promotion chance pre-processing performed in the main control circuit. [Figure 133] FIG. 10 is a diagram showing a promotion chance transition lottery table. [Figure 134] 10 is a flowchart showing a game start process for a chance stage performed in the main control circuit. [Figure 135] FIG. 10 is a diagram showing a chance stage guaranteed number of plays lottery table at the start of the chance stage. [Figure 136] This is a diagram showing the pseudo-BIG / promotion chance lottery table during the chance stage. [Figure 137] A diagram showing a lottery table for adding the number of plays during the chance stage. [Figure 138] 10 is a flowchart showing a process of lottery for determining the number of premonition games when a flag is drawn during a chance stage, which is performed in the main control circuit. [Figure 139] A figure showing a lottery table for determining the number of premonition games when a flag is drawn during a chance stage. [Figure 140] 10 is a flowchart showing a chance stage counter management process performed in the main control circuit. [Figure 141] 10 is a flowchart showing the processing performed in the main control circuit at the start of a promotion chance game. [Figure 142] FIG. 10 is a diagram showing a promotion chance mode lottery table. [Figure 143] FIG. 10 is a diagram showing a promotion chance mode lottery table. [Figure 144] FIG. 10 is a diagram showing a lottery table during promotion chances. [Figure 145] A figure showing the next pseudo-game lottery table. [Figure 146] This is a diagram showing a pseudo BIG promotion lottery table when the specified number of plays is played. [Figure 147] FIG. 10 is a diagram showing the current pseudo gaming lottery table. [Figure 148] FIG. 10 is a diagram showing the contents of a pseudo game. [Figure 149] FIG. 10 is a diagram showing the flow of the game during a promotion chance. [Figure 150] FIG. 10 is a diagram showing an example of the presentation when a pseudo-BIG is won in the first game of the promotion chance. [Figure 151] FIG. 10 is a diagram showing an example of a presentation when the pseudo BIG is not won in all of the first to fourth promotion chance games. [Figure 152] 10 is a flowchart showing the pseudo BIG game start processing performed in the main control circuit. [Figure 153] 10 is a flowchart showing a pseudo BIG start process performed in the main control circuit. [Fig. 154] A diagram showing a lottery table for consecutive win challenge at the start of pseudo BIG. [Figure 155] This is a diagram showing a lottery table for 1G consecutive wins during pseudo BIG. [Figure 156] 10 is a flowchart showing a pseudo BIG counter management process performed in the main control circuit. [Figure 157] 10 is a flowchart showing pseudo BIG end processing (1) performed in the main control circuit. [Figure 158] A figure showing a lottery table when the number of successful replies is insufficient. [Figure 159] 10 is a flowchart showing pseudo BIG end processing (2) performed in the main control circuit. [Figure 160] A figure showing the consecutive win challenge lottery table at the end of the final second pseudo BIG. [Figure 161] 10 is a flowchart showing the processing at the start of a pseudo-REG game performed in the main control circuit. [Figure 162] A diagram showing a consecutive win challenge lottery table at the start of pseudo-REG. [Figure 163] A diagram showing a 1G consecutive lottery table during pseudo REG. [Fig. 164] 10 is a flowchart showing a pseudo REG counter management process performed in the main control circuit. [Figure 165] 10 is a flowchart showing the processing performed in the main control circuit at the start of a consecutive game challenge game. [Figure 166] A figure showing a pseudo bonus lottery table at the start of a consecutive win challenge. [Figure 167] A figure showing a lottery table for determining the number of games at the start of a consecutive game challenge. [Figure 168] A diagram showing a lottery table during a consecutive win challenge. [Figure 169] A figure showing a lottery table for transitioning to normal mode at the end of a consecutive win challenge. [Figure 170]10 is a flowchart showing a counter management process for consecutive game challenges performed in the main control circuit. [Figure 171] FIG. 10 is a diagram showing a list of counters managed in the main control circuit. [Fig. 172] 4 is a flowchart showing AT-related processing performed in the main control circuit when the lever is on. [Fig. 173] 10 is a flowchart showing the AT-related processing performed in the main control circuit when the engine is completely stopped. [Fig. 174] FIG. 10 is a diagram showing an example of a presentation when a penalty occurs during a promotion chance. [Figure 175] FIG. 11 is a diagram illustrating an example of the configuration of a microprocessor of a main control board according to a fifth embodiment of the present invention. [Figure 176] FIG. 11 is a diagram illustrating the configuration of various registers included in a main CPU according to a fifth embodiment of the present invention. [Figure 177] FIG. 11 is a diagram showing a memory map of a microprocessor according to a fifth embodiment of the present invention. [Figure 178] FIG. 13 is a diagram for explaining an outline of external interrupt processing related to power interruption detection in the fifth embodiment of the present invention. [Figure 179] 13 is a flowchart showing main processing in a fifth embodiment of the present invention. [Figure 180] 13 is a flowchart showing a power-on process in a fifth embodiment of the present invention. [Figure 181] 13 is a flowchart showing a CRC check process (outside a used area) in the fifth embodiment of the present invention. [Figure 182] 13 is a flowchart showing a CRC calculation process (outside the used area) in the fifth embodiment of the present invention. [Figure 183] 13 is a flowchart showing a game return impossible error process (outside the use area) in the fifth embodiment of the present invention. [Figure 184] 13 is a flowchart showing a BB (special prize) number of plays check process, a transmission standby & RAM initialization process, and a designated RAM initialization process in the fifth embodiment of the present invention. [Figure 185] 13 is a flowchart showing a BB (special prize) number of plays check process, a transmission standby & RAM initialization process, and a designated RAM initialization process in the fifth embodiment of the present invention. [Figure 186] 13 is a flowchart showing an out-of-use area RAM initialization process (outside of the used area) and an out-of-use area RAM initialization process (continued) in a fifth embodiment of the present invention. [Figure 187] 13 is a flowchart showing a random number value acquisition process and an internal lottery process in the fifth embodiment of the present invention. [Figure 188] 13 is a flowchart showing a random number value acquisition process and an internal lottery process in the fifth embodiment of the present invention. [Figure 189] 13 is a flowchart showing interface 2 output processing (outside of the use area) and interface 2 output processing (continuation) in the fifth embodiment of the present invention. [Figure 190] 13 is a flowchart showing the process of determining an abnormality in the number of passing medals (outside the use area) in the fifth embodiment of the present invention. [Figure 191] 13 is a flowchart showing a medal payout / replay operation process, a settlement execution process, and a medal payout process in a fifth embodiment of the present invention. [Figure 192] 13 is a flowchart showing a medal payout / replay operation process, a settlement execution process, and a medal payout process in a fifth embodiment of the present invention. [Figure 193] 13 is a flowchart showing the process of counting the number of passing medals (outside the use area) in the fifth embodiment of the present invention. [Figure 194] 13 is a flowchart showing the role ratio monitor aggregation start process (outside the use area) in the fifth embodiment of the present invention. [Figure 195] 13 is a flowchart showing a periodic interrupt process in the fifth embodiment of the present invention. [Figure 196] 10 is a flowchart showing a test firing signal control process (outside the use range) in the fifth embodiment of the present invention. [Figure 197]13 is a flowchart showing an error detection process (outside the area of use) in the fifth embodiment of the present invention. [Figure 198] 13 is a flowchart showing a set value check process (outside the range of use) and a random number inspection process (outside the range of use) in the fifth embodiment of the present invention. [Figure 199] 13 is a flowchart showing a power interruption interruption process in the fifth embodiment of the present invention. [Figure 200] 13 is a flowchart showing a CRC generation process (outside a used area) in a fifth embodiment of the present invention. [Figure 201] 13 is a flowchart showing an out-of-use area error cause clearing process (outside the use area) in the fifth embodiment of the present invention. [Figure 202] FIG. 13 is a diagram for explaining a situation regarding designation of a call destination in CALLEX in the fifth embodiment of the present invention. [Figure 203] FIG. 13 is a diagram illustrating a process related to a CRC check of a main RAM in the fifth embodiment of the present invention. [Figure 204] 13 is a flowchart showing a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 205] FIG. 13 is a diagram for explaining a process related to a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 206] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 4-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 207] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 4-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 208] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 4-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 209] 13 is a flowchart showing a 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 210]FIG. 13 is a diagram for explaining a process related to a 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 211] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 2-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 212] FIG. 13 is a diagram for explaining a process related to a common process in which a lower address of a counter is used as an input parameter in the fifth embodiment of the present invention. [Figure 213] FIG. 13 is a diagram for explaining a process related to a common process in which a lower address of a counter is used as an input parameter in the fifth embodiment of the present invention. [Figure 214] FIG. 13 is a diagram for explaining a method for determining a clear start address of an out-of-use RAM area in a fifth embodiment of the present invention. [Figure 215] 13 is a flowchart showing a stop button input monitoring process in the fifth embodiment of the present invention. [Figure 216] 13 is a flowchart showing a common information backup generation process and a common information backup restoration process in the fifth embodiment of the present invention. [Figure 217] 13 is a flowchart showing common information restoration processing in the fifth embodiment of the present invention. [Figure 218] FIG. 13 is a diagram illustrating common processing in backup generation and backup restoration in the fifth embodiment of the present invention. [Figure 219] FIG. 10 is a block diagram showing the electrical configuration of a gaming machine equipped with a main control board according to a sixth embodiment of the present invention. [Figure 220] A figure showing an example of the configuration of a game information display unit, a medal count display unit, and a medal lending display unit provided in a gaming machine equipped with a main control board related to the sixth embodiment of the present invention. [Figure 221] FIG. 13 is a diagram showing an example of the configuration of a main control microprocessor and a medal count control microprocessor of a main control board according to a sixth embodiment of the present invention. [Figure 222] FIG. 13 is a schematic diagram illustrating an example of a circuit configuration of a main control board according to a sixth embodiment of the present invention. [Figure 223] This is a diagram to explain an example of the change in the difference in number of coins when multiple types of values are set as the initial value of the advantageous zone payout number counter. [Figure 224] This is a diagram to explain the case where the initial value of the advantageous zone payout number counter is set taking into account the average net increase in the number of coins per game in the AT state, which is part of the ball output performance of the gaming machine. [Figure 225] This is a diagram to explain specific examples 1 to 3 of whether or not the advantageous zone payout number counter is processed for each trigger. [Figure 226] 10A and 10B are diagrams for explaining an example of data (retained data) that is not subject to clearing for each trigger. [Figure 227] FIG. 10 is a diagram showing state transitions when settings are changed in the case of specific example 3. [Figure 228] This is a diagram to explain an example of updating the advantageous zone payout number counter before and after a setting change in relation to the ceiling number. [Figure 229] 10A and 10B are diagrams illustrating examples of notifications made in relation to a complete function. [Figure 230] 10 is a flowchart showing a complete function calculation process for updating CMP_MY and the like. [Figure 231] 10 is a flowchart for partially explaining the error processing, mainly the processing related to the operation of the complete function. [Figure 232] 10 is a flowchart illustrating a complete-related notification process for making various notifications based on CMP_MY. [Figure 233] FIG. 1 is a diagram showing a gaming system including a pachislot machine, a data display device placed on top of the pachislot machine, and a hall computer. [Figure 234] FIG. 4 is a diagram for explaining a lighting pattern of a lamp. [Figure 235] FIG. 10 is a diagram illustrating a model identification pattern. [Figure 236] 10 is a flowchart showing a lighting pattern detection process performed in the data display device. [Figure 237]10A and 10B are diagrams for explaining examples of displaying predetermined advantageous-related information and advance notices. [Figure 238] 10A and 10B are diagrams for explaining examples of displaying predetermined advantageous-related information and advance notices. [Figure 239] 10A and 10B are diagrams showing specific examples of when various notifications based on CMP_MY are made on a two-digit seven-segment LED. [Figure 240] 10A and 10B are diagrams illustrating examples of LEDs for making various notifications based on CMP_MY. [Figure 241] FIG. 10 is a diagram showing the transition flow of the gaming state between the bonus state and the non-bonus state of a pachislot machine in the second gaming machine according to this embodiment. [Figure 242] FIG. 10 is a diagram showing an example of a symbol arrangement table in the second gaming machine according to the present embodiment. [Figure 243] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second gaming machine according to the present embodiment. [Figure 244] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to the present embodiment. [Figure 245] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to the present embodiment. [Figure 246] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT2 in the second gaming machine according to the present embodiment. [Figure 247] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT2 in the second gaming machine according to the present embodiment. [Figure 248] FIG. 10 is a diagram showing an example of a correspondence table between winning combination numbers, winning combination names, and winning combination group numbers in the second gaming machine according to the present embodiment. [Figure 249] FIG. 10 is a diagram showing an example of a correspondence table between winning combination group numbers and winning combination group names in the second gaming machine according to the present embodiment. [Figure 250] FIG. 10 is a diagram showing an example of a table of winning combinations that can be won in the RT state (RT0 to RT2) in the second gaming machine according to the present embodiment. [Figure 251]FIG. 10 is a diagram showing an example of an internal lottery table in the second gaming machine according to the present embodiment. [Figure 252] A figure showing an example of notification of the order of pressing buttons using an instruction monitor in the second gaming machine of this embodiment. [Figure 253] FIG. 10 is a diagram showing an example of the payout (replay, BB, number of medals paid out) for the winning selection according to the RT state and the push order in the second gaming machine according to this embodiment. [Figure 254] FIG. 10 is a diagram showing an example of a scenario group lottery table in the second gaming machine according to the present embodiment. [Figure 255] A figure showing an example of a scenario lottery table for scenario group A in the second gaming machine of this embodiment. [Figure 256] A figure showing an example of a scenario lottery table for scenario group B in the second gaming machine of this embodiment. [Figure 257] FIG. 10 is a diagram showing an example of a scenario rewrite lottery table in the second gaming machine according to the present embodiment. [Figure 258] A figure showing an example of a high probability 1 MAP position lottery table in the second gaming machine of this embodiment. [Figure 259] A figure showing an example of a high probability 2 MAP position lottery table in the second gaming machine of this embodiment. [Figure 260] FIG. 10 is a diagram showing an example of a GSB consecutive rank lottery table in the second gaming machine according to the present embodiment. [Figure 261] A figure showing an example of a TS type 0_premonition transition lottery table for low probability in the second gaming machine of this embodiment. [Figure 262] A figure showing an example of a TS type 0_premonition transition lottery table for high probability 1 in the second gaming machine of this embodiment. [Figure 263] A figure showing an example of a TS type 0_premonition transition lottery table for high probability 2 in the second gaming machine of this embodiment. [Figure 264] A figure showing an example of a TS type 0_premonition transition lottery table for the ceiling in the second gaming machine of this embodiment. [Figure 265] A figure showing an example of an initial AT level lottery table in the second gaming machine of this embodiment. [Figure 266] A figure showing an example of an AT level promotion lottery table in the second gaming machine of this embodiment. [Figure 267] FIG. 10 is a diagram showing an example of a premonition game number lottery table in the second gaming machine according to the present embodiment. [Figure 268] FIG. 10 is a diagram showing an example of a RUSH promotion lottery table in the second gaming machine according to the present embodiment. [Figure 269] FIG. 10 is a diagram showing an example of a RUSH start navigation count lottery table in the second gaming machine according to the present embodiment. [Figure 270] FIG. 10 is a diagram showing an example of a RUSH_RUSH pseudo-BNS lottery table in the second gaming machine according to the present embodiment. [Fig. 271] A figure showing an example of a pseudo-BNS lottery table during pseudo-BNS end_RUSH in the second gaming machine according to this embodiment. [Fig. 272] FIG. 10 is a diagram showing an example of a RUSH burst BC rewrite lottery table in the second gaming machine according to the present embodiment. [Fig. 273] FIG. 10 is a diagram showing an example of a compensation mode shift lottery table in the second gaming machine according to the present embodiment. [Fig. 274] A figure showing an example of an AT level promotion lottery table during compensation mode in the second gaming machine of this embodiment. [Figure 275] FIG. 10 is a diagram showing an example of a navigation count lottery table in a compensation mode in the second gaming machine according to the present embodiment. [Figure 276] FIG. 10 is a diagram showing an example of a specified cherry rewrite lottery table in the second gaming machine according to the present embodiment. [Figure 277] FIG. 10 is a diagram showing an example of a scenario-related data table in the second gaming machine according to the present embodiment. [Fig. 278] A figure showing an example of a TY value_addition 1 data table in the second gaming machine of this embodiment. [Figure 279] A figure showing an example of a TY value_addition 2 data table in the second gaming machine of this embodiment. [Figure 280] A figure showing an example of a non-AT compensation point data table in the second gaming machine of this embodiment. [Figure 281] A figure showing an example of an AT compensation point data table in the second gaming machine of this embodiment. [Figure 282] FIG. 10 is a diagram showing an example of a no-instruction premonition point number data table in the second gaming machine according to the present embodiment. [Figure 283] FIG. 10 is a diagram showing an example of an instruction T time_premonition point number data table in the second gaming machine according to the present embodiment. [Fig. 284] FIG. 10 is a diagram showing a transition flow of a gaming state taking into consideration notification of a pachislot in the second gaming machine according to the embodiment. [Figure 285] FIG. 13 is a perspective view showing the configuration of a coaxial cable used in a gaming machine according to a seventh embodiment of the present invention. [Figure 286] FIG. 286 is a cross-sectional view of the coaxial cable of FIG. 285. [Figure 287] This is a diagram for comparing the resistance to electromagnetic noise of the coaxial cable in Figure 285 with the resistance to electromagnetic noise of a discrete cable. [Figure 288] FIG. 13 is a schematic diagram showing the appearance of one cable assembly (harness) used in the gaming machine according to the seventh embodiment. [Figure 289] 13(a) is a schematic plan view of another cable assembly used in the gaming machine according to the seventh embodiment, and FIG. 13(b) is a schematic cross-sectional view of the cable assembly of FIG. [Figure 290] (a) is an oblique view of an all-fine-coaxial type cable subassembly having the coaxial cable of Figure 285 as a component, (b) is an oblique view of a cable subassembly with mixed fine-coaxial / discrete cable wiring, and (c) is an oblique view of a ground finger type cable subassembly. [Figure 291] FIG. 2 is a diagram showing the resolution, number of pixels, and aspect ratio of a display device. [Figure 292] FIG. 1 is a diagram illustrating an outline of a state in which a fine-coaxial cable is twisted. [Figure 293] FIG. 10 is a rear perspective view of the front door showing an example of connection between components using a cable assembly (harness) including at least a thin coaxial cable. [Fig. 294] FIG. 1 is a diagram showing a first state of a cable assembly (harness) when components are connected using a cable assembly (harness) including at least a thin coaxial cable. [Figure 295] FIG. 10 is a diagram showing a second state of the cable assembly (harness) when components are connected using the cable assembly (harness) including at least the thin coaxial cable. [Figure 296] FIG. 10 is a diagram showing a third state of the cable assembly (harness) when components are connected using the cable assembly (harness) including at least the thin coaxial cable. [Figure 297] A conceptual diagram of a medalless gaming machine and a sandwich. [Figure 298] Conceptual diagram of a managed gaming machine and a sandbox. [Figure 299] Conceptual diagram of the operation base (specification example 1). [Figure 300] Conceptual diagram of the area around the medal count display unit (specification example 1). [Figure 301] Conceptual diagram of a cross section near the medal count display unit (specification example 1). [Figure 302] Overall image of the gaming machine (specification example 2). [Figure 303] Conceptual diagram of the operation base (specification example 2). [Figure 304] Conceptual diagram of the area around the medal count display unit (specification example 2). [Figure 305] Conceptual diagram of a cross section near the medal count display unit (specification example 2). [Figure 306] Overall image of the gaming machine (specification example 3). [Figure 307]Conceptual diagram of the area around the medal count display unit (specification example 3). [Figure 308] Conceptual diagram of a cross section near the medal count display unit (specification example 3). [Figure 309] An example of the specifications for the credit addition sound (loan sound) of a medalless gaming machine. [Figure 310] An example of the specifications for the sound that counts one coin for a medalless gaming machine (sound of transferring one coin from gaming machine to Sand). [Figure 311] An example of the specifications for the long press counting sound of a medalless gaming machine (sound transferred from gaming machine to Sand all at once). [Figure 312] The counting completion sound and off-edge sound of the counting button on a medalless gaming machine. [Figure 313] Example A of sound effects for adding and counting balls on a managed gaming machine (pachinko machine). [Figure 314] Example 1 of credit addition specifications at the time of lending. [Figure 315] FIG. 13 is a perspective view showing the external structure of the gaming machine according to the eighth embodiment. [Figure 316] FIG. 13 is a side view of the gaming machine according to the eighth embodiment. [Figure 317] FIG. 13 is an exploded perspective view of the gaming machine according to the eighth embodiment. [Figure 318] FIG. 13 is a front view of the gaming machine according to the eighth embodiment, showing the state in which the mask for the second mode is connected to the cabinet. [Figure 319] FIG. 13 is a side view showing the state in which the mask for the second mode is connected to the cabinet in the gaming machine according to the eighth embodiment. [Figure 320] FIG. 13 is an exploded oblique view of the upper mask in the gaming machine according to the eighth embodiment. [Figure 321] 13 is an oblique view of the lower mask in the gaming machine according to the eighth embodiment, seen from the front side. FIG. [Figure 322] 13 is an oblique view of the lower mask in the gaming machine according to the eighth embodiment, seen from the rear side. FIG. [Figure 323] FIG. 13 is a side view of the lower mask in the gaming machine according to the eighth embodiment. [Figure 324] FIG. 13 is a perspective view of an operation unit in the gaming machine according to the eighth embodiment. [Figure 325] FIG. 13 is a perspective view of a start lever device in the gaming machine according to the eighth embodiment. [Figure 326] FIG. 13 is an exploded perspective view of a start lever device in the gaming machine according to the eighth embodiment. [Figure 327] FIG. 13 is an oblique view of the start lever in the gaming machine according to the eighth embodiment, seen from the rear side. [Figure 328] 13 is an exploded perspective view of a light guide base in a gaming machine according to an eighth embodiment, seen from the front. FIG. [Figure 329] 13 is an exploded perspective view of the light guide base in the gaming machine according to the eighth embodiment, seen from behind. FIG. [Figure 330] FIG. 13 is an exploded perspective view of a lever support base in the gaming machine according to the eighth embodiment. [Figure 331] 13 is a cross-sectional view illustrating the operation of the start lever device in the gaming machine according to the eighth embodiment. FIG. [Figure 332] FIG. 13 is a cross-sectional view illustrating light incident on the start lever in a non-operated state in the gaming machine according to the eighth embodiment. [Figure 333] FIG. 13 is a cross-sectional view illustrating light incident on the start lever in the operating state in the gaming machine according to the eighth embodiment. [Figure 334] FIG. 13 is a perspective view of an operation unit in a first modified example of the gaming machine according to the eighth embodiment. [Figure 335] FIG. 10 is a perspective view of a start lever device according to a first modified example. [Figure 336] 13 is an oblique view of the lower mask in a second modified example of the gaming machine according to the eighth embodiment, seen from the front side. FIG. [Figure 337] FIG. 10 is a perspective view of a tray in a second modified example. [Figure 338] FIG. 10 is an exploded perspective view of a tray according to a second modified example. [Figure 339] FIG. 10 is a perspective view of the lower mask showing a state in which the tray is placed at a retracted position in a second modified example. [Figure 340] FIG. 10 is a side view of the operation section unit in the second modified example. [Figure 341]FIG. 10 is a diagram illustrating the configuration of a volume operation section in a second modified example. [Figure 342] FIG. 11 is a perspective view of a stop button operation assisting member in a second modified example. [Figure 343] FIG. 11 is an exploded perspective view of a stop button operation assisting member in a second modified example. [Figure 344] FIG. 11 is a perspective view of the operation section unit showing a state in which the stop button operation auxiliary member in the second modified example has been rotated from the use position. [Figure 345] 10A and 10B are explanatory diagrams illustrating the operation of the stop button operation assisting member in the second modified example. [Figure 346] 10A and 10B are explanatory views illustrating the operation of another example of the stop button operation assisting member in the second modified example. [Figure 347] FIG. 13 is a schematic diagram showing the configuration of an operation unit in a third modified example of the gaming machine according to the eighth embodiment. [Figure 348] FIG. 10 is a front view showing a main board case that houses a main control board according to another example, attached to a cabinet. [Figure 349] FIG. 10 is a perspective view showing a state in which a main board case accommodating a main control board according to another example has been removed from a cabinet. [Figure 350] FIG. 10 is a plan view showing the mounting surface of a main control board according to another example. [Figure 351] FIG. 10 is an exploded perspective view of a main board case according to another example. [Figure 352] FIG. 10 is a perspective view of an upper case of a main board case according to another example. [Figure 353] FIG. 10 is a plan view showing the inside of the upper case of a main board case according to another example. [Figure 354] FIG. 10 is a view showing the right side of the upper case of a main board case according to another example. [Figure 355] FIG. 10 is a view showing the left side surface of the upper case of a main board case according to another example. [Figure 356] FIG. 10 is a plan view showing a main board case accommodating a main control board according to another example. [Figure 357] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 358] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 359] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 360] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 361] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 362] 10A and 10B are diagrams illustrating a sealing operation of a main board case according to another example. [Figure 363] FIG. 10 is an exploded perspective view of a lower door mechanism according to another example. [Figure 364] FIG. 10 is a front view of a decorative unit according to another example. [Figure 365] FIG. 10 is a diagram showing the rear side of a decorative unit according to another example. [Figure 366] FIG. 10 is a view showing the rear side of a lower door body according to another example. [Figure 367] 10 is an explanatory diagram showing a state in which a slide member is attached to the rear surface of a lower door body according to another example, as viewed from the rear surface side. FIG. [Figure 368] 10 is an explanatory diagram showing a state in which a slide member is attached to the rear surface of a lower door body according to another example, as viewed from the front surface side. FIG. [Figure 369] FIG. 10 is a perspective view of a first slide member according to another example. [Figure 370] FIG. 10 is an exploded perspective view of a first slide member according to another example. [Figure 371] FIG. 10 is a bottom view of a first member of a first slide member according to another example. [Figure 372] FIG. 10 is a front view of a second slide member according to another example. [Figure 373] FIG. 10 is a perspective view of a third slide member according to another example. [Figure 374] FIG. 10 is a front view of a fourth slide member according to another example. [Figure 375] FIG. 10 is a view showing the rear side of a lower door mechanism according to another example. [Figure 376] 10 is a diagram illustrating the state in which the upper hook portion of the decorative unit according to another example is inserted into the upper hook through-hole of the lower door body. FIG. [Figure 377] 10 is a diagram illustrating the state in which the upper hook portion of the decorative unit according to another example is engaged with the upper hook receiving portion of the first slide member. FIG. [Figure 378] 10 is a diagram illustrating a state in which the lower hook portion of the decorative unit according to the modified example is inserted into the lower hook through-hole of the lower door body. FIG. [Figure 379] 10 is a diagram illustrating the state in which the lower hook portion of the decorative unit according to another example is engaged with the lower hook receiving portion of the third slide member. FIG. [Figure 380] FIG. 10 is a diagram showing an example of the operation of a movable prop. [Figure 381] A figure showing an example of the initial operation of a movable device of the gaming machine related to the 10th embodiment. [Figure 382] A figure showing another example of a movable prop. [Figure 383] A figure showing examples of voice patterns according to navigation customization in the gaming machine of the 10th embodiment. [Figure 384] FIG. 20 is a diagram illustrating the operation volume when entering a password in the gaming machine according to the tenth embodiment. [Figure 385] FIG. 10 illustrates basic lamp control for the stop button. [Figure 386] A diagram showing the flow of play in a chance zone where a freeze may occur. [Figure 387] FIG. 22 is a diagram showing the lamp control of the stop button when a freeze occurs in the gaming machine according to the tenth embodiment. [Figure 388] FIG. 22 is a diagram showing the lamp control of the stop button when a freeze occurs in the gaming machine according to the tenth embodiment. [Figure 389] FIG. 20 is a diagram illustrating the display control of the volume and other adjustment screen in the gaming machine according to the tenth embodiment. [Figure 390] A diagram showing the shape of a lower tray in a medal-less gaming machine according to a tenth embodiment. [Figure 391] A diagram showing the shape of a lower tray in a medal-less gaming machine according to a tenth embodiment. [Figure 392]FIG. 22 is a diagram showing an example of cable wiring in the gaming machine according to the tenth embodiment. [Figure 393] FIG. 22 is a diagram showing an example of cable wiring in the gaming machine according to the tenth embodiment. [Figure 394] FIG. 23 is a diagram showing a symbol arrangement table of the gaming machine according to the eleventh embodiment. [Figure 395] FIG. 23 is a diagram showing an internal lottery table (non-bonus state: configuration example 1) of the gaming machine according to the eleventh embodiment. [Figure 396] FIG. 23 is a diagram showing an internal lottery table (bonus state: configuration example 1) of the gaming machine according to the eleventh embodiment. [Figure 397] FIG. 23 is a diagram showing an internal lottery table (bonus state: configuration example 2) of the gaming machine according to the eleventh embodiment. [Figure 398] FIG. 23 is a diagram showing an internal lottery table (bonus state: configuration example 3) of the gaming machine according to the eleventh embodiment. [Figure 399] FIG. 20 is a diagram illustrating the bonus state (configuration example 3) of the gaming machine according to the 11th embodiment. [Figure 400] This is a diagram explaining example 1 of the bonus probability change specification according to the RT state. [Figure 401] This is a diagram explaining example 2 of the bonus probability change specification according to the RT state. [Figure 402] This is a diagram explaining example 3 of the bonus probability change specification according to the RT state. [Figure 403] This is a diagram explaining example 4 of the bonus probability change specification according to the RT state. [Figure 404] This is a diagram explaining example 5 of the bonus probability change specification according to the RT state. [Figure 405] This is a diagram explaining example 6 of the bonus probability change specification according to the RT state. [Figure 406] This is a diagram explaining example 7 of the bonus probability change specification according to the RT state. [Figure 407] This is a diagram explaining example 8 of the bonus probability change specification according to the RT state. [Figure 408] FIG. 23 is a diagram showing an internal lottery table (non-bonus state: configuration example 2) of the gaming machine according to the eleventh embodiment. [Figure 409] This is a diagram explaining example 9 of the bonus probability change specification according to the RT state. [Figure 410] This is a diagram explaining example 10 of the bonus probability change specification according to the RT state. [Figure 411] This is a diagram explaining example 11 of the bonus probability change specification according to the RT state. [Figure 412] This is a diagram explaining example 12 of the bonus probability change specification according to the RT state. [Figure 413] This is a diagram explaining example 13 of the bonus probability change specification according to the RT state. [Figure 414] This is a diagram explaining example 14 of the bonus probability change specification according to the RT state. [Figure 415] This figure shows an internal lottery table (non-bonus state: conventional example), an internal lottery table of a gaming machine related to the 11th embodiment (variant example) (non-bonus state: configuration example 3), and an internal lottery table of a gaming machine related to the 11th embodiment (variant example) (non-bonus state: configuration example 4). [Figure 416] FIG. 10 is a diagram illustrating a conventional example of providing an advantage after the bonus ends. [Figure 417] FIG. 10 is a diagram illustrating variant 1, which provides an advantage after the bonus ends. [Figure 418] FIG. 10 is a diagram illustrating a second modification that provides an advantage after the bonus ends. [Fig. 419] FIG. 10 is a diagram illustrating a comparison between a conventional example and a modified example that provides an advantage after the bonus ends. [Figure 420] FIG. 10 is a diagram illustrating a modified example 3 (another example) that provides an advantage after the bonus ends. [Figure 421] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 422] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 423] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 424] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 425]FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 426] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 427] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 428] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 429] FIG. 10 is a diagram illustrating performance control by main counter correction. [Fig. 430] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 431] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 432] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 433] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Fig. 434] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 435] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 436] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 437] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 438] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 439] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Fig. 440] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 441] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 442] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 443] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 444] A figure showing an example of a color notification effect lottery table for the gaming machine of this embodiment. [Figure 445]10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 446] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 447] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 448] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 449] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 450] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 451] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 452] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 453] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 454] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 455] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 456] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 457] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 458] FIG. 10 is a diagram illustrating the control of the display of a game method. [Fig. 459] FIG. 10 is a diagram illustrating the control of the display of a game method. [Fig. 460] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 461] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 462] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 463] FIG. 10 is a diagram illustrating the control of the display of a game method. [Fig. 464] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 465] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 466]FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 467] FIG. 10 is a diagram illustrating the control of the display of a game method. [Fig. 468] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 469] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 470] FIG. 2 is a diagram showing the configuration of a sub-control unit and the like provided in the gaming machine according to one embodiment of the present invention. [Figure 471] FIG. 2 is a diagram for explaining how each process is started when the power is turned on. [Figure 472] FIG. 2 is a diagram illustrating the relationship between each process and a shared memory. [Fig. 473] FIG. 1 is a diagram illustrating a data transmission / reception method in a shared memory. [Fig. 474] FIG. 1 is a diagram showing a basic processing flow regarding a sound process. [Figure 475] FIG. 10 is a diagram showing an example of data in a shared memory related to the processing of a sound process. [Figure 476] 10 is a flowchart showing the processing flow of a sound thread of a sound process. [Figure 477] 10 is a flowchart showing the processing flow of an inter-process communication thread of a sound process. [Figure 478] 10 is a flowchart showing the flow of processing of a periodic thread of a sound process. [Figure 479] FIG. 1 is a diagram showing a basic processing flow for a ramp process. [Figure 480] FIG. 10 is a diagram illustrating an example of data in a shared memory related to processing of a lamp process. [Figure 481] 10 is a flowchart showing the flow of processing of a ramp thread of a ramp process. [Figure 482] 10 is a flowchart showing the processing flow of an inter-process communication thread of a lamp process. [Figure 483] 10 is a flowchart showing the flow of processing of a periodic thread of a lamp process. [Figure 484] FIG. 1 is a diagram showing a basic processing flow relating to a graphics process. [Figure 485] FIG. 10 is a diagram illustrating an example of data in a shared memory related to the processing of a graphics process. [Figure 486] 10 is a flowchart showing the processing flow of a graphics thread of a graphics process. [Figure 487] 10 is a flowchart showing the processing flow of a file cache thread of a graphics process. [Figure 488] 10 is a flowchart showing the processing flow of an inter-process communication thread of a graphics process. [Figure 489] 10 is a flowchart showing the flow of processing of a periodic thread of a graphics process. [Fig. 490] 10 is a flowchart showing the processing flow of a feature thread of a graphics process. [Figure 491] FIG. 10 is a diagram showing a basic processing flow related to a master process. [Fig. 492] 10 is a flowchart showing the flow of processing of a master thread of a master process. [Figure 493] 10 is a flowchart showing the processing flow of an inter-process communication thread of a master process. [Figure 494] 10 is a flowchart showing the flow of processing of a periodic thread of a master process. [Figure 495] 10 is a flowchart showing the processing flow of a main board thread of a master process. [Figure 496] 10 is a flowchart showing the processing flow of a peripheral thread of a master process. [Figure 497] FIG. 1 is a diagram illustrating the time-series processing of CPU processing, GPU (VPU) processing, and display processing in a graphics process. [Figure 498] FIG. 1 is a diagram illustrating the time-series processing of CPU processing, GPU (VPU) processing, and display processing in a graphics process. [Figure 499] FIG. 1 is a diagram for explaining an overview of blending processing in a graphic process. [Figure 500] 10 is a flowchart illustrating the flow of a file decompression process in a graphics thread. [Figure 501] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Figure 502] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Figure 503] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Figure 504] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Figure 505] FIG. 2 is a diagram showing the configuration of a sub-control unit and the like provided in the gaming machine according to one embodiment of the present [Figure 506] FIG. 2 is a diagram for explaining how each process is started when the power is turned on. [Figure 507] FIG. 2 is a diagram illustrating the relationship between each process and a shared memory. [Figure 508] FIG. 1 is a diagram illustrating a data transmission / reception method in a shared memory. [Figure 509] FIG. 1 is a diagram for explaining the concept of the invention in this embodiment. [Figure 510] FIG. 1 is a diagram for explaining the concept of the invention in this embodiment. [Figure 511] FIG. 1 is a diagram for explaining the concept of the invention in this embodiment. [Figure 512] FIG. 1 is a diagram showing a basic processing flow regarding a sound process. [Figure 513] FIG. 10 is a diagram showing an example of data in a shared memory related to the processing of a sound process. [Figure 514] 10 is a flowchart showing the processing flow of a sound thread of a sound process. [Figure 515] 10 is a flowchart showing the processing flow of an inter-process communication thread of a sound process. [Figure 516] 10 is a flowchart showing the flow of request analysis processing <sound> in an inter-process communication thread of a sound process. [Figure 517] 10 is a flowchart showing the flow of processing of a periodic thread of a sound process. [Figure 518] FIG. 1 is a diagram showing a basic processing flow for a ramp process. [Figure 519] FIG. 10 is a diagram illustrating an example of data in a shared memory related to processing of a lamp process. [Figure 520] 10 is a flowchart showing the flow of processing of a ramp thread of a ramp process. [Figure 521] 10 is a flowchart showing the processing flow of an inter-process communication thread of a lamp process. [Figure 522] 10 is a flowchart showing the flow of a request analysis process <LAMP> in an inter-process communication thread of a LAMP process. [Figure 523] 10 is a flowchart showing the flow of processing of a periodic thread of a lamp process. [Figure 524] FIG. 1 is a diagram showing a basic processing flow relating to a graphics process. [Figure 525] FIG. 10 is a diagram illustrating an example of data in a shared memory related to the processing of a graphics process. [Figure 526] 10 is a flowchart showing the processing flow of a graphics thread of a graphics process. [Figure 527] 10 is a flowchart showing the flow of file cache processing in a graphics thread of a graphics process. [Figure 528] 10 is a flowchart showing the processing flow of an inter-process communication thread of a graphics process. [Figure 529] 10 is a flowchart showing the flow of processing of a periodic thread of a graphics process. [Fig. 530] 10 is a flowchart showing the processing flow of a feature thread of a graphics process. [Figure 531] 10 is a flowchart showing the flow of a performance object update process being executed in a graphics thread of a graphics process. [Fig. 532] 10 is a flowchart showing the flow of a request analysis process in a graphics thread of a graphics process. [Figure 533] FIG. 10 is a diagram showing a basic processing flow related to a master process. [Fig. 534] 10 is a flowchart showing the flow of processing of a master thread of a master process. [Fig. 535] 10 is a flowchart showing the processing flow of an inter-process communication thread of a master process. [Fig. 536] 10 is a flowchart showing the flow of processing of a periodic thread of a master process. [Figure 537] 10 is a flowchart showing the processing flow of a main board thread of a master process. [Figure 538] 10 is a flowchart showing the processing flow of a peripheral thread of a master process. [Fig. 539] FIG. 1 is a diagram illustrating the time-series processing of CPU processing, GPU (VPU) processing, and display processing in a graphics process. [Fig. 540] FIG. 1 is a diagram illustrating the time-series processing of CPU processing, GPU (VPU) processing, and display processing in a graphics process. [Figure 541] FIG. 1 is a diagram for explaining an overview of blending processing in a graphic process. [Fig. 542] 10 is a flowchart illustrating the flow of a file decompression process in a graphics thread. [Figure 543] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Fig. 544] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Figure 545] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Figure 546] FIG. 10 is a diagram showing an example of data referenced and used in a sound process. [Figure 547] 1A is a perspective view of a lenticular sheet, and FIG. 1B is a schematic diagram for explaining pixels for the left eye and pixels for the right eye. [Figure 548] 10 is a flowchart showing an example of drawing processing in a pachislot machine according to one embodiment of the present invention. [Fig. 549] 3A to 3C are schematic diagrams showing images generated or used in the course of drawing processing. [Fig. 550] 3A to 3C are schematic diagrams showing images generated or used in the course of drawing processing. [Figure 551] 3A to 3C are schematic diagrams showing images generated or used in the course of drawing processing. [Figure 552] 3A to 3C are schematic diagrams showing images generated or used in the course of drawing processing. [Figure 553] 10 is a flowchart showing an example of drawing control processing in a pachislot machine according to one embodiment of the present invention. [Figure 554] 10 is a flowchart showing an example of animation control main processing in a pachislot machine according to one embodiment of the present invention. [Figure 555] 10 is a flowchart showing an example of scaling and compositing processing in a pachislot machine according to one embodiment of the present invention. [Figure 556] 1A and 1B are schematic diagrams showing images generated or used in the process of scaling and combining processing. [Figure 557] 1A and 1B are schematic diagrams showing images generated or used in the process of scaling and combining processing. [Figure 558] 1 is a schematic diagram showing the process of generating a composite image in a pachislot machine according to one embodiment of the present invention. [Figure 559] 1 is a schematic diagram showing the process of generating a composite image in a pachislot machine according to one embodiment of the present invention. [Fig. 560] 1 is a schematic diagram showing the process of generating a composite image in a pachislot machine according to one embodiment of the present invention. [Fig. 561] 1 is a schematic diagram showing the process of generating a composite image in a pachislot machine according to one embodiment of the present invention. [Fig. 562] 10 is a flowchart showing an example of drawing control processing in a pachislot machine according to one embodiment of the present invention. [Fig. 563] 10 is a flowchart showing an example of timer interrupt processing in a pachislot machine according to one embodiment of the present invention. [Fig. 564] 10 is a flowchart showing an example of 3D switching determination processing in a pachislot machine according to one embodiment of the present invention. [Figure 565] 10 is a flowchart showing an example of a drawing request generation process in a pachislot machine according to one embodiment of the present invention. [Fig. 566] 10 is a flowchart showing an example of a 3D switching determination process in a pachinko machine according to one embodiment of the present invention. [Fig. 567] 10 is a flowchart showing an example of a timer interrupt process in a pachinko machine according to one embodiment of the present invention. [Fig. 568] 10 is a flowchart showing an example of a 3D switching determination process in a pachinko machine according to one embodiment of the present invention. [Fig. 569] 10 is a flowchart showing an example of a 3D switching pending process in a pachinko machine according to one embodiment of the present invention. [Fig. 570] 10 is a flowchart showing an example of a display mode determination process in a pachinko machine according to one embodiment of the present invention. [Figure 571] 10 is a flowchart showing an example of a 3D display initial setting process in a pachinko machine according to one embodiment of the present invention. [Figure 572] 10 is a flowchart showing an example of a drawing control process in a pachinko machine according to one embodiment of the present invention. [Figure 573] 10 is a flowchart showing an example of a 3D display initial setting process in a pachinko machine according to one embodiment of the present invention. [Figure 574] FIG. 10 is a schematic diagram for explaining a case where four viewpoints are assumed in stereoscopic viewing. [Figure 575] FIG. 10 is a schematic diagram for explaining a case where four viewpoints are assumed in stereoscopic viewing. [Fig. 576] A schematic diagram showing the external structure of the gaming machine related to the 17th embodiment. [Figure 577] A diagram showing the configuration of a sub-control unit etc. provided in the gaming machine according to the 17th embodiment. [Figure 578] FIG. 2 is a schematic diagram for explaining the positional relationship between a liquid crystal display panel and a lenticular sheet. [Figure 579] 1(a) is a perspective view of a lenticular sheet, and FIG. 1(b) is a schematic diagram for explaining the structure of cylindrical lenses. [Fig. 580] 10 is a flowchart showing a line-of-sight detection device data generation and output process performed in the line-of-sight detection device. [Figure 581] 1A is a diagram showing an example of an image after eye detection, FIG. 1B is a diagram showing an example of a mask image, and FIG. 1C is a schematic diagram for explaining the mask image. [Fig. 582] FIG. 2 is a diagram showing a coordinate system used in line-of-sight detection. [Fig. 583] 10 is a flowchart showing an eye tracking process performed on the sub-control board. [Fig. 584] FIG. 10 is a diagram showing an example of an image displayed on the main display device. [Figure 585] FIG. 10 is a diagram showing an example of an image displayed on the main display device. [Fig. 586] 10 is a flowchart showing an input line-of-sight coordinate generation process performed on the sub-control board. [Figure 587] FIG. 10 is a diagram for explaining an effective coordinate area set in personal calibration. [Figure 588] FIG. 10 is a conceptual diagram showing a method for calculating an affine transformation matrix. [Figure 589] 10 is a flowchart showing a correction reflection process performed in the sub-control board. [Fig. 590] FIG. 10 is a diagram illustrating an affine transformation region. [Fig. 591] FIG. 2 is a diagram showing the installation location of a line-of-sight detection camera. [Fig. 592] FIG. 2 is a diagram for explaining an installation mode of a line-of-sight detection camera. [Fig. 593] FIG. 10 is a diagram showing the detectable range when only a left-gaze detection camera is installed without installing a right-gaze detection camera. [Fig. 594] FIG. 2 is a schematic diagram showing a calibration area. [Fig. 595] 10 is a flowchart showing a 3D display drawing process performed on the sub-control board. [Fig. 596] 10A to 10C are diagrams for explaining a specific example of the rendering process for 3D display. [Figure 597] FIG. 10 illustrates an example of an image rendered at each subpixel. [Fig. 598] FIG. 10 is a diagram illustrating an initial setting in asynchronous serial communication. [Figure 599] FIG. 10 is a diagram showing patterns that can be set as the length of communication data. [Figure 600] FIG. 2 is a conceptual diagram showing the flow of communication data. [Figure 601] This is a diagram showing the time series of characters being sent sequentially from the sub-sub to the sub-control board. [Figure 602] This is a diagram showing the time series of characters being sent sequentially from the sub-sub to the sub-control board. [Figure 603] This is a diagram showing the time series of characters being sent sequentially from the sub-sub to the sub-control board. [Figure 604] This is a diagram showing the time series of characters being sent sequentially from the sub-sub to the sub-control board. [Figure 605] 10 is a flowchart showing a processing flow of a power-on sequence. [Figure 606] 10 is a flowchart showing the flow of processing in an error detection thread. [Figure 607] FIG. 10 is a conceptual diagram showing an example of a data image (reduced version) displayed on the main display device. [Figure 608] FIG. 10 is a conceptual diagram showing an example of a data image (enlarged version) displayed on the main display device. [Figure 609] FIG. 10 is a diagram for explaining display items of a data image (reduced version). [Figure 610] FIG. 10 is a diagram for explaining display items of a data image (enlarged version). [Figure 611] FIG. 10 is a conceptual diagram comparing a data area (reduced version) and a data area (enlarged version). [Figure 612] FIG. 10 is a diagram illustrating a delay in cursor display. [Figure 613] FIG. 10 is a diagram for explaining a group of diffusion targets for presentation purposes. [Figure 614] FIG. 10 is a diagram for explaining a diffusion target for presentation purposes. [Figure 615] FIG. 10 is a diagram for explaining a diffusion target for presentation purposes. [Figure 616] FIG. 10 is a diagram illustrating the movement range of the diffusion target for effect. [Figure 617] 10 is a diagram for explaining the relationship between the movement range of the diffusion target for performance and the liquid crystal display panel. FIG. [Figure 618] 10 is a diagram for explaining the relationship between the movement range of the diffusion target for performance and the liquid crystal display panel. FIG. [Figure 619] FIG. 10 is a diagram showing an example of an icon of interest effect. [Figure 620] A figure showing an example of added effect A. [Figure 621] A figure showing an example of added effect B. [Figure 622] A figure showing an example of added effect B. [Figure 623] A figure showing an example of added effect C. [Figure 624] A figure showing an example of added effect C. [Figure 625] A figure showing an example of added effect D. [Figure 626] FIG. 10 is a diagram illustrating an example of an information display presentation. [Figure 627]FIG. 10 is a diagram illustrating an example of a diffused target blinking effect. [Figure 628] FIG. 10 is a diagram illustrating an example of a diffused target blinking effect. [Figure 629] FIG. 10 is a diagram illustrating an example of a diffused target blinking effect. [Figure 630] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 631] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 632] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 633] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 634] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 635] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 636] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 637] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 638] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 639] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 640] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 641] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 642] 1 is an example of a front view showing the appearance of a game board unit of a pachinko game machine. [Figure 643] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 644] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 645] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 646] FIG. 10 is a diagram illustrating an example of a caption display effect. [Figure 647] This is a diagram to explain an example of a push order navigation presentation. [Figure 648] This is a diagram to explain an example of a push order navigation presentation. [Figure 649] This is a diagram to explain an example of a push order navigation presentation. [Figure 650] This is a diagram to explain an example of a push order navigation presentation. [Figure 651] This is a diagram to explain an example of a push order navigation presentation. [Figure 652] This is a diagram to explain an example of a push order navigation presentation. [Figure 653] This is a diagram to explain an example of a push order navigation presentation. [Figure 654] This is a diagram to explain an example of a push order navigation presentation. [Figure 655] This is a diagram to explain an example of a push order navigation presentation. [Figure 656] This is a diagram to explain an example of a push order navigation presentation. [Figure 657] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 658] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 659] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 660] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 661] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 662] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 663] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 664] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 665]FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 666] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 667] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 668] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 669] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 670] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 671] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 672] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 673] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 674] FIG. 10 is a diagram illustrating an example of a card presentation. [Figure 675] FIG. 22 is a diagram showing the transition of game states including RT and operation of role devices in a pachislot machine according to the 19th embodiment. [Figure 676] FIG. 22 is a diagram showing a symbol arrangement table, a symbol code table, and pay lines in a pachislot machine according to the 19th embodiment. [Figure 677] A figure showing an internal lottery table for lottery roles when not inside the RB and when inside the RB in a pachislot machine related to the 19th embodiment. [Figure 678] A figure showing an internal lottery table for lottery roles during RB operation in a pachislot machine according to the 19th embodiment. [Figure 679] FIG. 22 is a diagram showing an example of the correspondence between internal winning combinations, payouts, stop operation modes, display combinations, etc. in the pachislot machine according to the 19th embodiment. [Figure 680] A figure showing an example of the transition flow of the ball output state in a pachislot machine related to the 19th embodiment. [Figure 681]A diagram showing the winning combination and symbol combination of "F_RB+F_3 321" in the pachislot machine according to the 19th embodiment. [Figure 682] FIG. 22 is a diagram showing the symbol combinations of RB and 3-coin role in the pachislot machine according to the 19th embodiment. [Figure 683] This figure shows an example of the stop display mode when the first stop is other than the left when "F_RB+F_3 coins 321" is won in the pachislot machine of the 19th embodiment, but the stop operation is not performed in the push order corresponding to "F_RB+F_3 coins 321". [Figure 684] FIG. 22 is a diagram showing an example of the stop display mode when the first stop is on the left when "F_RB+F_3 coins 321" is won in the pachislot machine according to the 19th embodiment. [Figure 685] FIG. 23 is a diagram showing an example of reel control according to a winning combination that allows an RB win in the pachislot machine according to the 19th embodiment. [Figure 686] A figure showing a timing chart for explaining the advantageous zone transition flow in a pachislot machine related to the 19th embodiment. [Figure 687] A diagram showing the transition of game states in a pachislot machine related to the 20th embodiment. [Figure 688] FIG. 13 is a diagram showing the lottery roles in the pachislot machine according to the 20th embodiment. [Figure 689] A figure showing an example of an internal lottery table in a pachislot machine related to the 20th embodiment. [Fig. 690] A figure showing an example of an internal lottery table in a pachislot machine related to the 20th embodiment. [Figure 691] A figure showing an example of the procedure for processing during BB in a pachislot machine related to the 20th embodiment. [Figure 692] FIG. 16 is a timing chart illustrating a pattern of transition to RT in the pachislot machine according to the twentieth embodiment. [Figure 693] A figure showing an internal lottery table for lottery roles when not inside the RB and when inside the RB in a pachislot machine related to the 21st embodiment. [Figure 694]A figure showing an internal lottery table for lottery roles during RB operation in a pachislot machine according to the 21st embodiment. [Figure 695] FIG. 23 is a diagram showing an example of the correspondence between internal winning combinations, payouts, stop operation modes, display combinations, etc. in the pachislot machine according to the 21st embodiment. [Figure 696] A figure showing an example of the transition flow of the ball output state during a non-advantageous zone, an advantageous zone (normal), and an advantageous zone (pseudo bonus) in a pachislot machine related to the 21st embodiment. [Figure 697] A diagram for explaining an overview of the ball output state (mode) that can be controlled in the general area (advantageous area / normal) in the pachislot machine according to the 21st embodiment. [Figure 698] A figure for explaining the advantageous zone transition mode lottery table referenced in the advantageous zone transition mode lottery in the pachislot machine related to the 21st embodiment. [Figure 699] A figure for explaining the initial ball payout mode lottery table referenced in the initial ball payout mode lottery in the pachislot machine related to the 21st embodiment. [Figure 700] A figure for explaining the bonus lottery table referenced in the bonus lottery when a rare role is won during normal play in the pachislot machine related to the 21st embodiment. [Figure 701] A figure for explaining the bonus lottery table that is referenced in the first stage of the bonus lottery when a role other than a rare role is won during normal play in the pachislot machine related to the 21st embodiment. [Figure 702] A figure for explaining the bonus lottery table that is referenced in the second stage of the bonus lottery when a role other than a rare role is won during normal play in the pachislot machine related to the 21st embodiment. [Fig. 703] A figure for explaining the bonus announcement permission lottery table referenced in the bonus announcement permission lottery during the normal bonus latent state in the pachislot machine related to the 21st embodiment. [Fig. 704]A figure for explaining the payout mode transition lottery table referenced in the payout mode transition lottery in the pachislot machine related to the 21st embodiment. [Figure 705] A figure for explaining the payout mode transition lottery table referenced in the payout mode transition lottery in the pachislot machine related to the 21st embodiment. [Figure 706] A figure for explaining the long freeze lottery table referenced in the first stage of the long freeze lottery in the pachislot machine related to the 21st embodiment. [Fig. 707] A figure for explaining the long freeze lottery table referenced in the second stage of the long freeze lottery in the pachislot machine related to the 21st embodiment. [Fig. 708] A figure for explaining the bonus lottery table referenced in the bonus lottery when a rare role is won during a winning streak in the pachislot machine related to the 21st embodiment. [Figure 709] A figure to explain the bonus lottery table referenced in the bonus lottery when the flag number is 0 and a role other than a rare role is won during a winning streak in the pachislot machine related to the 21st embodiment. [Fig. 710] A figure for explaining the bonus announcement permission lottery table referenced in the bonus announcement permission lottery during a winning streak and in a bonus latent state in a pachislot machine related to the 21st embodiment. [Figure 711] A figure for explaining the payout mode transition lottery table referenced in the payout mode transition lottery in the pachislot machine related to the 21st embodiment. [Fig. 712] A figure for explaining the advantageous zone clear behavior flag lottery table referenced in the advantageous zone clear behavior flag lottery in the pachislot machine related to the 21st embodiment. [Fig. 713] A figure for explaining the ceiling 0G reduction lottery table referenced in the ceiling 0G reduction lottery in the pachislot machine related to the 21st embodiment. [Fig. 714] A figure for explaining the 1G consecutive lottery table referenced in the 1G consecutive lottery in the pachislot machine related to the 21st embodiment. [Fig. 715] This is a diagram for explaining the 1G consecutive high probability transition lottery table referenced in the 1G consecutive high probability transition lottery in the pachislot machine related to the 21st embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0027] [First embodiment] Hereinafter, the gaming machine according to this embodiment will be described with reference to the drawings. Now, let us explain using a pachislot machine as an example of a gaming machine.
[0028] [1. Pachislot machine structure] First, the structure of the pachislot machine 1 will be described with reference to Figs. 1 and 2. 1 is a diagram showing the external structure of the slot machine 1, and FIG. 2 is a diagram showing the internal structure of the slot machine 1. For the sake of convenience, the following description of the external structure will be limited to a part of the internal structure. In some cases, a description of the internal structure may also include a description of part of the external structure.
[0029] [1-1.External structure] [1-1-1. Cabinet] The pachislot machine 1 is composed of a rectangular box-shaped cabinet 2. The cabinet 2 is a main part of the gaming machine. The body is a metal cabinet G with a rectangular opening on the front side, and the front of the cabinet G The upper door mechanism UD located at the top of the cabinet and the lower door mechanism UD located at the bottom of the front of the cabinet G It has a structure DD.
[0030] The cabinet G is made up of an intermediate support plate G1, a pair of left and right side walls G2, a rear wall G3, and a top 1 and 2, the rear wall G3 and the bottom wall G5 are shown. The bottom wall G5 is not shown in the figure. Two openings G4a are formed at a predetermined interval, penetrating in the vertical direction. Wooden plate members G4b are attached to the upper wall G4 so as to close each of the two openings G4a. It is being done.
[0031] The plate member G4b is fixed to a game center (not shown) when the slot machine 1 is installed in a game center. However, as long as such a fixing method is ensured, it can be made of metal or resin. Alternatively, it can be formed integrally with the top wall G4. As long as a certain level of strength is ensured for G, some or all of the components may be made of wood or resin. It can also be achieved.
[0032] The cabinet G has an intermediate support plate G1 sandwiched between the upper and the front. The upper opening G101 is formed, and the intermediate support plate G1 is sandwiched between the upper opening G101 and the intermediate support plate G1. That is, inside the cabinet G, a lower opening G102 is formed. The upper and lower spaces are separated by a support plate G1. It functions as a partition that separates the inside of the car park G into an upper space and a lower space. This is the space behind the upper door mechanism UD in the vignette G, and is used to store the main display device 210 (described later) and other items. The lower space is the space behind the lower door mechanism DD in the cabinet G. It houses a reel unit RU, a main control board 71, etc., which will be described later.
[0033] The cabinet G does not necessarily have to include the intermediate support plate G1. In other words, as long as each device is properly accommodated in the cabinet G, the upper space and the lower space can be The cabinet G may be simply called a "box" or a "main body." ", and supports or fixes the upper door mechanism UD and the lower door mechanism DD. It functions as a frame that supports the object, and is therefore sometimes called a "main frame," "support body," "support frame," or "fixed frame." It can also be referred to as, etc.
[0034] [1-1-2. Front door] The upper door mechanism UD and lower door mechanism DD correspond to the shape and size of the opening of the cabinet G. The upper and lower spaces of the opening in the cabinet G can be closed. That is, the upper door mechanism UD and the lower door mechanism DD are provided on the front surface of the slot machine 1. It functions as a front door located on the side.
[0035] In addition, each of the upper door mechanism UD and the lower door mechanism DD is, for example, attached to the left side wall G2. The cabinet G can be opened and closed freely by means of an opening and closing mechanism (not shown) such as a hinge. In addition, for either the upper door mechanism UD or the lower door mechanism DD, The door can be freely opened and closed by the above-mentioned opening and closing mechanism, and the other door can be opened when one of the door mechanisms is in the open state. It can also be configured so that it can be attached or detached only when the
[0036] The upper door mechanism UD has a performance display window UD1 in the center and The display window UD1 is made of, for example, resin. The main display device 210 is configured as a transparent panel, and is provided on the rear side of the panel. The stage image displayed on the screen device C can be viewed. Now, the main display device 210 that displays the effects through the effect display window UD1 is referred to as the main effect table. It may be described as a display unit 21.
[0037] The lower door mechanism DD has a main display window 4 provided at the center of the upper part of the mechanism. and a reel unit RU attached to the rear side of the cabinet G. is doing.
[0038] The reel unit RU consists of three reels: 3L (left reel), 3C (center reel), and 3R (right reel). Each of the reels 3L, 3C, and 3R is formed in a cylindrical shape, for example. The reel is made up of a reel body and a translucent reel band attached to the periphery of the reel body. The reel band has multiple (for example, 20) symbols spaced at predetermined intervals along the reel rotation direction. In addition, each reel 3L, 3C, and 3R moves vertically at a constant speed. The main display window 4 is made of, for example, resin. It is made of a transparent panel made of wood, and the patterns on the periphery of each reel 3L, 3C, and 3R are At least a portion (for example, 3) of the reels 3L, 3C, and 3R are visible. Inside, a light source (a lamp, which will be described later) is provided at a position where the image can be seen at least from the main display window 4. At least reels 3L, 3C, and 3R are provided with LED reel lamps. When rotating, these are illuminated with a constant brightness from the inside to ensure the visibility of the design. It is maintained.
[0039] The lower door mechanism DD includes a sub-effect display unit 22 provided on the left side of the main display window 4, The sub-effect display section has a button 10b for effect provided on the right side of the main display window 4. 22 displays the effect image displayed on the sub display device 220 described later. The display unit 22 is configured as a touch panel, and not only has the function of displaying effects, but also has the function of pressing buttons for effects. The effect button 10b can be used to perform an effect operation ( This is the operation unit that accepts input operations.
[0040] The lower door mechanism DD is mounted on a substantially horizontal base formed below the main display window 4. On the left side are the MAX BET button 6a, the 1 BET button 6b, and the settlement button 9. It has a performance button 10a provided in the approximate center and a medal insertion slot 5 provided on the right side. are.
[0041] The MAX BET button 6a and the 1 BET button 6b are stored inside the Pachislot machine 1. The player's gaming operation (betting operation) to use the medals that have been credited. This is an operation unit that accepts "insertion operation" or "hanging operation"). MAX When the bet button 6a is pressed, the current bet amount is less than the maximum bet amount (for example, 3 coins). If the number of medals is equal to or greater than the difference, the maximum number of medals to be bet will be used. On the other hand, if the credited medals are less than the difference, No medals are bet. Also, if the 1 bet button 6b is operated, the current bet number is less than the maximum bet amount and there is at least one medal credited, medals are bet.
[0042] The settlement button 9 is a button for returning (settling) the credited medals of the player. This is the operation section that accepts operations (payment operations). When the settlement button 9 is operated in this state, the credit The number of medals to be credited is limited to the maximum number of medals that can be credited (for example, 50). There are two modes: a pay mode (C mode) and a pay mode (P mode) that does not credit the medal. The player's game operation (C / P mode selection operation) to select one of the modes is performed. In other words, the settlement button 9 may function as a so-called C / P button. The effect button 10a is used to receive an operation for effect (effect operation) from the player. This is the operation unit.
[0043] The medal insertion slot 5 accepts medals inserted into the slot machine 1 from the outside by a player. The accepted medals are detected by a selector 31, which will be described later, and the appropriate medals are If the accepted medal is not a valid medal, the accepted medal will be discarded. The medal is returned from the medal outlet 11 described later. If the current bet is less than the maximum bet, 1 medal will be bet. If the current bet amount is the maximum bet amount and the credited medals are If the maximum number of medals has not been reached, one medal will be credited. If the number of medals you have received reaches the credit limit, the medals you have received will be used later. The medals are returned from the medal payout outlet 11 described above.
[0044] The lower door mechanism DD also has an information display provided between the main display window 4 and the base portion. The information display device 14 includes a plurality of lamps (LEDs) and a 7-segment LED. It is configured to include an ED, and displays information about the game depending on how it lights up.
[0045] The lower door mechanism DD is connected to the start tray provided on the left side below the base. The bar 7, three stop buttons 8L, 8C, and 8R provided in the approximate center, and a stop button 8L, 8C, and 8R provided on the right side. The start lever 7 is tiltable within a predetermined angle range. An operation unit that is attached to the machine and accepts the player's game operation (start operation) to start the game. The stop buttons 8L, 8C, and 8R are provided in correspondence with the reels 3L, 3C, and 3R. and an operation to accept a game operation (stop operation) by a player to stop each rotation. It is a department.
[0046] The locking mechanism 15 is configured, for example, by a key cylinder lock, and is activated when the lower door mechanism DD is in the closed state. When this happens, the manager of the gaming establishment (for example, a gaming establishment employee, etc.) inserts the door key into the keyhole. (not shown) is inserted and turned clockwise to unlock, and the lower door mechanism DD will be in the open state. The locking mechanism 15 not only has the function of managing the opening and closing of the door mechanism, but also serves as a reset switch. For example, when the manager of the gaming establishment inserts the door key into the keyhole, When the switch is turned left, it can detect a reset operation similar to that of the reset switch 53 described later. In this embodiment, when the lower door mechanism DD is in the open state, It can also be configured so that the upper door mechanism UD is also in the open state when the upper door mechanism UD is moved. A separate locking mechanism corresponding to each of the above will be provided, allowing for independent control of opening and closing. It is also possible.
[0047] The lower door mechanism DD has a lower panel 13 provided at the center of the lower part thereof and a lower panel The medal tray 12 is provided below the medal holder 13, and the medal holder 14 is provided above the medal tray 12. It has a payout outlet 11 and sound transmission holes 24a and 24b provided on the left and right sides of the medal payout outlet 11. do.
[0048] The lower back panel 13 is provided with a logo representing the name of the model, a character representing a motif, or the like. A decorative panel with information on the product and a light source for illuminating the decorative panel from the back (see below) The medal tray 12 is made up of a lamp and a lower back lamp (included in the LEDs). The medals paid out from the payout outlet 11 are stored. The medal payout outlet 11 is located inside the pachislot machine 1. The medals paid out (or returned) from the medal payout outlet 1 are discharged to the outside. The medals discharged from the hopper device 32 described later and the medals discharged from the selector device described later are Some of the air is returned from the cutter 31 through a cancel chute (not shown). 4a and 24b are the rear side of the respective switches attached to the inside of the cabinet G. Sound effects output from speakers 35a and 35b (the speaker 35a is not referenced in FIG. 2). Sounds such as background music and background music are transmitted to the front side of the slot machine 1.
[0049] In this embodiment, the inside of the cabinet G is divided into an upper space and a lower space. The upper door mechanism UD and the lower door mechanism DD are provided to correspond to the cabinet. As long as the opening at Door G can be opened and closed properly, it may be configured as a single door mechanism. It can also be configured as a double door mechanism in the front and rear directions. It can also be configured as a door mechanism (for example, an outer door and an inner door). The lower door mechanism UD and the lower door mechanism DD can be simply called "doors" or "doors", or Since it functions as a member that can open and close the opening in the set G, it is called an "opening and closing member" and a "door member" " or "door member".
[0050] [1-1-3. Fluctuation display section] As described above, the pachislot machine 1 includes the reels 3L, 3C, and 3R and the main display window 4. When the start lever 7 is operated (by the player), each of the reels 3L, 3C, and 3R is opened. When the start operation is performed, the stepping motors 51L, 51C, and 51R described later are driven and controlled. This causes the symbols displayed in the main display window 4 to change. Also, each reel 3L, 3C, 3R is operated by each stop button 8L, 8C, 8R. When the stepping motor 51L is activated (when the player performs a stop operation), the stepping motor 51L, which will be described later, , 51C, and 51R are driven and controlled to stop their rotation. The symbols displayed in the main display window 4 are displayed stationary.
[0051] That is, each of the reels 3L, 3C, 3R and the main display window 4 changes a plurality of symbols into a plurality of rows. A variable display unit (means) capable of dynamic display (and stop display), or a variable display unit (means) capable of dynamic display (and stop display) of multiple patterns The variable display unit (means) is configured to display a plurality of variable display units (means) capable of displaying a variable display and a stop display. It can also be called a "pattern display unit (means)" or a "variable display unit (means)". The pattern can be called a "picture" or a "pattern" or can be any information that can be visually identified by a player. In this sense, it can also be called "identification information" or the like.
[0052] In addition, when the rotation of each reel 3L, 3C, 3R is stopped, the main display window 4 displays It is configured so that three consecutively placed symbols are displayed within the frame. That is, the main display window 4 has one display window in each of the upper, middle and lower areas in each column. The symbols (3 symbols in total) are displayed (the symbols are arranged in 3 rows and 3 columns within the frame of the main display window 4). The main display window 4 is also called the "pattern display area" or "window section." This sometimes happens.
[0053] Also, an active line is defined in the main display window 4. The active line is determined by the player's stop operation. When all the symbols in the row are stopped and displayed according to the operation, the specified combination of symbols will be displayed. In that sense, the valid line is the line used to determine whether or not the winning line has been won. The valid lines can also be called "line" or "decision line". In other words, the main display window 4 is configured as a line connecting the two. When configured to display symbols, up to 27 winning lines can be defined However, in reality, one or more of these lines are defined as the effective lines. The other lines can be defined as invalid lines that are not valid lines.
[0054] For example, the middle area of the reel 3L, the middle area of the reel 3C, and the middle area of the reel 3R The line connecting the areas is the "center line," the upper area of reel 3L, and the upper area of reel 3C. The line connecting the upper area of reel 3R is the "top line", the lower area of reel 3L, The line connecting the bottom area of reel 3C and the bottom area of reel 3R is called the "bottom line." The line connecting the lower area of reel 3L, the middle area of reel 3C, and the upper area of reel 3R is "Cross-up line", the upper area of reel 3L, the middle area of reel 3C, and reel 3 The lines connecting the lower regions of R are called "cross-down lines" and are Since it is a line that connects these in a straight line, one or more of these lines are valid lines. However, as mentioned above, each area of each column is connected by a line. It is also possible to define irregular lines as valid lines.
[0055] In addition, in order for the active line to be activated, the active line must be activated before the player starts the game. The required number of medals (the number of medals that can be used to start playing) must be bet, but activation The number of active lines may be the same regardless of the bet amount, or may be adjusted depending on the bet amount. For example, the above-mentioned "center line," "top line," and "bottom line" may be changed. If three lines are defined as valid lines, in the first case, Regardless of whether the bet is 1 to 3, the "Center Line", "Top Line", and The latter case is when the bet is 1 and the "Bottom Line" is activated. If the bet is 2, only the "Center Line" is activated, and if the bet is 3, both the "Center Line" and If the "Top Line" is enabled and the number of bets is 3 (maximum number of bets), the "Center Line" "In," "Top Line," and "Bottom Line" are enabled.
[0056] In this embodiment, the variable display unit includes three reels 3L, 3C, and 3R, and each column By having a main display window 4 that can display three symbols per row, it is possible to display a 3-row x 3-column configuration. However, the pattern display mode in the variable display unit is not limited to this. For example, the number of reels can be one, two, or four or more, and the number of reels in each row can be The number of displayed images can be one, two, or four or more, which is different from the above-mentioned embodiment. In this case, the number of effective lines that can be defined will also increase or decrease accordingly. do.
[0057] In this embodiment, the variable display unit rotates the reels 3L, 3C, and 3R. Therefore, although the symbols are displayed in a variable manner, the configuration of the variable display unit is not limited to this. For example, an image display device similar to the main display device 210 and the sub-display device 220 described later is used. It may be configured as such, or other display devices (e.g., organic EL, 7-segment LED, etc.) may be used. Alternatively, for example, other physical devices (such as a belt) may be used. The arrangement and size of the variable display unit may be changed as appropriate.
[0058] In this embodiment, the variable display unit is controlled by the main control circuit 100 described later. It was intended to function as the main display section directly related to the game, but in addition to this, A sub-control circuit 200 (described later) controls a sub-control circuit related to effects not directly related to the game. A variable display unit may be provided as a sub-side display unit. The main display device 210 and the sub display device 220 can be used. That is, the symbols are displayed in a variable manner according to the start operation of the player (or the establishment of other start conditions). , the symbols are stopped and displayed in response to the player's stop operation (or the establishment of other stop conditions) As the variable display unit, not only the main display unit but also the sub-display unit may be provided. In this case, the player must determine whether the variable display part is directly related to the game. To make it easier to distinguish, the words "reel" or "main reel" are written near the main display. An identification mark with the characters displayed on it will be attached to indicate that the variable display unit is the main display unit. Such a distinguishing display may be displayed on the main display device 210 or the sub display device. It may be displayed on the display device 220.
[0059] [1-1-4. Medal slot] As mentioned above, the Pachislot machine 1 receives money from the outside that is inserted into the Pachislot machine 1 by the player. The medal slot 5 is provided to receive the medals. 1, like the MAX BET button 6a and 1 BET button 6b, indicates the number of medals required for one game. Since the machine has a function of betting the number of coins, such an inserting operation is, for example, a betting operation. In other words, the medal insertion slot 5 can detect the betting operation of the player. It can be said that this is a bet operation detection unit (means). The size etc. can be changed as appropriate. In addition, if the pachislot machine 1 is configured as a medal-less gaming machine as described later, If it is configured, it is not necessarily an essential component.
[0060] In this embodiment, the game value used in the game or awarded according to the game result is In the above, the use of medals as game media is explained as an example. The gaming value used is not limited to this. For example, coins, gaming balls, gaming point cards, etc. The game value may be simply referred to as "value" or It can also be called "gaming value" or the like.
[0061] [1-1-5.Operation section] The pachislot machine 1 is provided with the following operation units as operation units that can be operated by a player: Note that the operation units shown below are merely examples, and the device may be equipped with operation units different from these. The operation units that are not necessarily required may be configured as follows. It is also possible to adopt a configuration that does not include this.
[0062] [1-1-5-1. Bet button] As mentioned above, the Pachislot machine 1 is deposited (credited) inside it. The MAX BET button 6a and 1 BET button 6b are used to accept bet operations by players using medals. In addition, such a betting operation is performed by a bet switch 6S, which will be described later. Therefore, the MAX BET button 6a and the 1 BET button 6b, The bet switch 6S has a bet operation detection unit (means) that can detect the bet operation of the player. It is sufficient that the bet button is capable of detecting the bet operation of the player. The shape, arrangement, size, etc. of the MAX base plate can be changed as needed. The 1 bet button 6b is provided. Alternatively, only the MAX BET button 6a may be provided. A separate two-bet button may be provided.
[0063] [1-1-5-2.Start lever] As described above, the pachislot machine 1 receives a start operation from a player to start a game. The start lever 7 is provided. Such a starting operation is performed by a start switch 7S (described later). Therefore, the start lever 7 and the start switch 7S are The start lever is configured as a start operation detection unit (means) that can detect the start operation of the user. It is sufficient that the start operation of the player can be detected, and the shape, arrangement, size, etc. of the device can be determined as appropriate. It can be changed as needed.
[0064] [1-1-5-3. Stop button] As described above, the pachislot machine 1 is provided in correspondence with each of the reels 3L, 3C, and 3R. Each stop button 8L, 8C accepts the player's stop operation to stop the respective rotations. , 8R. Such a stop operation is detected by the stop switch 8S described later. Therefore, each stop button 8L, 8C, 8R and stop switch 8S are This constitutes a stop operation detection unit (means) that can detect the stop operation of the player. The button only needs to be able to detect the player's stop operation, and its shape, placement and size are etc. can be changed as appropriate.
[0065] [1-1-5-4. Checkout button] As mentioned above, the Pachislot machine 1 returns (settles) the credited medals. The machine is provided with a payment button 9 for accepting the player's payment operation (return operation). The payment operation is detected by the payment switch 9S, which will be described later. The settlement switch 9S constitutes a settlement operation detection unit (means) capable of detecting the settlement operation of the player. The settlement button only needs to be able to detect the settlement operation of the player, and its shape, arrangement, etc. The location, size, etc. can be changed as appropriate.
[0066] [1-1-5-5. Stage buttons] As described above, the pachislot machine 1 has the effect buttons 10a and 10b that accept the effect operation by the player. 0b. Such a performance operation is provided in correspondence with each performance button. Therefore, the effect buttons 10a, 10b are detected by the detection switch (not shown). 0b and the detection switch are a performance operation detection unit (means) that can detect the performance operation of the player. It should be noted that the effect button only needs to be able to detect the effect operation of the player. The shape, arrangement, size, etc. of the display can be changed as needed. However, it is possible to configure the device without providing either of the buttons 10a and 10b. Alternatively, it may be configured to have only one of these. It is also possible to configure the device so that more than one effect button is provided.
[0067] The main use of the effect buttons is to perform specific effects (for example, the operation-linked effects described below). It is possible to change the presentation mode when the function is executed, and to select and confirm the operation in the user menu described below. Therefore, it is recommended to provide buttons for effects according to the purpose. For example, in the former case, the effect buttons 10a and 10b are used, For the latter purpose, the above-mentioned touch panel can be used. For this purpose, a jog dial that can accept selection and decision operations can be used as a separate button for presentation purposes. It may also be configured to include a dial, cross key, or the like.
[0068] [1-1-6. Medal payout outlet] As described above, the Pachislot machine 1 pays out (or returns) from inside the Pachislot machine 1. The machine is provided with a medal payout outlet 11 that discharges medals to the outside. When paying out medals, the medal payout outlet 11 is used to play medals paid out from a hopper device 32, which will be described later. Since it is awarded to the player, it is part of the bonus awarding means that awards bonuses to the player. The shape, arrangement, size, etc. of the medal payout outlet can be changed as needed. In the case where the pachislot machine 1 is configured as a medal-less gaming machine, which will be described later, It is not a composition.
[0069] [1-1-7. Medal tray] As described above, the pachislot machine 1 has a medal dispenser 11 for storing medals dispensed from the medal dispenser 11. The medal tray 12 is capable of storing the awarded game value. The shape, arrangement, size, etc. of the medal tray can be changed as needed. In addition, if the pachislot machine 1 is configured as a medal-less gaming machine, as described below, It is not necessarily a required configuration.
[0070] [1-1-8. Waist Panel] As described above, the pachislot machine 1 includes, for example, a decorative panel on which model information is depicted, and The seat is provided with a lower back panel 13 comprising a lower back lamp for illuminating the panel from the rear side. The lower back panel 13 basically indicates what type of pachislot machine 1 is. For example, the indication can be made by the lighting state of the waist lamp, or The lower back panel 13 itself can be configured as an image display device or the like to perform a performance. It can also be configured as one of the execution means.
[0071] [1-1-9. Information display section] As described above, the Pachislot machine 1 displays information related to the game by lighting up the information. The information display device 14 is capable of displaying information related to the game. It constitutes an information display unit (means).
[0072] The information display device 14 displays, for example, an insert lamp, a start lamp, a replay lamp, and bet number lamp, credit lamp, payout number lamp, instruction monitor, limit It consists of playing cards, etc.
[0073] The insert lamp lights up to indicate that medals can be inserted. - When the playing cards are lit, the game can be started by operating the start lever 7. The replay lamp lights up to indicate that the medals have been automatically replayed. The bet number lamp lights up to indicate the number of medals bet. The credit lamp indicates the number of medals credited by the way it lights up. The payout number lamp indicates the number of medals paid out ( Displays the number of payouts.
[0074] The instruction monitor also includes an alarm lamp (stop operation display unit) and a section lamp (status display unit). The notification lamp is configured to notify the player of the information on the stop operation. In the above state (for example, in the AT state), the light is turned on in a manner that uniquely corresponds to the information of the stop operation to be notified. By lighting up the stop operation information, the stop operation information is displayed. The "corresponding mode" is, for example, the pressing order (in this embodiment, this will be explained as the "batting order"). When announcing "1st (perform the first stop operation on reel 3L)" The indicator monitor will display the number "1" and the push order will be "2nd (first stop operation for reel 3C)". When informing "Please press the button again", the number "2" is displayed on the instruction monitor, and the pressing order "3rd When announcing "(Perform the first stop operation on reel 3R)", a number will be displayed on the instruction monitor. The indicator lamp is a lamp that displays "3" and the like. For example, a credit lamp or a payment lamp may be provided separately. One of the output lamps may be used to display information about the stop operation.
[0075] In this way, in this embodiment, under the circumstances where the information of the stop operation is notified to the player, In this case, a sub-side notification means (for example, a main processor) controlled by a sub-control circuit 200 (described later) is used. In addition to the display unit 21, a main side alarm unit controlled by a main control circuit 100 (described later) is also included. The information on the stop operation is also notified on the instruction monitor as a main side notifying means. The notification mode in the notification means and the notification mode in the sub-side notification means are different modes. That is, the main side notification means may uniquely correspond to the information of the stop operation to be notified. It is sufficient to notify the user in such a manner that the information on the stop operation is not necessarily notified directly. For example, when announcing the push order "1st", the number "1" is displayed on the instruction monitor. However, depending on the player, there is a possibility that they may not be able to identify the content of the notification. In this stage, the information on the stop operation can be directly announced. For example, the push order "1st" can be announced. In this case, the main effect display unit 21 displays a display for causing the reel 3L to perform the first stop operation. The instruction information may be directly notified.
[0076] In addition, the section lamp will light up to indicate that the current state is in the advantageous section described below. The section ramp, for example, when transitioning from a non-favorable section to a favorable section, It lights up at any time before the start of the game in the period, and when the period ends, it becomes invalid. When the game shifts to the advantageous zone, the bonus will be consumed at any time before the game starts in the non-advantageous zone. The timing of lighting the section lamp is not limited to this. For example, in a non-advantageous section or is the first time that the effect section (normal advantageous section) described below in the advantageous section is performed. When moving to the increase section (AT state), any time until the start of the increase section In other words, the section lamp may be lit at the timing of the effect section or the increasing It may be a notice that the vehicle is in a favorable zone regardless of whether it is in a favorable zone or not, or at least This will report the period from the start of the first increasing section to the end of the advantageous section, including this. It is also possible.
[0077] In addition, the limit lamp indicates that the limit process described below has been executed based on its lighting state. Or it indicates the possibility of this. For example, it lights up when limit processing is executed. A state advantageous to the player (for example, an AT state) is forcibly ended by the execution of limit processing. Also, for example, if the execution of limit processing is imminent, the light will flash to let you know that it is about to be executed. Notify that there is a high possibility that the advantageous state will be forcibly terminated by the execution of limit processing. In addition to these, by providing other triggers for lighting, blinking, or turning off, it is possible to Other information may also be provided as appropriate.
[0078] [1-1-10. Production display section] As described above, the pachislot machine 1 includes a main effect display unit 21 that displays effect images and a sub effect display unit 22 that displays effect images. The main effect display unit 21 and the sub effect display unit 22 are provided to perform effect display. In addition, the presenter is configured to provide a visual display to the player. It is configured as one of the performance execution means capable of executing the output.
[0079] The main performance display unit 21 is a main display device 2 that displays performances through a performance display window UD1. The main display device 210 is mounted on an intermediate support in the cabinet G. The display unit A is configured as a display unit A that is replaceably mounted on the plate G1. Irradiation unit B emits light for image display, and the light from irradiation unit B is irradiated. and a screen device C on which an image appears when projected onto the screen. In this embodiment, the main display device 210 is configured as described above. This allows for advanced and powerful performance displays, but the main display device 21 The configuration of the game is not limited to this. In other words, it is possible to provide visual effects to the player. It is sufficient to use image display devices such as LCDs, organic EL displays, and 7-segment LEDs. It can be configured as a device, or as a variable display device such as a sub-reel or a dot display device. From this viewpoint, the shape, arrangement, size, etc. of the device can be appropriately determined. In addition, the Pachislot machine 1 can entertain players by, for example, the results of the winning combination. In the case of a game that mainly focuses on the main effect, the main effect display unit 21 is not provided. This can also be done (the same applies to the sub-effect display unit 22).
[0080] The sub-effect display unit 22 is configured to include a sub-display device 220. The sub-display device 220 is configured as a liquid crystal display device. Similar to 210, it can be configured as other image display devices or display devices, and can also be used for variable display. It can also be configured as a device or a dot display device. The shape, arrangement, size, etc. of the main performance display unit 21 can be changed as needed. Because it is configured, it is possible to notify the order of pressing, the winning announcement, or continuous performances, etc. The sub-effect display section 22 mainly displays effects closely related to the game, and is composed of a small screen. Therefore, the focus is on effects that are not closely related to the game, such as game history. It is possible to display the content separately depending on the purpose, such as displaying it as In this embodiment, the main effect display unit 21 and the sub effect display unit 22 are Although the display unit is provided, it can also be configured without providing any of these. Alternatively, it may be configured to have only one of these. It is also possible to configure the device so that the above-mentioned performance display unit is provided.
[0081] [1-1-11. Lamp] As described above, the Pachislot machine 1 has a function of controlling the light emission of the upper lamp 23 as an example. Not only can the LED be turned on, blinking, or off, but it can also be configured as a full-color LED. One or more lamps (including their brightness and color) that can produce a performance In addition, such light emitting means provides visual effects to the player. It is configured as one of the possible means for performing the performance. The shape, arrangement, size, etc. can also be changed as appropriate.
[0082] Other lamps included in the lamps and LEDs mentioned below include, for example, upper door mechanisms. The side lamps on both sides of the lower door mechanism UD and the lower door mechanism DD, and inside each operating section The latter is a case where each operating unit is operated. Since the game includes a function to inform the player whether or not the game can be played, In this case, the lighting pattern is not changed depending on the content of the performance, but is illuminated in a unique lighting pattern. It can be controlled as follows.
[0083] [1-1-12.Speaker] As described above, the pachislot machine 1 includes the speaker 35a that outputs sound effects, background music, and the like. The speakers 35a and 35b are capable of producing effects by outputting sound. In addition, the present invention provides a sound output means that can provide an auditory effect to the player. From this perspective, the number, shape, arrangement and The size etc. can also be changed as appropriate.
[0084] [1-1-13. Other production equipment] In addition, the pachislot machine 1 is provided with a performance device other than the above-mentioned various performance devices (performance execution means). For example, it is possible to use moving devices such as gadgets, and vibration-based effects. The facility is equipped with a dynamic performance device, or an air performance device that produces a performance by injecting air. In other words, it is possible to stimulate the player's five senses (sight, hearing, touch, taste, etc.) It can appeal to either the sense of smell or the sense of smell (to let the player know that a performance is being performed). Any of these devices can be used if they are capable of executing a performance that makes the image recognizable. Therefore, in this embodiment, "executing a performance" means "executing a performance" unless otherwise specified. Unless otherwise specified, any one or more of the various performance devices (performance execution means) described above This indicates that the performance may be performed using a performance device.
[0085] [1-2. Internal structure] [1-2-1. Selector] The selector 31 (reference numeral omitted in FIG. 2) selects the flow of medals inserted from the medal insertion slot 5. The selector 31 is provided on the rear side of the lower door mechanism DD. The medal sensor 31S has the medal sensor 31S and a sorting device.
[0086] The medal sensor 31S detects medals inserted through the medal insertion slot 5 and The sorting device judges whether the dispensed medal is a proper medal or not. If S determines that the detected medal is an appropriate medal, If the medal is ready to be received, the medal is guided to the hopper device 32 side, which will be described later. In this case, the number of bets or the number of credits is incremented by one. On the other hand, the sorting device detects that the detected medal is not a proper medal by the medal sensor 31S. If it is determined that the medal is not in a state where it can be accepted, the medal will be cancelled. The medals are driven and controlled so that they pass through the chute and are returned from the medal payout outlet 11. If an abnormality occurs in the detection of medals by the SA31S, a selector error occurs. In this case, after eliminating the cause of the abnormality (for example, a medal jam), the reset operation is performed. When this is done, the error state is cleared.
[0087] That is, the selector 31 is a game medium detection unit (means) capable of detecting the inserted game medium. The selector 31 can determine whether the inserted gaming medium is appropriate or not. The selector 31 also constitutes a determining means for determining whether the inserted gaming medium is valid. The game media are stored internally, while if the inserted game media is not appropriate, it is discharged to the outside. The configuration, arrangement, size, etc. of the selector 31 can be changed as appropriate. In addition, when the pachislot machine 1 is configured as a medal-less gaming machine described later, It does not constitute the above.
[0088] [1-2-2.Hopper device] The hopper device 32 is provided in the lower space within the cabinet G. 2, for example, a medal inserted from the medal insertion slot 5 and guided by the selector 31. A bucket part for storing medals and a device for storing medals in the bucket part are provided at the bottom of the bucket part. The disc part mixes the materials and guides them one by one to the discharge part, and the disc part guides the materials to the discharge part. The medals dispensed from the dispenser are counted one by one. It has a mount sensor.
[0089] The bucket is configured to be able to store a certain number of medals. The medals are guided through a guide passage provided on the side of the table to the medal auxiliary storage 33, which will be described later. If the medals stored in the hopper become empty, a hopper empty error occurs. In this case, if you replenish the medals and then perform the reset operation, the error will be resolved. will be removed.
[0090] The disk has multiple medal-shaped cutouts radiating from the center, which are used for driving signals. Therefore, as the central shaft rotates, the medals that fit into the cutouts are ejected one by one into the ejection section. The disk rotates to mix the medals stored in the bucket. Also, if an abnormality occurs in the rotation of the disk section, a hopper jam error occurs. In this case, please reset the machine after eliminating the cause of the abnormality (for example, a medal jam). Once this operation is performed, the error state will be cleared.
[0091] The count sensor detects the medals discharged from the discharge section and counts the number of medals. For example, when paying out one medal, the disc starts to rotate, then the counter The rotation of the disc stops when the counter sensor counts the dispensing of one medal. In this way, the correct number of medals is paid out.
[0092] That is, the hopper device 32 constitutes a game media dispensing unit (means) capable of dispensing game media. As mentioned above, it can also be said to be a part of the bonus awarding means for awarding bonuses to players. The configuration, arrangement, size, etc. of the hopper device 32 can be changed as appropriate. When the slot machine 1 is configured as a medalless gaming machine described later, this is not necessarily an essential component. This does not mean that.
[0093] [1-2-3. Auxiliary Medal Storage] The medal auxiliary storage 33 is provided in the lower space inside the cabinet G. The storage 33 stores medals guided from the bucket of the hopper device 32, for example. a storage section; and a medal detector provided near the storage section for detecting the volume of medals stored in the storage section. It has an auxiliary storage switch 33S.
[0094] The storage unit is configured to be able to store a certain number of medals. If it is determined that a certain number of medals or more have been stored, the medal auxiliary storage In this case, if the number of medals stored in the storage compartment is less than a certain number, If the value is reduced and a reset operation is performed, the error state will be cleared.
[0095] That is, the medal auxiliary storage 33 is a surplus game medium storage section that can store surplus game media. (Means). The configuration, arrangement, size, etc. of the medal auxiliary storage 33 may be changed as appropriate. It is possible. In addition, when the pachislot machine 1 is configured as a medal-less gaming machine, which will be described later, However, this is not necessarily a required configuration.
[0096] [1-2-4.Power supply device] The power supply unit 34 is provided in the lower space inside the cabinet G. For example, For example, the power supply board 34a and the power switch 34b are provided, and the power switch 34b is turned on. In response to the power being turned on, the power supply device 34 supplies power to the pachislot machine 1. Like other products, AC 100V power is supplied from a power cable (not shown) to each part. The power supply converts the required DC voltage into power and supplies the converted power to each part. The device 34 constitutes a power supply unit (means) capable of supplying the necessary power to the gaming machine. The configuration, arrangement, size, etc. of 34 can be changed as appropriate.
[0097] In this embodiment, the setting key switch 52 and the reset switch 53 are the main controls. The control board 71 (more specifically, on the main control board case described later) is configured to be mounted on the control board 71. However, these switches may also be provided on the power supply 34.
[0098] [1-2-5. Circuit board] The pachislot machine 1 is equipped with the following boards, for example, as boards necessary for various controls. Note that the boards shown below are merely examples, and configurations may include boards different from these. However, if any of these substrates is not essential, it may be omitted. This may also be configured as follows.
[0099] [1-2-5-1. Main control board] The main control board 71 is mounted on the rear side of the reel unit RU in the cabinet G. The main control board 71 is a game control board that controls the game. A transparent (or nearly transparent) resin main control board that allows the status of The main control board 71 is housed in a case (not shown). The electrical configuration of the main control board 71 will be described later. .
[0100] The specifications of the main control board 71 are subject to various restrictions, and basically, various electronic components are mounted in a DIP package. Although the product is configured with various electronic components mounted on it, some or all of the components are manufactured by SMT. In this case, the tester or oscilloscope may be used. A test point may be provided to check the operation using a scope. , using small electronic components not exceeding 6 square mm for some or all of the various electronic components Furthermore, the board surface of the main control board 71 may be configured to have multiple layers.
[0101] [1-2-5-2. Sub-control board] The sub-control board 72 is attached to the rear side of the intermediate support plate G1 in the cabinet G. The sub-control board 72 is a performance control board that controls performance-related aspects and is made of resin. The sub-control board case (not shown) is housed in the main control board case. It is constructed as a transparent (or nearly transparent) resin case, similar to the board case. It can also be used in cases where other materials are configured to be opaque (or nearly opaque). The electrical configuration of the sub-control board 72 will be described later.
[0102] [1-2-5-3. Other boards] (Main relay board) The main relay board 73 (reference numeral omitted in FIG. 2) is located at a specific position in the cabinet G (for example, It is attached to the rear side of the lower door mechanism DD and is connected to the main relay board 73. and the main control board 71, and between the main control board 71 and the sub-control board 72. The main relay board 73 is an intermediate control board for the main control from the viewpoint of control efficiency and wiring efficiency. Since it is configured as a separate board from the control board 71, if there is no particular problem, All functions of the board 73 are provided to the main control board 71, and the main relay board 73 is not provided. From this viewpoint, the main relay board 73 can be further divided into a plurality of relay boards. In other words, multiple wiring boards may be used as main relay boards to improve control efficiency and wiring efficiency. A number of substrates may be provided.
[0103] (Sub-relay board) The sub-relay board 74 is located at a specific position in the cabinet G (for example, at the rear side of the lower door mechanism DD). and connects the various devices connected to the sub-relay board 74 to the sub-control board 72. It is an intermediate control board for relaying between the main control board 71 and the sub-control board 72, and between the main control board 71 and the sub-control board 72. The sub-relay board 74 is a separate board from the sub-control board 72 for the sake of control efficiency and wiring efficiency. Therefore, unless there is a particular problem, all the functions of the sub-relay board 74 can be controlled by sub-controllers. It is also possible to provide a configuration in which the auxiliary relay board 74 is not provided, with the auxiliary relay board 72 being provided instead. From this perspective, the sub-interface board 74 is further divided into a plurality of inter-face boards, and control efficiency and wiring efficiency are improved. In other words, a plurality of boards may be provided as sub-relay boards. That's fine.
[0104] (External centralized terminal board) The external centralized terminal board 55 is attached to a specific position in the cabinet G (for example, at the back of the lower space). For example, the medal insertion signal, medal payout signal, external signals 1 to 4, and security signals are The external signals 1 to 4 are output to the outside of the slot machine 1. The output start condition and the output end condition can be set appropriately, and the pachislot machine 1 can be set according to its playability. It is possible to report the transition of the internal state (for example, bonus state or AT state) to the outside. The external central terminal board 55 is usually connected to an external data display or hall computer. Since these devices are connected, the same operations as inserting and paying out medals as in the Pachislot machine 1 can be performed. Not only can you see the status of an error or a system failure, but you can also see the transition of internal states. are.
[0105] (Testing machine interface board) First interface board 301 for tester and second interface board for tester 302 are used in the certification test (test firing test) of Pachislot machine 1, and various signals related to the game are This is a relay board used to output the Since the Pachislot machine 1 does not have these relay boards, the main control board 71 for sale The first interface board 301 for the tester and the second interface board for the tester are (The various electronic components required to connect to the board 302 are also not installed.) Test signals for controlling the main operations related to the technique (e.g., internal lottery, reel stop control, etc.) is output via the first interface board 301 for the tester, and is also output via the main control board 7 The test signals related to the push order navigation determined in 1 are transmitted to the second interface board 3 for the test machine. It is output via 02.
[0106] [2. Electrical configuration of pachislot machines] Next, the electrical configuration of the slot machine 1 will be described with reference to FIG. 1 is a block diagram showing the electrical configuration of the pachislot machine 1. FIG.
[0107] As described above, the pachislot machine 1 includes a main control board 71, a sub-control board 72, and a main relay board 7 The main control board 71, the main relay board 73, and the sub relay board 74 are 3 and the sub relay board 74, and the sub relay board 74 and the sub control board 72 are electrically connected to each other. The main control board 71 and the sub-control board 72 are connected to the main relay board 73 and the sub-relay board 74. 4, one-way serial communication is possible from the main control board 71 to the sub-control board 72. The electrodes are electrically connected so that the electrodes are electrically connected to each other.
[0108] The main control board 71 has a main control circuit 100 as a game control unit that controls the game. The main control circuit 100 includes, for example, a main CPU 101, a main ROM 10 2, the main RAM 103, the clock pulse generating circuit (not shown), the random number circuit (not shown), etc. The main ROM 102 contains various programs executed by the main CPU 101. Control programs, various data tables, and various control commands (commands) are sent to the sub-control circuit 200. The main RAM 103 stores data for transmitting the control program. A storage area is provided for storing various data such as the internal winning combination determined by the execution of the above. The clock pulse generating circuit generates a clock pulse signal for operating the main CPU 101 . The random number circuit generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255). The main CPU 101 performs various controls based on the generated clock pulse signal. Execute the program. Also, randomize one or more values from the generated random numbers as needed. In this way, control over the overall gaming operation is carried out.
[0109] The sub-control board 72 has a sub-control circuit 200 as a performance control unit that controls performance. The sub-control circuit 200 includes, for example, a sub-CPU 201, a sub-RAM 203, etc. The sub-control board 72 is connected to a ROM cartridge board 202. The ROM cartridge board 202 is provided with various control programs executed by the sub-CPU 201. control programs, various data tables, various performance data (for example, the main display device 210 The image data and drive data for the sub-display device 220, the lamps and LEDs Sub RAM stores data such as lamp data related to the system, sound data related to the speaker group, etc. 203 is a register for registering the performance content and various performance data determined by the execution of the control program. and data related to various control commands sent from the main control board 71. A storage area for storing the random numbers is provided. Random numbers are generated and output within the sub-CPU 201 from a range of random numbers (for example, 0 to 32767). Alternatively, a random number circuit may be provided similar to the main control circuit 100. The generation and extraction may be performed by the ROM cartridge board 202. Instead, a sub-ROM is included in the sub-control circuit 200, and various control programs etc. are stored in the Alternatively, the ROM cartridge board 202 may be configured to store the data in a sub-ROM. The sub-ROM in the sub-control circuit 200 stores the various control programs and The sub-control circuit 200 may be configured to store a seed data table. Includes a microprocessor dedicated to images such as a PU (also called a "VDP" for example) In this way, the images displayed on the main display device 210 and the sub display device 220 can be It may be configured to generate (edit) the information.
[0110] The main control board 71 is provided with stepping motors 51L, 51C, and 51R, setting key switches, switch 52, reset switch 53, role ratio monitor device 54, external centralized terminal board 55, hopper equipment The device 32, the auxiliary medal storage switch 33S, and the power supply device 34 are electrically connected. The main control board 71 is also connected to the door open / close monitor switch 56, medal Sensor 31S, bed switch 6S, start switch 7S, stop switch 8S, precision The calculation switch 9S and the information display device 14 are electrically connected. An interface board 301 and a second interface board 302 for a tester are mounted. In this case, for example, it is electrically connected to the main control board 71 via the main relay board 73.
[0111] In addition, the external central terminal board 55, the hopper device 32, the medal auxiliary storage switch 33S, power supply device 34, medal sensor 31S, bet switch 6S, start switch 7S, stop Switch 8S, adjustment switch 9S, information display device 14, first interface for test machine The board 301 and the second interface board 302 for the tester have already been described. Therefore, the description here will be omitted.
[0112] Each of the stepping motors 51L, 51C, and 51R is equipped with a gear having a predetermined reduction ratio. are connected to the reels 3L, 3C, and 3R via R is rotated and stopped. Each time a pulse is output, each reel 3L, 3C, and 3R rotates at a certain angle. Therefore, the main CPU 101 controls each of the stepping motors 51L, 51C, and 51R as follows: The number of pulses output is counted, and based on this count, each reel 3L, 3C, The position of the symbols on the 3R reels is managed. In addition, the same management is performed on each of the reels 3L, 3C, and 3R. A reel index (not shown) determines the initial position for the reel. An index sensor (not shown) is provided to detect the position.
[0113] The setting key switch 52 is a setting value of the pachislot machine 1 (for example, six levels of setting 1 to setting 6). ) (setting change) or when checking the settings of Pachislot machine 1 (setting confirmation) Here, the set value indicates the degree of advantage of the player in the game. Usually, the lower the setting value (for example, closer to setting 1), the greater the player's advantage. The higher the setting value (for example, closer to setting 6), the more advantageous the player will be. The setting key switch 52 is set by, for example, an administrator of the gaming parlor. Insert the setting key (not shown) into the keyhole and turn it left from the initial position to turn it on. When the power is turned off, the Pachislot machine 1 is turned off. The setting can be changed by turning on the power after turning on the setting key switch 52. The setting key switch 52 is turned on while the power of the pachislot machine 1 is still on. When this state is set, the settings can be checked.
[0114] The reset switch 53 is capable of detecting a reset operation by an administrator of the gaming establishment. The reset operation is an operation to release various error states. The switch 53 is configured to allow the administrator of the gaming establishment to determine the setting value when the setting can be changed. It should be noted that the reset switch 53 is operated when the setting can be changed. When this is done, the setting value increases by 1 each time it is operated (when it reaches setting 6, the next setting (Return to 1). In this way, the set value can be determined. The set value thus determined is confirmed when the start lever 7 is subsequently operated once. The start switch 7S is designed to be able to detect the setting value confirmation operation by the manager of the gaming parlor. In this way, when changing the settings, the setting key switch 52 is turned on, The reset switch 53 is operated to select the set value, and the start lever 7 is operated to select the set value. After the set value is confirmed, the setting change operation is performed by turning the setting key switch 52 to the OFF state. Note that this is just an example of a setting change operation, and the setting may be changed by other operations. It can also be configured so that changes can be made. In addition, when changing or checking settings, For example, the current setting value is displayed on the credit lamp or payout lamp mentioned above. Just do it.
[0115] The role ratio monitor device 54 is configured, for example, with a 4-digit 7-segment LED, and is The winning ratio monitor device 54 is installed inside the board case. - Various percentage information about the calculated game is displayed in sequence. It is used when the administrator checks whether the Pachislot machine 1 has been illegally modified. The controller 54 may be mounted on the main control board 71 or may be connected to the main control board 71. It may be mounted on another board (for example, a ratio display board) connected to the It may be installed in another location within the cabinet G. For example, the main control board It may be provided on the case. Also, when the display on the role ratio monitor device 54 is started, or a management switch for switching the contents is provided in the cabinet G. When this is operated, the above-mentioned various ratio information may be displayed. On the premise of using such a management switch, for example, the information display device 14 can be used as It may be configured to be used in combination with the ratio monitor device 54. A predetermined time (for example, about 10 seconds) has elapsed since the start-up of the main control circuit 100 and the sub-control circuit 200. After the lapse of a certain period (a buffer time taking into account the time required for the calculation), the four-digit To check that the 7-segment LED is functioning properly, for example, "8.8 A test pattern such as "." (a pattern that lights up all the segment and decimal LEDs) It is desirable to have a configuration in which the indicator is lit (or blinks) for a predetermined period of time.
[0116] In the role ratio monitor device 54, for example, the type of ratio information is displayed in the upper two digits, and The value (%) showing the percentage information is displayed in the two digits. The various percentage information includes, for example, cumulative specific section percentage information, consecutive wins over the last 6,000 games, There is continuous feature ratio information and feature ratio information, cumulative continuous feature ratio information and feature ratio information, etc.
[0117] The specific section ratio information is the target number of games (for example, 175,000 games for "cumulative" "The most recent 6000 games" is 6000 games. The same applies below. The number of games in the game section (for example, AT state) in which information on stop operations advantageous to the player was notified (Or, it may simply be the number of games played during the advantageous period). The consecutive bonus ratio information is the number of medals paid out in the game section of the target number of games. During operation of the first-class special device (RB) (the device continuous operation device (BB) related to the first-class special device is activated) The number of medals paid out during the first-class special feature (RB) operation The bonus ratio information is information indicating the ratio of the bonuses paid out in the game section for the target number of games. Of the medals awarded, the number of medals awarded is the first-class special feature (RB), the second-class special feature (CB), and the regular feature. (SB) is the information showing the percentage of medals paid out during operation, and the first-class special role here The device (RB) is in operation when the device continuous operation device (BB) related to the first-class special device is in operation. This concept includes the operation of the first type special device (RB) in a state where the second type special device is in operation. The device (CB) is in operation when the device continuous operation device (MB) related to the second-class special device is in operation. This concept includes the operation of a second-class special device (CB) in a state where
[0118] In addition, in the game section where information on the stop operation advantageous to the player was notified (for example, in the AT state The state of the device is considered to be during operation of the device or during operation of the continuous device operation device, and the respective ratios are The information can also be used as a target for aggregation and calculation. It is sufficient if the necessary percentage information is displayed appropriately. Not limited to. For example, in a machine that does not have a first-class special feature (RB), When displaying the continuous role ratio information or when the advantageous zone function (AT function) is not installed When displaying specific section ratio information on a model that does not have the corresponding numerical information (corresponding information), For models that do not have this function, when the item is displayed, the number of the 4-digit 7-segment LED will be displayed. For example, in the 7-segment LED that displays the last two digits of information (% information that indicates the ratio), - -" and other information such as lighting up two vertical bars in the middle. By doing so, the person checking the product can immediately recognize that the product is a model for which no compatible information exists. desirable.
[0119] The door open / close monitoring switch 56 is provided, for example, on the open / close side (right side) of the lower door mechanism DD. It may be configured to be provided on the rear side of the lower door mechanism DD, or on the cabinet G The upper door mechanism UD may also be provided with a similar door opening / closing monitor switch. The door open / close monitoring switch 56 may be provided on the lower door mechanism D. When D is open, it is in the ON state, and when it is closed, it is in the OFF state. The opening and closing of the lower door mechanism DD is monitored by this. In this case, if the lower door mechanism DD is closed, the error will The error state is released.
[0120] The sub-control board 72 includes a ROM cartridge board 202, a main display device 210, a sub-display The sub-control board 72 is electrically connected to the device 220 via the sub-relay board 74. 24-hour door monitoring unit 61, a group of performance buttons such as performance buttons 10a and 10b, The lamps and LEDs such as the upper lamp 23 and the speakers 35a, 35b are electrically is connected to.
[0121] The ROM cartridge board 202, the main display device 210, the sub-display device 220, We have already explained the output buttons, lamps, LEDs, and speakers, so we will only cover them here. The explanation will be omitted.
[0122] The 24-hour door monitoring unit 61, like the door open / close monitoring switch 56, It is installed on the opening / closing side (right side) of the lower door mechanism DD. The function is the same as the door opening / closing monitoring switch 56, but By making it possible to perform this on the sub-control circuit 200 side, the opening and closing history of the lower door mechanism DD can be further recorded. This opening and closing history can be saved for a certain period of time. Therefore, for example, if it is outside business hours and the If the system is opened after the administrator has left, or if the system is open for a long period of time during business hours, If there is a history of opening and closing the door, it is highly likely that fraudulent activity has occurred. It is now possible to recognize it.
[0123] [3. Pachislot machine function flow] Next, the functional flow of the slot machine 1 will be described with reference to FIG. 1 is a diagram for explaining the functional flow of the pachislot machine 1.
[0124] A player inserts a medal into the slot machine 1 (a bet operation is performed), and the start lever When -7 is operated (start operation is performed), the value is set to a value within a predetermined range (for example, 0 to 655 35) to select one random number (in this embodiment, this is referred to as the “random number for internal lottery”). (which may be explained later) are extracted.
[0125] The internal lottery means (main CPU 101 that performs the internal lottery process described later) extracts the random number value. Based on the above, a lottery will be conducted to determine the internal winning combination. The combination of symbols that are permitted to be displayed on the The types include medal payout, replay activation, bonus activation, etc. The special prizes given to players are those related to "winning" and those related to other so-called "losing" prizes. In addition, the role related to the payout of medals is called a "small role" and the replay (replay) A combination related to the activation of a bonus (bonus state) is called a "replay combination." The combination that can be internally won (i.e., the combination that is allowed to be formed) is called a "bonus combination." The combination of symbols) is sometimes simply called a "role." Also, the internal winning role is called a "winning role." These are sometimes called "predetermined results" or "derivation allowance conditions." The lottery means may be a "role determination means," a "winning role determination means," a "pre-determination means," or a "derivation permission means." The condition determining means may be called "condition determining means".
[0126] When the start lever 7 is operated (start operation is performed), the multiple reels start spinning. After that, the player will spin the reels (3L, 3C, 3R) to determine the winning combination. The stop button (each stop button 8L, 8C, 8R) is operated (stop operation is performed) The reel stop control means (main CPU 101 that performs the reel stop control process described later) Based on the timing of the winning combination and the stop button being pressed (or the order in which it is pressed), In addition, the operation procedure for performing the start operation is The step is not limited to a lever-shaped one like the start lever 7, and may be any step that the player operates to start the game. Any operation means may be used as long as it is possible to perform the stop operation. The operation means for this purpose is limited to button-shaped ones such as the stop buttons 8L, 8C, and 8R. Any operating means is acceptable as long as it is possible for the player to perform the stop operation without being affected by the machine. stomach.
[0127] In Pachislot machine 1, basically, the specified time (190 minutes) from when the stop button is pressed sec), control is performed to stop the rotation of the corresponding reel. The number of symbols that move with the rotation of the reels within a specified time is called the "number of sliding pieces." In this embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum The number of sliding pieces is set at four patterns.
[0128] The reel stop control means determines an internal winning combination that allows the display of a winning symbol combination. When the combination of symbols is displayed, the combination of symbols is usually displayed within the specified time of 190 msec (4 symbols). The reels will stop spinning so that the winning combination is displayed on the active line as much as possible. The control means utilizes the specified time to display a symbol that is not permitted to be displayed by the internal winning combination. The reels stop spinning so that the combination of the above does not appear on the pay line. The pattern displayed when the rotation stops is called the "stop display" or "display result." Also, when the reels stop spinning, the symbols that appear may be This is sometimes called "deriving the display result" or "deriving the display result."
[0129] The reel stop control means is configured to stop the reel when a predetermined automatic stop time has elapsed since the reel started to rotate. When the timer expires, the reels will automatically stop even if the player has not performed a stop operation. In this case, the automatic stop control may be performed without the player's stop operation. The reels will stop when any internal winning combination is determined. However, the winning combinations are not displayed along the winning lines. It is desirable to stop the rotation of the roller.
[0130] In this way, when all of the reels have stopped spinning, a winning determination means (a winning determination means described later) The main CPU 101, which performs the operation determination process, determines whether the combination of symbols displayed on the pay line is , and determines whether it is related to winning a prize (or other predetermined items). That is, the winning combination of symbols (or other predetermined combinations of symbols) Then, the combination of the displayed symbols is judged by the winning judgment means. It is related to winning a prize (or other predetermined items) (i.e., It is determined that a combination of symbols (or other predetermined combination of symbols) has been formed. When a player wins a prize, the player will be given a special privilege such as a medal payout, or various In the Pachislot machine 1, for example, one play is performed in the above-mentioned sequence of events. It is performed as a technique (unit game).
[0131] The winning determination means determines whether the combination of symbols displayed on the pay line is simply a predetermined combination. A method for determining whether a combination of multiple patterns corresponds to any of the combinations of patterns. Alternatively, the combination of symbols related to the internal winning combination determined by the internal lottery means may be In other words, in the former case, it is possible to separate the internal winning combination from the It may be determined whether or not the combination of symbols is related to a winning prize. As long as the reel stop control means performs appropriate stop control, it is possible to sufficiently prevent the occurrence of erroneous winning. This can reduce the control burden associated with detecting false wins. On the other hand, in the latter case, whether the winning combination is a combination of symbols that is permitted to win a prize. By making it possible to determine whether or not a winning jackpot has been won, if a wrong prize is won due to a malfunction of the reel, etc., the wrong prize can be determined. Since winning can be detected, security can be improved.
[0132] In addition, in the Pachislot, during the flow of the series of game operations described above, The main display device 210 and the sub-display device 220 display images, various lamps (for example, The output of light from the external lamp 23, etc., and the output of light from the speaker (for example, the speakers 35a, 35b, etc.) Various effects are produced by using the output of sounds that are different from the original sound, or by using a combination of these. These are the performance execution means for executing the performance. The content may be determined by the main control circuit 100 side (main side), or by the sub-control circuit 200 side. In other words, these are all methods for determining the content of the production. It can be a step.
[0133] For example, when the start lever 7 is operated (a start operation is performed), a random number value for internal lottery is calculated. When the random number value for the performance is extracted, the performance content determining means The effect to be executed this time is selected by lottery from among multiple types of effects associated with the internal winning role. Therefore (or according to predetermined decision conditions), the determination is made.
[0134] Next, when the effect content is determined by the effect content determination means, the effect execution means It responds in conjunction with each trigger, such as when the spinning starts, when each reel stops spinning, and when it is determined whether or not there is a winning combination. In this way, in the pachislot machine 1, for example, By executing the performance content, the internal winning combination (the combination of symbols to aim for and the operation The player is provided with an opportunity to know or predict the order in which the buttons should be pressed. This can increase the interest of the player.
[0135] [4. Basic specifications regarding the playability of pachislot machines] Next, the basic specifications regarding the playability of the pachislot machine 1 will be explained.
[0136] [4-1. Design placement] As mentioned above, in the pachislot machine 1, multiple symbols are displayed in a variable and stationary manner to allow the player to play. Therefore, the main control circuit 100 controls each of the reels 3L, 3C ,3R, it must be configured so that it is possible to understand which design is placed in which position. For this reason, the main ROM 102 has at least each reel 3L, 3C, 3R, and Data for identifying the type of symbol at each symbol position is stored. As long as this purpose is achieved, the data structure can be of various types. However, in this embodiment, a symbol arrangement table (see FIG. 9) described later is used as an example. .
[0137] The symbol arrangement table shows the symbols for each reel 3L, 3C, and 3R in each direction of rotation. The pattern position data (for example, "0" to "19") indicating the position is specified. Data for identifying the type of pattern (for example, pattern code) corresponds to the pattern position data. In addition, when the reel index is detected in the symbol arrangement table, The position of the symbol located in the middle area of each reel within the frame of the main display window 4 is defined as "0". The number of symbols in each row, the number of different symbols, or the maximum number of sliding pieces may be changed as needed. It can be specified.
[0138] [4-2. Design Combination] As mentioned above, in the pachislot machine 1, the combination of displayed symbols affects the game result. That is, the pachislot machine 1 performs various functions according to the combination of displayed symbols. It can give you benefits, move you from your current state to a relatively advantageous state, or Therefore, the main control circuit 100 must be configured so that the combination of such symbols can be grasped. Therefore, the main ROM 102 contains data for specifying such a combination of symbols. As long as this purpose is achieved, the data may be structured in a variety of ways. In this embodiment, as an example, a symbol combination table (see FIG. 11 to 14).
[0139] The symbol combination table contains predetermined symbol combinations that can be displayed on the active line. Data indicating the type of combination of multiple symbols that was selected (for example, "display role" or "winning role" The symbols that make up each combination of symbols are, for example, The symbol code can be used to identify the symbol combination. The data indicating the type of the symbol (for example, "Payout") is associated with the symbol combination. The table basically contains the winning flag storage area, the winning activation flag storage area, and the pattern The data structure corresponds to the code storage area (see Figure 17). The number of types and the contents of the benefits can be changed and specified as appropriate.
[0140] [4-3. Internal lottery winner] As mentioned above, any combination of symbols is permitted to be displayed on the Pachislot machine 1. The game result is affected by whether the player is selected (or not) or not (predetermined). The slot machine 1 determines the internal winning combination (i.e., the displayed winning combination) before the player stops the game. The type of symbol combination that can be obtained (or the type of benefit that can be awarded) can be determined. Therefore, the main control circuit 100 can grasp such internal winning combinations. Therefore, the main ROM 102 must be configured to be able to perform such internal operations. The data for identifying the winning combination is specified. The data structure can be various, but in this embodiment, the following is an example: The internal lottery table (see FIG. 10) described below is used.
[0141] The internal lottery table contains data indicating the types of predetermined internal winning combinations (for example, , "No." or "winning number") and each internal winning role is determined in each game state. The lottery value may vary depending on the set value. In addition, the types of (corresponding) symbol combinations that are permitted to be displayed for each internal winning combination are In addition, in the Pachislot machine 1, a combination of multiple symbols is assigned to one internal winning combination. When such an internal winning combination is determined, Which symbol combination is displayed is determined by the stop control.
[0142] Here, for example, in the internal lottery process described later in this embodiment (see FIG. 26, more specifically, S6 In the internal winning combination determination process of 4), first, a random number circuit determines a predetermined range of numbers (e.g. For example, a random number extracted from 0 to 65535 is used to select the winning combination. The lottery value is updated sequentially. Then, the lottery result (lottery value + random number) exceeds 65535. Then, a predetermined internal winning combination is determined. In the case where the result of the judgment exceeds 65535, the internal lottery role will be the winner (winner However, even if this determination is made for all internal winning combinations, If there is no number exceeding 5535, the internal winning combination for this game will be a "miss." Note that this is merely an example of internal lottery processing, and the lottery value (winning probability) will be used appropriately. As long as a proper lottery is carried out, various methods can be adopted for the lottery processing. For example, the extracted random number value is sequentially subtracted and updated by the lottery value specified corresponding to each internal winning combination, Next, check whether the subtraction result (lottery result) is below 0 (whether the lottery result underflows) The internal winning combination may be determined by determining whether the winning combination is a winning combination or not.
[0143] In this way, in the internal lottery table, the internal lottery value that is specified is large. The higher the winning combination, the higher the probability of being determined (winning probability). The winning probability of each internal winning combination is as follows: "The lottery value specified for each winning number / the number of all random numbers that can be drawn (random number It can be expressed as "(mother:65536)".
[0144] [4-4. Stop control] As mentioned above, in the Pachislot machine 1, the display is permitted by the internal winning combination. The player's stopping operation determines which combination of symbols will ultimately be displayed. In other words, the Pachislot machine 1 is designed so that the outcome of the game depends on whether or not the Not only the type of internal winning combination that has been set, but also the timing of the player's stop operation and the order of pressing ("Stop Operation" The final combination of symbols displayed by the "operation mode" or "stop operation procedure" It is possible to perform control (stop control) that changes (determines) the type. The main control circuit 100 determines how each internal winning combination will be performed depending on the player's stop operation. It is necessary to be able to grasp in what manner the stop control will be performed. The ROM 102 stores data for specifying the mode of such stop control. As long as this purpose is achieved, various data structures may be adopted. In this embodiment, as an example, a stop table and a pull-in priority table (unnecessary (shown in the figure) etc.
[0145] The stop table contains the movement of the symbols for each symbol position data of reels 3L, 3C, and 3R. Data indicating the amount of movement (for example, "number of sliding pieces") is specified. For example, a predetermined internal lottery Suppose a predetermined stop table is selected in a game where the winning combination has been determined. Suppose a stop operation is performed on reel 3L. At this time, the stop start position (when the stop operation is performed) Assume that the symbol position data in the middle area of reel 3L when the reel is played is "0". In the specified stop table, the number of sliding pieces specified in the symbol position data "0" is "4". In this case, the main control circuit 100 moves the symbol position by four symbols (symbol position Stop reel 3L at the position of data "4" (the planned stop position is "4") In this way, the stop table can directly determine the stopping position. The possible data (number of sliding pieces) is specified. In addition, it is generally common to perform stop control using such a stop table. This is called "table control."
[0146] In the pull-in priority table, if there are multiple combinations of symbols that are permitted to be displayed, Data indicating which combination of patterns should be preferentially displayed (pulled in) (for example, For example, in a game where a predetermined internal winning combination is determined, Here, the predetermined internal winning combination is as shown in FIG. The display of pattern combination A and pattern combination B is permitted, and the predetermined pull-in priority table is as follows: The priority order is set so that symbol combination B is displayed preferentially over symbol combination A. Next, suppose that a stop operation is performed on reel 3L while it is spinning. At this time, the stop start position is assumed to be "0".
[0147] In this case, the main control circuit 100 determines the maximum number of sliding pieces (for example, "4 For each symbol position within the range of "), the symbols that make up symbol combination A and symbol combination B are If neither pattern exists, a predefined rule (e.g. For example, stop closer, stop further away, etc. If there are only symbols that make up symbol combination A, the position corresponding to that symbol is determined. If there are only the symbols that make up symbol combination B, If both symbols are present, the symbol combination A will be selected. Since combination B is displayed preferentially, the positions corresponding to the symbols that make up combination B are The priority of the connection is determined by the selected connection priority table. According to the rule, all symbol positions are stored during the rotation of the target reel. Or, when a stop operation is performed on the target reel, It may be possible to store the number of symbols for each position within the range of the maximum number of sliding pieces. This data structure is merely an example. Performing stop control is generally referred to as "control control."
[0148] In this embodiment, the stop control is performed by performing only the "table control." It is also possible to perform stop control by only performing "control control". Alternatively, the system can be configured to stop the operation by first performing "table control." The stopping position is tentatively determined, and then "control" is performed to achieve a more appropriate stopping Search for a location and change the stopping location depending on the search results. It is also possible to configure the system to execute stop control.
[0149] In this way, in Pachislot machine 1, the combination of symbols that will ultimately be displayed on the pay line is The combination of symbols is determined based on the following three factors, for example:
[0150] The first element is the determined internal lottery result (the lottery result of the internal lottery process). If the result of the lottery process is "miss", the combination of symbols related to any replay role , the combination of symbols related to the small role or the combination of symbols related to the bonus role finally lies on the effective line It will not be displayed. In addition, "Ha-re" can be considered as one of the internal winning combinations. It can also be seen as a lottery result in which the internal winning role was not determined.
[0151] The second factor is the timing of the player's stop operation (when the player operates one of the stop buttons). For example, in this embodiment, the maximum sliding Since the number of pieces is set to four, as a result of the internal lottery process, Even if you win the lottery, the symbols that make up the combination of symbols that are permitted to be displayed are valid. If more than four symbols are placed on a line (or on each active line if there are multiple active lines), In this case, the combination of symbols may not be displayed depending on the timing of the player's stop operation. This is what is known as "missing out."
[0152] The third factor is the order in which the player pressed the stop button. For example, in this embodiment, an internal winning combination associated with a combination of multiple symbols is determined. In this case, the winning combination will be displayed on the winning line according to the order of the players' pushes. The combination of symbols that appears may change. Such internal winning combinations are called "push order combinations." If it is a replay role, it is called a "push order replay" and if it is a small role, In some cases, it is called "push order small win."
[0153] [4-5. Game Status] In the Pachislot machine 1, in order to change the degree of advantage of the player or to achieve the intended gameplay In order to achieve this, it is possible to provide various game states as game play states. An example of the game state will be explained below.
[0154] [4-5-1. Bonus state] In the pachislot machine 1, a bonus role is won, and the combination of symbols related to the bonus role is a valid lottery. When displayed on the screen, it will transition to the bonus state (activate the bonus state). It is possible to configure the game so that such a bonus state is not provided. Also, by providing multiple types of bonus roles, it is possible to create multiple bonus states. When a bonus combination is won, the combination of symbols related to the bonus combination is displayed. The bonus combination will be the internal winning combination over multiple plays until it is displayed on the active line. This type of bonus role is called a "carryover role." In addition, such carryover status may occur between "(bonus) flags" and "(bonus) ) It is sometimes called "Nainaka" etc.
[0155] The bonus state is a small win compared to the state where the bonus state is not activated (non-bonus state). The lottery conditions (including the winning probability, its contents, and the stop control conditions, etc.; the same applies below) It is possible to change the lottery mode of the replay role (it is possible to change the lottery mode of the replay role Since the bonus state is also a state, it can be considered as one aspect of the RT state described below. Therefore, if such a lottery pattern is relatively advantageous to the player, In this case, the bonus state is a more advantageous gaming state than the non-bonus state. If the lottery mode is relatively unfavorable to the player, the bonus state becomes a non-bonus state. This puts the game in a more unfavorable state than usual.
[0156] As a bonus role, for example, the first type special role (RB), the role related to the first type special role, Continued action device (BB), second-class special role (CB) (but not carryover role), second-class special role Continuously operating devices related to items (MB), and ordinary devices (SB) (but not carryover devices), etc. For example, the bonus states corresponding to each bonus role are as follows: The RB state is configured as follows: The game ends when a predetermined number of games (for example, the upper limit is 12) have been played. The BB state is a game state in which a predetermined payout number (for example, The game state ends when more than 285 medals are paid out. .
[0157] The CB state is configured as a game state that ends when one game is played. In this state, the payout of medals exceeding a predetermined payout number (for example, the upper limit is 153 medals) If there is a problem, or if you win RB or SB during MB state, the game will end. The SB state is configured as a game state that ends when one game is played. do.
[0158] The conditions for the bonus state to operate are that the combination of symbols related to the bonus role appears on the active line. It is not limited to the above. For example, the first-class special device related to the continuous operation of the device (BB During operation of the first-class special device, when the device continuous operation device (BB) starts to operate, At the start of play when the first-class special feature is not in operation, or at the end of operation of the first-class special feature It can also be configured to automatically activate the first-class special feature (RB) at certain times. In other words, without specifying the combination of symbols related to RB, the operation of RB is always performed while BB is in operation. It is also possible to control the RB so that it is in operation. Here, the RB in operation is called "JAC" etc. This type of automatic RB operation while BB is in operation is called "Auto JA Also, during the operation of the BB, the diagram related to the RB specified When the pattern combination is displayed on the active line, the RB is activated. In this way, the RB operates based on the display of the corresponding combination of symbols. It is sometimes called "Manual JAC" etc. Also, the second type special feature related to the consecutive performance of the feature is called "Manual JAC". The same applies to the relationship between the MB and the second-class special device (CB). The combination of symbols that can be used is not specified, and the CB is always in operation when the MB is in operation. During the operation of MB, the combination of symbols related to the specified CB is valid. It is also possible to control the CB so that it is activated when it is displayed on the effect line.
[0159] [4-5-2.RT state] In the pachislot machine 1, when a predetermined transition condition is met, the machine transitions to the RT state. (Activating the RT state) is possible. It can also be configured to have multiple RT states. The RT state can be used by the replay actor to play against a state where the RT state is not active (non-RT state). The lottery mode can be changed. If the lottery pattern is relatively advantageous to the player, the RT state is more advantageous than the non-RT state. On the other hand, if the lottery mode is relatively unfavorable to the player, In this case, the RT state is a less favorable gaming state than the non-RT state. In this case, the same applies to the multiple RT states. The RT state in which the lottery mode (especially the winning probability) is relatively advantageous to the player is called a "high RT state" or "high This is called a "probability replay state," and the lottery mode of the replay role (especially the winning probability) is relative to the player. A disadvantageous RT state is sometimes called a "low RT state" or a "low probability replay state."
[0160] The RT state can be transitioned when any of the following transition conditions are met: In addition, when multiple RT states are provided, the same applies to the relationships between the multiple RT states.
[0161] (1) When you win RB, BB or MB. (2) When the combination of symbols related to RB, BB, or MB is displayed (3) When the RB state, BB state, or MB state ends (4) Not winning RB, BB or MB (not carried over), RB status, BB status Or when a specific combination of symbols is displayed when not in MB state. (5) When a predetermined number of games have been played after the transition conditions of (3) or (4) are met.
[0162] [4-5-3.AT state] In the pachislot machine 1, when a predetermined transition condition is met, the machine transitions to the AT state. (Activating the AT state) is possible. It can also be configured to have multiple AT states. In the AT state, for example, when the above-mentioned push order role is won, the player can perform a stop operation advantageous to the player. By announcing this information, the AT state is more effective than when it is not activated (non-AT state). This is a gaming state that is configured as a beneficial state.
[0163] In addition, if multiple AT states are set, the play period of each AT state (extension of the period) (or "top-up"; the same applies below) is possible, the ease of extension, etc. (including), the type of notification target role for which information on the stop operation is notified, or notification of information on the stop operation By making the probability of occurrence of each different, the degree of advantage of the player can be varied. In addition, the transition conditions and end conditions for the AT state can be set appropriately according to the gameplay. This is possible (except for the termination due to the execution of the limit process described below). Also, the AT state is It may be treated as if it were in the bonus state described above, in which case it is a "pseudo bonus" It is sometimes referred to as a "state."
[0164] In addition, the playing period in the AT state is the number of games (number of times played) as long as the period is properly managed. ) (game number management), and a predetermined number of games may be considered as one set. The number of sets may be managed (number of sets management). It may be managed by the payout number or net increase number (difference number) (payout number management, difference number management In addition, notifications that affect the payout of medals in the AT state (for example, push order minor role wins) It may be managed by the number of times (number of navigations) that the push order navigation at the time of lottery is performed (navigation The same applies when the AT state is extended. The play period granted when the AT state is extended is different from the play period granted when the AT state is extended. In addition, when multiple AT states are provided, They may be managed by the same management method or by different management methods. It may be possible to do so.
[0165] [4-5-4.ART status] In the Pachislot machine 1, when a predetermined transition condition is met, the above-mentioned high RT state and A It is now possible to transition to an ART state (activate an ART state) that combines T states. In other words, the ART state means the AT state that occurs in the high RT state. Therefore, at least a low RT state and a high RT state are provided as RT states, and in the high RT state At the point where control is performed to transition to (or prevent transition to a low RT state) A Although it is different from the T state, the basic control is the same as the AT state (stopping operation advantageous to the player) As a result of the notification of the operation information, the system transitions to a high RT state (or a low RT state). If the condition is one in which the above-mentioned symptoms are avoided, it can be said to be synonymous with the AT condition. When the transition condition is met, the system will first transition to the AT state, and then to the high RT state. The ART state may be transitioned to by a single step, or the high RT state and the AT state may be transitioned to simultaneously (or alternatively) The patient may be transitioned to an ART state by transitioning to the ART state (approximately simultaneously).
[0166] [4-5-5. Other game conditions] In addition, the pachislot machine 1 may also have game states other than the various game states described above. For example, each mode in the advantageous zone (see Figures 5 and 6) described below, these are also The advantage of whether or not to transition to an AT state as a pseudo bonus state in a game state Since these can change the odds, they can be considered as game states. From the same perspective, for example, the degree of advantage of whether or not to transition to a bonus state may be changed. For example, if you have won a bonus role (or if you have not won a bonus role), In this case, a game state in which a combination of symbols related to a bonus role is likely to be displayed by stop control. and a gaming state in which the combination of symbols relating to the bonus role is relatively less likely to be displayed. By providing the above, it is possible to configure the game so that the degree of advantage to the player can be changed. For example, a game state in which a bonus role is won with a predetermined probability (it is easy to win) and a game state in which the bonus role is won with a predetermined probability (it is easy to win) A game state in which the winning combination has a lower probability than the predetermined probability (relatively difficult to win) By providing this, it is possible to configure the player's degree of advantage to be variable.
[0167] In addition, whether to transition to AT state (extending the game period of the AT state in the AT state) The following methods can be used to change the degree of advantage of the For example, a "specific role" can be determined as an internal winning role. The specific combination is determined by the player's stop operation mode (or the timing of the stop operation). , or a combination of these) The number of coins to be dispensed varies (for example, if the stop operation is appropriate (correct), 8 coins will be dispensed, and if the stop operation is incorrect, 8 coins will be dispensed). If correct (incorrect), one card or none will be paid out).
[0168] And, if you win the specific role in a specific game state, if 8 coins are paid out In this game, the degree of advantage of whether or not to transition to the AT state will be changed to a favorable one. Decision on whether to transition directly to the AT state or not (whether to transition directly to the AT state or not) This may include a decision on whether to extend the time limit (hereinafter referred to as a "favorable decision"). On the other hand, if eight coins have not been paid out, the game will be decided accordingly. If you win the specific combination in the specific game state mentioned above, and 8 coins are paid out, On the other hand, if 8 coins are not paid out, No advantageous decisions will be made in the game.
[0169] In this way, when a player plays in a specific way, the result of that play will be In the game, there are cases where an advantageous decision is made and cases where an advantageous decision is not made (when an advantageous decision is not made). It is also possible to configure the system so that there are cases where the current game and the next game are restricted. In some cases, players may change between games, and such restrictions may continue into the next game. Such restrictions are currently in place because there is a risk that the (next) player will be at a significant disadvantage. It is desirable that the bonus be limited to one play and not continue to the next play. Such restrictions are sometimes called "penalties."
[0170] [4-6. Gaming area] In order to prevent excessive gambling in the Pachislot machine 1, It is possible to set up various play zones as play states with a concept different from the skill state. An example of the gaming area is explained below. The gaming area can be broadly divided into non- It consists of favorable and unfavorable sections.
[0171] (Non-advantageous section) The non-advantageous section is configured as a game period in which it is not possible to notify the player of an advantageous stop operation mode. The following requirements are merely examples, and at least one of them must be met. If the requirements are relaxed or tightened, the above may be amended accordingly. .
[0172] (1) It is not permitted to notify players of advantageous stop operation patterns (for example, push order navigation, etc.) Therefore, it is not possible to control it to the AT or ART state described above.
[0173] (2) When the setting value is changed (settings are changed), or when initialization is performed for "RAM abnormality" etc. (described later) If the condition is met, a non-advantageous zone is set as the initial state.
[0174] (3) When the limit process described below is executed in the favorable zone (i.e., during the favorable zone) A predetermined value that is updated as the game progresses (for example, the advantageous zone game number counter described later) The value of the advantageous zone payout counter) is set to a specified value (for example, 1500 games or 2400 coins). In this case, the non-advantageous zone is set as the initial state. Even if the fixed value is not yet the default value, if it is a specific updated value, it will be treated as a non-default value. A favorable zone may be set. In addition, if a predetermined end condition is met during the favorable zone, the game may end. When the end of the period is determined (for example, when the lottery for the end of the advantageous period is configured to be held, If the lottery is won, a non-advantageous zone may be set based on that condition. .
[0175] (4) In the non-favorable zone, processing related to the favorable zone (for example, whether to move to the favorable zone) The determination process, etc., can only refer to the determined internal winning combination, and the derived Result display (combination of symbols) and number of games in the non-advantageous zone (or the advantageous zone before the transition) It is not possible to perform processing that refers to various parameters other than the internal winning combination. Whether an internal winning combination has been determined is determined by referring to data that directly indicates the internal winning combination, such as the winning number. It can also be generated or converted from the internal winning data, and the subflag (multiple winnings) It is possible to refer to data that indirectly indicates the internal winning combination, such as data that is used as one of the judgment target data. It can also be done as follows.
[0176] (5) The non-advantageous section is basically in state 1, and multiple states can be set within the non-advantageous section. For example, the non-advantageous section after the end of the advantageous section is called non-advantageous section A, and the non-advantageous section after the setting change is called non-advantageous section B. It is not possible to set a section as a different state, such as non-advantageous section B.
[0177] (Advantageous area) The advantageous section is configured as a game period during which it is possible to notify the player of advantageous stop operation modes. , and meet the following requirements. Note that the following requirements are merely examples, and at least one of them If the requirements are relaxed or tightened, the rules can be changed accordingly.
[0178] (1) To inform the player of advantageous stop operation modes (for example, push order navigation, etc.) Therefore, it is possible to control it to the AT state or ART state described above.
[0179] (2) When the setting value is changed (settings are changed), or when initialization is performed for "RAM abnormality" etc. (described later) If the condition is met, the advantageous zone cannot be set as the initial state.
[0180] (3) When the limit process described below is executed in the advantageous zone, the advantageous zone will be terminated. It is necessary to
[0181] (4) In the advantageous zone, processing related to the advantageous zone (for example, the game state (mode) during the advantageous zone) Determination process for whether to transition or extend a specific game state (mode) etc.) is not only a process that refers to the determined internal winning combination, but also a derived result display (pattern Processing that refers to various parameters other than the internal winning combination, such as the number of games in the advantageous zone, Other examples of the various parameters that can be referenced include the above-mentioned Bonus information such as points that can be awarded according to various parameters, types of bonus status, RT status The types of states, the timing of stopping the reels, or the order of pressing the buttons can be mentioned. Cut.
[0182] (5) Multiple states can be set within the advantageous zone. For example, Normal state, CZ state which is easy to transition to AT state, or stop operation according to the notification It is possible to set a state such as an AT state in which the expected value of medal increase becomes positive when For example, if a transition to the CZ state is determined in the normal state, the transition to the CZ state actually occurs. It is set as a waiting state until the transition to the CZ state is completed, and a premonition effect that suggests the transition to the CZ state may be performed. The transition to the AT state was determined in the CZ precursor state, or in the normal state or CZ state. In response to this, it is set as a standby state until it actually transitions to the AT state, and the transition to the AT state The state of the AT premonition state, which may suggest a run, can also be set according to the gameplay. be.
[0183] (6) A section lamp (status table) that can indicate whether the section is a non-advantageous section or an advantageous section The indicator) lights up to let you know that you are in a favorable zone (the zone lamp goes out) (If the section lamp is lit, it will be possible to notify that the vehicle is in a non-advantageous section.) As mentioned above, the start timing can be set to any timing. It is possible. Basically, the lights start to turn on when you move from a non-advantageous zone to an advantageous zone. The light may be kept on until the transition from the non-advantageous zone to the advantageous zone occurs, or the light may be kept on until the transition from the non-advantageous zone to the advantageous zone occurs. (The advantageous zone has started), but if the advantageous zone to which you have moved is in normal condition, the light will not start to turn on, The lighting may start when the AT state is first entered. If the section is in AT state, the lights should start to light up from that point.
[0184] [4-7. Limiter] In Pachislot Machine 1, the advantageous period continues for too long, leading to excessively high gambling. In order to prevent this, there is an upper limit (limit) on the period during which the advantageous zone continues. ) can be set. Such an upper limit is called a "limiter." In this embodiment, the end of the advantageous period by such a limiter is called limit processing. This is explained as the execution or operation of a limiter. Below is an example of such a limiter. explain.
[0185] (Game limiter) The game limiter is set when the number of games (number of plays) during the advantageous period reaches 1500. For example, in the advantageous zone described below, The game counter starts counting from the start of the advantageous zone and disappears when one game is played. The counter will be increased by one each time the game is converted. Based on the specified value (for example, "1500" or more) (for example, playing in AT state) Even if there is still time left in the period, the advantageous period will be forcibly terminated and the period will be transferred to a non-advantageous period. The game limiter will only activate if the number of games is less than the upper limit of 1500. Any number of games can be set as long as it is within the number of games. If the conditions are relaxed or tightened, the rules can be changed accordingly. In addition, the gambling aspect may be gradually reduced depending on the number of games played in the advantageous zone.
[0186] (Payout limiter) The payout limiter is set when the number of medals paid out during the advantageous zone reaches 2400. For example, the payout count in the advantageous zone described below is configured as a limiter. The countdown starts when the advantageous zone begins, and is calculated each time a medal is paid out. The corresponding number of coins (more specifically, the net increase obtained by subtracting the number of bets from the number of payouts) is added to the count. Then, when the value of the advantageous zone payout counter reaches a specified value (for example, "2400" or more), Based on this, (for example, even if the AT game period remains) The payout limiter will be activated and the game will be forced to end and move to a non-beneficial zone. The number can be set to any number up to the upper limit of 2400 coins. In addition, if the requirements for such payout limiters are relaxed or tightened, It can be changed as needed depending on the number of medals paid out during the advantageous zone. It may also be something that suppresses speculation.
[0187] In addition, for example, the advantageous zone payout counter described later is the lowest number of medals from the start of the advantageous zone. The point where the absolute value of decreases is the lowest point (starting point), and the positive amount from the most recent lowest point is counted. (i.e., if no payment is made, the count is decremented, etc.) That is, the payout limiter increases the number of medals during the advantageous zone. A maximum of 2400 medals will be paid out from the time (for example, when the AT state starts). It can also be configured as a limiter that executes limit processing when For example, the payout counter in the advantageous zone described below is not the net increase mentioned above, but simply the actual payout number (i.e. , which does not subtract the number of bets from the number of payouts) may be used.
[0188] In addition, the Pachislot machine 1 executes limit processing of the advantageous zone using only the game number limiter. Alternatively, the payout limiter may be used to limit the advantageous zone. The limit processing of the advantageous zone may be performed using both the number of rounds limiter and the number of payouts limiter. In addition, if both limiters are used, one of the limiters will be used after the advantageous period begins. It is desirable to terminate the advantageous section when the activation conditions are met.
[0189] In addition, the types of limiters are not limited to the above-mentioned game number limiter and payout number limiter. For example, the number of times of navigation of small roles during the AT state (i.e., the role related to the payout of medals) The number of times that the information on the stop operation advantageous to the player has been notified is a predetermined number (for example, "400" A limiter for the number of navigation times may be provided, which executes limit processing when the number of navigation times reaches the limit. In other words, as long as it is possible to appropriately suppress gambling, various conditions related to gaming may be used. It is possible to perform limit processing using this.
[0190] [4-8. External Signals] As mentioned above, the Pachislot machine 1 is designed to be able to output multiple types of external signals. For example, when the bonus state is started, the external signal 1 is turned on. If the external signal 1 is turned off based on the fact that the bonus state has ended, the external device In the data display machine, it is possible to perform a performance during the bonus state linked to this. For example, when the BB state starts, external signal 1 is turned on, and when the BB state ends, When the MB state is started, the external signal 1 is turned off. When the MB state is ended, the external signal 2 is turned on. If it is set to OFF, the external data display device will only perform the above-mentioned bonus state performance. The number of bonuses can be counted by type.
[0191] In addition, for example, when the AT state is started, the external signal 1 is turned on, and the AT If the external signal 1 is turned off based on the fact that the state has been ended, the external data display In the machine, it is possible to perform a performance during the AT state linked to this. When the AT state is started, external signal 1 is turned on and the specified AT state ends. Based on this, the external signal 1 is turned off, and a specific AT state is initiated. Based on the above, external signal 2 is turned on, and based on the fact that a specific AT state has been ended, the corresponding If external signal 2 is turned off, the above-mentioned AT state performance will also be displayed on the external data display device. Not only can you perform AT, but you can also count the number of ATs by type.
[0192] Also, for example, the AT state is configured as an AT state for set number management, and the first set When the AT state starts, external signal 1 is turned on, and the second and subsequent sets are If external signal 2 is turned on each time a setting is started, the external data display It is possible to count the number of initial hits in the AT state and the number of extensions in the AT state. The timing for turning on and off external signals can be set as needed. In other words, the situation is properly recognized by external data displays or hall computers, etc. As long as the external signals are recognized, the output state of each external signal can be set appropriately. The period from when the state changes to ... Various conditions can be adopted, such as until
[0193] [4-9. Commands] As described above, in the pachislot machine 1, multiple types of commands are sent from the main control circuit 100 to the sub-controller. The Pachislot machine 1 is designed to be able to transmit the signal to the main control circuit 100. The main control circuit 100 and the sub-control circuit 200 cannot communicate with each other. Therefore, the main control circuit 1 is required to communicate only in one direction along the line 200. 00 is a timely sub-controller that notifies information (commands) to notify changes in the status of the Pachislot machine 1. An example of such a command is as follows: .
[0194] The main control circuit 100 notifies the sub-control circuit 200, for example, when a setting change operation is performed. The initialization command sends an initialization command to the game. The initialization command contains parameters that specify the setting values, game status, etc. Also, for example, when a bet operation is performed, a medal insertion controller The coin insertion command includes parameters to specify the number of bets, etc. For example, when a start operation is performed, a start command is sent. The start command is configured to include parameters that specify the internal winning combination, game status, etc. Also, for example, when a lock effect is performed, a lock command is sent. The command includes parameters that specify the content of the lock effect. For example, when reels 3L, 3C, and 3R start spinning, a reel spin start command is sent. The reel spin start command is a command that specifies the start of reel spinning. It is composed of the data.
[0195] Also, for example, when a stop operation is performed, a reel stop command is sent. The stop command includes parameters that specify the reel to be stopped and the position where the reel is to be stopped. In addition, for example, when all the reels are stopped and a display role (a winning activation flag ) is confirmed, a winning activation command is sent. The winning activation command is The information includes parameters that specify the content of the special benefit to be given, etc. When starting the advantageous zone, a command to start the advantageous zone is sent. It is configured to include parameters that specify the start of the advantageous zone and the mode (game state), etc. Also, for example, when the advantageous period ends, a command to end the advantageous period is sent. The interval end command specifies the end of the advantageous interval and the parameters that specify the cause of the end. In addition, for example, when a payment operation is performed, a payment command is transmitted. The settlement command includes parameters for specifying the number of items to be returned. These are just examples, and other commands can be sent as needed. It is also possible to prevent unnecessary commands from being sent.
[0196] [4-10. Direction] As mentioned above, the Pachislot machine 1 provides useful information to the player in order to enhance the enjoyment of the game. In order to enhance the gameplay or to achieve the intended gameplay, various effects are produced using various devices. An example of such a performance will be described below.
[0197] [4-10-1. Main Side Production] In the pachislot machine 1, the main control circuit 100 (main side) controls, for example, the following: As mentioned above, in the pachislot machine 1, the stop It is possible to notify the user of operation information, but this is also included in the performance in a broad sense. can be.
[0198] (Rock production) In the pachislot machine 1, when a predetermined execution condition is met, the progress of the game is stopped for a predetermined period of time. It is possible to carry out an effect that stops the game (disables the player's game operation for a predetermined period of time). This is called a "lock effect" (or simply "lock"), and is also called a "freeze effect" (or This is also simply called "freeze". It can also be configured to perform multiple types of lock effects. do.
[0199] In addition, the gaming operation to be invalidated may be, for example, a start operation or a stop operation. For example, the start operation may be disabled for a predetermined period of time. In this case, the progress of the game is stopped for a predetermined period after all the stop operations have been performed. For example, if the stop operation is disabled for a predetermined period, the start operation is disabled for a predetermined period after the start operation is performed. In addition, if multiple types of lock effects are provided, the progress of the game will be stopped. For each effect, there is a period during which the game progress is stopped (a period during which the player's game operation is disabled) and The type of game operation to be effective may be set.
[0200] (Reel production) In the pachislot machine 1, when a predetermined execution condition is met, the above-mentioned lock effect is executed. During the line, the performance display mode of each reel 3L, 3C, 3R (not only the variable display mode, but also the stop This type of effect is called "reel effect." In addition, it is also called "pattern effect". It can also be configured to perform multiple types of reel effects. In addition, when "lock effect is performed (executed)", the reels This includes both cases where a performance is performed and cases where a performance is not performed.
[0201] In short, the reel effect is a function that allows the player to play during the period when the player's game operation is disabled. Spin or stop (temporarily stop) each reel 3L, 3C, 3R without using any technique operation. Therefore, it is important to consider the rotation speed and the maximum number of sliding pieces. It is possible to set a motion pattern that performs such a performance without having to By setting multiple production patterns, multiple types of reel effects can be created. By combining various reel effects and multiple lock effects, a wider variety of effects can be achieved. You can set the pattern. The reel effects are used for each reel 3L, Any one of 3C and 3R may be present, any two of them may be present, or all three of them may be present. may be.
[0202] (Pseudo-game) In the pachislot machine 1, when a predetermined execution condition is met, the above-mentioned lock effect is executed. During the game, a performance that simulates a game may be performed. It is possible to configure the system so that such pseudo games are not played, or to It can also be configured to allow several types of simulated games to be played. In the case of "execute"), in addition to this, there are cases where pseudo-games are performed and cases where they are not performed. Both are included.
[0203] In short, pseudo-games are games in which the player's game operations are invalidated during a period in which the player's game operations are invalidated. It accepts pseudo-operations, which allows you to spin or stop each reel (3L, 3C, 3R). In other words, the above-mentioned reel effects are Furthermore, the effects are produced by intervening the player's game operations. Bet button 6a, 1 bet button 6b, start lever 7, each stop button 8L, 8 C, 8R, and settlement button 9, etc. are basically provided for the purpose of being used for game operation. Therefore, it is not desirable to use it for any other purpose. However, in the pseudo game, in order to prevent the player from mistaking that he is playing a real game, These operations are permitted on the premise that appropriate measures are taken.
[0204] Here, the flow of the pseudo game will be explained using an example. The process is as follows:
[0205] (1) The player's actual start operation (the execution conditions are met and the pseudo-game begins here) (2) Each reel rotates in a simulated manner (during simulated play) (3) Accepts a pseudo-stop operation, which temporarily stops each reel (during pseudo play) (4) After the random delay process, each reel actually starts spinning (the simulated game ends and the actual game starts). (Start of game) The random delay process is, for example, when specific patterns are displayed in a row in the situation (3) above. If the reels start spinning normally under the condition of (4) above, the game will It becomes easier for the player to stop the machine by using a specific pattern as a target (the so-called "eye-pressing" In order to correct this, we have implemented a This is a process to randomly generate a delay period before starting rotation (such The delay period is also called the "relocation period." In addition, in the above situations (3) and (4), If the rule is temporarily stopped, each step is The phase signal in the excitation control of the motor must be kept within a certain time (for example, 500 ms). It is desirable to alternate between forward and reverse rotation of the reels.
[0206] One of the measures mentioned above is, for example, the temporary suspension of any combination of symbols in the situation described in (3) above. If the reel stops temporarily (if the third reel stops temporarily and all reels stop temporarily), ) situation, each reel will vibrate slightly up and down (shake) until the random delay process starts. In addition, if the phase signal changes within the above-mentioned predetermined time, As long as the first reel has stopped temporarily, and the second reel has stopped temporarily, Such rocking may not be performed.
[0207] In addition, one of the measures mentioned above is, for example, the use of a pseudo-game display to notify the player that a pseudo-game is in progress. A game lamp is provided, and the pseudo game starts in the above-mentioned (1) situation, and then in the above-mentioned (4) situation. In this situation, the pseudo-game lamp may be turned on until the random delay process is started. The pseudo game lamp is located above the operation unit that accepts the game operation of the player. It is desirable that the pseudo-game lamp be installed in a position that is visible during play. It is an independent lamp that is not used for any purpose, and the entire display part of the pseudo-game lamp has a single color border. It is desirable that the pseudo-game lamp is covered. The display area including the area is a certain surface area (for example, one side is more than 10 mm and the surface area is 642 It is desirable to have a square mm or more. Also, the explanation of the pseudo-game lamp It is recognized that the pseudo-game lamp is a lamp to notify that a pseudo-game is in progress. (e.g., "FREE PLAY," "Simulated game performance," or "Automatic reel It is desirable that the description be written in a manner that is appropriate for the area of the product, such as "in progress" or "in progress" and that such ... It is desirable that the number of the pseudo game lamps is 3 or more. 0 or the sub-control circuit 200.
[0208] In addition, one of the measures mentioned above is, for example, the use of a pseudo-game display to notify the player that a pseudo-game is in progress. The in-game display will change from the situation (1) above where the pseudo-game starts to the situation (4) above where the Until the random delay process is started, the main display device 210 or the sub-display device 220 (or both). The pseudo-game display is It is desirable that the display be above the operation unit that accepts operations and in a position that is visible during play. In this embodiment, both the main display device 210 and the sub-display device 220 are operable. (Since the display is above the part, either can be used.) Also, the pseudo-game display is The display area including the explanatory part must have a certain surface area (for example, one side must exceed 10 mm, If the display screen is less than 7 inches, the surface area must exceed 642 square mm. If the screen size is 7 inches or larger, the surface area must be 8.2% or more of the entire screen. In addition, it is desirable that the explanation of the pseudo-game display be A description that can be recognized as a notice to inform users that the product is free (for example, "FREEPLA" "Y", "Pseudo game effect in progress", or "Automatic reel effect in progress" are desirable. It is also desirable that the size be such that the player can read it without it being hidden or obscured.
[0209] In addition, for example, during the pseudo game (for example, in the situation (1) above, after the pseudo game has started, , the time until the random delay process starts in the situation (4) above) in the instruction monitor The stop operation information is not notified by the instruction monitor in the game. If it is necessary to display information, it should be displayed at the timing when the random delay process starts. In this way, it is possible to make the player feel as if they are playing a real game during the simulated game. This can further prevent players from misunderstanding the game. If the device is installed, during the simulated game, the sub-side performance device (for example, the main display device) The display device 210 and the sub-display device 220 may be configured to notify the user of the stop operation. Similarly, during the simulated game, the sub-side performance device performs the following according to the game result of the simulated game. It is also possible to have a presentation (linked to simulated game operations) take place.
[0210] In addition, in the actual game, the player's A test signal corresponding to a game operation or a state in which the game operation is possible is output. However, during the simulated game, the player's simulated game operation or the simulated game operation is possible. Therefore, during the simulated game, the test signal corresponding to the state is not output. A test signal (pseudo game signal) is output to enable the test machine to recognize that a pseudo game is in progress. The first interface board 301 for the tester may be a main control When a pseudo game signal is received from the board 71, a signal for controlling the progress of the pseudo game is sent to the main control board 71. By outputting the signal to the main control board 71, the pseudo game may be carried out (i.e., That is, the first interface board 301 for the test machine may be provided with a pseudo game progress function. In addition, the first interface board 301 for the test machine is provided with such a pseudo game progress function. If this function is to be provided, a switch that can turn the function on and off may be provided. As a result, in the certification test (test firing test) of Pachislot machine 1, the content of the simulated game It is possible to arbitrarily set whether or not to check.
[0211] [4-10-2. Sub-side production] In the pachislot machine 1, the sub-control circuit 200 (sub-side) controls the following, for example: As described above, in the pachislot machine 1, the main display device 210 etc. Therefore, it is possible to notify the information of the stop operation, but this is also in a broad sense Included in the performance.
[0212] (Normal performance) In the pachislot machine 1, when a predetermined execution condition is met, the game is completed. Such effects are not considered "normal play." It is also called "one-shot effect" and the like. It can be configured so that multiple types of normal effects can be performed. can.
[0213] (Continuous performance) In the pachislot machine 1, when a predetermined execution condition is met, the game is played multiple times. Such effects may be continuous (i.e., last for multiple games). It is also called "continuous reading performance" and "continuous performance". It can be configured so that it is not performed, or it can be configured so that multiple types of continuous performances can be performed. It is also possible to do so.
[0214] (Operation linked effects) In the pachislot machine 1, when a predetermined execution condition is met, a game is played in response to a player's performance operation. This type of performance can be linked to the operation of the game. These are also called "button effects" and the like. It can be configured so that it is not performed, or it can be configured so that multiple types of operation-linked effects can be performed. In addition, the operation-linked effects can be configured as normal effects, It can also be configured as a continuous effect. The effect operation can be performed by operating the effect buttons. In addition, it may include various gaming operations.
[0215] The above-mentioned various effects can be used for various purposes. For example, setting values, internal There is no indication of the lottery, game status, game area, bonus content, or the period until the bonus is granted. It can also be used to suggest or notify the degree of advantage. These uses are merely examples.
[0216] (Other performances) The pachislot machine 1 can also perform effects other than the various effects described above. In addition to the above, the device may be used to notify players or gaming establishments of various issues (for example, In a broad sense, notifications for preventing overcrowding, preventing lost items, error status notifications, demo status notifications, etc. The anti-addiction notification is, for example, when the advantageous zone ends, A warning or the like may be given to indicate this. For example, when the advantageous zone ends or when a settlement operation is performed, a warning or other notification will be issued. The error state notification may be made after the error occurs and is resolved. A warning or the like may be given to indicate this until the demo status is confirmed. The information is available when the period of non-play reaches a predetermined period or when a settlement operation is performed. It is possible to notify that the machine is a machine.
[0217] [5. First gaming machine] Next, referring to Figs. 5 to 22, a specific example of the specifications regarding the playability of the pachislot machine 1 will be described. In this embodiment, the first gaming machine will be referred to as the "first gaming machine." The various specifications and functions described as "specifications" or "functions" may be partially or entirely incorporated into the present embodiment. In addition, the present invention can be applied to other gaming machines. The various specifications and functions described as a device may be partially or entirely incorporated into the present embodiment. In other words, these can be combined appropriately. The above can be regarded as the invention according to this embodiment.
[0218] First, in the first gaming machine, the only pay line is the "center line" mentioned above. In addition, in the first gaming machine, the gaming state is divided into a non-bonus state and a bonus state. In addition, the non-bonus state is "F_2BB" (2-bet state) as described below. The bonus hand that can only be won by the 2BB hand is carried over. Between the 2BB flags and the "F_3BB" flag (which can only be won when betting 3 cards) described below. 3BB hand (hereinafter referred to simply as "3BB") is carried over This includes lag periods and non-flag periods where no bonus role has been won (no bonus role has been carried over). In addition, the bonus state is triggered when a combination of symbols related to 2BB is displayed. The 2BB state transitions depending on the combination of symbols displayed, and the 3BB state transitions depending on the combination of symbols displayed. It is composed of a 3BB state.
[0219] In addition, in the first gaming machine, there are two states: when two medals are bet (two medal bet state) and when three medals are bet (three medal bet state). It is possible to play with two medals bet (three medals bet). A "bet" is when a player inserts two or three medals for gaming. When the player presses the MAX BET button 6a or the 1 BET button 6b, Operate to bet 2 or 3 medals from the credits, and to win a replay role. Therefore, this includes both automatically hanging two or three medals.
[0220] [5-1. Gameplay of the first gaming machine] Next, the flow of the game in the first gaming machine will be described with reference to FIGS. FIG. 5 shows the transition flow of the game state in the non-advantageous zone and the advantageous zone in the first gaming machine. FIG. 6 is a diagram showing an example of each mode in the first gaming machine. 7 and 8 are diagrams showing examples of various tables in the first gaming machine. do.
[0221] As shown in FIG. 5, in the first gaming machine, the state in which the player plays the game is defined as a non-advantageous zone and The advantageous zone is further divided into the performance zone (advantage zone, normal play) and the increase zone. The non-advantageous zone is a zone that is advantageous to the player. It is a game state (non-AT state) in which information on the stop operation is not notified, and it is a game that is disadvantageous to the player. The effect section is a gaming state in which information on stop operations that are advantageous to the player is not announced. (Non-AT state), and is a gaming state that is disadvantageous to the player, just like the non-advantageous section. However, as will be described later, it differs from a non-advantageous section in that mode transitions occur.
[0222] That is, when the game in the advantageous zone ends, the setting change operation is performed in the non-advantageous zone. When other initialization conditions are met, or when the product is shipped from the factory, The control state is the initial state, and the performance section is an increase section transition (addition) due to mode transition etc. ) is variable, and is a control state representing the normal state in which the player plays normal games.
[0223] On the other hand, the increasing section is a game state (AT) in which information on a stop operation advantageous to the player is notified. This is a game state that is advantageous to the player. This is a control state that is advantageous in that it allows you to increase the number of medals. Both the profitable zone and the profitable zone are advantageous zones, and by transitioning between these zones, a series of advantageous zones can be created. It is composed as follows.
[0224] In the first gaming machine, as shown in FIG. 7(a), in the non-advantageous zone, the internal lottery Non-advantageous section sub-flag as secondary information (sub-flag) according to the hand (see Figure 10 below) The sub-flag is determined by the main control circuit 100 in accordance with various lotteries ( In various processes related to the advantageous zone), similar roles (whether it is a lottery target role or not and its By grouping the internal lottery players who are responsible for the lottery probability etc. and assigning the same information, This information allows various data tables to be created for each internal winning combination. Since there is no need to set up a memory card for the main ROM, the amount of data can be compressed. This can avoid the pressure on the capacity of 2. In the non-advantageous section, this non-advantageous section sub-flag is A lottery will be held using the method used.
[0225] The non-advantageous zone sub-flag "Rep Bell" is the internal winning combination "F_Replay A" (No. "3 "), "F_Replay B" (No. "4"), and "F_Bell 123A1" to "F_Bell 321B2" (No. "10" to No. "33"). The non-advantageous section sub-flag "Weak Cherry" is when the internal winning combination is "F_Cherry" (No. "5"). The non-advantageous zone sub-flag "Watermelon" is determined when the internal winning combination is "F_Watermelon". " (No. "9") is determined. The non-advantageous zone sub-flag "Determined Role" is determined by the internal The winning combination is "F_Confirmed Cherry" (No. "6") and "F_Reach Eye" (No. "8") The non-advantageous zone sub-flag "Chu-Che" is determined when the internal winning combination is It is determined when the "F_ Middle Cherry" (No. "7") is selected. Even if the number of times is less than the number of times, the sub-flag at the time of winning and the sub-flag at the time of winning can be determined in the same way as the advantageous zone. Furthermore, the correspondence between these is not limited to the above.
[0226] In addition, in the first gaming machine, as shown in (a) of FIG. 7, in the advantageous zone, the internal winning role (See Figure 10 below) Furthermore, in the advantageous zone, secondary information according to the combination of the displayed symbols is displayed. When the player enters the advantageous zone, the sub-flag is determined. A lottery is held using the sub-flag when the advantageous zone is drawn and the sub-flag when the advantageous zone is won.
[0227] When the advantageous zone is won, the sub-flag "Bell" is the internal winning combination "F_Bell123A1" to "F_ It is determined when the number is either "Bell 321B2" (No. "10" to No. "33") When the advantageous zone is won, the sub-flag "Weak Cherry" is displayed when the internal winning combination is "F_Cherry" (No. " 5"). When the sub-flag "Watermelon" is selected in the advantageous zone, the internal winning combination is It is determined when the value is "F_Watermelon" (No. "9"). The internal winning combination for the "Confirmed Role" is "F_Confirmed Cherry" (No. "6") and "F_Reach Eye". (No. "8") is selected. "E" is determined when the internal winning combination is "F_ Middle Cherry" (No. "7").
[0228] When entering the advantageous zone, the sub-flag "Tsu-Rip 1" indicates that the internal winning role is "F_Replay A" (No. "3") and "F_Replay B" (No. "4"), When the winning combination of "Ripu" is displayed (i.e., when the winning combination is "Ripu" ) is determined. When the subflag "Tsu-Rip 2" is set, the internal winning combination is "F_Rip When it is either "I A" (No. "3") or "F_Replay B" (No. "4") When the combination of "Parallel Lip" symbols is displayed (i.e., the winning combination is "Parallel Lip" (if applicable).
[0229] Here, in the first gaming machine, as will be described later, the internal winning combination is "F_Replay A" (No When the value is "3"), the combination of "Right Up Rip" symbols is displayed between the 3BB flags. Between 2BB flags and non-flags, a combination of "parallel lip" symbols will be displayed. It has become.
[0230] In other words, when the internal winning combination is "F_Replay A" (No. "3"), 3BB flag Between the BB flags, the sub-flag "Tsu-Rip 1" is determined when the advantageous zone is entered, and between the 2BB flags and In non-flag zones, "Tsu-Rip 2" is determined as a sub-flag when entering a favorable zone. In the first gaming machine, if the sub-flags are different when the player enters the advantageous zone, Various lotteries (for example, the pseudo-bonus transition lottery table shown in FIG. 7(c)) are used to determine the bonus. The mode transition lottery using the pseudo bonus transition lottery and the mode transition lottery table shown in Figure 8(f) The degree of advantage in the lottery is varied.
[0231] In the first gaming machine, for example, between 3BB flags or between 2BB flags. Depending on whether it is "F_Replay A" ( No. "3") is used as an example to explain how the sub-flag changes when the player enters the advantageous zone. For example, as will be described later, if the internal winning combination is "F_Bell 123B1" ( No. "12"), when it is between 3BB flags and when it is between 2BB flags Since the stop control is different depending on the type of hand, if you win such a hand, The number of payouts does not change (or may change), and the combination of symbols displayed This will determine the sub-flag when entering a different advantageous zone. Depending on the sub-flag at the time of winning the advantageous zone, various lotteries described later may be performed. The degree of advantage in the game can be varied.
[0232] Also, for example, as will be described later, if the internal winning combination is "F_watermelon" (No. "9") When the flag is pressed, regardless of whether it is between flags (or non-flags), the pressed position (stop operation type) If the touch position is correct, the combination of "watermelon" symbols will be displayed. If you miss a ball, the "watermelon spill" pattern combination will be displayed. So, if you win such a role, you can win without missing out. A different sub-flag is determined when a player enters a favorable zone depending on whether the player wins or misses a win. Then, depending on the sub-flag at the time of winning in the advantageous zone, the following The degree of advantage in each type of lottery may be varied.
[0233] Also, for example, when the internal winning combination is "F_Replay A" (No. "3"), 3BB Among the flags, the stop operation is performed in a specific manner (this specific manner is, for example, when the stop operation is performed in a predefined manner). The manner in which the buttons are pressed in the correct order and the timing of the stop operation are appropriate. When the method is carried out in any of the above embodiments, the method may be carried out in any of the above embodiments. The combination of "parallel lip" patterns is displayed, and if it is not performed in a specific manner, The combination of "Garilip" symbols will be displayed, which will allow you to see different advantageous zones when entering the sub- The sub-flag may be determined when the player enters the advantageous zone. Depending on the result, the degree of advantage in the various lotteries described below may be varied.
[0234] That is, in the first gaming machine, regarding the specific combination, the number of bets, the gaming state, the manner of the stop operation, Or, depending on the combination of these, the final stop display may differ. It is possible to determine different secondary information according to different stop display modes, and This makes it possible to apply all manner of variations in the degree of advantage.
[0235] Returning to the explanation of the gameplay of the first gaming machine, in the non-benefit zone, a lottery to move to the advantageous zone is held for each play. Specifically, the advantageous zone transition lottery table shown in FIG. 7(b) is referenced, and the internal The winning combination is determined, and the non-advantageous zone sub-flag is determined according to the internal winning combination. At a predetermined timing during the game, the transition mode etc. is determined according to the non-play section sub-flag. In this determination, only the type of mode when moving to the advantageous zone is determined. In addition to the type of mode, the pseudo bonus will also be applied (see Figure 5, "Start of advantageous zone"). In some cases, it is decided to transition to the "Advantageous Zone Start + Pseudo Bonus Start" zone (see Figure 5). However, in the non-advantageous section, the transition to the pseudo bonus is not determined. It can also be done as follows.
[0236] Here, each mode of the first gaming machine will be described with reference to FIG. In the game machine, the mode is the transition from the performance section (normal play) to the increase section (pseudo bonus) Control information for changing the expectation of (awarding) (which may also be referred to as the game state or control state) ) and in the performance section (normal play), according to this mode, the pseudo bonus transition It determines whether or not a row will be formed, maintains the advantageous zone, or ends the advantageous zone and moves to a non-advantageous zone. It is now being decided that the system will be migrated.
[0237] The start mode is easy to stay in when transitioning from a non-advantageous zone to an advantageous zone (performance zone). It is a relatively unfavorable mode, and the expectation of transitioning to a pseudo bonus is relatively low. (See Figure 7(c) below), and the expectation of switching to a more advantageous mode is also relatively low. (See Figure 8 (f) below.) Although not shown in the figure, in start mode, The number of games is set to "965 games." The ceiling number of games does not transition to a pseudo bonus. It is used to forcefully transition to a pseudo bonus when a certain period has passed. Therefore, the lower the ceiling game number, the more advantageous it is for the player, and the higher the ceiling game number, the more advantageous it is for the player. This will be disadvantageous to
[0238] Mode A is the mode in which players can play most easily and is relatively disadvantageous. Therefore, the expectation of transitioning to a pseudo-bonus is relatively low (see Figure 7 (c) below). , and the expectation of switching to a more advantageous mode is relatively low (see Figure 8 (f) below). In normal A mode, the ceiling game number is set to "965 games." Also, Figure 6 In the middle, "Approximately 999G after the pseudo bonus" means that after the pseudo bonus ends, the ending A mode described below Mode B or End Mode, and in that mode, 32 games are played without transitioning to the pseudo bonus. The game is played, and after moving to a non-advantageous zone, the game moves from the non-advantageous zone to an advantageous zone. If this normal A mode is selected at the time of the game, the apparent ceiling game number is "965 games". + End A mode or End B mode play period "32 games" + From non-advantageous zone to advantageous zone This is the number of games required to move to the normal B mode. The same applies to the Heaven Preparation Mode, Chance Mode, and the Bonus Mode.
[0239] Normal B mode is a mode where players can easily stay and play, and is a relatively disadvantageous mode. However, it is a more advantageous mode than normal A mode, and there is a time when it will transition to the pseudo bonus. The waiting time is relatively low (see Figure 7(c) below), and there is a high likelihood of switching to a more advantageous mode. The waiting time is also relatively low (see (f) in Figure 8 below). In normal B mode, The number is set to "965 games."
[0240] In the Heaven Preparation Mode, the expectation of transitioning to the pseudo bonus is relatively low (see (c) in Figure 7 below). ) However, the ceiling number of games is set at "466 games" and it is also a pseudo bonus. If you do this, it is confirmed that you will transition to Heaven Mode after the end of the game (see (f) in Figure 8 below). )), and in that sense it is a relatively advantageous mode.
[0241] In the chance mode, the expectation of transitioning to the pseudo bonus is relatively high (see (c) in Figure 7 below). ) reference), the ceiling game number is set to "222 games", so in that sense However, the expectation of transitioning to Heaven mode is high. This is not the case (see Figure 8(f) below).
[0242] End A mode, if you move to the pseudo bonus, after the end of the mode, you will enter the heaven mode (heaven preparation mode) It is a relatively unfavorable mode, and there are doubts about whether it is a good or bad mode. The expected probability of transitioning to a similar bonus is the lowest (see Figure 7 (c) below), and the more advantageous The expectation of transitioning to mode A is also relatively low (see (f) in Figure 8 below). After the pseudo bonus ends, 32 games are played without transitioning to the pseudo bonus. When this happens, the advantageous zone ends and the player moves to a non-advantageous zone.
[0243] End B mode, if you move to the pseudo bonus, after the end of the mode, you will enter the heaven mode (heaven preparation mode) It is easy to stay in this mode if you do not move to the other mode, but it is a relatively unfavorable mode. This mode is more advantageous than A mode, and the likelihood of transitioning to a pseudo bonus is relatively low. (See Figure 7(c) below), and the expectation of switching to a more advantageous mode is also relatively low. (See Fig. 8(f) below.) In the end B mode, as in the end A mode, the pseudo-baud If 32 games are played without transitioning to the pseudo bonus after the end of the eggplant, the advantageous zone will be reached. The mode itself ends and the system transitions to a non-advantageous zone. These can also be collectively referred to as "termination modes."
[0244] Guarantee mode is the mode you stay in when Heaven C mode ends, and it is a pseudo bonus. The expected rate of transition is relatively high (see Figure 7 (c) below), and the ceiling number of games is 32 games. In that sense, it is a relatively advantageous mode. However, the expectation of transitioning to Heaven mode is not high (see (f) in Figure 8 below). (See reference). In other words, when Heaven C mode ends, in order to prevent the loss of interest, It is positioned as a mode that attempts to maintain (guarantee) a relatively advantageous state for a certain period of time.
[0245] In Heaven A mode, pseudo bonuses are consecutive (AT state is extended during AT state (addition) In the case of a specification that continues due to a decision being made, the extension (addition) may also be granted. This is a mode in which you can expect the following to happen, and the expected probability of transitioning to a pseudo bonus is The maximum number of games is set at 32. In addition, the probability of maintaining the ceiling mode (heaven mode loop rate) is set to a medium level. Although not shown in FIG. 6, for example, It is also possible to provide a setting difference for the ceiling mode loop rate. For example, if the setting value is odd, When the number is (1, 3, 5), the ceiling mode loop rate is about 75%, and when the setting value is an even number ( 2, 4, 6), set the lottery value so that the ceiling mode loop rate is about 67%. You can also simply set the lottery value so that the higher the setting value, the higher the ceiling mode loop rate. This can also be set in Heaven B mode and Heaven C mode, which will be described later. It is also possible to provide a setting difference in the well mode loop rate.
[0246] Heaven B mode is a mode where you can expect a series of pseudo bonuses, The expectation of transitioning to the "game limit" is relatively high (see Figure 7 (c) below), and the ceiling number of games is "32 The probability of the ceiling mode being maintained (heaven mode loop rate) is high. This is a relatively advantageous mode that has been set. In other words, in terms of ceiling mode loop rate, This mode is even more advantageous than Heaven A mode.
[0247] Heaven C mode is a mode where you can expect a series of pseudo bonuses, The expectation of transitioning to the "game limit" is relatively high (see Figure 7 (c) below), and the ceiling number of games is "32 The probability of maintaining the ceiling mode (heaven mode loop rate) is set to "game" and It is a relatively advantageous mode that is set higher than the ceiling mode loop rate. In this respect, it is a more advantageous mode than Heaven A mode and Heaven B mode. Country A mode, Heaven B mode, and Heaven C mode can be collectively called "Heaven mode." do.
[0248] Note that the above modes are merely examples, and the mode configuration is not limited to these. You can also set modes other than those mentioned above, and you can also set the In other words, it is possible to prevent some modes from being set.
[0249] Also, up to this point, the non-favorable zone has been explained as being relatively less favorable than the favorable zone. However, the relationship between the non-advantageous section and the advantageous section is not limited to this. In the advantageous zone, at least one mode is set in the advantageous zone. The transition rate to the increasing section is higher than when the average game time required to transition to the increasing section is longer. The specifications are to shorten the number of periods, or to make the non-favorable section the most likely to increase. By doing this, it is possible to determine whether the area is a non-advantageous area after the setting change. Even if the store is closed, there is an incentive to play, so you can start playing from the time the store opens. Also, after the pseudo bonus ends and 32 games have passed, the section lamp Even if the lighting of the light has ended, it is not certain that the most unfavorable state will be reached. This will motivate players to continue playing even in such a situation. Therefore, it was explained that the information on the advantageous stop operation is not notified, but A less favorable aspect (for example, reducing the frequency of notifications or changing the role that is the target of notifications) If the stop operation is performed in a different manner, the game state can be set so that information about the stop operation is notified.
[0250] Returning to the explanation of the gameplay of the first gaming machine, in the performance section (normal play), first, When the bonus zone is won, the pseudo bonus transition lottery (when the lottery is won) is performed by referring to the sub-flag. In practice, the pseudo-bonus transition lottery table shown in FIG. 7(c) is referenced, and the internal winning combination is determined. The game after the sub-flag is determined when the advantageous zone is selected according to the internal winning combination. At a predetermined timing during the period, depending on the sub-flag when the advantageous zone is won, the game will transition to a pseudo bonus. In addition, in (c) of Figure 7, "No Winning" will move to the pseudo bonus. This means that the "winning lottery (this game)" will transition from this game to the pseudo bonus. This means that "winning lottery (next game)" means that the next game will be switched to the pseudo bonus. means.
[0251] In the first gaming machine, if the "winning lottery (current game)" is determined, the start of the current game At that time, if the "winning lottery (next game)" is decided, at the start of the next game, the game operation (stop During this period, the main display window 4 will be displayed in red. After the reel effect ("7" effect) in which the "7" symbols are aligned is displayed, a pseudo bonus When the game starts and the "Red 7 Align" effect is performed, it is necessary to notify the information of the stop operation. In this case, at least when the invalid period ends and the game operation (stop operation) becomes valid. (It can be before that, but it must be before the random delay process mentioned above starts. When the power is turned off, the information about the stop operation is notified.
[0252] In the performance section (normal play), the result of the pseudo bonus transition lottery (when winning), If it is decided to switch to the mode, a mode transition lottery (if drawn) will be held. The mode transition lottery table shown in (f) of FIG. 8 is referenced, and the current mode and advantageous zone are The mode to be switched to is determined according to the sub-flag at the time of winning. It may be a mode including during the pseudo bonus, or a mode after the pseudo bonus ends. Also, as a result of the pseudo bonus transition lottery (when drawn), you can transition to the pseudo bonus. Once the mode transition lottery is decided, the pseudo bonus transition lottery (described below) will be held. There will be no mode transition lottery (when a prize is won), mode transition lottery (when a prize is won), or mode transition lottery (when the ceiling is reached).
[0253] In the performance section (normal play), the result of the pseudo bonus transition lottery (when winning), If it is not decided to transfer the game to the F-Replay system, In the game where you win "F_Replay B" or "F_Replay B", when you enter the advantageous zone, the sub-flag The pseudo bonus transition lottery (when winning) is performed by referring to the above. Specifically, The pseudo-bonus transition lottery table is referenced, the winning combination is determined, and the payout is calculated according to the winning combination. When the subflag is determined at the time of winning the prize zone, the specified time during the game (before the next game starts) When entering the advantageous zone, the sub-flag determines whether or not to transition to a pseudo bonus. will be done.
[0254] In addition, in the pseudo bonus transition lottery table shown in FIG. 7(c), Rather than determining "Tsu-Rip 1" as a lag, the sub-flag "Tsu-Rip 1" is set as a sub-flag when entering the advantageous zone. When "Reply 2" is decided, the percentage of those who decide to move to the pseudo bonus is higher. However, the way "Tsu-Rip 2" is treated more favorably than "Tsu-Rip 1" is For example, if the sub-flag "Tsu-Rip 2" is determined when the player enters the advantageous zone, It can be determined that the game will transition to a pseudo bonus with a predetermined probability, but when the game enters the advantageous zone, the sub- If "Tsu-Rip 1" is determined as the lag, it will be decided to transition to a pseudo bonus. It may be possible to make it impossible for the
[0255] In the performance section (normal play), the result of the pseudo bonus transition lottery (when winning), If it is decided to switch to the mode, a mode transition lottery (when a prize is awarded) will be held. The mode transition lottery table shown in (f) of FIG. 8 is referenced, and the current mode and advantageous zone are The mode to be switched to is determined according to the sub-flag at the time of winning. It may be a mode including during the pseudo bonus, or a mode after the pseudo bonus ends. Also, as a result of the pseudo bonus transition lottery (when winning), you can transition to the pseudo bonus. Once the mode transition lottery is decided and a mode transition lottery (when winning) is held, the mode transition lottery (when the ceiling is reached) will be held. is not performed.
[0256] In the mode transition lottery table shown in FIG. 8(f), the sub-flag when winning the advantageous zone and If "Tsu-Rip 1" is determined, the sub-flag when entering the advantageous zone is "Tsu-Rip 2". If " is determined, it is decided that the player will be shifted to a relatively advantageous mode. However, there is a tendency to give preferential treatment to "Tsu-Rip 2" over "Tsu-Rip 1". For example, when the player enters the advantageous zone, the sub-flag "Tsu-Rip 2" is determined. If the player is determined to have a higher probability of winning, it may be determined that the player will be shifted to a mode that is relatively advantageous to the player. However, if the sub-flag "Tsu-Rip 1" is determined when the player enters the advantageous zone, It may be possible to prevent a decision from being made to transition to a mode that is advantageous relative to the other mode.
[0257] In the performance section (normal play), the result of the pseudo bonus transition lottery (when winning), If it is not decided to move to the new system, the ceiling number of games will be updated (both in the addition and subtraction methods). The ceiling game number is associated with the current mode (or the advantageous zone shift When the ceiling number of games (predetermined at the time of execution, etc.) is reached, the game will transition to a pseudo bonus. In this case, the "winning lottery (this game)" must be decided. It is also possible to make it so that the "winning lottery (next game)" is always determined. Which of these is determined by lottery may also be determined.
[0258] In the performance section (normal play), when the ceiling number of games is reached, it will transition to a pseudo bonus. If it is decided to do so, a mode transition lottery (at the ceiling) will be conducted. The mode transition lottery table shown in f) is referenced, and the transition destination mode is determined according to the current mode. The transition mode may be a mode including a pseudo bonus mode. It may also be a mode after the pseudo bonus ends.
[0259] In addition, the procedure for the pseudo bonus transition lottery (when winning) and the pseudo bonus transition lottery (when winning) The only difference is the type of subflag, otherwise the processing is the same. It can be controlled using lottery tables and control flows. Also, mode transition lottery (winning lottery) The processing related to the mode transition lottery (when a prize is won) and the mode transition lottery (when a prize is won) differs only in the type of sub-flag. Since the processing content is the same as that of the lottery table and control flow, It is possible.
[0260] Also, if there is no "winning lottery (played this time)" as a type of winning lottery for the pseudo bonus, If so, at the timing when the sub-flag at the time of winning the advantageous zone is determined, The number of games has already been determined, and the ceiling number of games can also be updated. Eggplant transition lottery (when winning), pseudo bonus transition lottery (when winning) and pseudo bonus when reaching the ceiling It is also possible to perform the mode transition process in one process. When a lottery is won, the mode transition lottery (when a prize is won) and the mode transition lottery (when the ceiling is reached) are all processed in one go. It can also be done at once.
[0261] Returning to the explanation of the gameplay of the first gaming machine, as mentioned above, in the performance section (normal play), When the decision is made to transition to the pseudo bonus and the pseudo bonus begins (see " The pseudo bonus begins and the game moves to the increasing section (pseudo bonus). In the output section (normal play), it is controlled to end A mode or end B mode, and pseudo bonus If 32 games are played without transitioning to the "End of advantageous zone (End (via A and B) and move to a non-advantageous section. If the above condition is met, the advantageous period will be forcibly terminated (see Figure 5, "Advantageous Period"). End (limit processing)), resulting in a transition to a non-advantageous zone.
[0262] In the increase section (pseudo bonus), when the pseudo bonus starts, the ceiling shortening lottery Specifically, the ceiling shortening lottery table shown in FIG. 8(e) is referenced, and the current Depending on the mode, it is determined whether or not to shorten the ceiling number of games after the pseudo bonus ends. In addition, in Figure 8 (e), "Non-winning" means that the ceiling number of games will not be shortened, Winning lottery (number of ceiling games = 0 update)" will be applied after the end of the pseudo bonus, regardless of the mode. This means that the ceiling number of games to be played will be set to "0" (reduced). The lottery is not only held when the pseudo bonus starts, but also every time you play during the pseudo bonus. It can also be made into seaweed.
[0263] If it is decided that the ceiling game number will not be shortened as a result of the ceiling shortening lottery, a pseudo bonus will be applied. If you do not have the 1G consecutive stock described below when the game ends, you will return to the current mode. The ceiling game number is set accordingly (in the case of end mode, the advantageous zone will be reached after 32 games have elapsed). is completed (and cleared accordingly), so it is not set, but here the ceiling game The number may be temporarily set), and the pseudo bonus ends (see "Pseudo Bonus" in Figure 5). On the other hand, if the ceiling game is over as a result of the ceiling shortening lottery, If it is decided to shorten the number of games, the ceiling number of games and the number of bonuses will be This will set "0 games" again from the next game after the pseudo bonus ends. The pseudo bonus will start. In this case, the pseudo bonus will end when the ceiling number of games is reached. Since the bonus has started, the mode transition lottery (at the ceiling) described above will be held.
[0264] In the increase section (pseudo bonus), for each game (more specifically, when the advantageous section is won, the subflag In the game where "Determined Role" or "Chucho" is determined as the game, mode transition lottery (winning lottery) Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, The mode to which the player will move is determined depending on the current mode and the sub-flag when the advantageous zone is selected. If a sub-flag other than the above is determined when a favorable zone is won, the transition mode is also determined. In this case, in principle, a mode that is relatively less favorable than the current mode should be selected. In order to prevent the mode from being determined as the destination mode, the mode transition lottery shown in (f) of Figure 8 is used. Alternatively, a different mode transition lottery table with a different lottery value may be referenced. .
[0265] In the increase section (pseudo bonus), for each game (more specifically, "F_Replay A" or In a game where "F_Replay B" is won, a mode transition lottery will be held (when a prize is won). Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the current mode and The mode to be entered is determined according to the sub-flag when the advantageous zone is entered. As with the previous example, the mode that is relatively less favorable than the current mode is selected as the destination mode. In order to prevent this, the lottery values are different from those in the mode transition lottery table shown in (f) of FIG. Alternatively, another mode transition lottery table may be referenced.
[0266] In the increase section (pseudo bonus), a 1G consecutive lottery is performed for each game. The 1G consecutive lottery table shown in 7(d) is referenced, and the current mode and advantageous zone are selected. Depending on the flag or sub-flag when entering the advantageous zone, it is determined whether or not 1G consecutive wins will occur. In addition, in Figure 7 (d), "Non-winning" means that 1G consecutive wins will not occur, and "winning" means that 1G consecutive wins will not occur. 1G consecutive +1)" will grant you one right to generate 1G consecutive (1G consecutive stock) (1G (The consecutive stock counter is incremented by 1.) The stock counter allows multiple items (up to 255) to be stocked. Therefore, multiple 1G consecutive stocks are awarded during one pseudo bonus. In addition, multiple 1G consecutive stocks may be awarded in one 1G consecutive lottery. , it is also possible to configure a 1G consecutive lottery table.
[0267] When the pseudo bonus ends, if the value of the 1G consecutive stock counter is 1 or more (all In other words, if you have 1G consecutive stocks, one 1G consecutive stock will be consumed (1 The G-series stock counter is decremented by 1, and the pseudo bonus will start again from the next game after the pseudo bonus ends. In this case, the pseudo-slot corresponding to the right of 1G consecutive stock will be Since this is the start of the bonus, the mode transition lottery mentioned above will not be held. When the 1G ream stock counter value is not 1 or more (i.e., the 1G ream stock If you do not have a TOCK, and have not won the ceiling shortening lottery mentioned above, The ceiling game number is set according to the mode (in the case of end mode, after 32 games The favorable period ends (and is cleared accordingly), so it is not set. The number of ceiling games may be temporarily set), and the pseudo bonus ends (see " "Pseudo bonus ends") and the game moves to the presentation section (normal play).
[0268] In addition, if you win the ceiling shortening lottery and also have 1G consecutive stocks, the result of the ceiling shortening lottery The result is prioritized, and after the pseudo bonus according to the ceiling shortening is executed, It may be possible to execute a pseudo bonus, or the 1G consecutive stock may be prioritized, and the 1G consecutive stock may be After the pseudo bonus according to the lock is executed, the pseudo bonus according to the ceiling shortening is executed. In the latter case, it is possible to separately store information that can carry over the existence of ceiling shortening. That's fine.
[0269] In the first gaming machine, the increase section (pseudo bonus) is configured to continue for 55 games. The example given is one in which a maximum of 275 coins can be won, but the structure of the pseudo bonus is as follows: For example, the pseudo bonus may be configured as a "pseudo BB (big bonus)." In addition, it is a pseudo bonus that lasts for 22 games and can earn up to 110 coins. It may be possible to install a pseudo RB (regular bonus). In the bonus transition lottery, when the ceiling is reached, and in the 1G consecutive lottery, the transition to a pseudo bonus ( When deciding on the type of rights (e.g., whether to grant a "pseudo BB"), If the probability of whether or not a "pseudo RB" is determined by a predetermined probability (for example, 50% each), Note that the value of "pseudo RB" is different from that of "pseudo BB" (more specifically, For example, the number of games continued is "Pseudo B" It is the same as "B", but the Bernavi rate (the probability that the information on the stop operation is announced) is low. By doing so, it is possible to differentiate the maximum number of coins that can be acquired, and to make them different in value. When starting the "Pseudo RB", the "BAR" symbols will be displayed in the main display window 4. or a reel effect where "Red 7-Red 7-BAR" is displayed. Furthermore, the increase section is not limited to being configured as a pseudo bonus. For example, the number of games that can be played (play period) can be changed in the AT state or ART state. It can also be configured as follows.
[0270] In addition, if the execution conditions for the limit processing shown in Figure 16 below are met during the pseudo bonus In this case, the advantageous period will be forcibly terminated (see Figure 5, "advantageous period due to limit processing"). "End of period"), resulting in a transition to a non-favorable period.
[0271] In the first gaming machine, the above-mentioned game flow is basically played in a three-coin bet state. Therefore, when playing with two bets, In this case, for example, various lotteries using (a) to (d) of FIG. 7, (e) and (f) of FIG. 8, etc. The ceiling game number is not updated. Also, if you bet two coins during the pseudo bonus, When playing with two coins bet, the number of medals will not increase. Therefore, the pseudo bonus period does not become an increasing period. The system is designed so that if a player plays in a locked state, he or she is basically at a disadvantage.
[0272] Here, when playing with two bets, the lottery for the advantageous zone (AT) ( For example, various lotteries using (a) to (d) of FIG. 7, (e) and (f) of FIG. 8, etc.) and processing ( For example, the ceiling game number update etc.) will not be performed, but the advantage for the game number limiter mentioned above will be The interval game counter and the advantageous interval payout counter for the payout limiter described above will not be updated. These limits should be set based on the number of games spent in the advantageous zone and the winnings. By limiting the number of coins, it has the function of appropriately suppressing gambling. If we assume that these counters are not updated when two coins are bet, The number of games played in the advantageous zone or the number of winning coins may exceed the upper limit due to the intervention of other players. This is because there may be cases where gambling becomes too risky and as a result, it may not be possible to properly control gambling. Therefore, the limiter counter must be...
Claims
[Claim 1] A difference limiter is provided which terminates the advantageous period when the increase in game value exceeds a first value, starting from the start of the advantageous period. In some cases, the expected increase in game value corresponding to the benefits that can be granted in one game may exceed the first value and become the second value. The expected increase in game value corresponding to the benefits that can be granted in one game does not exceed a specific value greater than the first value. When the absolute value of the decrease in game value starting from the beginning of the advantageous period is defined as a predetermined value, there are situations in which the sum of the predetermined value and the first value is greater than the second value. The system includes a difference counter that is referenced when the difference limiter makes a determination, The value of the difference counter can be updated within a predetermined numerical range that does not result in a negative value. The initial value of the difference counter is set such that the second range, which can be counted as a decrease in game value starting from the start of the advantageous period, is wider than the first range, which can be counted as an increase in game value starting from the start of the advantageous period, and the second range is set to be more than five times the first range. Equipped with a means for determining the winning role, The aforementioned role determination means can determine a carryover bonus role as the winning role, When the aforementioned bonus role is carried over and the game transitions from a non-advantageous section to an advantageous section, it is possible to transition to a game state with a higher degree of advantage. A gaming machine capable of transmitting the value of the difference counter from the game control means to the performance control means.