Game machine

The gaming machine addresses the inconvenience of player operations being invalid by enabling interactive features and volume adjustment in a stopped state, enhancing player engagement.

JP2025175050AActive Publication Date: 2025-11-28UNIVERSAL ENTERTAINMENT CORP
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2025147662
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-05
Publication Date
2025-11-28
Estimated Expiration
2039-07-31

AI Technical Summary

Technical Problem

Conventional gaming machines enter a state where player operations are invalid, leading to reduced convenience when the difference between used and awarded game value reaches a predetermined threshold, preventing game information provision.

Method used

A gaming machine equipped with a difference recognition mechanism, stop means, display unit, and sound output means that allows for volume adjustment, enabling menu screen display and player interaction even in a stopped state, maintaining player engagement.

Benefits of technology

Enhances player convenience by allowing interactive features like menu navigation and volume adjustment in a stopped state, improving overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025175050000001_ABST
    Figure 2025175050000001_ABST
Patent Text Reader

Abstract

To improve convenience of a player in a game machine capable of generating a state in which execution of a game is disabled.SOLUTION: A game machine incudes: difference number recognition means capable of recognizing a different number of a game value; shooting stop means for bringing a game into a shooting stop state in which execution of the game is disabled when the difference number satisfies a predetermined condition; and display means. The display means is capable of displaying a menu screen. In the menu screen, a plurality of items are displayed, and a screen corresponding to items selected by an operation of a player can be displayed. Types of displayed items are the same on the menu screen that can be displayed in the shooting stop state and the menu screen that can be displayed in the non-shooting stop state in which a game can be played. but when the menu screen is displayed in the shooting stop state, an image indicating the shooting stop state can also be displayed, and even in the shooting stop state, a sound volume setting can be adjusted according to an operation of the player.SELECTED DRAWING: Figure 234
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, a gaming machine called a pachislot has been known, which includes multiple reels with multiple symbols on their surfaces, a start switch, a stop switch, stepping motors provided for each reel, and a control unit. The start switch detects that a player has operated a start lever (hereinafter also referred to as a "start operation") after inserting gaming value such as medals or coins, and outputs a signal requesting the start of rotation of all reels. The stop switch detects that a player has pressed a stop button provided for each reel (hereinafter also referred to as a "stop operation") and outputs a signal requesting the stop of the corresponding reel. The stepping motor transmits its driving force to the corresponding reel. Furthermore, the control unit controls the operation of the stepping motor based on the signals output by the start switch and stop switch, thereby rotating and stopping each reel.

[0003] In such gaming machines, when a start operation is detected, a lottery process using random numbers is performed on the program (hereinafter referred to as "internal lottery process"), and the rotation of the reels is stopped based on the result of the lottery (hereinafter referred to as "internal lottery winning combination") and the timing of the stop operation. Then, when the rotation of all reels is stopped and a combination of symbols (display combination) related to the establishment of a win is displayed, a bonus corresponding to that combination of symbols is awarded to the player. Examples of bonuses awarded to the player include the awarding of game value (medals, etc.), the activation of a replay (hereinafter also referred to as "replay") in which the internal lottery process is performed again without consuming game value, and the activation of a bonus game that increases the chances of awarding game value.

[0004] Furthermore, some such gaming machines are equipped with an assist time (hereinafter referred to as "AT") function, which notifies the player of information about stop operations that are advantageous to the player so as to increase the probability of achieving a specific combination (for example, a combination related to the awarding of gaming value).Some gaming machines are also equipped with a replay time (hereinafter referred to as "RT") function, which activates a gaming state in which the probability of winning a replay is higher than usual when specific conditions are met, such as the display of a specific symbol combination.Furthermore, some gaming machines are equipped with an assist replay time (hereinafter referred to as "ART") function, in which the AT and RT are activated simultaneously.

[0005] Among conventional gaming machines, there is known one that makes it possible to enter a state where play cannot be continued (a so-called stop state) when the difference between the total number of gaming media used and the total number of gaming media paid out (the so-called difference in number of sheets) reaches a predetermined value (for example, 10,000 sheets) (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0006] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-135838 Summary of the Invention [Problem to be solved by the invention]

[0007] In the above-mentioned stopped state, all operations by the player are generally treated as invalid. Therefore, for example, in the gaming machine shown in Patent Document 1, there are cases where game information cannot be provided, which causes a problem of reduced convenience for the player.

[0008] The present invention has been made in consideration of these points, and aims to provide a gaming machine that can improve convenience for players, in a gaming machine that is capable of creating a state that makes it impossible to play a game. [Means for solving the problem]

[0009] In order to solve the above problems, the present invention provides a gaming machine having the following configuration.

[0010] A gaming machine capable of awarding gaming value according to the progress of a game (for example, Pachislot 1 in the detailed example (part 2) described later), a difference recognition means (for example, a difference counter described later) capable of recognizing the difference between the game value used in the game and the awarded game value; A stop means (for example, a stop processing at the end of a game, which will be described later) that stops a game when the difference recognized by the difference recognition means satisfies a predetermined condition; a display unit (for example, a second display unit 405 described later) capable of displaying an image; The display means A menu screen can be displayed, and multiple items (for example, menu items 1 to 6 shown in Figure 234 described later) can be displayed on the menu screen, and a screen corresponding to an item selected by the player's operation (for example, a volume / light setting screen corresponding to menu item 2 "Volume / Light Adjustment" in Figure 234 described later, or a screen displaying a code at the end corresponding to menu item 5 "Code display at the end") can be displayed. The types of items displayed on the menu screen that can be displayed in the stopped state and the menu screen that can be displayed in the non-stop state where play is possible are the same, but when the menu screen is displayed in the stopped state, an image indicating that the game is in the stopped state can also be displayed; sound output means (for example, a group of speakers 84 described later) capable of outputting sound; Further provided with a volume adjustment means (for example, the menu "2: Volume / Light Adjustment" described later) that can adjust the volume setting in response to the player's operation, The volume adjustment means is capable of adjusting the volume setting in response to the player's operation even in the stop state. A gaming machine characterized by: [Effects of the Invention]

[0011] According to the gaming machine having the above configuration, convenience for players can be improved in a gaming machine that is capable of generating a state that makes it impossible to play a game. [Brief explanation of the drawings]

[0012] [Figure 1] 1 is a diagram for explaining the functional flow of a gaming machine according to one embodiment of the present invention. [Figure 2] 1 is a perspective view showing the external structure of a gaming machine according to one embodiment of the present invention; [Figure 3] 1 is a diagram showing the internal structure of a gaming machine according to one embodiment of the present invention; [Figure 4] 1 is a diagram showing the internal structure of a gaming machine according to one embodiment of the present invention; [Figure 5] 1 is a diagram showing the structure of a selector provided in a gaming machine according to one embodiment of the present invention. [Figure 6] 1 is a block diagram showing the overall configuration of a circuit provided in a gaming machine according to one embodiment of the present invention. [Figure 7] FIG. 2 is a block diagram showing the internal configuration of a main control circuit according to an embodiment of the present invention. [Figure 8] 1 is a block diagram showing the internal configuration of a microprocessor according to an embodiment of the present invention; [Figure 9] FIG. 2 is a block diagram showing the internal configuration of a sub-control circuit according to an embodiment of the present invention. [Figure 10] FIG. 2 is a diagram illustrating the configuration of various registers included in a main CPU according to one embodiment of the present invention. [Figure 11] FIG. 4 is a diagram showing a memory map of a main control circuit in one embodiment of the present invention. [Figure 12] FIG. 10 is a diagram illustrating a security mode of the main control circuit in one embodiment of the present invention. [Figure 13] A diagram showing the transition flow of the gaming state between the bonus state and the non-bonus state of a gaming machine in one embodiment of the present invention. [Figure 14]A diagram showing the transition flow of the game state in the non-advantageous zone, normal advantageous zone, and advantageous zone of a gaming machine in one embodiment of the present invention. [Figure 15] FIG. 10 is a diagram showing an example of a design arrangement table according to an embodiment of the present invention. [Figure 16] FIG. 10 is a diagram showing an example of an internal lottery table in one embodiment of the present invention. [Figure 17] FIG. 10 is a diagram showing an example of an internal lottery table in one embodiment of the present invention. [Figure 18] FIG. 10 is a diagram showing an example of an internal lottery table in one embodiment of the present invention. [Figure 19] FIG. 10 is a diagram showing an example of a symbol combination table according to one embodiment of the present invention. [Figure 20] FIG. 10 is a diagram showing an example of a symbol combination table according to one embodiment of the present invention. [Figure 21] FIG. 10 is a diagram showing an example of a symbol combination table according to one embodiment of the present invention. [Figure 22] FIG. 10 is a diagram showing an example of a symbol combination table according to one embodiment of the present invention. [Figure 23] FIG. 10 is a diagram showing the correspondence between internal winning combinations, stop operation sequences (batting order), display combinations, etc. in one embodiment of the present invention. [Figure 24] FIG. 10 is a diagram showing the correspondence between internal winning combinations, stop operation sequences (batting order), display combinations, etc. in one embodiment of the present invention. [Figure 25] A diagram showing the configuration of a win request flag storage area and a win activation flag storage area in one embodiment of the present invention. [Figure 26] A diagram showing the configuration of a carryover role storage area in one embodiment of the present invention. [Figure 27] 10 is a diagram showing the configuration of a game status flag storage area in one embodiment of the present invention. FIG. [Figure 28] FIG. 10 is a diagram showing the configuration of an operation stop button storage area in one embodiment of the present invention. [Figure 29] FIG. 10 is a diagram showing the configuration of a pressing order storage area in one embodiment of the present invention. [Figure 30] FIG. 2 is a diagram showing the configuration of a symbol code storage area in one embodiment of the present invention. [Figure 31] FIG. 10 is a diagram showing the correspondence between internal winning combinations, lottery numbers, and winning combination numbers in one embodiment of the present invention. [Figure 32] FIG. 10 is a diagram showing the correspondence between internal winning combinations, lottery numbers, and winning combination numbers in one embodiment of the present invention. [Figure 33] A diagram for explaining the flow of play during a non-advantageous zone in one embodiment of the present invention. [Figure 34] A diagram for explaining the flow of play during the normal advantageous zone in one embodiment of the present invention. [Figure 35] FIG. 10 is a diagram for explaining the flow of the game during a line battle state in one embodiment of the present invention. [Figure 36] 10A to 10C are diagrams showing examples of various tables referenced in a line battle state in one embodiment of the present invention. [Figure 37] FIG. 10 is a diagram showing an example of a display on a display device in a line battle state in one embodiment of the present invention. [Figure 38] FIG. 10 is a diagram showing an example of a display on a display device in a line battle state in one embodiment of the present invention. [Figure 39] FIG. 10 is a diagram showing an example of a display on a display device in a line battle state in one embodiment of the present invention. [Figure 40] FIG. 10 is a diagram showing an example of a display on a display device in a line battle state in one embodiment of the present invention. [Figure 41] FIG. 10 is a diagram showing an example of a display on a display device in a line battle state in one embodiment of the present invention. [Figure 42] A diagram for explaining the flow of play during the right acquisition lottery state and the right acquisition state in one embodiment of the present invention. [Figure 43] FIG. 1 is a diagram for explaining the flow of the game in the Ending 1 state and the Ending 2 state in one embodiment of the present invention. [Figure 44]FIG. 10 is a diagram illustrating the ending presentation that is performed during the Ending 1 state and the Ending 2 state in one embodiment of the present invention. [Figure 45] FIG. 10 is a diagram showing the correspondence between each game state, internal winning combination, and navigation data in one embodiment of the present invention. [Figure 46] 4 is a flowchart showing an example of processing executed by a main control circuit of a gaming machine according to one embodiment of the present invention when power is turned on (reset interrupt). [Figure 47] 10 is a flowchart showing an example of a game return process in one embodiment of the present invention. [Figure 48] 10 is a flowchart illustrating an example of a setting change confirmation process according to an embodiment of the present invention. [Figure 49] 10 is a flowchart illustrating an example of a setting change command generation and storage process according to an embodiment of the present invention. [Figure 50] 10 is a flowchart illustrating an example of a communication data storage process according to an embodiment of the present invention. [Figure 51] 10 is a flowchart illustrating an example of a communication data pointer update process according to an embodiment of the present invention. [Figure 52] 10 is a flowchart showing an example of processing during power outage (external) in one embodiment of the present invention. [Figure 53] 10 is a flowchart illustrating an example of a checksum generation process (non-standard) according to one embodiment of the present invention. [Figure 54] 10 is a flowchart showing an example of a checksum process (non-standard) according to an embodiment of the present invention. [Figure 55] 10 is a flowchart showing an example of a checksum process (non-standard) according to an embodiment of the present invention. [Figure 56] 4 is a flowchart showing an example of main processing (main operation processing) executed by a main control circuit of the gaming machine according to one embodiment of the present invention. [Figure 57] 10 is a flowchart showing an example of medal acceptance and start check processing in one embodiment of the present invention. [Figure 58]10 is a flowchart showing an example of medal acceptance and start check processing in one embodiment of the present invention. [Figure 59] 10 is a flowchart showing an example of medal insertion processing in one embodiment of the present invention. [Figure 60] 10 is a flowchart showing an example of a medal insertion check process in one embodiment of the present invention. [Figure 61] 10 is a flowchart showing an example of a medal insertion check process in one embodiment of the present invention. [Figure 62] 10 is a flowchart illustrating an example of error processing in one embodiment of the present invention. [Figure 63] 10 is a flowchart illustrating an example of a random value acquisition process according to an embodiment of the present invention. [Figure 64] 10 is a flowchart illustrating an example of an internal lottery process in one embodiment of the present invention. [Figure 65] 10 is a flowchart illustrating an example of a design setting process according to an embodiment of the present invention. [Figure 66] 10 is a flowchart illustrating an example of a compressed data storage process according to an embodiment of the present invention. [Figure 67] 10 is a flowchart illustrating an example of a process for storing attraction priority in an embodiment of the present invention. [Figure 68] 10 is a flowchart illustrating an example of a pattern code acquisition process according to an embodiment of the present invention. [Figure 69] 10 is a flowchart illustrating an example of a logical product operation process according to an embodiment of the present invention. [Figure 70] 10 is a flowchart illustrating an example of a process for obtaining attraction priority in an embodiment of the present invention. [Figure 71] 10 is a flowchart illustrating an example of a process for obtaining attraction priority in an embodiment of the present invention. [Figure 72] 10 is a flowchart showing an example of a reel stop control process according to one embodiment of the present invention. [Figure 73] 10 is a flowchart illustrating an example of a prize search process according to one embodiment of the present invention. [Figure 74] 10 is a flowchart illustrating an example of an illegal hit check process according to an embodiment of the present invention. [Figure 75] 10 is a flowchart showing an example of a winning check medal payout process in one embodiment of the present invention. [Figure 76] 10 is a flowchart showing an example of a medal payout number check process in one embodiment of the present invention. [Figure 77] 10 is a flowchart illustrating an example of a BB check process according to an embodiment of the present invention. [Figure 78] 10 is a flowchart illustrating an example of an RT check process according to an embodiment of the present invention. [Figure 79] 10 is a flowchart showing an example of an interrupt process executed by a main control circuit of a gaming machine according to one embodiment of the present invention. [Figure 80] 10 is a flowchart illustrating an example of a communication data transmission process according to an embodiment of the present invention. [Figure 81] 10 is a flowchart illustrating an example of a WDT setting process according to an embodiment of the present invention. [Figure 82] 10 is a flowchart illustrating an example of a 7-segment LED drive process according to an embodiment of the present invention. [Figure 83] 10 is a flowchart illustrating an example of a 7-segment display data generation process according to an embodiment of the present invention. [Figure 84] 10 is a flowchart illustrating an example of a timer update process according to an embodiment of the present invention. [Figure 85] 4 is a timing chart showing an example of the operation of a gaming machine when power is turned on in one embodiment of the present invention. [Figure 86] 10 is a timing chart showing an example of the operation of a gaming machine when a medal is inserted in one embodiment of the present invention. [Figure 87] FIG. 10 is a diagram for explaining a first example of a bonus role winning notification effect for a gaming machine according to one embodiment of the present invention. [Figure 88]FIG. 10 is a diagram for explaining a first example of a bonus role winning notification effect for a gaming machine according to one embodiment of the present invention. [Figure 89] FIG. 10 is a diagram for explaining a second example of the bonus role winning notification effect of the gaming machine according to one embodiment of the present invention. [Figure 90] FIG. 10 is a diagram for explaining a second example of the bonus role winning notification effect of the gaming machine according to one embodiment of the present invention. [Figure 91] FIG. 10 is a diagram for explaining a third example of the bonus role winning notification effect of the gaming machine according to one embodiment of the present invention. [Figure 92] FIG. 10 is a diagram for explaining another example (part 1) of the game characteristics of the gaming machine according to one embodiment of the present invention. [Figure 93] FIG. 10 is a diagram for explaining another example (part 1) of the game characteristics of the gaming machine according to one embodiment of the present invention. [Figure 94] FIG. 10 is a diagram for explaining another example (part 2) of the game characteristics of the gaming machine according to one embodiment of the present invention. [Figure 95] FIG. 10 is a diagram for explaining another example (part 3) of the game playability of the gaming machine according to one embodiment of the present invention. [Figure 96] FIG. 10 is a diagram for explaining another example (part 4) of the game playability of the gaming machine according to one embodiment of the present invention. [Figure 97] FIG. 10 is a diagram for explaining another example (part 5) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 98] FIG. 10 is a diagram for explaining another example (No. 6) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 99] FIG. 10 is a diagram for explaining another example (No. 6) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 100] A figure showing another example of a limiter for the advantageous zone of a gaming machine in one embodiment of the present invention. [Figure 101] FIG. 10 is a diagram showing a method for controlling the number limiter of the gaming machine in one embodiment of the present invention. [Figure 102]A diagram showing an adjustment method for the number limiter of a gaming machine in one embodiment of the present invention. [Figure 103] This figure shows the transition flow of the game state in the non-advantageous zone and the advantageous zone of the gaming machine in a detailed example of another example (part 6) of playability (game specifications). [Figure 104] FIG. 10 is a diagram for explaining each mode in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 105] FIG. 10 is a diagram showing an example of various tables in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 106] FIG. 10 is a diagram showing an example of various tables in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 107] FIG. 10 is a diagram showing an example of a symbol arrangement table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 108] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 109] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 110] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 111] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 112] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 113] FIG. 10 is a diagram showing the correspondence between internal winning combinations, stop operation sequences (batting order), display combinations, etc. in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 114] FIG. 10 is a diagram for explaining each limit process in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 115]10 is a flowchart showing an example of a cherry winning sound determination process in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 116] FIG. 10 is a diagram for explaining the mode suggestion effect (part 1) in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 117] FIG. 10 is a diagram for explaining the mode suggestion effect (part 2) in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 118] FIG. 10 is a diagram for explaining the mode suggestion effect (part 2) in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 119] This is a diagram to explain the musical effects during a pseudo bonus in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 120] FIG. 10 is a diagram for explaining the state suggestion effect in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 121] 10 is a diagram for explaining another example of control in a stable state and a rough sea state in a detailed example of another example (part 6) of gameplay (game specifications). FIG. [Figure 122] 10 is a diagram for explaining another control example (part 2) in a stable state and in a rough sea state in a detailed example of another example (part 6) of gameplay (game specifications). FIG. [Figure 123] FIG. 10 is a diagram for explaining a modified example of another detailed example (No. 6) of gameplay (game specifications). [Figure 124] FIG. 10 is a diagram for explaining a modified example of another detailed example (No. 6) of gameplay (game specifications). [Figure 125] FIG. 10 is a diagram for explaining another example (No. 7) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 126] FIG. 10 is a diagram for explaining another example (No. 7) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 127] FIG. 10 is a diagram for explaining another example (No. 7) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 128]FIG. 10 is a diagram for explaining another example (No. 7) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 129] FIG. 10 is a diagram for explaining another example (No. 8) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 130] FIG. 10 is a diagram for explaining another example (No. 8) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 131] FIG. 10 is a diagram for explaining another example (No. 8) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 132] FIG. 10 is a diagram for explaining another example (No. 9) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 133] FIG. 10 is a diagram for explaining another example (No. 9) of the gameplay of the gaming machine according to one embodiment of the present invention. [Figure 134] FIG. 10 is a diagram for explaining another example (No. 10) of gameplay of the gaming machine according to one embodiment of the present invention. [Figure 135] FIG. 10 is a diagram for explaining another example (No. 10) of gameplay of the gaming machine according to one embodiment of the present invention. [Figure 136] FIG. 10 is a diagram for explaining another example (No. 10) of gameplay of the gaming machine according to one embodiment of the present invention. [Figure 137] FIG. 10 is a diagram for explaining another example (No. 10) of gameplay of the gaming machine according to one embodiment of the present invention. [Figure 138] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 139] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 140] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 141] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 142] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 143] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 144] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 145] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 146] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 147] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 148] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 149] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 150] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 151] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 152] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 153] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Fig. 154] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 155] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 156] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 157] FIG. 10 is a diagram illustrating an example of a setting suggestion effect of a gaming machine in one embodiment of the present invention. [Figure 158]This figure shows the transition flow of the game state in the non-advantageous zone and the advantageous zone of the gaming machine in a detailed example (part 2) of another example (part 6) of playability (game specifications). [Figure 159] This figure shows the transition flow of the game state in the non-advantageous zone and the advantageous zone of the gaming machine in a detailed example (part 2) of another example (part 6) of playability (game specifications). [Figure 160] FIG. 10 is a diagram showing an example of a symbol arrangement table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 161] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 162] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 163] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Fig. 164] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 165] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 166] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 167] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 168] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 169] FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 170]FIG. 10 is a diagram showing an example of a symbol combination table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 171] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Fig. 172] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 173] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Fig. 174] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 175] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 176] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 177] FIG. 10 is a diagram showing an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 178] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 179] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 180] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 181] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 182]FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 183] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 184] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 185] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 186] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 187] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 188] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 189] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 190] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 191] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 192] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 193]FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 194] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 195] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 196] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 197] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 198] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 199] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 200] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 201] FIG. 10 is a diagram showing the correspondence between internal winning combinations and corresponding symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 202] FIG. 10 is a diagram showing an example of a priority table selection table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 203] FIG. 10 is a diagram showing an example of a priority table selection table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 204]FIG. 10 is a diagram showing an example of a priority table selection table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 205] FIG. 10 is a diagram showing an example of a priority table selection table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 206] FIG. 10 is a diagram showing an example of a priority table selection table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 207] FIG. 10 is a diagram showing an example of a priority table selection table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 208] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 209] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 210] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 211] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 212] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 213] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 214] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 215] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 216] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 217] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 218] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 219] FIG. 10 is a diagram showing an example of a priority order table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 220] FIG. 10 is a diagram for explaining the RUSH state in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 221] FIG. 10 is a diagram for explaining the RUSH state in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 222] FIG. 10 is a diagram for explaining a modified example of the RUSH state in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 223] FIG. 10 is a diagram for explaining the NBB state in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 224] FIG. 10 is a diagram for explaining the NBB state in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 225] FIG. 10 is a diagram for explaining the RB challenge presentation in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 226] FIG. 10 is a diagram for explaining the RB challenge presentation in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 227] FIG. 10 is a diagram for explaining the RB challenge presentation in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 228] This is a diagram showing the correspondence between a specific push order replay and the push order and stopping pattern combination in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 229]This is a diagram showing the correspondence between a specific push order replay and the push order and stopping pattern combination in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 230] FIG. 10 is a diagram for explaining an RB navigation MAP table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 231] FIG. 10 is a diagram for explaining RB history display in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 232] FIG. 10 is a schematic diagram showing the external structure of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 233] FIG. 10 is a diagram for explaining the stop state of a play in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 234] FIG. 10 is a diagram for explaining the stop state of a play in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 235] FIG. 10 is a diagram for explaining group definitions of stop-allowed symbol combinations in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 236] FIG. 10 is a diagram for explaining group definitions of stop-allowed symbol combinations in a conventional example. [Figure 237] FIG. 10 is a block diagram showing the internal configuration of a main control circuit of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 238] FIG. 10 is a diagram showing a memory map of a main control circuit of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 239] This is a diagram showing the relationship between various soft latch random number registers built into the microprocessor of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications) and the addresses assigned to each soft latch random number register within the memory map I / O. [Figure 240]This figure shows the relationship between the internal information register built into the microprocessor of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications) and the address assigned to the internal information register within the memory map I / O. [Figure 241] FIG. 10 is a diagram showing details of various information stored in an internal information register of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 242] This figure shows the relationship between various maximum value setting registers built into the microprocessor of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications) and the addresses assigned to each maximum value setting register within the memory map I / O. [Figure 243] FIG. 10 is a diagram showing an example of the configuration of a maximum random number check table of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 244] FIG. 10 is a diagram showing an example of the configuration of a maximum random number check table of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 245] FIG. 10 is a diagram showing an example of the configuration of a maximum random number check table of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 246] 10 is a flowchart showing an example of processing performed when power is turned on (reset interrupt) in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 247] 10 is a flowchart showing an example of a game return impossible error process carried out in a gaming machine in a detailed example (part 2) of another example (part 6) of game playability (game specifications). [Figure 248] FIG. 10 is a diagram showing the configuration of an information display of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 249] 10 is a flowchart showing an example of a random number value acquisition process performed in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 250]10 is a flowchart showing an example of a random number value acquisition process for balls performed in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 251] 10 is a flowchart showing an example of interrupt processing performed in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 252] 10 is a flowchart showing an example of an error detection process (outside of regulations) performed in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 253] 10 is a flowchart showing an example of a setting value check process performed in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 254] 10 is a flowchart showing an example of processing for an error that makes it impossible to return to a game outside the regulations, which is carried out in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 255] 10 is a flowchart showing an example of a random number inspection process performed in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 256] 10 is a flowchart showing an example of a random number inspection process performed in a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 257] This figure shows the relationship between various soft latch random number registers built into the microprocessor of a modified gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications) and the addresses assigned to each soft latch random number register within the memory map I / O. [Figure 258] This figure shows the relationship between the hard latch random number register built into the microprocessor of a modified gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications) and the address assigned to the hard latch random number register within the memory map I / O. [Figure 259]This figure shows the relationship between the hard latch selection register built into the microprocessor of a modified gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications) and the address assigned to the hard latch selection register within the memory map I / O. [Figure 260] FIG. 10 is a diagram showing details of various information stored in the hard latch selection register of a modified gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 261] 10 is a flowchart showing an example of a random number value acquisition process performed in a gaming machine of a modified example in one detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 262] 10 is a flowchart showing an example of a random number value acquisition process for balls performed in a modified gaming machine in one detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 263] 10 is a flowchart showing an example of a random number inspection process performed in a gaming machine of a modified example in one detailed example (part 2) of another example (part 6) of gameplay (game specifications). DETAILED DESCRIPTION OF THE INVENTION

[0013] Hereinafter, a pachislot will be used as an example of a gaming machine according to one embodiment of the present invention, and its configuration and operation will be described with reference to the drawings. In this embodiment, a pachislot equipped with a bonus activation function, an AT function, and an ART function will be described.

[0014] <Function flow> First, the functional flow of the pachislot will be explained with reference to Figure 1. In the pachislot of this embodiment, medals are used as gaming media for playing games. Note that, in addition to medals, other gaming media may also be applied, such as coins, gaming balls, gaming point data or tokens. Gaming media may also be referred to as "gaming value" or "gaming value."

[0015] When a player inserts a medal into a pachislot and operates the start lever, one value (hereinafter referred to as a random number value) is extracted from random numbers within a predetermined range of numbers (for example, 0 to 65535).

[0016] The internal lottery means draws a lottery based on the extracted random number value and determines an internal winning combination. This internal lottery means is one of various processing means (processing functions) included in the main control circuit described below. By determining the internal winning combination, the symbol combination that is permitted to be displayed along the pay line (winning determination line) described below is determined in advance. The symbol combinations are classified into "winning" combinations that provide the player with benefits such as the payout of medals, the activation of a replay, and the activation of a bonus, and other so-called "losing" combinations. In the following, a combination that results in the payout of medals is referred to as a "minor combination," and a combination that results in the activation of a replay is referred to as a "replay combination." A combination that results in the activation of a bonus (bonus game) is also referred to as a "bonus combination." Furthermore, a combination that can be internally won (i.e., a combination of symbols that is permitted to be realized) may be simply referred to as a "combination," and an internal winning combination may be referred to as a "winning combination," a "predetermined result," or a "derivation allowable condition." Furthermore, the internal lottery means may be referred to as a "combination determining means," a "winning combination determining means," a "predetermining means," or a "derivation allowable condition determining means."

[0017] Furthermore, when the start lever is operated, multiple reels are rotated. Thereafter, when the player presses the stop button corresponding to a predetermined reel, the reel stop control means controls the stopping of the rotation of the corresponding reel based on the internal winning combination and the timing at which the stop button is pressed. This reel stop control means is one of various processing means (processing functions) provided in the main control circuit described below. Note that the operating means for performing the start operation is not limited to a lever-shaped device such as the start lever, and may be any operating means that allows the player to perform the start operation. Also, the operating means for performing the stop operation is not limited to a button-shaped device such as the stop button, and may be any operating means that allows the player to perform the stop operation.

[0018] In pachislot machines, basically, control is performed to stop the rotation of the corresponding reel within a specified time (190 msec) from when the stop button is pressed. In this embodiment, the number of symbols that move as the reel rotates within this 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 number of sliding pieces) is set to four symbols.

[0019] When an internal winning combination that allows the display of a winning symbol combination is determined, the reel stop control means stops the rotation of the reels within a specified time, typically 190 msec (equivalent to four symbols), so that the symbol combination is displayed along the winning line as much as possible. Furthermore, the reel stop control means uses the specified time to stop the rotation of the reels so that symbol combinations that are not permitted to be displayed by the internal winning combination are not displayed along the winning line. The symbols displayed when the reels stop spinning are sometimes referred to as "stop display" or "display result." The display of symbols along the winning line when the reels stop spinning is sometimes referred to as "deriving the stop display" or "deriving the display result."

[0020] Furthermore, the reel stop control means may be configured to automatically stop each reel when a predetermined automatic stop time has elapsed since the reels began to spin, even if the player has not performed a stop operation. In this case, since the reels will stop without the player's stop operation, it is desirable to stop the spinning of the reels so that no winning symbol combination is displayed along the pay line, even if any internal winning combination has been determined.

[0021] When all of the reels have stopped spinning in this manner, the winning determination means determines whether the symbol combination displayed along the pay line is a winning combination (or other predetermined combination). That is, it determines whether a winning symbol combination (or other predetermined combination) has been achieved. This winning determination means is also one of the various processing means (processing functions) provided in the main control circuit, which will be described later. Then, when the winning determination means determines that the displayed symbol combination is a winning combination (or other predetermined combination) (that is, a winning symbol combination (or other predetermined combination) has been achieved), a bonus such as a payout of medals is awarded to the player, or various controls are carried out in response to this. In pachislot, the above series of steps is carried out as one game (unit game).

[0022] The winning determination means may simply determine whether the symbol combination displayed along the pay line corresponds to any of a plurality of predetermined symbol combinations, or may determine whether the symbol combination corresponds to a symbol combination related to an internal lottery role determined by the internal lottery means. That is, in the former case, it may determine whether the symbol combination is related to a winning role separately from the internal lottery role. In this case, as long as the reel stop control means appropriately controls the reels to stop, the prevention of erroneous winning can be sufficiently guaranteed, thereby reducing the control burden related to erroneous winning detection. On the other hand, in the latter case, by determining whether the symbol combination related to a winning role is a symbol combination that is permitted to win, erroneous winning can be detected in the event of an erroneous winning due to a reel malfunction or the like, thereby improving security.

[0023] In addition, in pachislot, various effects are produced during the series of gaming operations described above, such as displaying images on a display device, outputting light from various lamps, outputting sound from a speaker, or a combination of these.

[0024] Specifically, when the start lever is operated, a random number value for the effect is sampled separately from the random number value used to determine the internal winning combination described above. When the random number value for the effect is sampled, the effect content determination means determines by lottery the effect to be executed this time from among a plurality of types of effect contents associated with the internal winning combination. This effect content determination means is one of the various processing means (processing functions) provided in the sub-control circuit described below. Also, when the main control circuit described below determines the effect content, this effect content determination means can be one of the various processing means (processing functions) provided in the main control circuit described below.

[0025] Next, when the effect content is determined by the effect content determination means, the effect execution means executes the corresponding effect in conjunction with each trigger, such as when the reels start to spin, when each reel stops spinning, when it is determined whether or not a prize has been won, etc. In this way, in a pachislot, for example, by executing the effect content associated with the internal winning combination, the player is provided with an opportunity to know or predict the determined internal winning combination (in other words, the combination of symbols to aim for), which can increase the player's interest.

[0026] <Pachislot Structure> Next, the structure of a slot machine according to one embodiment of the present invention will be described with reference to FIGS.

[0027] [Exterior structure] FIG. 2 is a perspective view showing the external structure of the pachislot 1. As shown in FIG.

[0028] As shown in Fig. 2, the pachislot 1 has an exterior body (game machine body) 2. The exterior body 2 has a cabinet (housing) 2a that houses reels, a circuit board, etc., and a front door (front door) 2b that is attached so as to be able to open and close the opening of the cabinet 2a.

[0029] Three reels 3L, 3C, and 3R (variable display means, display row) are arranged horizontally within the cabinet 2a. Hereinafter, the reels 3L, 3C, and 3R (main reels) will also be referred to as the left reel 3L, center reel 3C, and right reel 3R, respectively. Each reel 3L, 3C, and 3R has a cylindrical reel body and a translucent sheet material attached to the circumferential surface of the reel body. On the surface of the sheet material, multiple (e.g., 20) symbols are drawn at predetermined intervals along the circumferential direction (the direction of rotation of the reel). Each reel 3L, 3C, and 3R may also be referred to as a "symbol display means," a "variable display means," or a "variable display device." These components may also include a symbol display area 4, described below. The "symbol" may be any information that can be visually identified by a player, and in this sense, may also be referred to as "identification information," etc.

[0030] The front door 2b includes a door body 9, a front panel 10, a lower panel 12, and a base 13. The door body 9 is attached to the cabinet 2a using a hinge (not shown) so as to be able to open and close. The hinge is provided at the left side edge of the door body 9 when viewed from the front side (player side) of the pachislot 1. The cabinet 2a can also be simply referred to as a "box," and the front door 2b can also be simply referred to as a "door" or "front door." Furthermore, because the cabinet 2a functions as a frame that supports or fixes the front door 2b, it may also be referred to as a "support body," "support frame," or "fixing frame." Furthermore, the front door 2b may be composed of multiple door members. For example, it may be composed of an upper door member attached to the upper side of the opening of the cabinet 2a and a lower door member attached to the lower side of the opening of the cabinet 2a, or it may be composed of an inner door member attached to the opening side of the cabinet 2a and an outer door member attached to the front side of the gaming machine when viewed from the front side of the gaming machine.

[0031] The front panel 10 is provided on the upper part of the door main body 9. The front panel 10 is made of a frame-shaped member having an opening 10a. The opening 10a of the front panel 10 is covered by a display device cover 30, which is disposed opposite a display device 11 (described below) disposed inside the cabinet 2a.

[0032] The display device cover 30 is made of a black, semi-transparent synthetic resin. Therefore, a player can view the video (image) displayed by the display device 11 (described later) through the display device cover 30. In this embodiment, the display device cover 30 is made of a black, semi-transparent synthetic resin, which prevents external light from entering the cabinet 2a, allowing the video (image) displayed by the display device 11 to be clearly viewed.

[0033] A lamp group 21 is provided on the front panel 10. The lamp group 21 includes, for example, lamps 21a and 21b provided on the upper part of the front panel 10 when viewed from the player's side. Each lamp constituting the lamp group 21 is made up of an LED (Light Emitting Diode) or the like (see LED group 85 in FIG. 6 described later), and turns on and off light in a pattern corresponding to the content of the performance.

[0034] The lower back panel 12 is provided in approximately the center of the door body 9. The lower back panel 12 has a decorative panel on which an arbitrary image is drawn, and a light source (an LED included in an LED group 85 described later) that emits light to illuminate the decorative panel from the rear side.

[0035] The base 13 is provided between the front panel 10 and the lower panel 12. The base 13 is provided with a symbol display area 4 and various devices to be operated by the player (a medal insertion slot 14, a MAX BET button 15a, a 1 BET button 15b, a start lever 16, three stop buttons 17L, 17C, and 17R, a settlement button (not shown), etc.).

[0036] The symbol display area 4 is an area that overlaps the three reels 3L, 3C, and 3R when viewed from the front, and is located closer to the player than the three reels 3L, 3C, and 3R, allowing a predetermined area of ​​the three reels 3L, 3C, and 3R to be viewed. This symbol display area 4 functions as a display window, and is configured so that each of the reels 3L, 3C, and 3R located behind it can be viewed. Hereinafter, the symbol display area 4 will be referred to as the reel display window 4.

[0037] The reel display window 4 is configured so that when the rotation of the three reels 3L, 3C, and 3R behind it is stopped, three consecutively arranged symbols among the multiple symbols provided on the periphery of each reel are displayed within its frame. That is, when the rotation of the three reels 3L, 3C, and 3R is stopped, one symbol each in the upper, middle, and lower areas of each reel (three symbols in total) are displayed within the frame of the reel display window 4 (the symbols are displayed in a 3-row by 3-column format within the frame of the reel display window 4).

[0038] In this embodiment, within the frame of the reel display window 4, the following are defined (specified) as activated lines for determining whether or not a win will occur: a line (center line) connecting the middle area of ​​the left reel 3L, the middle area of ​​the middle reel 3C, and the middle area of ​​the right reel 3R; a line (top line) connecting the upper area of ​​the left reel 3L, the upper area of ​​the middle reel 3C, and the upper area of ​​the right reel 3R; and a line (bottom line) connecting the lower area of ​​the left reel 3L, the lower area of ​​the middle reel 3C, and the lower area of ​​the right reel 3R. Note that activated lines are sometimes called "win lines" or "determination lines."

[0039] In this embodiment, other lines, such as a line (cross-up line) connecting the lower area of ​​the left reel 3L, the middle area of ​​the center reel 3C, and the upper area of ​​the right reel 3R, and a line (cross-down line) connecting the upper area of ​​the left reel 3L, the middle area of ​​the center reel 3C, and the lower area of ​​the right reel 3R, may also be defined as activated lines. In this embodiment, the activated lines are the three lines described above (or may be five lines as described herein), but the number of lines can be increased or decreased as appropriate. For example, only the center line may be activated, or only the top and bottom lines may be activated. When defining activated lines, lines on which symbols are not aligned in a straight line may also be defined as activated lines, instead of or in addition to the lines on which symbols are aligned in a straight line described above. In other words, one or more lines that pass through any one symbol (area) in each column (left reel 3L, middle reel 3C, right reel 3R) and are connected by straight or broken lines can be set as active lines.

[0040] For example, a line (irregular line) connecting the middle region of the left reel 3L, the lower region of the middle reel 3C, and the upper region of the right reel 3R may be defined as an active line. That is, in this embodiment, since symbols are displayed in a 3-row by 3-column format within the frame of the reel display window 4, it is possible to define 27 types of active lines, and it is sufficient that at least one of these lines is defined as an active line.

[0041] The reel display window 4 is formed by an opening in a frame member 31 provided on the base portion 13. Also, below the frame member 31 that defines the reel display window 4, a base area with a substantially horizontal surface is provided. When viewed from the player's side, a medal insertion slot 14 is provided on the right side of the base area, and a MAX BET button 15a and a 1 BET button 15b are provided on the left side.

[0042] The medal insertion slot 14 is provided to accept medals dropped by a player from outside into the pachislot 1. The medals accepted through the medal insertion slot 14 are used in one game up to a preset number (for example, three medals), and any medals exceeding the predetermined number can be deposited inside the pachislot 1 (so-called credit function (game medium storage means)).

[0043] The MAX BET button 15a and the 1 BET button 15b are provided to determine the number of medals to be used in one game from those stored inside the cabinet 2a. The MAX BET button 15a is provided with a bet button LED (not shown) that lights up when medals can be inserted. The settlement button is provided to withdraw (discharge) medals stored inside the pachislot 1 to the outside.

[0044] When the player presses the MAX BET button 15a, medals equal to the bet number for a unit game (3 medals) are inserted, and the active line is activated. On the other hand, one medal is inserted each time the 1 BET button 15b is pressed. When the 1 BET button 15b is pressed three times, medals equal to the bet number for a unit game (3 medals) are inserted, and the active line is activated.

[0045] In the following description, the operation of the MAX BET button 15a, the operation of the 1 BET button 15b, and the operation of inserting medals into the medal insertion slot 14 (the operation of inserting medals to play a game) are all referred to as "insertion operations."

[0046] A start lever 16 is provided to start the rotation of all reels (3L, 3C, 3R). Stop buttons 17L, 17C, and 17R are provided to correspond to the left reel 3L, center reel 3C, and right reel 3R, respectively, and each stop button is provided to stop the rotation of the corresponding reel. Hereinafter, the stop buttons 17L, 17C, and 17R will also be referred to as the left stop button 17L, center stop button 17C, and right stop button 17R, respectively.

[0047] An information display 6 is provided in the approximate center of the base area on the approximately horizontal plane below the reel display window 4. The information display 6 is covered with a transparent window cover (not shown).

[0048] The information display 6 is provided with a two-digit seven-segment LED (hereinafter referred to as a "7-segment LED") for digitally displaying (notifying) to the player information such as the number of medals paid out as a bonus (hereinafter referred to as the "payout number") and the number of medals deposited inside the pachislot 1 (hereinafter referred to as the "credit number"). In this embodiment, the two-digit seven-segment LED for displaying the number of medals paid out is also used as a two-digit seven-segment LED for digitally displaying (notifying) to the player information regarding the occurrence of an error and the type of error. Therefore, when an error occurs, the display mode of the two-digit seven-segment LED for displaying the number of medals paid out switches from the display mode of the payout number to the display mode of information regarding the type of error.

[0049] The information display 6 is also provided with an instruction monitor (not shown) that notifies the player of information on the stopping operation required to display, along the pay line, the symbol combination corresponding to the role determined as the internal winning role. The instruction monitor (instruction display) is composed of, for example, a two-digit seven-segment LED. The instruction monitor notifies the player of the information on the stopping operation required by lighting, flashing, or extinguishing the two-digit seven-segment LED in a manner that uniquely corresponds to the information on the stopping operation being notified.

[0050] Here, the mode that uniquely corresponds to the information on the stop operation to be notified means, for example, a mode in which the number "1" is displayed on the instruction monitor when notifying the push order "1st (performing the first stop operation on the left reel 3L)," a mode in which the number "2" is displayed on the instruction monitor when notifying the push order "2nd (performing the first stop operation on the center reel 3C)," and a mode in which the number "3" is displayed on the instruction monitor when notifying the push order "3rd (performing the first stop operation on the right reel 3R)." The mode in which the information on the stop operation is notified on the instruction monitor (navigation data determined on the main side, described later) will be described in detail later with reference to Figure 45, etc., described later.

[0051] The information display 6 is also provided with a status indicator (not shown) that notifies the player that he or she is in an advantageous zone (including the "normal advantageous zone" and "advantageous zone" described below; see FIG. 14 described below). The status indicator is configured, for example, with a 7-segment LED. In principle, the status indicator lights up at a predetermined timing during play when it has been decided to transition to an advantageous zone (for example, any timing between the start of play and the end of play), and remains lit while the advantageous zone continues. When the advantageous zone ends, the lighting stops and the indicator goes out. This notifies all players that an advantageous zone that is advantageous to the player has begun, that they are in that advantageous zone, and that the advantageous zone has ended, thereby ensuring fairness in the game.

[0052] As shown in Fig. 6, the information display 6 is electrically connected to a main control board 71 via a door relay terminal board 68 and a game operation display board 81, and the display operation of the information display 6 is controlled by a main control circuit 90, which will be described later, in the main control board 71. The control method for the various 7-segment LEDs described above is dynamic lighting control.

[0053] In addition, the pachislot 1 of this embodiment is provided with a configuration for notifying information about the stop operation using other means controlled by the sub-control board 72 in addition to the instruction monitor controlled by the main control board 71. Specifically, information about the stop operation is notified by a display device 11 (described later) that is composed of a projector mechanism 211 and a display unit 212 (see FIG. 3 and FIG. 6 (described later)).

[0054] When such a configuration is applied, the notification mode on the instruction monitor and the notification mode on other means controlled by the sub-control board 72 may be different modes. In other words, the instruction monitor only needs to notify in a mode that uniquely corresponds to the information on the stop operation to be notified, and does not necessarily need to notify the information on the stop operation directly (for example, even if the number "1" is displayed on the instruction monitor, some players may not be able to identify the content of the notification, and this does not constitute a direct notification). On the other hand, notifications on the sub-side (sub-control board side) by other means, such as the display device 11 described below, may directly notify the information on the stop operation. For example, when notifying the push order "1st," the instruction monitor displays the number "1" that uniquely corresponds to the push order to be notified, but other means (for example, the display device 11, etc.) may directly notify instruction information for performing the first stop operation on the left reel 3L.

[0055] In the pachislot 1 configured as described above, information on the necessary stop operation according to the internal winning combination can be notified not only by control of the sub-control board 72 but also by control of the main control board 71. Furthermore, whether or not such information on the stop operation is notified can be controlled according to the gaming state. For example, it is possible to configure the system so that information on the stop operation is not notified in the gaming state in the normal zone (normal state) described below, but is notified in each gaming state in the normal advantageous zone and advantageous zone described below.

[0056] Additionally, when viewed from the player's side, a sub-display device 18 is provided to the left of the reel display window 4. As shown in FIG. 2, the sub-display device 18 is provided on the front surface of the door main body 9, standing approximately vertically from the base area on the approximately horizontal surface of the base part 13. The sub-display device 18 is composed of a liquid crystal display or an organic EL (Electro-Luminescence) display, and displays various information.

[0057] A touch sensor 19 is provided on the display surface of the sub-display device 18 (see FIG. 6, described later). The touch sensor 19 operates according to a predetermined operating principle, such as a capacitance system, and upon receiving a player's operation, outputs a signal corresponding to the operation as touch input information. The pachislot 1 of this embodiment has a function that enables the display of the sub-display device 18 to be switched in accordance with the player's operation received via the touch sensor 19 (touch input information output from the touch sensor 19). The sub-display device 18 is controlled by a sub-control board 72 (see FIG. 6, described later) based on the touch input information output from the touch sensor 19.

[0058] A medal payout opening 24, a medal receiving tray 25, and two speaker holes 20L and 20R are provided at the bottom of the door main body 9. The medal payout opening 24 guides medals that are discharged by driving a hopper device 51 (medal payout device) described below to the outside. The medal receiving tray 25 stores the medals that are discharged from the medal payout opening 24. In addition, sound effects, music, and other sounds corresponding to the performance content are output from the two speaker holes 20L and 20R.

[0059] [Internal structure] Next, the internal structure of the pachislot 1 will be described with reference to Figures 3 to 5. Figure 3 is a diagram showing the internal structure of the cabinet 2a, Figure 4 is a diagram showing the internal structure on the back side of the front door 2b, and Figure 5 is a diagram showing the structure of a selector 66 (described later) provided on the back side of the front door 2b.

[0060] 3, the cabinet 2a has a top panel 27a, a bottom panel 27b, left and right side panels 27c and 27d, and a back panel 27e. A display device 11 is disposed in the upper part of the cabinet 2a.

[0061] The display device 11 has a projector mechanism 211 and a box-shaped projection target 212a onto which the image light projected from the projector mechanism 211 is projected, and performs image display by projection mapping. Specifically, the display device 11 generates image light based on the position (projection distance, angle, etc.) and shape of the projection target 212a, which is a three-dimensional object, and the image light is projected onto the surface of the projection target 212a by the projector mechanism 211. By providing such a performance function, advanced and powerful performances can be achieved. Although not shown in FIG. 3, another projection target with a curved display surface is provided on the back side of the box-shaped projection target 212a, and either one of the projection target members is used as a screen onto which the image light is projected depending on the game status. Therefore, the cabinet 2a is also provided with a function (not shown) for switching the projection target member depending on the game status. Note that the display device 11 can also be any other display device (e.g., a liquid crystal display device) that can display images to the player.

[0062] A medal payout device (hereinafter referred to as a hopper device) 51, an auxiliary medal storage 52, and a power supply device 53 are disposed in the lower part of the cabinet 2a.

[0063] The hopper device 51 is attached to the center of the bottom panel 27b of the cabinet 2a. This hopper device 51 has a structure that can store a large number of medals and discharge them one by one. The hopper device 51 pays out medals when the number of stored medals exceeds, for example, 50, or when the settlement button is pressed and medal settlement is executed. The medals paid out by the hopper device 51 are then discharged from the medal payout opening 24 (see FIG. 2).

[0064] Auxiliary medal storage 52 stores medals that overflow from hopper device 51. When looking at the interior of cabinet 2a from the front, auxiliary medal storage 52 is located on the right side of hopper device 51. Auxiliary medal storage 52 is detachably attached to bottom panel 27b of cabinet 2a.

[0065] The power supply device 53 has a power switch 53a and a power supply board 53b (power supply means) (see FIG. 6 described later). When looking at the interior of the cabinet 2a from the front, the power supply device 53 is located on the left side of the hopper device 51 and is attached to the left side panel 27c. The power supply device 53 converts 100V AC power supplied from a sub-power supply device (not shown) into DC voltage power required by each section, and supplies the converted power to each section.

[0066] Additionally, above the power supply device 53 within the cabinet 2a, a sub-control board case 57 is disposed, which houses a sub-control board 72 (see FIG. 6, which will be described later). The sub-control board 72 housed in the sub-control board case 57 is equipped with a sub-control circuit 200 (see FIG. 9, which will be described later). This sub-control circuit 200 is a circuit that controls the execution of effects such as the display of images. The specific configuration of the sub-control circuit 200 will be described later.

[0067] A sub-relay board 61 is disposed above the sub-control board case 57 within the cabinet 2a. This sub-relay board 61 is a relay board on which wiring is mounted that connects the sub-control board 72 to a main control board 71 (described later). The sub-relay board 61 is also a relay board on which wiring is mounted that connects the sub-control board 72 to boards and various device sections (units) disposed around the sub-control board 72.

[0068] Although not shown in Fig. 3, a cabinet-side relay board 44 (see Fig. 6 described later) is disposed inside the cabinet 2a. This cabinet-side relay board 44 is a relay board on which wiring is mounted that connects the main control board 71 (see Fig. 6 described later) with the hopper device 51, the auxiliary medal storage switch 75 (see Fig. 6 described later), and the medal payout count switch (not shown).

[0069] As shown in Fig. 4, a middle door 41 is disposed in the center of the rear side of the front door 2b, and is attached so that a reel display window 4 (see Fig. 2) can be opened and closed from the rear side. Although not shown in Fig. 4, three reels 3L, 3C, and 3R are attached to the reel display window 4 side of the middle door 41, and a main control board case 55 that houses a main control board 71 (see Fig. 6 described below) is attached to the opposite side of the middle door 41 from the reel display window 4 side. A stepping motor (not shown) is connected to the three reels 3L, 3C, and 3R via gears with a predetermined reduction ratio.

[0070] The main control board 71 housed in the main control board case 55 has a main control circuit 90 (see Figures 7 and 8 described below) which will be described later. The main control circuit 90 (main control means) is a circuit that controls the main flow of the game in the pachislot 1, such as determining the internal winning combination, spinning and stopping the reels 3L, 3C, and 3R, and determining whether or not a prize has been won. In this embodiment, the main control circuit 90 also controls, for example, processing related to decisions regarding AT or ART, displaying navigation information on the instruction monitor, and transmitting various test signals. The specific configuration of the main control circuit 90 will be described later.

[0071] On the rear side of the front door 2b, speakers 65L and 65R are disposed below the middle door 41. The speakers 65L and 65R are disposed at positions facing the speaker holes 20L and 20R (see FIG. 2), respectively.

[0072] Also, above speaker 65L are disposed a selector 66 and a door open / close monitoring switch 67. Selector 66 is a device that detects medals inserted into medal insertion slot 14, and also a device that sorts whether the inserted medals are proper medals. If the medals are sorted as proper medals, selector 66 drives the medals to be guided toward hopper device 51 and stored within hopper device 51, and if the medals are sorted as improper medals, selector 66 drives the medals to be guided toward medal payout outlet 24 and discharged from medal payout outlet 24. In other words, selector 66 is also a device that sorts medals inserted into medal insertion slot 14 to either hopper device 51 or medal payout outlet 24.

[0073] As shown in Figure 5, the selector 66 comprises a base 803 on which is formed a medal rail (medal passage) 802 through which medals pass, a select plate 804 that guides the inserted medal toward the hopper device 51 side or the medal payout outlet 24 side, a medal pusher 805 that pushes the inserted medal toward the medal payout outlet 24 side if the inserted medal is not a valid medal, an upstream medal sensor (first medal sensor) 806 that detects the inserted medal upstream of the medal rail 802, and a downstream medal sensor (second medal sensor) 807 that detects the inserted medal downstream of the medal rail 802.

[0074] Also, although not shown in Figure 5, the selector 66 is removably attached with a medal guide (not shown) that forms a flow path for medals from the selector 66 to the hopper device 51 when the selector plate 804 guides the medals toward the hopper device 51, and a cancel chute (not shown) that forms a flow path for medals from the selector 66 to the medal payout outlet 24 when the selector plate 804 guides the medals toward the medal payout outlet 24.

[0075] The selector plate 804 is driven by a solenoid (not shown) provided in the selector 66. When the solenoid is driven, the selector plate 804 moves to a guide position where it guides passing medals toward the hopper device 51, whereas when the solenoid is not driven, it moves to a discharge position where it does not guide passing medals toward the hopper device 51 (i.e., guides medals toward the medal payout outlet 24). Specifically, when the solenoid is driven, the selector plate 804 moves toward the rear of the slot machine 1 to guide the medals above, whereas when the solenoid is not driven, the selector plate 804 moves toward the front of the slot machine 1 to not guide the medals above. Note that the method of guiding medals using the selector plate 804 is not limited to this; for example, the selector plate 804 may be configured to be movable in the vertical direction of the slot machine 1, thereby enabling the guide position and discharge position to be moved. In other words, the select plate 804 can be any mechanism that can be moved by a solenoid or other driving source on the medal rail 802 between a guide position that does not prevent passing medals from moving toward the hopper device 51, and a discharge position that prevents passing medals from moving toward the hopper device 51 and guides them toward the medal payout outlet 24.

[0076] For example, when the select plate 804 has moved to the guide position, the medal pusher 805 operates so as not to protrude towards the rear of the slot machine 1, and when the select plate 804 has not moved to the guide position (moved to the discharge position), the medal pusher 805 operates so as to protrude towards the rear of the slot machine 1. In other words, when the medal pusher 805 is in a position where it does not protrude towards the rear of the slot machine 1, it is in a guide position where it guides medals that pass through towards the hopper device 51 side, and when it is in a position where it protrudes towards the rear of the slot machine 1, it is in a discharge position where it does not guide medals that pass through towards the hopper device 51 side (i.e., it guides them towards the medal payout outlet 24 side).

[0077] The upstream medal sensor 806 and downstream medal sensor 807 constitute a game medium detection means for detecting the passage of medals. Each medal sensor is, for example, a reflective sensor made up of a pair or multiple pairs of a light-emitting element and a light-receiving element, and detects the passage of a medal by irradiating light from the light-emitting element onto the medal and receiving the light reflected from the medal with the light-receiving element. The sensor configuration can be changed as appropriate, and for example, a transmission sensor can also be used. Also, the passage of a medal may be detected only by the downstream medal sensor 807, without providing the upstream medal sensor 806. Specific control based on the detection results of each medal sensor (medal sensor input state) will be described later.

[0078] When viewed from the rear side of the front door 2b, the door opening / closing monitoring switch 67 is disposed diagonally below and to the left of the selector 66. This door opening / closing monitoring switch 67 outputs a security signal to the outside of the slot machine 1 to notify the opening or closing of the front door 2b.

[0079] Although not shown in Fig. 4, a door relay terminal board 68 is disposed behind the front door 2b in an area opened and closed by the middle door 41 and below the reel display window 4 (see Fig. 6 described later). The door relay terminal board 68 is a relay board on which wiring is mounted that connects the main control board 71 in the main control board case 55 with various buttons and switches, the sub-relay board 61, the selector 66, the game action display board 81, the first interface board for test machine 301, and the second interface board for test machine 302. Examples of the various buttons and switches include a MAX BET button 15a, a 1 BET button 15b, a door open / close monitoring switch 67, a BET switch 77 (described later), a start switch 79, etc.

[0080] <Control system of pachislot machines> Next, the control system of the pachislot 1 will be described with reference to Fig. 6. Fig. 6 is a circuit block diagram showing the configuration of the control system of the pachislot 1.

[0081] The slot machine 1 has a main control board 71 provided in the middle door 41 and a sub-control board 72 provided in the front door 2b. The slot machine 1 also has a reel relay terminal board 74, a setting key switch 54 (setting switch), and a cabinet-side relay board 44, all connected to the main control board 71. The slot machine 1 also has an external centralized terminal board 47, a hopper device 51, a medal auxiliary storage switch 75, a reset switch 76, and a power supply device 53, all connected to the main control board 71 via the cabinet-side relay board 44. The configuration of the hopper device 51 has been described above, so a detailed description thereof will be omitted here.

[0082] The reel relay terminal board 74 is disposed inside the reel body of each of the reels 3L, 3C, and 3R. The reel relay terminal board 74 is electrically connected to the stepping motor (not shown) of each of the reels 3L, 3C, and 3R, and relays signals output from the main control board 71 to the stepping motor.

[0083] The setting key switch 54 is provided on the main control board case 55. The setting key switch 54 is used when changing the setting value (Setting 1 to Setting 6) of the pachislot 1 or when checking the setting of the pachislot 1. The setting value indicates the degree of advantage the player has in playing the game, and typically, the lower the setting value (e.g., closer to Setting 1), the lower the degree of advantage the player has, and the higher the setting value (e.g., closer to Setting 6), the higher the degree of advantage the player has. In this embodiment, the higher the setting value, the higher the probability of winning a bonus role (described below), thereby varying the degree of advantage the player has, and the higher the setting value, the higher the probability of winning a lottery related to the AT or ART (described below), thereby varying the degree of advantage the player has.

[0084] The cabinet-side relay board 44 is a relay board on which wiring is mounted that connects the main control board 71 with the external centralized terminal board 47, hopper device 51, auxiliary medal storage switch 75, reset switch 76, and power supply device 53. The external centralized terminal board 47 is provided to output signals such as medal insertion signals, medal payout signals, and security signals to the outside of the pachislot 1. The auxiliary medal storage switch 75 is provided in the auxiliary medal storage 52, and detects whether the auxiliary medal storage 52 is full of medals. The reset switch 76 is used, for example, when changing the settings of the pachislot 1.

[0085] The power supply device 53 has a power supply board 53b and a power switch 53a connected to the power supply board 53b. The power switch 53a is pressed when supplying the necessary power to the pachislot 1. The power supply board 53b is connected to the main control board 71 via the cabinet-side relay board 44, and is also connected to the sub-control board 72 via the sub-relay board 61.

[0086] The pachislot 1 also has a door relay terminal board 68, and a selector 66, a door opening / closing monitoring switch 67, a BET switch 77, a settlement switch 78, a start switch 79, a stop switch board 80, a game action display board 81, a sub-relay board 61, a first interface board 301 for the test machine, and a second interface board 302 for the test machine, which are connected to the main control board 71 via the door relay terminal board 68. Note that the selector 66, the door opening / closing monitoring switch 67, and the sub-relay board 61 have been described above, so their explanation will be omitted here.

[0087] The BET switch 77 (insertion operation detection means) detects that the MAX BET button 15a or the 1 BET button 15b has been pressed by a player. The settlement switch 78 detects that the settlement button (not shown) has been pressed by a player. The start switch 79 (start operation detection means) detects that the start lever 16 has been operated by a player (start operation).

[0088] The stop switch board 80 (stop operation detection means) includes a circuit for stopping the spinning main reels and a circuit for indicating which main reels can be stopped using an LED or the like. The stop switch board 80 is also provided with a stop switch (not shown). The stop switch detects that each of the stop buttons 17L, 17C, 17R has been pressed by the player (stop operation).

[0089] The game operation display board 81 is connected to an information display (7-segment display) 6 and LEDs 82. The LEDs 82 include, for example, three LEDs (hereinafter referred to as "first LED" to "third LED") for displaying the number of inserted medals, which light up in accordance with the number of medals inserted in the current game (hereinafter referred to as "inserted number"), and LEDs that light up a mark indicating that medals can be inserted, a mark indicating that a game has started, a mark indicating that a replay will be performed, and the like, based on a signal input from the game operation display board 81. Of the first to third LEDs (display means), when one medal is inserted, the first LED lights up; when two medals are inserted, the first and second LEDs light up; and when three medals (the number that allows a game to be started) are inserted, the first to third LEDs light up. Note that the information display 6 has been described above, and therefore a description thereof will be omitted here.

[0090] Both the first interface board 301 for the test machine and the second interface board 302 for the test machine are relay boards used to output various game-related signals to the test machine during a certification test (test firing test) of the pachislot 1. (Note that, because these relay boards are not installed in the pachislot 1 as a released product for sale, the main control circuit 90 of the main control board 71 for sale does not also have the various electronic components required to connect to the first interface board 301 for the test machine and the second interface board 302 for the test machine.) For example, test signals for controlling major game-related operations (e.g., internal lottery, reel stop control, etc.) are output via the first interface board 301 for the test machine, and test signals related to the push order navigation determined by the main control board 71 are output via the second interface board 302 for the test machine.

[0091] The sub-control board 72 is connected to the main control board 71 via the door relay terminal board 68 and the sub-relay board 61. The slot machine 1 also has a speaker group 84, an LED group 85, a 24-hour door open / close monitoring unit 63, a touch sensor 19, and a display unit 212, which are connected to the sub-control board 72 via the sub-relay board 61. As the touch sensor 19 has been described above, its description will be omitted here.

[0092] The speaker group 84 is configured to include speakers 65L, 65R and various other speakers not shown. The LED group 85 is configured to include the lamp group 21 provided on the front panel 10 and a light source that emits light to illuminate the decorative panel of the lower panel 12 from the back side. The 24-hour door opening / closing monitoring unit 63 saves historical information on the opening and closing of the middle door 41. When the middle door 41 is opened, the 24-hour door opening / closing monitoring unit 63 outputs a signal to the sub-control board 72 (sub-control circuit 200) to display an error on the display device 11. The display unit 212 is configured to include, for example, a projection target 212a that constitutes the display device 11 and another projection target with a curved display surface provided on the back side of the projection target 212a.

[0093] The pachislot 1 also has a ROM cartridge board 86 and a liquid crystal relay board 87 connected to the sub-control board 72. The ROM cartridge board 86 and the liquid crystal relay board 87 are housed in the sub-control board case 57 together with the sub-control board 72.

[0094] The ROM cartridge board 86 is a board for managing various control programs executed by the sub-CPU 201, as well as images (video), sound (speaker group 84), light (LED group 85) and communication data for performances. The liquid crystal relay board 87 is a board for relaying the connection wiring between the sub-control board 72 and the projector mechanism 211 constituting the display device 11 and the sub-display device 18. Note that the projector mechanism 211 and the sub-display device 18 have been described above, so a description thereof will be omitted here.

[0095] <Main control circuit> Next, the configuration of the main control circuit 90 mounted on the main control board 71 will be described with reference to Fig. 7. Fig. 7 is a block diagram showing an example of the configuration of the main control circuit 90 of the pachislot 1.

[0096] The main control circuit 90 functions as a game control unit that controls game operation, and is equipped with a microprocessor 91, a clock pulse generating circuit 92, a power management circuit 93, a switching regulator 94 (power supply means), and a role ratio monitor (not shown).

[0097] The microprocessor 91 is a microprocessor with a security function for a gaming machine. The microprocessor 91 of this embodiment is provided with various instruction codes specific to the microprocessor 91 that can be defined in a program (hereinafter referred to as "main CPU 101-exclusive instruction codes"). In this embodiment, the use of the main CPU 101-exclusive instruction codes achieves improved processing efficiency and reduced program capacity. The internal configuration of the microprocessor 91 will be described in detail with reference to FIG. 8, which will be described later. The main CPU 101-exclusive instruction codes provided in the microprocessor 91 will be described in detail in the section on various processes executed by the main control circuit, which will be described later.

[0098] The clock pulse generating circuit 92 generates a clock pulse signal for operating the main CPU, and outputs the generated clock pulse signal to the microprocessor 91. The microprocessor 91 executes a control program based on the input clock pulse signal.

[0099] The power supply management circuit 93 manages fluctuations in the DC 12V power supply voltage supplied from the power supply board 53b (see FIG. 6). When the power supply is turned on (when the power supply voltage rises from 0V to above the startup voltage value (10V)), the power supply management circuit 93 outputs a reset signal to the "XSRST" terminal of the microprocessor 91, and when a power interruption occurs (when the power supply voltage falls from 12V to below the power interruption voltage value (10.5V)), the power supply management circuit 93 outputs a power interruption detection signal to the "XINT" terminal of the microprocessor 91. In other words, the power supply management circuit 93 serves as a means (startup means) for outputting a reset signal (startup signal) to the microprocessor 91 when the power supply is turned on, and as a means (power interruption means) for outputting a power interruption detection signal (power interruption signal) to the microprocessor 91 when a power interruption occurs.

[0100] The switching regulator 94 is a DC / DC conversion circuit that generates a DC drive voltage (a power supply voltage of DC 5V) for the microprocessor 91 and outputs the generated DC drive voltage to the “VCC” terminal of the microprocessor 91.

[0101] The role ratio monitor (not shown) is configured with, for example, a 4-digit 7-segment LED, and an arithmetic circuit 107 (described later) performs a predetermined ratio calculation on the results of the game information compiled by the main CPU 101 (described later), and displays the results of the ratio calculation as ratio information. In this embodiment, multiple types of ratio calculations are performed, and the role ratio monitor sequentially displays multiple types of ratio information based on the results.

[0102] The top two digits of the ratio monitor display an "abbreviation," which indicates the type of ratio information, and the bottom two digits display a "ratio," which indicates the ratio information corresponding to the type information. For example, if the first digit (the tens digit) of the ratio monitor displays "7" and the second digit (the ones digit) displays "U" (i.e., if the abbreviation "7U" is displayed), the bottom two digits of the ratio monitor display ratio information, i.e., the ratio of the number of games in which the ART function was activated (i.e., the advantageous zone ratio) in the predetermined total number of games (175,000 games). Specifically, if the effective zone ratio is 10%, the third digit (the tens digit) displays "1" and the fourth digit (the ones digit) displays "0." The advantageous zone ratio may also display the ratio of the number of games in which the AT function and the ART function were activated.

[0103] Also, for example, if "6" is displayed in the first digit (abbreviated as tens digit) of the role ratio monitor and "Y" is displayed in the second digit (abbreviated as ones digit) (i.e., if the abbreviation "6Y" is displayed), the lowest two digits of the role ratio monitor will display ratio information, which is the ratio (medium-time consecutive role ratio) of the number of game media paid out when the role continuous operating device (BB in this embodiment; if a role continuous operating device (MB) that continuously operates second-class special role (CB) is installed, this includes it; the same applies below) is activated to the number of game media paid out during a specific total number of games (6000 times). Specifically, if the medium-time consecutive role ratio is 59%, "5" will be displayed in the third digit (tens digit of ratio) and "9" will be displayed in the fourth digit (singles digit of ratio).

[0104] Furthermore, for example, if "7" is displayed in the first digit (abbreviated as tens) of the role ratio monitor and "Y" is displayed in the second digit (abbreviated as ones) (i.e., if "7Y" is displayed), the lowest two digits of the role ratio monitor will display ratio information, i.e., the ratio (medium-time role ratio) of the number of game media paid out when all roles (in this embodiment, BB. Note that in addition to the above-mentioned MB, if the above-mentioned first-class special role (RB) is installed alone, if the above-mentioned second-class special role (CB) is installed alone, or if a normal role (SB) is installed) are activated to the number of game media paid out during a specific total number of games (6,000 times). Specifically, if the medium-time role ratio is 59%, "5" will be displayed in the third digit (tens of ratio) and "9" will be displayed in the fourth digit (singles ratio).

[0105] Also, for example, when "6" is displayed in the first digit (abbreviated as tens digit) of the winning combination monitor and "A" is displayed in the second digit (abbreviated as ones digit) (i.e., when abbreviated as "6A" is displayed), the lowest two digits of the winning combination monitor display ratio information, which is the ratio of the number of game media paid out when the role continuous operating device is activated to the number of game media paid out during a predetermined total number of games (175,000 times) (total consecutive winning combination ratio). Specifically, when the total consecutive winning combination ratio is 25%, "2" is displayed in the third digit (tens digit of ratio) and "5" is displayed in the fourth digit (singles digit of ratio).

[0106] Also, for example, if "7" is displayed in the first digit (abbreviated as tens digit) of the role ratio monitor and "A" is displayed in the second digit (abbreviated as ones digit) (i.e., if the abbreviation "7A" is displayed), the lowest two digits of the role ratio monitor will display ratio information, which is the ratio of the number of game media paid out when all roles are activated to the number of game media paid out over a predetermined total number of games (175,000 times) (total role ratio). Specifically, if the total role ratio is 25%, "2" will be displayed in the third digit (tens digit of ratio) and "5" will be displayed in the fourth digit (singles digit of ratio).

[0107] In this embodiment, the main control circuit 90 is directly provided with a role ratio monitor, but the role ratio monitor may be configured not to be directly provided with the main control circuit 90, as long as its display content is controlled by the main control circuit 90 and its display content is recognizable when necessary (for example, when the main control board case 55 is visually confirmed). For example, the role ratio monitor may be connected to the game operation display board 81, and the main control circuit 90 may control its display content via the game operation display board 81. In this case, the role ratio monitor may also be used as the information display device 6, the LED 82, or an instruction monitor (instruction display device), and predetermined ratio information may be displayed using one or more of them.

[0108] In addition, in this embodiment, the predetermined ratio information displayed on the role ratio monitor is explained by taking as an example the advantageous zone ratio, the medium time consecutive role ratio, the medium time role ratio, the total consecutive role ratio, and the total role ratio, but other ratio information may be displayed. For example, the ratio of the number of game media paid out when the ART function is activated to the number of game media paid out during a predetermined total number of games (175,000 times) (total advantageous zone acquisition ratio), the ratio of the number of game media paid out when the ART function is activated to the number of game media paid out during a specific total number of games (6,000 times) (middle time advantageous zone acquisition ratio), the ratio of the number of game media paid out when the role continuous operation device is operated to the number of game media paid out during a specific total number of games (6,000 times), The ratio of the number of games in which the continuous role operation device was activated (medium-time consecutive role section ratio), the ratio of the number of games in which all roles were activated out of a specific total number of games (6,000 times) (medium-time role section ratio), the ratio of the number of games in which the continuous role operation device was activated out of a specified total number of games (175,000 times) (total consecutive role section ratio), the ratio of the number of games in which all roles were activated out of a specified total number of games (175,000 times) (total role section ratio), etc. can also be displayed by performing specified ratio calculations.

[0109] In addition, in this embodiment, the predetermined total number of games is described as "175,000" and the specific total number of games is described as "6,000" as the parameter (denominator) of the predetermined ratio information displayed on the winning combination monitor. However, the predetermined total number of games and the specific total number of games are not limited to these. For example, the predetermined total number of games may be "17,500" and the specific total number of games may be "3,000" as the parameter (denominator) for calculating some or all of the above-mentioned various ratios. However, since various types of gaming machines are installed and operated in gaming parlors and the optimal number of games for ratio calculation may vary, the number of games for calculating the above-mentioned various ratios is not limited to the above and can be changed as appropriate. In this case, the number of games that can serve as the parameter (denominator) and the numerator (numerator) for calculating some or all of the various ratios may be freely set by the gaming parlor.

[0110] In addition, in this embodiment, the operation of the ART function is not included in all of the roles that are the target of the mid-time role ratio and the total role ratio, but the operation of the ART function can be regarded as the operation of a role, and the ratio calculation of the mid-time role ratio and the total role ratio can be performed. Furthermore, even if it is something other than what is described above, it goes without saying that as long as it is useful information, the two values ​​can be aggregated to perform a ratio calculation, and the result of the ratio calculation can be displayed as ratio information. Furthermore, in the explanation of the role ratio monitor, the part that is described as "the ART function is activated" may include or exclude "the operation of the AT function."

[0111] <microprocessor> Next, the internal configuration of the microprocessor 91 will be described with reference to Fig. 8. Fig. 8 is a block diagram showing the internal configuration of the microprocessor 91.

[0112] The microprocessor 91 has a main CPU 101 (arithmetic processing unit), a main ROM 102 (first storage unit), a main RAM 103 (second storage unit), an external bus interface 104, a clock circuit 105, a reset controller 106, an arithmetic circuit 107, a random number circuit 110, a parallel port 111, an interrupt controller 112, a timer circuit 113, a first serial communication circuit 114, and a second serial communication circuit 115. These components constituting the microprocessor 91 are connected to each other via a signal bus 116.

[0113] The main CPU 101 executes various control programs and performs control over the overall game operation based on the clock pulses generated by the clock circuit 105. Here, reel stop control will be described as an example of the control operation of the main CPU 101.

[0114] The main CPU 101 counts the number of times pulses are output to the stepping motors of each reel 3L, 3C, 3L (main reels) after detecting the reel index. In this way, the main CPU 101 manages the rotation angle of each reel (mainly, the number of symbols the reel has rotated through). The reel index is information indicating that the reel has rotated once. This reel index is detected by a reel position detection unit (not shown), which includes, for example, an optical sensor having a light-emitting element and a light-receiving element, and a detection piece that is provided at a predetermined position on each reel and is interposed between the light-emitting element and the light-receiving element as each main reel rotates.

[0115] Here, the management of the rotation angle of each reel 3L, 3C, 3L (main reel) will be specifically described. The number of pulses output to the stepping motor is counted by a pulse counter provided in the main RAM 103. Then, each time the pulse counter counts the predetermined number of pulses required for the rotation of one symbol, the symbol counter provided in the main RAM 103 is incremented by one. A symbol counter is provided for each reel. The value of the symbol counter is cleared when a reel index is detected by a reel position detection unit (not shown).

[0116] In other words, in this embodiment, the number of rotations of symbols that have occurred since the reel index was detected is managed by managing the symbol counter. Therefore, the position of each symbol on each reel is detected based on the position where the reel index was detected.

[0117] The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, data for sending various control instructions (commands) to the sub-control circuit 200, etc. The main RAM 103 has a storage area for storing various data such as internal winning combinations determined by the execution of the control programs. The internal configurations (memory maps) of the main ROM 102 and main RAM 103 will be described in detail later with reference to FIG. 11.

[0118] The external bus interface 104 is an interface circuit for electrically connecting the microprocessor 91 to an external signal bus (not shown) to which various components (e.g., reels, etc.) provided outside the microprocessor 91 are connected. The clock circuit 105 is configured to include, for example, a frequency divider (not shown), and converts a clock pulse signal for operating the CPU input from the clock pulse generating circuit 92 into a clock pulse signal of a frequency used by other components (e.g., timer circuit 113). The clock pulse signal generated by the clock circuit 105 is also output to the reset controller 106.

[0119] The reset controller 106 resets an IAT (Illegal Address Trap) and a WDT (Watchdog Timer) based on a reset signal input from the power management circuit 93. The arithmetic circuit 107 includes a multiplication circuit and a division circuit. For example, when a "MUL (multiplication)" instruction is executed in a program, the arithmetic circuit 107 executes a multiplication process based on the "MUL" instruction.

[0120] The random number circuit 110 generates random numbers within a predetermined range (e.g., 0 to 65535 or 0 to 255). Although not shown, the random number circuit 110 includes a random number register 0 for obtaining a 2-byte hard-latch random number, a random number register 1 for obtaining a 2-byte soft-latch random number, and random number registers 2 to 7 for obtaining a 1-byte soft-latch random number. The main CPU 101 selects one value from the random numbers within a predetermined range generated by the random number circuit 110, for example, as a random number value for internal lottery. The parallel port 111 is a port (memory-mapped I / O) for signals input and output between the microprocessor 91 and various circuits (e.g., the power management circuit 93) external to the microprocessor 91. The parallel port 111 is also connected to the random number circuit 110 and the interrupt controller 112. The start switch 79 is also connected to one of the input ports PI0 to PI4 of the parallel port 111, and when the start switch 79 is turned on (on edge), a latch signal is output from the parallel port 111 to the random number register 0 of the random number circuit 110. Then, in the random number circuit 110, the latch signal is input, causing the random number register 0 to be latched, and a 2-byte hard-latch random number is obtained.

[0121] The interrupt controller 112 controls the timing of execution of interrupt processing by the main CPU 101 based on a power interruption detection signal input from the power management circuit 93 via the parallel port 111 or a timeout signal input from the timer circuit 113 at 1.1172 ms intervals. When a power interruption detection signal is input from the power management circuit 93 or a timeout signal is input from the timer circuit 113, the interrupt controller 112 outputs an interrupt request signal indicating an interrupt processing start command to the main CPU 101. Based on the interrupt request signal input from the interrupt controller 112 in response to the timeout signal from the timer circuit 113, the main CPU 101 performs various interrupt processing (see FIG. 79 described below), such as input port check processing, reel control processing, communication data transmission processing, 7-segment LED drive processing, and timer update processing.

[0122] The timer circuit 113 (PTC) operates (counts the elapsed time) with a clock pulse signal (a clock pulse signal having a frequency obtained by dividing the clock pulse signal for operating the main CPU by a frequency divider (not shown)) generated by the clock circuit 105. The timer circuit 113 outputs a timeout signal (trigger signal) to the interrupt controller 112 at a period of 1.1172 msec.

[0123] The first serial communication circuit 114 is a circuit that controls the serial transmission operation when data (various control commands) is transmitted from the main control board 71 to the sub-control board 72. The second serial communication circuit 115 is a circuit that controls the serial transmission operation when data is transmitted from the main control board 71 to the second interface board 302 for testing equipment.

[0124] <Sub-control circuit> Next, the configuration of the sub-control circuit 200 (sub-control means) mounted on the sub-control board 72 will be described with reference to Fig. 9. Fig. 9 is a block diagram showing an example of the configuration of the sub-control circuit 200 of the pachislot 1.

[0125] The sub-control circuit 200 is electrically connected to the main control circuit 90, and performs processes such as determining and executing the content of the performance based on commands sent from the main control circuit 90. The sub-control circuit 200 functions as a performance control unit that controls performance operations, and basically includes a sub-CPU 201, a sub-RAM 202, a rendering processor 203, a drawing RAM 204, and a driver 205.

[0126] The sub-CPU 201 is connected to the ROM cartridge board 86. The driver 205 is connected to the liquid crystal relay board 87. That is, the driver 205 is connected to the projector mechanism 211 and the sub-display device 18 via the liquid crystal relay board 87.

[0127] The sub-CPU 201 controls the output of video, sound, and light in accordance with the control program stored in the ROM cartridge board 86 in response to commands sent from the main control circuit 90. The ROM cartridge board 86 basically consists of a program storage area and a data storage area.

[0128] The program storage area stores control programs executed by the sub-CPU 201. For example, the control programs include various programs for executing a main board communication task for controlling communication with the main control circuit 90, and a performance registration task for extracting random numbers for performance and determining and registering performance content (performance data). The control programs also include various programs for executing a drawing control task for controlling the display of images by the display device 11 based on the determined performance content, a lamp control task for controlling the light output from light sources such as the LED group 85, and an audio control task for controlling the sound output from the speaker group 84.

[0129] The data storage area includes a storage area for storing various data tables, a storage area for storing performance data constituting each performance content, a storage area for storing animation data related to the creation of video, a storage area for storing sound data related to background music and sound effects, a storage area for storing lamp data related to light on / off patterns, etc.

[0130] The sub-RAM 202 is provided with a storage area for registering determined effect contents and effect data, and a storage area for storing various data such as a sub-flag (internal winning combination) transmitted from the main control circuit 90.

[0131] The sub-CPU 201, rendering processor 203, drawing RAM (including frame buffer) 204, and driver 205 create images according to animation data specified by the performance content, and display the created images on the display device 11 (projector mechanism 211) and / or the sub-display device 18. The display device 11 (projector mechanism 211) and the sub-display device 18 are each individually controlled by the sub-control board 72.

[0132] The sub-CPU 201 also outputs sounds such as background music from the speaker group 84 in accordance with sound data specified by the performance content. The sub-CPU 201 also controls the turning on and off of the LED group 85 in accordance with lamp data specified by the performance content.

[0133] <Various registers in the main CPU> Next, various registers included in the main CPU 101 will be described with reference to Fig. 10. Fig. 10 is a schematic diagram of the various registers included in the main CPU 101.

[0134] The main CPU 101 has, as its main registers, an accumulator A (hereinafter referred to as the "A register"), a flag register F (flag register), a general-purpose register B (hereinafter referred to as the "B register"), a general-purpose register C (hereinafter referred to as the "C register"), a general-purpose register D (hereinafter referred to as the "D register"), a general-purpose register E (hereinafter referred to as the "E register"), a general-purpose register H (hereinafter referred to as the "H register"), and a general-purpose register L (hereinafter referred to as the "L register"). The main CPU 101 also has, as its sub-registers, an accumulator A', a flag register F', a general-purpose register B', a general-purpose register C', a general-purpose register D', a general-purpose register E', a general-purpose register H', and a general-purpose register L'. Each register is a 1-byte register.

[0135] In this embodiment, the B register and the C register are used as a pair of registers (hereinafter referred to as "BC registers"), and the D register and the E register are used as a pair of registers (hereinafter referred to as "DE registers"). Furthermore, in this embodiment, the H register and the L register are used as a pair of registers (hereinafter referred to as "HL registers").

[0136] As shown in Fig. 10, predetermined flag information indicating the result of the arithmetic processing is set in each bit of the flag registers F, F'. For example, data (zero flag) indicating whether the arithmetic result is "0" or not is set in bit 6 (D6) in the arithmetic result determination process. Specifically, if the arithmetic result is "0", data "1" is set in bit 6, and if the arithmetic result is not "0", data "0" is set in bit 6. Then, in the arithmetic result determination process, the main CPU 101 makes a determination (YES / NO) by referring to the data "0" / "1" of bit 6.

[0137] The main CPU 101 also has an extension register Q (hereinafter referred to as the "Q register"). The Q register is a one-byte register. In this embodiment, as will be described in the various processing flows described later, various instruction codes dedicated to the main CPU 101 are provided in the program that use the Q register to specify addresses. The use of these instruction codes improves processing efficiency and reduces the capacity of the main ROM 102. In the various instruction codes dedicated to the main CPU 101 that use the Q register to specify addresses, the Q register stores address data (address value) on the upper side of the address. Immediately after resetting the main CPU 101, the Q register is set to "F0H" as its initial value. In the "LDQ,n (8-bit data)" instruction using the Q register, the value of the Q register can be changed by setting any one-byte data to "n" and executing the instruction.

[0138] Furthermore, the main CPU 101 has dedicated registers, an interrupt page address register I and a memory refresh register R, each consisting of a 1-byte register, and an index register IX, an index register IY, a stack pointer SP, and a program counter PC, each consisting of a 2-byte register.

[0139] <Internal structure of main ROM and main RAM (memory map)> Next, the internal configurations (hereinafter referred to as "memory maps") of the main ROM 102 and main RAM 103 included in the main control circuit 90 (microprocessor 91) will be described with reference to Figures 11A to 11C. Figure 11A is a diagram showing the memory map of the entire memory, Figure 11B is a diagram showing the memory map of the main ROM 102, and Figure 11C is a diagram showing the memory map of the main RAM 103.

[0140] In the memory map of the entire memory provided in the main control circuit 90 (microprocessor 91), as shown in Figure 11A, from the top address (0000H), the memory area of ​​the main ROM 102, the memory area of ​​the main RAM 103, the built-in register area, and the XCS decode area are each located at a predetermined address in this order, with unused areas in between.

[0141] In the memory map of main ROM 102, as shown in Figure 11B, from the top address (0000H) of main ROM 102, the program area, data area, non-standard area, trademark recording area, program management area, and security setting area are arranged in this order at predetermined addresses.

[0142] The program area stores control programs for various processes executed by the main CPU 101 in various control processes related to the playability of games played by players. The data area stores various data (for example, data tables such as an internal lottery table, data for sending various control instructions (commands) to the sub-control circuit 200, etc.) used by the main CPU 101 in various control processes related to the playability of games played by players. In other words, the game ROM area (game storage area) consisting of the program area and data area stores various programs and data required for control processes (processing related to playability) related to the playability of games actually played by players at gaming establishments.

[0143] In addition, the non-regulation area stores control programs and data for various processes (processes that do not affect the playability) that are not directly related to the playability of the game played by the player. For example, the non-regulation area stores programs and data used in the certification test (test firing test) of the pachislot 1, control programs and data used in the checksum generation process when the power is cut off and the checksum process when the power is restored, as well as anti-fraud programs and the data required for them.

[0144] In addition, the program management area and the security setting area store various setting and management information related to the execution of the control program or the security function. For example, the program management area and the security setting area store setting and management information for the start address and end address (i.e., data range) of the control program stored in the program area, setting and management information for the number of addresses in the readable RAM area, WDT reset setting and management information, interrupt setting and management information, setting and management information for permitting / prohibiting reading of the control program stored in the program area, setting and management information related to the activation and update method of the random number circuit 110, and setting and management information for the security mode (described later). Note that in this embodiment, other setting and management information not related to the security function is stored in the program management area, and setting and management information related to the security function is stored in the security setting area. However, this is not limited to this, and for example, these setting and management information may be stored in a single management area.

[0145] In the memory map of main RAM 103, as shown in Figure 11C, from the top address (F000H) of main RAM 103, the game RAM area (predetermined storage area, game temporary memory area) and the non-regular RAM area (non-regular temporary memory area) are arranged in this order at predetermined addresses, respectively.

[0146] The gaming RAM area is provided with a working area and a stack area for temporarily storing various data, such as internal winning combinations, determined by the execution of a control program related to the playability of a game played by a player. Each of the various data is stored in the working area at a predetermined address within the gaming RAM area.

[0147] The non-regular RAM area also includes a non-regular work area and a non-regular stack, which serve as work areas for various processes that are not directly related to the playability of the game played by the player. In this embodiment, the non-regular RAM area is used to execute various processes that are not directly related to the playability of the game played by the player, such as a sum check process.

[0148] As described above, in the pachislot 1 of this embodiment, various programs and various data (tables) used for various processes not directly related to the playability of the game performed by the player are stored in a non-regular ROM area (non-regular storage area) located at an address different from the game ROM area in the main ROM 102. Furthermore, various processes not directly related to the playability of the game performed by the player are performed using a non-regular RAM area located at an address different from the game RAM area in the main RAM 103.

[0149] In this configuration of the main ROM 102, it is possible to place programs and data that are not necessary for the actual game that the player plays in a ROM area (non-regular ROM area) where programs and the like were not allowed to be placed under the conventional rules. Therefore, in this embodiment, it is possible to avoid pressure on the capacity of the game ROM area.

[0150] <Security mode> Next, a security mode, which is part of the security functions of the main control circuit 90 (microprocessor 91), will be described with reference to Fig. 12. Fig. 12 is a diagram for explaining the security mode.

[0151] The security mode is an operating state in which the microprocessor 91 operates, for example, when the power of the pachislot 1 is turned on and a reset signal is input from the power management circuit 93. During this security mode, the startup of the main CPU 101 is delayed for a period according to the settings stored in the security setting area (i.e., the start of execution of the power-on process (see FIG. 46 described later) by the main CPU 101 is delayed). By starting the main CPU 101 through this security mode, the security of the microprocessor 91 is ensured, and the time required for startup control at power-on is secured, allowing the main CPU 101 to start stably.

[0152] In this embodiment, for example, the reset controller 106 can delay the reset signal input at power-on for a predetermined period to delay the startup of the main CPU 101, or the interrupt controller 112 can delay the interrupt permission of the reset interrupt process (see FIG. 46 described later) at power-on for a predetermined period to delay the startup of the main CPU 101. The controllers can also cooperate to delay the startup of the main CPU 101. For example, a delay circuit can be provided in the microprocessor 91 (or in the reset controller 106 or the interrupt controller 112) to delay the startup of the main CPU 101. That is, the configuration (security unit) that executes the security function within the microprocessor 91 can be modified and applied as appropriate according to the specifications.

[0153] 12, the delay period in the security mode can be set to either a fixed extension time (fixed period) or a random extension time (variable period). In this embodiment, for example, by selecting and setting one of modes 1 to 8, each of which is associated with a different fixed extension time, it is possible to set one fixed extension time from among a plurality of fixed extension times, and by selecting and setting one of modes 1 to 4, each of which is associated with a different range of random extension times, it is possible to set one random extension time range from among a plurality of random extension time ranges.

[0154] For example, if "Mode 4" is selected as the fixed extension time and "Mode 4" as the random extension time, and these settings are stored in the security setting area, when the power to the pachislot 1 is turned on and a reset signal is input from the power management circuit 93, the microprocessor 91 first delays the startup of the main CPU 101 for approximately 4 seconds (4000 ms) as the fixed extension time, then randomly selects one extension time from the range of 0 to 500 ms as the random extension time, and delays the startup of the main CPU 101 for the selected time.

[0155] The ranges of the fixed extension time and random extension time can be set as appropriate, but in this embodiment, from the perspective of shortening the time until the settings can be changed when the pachislot 1 is turned on, it is desirable to set the range of random extension time to "Mode 1," in which the random extension time is always set to "0."

[0156] <Game state transition flow> Next, various game states and their transition flows managed by the main control circuit 90 (main CPU 101) of the slot machine 1 of this embodiment will be explained with reference to Figures 13 and 14. Note that Figure 13 is a transition flow diagram of the basic game states of the slot machine 1, and Figure 14 is a transition flow diagram of the game states taking into consideration whether or not the notification (AT / ART) function is activated (i.e., distinguishing between a normal zone and an advantageous zone as game zones).

[0157] [Basic game state transition flow] In the pachislot 1 of this embodiment, a big bonus (hereinafter referred to as "BB") is provided as a type of bonus game. The BB is a device for continuously operating a special bonus related to a regular bonus (hereinafter referred to as "RB"), which is called a first-class special bonus, and operates the RB continuously.

[0158] Therefore, in this embodiment, the main control circuit 90 manages the gaming state based on whether or not a bonus role has been won / activated (a prize has been awarded). Specifically, as shown in Fig. 13, the main control circuit 90 manages three types of gaming states, called a "bonus non-winning state," a "flag state," and a "bonus state," based on whether or not a bonus role (internal winning roles named "F_BB1," "F_BB2," "F_BB3," and "F_BB4," which will be described later) has been won / activated (a prize has been awarded).

[0159] The bonus non-winning state is a state in which the bonus has not been won and the bonus has not been activated (awarded), and the bonus state is a state in which the bonus is activated. In this embodiment, when a bonus role is determined as an internal winning role, a state occurs in which the bonus role is carried over as an internal winning role over multiple games until the bonus is won. The flag-between state is a state in which the bonus role is carried over as an internal winning role, that is, a state in which the bonus role has been won and the bonus has not been activated.

[0160] Whether or not a bonus combination has been won is managed based on data stored in a win request flag storage area (see FIG. 25 described later) and a carryover combination storage area (see FIG. 26 described later) provided in the main RAM 103. Whether or not a bonus has been activated (won) is managed based on data stored in a game status flag storage area (see FIG. 27 described later) provided in the main RAM 103.

[0161] In this embodiment, as shown in FIG. 13, in a gaming state where a bonus is not activated (a bonus non-winning state and a flag interval state), six types of gaming states from an RT0 gaming state to an RT5 gaming state (hereinafter referred to as the "RT0 state" to the "RT5 state") are provided, in which the type of internal winning combination related to the replay and its winning probability are different from each other. Note that the RT1 state and the RT4 state are gaming states in which the probability that a replay combination is determined as an internal winning combination is low, and the RT5 state is a gaming state in which the probability that a replay combination is determined as an internal winning combination is medium. Also, the RT0 state, the RT2 state, and the RT3 state are gaming states in which the probability that a replay combination is determined as an internal winning combination is high. Note that in this embodiment, the RT state in a bonus non-winning state is any of the RT0 state to the RT4 state, and the RT state in the flag interval state is the RT5 state.

[0162] Therefore, in this embodiment, in a gaming state where a bonus is not activated (bonus non-winning state and flag interval state), the main control circuit 90 also manages six types of states, RT0 state to RT5 state, based on the type of internal winning role related to the replay and its winning probability.

[0163] The RT0 state to the RT5 state are managed based on data stored in a game state flag storage area (see FIG. 27) provided in the main RAM 103, which will be described later. Specifically, in the pachislot 1 of this embodiment, flags indicating six RT states, namely, the RT0 state flag to the RT5 state flag, are provided, and the RT state is managed by managing the on / off states of these flags by the main RAM 103. The main control circuit 90 then specifies the RT state corresponding to the RT state flag that is in the on state as the current RT state. Note that the RT0 state flag may not be provided, and if all RT state flags are in the off state, the main control circuit 90 may specify that the current RT state is the RT0 state.

[0164] As shown in Fig. 13, when a bonus role (internal winning roles named "F_BB1", "F_BB2", "F_BB3", and "F_BB4" described later) is determined as an internal winning role in a non-bonus winning state (RT0 to RT4 state) ("Bonus Win" in Fig. 13), the main control circuit 90 shifts the gaming state from the non-bonus winning state to a flag-interval state (RT5 state). Also, when a bonus role is won in the flag-interval state ("Bonus Formed" in Fig. 13), the main control circuit 90 shifts the gaming state from the flag-interval state to a bonus state.

[0165] Here, the bonus states are BB1 ​​gaming state (BB1 state), BB2 gaming state (BB2 state), BB3 gaming state (BB3 state), and BB4 gaming state (BB4 state). As with the RT state, the main control circuit 90 manages the bonus state by the on / off state of the BB1 ​​state flag, BB2 state flag, BB3 state flag, and BB4 state flag stored in a gaming state flag storage area (see FIG. 27 described later). As will be described later, the BB1 ​​to BB4 states are always in the RB gaming state (RB state), and this is also similarly managed by the on / off state of the RB state flag stored in a gaming state flag storage area (see FIG. 27 described later).

[0166] In the bonus non-winning state, when the name "F_BB1" described below is determined as the internal winning combination, and in the flag space state, when the corresponding symbol combination "C_same color red BB" is displayed on the active line, the main control circuit 90 transitions the gaming state from the flag space state to the BB1 ​​state. In the BB1 ​​state, the state is always RB, and when medals exceeding the specified number of "240" are paid out in the BB1 ​​state, the BB1 ​​state ends ("bonus end" in Figure 13), and the main control circuit 90 transitions the gaming state from the bonus state to the RT4 state.

[0167] Furthermore, in the bonus non-winning state, when the name "F_BB2" described below is determined as the internal winning combination, and in the flag space state, when the corresponding symbol combination "C_same color blue BB" is displayed on the active line, the main control circuit 90 transitions the gaming state from the flag space state to the BB2 state. In the BB2 state, the state is always RB, and when medals exceeding the specified number of "240" are paid out in the BB2 state, the BB2 state ends ("bonus end" in FIG. 13), and the main control circuit 90 transitions the gaming state from the bonus state to the RT4 state.

[0168] Furthermore, in the bonus non-winning state, when the name "F_BB3" described below is determined as the internal winning combination, and in the flag space state, when the corresponding symbol combination "C_different red BB" is displayed on the active line, the main control circuit 90 transitions the gaming state from the flag space state to the BB3 state. In the BB3 state, the state is always RB, and when medals exceeding the specified number "165" are paid out in the BB3 state, the BB3 state ends ("bonus end" in FIG. 13), and the main control circuit 90 transitions the gaming state from the bonus state to the RT4 state.

[0169] Furthermore, in a bonus non-winning state, when the name "F_BB4" described below is determined as the internal winning combination, and in the flag space state, when the corresponding symbol combination "C_different blue BB" is displayed on the active line, the main control circuit 90 transitions the gaming state from the flag space state to the BB4 state. In the BB4 state, the state is always RB, and when medals exceeding the specified number of "165" are paid out in the BB4 state, the BB4 state ends ("bonus end" in FIG. 13), and the main control circuit 90 transitions the gaming state from the bonus state to the RT4 state.

[0170] In the RT4 state, when the symbol combination "R_RT1 transition" described below is displayed on an active line (in FIG. 13, "RT1 transition is achieved"), the main control circuit 90 transitions the gaming state from the RT4 state to the RT1 state. Also, in the RT4 state, when the symbol combination "S_RT3 transition" described below is displayed on an active line (in FIG. 13, "RT3 transition is achieved"), the main control circuit 90 transitions the gaming state from the RT4 state to the RT3 state.

[0171] In the RT1 state, when the symbol combination "S_RT3 transition" described below is displayed on an active line (in FIG. 13, "RT3 transition achieved"), the main control circuit 90 transitions the gaming state from the RT1 state to the RT3 state. Also, in the RT1 state, when the symbol combination "S_RT0 transition lip" described below is displayed on an active line (in FIG. 13, "RT0 transition lip achieved"), the main control circuit 90 transitions the gaming state from the RT1 state to the RTO state.

[0172] In the RT0 state, when the symbol combination "S_RT3 transition" described below is displayed on an active line (in FIG. 13, "RT3 transition achieved"), the main control circuit 90 transitions the gaming state from the RT0 state to the RT3 state. Also, in the RT0 state, when the symbol combination "R_RT1 transition" described below is displayed on an active line or when the symbol combination "S_RT1 transition lip" described below is displayed on an active line (in FIG. 13, "RT1 transition RT1 transition lip achieved"), the main control circuit 90 transitions the gaming state from the RT0 state to the RT1 state. Also, in the RT0 state, when the symbol combination "S_RT2 transition lip" described below is displayed on an active line (in FIG. 13, "RT2 transition lip achieved"), the main control circuit 90 transitions the gaming state from the RT0 state to the RT2 state. In addition, if the setting value is changed, or if an initialization condition such as a "RAM abnormality" described below is met ("Setting change / initialization condition met" in Figure 13), the game status will be set to RT0 as the initial state.

[0173] In the RT2 state, when the symbol combination "S_RT3 transition" described below is displayed on an active line (in FIG. 13, "RT3 transition achieved"), the main control circuit 90 transitions the gaming state from the RT2 state to the RT3 state. Also, in the RT2 state, when the symbol combination "R_RT1 transition" described below is displayed on an active line or the symbol combination "S_RT1 transition lip" described below is displayed on an active line (in FIG. 13, "RT1 transition RT1 transition lip achieved"), the main control circuit 90 transitions the gaming state from the RT2 state to the RT1 state.

[0174] In the RT3 state, when a predetermined period of play (in this embodiment, "8" games, i.e., eight games) has been played ("8 games played" in FIG. 13), the main control circuit 90 transitions the gaming state from the RT3 state to the RT0 state. The period of time that the RT3 state continues can be set as appropriate. Alternatively, the period of time that the RT3 state continues may not be specifically determined. In this case, in the RT3 state, an internal winning combination that may cause the "S_RT0 transition lip" described below to be displayed on the pay line may be determined with a predetermined probability.

[0175] [Game state transition flow taking into account whether or not the notification (AT / ART) function is activated] In this embodiment, the main control circuit 90 (main CPU 101) determines whether or not to activate the function (AT / ART function) that notifies the player of a stop operation that is advantageous to the player. Therefore, in this embodiment, not only the bonus non-winning state, the flag state, and the bonus state described above, but also the activation / inactivation state of the AT / ART function are managed as game states. In this embodiment, the game zone in which the AT function is activated is called the "normal advantageous zone," the game zone in which the ART function is activated is called the "advantageous zone," and the game zone in which neither the AT function nor the ART function is activated is called the "non-advantageous zone" or "normal zone."

[0176] Furthermore, in this embodiment, when a bonus state is entered in an advantageous zone (including a "normal advantageous zone" and an "advantageous zone"), the bonus state is considered to be a zone of a series of advantageous games for the player, and is included in the advantageous zone. This period is the period during which the above-mentioned status indicator continues to light (advantageous zone notification period), and also the period during which the number of games played is counted until the advantageous zone is forcibly ended (continuation is restricted) (the restriction monitoring period) (in this embodiment, "1500" games). However, as will be described later, when a bonus state is entered in a "non-advantageous zone," there is a case where the bonus state transitions to a "normal advantageous zone" or an "advantageous zone" after the bonus state ends, and in this case, the bonus state is considered to be included in the above-mentioned period. Note that when a bonus state is entered in a non-advantageous zone, if the bonus state does not transition to a "normal advantageous zone" or an "advantageous zone" after the bonus state ends (if the "non-advantageous zone" continues), it is considered not to be a zone of a series of advantageous games for the player, and the bonus state is not included in the advantageous zone, and the bonus state is not considered to be included in the above-mentioned period. However, since the bonus state is itself a gaming state that is advantageous to the player, the bonus state can also be made to always be included in the advantageous zone and be included in the above-mentioned period, regardless of whether it is a ``normal advantageous zone'' or an ``advantageous zone'' before or after it.

[0177] In the pachislot 1 of this embodiment, as shown in Figure 14, the main control circuit 90 manages the game state in the non-advantageous zone (normal zone) as "normal state", the game state in the normal advantageous zone as "high probability 1 state" to "high probability 4 state" and "main premonition state", and the game state in the advantageous zone as "line battle preparation state", "line battle state", "rights acquisition lottery preparation state", "rights acquisition lottery state", "rights acquisition state", "ending preparation state", "ending 1 state" and "ending 2 state".

[0178] (Game status in non-advantageous zone (normal zone)) The normal state, which is the gaming state of the non-advantageous zone (normal zone), is a gaming state (non-AT, non-ART) in which information on stop operations advantageous to the player is not notified, and is a gaming state that is disadvantageous to the player. When it is determined to transition to the normal advantageous zone in the normal state ("normal advantageous zone transition lottery" in Figure 14), the main control circuit 90 transitions the gaming state to one of the gaming states in the normal advantageous zone according to the determination trigger. Details of the gaming flow in the normal state will be explained later with reference to Figure 33 described below.

[0179] In this embodiment, if a specific role other than a bonus role (see Figure 33 described below) is won in the normal bonus non-winning state, it is decided to move to one of the game states in the normal advantageous zone (other than the high probability 4 state), and if an internal winning role (other than "F_BB3 + F_watermelon 2" and "F_BB4 + F_watermelon 2") including a bonus role for which the same winning probability is set between each setting value is won, it is decided to move to the high probability 4 state in the normal advantageous zone, and after the bonus state based on the bonus role ends, if it is decided to move to the advantageous zone, it is decided to move to the line battle state in the advantageous zone, and if it is not decided to move to the advantageous zone, the high probability 4 state in the normal advantageous zone will continue for a predetermined period (32 games).

[0180] Also, in the normal bonus non-winning state, if you win an internal winning combination ("F_BB3+F_Watermelon 2" and "F_BB4+F_Watermelon 2") including a bonus combination with different winning probabilities set between each setting value, it is not determined to move to the normal advantageous zone, and after the bonus state based on the bonus combination ends, the normal state of the non-advantageous zone continues. Also, in the normal flag state, no matter which combination is determined as the internal winning combination, it is not determined to move to the normal advantageous zone.

[0181] Furthermore, in this embodiment, when a transition is made from the normal state of a non-advantageous zone to one of the game states in the normal advantageous zone, the above-mentioned advantageous zone notification period begins (i.e., the status indicator begins to light up), and the above-mentioned regulatory monitoring period begins (i.e., counting of the number of games played, which is "1500" times and is the upper limit for the duration of a series of advantageous game zones, begins).

[0182] (Normal advantageous zone game state) Each game state in the normal advantageous zone is a game state (AT) in which information about a stop operation advantageous to the player can be notified, and is a game state that is more advantageous to the player than the normal state. If a decision is made to transition to the advantageous zone in each game state in the normal advantageous zone (including cases where a decision to transition to the advantageous zone has already been made in the normal state) and the normal advantageous zone ends (see "End of normal advantageous zone, winning lottery for transition to advantageous zone" in FIG. 14), the main control circuit 90 transitions the game state to one of the advantageous zones according to the trigger. Furthermore, if a decision is not made to transition to the advantageous zone in each game state in the normal advantageous zone and the normal advantageous zone ends (see "End of normal advantageous zone, losing lottery for transition to advantageous zone" in FIG. 14), the main control circuit 90 transitions the game state to the normal state of the non-advantageous zone. Details of the game flow in each game state in the normal advantageous zone will be explained later with reference to FIG. 34.

[0183] In each game state of the normal advantageous zone, the main control circuit 90 controls the push order minor winning combinations (described later as "F_top left bell 1", "F_top left bell 2", "F_top middle bell 1", "F_top middle bell 2", "F_top right left bell 1", "F_top right left bell 2", "F_top right middle bell 1", "F_top right middle bell 2", "F_middle left bell 1", "F_middle left bell 2", "F_middle middle bell 1", "F_middle middle bell 2", "F_middle right left bell 1", "F_middle right left bell 2", "F_middle right middle bell 1", "F_middle right left bell 2", "F_middle right middle bell 1", "F_middle right middle bell 2"). When any of the internal winning roles ("F_lower middle bell 1", "F_lower middle bell 2", "F_lower right left bell 1", "F_lower right left bell 2", "F_lower right middle bell 1", "F_lower right middle bell 2") is determined as the internal winning role, a decision is made as to whether or not to notify the player of information about a stop operation that is advantageous to the player, and if it is decided to notify, information about the stop operation that is advantageous to the player (i.e., information about a stop operation that allows the player to obtain the most medals) is notified (see Figure 45 described below).

[0184] Also, in each game state of the normal advantageous zone, when any of the push order replays (internal winning roles of "F_RT0 Replay 1" to "F_RT0 Replay 6", "F_RT1 Replay 1" to "F_RT1 Replay 6", and "F_RT2 Replay 1" to "F_RT2 Replay 3" described below) is determined as the internal winning role, the main control circuit 90 does not decide whether to notify the player of information about a stop operation that is advantageous to the player, and does not notify the player of information about a stop operation that is advantageous to the player (i.e., information about a stop operation that can transition the player to an RT state that is advantageous to the player or maintain that advantageous RT state) (see Figure 45 described below). In this sense, the RT function does not operate (except when the push order is accidentally correct), and only the AT function operates (AT game state).

[0185] Here, in this embodiment, in each game state of the normal advantageous zone, when it is in the RT3 state or the RT5 state (i.e., during the 8 games after the RT3 transition described below is displayed, or when it is in the flag interval state), the push order notification of the push order minor role is made until the end of the normal advantageous zone. On the other hand, in each game state of the normal advantageous zone, when it is in an RT state other than the RT3 state or the RT5 state, the push order notification of the push order minor role is made only once. Therefore, even in the game state of the same normal advantageous zone, if the RT state is different, the number of times the push order notification of the push order minor role is made will also vary, and the player's profit based on this will also vary.

[0186] Furthermore, in this embodiment, when a bonus state is entered in each game state in the normal advantageous zone (more specifically, when a bonus role is won during the normal advantageous zone), information on a stop operation advantageous to the player (i.e., information on a stop operation that allows the player to obtain the most medals) is not announced in the bonus state, just as when a bonus state is entered in the normal state (more specifically, when a bonus role is won during a non-advantageous zone) (see Figure 45 described later). Specifically, when any of the push order minor roles in the bonus state (internal winning roles of "F_JAC1_1" to "F_JAC1_6" described later) is determined as the internal winning role, no decision is made as to whether or not to announce information on a stop operation advantageous to the player.

[0187] In this embodiment, if a specific role other than a bonus role (see FIG. 34 described later) is won in a bonus non-winning state of each game state in the normal advantageous zone, the game state transitions between each game state in the normal advantageous zone, and the period (number of games) during which the normal advantageous zone continues also varies. Also, if a bonus role is won, if it has not already been decided that a transition to the advantageous zone will occur, it is decided whether or not to transition to the advantageous zone, and if it has been decided that a transition to the advantageous zone will occur, it is decided that a transition to the line battle state of the advantageous zone will occur, and if it has not been decided that a transition to the advantageous zone will occur, the high probability 4 state of the normal advantageous zone will continue.

[0188] Here, in each game state of the normal advantageous zone, whether or not to transition to the advantageous zone is determined not only when the bonus role is won based on an internal winning role (other than "F_BB3 + F_Watermelon 2" and "F_BB4 + F_Watermelon 2") including a bonus role with the same winning probability set between each set value, but also when the bonus role is won based on an internal winning role ("F_BB3 + F_Watermelon 2" and "F_BB4 + F_Watermelon 2") including a bonus role with different winning probabilities set between each set value. In other words, in the normal advantageous zone, as a common process during the normal advantageous zone, whether or not to transition to the advantageous zone is determined when a bonus role is won, regardless of whether or not an internal winning role including a bonus role with a set difference in winning probability is determined. In this sense, each game state in the normal advantageous zone is a more advantageous game state than the game state in the non-advantageous zone.

[0189] Furthermore, in this embodiment, each game state in the normal advantageous zone is in the advantageous zone notification period described above (i.e., the status indicator is lit), and also in the regulatory monitoring period described above (i.e., the number of games played, which is the upper limit for the duration of a series of advantageous games, is being counted, which is "1500" times). However, if the normal advantageous zone ends without transitioning to the advantageous zone, the advantageous zone notification period described above ends (i.e., the status indicator is turned off and extinguished), and the regulatory monitoring period described above ends (i.e., the number of games played, which is the upper limit for the duration of a series of advantageous games, is counted, and the counting result is initialized (cleared)).

[0190] (Game status in advantageous zone) Each game state in the advantageous zone is a game state (ART) in which information about a stop operation advantageous to the player can be notified, and is a game state that is more advantageous to the player than the normal state and each game state in the normal advantageous zone. In each game state in the advantageous zone, the main control circuit 90 basically notifies information about a stop operation advantageous to the player (i.e., information about a stop operation that allows the player to obtain the most medals and transitions to an RT state advantageous to the player, or that allows the player to maintain that advantageous RT state) when either the push order minor role or the push order replay described above is determined as the internal winning role (see Figure 45 described below). In this sense, it is a state in which the ART function is activated (ART game state). Note that in each game state in the advantageous zone, if the advantageous zone ends without being extended (continued) (including when the advantageous zone described below is forcibly terminated) ("End of advantageous zone" in Figure 14), the main control circuit 90 transitions the game state to the normal state of the non-advantageous zone.

[0191] Here, in each game state of the advantageous zone, the above-mentioned push order minor win and push order replay push order notification are made, and as a result, the RT2 state corresponds (is maintained) as the basic RT state. Furthermore, except for the RT4 state after the bonus state ends, the RT3 state based on the display of the RT3 transition point described below, and the RT0 state after the RT3 state ends, when transitioning from each game state of the normal advantageous zone to each game state of the advantageous zone, in most cases, the RT state in each game state of the normal advantageous zone corresponds to the RT1 state. Therefore, the game states of the advantageous zone, namely, the line battle preparation state, the right acquisition lottery preparation state, and the ending preparation state, are positioned as preparation states for raising the RT state to the RT2 state when it is determined that the RT state will transition to the line battle state, the right acquisition lottery state, and the ending 1 state or ending 2 state, respectively, and the RT state is not the RT2 state.

[0192] Basically, when the RT state transitions to the RT2 state in the line battle preparation state, the right acquisition lottery preparation state, and the ending preparation state, the main control circuit 90 transitions the game state to the line battle state, the right acquisition lottery state, and the ending 1 state or the ending 2 state, respectively. The details of the game flow in each game state of the advantageous zone will be explained later with reference to Figures 35 to 44 described below.

[0193] Here, in this embodiment, when a bonus state is reached in each game state of the advantageous zone (more specifically, when a bonus role is won during the advantageous zone), unlike the non-advantageous zone and the normal advantageous zone, information on a stop operation advantageous to the player is notified in the bonus state (i.e., information on a stop operation that allows the player to obtain the most medals) (see FIG. 45 described later). Specifically, when any of the push order minor roles in the bonus state (internal winning roles of "F_JAC1_1" to "F_JAC1_6" described later) is determined as the internal winning role, information on a stop operation advantageous to the player is always notified. Therefore, when a bonus state is reached in the advantageous zone, the player receives a greater benefit than when a bonus state is reached in the non-advantageous zone and the normal advantageous zone. In this sense, each game state in the advantageous zone is a more advantageous game state than each game state in the non-advantageous zone and the normal advantageous zone.

[0194] Furthermore, in this embodiment, each game state in the advantageous zone is in the advantageous zone notification period described above (i.e., the status indicator is lit), and also in the above-mentioned regulatory monitoring period (i.e., the number of games played, which is the upper limit for the duration of a series of advantageous games, of 1500, is being counted). If the advantageous zone ends without the number of games played during the advantageous zone (including during the bonus state) reaching the upper limit of 1500, the advantageous zone notification period described above ends (i.e., the status indicator is turned off and extinguished), and the regulatory monitoring period described above ends (i.e., the number of games played, which is the upper limit for the duration of a series of advantageous games, of 1500, is counted, and the counting result is initialized (cleared)). Furthermore, if the number of plays during the advantageous period (including during the bonus state) reaches the upper limit of 1500, the advantageous period is forcibly ended (if in the bonus state, only the bonus state continues), and in this case, the above-mentioned advantageous period notification period ends (i.e., the status indicator stops lighting up and goes out), and the above-mentioned regulatory monitoring period ends (i.e., the counting of the number of plays of 1500, which is the upper limit for the duration of a series of advantageous play periods, ends, and the counting result is initialized (cleared)).

[0195] In this embodiment, if the advantageous zone is forcibly terminated based on the number of plays during the advantageous zone (including the bonus state) reaching the upper limit of 1500, for example, a decision is made to continue each play state during the advantageous zone (the right to continue is granted), or, even if there are remaining play times for each play state during the advantageous zone, they are all initialized (cleared) and transitioned to the normal state of the non-advantageous zone. Furthermore, if the advantageous zone is forcibly terminated during the bonus state of the advantageous zone, the push order notification of the push order minor feature described above in the bonus state is also immediately terminated. However, in this case, as an exception, the push order notification of the push order minor feature described above may be continued until the bonus state ends. Furthermore, the number of plays corresponding to the regulatory monitoring period is not limited to 1500, and the value can be changed as appropriate.

[0196] Furthermore, in this embodiment, the duration of each game state corresponding to the above-mentioned normal advantageous zone and advantageous zone, or the duration (duration) of each game state is basically managed by the number of games played (number of games), but the method of managing the duration of each game state is not limited to this. For example, the duration of one or more game states among the above-mentioned game states corresponding to the normal advantageous zone and advantageous zone may be managed by the number of medals paid out during that period, or the difference (net increase) obtained by subtracting the number of medals inserted from that number, or may be managed by the number of times (number of notifications) that notifications affecting the medal payout (i.e., notifications when the above-mentioned push order minor role is won) have been made.

[0197] <Data table configuration stored in main ROM> Next, the configuration of various data tables stored in the main ROM 102 will be described with reference to Figures 15 to 22. Note that various data tables used in various lotteries performed in each game state related to the game features described in Figure 14 will be described separately below together with the description of each game feature.

[0198] [Pattern placement table] First, the symbol arrangement table will be described with reference to Figure 15. The symbol arrangement table defines the correspondence between the position of each symbol in the rotation direction of the left reel 3L, center reel 3C, and right reel 3R, and data specifying the type of symbol arranged at each position (hereinafter referred to as symbol code (see symbol code table in Figure 15)).

[0199] In the symbol arrangement table, when a reel index is detected, the position of the symbol located in the middle area of ​​each reel within the frame of the reel display window 4 is defined as "0." Then, for each reel, "0" to "19" corresponding to the value of the symbol counter are assigned as symbol positions in the order of progression in the reel rotation direction (from symbol position "19" toward symbol position "0" in FIG. 15) based on symbol position "0."

[0200] That is, by referring to the value of the symbol counter ("0" to "19") and the symbol arrangement table, it is possible to identify the type of symbol displayed in the upper, middle, and lower regions of each reel within the frame of the reel display window 4. In this embodiment, nine types of symbols are used: "Red 7," "Blue 7," "BAR," "Cherry 1," "Cherry 2," "Bell," "Watermelon," "Replay," and "Blank."

[0201] In this embodiment, as shown in the symbol code table, the symbol "Red 7" (symbol code 1) is assigned the data "00000001", the symbol "Blue 7" (symbol code 2) is assigned the data "00000010", the symbol "BAR" (symbol code 3) is assigned the data "00000011", the symbol "Cherry 1" (symbol code 4) is assigned the data "00000100", and the symbol "Cherry 2" (symbol code 5) is assigned the data "00000101".

[0202] The "bell" symbol (symbol code 6) is assigned the data "00000110." The "watermelon" symbol (symbol code 7) is assigned the data "00000111." The "replay" symbol (symbol code 8) is assigned the data "00001000." The "blank" symbol (symbol code 9) is assigned the data "00001001."

[0203] [Internal lottery table] Next, the internal lottery tables referred to when determining the internal winning combination will be described with reference to Figures 16 to 18. Figures 16 and 17 are internal lottery tables referred to in the RT0 state to the RT5 state, respectively. Figure 18 is an internal lottery table referred to in the bonus state.

[0204] The internal lottery table is provided for each game state (see FIG. 13), and defines the correspondence between various internal winning combinations and the lottery value when each internal winning combination is determined. The lottery value is defined for each setting value (settings 1 to 6) for adjusting the expected value of the internal winning combination such as a preset bonus combination or a small combination. This setting is changed, for example, using the reset switch 76 and the setting key switch 54 (see FIG. 7).

[0205] In the internal lottery process of this embodiment, first, the random number register 0 of the random number circuit 110 sequentially adds a random number value extracted from a predetermined range of numbers (for example, 0 to 65535) to a lottery value defined corresponding to each internal winning combination. Next, it is determined whether the lottery result (lottery value + random number value) exceeds 65535 (whether the lottery result has overflowed). Then, when the lottery result exceeds 65535 for a predetermined internal winning combination, it is determined that the internal winning combination has been won. In the internal lottery processing of this embodiment, an example has been described in which a lottery value is added to an extracted random number value to draw a lottery, but the present invention is not limited to this, and the lottery value may be subtracted from the random number value, and the result of the subtraction (lottery result) may be determined to be below "0" (whether the lottery result has underflowed) to determine whether the internal lottery is a winning or losing lottery.

[0206] Therefore, in the internal lottery process of this embodiment, the larger the numerical value specified as the lottery value of an internal winning combination, the higher the probability of it being determined. The winning probability of each internal winning combination can be expressed as "lottery value specified for each winning number / the number of all random number values ​​that can be extracted (random number denominator: 65536)".

[0207] In the internal lottery table referred to in each of the RT0 state to RT5 state, the type of replay combination determined as the internal winning combination and the winning probability basically change according to the type of RT state, as shown in Fig. 16. For example, the replay combinations named "F_RT0 Replay 1 (No. 40)" to "F_RT0 Replay 6 (No. 45)" are not determined as the internal winning combination in any state other than the RT0 state, but are determined as the internal winning combination in the RT0 state.

[0208] 16 and 17, the internal winning combinations indicated by "No. 1" to "No. 38" are internal winning combinations in which a bonus combination and a replay combination or a small combination are overlapped to win. For example, "F_BB1+F_Determined Replay (No. 1)" is an internal winning combination in which a bonus combination "F_BB1" and a replay combination "F_Determined Replay" are overlapped to win, and the derivation of the symbol combination "BB01" corresponding to the bonus combination "F_BB1" (see Figures 19 to 22 described later) and the symbol combinations "REP01" to "REP09" corresponding to the replay combination "F_Determined Replay" (see Figures 19 to 22 described later) is permitted (a prize is permitted).

[0209] 16 and 17, the internal winning combinations indicated by "No. 39" to "No. 60" are internal winning combinations in which a replay combination is won. For example, "F_maintenance replay (No. 40)" is an internal winning combination in which the replay combination "F_maintenance replay" is won, and the derivation of the symbol combination "REP02" (see Figures 19 to 22 described later) corresponding to the replay combination "F_maintenance replay" is permitted (a prize is permitted).

[0210] 16 and 17, the internal winning combinations indicated by "No. 61" to "No. 98" are internal winning combinations that result in the winning of a small winning combination. For example, "F_Chance Eye A1 (No. 61)" is an internal winning combination that results in the winning of a small winning combination "F_Chance Eye A1" and allows the derivation of the symbol combinations "NML14", "NML22", "NML26" and "NML30" (see Figures 19 to 22 described later) that correspond to the small winning combination "F_Chance Eye A1" (allows the winning of a prize).

[0211] Although not shown in the figures, when "F_chance eye A1 (No. 61)" to "F_chance eye B4 (No. 68)" are determined as the internal winning combination, the derivation of "NZR01" (see Figures 19 to 22 described below) is also permitted (stop display is permitted). Here, "HZR01" is not a winning symbol combination but is part of a losing symbol combination, but it is a symbol combination defined as a symbol combination that transitions the gaming state from another RT state to the RT3 state (RT3 transition symbol), and is basically not permitted to be derived unless one of the internal winning combinations indicated by "No. 61" to "No. 68" is determined. Therefore, it can also be said that "NZR01" is a symbol combination corresponding to the internal winning combination indicated by "No. 61" to "No. 68".

[0212] Similarly, when "F_Top Left Bell 1 (No. 77)" to "F_Bottom Right Center Bell 2 (No. 98)" are determined as the internal winning combination, the derivation of "NZR02" (see Figures 19 to 22 described below) is also permitted (stop display is permitted). Here, "HZR02" is not a winning symbol combination but is part of a losing symbol combination, but it is a symbol combination specified as a symbol combination that transitions the gaming state from another RT state to the RT1 state (RT1 transition), and is not permitted to be derived unless one of the internal winning combinations indicated by "No. 77" to "No. 98" is determined. Therefore, it can also be said that "NZR02" is a symbol combination corresponding to the internal winning combination indicated by "No. 77" to "No. 98".

[0213] In this embodiment, in the flag interval state (RT5 state), that is, in a state where a bonus role has already been determined (carried over) as an internal winning role, no further bonus roles will be determined. Therefore, in the internal lottery tables shown in FIGS. 16 and 17, the lottery values ​​of the internal winning roles indicated by "No. 1" to "No. 38" in the flag interval state (RT5 state) are set to "0". However, in order to prevent the winning probability of the small role from varying between the flag interval state (RT5 state) and the bonus non-winning state (RT0 to RT4 state), the lottery values ​​for the small roles assigned to the internal winning roles indicated by "No. 2" to "No. 10" and "No. 12" to "No. 38" are added to the lottery values ​​of the internal winning roles indicated by "No. 61" to "No. 68", "No. 72" and "No. 73" in the flag interval state (RT5 state). In other words, the internal winning roles indicated by "No. 61" to "No. 68", "No. 72" and "No. 73" do not have a higher winning probability in the inter-flag state (RT5 state), but have the same probability in all game states other than the bonus state.

[0214] 16 and 17, "No. 0" indicates a "miss" that does not allow the derivation of any of the specified symbol combinations (see FIGS. 19 to 22 described later), and the higher the allocation (lottery value) of this "miss," the more disadvantageous it is for the player. Note that in the RT0 state and the RT2 state, there is no case where a "miss" is determined. Also, in the RT5 state, the probability of determining a "miss" is expressed as "22289 / 65536," but in reality, one of the bonus roles has already been determined (carried over) as an internal winning role, so in that sense there is no case where a "miss" is determined.

[0215] 16 and 17, the internal lottery table when the setting value is "1" (setting 1) is used as an example for explanation, but for internal winning combinations other than the internal winning combinations shown in "No. 21", "No. 30", "No. 39", and "No. 74", a common lottery value is set between each setting value. In other words, the winning probability is the same. On the other hand, for the internal winning combinations shown in "No. 21", "No. 30", "No. 39", and "No. 74", different lottery values ​​are set between each setting value (or between a predetermined setting value and a specific setting value). In other words, the winning probability is different (see (*1), (*2), and (*3) in FIG. 16 and FIG. 17).

[0216] Specifically, for example, when the set value is "1", the internal winning combinations shown in "No. 21" and "No. 30" are each set to a lottery value of "22", whereas when the set value is "6", the internal winning combinations shown in "No. 21" and "No. 30" are each set to a lottery value of "77" (that is, as the set value increases, the lottery values ​​for the internal winning combinations shown in "No. 21" and "No. 30" increase by "11"). Although not shown in the figure, in the inter-flag state (RT5 state), as the lottery values ​​set for the internal winning combinations shown in "No. 21" and "No. 30" increase, the lottery value set for the internal winning combination shown in "No. 72" also increases.

[0217] Furthermore, for example, the internal lottery role shown in "No. 74" is set so that the lottery value is relatively higher when the setting values ​​are "2," "4," and "6" than when the setting values ​​are "1," "3," and "5," and the lottery value increases as the setting value becomes higher.

[0218] Also, for example, the internal winning combination shown in "No. 39" is set so that the lottery value is relatively lower when the setting values ​​are "2," "4," and "6" than when the setting values ​​are "1," "3," and "5." The lottery value is set to decrease as the setting value increases. This is to adjust the increase in the lottery value of the internal winning combination shown in "No. 21," "No. 30," and "No. 74." Therefore, for example, in the RT0 state and the RT2 state, the probability of determining a "miss" does not change and remains "0." These are examples of differentiating the winning probability of a specific internal winning combination between setting values.

[0219] In Fig. 18, the internal winning combinations indicated by "No. 1" to "No. 7" are internal winning combinations that result in a small winning combination, and when a winning combination is achieved, the derivation of the corresponding symbol combinations shown in Fig. 18 is permitted (a prize is permitted). Note that in this embodiment, in the RB state (i.e., BB1 to BB4 states), the replay combination is not determined as the internal winning combination, but one or more replay combinations among the replay combinations shown in Fig. 16 and Fig. 17 may be determined as the internal winning combination.

[0220] [Pattern combination table] Next, with reference to Figures 19 to 22, a description will be given of a symbol combination table that defines symbol combinations related to winning and the like in this embodiment. Note that in this embodiment, an example is given in which a symbol combination table is provided as data that defines a combination of symbols in advance, but data can also be defined by other methods as long as the combination of symbols displayed on the main control circuit 90 side can be identified. For example, a combination of symbol codes can be determined, thereby making the combination of symbols displayed identifiable.

[0221] As shown in Figures 19 to 22, the symbol combination table prescribes a combination of a plurality of symbols, and prescribes data indicating the type of combination of these symbols as a display role (winning activation flag). Also, the symbol combination table is made up of 9 bytes of data so as to correspond to a winning request flag storage area, a winning activation flag storage area (see Figure 25 described later), and a symbol code storage area (see Figure 30 described later), and prescribes data indicating a different display role (winning activation flag) for each bit of each storage area.

[0222] 19 to 22, there are some places where " / " is added within the defined symbol combinations, which indicates that any of the symbols shown can constitute that symbol combination. For example, the combination "HZR01" indicates that the symbol combination in which the symbol on the left reel is "Cherry 1," the symbol on the center reel is "Cherry 1," and the symbol on the right reel is "Cherry 1" (i.e., "Cherry 1-Cherry 1-Cherry 1") corresponds to the symbol combination in which the symbol on the left reel is "Cherry 2," the symbol on the center reel is "Cherry 1," and the symbol on the right reel is "Cherry 1" (i.e., "Cherry 2-Cherry 1-Cherry 1").

[0223] The displayed role (winning activation flag) "HZR01" is a losing symbol combination, but when this symbol combination is displayed on an active line, it is a symbol combination that is defined as a symbol combination that will transition the RT state from another RT state to the RT3 state ("RT3 transition").

[0224] The displayed role (winning activation flag) "HZR02" is a losing symbol combination, but when this symbol combination is displayed on an active line, it is a symbol combination that is defined as a symbol combination ("RT1 transition") that transitions the RT state from another RT state to the RT1 state.

[0225] The display roles (winning activation flags) "BB01", "BB02", "BB03" and "BB04" are combinations of symbols related to bonus roles, and when each combination of symbols is displayed on the display active line, it activates the corresponding bonus state.

[0226] The display role (winning activation flag) "REP01" to "REP06" are combinations of symbols related to the replay role, and when any of these symbol combinations are displayed on an active line, a replay is activated. The symbol combination of "REP01" can be called a "parallel replay" or a "straight replay", the symbol combination of "REP02" can be called a "normal replay", the symbol combination of "REP03" can be called a "hit replay", the symbol combination of "REP04" can be called a "special replay", the symbol combination of "REP05" can be called a "fake replay", and the symbol combination of "REP06" can be called a "BAR matching replay".

[0227] The display role (winning activation flag) "REP07" is a combination of symbols related to a replay role, and when this combination of symbols is displayed on an active line, it activates a replay and is a combination of symbols that is defined as a combination of symbols ("RT0 transition replay") that transitions the RT state from another RT state (for example, RT1 state) to the RT0 state.

[0228] The display role (winning activation flag) "REP08" is a combination of symbols related to a replay role, and when this combination of symbols is displayed on an active line, it activates a replay and is a combination of symbols that is defined as a combination of symbols ("RT1 transition replay") that transitions the RT state from other RT states (for example, RT0 state and RT2 state) to the RT1 state.

[0229] The display role (winning activation flag) "REP09" is a combination of symbols related to a replay role, and when this combination of symbols is displayed on an active line, it activates a replay and is a combination of symbols that is defined as a combination of symbols that transitions the RT state from another RT state (for example, RT0 state) to the RT2 state ("RT2 transition replay").

[0230] The displayed role (winning activation flag) "NML01" is a combination of symbols related to a minor role, and when this combination of symbols is displayed on an active line, eight medals are paid out. The symbol combination of "NML01" can be called a "bell" symbol combination.

[0231] The display role (winning activation flag) "NML02" to "NML13" is a combination of symbols related to a minor role, and when any of these symbol combinations is displayed on an active line, one medal is paid out. The symbol combinations of "NML02" to "NML13" can be collectively called the symbol combination of the "batting order role".

[0232] The display role (winning activation flag) "NML14" to "NML30" is a combination of symbols related to small roles, and when any of these symbol combinations is displayed on an active line, one medal is paid out. The symbol combinations of "NML14" to "NML30" can be collectively called "chance role" symbol combinations.

[0233] The displayed role (winning activation flag) "NML31" to "NML33" is a combination of symbols related to small roles, and when any of these symbol combinations is displayed on an active line, five medals are paid out. The symbol combinations of "NML31" to "NML33" can be collectively called "special role" symbol combinations.

[0234] The display role (winning activation flag) "NML34" is a combination of symbols related to a minor role, and when this combination of symbols is displayed on an active line, 8 medals are paid out. The symbol combination of "NML34" can be called the symbol combination of "Cross Down Bell".

[0235] The display role (winning activation flag) "NML35" is a combination of symbols related to a minor role, and when this combination of symbols is displayed on an active line, five medals are paid out. The symbol combination of "NML35" can be called a "watermelon" symbol combination.

[0236] The displayed combinations (winning activation flags) "NML36" and "NML37" are combinations of symbols related to minor roles, and when any of these symbol combinations are displayed on an active line, eight medals are paid out. The symbol combinations of "NML36" and "NML37" can be collectively referred to as the symbol combination of "JACA".

[0237] The displayed role (winning activation flag) "NML38" to "NML40" is a combination of symbols related to small roles, and when any of these symbol combinations is displayed on an active line, two medals are paid out. The symbol combinations of "NML38" to "NML40" can be collectively called the symbol combination of "JACB".

[0238] In this embodiment, an example is described in which the data indicating one display role (winning activation flag) includes a combination of multiple symbols to be assigned, but the data can also be configured so that only one combination of symbols is assigned to the data indicating one display role (winning activation flag).

[0239] [Correspondence between internal winning combinations, stopping operation order (batting order), and display combinations] Next, with reference to FIG. 23 and FIG. 24, the correspondence between the internal winning combination, the stop operation order (batting order), the display combination, etc. will be described.

[0240] In the pachislot 1 of this embodiment, there are provided so-called "push order roles" (for example, the above-mentioned "push order minor role" and "push order replay") in which different symbol combinations are displayed depending on the player's stop operation order (push order). Note that, since stop buttons 17L, 17C, and 17R corresponding to reels 3L, 3C, and 3R are provided, there are a maximum of six stop operation orders (push orders).

[0241] In Figures 23 and 24, the stop operation order (press order) is shown as "left, center, right" in the order of "batting order 1," the stop operation order (press order) is shown as "left, right, center" in the order of "batting order 2," the stop operation order (press order) is shown as "center, left, right" in the order of "batting order 3," the stop operation order (press order) is shown as "center, right, left" in the order of "batting order 4," the stop operation order (press order) is shown as "right, left, center" in the order of "batting order 5," and the stop operation order (press order) is shown as "right, center, left" in the order of "batting order 6."

[0242] As shown in Figures 23 and 24, when "F_Determined Replay" is determined as an internal winning combination, not as a push order combination, the winning "Special Replay" is established regardless of the stop operation order and the timing of the stop operation. Note that, depending on the timing of the stop operation, any of the other winning replay combinations may be established.

[0243] Here, "regardless of the timing of the stop operation" means that when the active lines are three lines, the "center line," the "top line," and the "bottom line," and the maximum number of sliding pieces is "4," the corresponding symbols are arranged so that they can be stopped and displayed on any of the active lines within the range of the maximum number of sliding pieces (for example, arranged within a range of five symbols). For example, on the left reel 3L, the "Cherry 1" symbol may not be stopped and displayed within the range of the maximum number of sliding pieces (for example, when the stop operation is performed when the symbol positions "10" to "12" are in the middle), but when the stop operation is performed at that position, the "Cherry 2" symbol is arranged at symbol position "13" so that the "Cherry 2" symbol can be stopped and displayed. Therefore, when an internal winning combination is determined, for example, by allowing the "Cherry 1" and "Cherry 2" symbols to be stopped and displayed in overlapping fashion as symbols that make up the corresponding combination, even if the corresponding symbols can be stopped and displayed on any of the active lines within the range of the maximum number of sliding pieces overall, it can be said that the combination of symbols is established "regardless of the timing of the stop operation." The same applies to other display roles (winning activation flags) and the like. However, in the case of a push order combination, the combination of symbols that are preferentially stopped and controlled varies based on the stop operation order, so even if the symbols are arranged as described above, the symbols may not be stopped and displayed on the active line depending on the type of stop operation order.

[0244] When "F_Maintenance Lip" is determined as an internal winning role rather than a push order role, one of the winning "Normal Lips" will be formed regardless of the stop operation order and timing of the stop operation.

[0245] "F_RT0 Replay 1" is a push order role, and when it is determined as an internal winning role in RT0 state, if the stop operation order is "batting order 1", regardless of the timing of the stop operation, an "RT2 transition replay" is established and the RT state transitions to RT2 state. On the other hand, if the stop operation order is other than "batting order 1", regardless of the timing of the stop operation, an "RT1 transition replay" is established and the RT state transitions to RT1 state.

[0246] "F_RT0 Replay 2" is a push order role, and when it is determined as an internal winning role in the RT0 state, if the stop operation order is "batting order 2", then regardless of the timing of the stop operation, an "RT2 transition replay" is established and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is other than "batting order 2", then regardless of the timing of the stop operation, an "RT1 transition replay" is established and the RT state transitions to the RT1 state.

[0247] "F_RT0 Replay 3" is a push order role, and when it is determined as an internal winning role in RT0 state, if the stop operation order is "batting order 3", regardless of the timing of the stop operation, an "RT2 transition replay" is established and the RT state transitions to RT2 state. On the other hand, if the stop operation order is other than "batting order 3", regardless of the timing of the stop operation, an "RT1 transition replay" is established and the RT state transitions to RT1 state.

[0248] "F_RT0 Replay 4" is a push order role, and when it is determined as an internal winning role in RT0 state, if the stop operation order is "batting order 4", regardless of the timing of the stop operation, an "RT2 transition replay" is established and the RT state transitions to RT2 state. On the other hand, if the stop operation order is other than "batting order 4", regardless of the timing of the stop operation, an "RT1 transition replay" is established and the RT state transitions to RT1 state.

[0249] "F_RT0 Replay 5" is a push order role, and when it is determined as an internal winning role in RT0 state, if the stop operation order is "batting order 5", regardless of the timing of the stop operation, an "RT2 transition replay" is established and the RT state transitions to RT2 state. On the other hand, if the stop operation order is other than "batting order 5", regardless of the timing of the stop operation, an "RT1 transition replay" is established and the RT state transitions to RT1 state.

[0250] "F_RT0 Replay 6" is a push order role, and when it is determined as an internal winning role in RT0 state, if the stop operation order is "batting order 6", regardless of the timing of the stop operation, an "RT2 transition replay" is established and the RT state transitions to RT2 state. On the other hand, if the stop operation order is other than "batting order 6", regardless of the timing of the stop operation, an "RT1 transition replay" is established and the RT state transitions to RT1 state.

[0251] "F_RT1 Replay 1" is a push order role. When it is determined as an internal winning role in RT1 state, if the stop operation order is "batting order 1," an "RT0 transition replay" is established regardless of the timing of the stop operation, and the RT state transitions to RT0 state. On the other hand, if the stop operation order is other than "batting order 1," one of the replay roles other than the winning "RT0 transition replay" is established regardless of the timing of the stop operation, and the RT state does not transition to RT0 state, and the RT state is maintained (maintenance replay). Note that when the stop operation order is "batting order 5" or "batting order 6," stop control is performed so that "fake replays" are stopped preferentially over other "maintenance replays." In other words, if the stop operation is timed appropriately, a "fake replay" is established, and if the stop operation is timed inappropriately, other "maintenance replays" are established. This also applies to "F_RT1 Replay 2" and "F_RT1 Replay 3."

[0252] "F_RT1 Replay 2" is a push order role, and when it is determined as an internal winning role in the RT1 state, if the stop operation order is "batting order 2", then regardless of the timing of the stop operation, an "RT0 transition replay" is established, and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 2", then regardless of the timing of the stop operation, one of the replay roles other than the winning "RT0 transition replay" is established, and the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintained replay).

[0253] "F_RT1 Replay 3" is a push order role, and when it is determined as an internal winning role in the RT1 state, if the stop operation order is "batting order 3", then regardless of the timing of the stop operation, an "RT0 transition replay" is established, and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 3", then regardless of the timing of the stop operation, one of the replay roles other than the winning "RT0 transition replay" is established, and the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintained replay).

[0254] "F_RT1 Replay 4" is a push order role, and when it is determined as an internal winning role in the RT1 state, if the stop operation order is "batting order 4", then regardless of the timing of the stop operation, an "RT0 transition replay" is established, and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 4", then regardless of the timing of the stop operation, one of the replay roles other than the winning "RT0 transition replay" is established, and the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintained replay).

[0255] "F_RT1 Replay 5" is a push order role, and when it is determined as an internal winning role in the RT1 state, if the stop operation order is "batting order 5", then regardless of the timing of the stop operation, an "RT0 transition replay" is established, and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 5", regardless of the timing of the stop operation, one of the replay roles other than the winning "RT0 transition replay" is established, and the RT state does not transition to the RT0 state, and the RT state is maintained in the RT1 state (maintained replay).

[0256] "F_RT1 Replay 6" is a push order role, and when it is determined as an internal winning role in the RT1 state, if the stop operation order is "batting order 6", then regardless of the timing of the stop operation, an "RT0 transition replay" is established, and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 6", regardless of the timing of the stop operation, one of the replay roles other than the winning "RT0 transition replay" is established, and the RT state does not transition to the RT0 state, and the RT state is maintained in the RT1 state (maintained replay).

[0257] In this embodiment, when the "RT0 transition lip" is established, the "RT1 transition lip" may also be established at the same time, but in this case, the main control circuit 90 determines that the "RT0 transition lip" is established as a priority over the "RT1 transition lip". In other words, when the "RT0 transition lip" and the "RT1 transition lip" are established at the same time, it determines that the "RT0 transition lip" is established and transitions the RT state to the RT0 state, but does not determine that the "RT1 transition lip" is established.

[0258] "F_RT2 Replay 1" is a push order role, and when it is determined as an internal winning role in the RT2 state, if the stop operation order is "batting order 1" and "batting order 2", a replay role other than the winning "RT1 transition replay" (for example, "normal replay") will be established regardless of the timing of the stop operation, and the RT state will not transition to the RT1 state, and the RT2 state will be maintained (maintained replay). On the other hand, if the stop operation order is other than "batting order 1" and "batting order 2", regardless of the timing of the stop operation, an "RT1 transition replay" will be established, and the RT state will transition to the RT1 state.

[0259] "F_RT2 Replay 2" is a push order role, and when it is determined as an internal winning role in the RT2 state, if the stop operation order is "batting order 3" and "batting order 4", a replay role other than the winning "RT1 transition replay" (for example, "normal replay") will be established regardless of the timing of the stop operation, and the RT state will not transition to the RT1 state, and the RT2 state will be maintained (maintained replay). On the other hand, if the stop operation order is other than "batting order 3" and "batting order 4", regardless of the timing of the stop operation, an "RT1 transition replay" will be established, and the RT state will transition to the RT1 state.

[0260] "F_RT2 Replay 3" is a push order role, and when it is determined as an internal winning role in the RT2 state, if the stop operation order is "batting order 5" and "batting order 6", a replay role other than the winning "RT1 transition replay" (for example, "normal replay") will be established regardless of the timing of the stop operation, and the RT state will not transition to the RT1 state, and the RT2 state will be maintained (maintained replay). On the other hand, if the stop operation order is other than "batting order 5" and "batting order 6", regardless of the timing of the stop operation, an "RT1 transition replay" will be established, and the RT state will transition to the RT1 state.

[0261] When "F_Upper Replay" is determined as an internal winning role rather than a push order role, a "Parallel Replay" will be formed on the top line regardless of the order of stop operations and the timing of the stop operations (i.e., an "Upper Replay" will be formed in which the "Replay" pattern is displayed in a straight line on the top row of each reel).

[0262] When "F_Middle Replay 1" is determined as an internal winning role rather than a push order role, a "parallel replay" will be formed on the center line regardless of the order of stop operations and the timing of the stop operations (i.e., a "middle replay" will be formed in which the "replay" pattern is displayed in a straight line in the middle of each reel).

[0263] "F_Middle Rip 2" is a push order role, and when it is determined as an internal winning role, if the stop operation order is "batting order 1" to "batting order 4", a "middle replay" is established regardless of the timing of the stop operation, and if the stop operation order is other than "batting order 1" to "batting order 4" and the timing of the stop operation is appropriate, a "fake replay" is established, and if the timing of the stop operation is not appropriate, a "middle replay" is established. Note that even if any replay role is established, the game state does not change, so "F_Middle Rip 2" is a push order role, but is an internal winning role in which the player's profit does not change depending on the stop operation order.

[0264] "F_Middle Replay 3" is a push order role, and when it is determined as an internal winning role, if the stop operation order is "batting order 1" and "batting order 2", a "middle replay" is established regardless of the timing of the stop operation, and if the stop operation order is other than "batting order 1" and "batting order 2" and the timing of the stop operation is appropriate, a "BAR alignment replay" is established, and if the timing of the stop operation is not appropriate, a "middle replay" is established. Note that even if any replay role is established, the game state does not change, so "F_Middle Replay 3" is a push order role, but is an internal winning role in which the player's profit does not change depending on the stop operation order.

[0265] When "F_Lower Replay" is determined as an internal winning role rather than a push order role, a "Parallel Replay" is formed on the bottom line regardless of the order of stop operations and the timing of the stop operations (i.e., a "Lower Replay" in which the "Replay" pattern is displayed in a straight line on the bottom row of each reel).

[0266] When "F_Hit Replay" is determined as an internal winning role rather than a push order role, the "Hit Replay" will be formed on the center line regardless of the order of stop operations and the timing of the stop operations (i.e., the "Replay" symbol will be displayed in a straight line in the middle row of the left reel 3L and middle reel 3C, but will not be displayed in the middle row of the right reel 3R).

[0267] "F_JAC1_1" is a push order role, and when it is determined as an internal winning role in the RB state, if the stop operation order is "batting order 1", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is other than "batting order 1", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will be displayed on the active line at the same time), and 6 medals will be paid out.

[0268] Furthermore, since "Bell" and "JACA" are combinations of symbols that will pay out 8 medals each, if they are formed simultaneously as described above, "8 + 8 = 16" medals would normally be paid out. However, in this embodiment, the upper limit of medals that can be paid out in one game is set to "15", so that even if a winning combination of more than 15 medals occurs, 15 medals will be paid out. This is the same for "F_JAC1_2" to "F_JAC1_6".

[0269] "F_JAC1_2" is a push order role, and when it is determined as an internal winning role in the RB state, if the stop operation order is "batting order 2", then regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is other than "batting order 2", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will be displayed on the active line at the same time), and 6 medals will be paid out.

[0270] "F_JAC1_3" is a push order role, and when it is determined as an internal winning role in the RB state, if the stop operation order is "batting order 3", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is other than "batting order 3", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will be displayed on the active line at the same time), and 6 medals will be paid out.

[0271] "F_JAC1_4" is a push order role, and when it is determined as an internal winning role in the RB state, if the stop operation order is "batting order 4", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is other than "batting order 4", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will be displayed on the active line at the same time), and 6 medals will be paid out.

[0272] "F_JAC1_5" is a push order role, and when it is determined as an internal winning role in the RB state, if the stop operation order is "batting order 5", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is other than "batting order 5", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will be displayed on the active line at the same time), and 6 medals will be paid out.

[0273] "F_JAC1_6" is a push order role, and when it is determined as an internal winning role in the RB state, if the stop operation order is "batting order 6", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is other than "batting order 6", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will be displayed on the active line at the same time), and 6 medals will be paid out.

[0274] In this embodiment, in the RB state, if the button press sequence is correct (if the stopping operation is performed in a sequence of stopping operations that is advantageous to the player), 15 medals will be paid out when "Bell" and "JACA" overlap and win, but this is not limited to this. For example, the number of medals to be paid out for "JACA" may be set to "15", and if the button press sequence is correct, 15 medals may be paid out when one of the winning "JACA"s is achieved.

[0275] Furthermore, in this embodiment, if the button press sequence is incorrect in the RB state (if the stopping operation is not performed in the sequence of stopping operations that is advantageous to the player), multiple "JACB"s will be won in duplicate, and six medals (two medals x three lines) will be paid out; however, this is not limited to this, and for example, the number of "JACB" medals to be paid out may be set to "6," and if the button press sequence is incorrect, six medals may be paid out if one of the winning "JACB"s is established.

[0276] When "F_JAC2" is determined as an internal winning combination in the RB state, rather than as a push order combination, regardless of the stop operation order or timing, either "Bell" or the winning "JACA" is established, and 15 medals are paid out. Note that, similarly, for example, the number of medals to be paid out for "JACA" may be set to "15", and 15 medals may be paid out when any of the winning "JACA" is established.

[0277] When "F_Chance Eye A1" to "F_Chance Eye A4" and "F_Chance Eye B1" to "F_Chance Eye B4" are determined as internal winning combinations, not push-order combinations, if the timing of the stop operation is appropriate, the "Chance Eye" will be missed and the "RT3 Transition Eye" will be displayed on the active line. In this case, no medals will be paid out, but there is a possibility that the RT state will transition to the RT3 state. Therefore, it is highly likely that it would be advantageous for the player to perform a stop operation that misses the "Chance Eye" and displays the "RT3 Transition Eye." In this sense, it is explained here that the timing of the stop operation that causes the "Chance Eye" to be missed is the "appropriate" timing of the stop operation. On the other hand, if the timing of the stop operation is inappropriate, one of the winning "Chance Eyes" will be achieved, and one medal will be paid out, but the RT state will not transition to the RT3 state.

[0278] Here, when any of "F_chance eye A1" to "F_chance eye A4" and "F_chance eye B1" to "F_chance eye B4" is determined as the internal winning combination, whether the timing of the stop operation is appropriate is determined, for example, based on the timing of the stop operation during the third stop operation. Specifically, 3 / 4 of all the timings of the stop operation during the third stop operation are determined as appropriate timings, and if the stop operation is performed at such timings, the "RT3 transition" is established. If the stop operation is performed during the remaining 1 / 4 of the timings, the timing of the stop operation is deemed inappropriate and a "chance combination" is established. Note that, in principle, such timings of the stop operation include those in which at least a portion of "F_chance eye A1" to "F_chance eye A4" and "F_chance eye B1" to "F_chance eye B4" are different. Therefore, the appropriate timing can be varied depending on which internal winning combination is won, making it possible to enhance the enjoyment of the game regarding the stop operation.

[0279] In this embodiment, when "F_chance symbol A1" to "F_chance symbol A4" and "F_chance symbol B1" to "F_chance symbol B4" are determined as the internal winning combination, an "RT3 transition" or a "chance combination" is established depending on the timing of the stop operation, but this is not limited to this. For example, the "RT3 transition" may be established when the stop operation is performed in the correct push order, and the "chance combination" may be established when the stop operation is not performed in the correct push order. Furthermore, the "RT3 transition" may be established regardless of the stop operation order and the timing of the stop operation. In this case, the "RT3 transition" may be defined as a combination of symbols that results in the payout of medals (for example, one medal is paid out).

[0280] When "F_Weak Rare Role A" and "F_Weak Rare Role B" are determined as internal winning roles, not as push order roles, one of the winning "chance roles" is established, regardless of the stop operation order and timing of the stop operation, and one medal is paid out. Note that, like "F_Chance Role A1" to "F_Chance Role A4" and "F_Chance Role B1" to "F_Chance Role B4", it is also possible to make it possible for a "chance role" to be missed depending on the timing of the stop operation. In this case, it is sufficient to prevent the "RT3 transition" from being displayed. In this embodiment, if either "F_Chance Eye A1" to "F_Chance Eye A4" or "F_Chance Eye B1" to "F_Chance Eye B4" is won, the timing of the stop operation may not be appropriate and a "Chance Role" may be displayed, or if either "F_Weak Rare Role A" or "F_Weak Rare Role B" is won, a "Chance Role" may be displayed. Therefore, depending on the internal winning role and the stop operation mode, the expectation of winning a bonus role overlap or the expectation of transitioning to RT3 can be changed, making it possible to increase the enjoyment of the game.

[0281] When "F_Watermelon 1" and "F_Watermelon 2" are determined as an internal winning combination, not as a push order combination, "Watermelon" is formed regardless of the stop operation order and timing of the stop operation, and five medals are paid out. Note that it may be possible to miss out on "Watermelon" depending on the timing of the stop operation.

[0282] When the "F_Determined Role" is determined as an internal winning role, not as a push order role, all of the winning "special roles" are realized regardless of the stop operation order and timing of the stop operation (i.e., "S_Special Role 1", "C_Special Role 2", and "S_Special Role 3" are simultaneously displayed on the active line), and 15 medals are paid out. Note that, for example, the number of medals to be paid out for the "special role" may be set to "15", and 15 medals may be paid out when any of the winning "special roles" is realized.

[0283] When "F_Special Bell" is determined as an internal winning role rather than a push order role, regardless of the order of stop operations and the timing of the stop operations, "Cross Down Bell" will be formed and 8 medals will be paid out.

[0284] When "F_Common Bell for Upper Row" is determined as an internal winning role rather than a push order role, regardless of the order of stop operations and the timing of the stop operations, a "bell" will be formed on the top line (i.e., the "bell" pattern will be displayed in a straight line on the top row of each reel, creating an "upper row bell"), and 8 medals will be paid out.

[0285] When "F_Middle Row Common Bell" is determined as an internal winning role rather than a push order role, regardless of the order of stop operations and the timing of the stop operations, a "bell" will be formed on the center line (i.e., a "bell" pattern will be displayed in a straight line in the middle row of each reel, creating a "middle row bell"), and 8 medals will be paid out.

[0286] In this embodiment, when it is determined as an internal winning role, regardless of the stop operation sequence and timing, a "bell" is formed on the bottom line (i.e., the "bell" pattern is displayed in a straight line on the bottom row of each reel, becoming a "lower row bell"), and 8 medals are paid out. For example, although there is no internal winning role for "F_lower row common bell", it is also possible to provide an internal winning role for this "F_lower row common bell" and configure it so that it wins with a predetermined probability in a game state other than the bonus state.

[0287] "F_Top Left Bell 1" and "F_Top Left Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "Batting Order 1" and "Batting Order 2", regardless of the timing of the stop operation, "Bell" will be formed on the top line (i.e., "Bell" symbols will be displayed in a straight line on the top row of each reel, resulting in "Top Bell"), and eight medals will be paid out. On the other hand, if the stop operation order is other than "Batting Order 1" and "Batting Order 2" and the timing of the stop operation is appropriate, one of the winning "Batting Order Roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, "RT1 Transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0288] "F_Upper Middle Bell 1" and "F_Upper Middle Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 3" and "batting order 4", regardless of the timing of the stop operation, "bell" will be formed on the top line (i.e., "bell" symbols will be displayed in a straight line on the top row of each reel, resulting in "upper bell"), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 3" and "batting order 4" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0289] "F_Top Right Left Bell 1" and "F_Top Right Left Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 5", then regardless of the timing of the stop operation, "bells" will be formed on the top line (i.e., "bell" symbols will be displayed in a straight line on the top row of each reel, resulting in "top row bells"), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 5" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, then "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0290] "F_Top Right Center Bell 1" and "F_Top Right Center Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 6", then regardless of the timing of the stop operation, "bells" will be formed on the top line (i.e., "bell" symbols will be displayed in a straight line on the top row of each reel, resulting in "top bells"), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 6" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, then "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0291] In this embodiment, as the push order minor feature that becomes the "upper bell" when the push order is correct, "F_upper left bell 1" and "F_upper left bell 2" are the correct answers for "batting order 1" and "batting order 2" (i.e., the first stop on the left), "F_upper middle bell 1" and "F_upper middle bell 2" are the correct answers for "batting order 3" and "batting order 4" (i.e., the first stop in the middle), "F_upper right left bell 1" and "F_upper right left bell 2" are the correct answers for "batting order 5", and "F_upper right middle bell 1" and "F_upper right middle bell 2" are the correct answers for "batting order 6". In other words, out of a maximum of six push orders (six choices), the correct push order is specified to be four (four choices), but this is an example of a push order that is correct in the push order minor feature, and the correct push order pattern (number of choices) is not limited to this.

[0292] For example, the correct push order may be specified to be six (six options), or three (three options). In the case of three (three options), the internal winning combination for the "upper bell" may be configured so that the correct push order is one of the first left stop ("batting order 1" and "batting order 2"), the first middle stop ("batting order 3" and "batting order 4"), and the first right stop ("batting order 5" and "batting order 6"). The same applies to the internal winning combinations for the "RT0 transition lip" to "RT2 transition lip" described above, the internal winning combination for the "middle bell" and the internal winning combination for the "lower bell" shown below. In other words, in the push order combination, the correct push order pattern (number of options) can be set as appropriate, and the pattern (number of options) is not limited to those described in Figures 23 and 24.

[0293] "F_Middle Left Bell 1" and "F_Middle Left Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "Batting Order 1" and "Batting Order 2", regardless of the timing of the stop operation, a "bell" will be formed on the center line (i.e., a "middle bell" in which the "bell" pattern is displayed in a straight line in the middle of each reel), and eight medals will be paid out. On the other hand, if the stop operation order is other than "Batting Order 1" and "Batting Order 2" and the timing of the stop operation is appropriate, one of the winning "Batting Order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0294] "F_Middle Middle Bell 1" and "F_Middle Middle Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 3" and "batting order 4", regardless of the timing of the stop operation, a "bell" will be formed on the center line (i.e., a "middle bell" in which the "bell" pattern is displayed in a straight line in the middle of each reel), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 3" and "batting order 4" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0295] "F_Middle Right Left Bell 1" and "F_Middle Right Left Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 5", regardless of the timing of the stop operation, a "bell" will be formed on the center line (i.e., a "middle bell" in which the "bell" pattern is displayed in a straight line in the middle of each reel), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 5" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0296] "F_Middle Right Center Bell 1" and "F_Middle Right Center Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 6", regardless of the timing of the stop operation, a "bell" will be formed on the center line (i.e., a "middle bell" in which the "bell" pattern is displayed in a straight line in the middle of each reel), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 6" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0297] "F_Bottom Middle Bell 1" and "F_Bottom Middle Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 3" and "batting order 4", regardless of the timing of the stop operation, "bell" will be formed on the bottom line (i.e., the "bell" pattern will be displayed in a straight line on the bottom row of each reel, becoming a "bottom bell"), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 3" and "batting order 4" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0298] "F_Bottom Right Left Bell 1" and "F_Bottom Right Left Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 5", regardless of the timing of the stop operation, "bell" will be formed on the bottom line (i.e., "bell" symbols will be displayed in a straight line on the bottom row of each reel, becoming "bottom row bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is other than "batting order 5" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and 1 medal will be paid out, and if the timing of the stop operation is not appropriate, "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0299] "F_Bottom Right Center Bell 1" and "F_Bottom Right Center Bell 2" are push order roles, and when they are determined as internal winning roles, if the stop operation order is "batting order 6", regardless of the timing of the stop operation, "bell" will be formed on the bottom line (i.e., "bell" symbols will be displayed in a straight line on the bottom row of each reel, resulting in a "bottom bell"), and eight medals will be paid out. On the other hand, if the stop operation order is other than "batting order 6" and the timing of the stop operation is appropriate, one of the winning "batting order roles" will be formed, and one medal will be paid out. If the timing of the stop operation is not appropriate, "RT1 transition" will be formed (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it will transition to RT1 state.

[0300] In this embodiment, when any one of "F_upper left bell 1" to "F_lower right center bell 2" is determined as the internal winning combination, and the stop operation is not performed in the correct pressing order, whether or not the timing of the stop operation is appropriate is determined, for example, based on the timing of the stop operation at the time of the third stop operation. Specifically, half of all the timings of the stop operation at the time of the third stop operation are determined as appropriate timings, and when the stop operation is performed at that timing, one of the winning "batting order combinations" is established, and when the stop operation is performed at the remaining half of the timings, the timing of the stop operation is determined to be inappropriate and "RT1 transition" is established.

[0301] Furthermore, in this embodiment, when any one of "F_upper left Bell 1" to "F_upper right center Bell 2" is determined as the internal winning combination and the state is between flags (RT5 state), regardless of the stop operation order and the timing of the stop operation, "Bell" is formed on the top line (i.e., "Bell" symbols are displayed in a straight line in the upper row of each reel to form "upper bells"), and 8 medals are paid out. Furthermore, when any one of "F_middle left Bell 1" to "F_middle right center Bell 2" is determined as the internal winning combination and the state is between flags (RT5 state), regardless of the stop operation order and the timing of the stop operation, "Bell" is formed on the center line (i.e., "Bell" symbols are displayed in a straight line in the middle row of each reel to form "middle bells"), and 8 medals are paid out. Furthermore, if any of "F_Bottom Middle Bell 1" to "F_Bottom Right Middle Bell 2" is determined as the internal winning role, and the state is between flags (RT5 state), regardless of the order of the stop operations and the timing of the stop operations, a "bell" will be formed on the bottom line (i.e., the "bell" pattern will be displayed in a straight line on the bottom row of each reel, creating a "bottom bell"), and 8 medals will be paid out.

[0302] In other words, when in the flag interval state (RT5 state), the push order minor role is no longer a push order role (the push order role is not important). However, this configuration is not necessarily required, and even when in the flag interval state (RT5 state), as described above, if the push order is correct, a symbol combination ("upper bell," "middle bell," or "lower bell") that will pay out eight medals will be displayed as a stop symbol. If the push order is not correct, a "batting order role" that will pay out one medal will be displayed as a stop symbol if the timing of the stop operation is appropriate, and if the timing of the stop operation is inappropriate, a miss may occur. In this case, since the game state does not transition to the RT1 state even if the "RT1 transition" is displayed, the "RT1 transition" may not be displayed.

[0303] Furthermore, in this embodiment, when a replay role or a small role overlaps with a bonus role and is determined as an internal winning role (including when the bonus role is carried over), stop control is performed to give priority to the replay role or small role over the bonus role, but stop control may also be performed to give priority to the bonus role over the replay role or small role.

[0304] Here, a brief description will be given of the reel stop control (method of determining the stop symbol position) in the pachislot 1 of this embodiment. In this embodiment, after a stop operation is detected by the stop switch, the reel stop control is performed so that the rotation of the corresponding reel stops within 190 msec. Specifically, one of the sliding symbol numbers "0" to "4" is added to the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected, and the symbol position corresponding to the obtained value is determined as the symbol position where the rotation of the reel will stop (hereinafter referred to as the "expected stop position"). Note that the symbol position corresponding to the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected is the symbol position where the rotation of the reel will start to stop (hereinafter referred to as the "stop start position").

[0305] That is, the number of sliding symbols is the amount of rotation of the reel from when the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. In other words, it is the number of symbols that pass through the middle area of ​​the corresponding reel in the reel display window 4 during the period from when the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. This is determined by the value of the symbol counter that is updated after the stop operation is detected by the stop switch.

[0306] By referencing a stop table (not shown), the number of sliding pieces is obtained according to the stop start position of each reel. In this embodiment, the number of sliding pieces is obtained based on the stop table, but this is provisional, and the obtained number of sliding pieces does not immediately determine the expected stop position of the reel. In this embodiment, if there is a more appropriate number of sliding pieces than the number of sliding pieces obtained based on the stop table (hereinafter referred to as "number of sliding pieces determination data"), the number of sliding pieces is changed by referencing a pull-in priority table (not shown). The number of sliding pieces determination data is then referenced to determine the search order when comparing priorities for each pattern from the stop start position to the pattern position four positions ahead, which is the maximum number of sliding pieces.

[0307] In the reel stop control of this embodiment, the number of sliding pieces is first obtained based on a stop table (not shown). However, if a more appropriate number of sliding pieces exists based on priority, the number is changed to that more appropriate number. In other words, in this embodiment, regardless of the number of sliding pieces obtained from the stop table, the more appropriate number of sliding pieces is determined based on the priority of the symbol combinations that are allowed to be stopped by the internal winning combination.

[0308] <Configuration of storage area provided in main RAM> Next, the configuration of various storage areas provided in the main RAM 103 will be described with reference to FIGS.

[0309] [Hit request flag storage area and winning activation flag storage area] First, the configuration of the winning request flag storage area (internal winning combination storage area) and the winning activation flag storage area (display combination storage area) will be described with reference to Fig. 25. In this embodiment, the winning request flag storage area (flag data storage area, winning flag data storage area) and the winning activation flag storage area (winning flag data storage area) have the same configuration.

[0310] In this embodiment, the win request flag storage area is made up of win request storage areas 1 to 9, each represented by 1 byte of data, and the win activation flag storage area is made up of win activation storage areas 1 to 9, each represented by 1 byte of data. Note that the data stored in each storage area of ​​the win request flag storage area and the win activation flag storage area is only the 1 byte data in the "Data" column in Fig. 25, but for ease of explanation, Fig. 25 also lists the "combination" (in the figure, the symbols on the left reel 3L, the center reel 3C, and the right reel 3R are listed in this order) indicating the symbol combination of each reel, which is associated with the bit of each storage area, and its contents (see Figs. 19 to 22).

[0311] In each of the winning request flag storage areas 1 to 9, when "1" is stored in a predetermined bit, it indicates that the internal winning combination corresponding to the predetermined bit has been internally won. Also, in each of the winning activation storage areas 1 to 9, when "1" is stored in a predetermined bit, it indicates that the display combination (winning activation flag) corresponding to the predetermined bit has been won. In other words, when "1" is stored in a predetermined bit, it indicates that various symbol combinations of the internal winning combination corresponding to the predetermined bit have been displayed on the activated line.

[0312] In addition, the hit request flag storage area and the winning activation flag storage area include areas in which a combination of multiple symbols is assigned to one bit (flag) in each storage area, but as mentioned above, it is also possible to assign one combination of symbols to one bit (flag) in each storage area.

[0313] [Carryover role storage area] Next, the configuration of the carryover combination storage area will be described with reference to Fig. 26. In this embodiment, the carryover combination storage area is configured as a 1-byte data storage area.

[0314] When the internal winning role "F_BB1", "F_BB2", "F_BB3" or "F_BB4" is determined as a result of the internal lottery, the internal winning role (BB role) is stored in the carryover role storage area as a carryover role. The carryover role stored in the carryover role storage area is kept without being cleared until the corresponding symbol combination is displayed on the active line. Also, while the carryover role is stored in the carryover role storage area, in addition to the internal winning role determined by the internal lottery, the carryover role is stored in the win request storage area.

[0315] [Game status flag storage area] Next, the configuration of the game status flag storage area will be described with reference to Figure 27. The game status flag storage area is configured as a 2-byte data storage area. In this embodiment, as shown in Figure 27, a unique bonus type or RT type is assigned to each bit of the game status flag storage area.

[0316] In the game status flag storage area, when a "1" is stored in a predetermined bit, it indicates that the bonus status or RT status corresponding to that predetermined bit is operating. For example, when a "1" is stored in bit 0 of game status flag storage area 1, it indicates that the game status is in BB1 status. Also, for example, when a "1" is stored in bit 0 of game status flag storage area 2, it indicates that the game status is in RT3 status.

[0317] [Operation stop button storage area] Next, the configuration of the operation stop button storage area will be described with reference to Fig. 28. The operation stop button storage area is configured as a 1-byte data storage area and stores an operation stop button flag consisting of 1 byte. In the operation stop button flag, each bit is assigned to the operation state of the stop button.

[0318] For example, if the left stop button 17L is the stop button that has been pressed this time, i.e., the activated stop button, then "1" is stored in bit 0 of the activated stop button storage area. Also, for example, if the left stop button 17L is a stop button that has not yet been pressed, i.e., a valid stop button, then "1" is stored in bit 4. The main CPU 101 distinguishes between the stop button that has been pressed this time and a stop button that has not yet been pressed, based on the data stored in the activated stop button storage area.

[0319] [Press order storage area] Next, the configuration of the pressing order storage area will be described with reference to Fig. 29. The pressing order storage area is configured as a 1-byte data storage area, and stores a pressing order flag consisting of 1 byte.

[0320] In the pressing order flag, each bit is assigned a type of pressing order of the stop buttons. For example, if the pressing order of the stop buttons is "left, center, right", "1" is stored in bit 0 of the pressing order storage area.

[0321] [Pattern code storage area] Next, the configuration of the symbol code storage area will be described with reference to Fig. 30. In this embodiment, the symbol code storage area is composed of symbol code storage areas 1 to 9, each represented by 1-byte data. The symbol code storage area has the same configuration as the winning request flag storage area and the winning activation flag storage area (see Fig. 25).

[0322] In the symbol code storage area, a "1" is stored in the bit corresponding to the symbol combination that can be stopped on the active line. After all the reels have stopped, the symbol code storage areas 1 to 9 store the symbol code corresponding to the displayed role (winning activation flag).

[0323] [Relationship between internal winning combinations, lottery numbers, and winning combination numbers] In the various game states related to the above-mentioned gameplay, the various lotteries performed by the main control circuit 90 refer to various data tables, and in this embodiment, the parameters used at this time are not only the internal winning combinations, but also parameters with different names corresponding to the internal winning combinations (hereinafter referred to as "lottery numbers"). The lottery numbers are information for grouping internal winning combinations that play similar roles (whether they are lottery target combinations, winning probability, etc.) in the various lotteries related to gameplay performed by the main control circuit 90 and assigning the same lottery number to the groups, thereby making it possible to identify the groups. As a result, in this embodiment, there is no need to prepare various data tables for each internal winning role (for example, for each of "No. 0" to "No. 98" shown in Figures 16 and 17), and it is sufficient to prepare various data tables for each lottery number, so the amount of data can be compressed and pressure on the capacity of the gaming ROM area can be avoided.

[0324] Furthermore, in this embodiment, for the internal winning combination, parameters with different names (hereinafter referred to as "winning combination numbers") are also used to allow the sub-control circuit 200 to identify the internal winning combination in the current unit game. The winning combination number is information for grouping at least some of the internal winning combinations among the internal winning combinations and assigning the same winning combination number depending on the gaming status (more specifically, whether it is a non-advantageous zone, a normal advantageous zone, or an advantageous zone), thereby making it possible to recognize the group. As a result, in this embodiment, it is not necessary to transmit unique information for identifying each internal winning combination (for example, for each of "No. 0" to "No. 98" shown in Figures 16 and 17) to the sub-control circuit 200, so the amount of data can be compressed, the control load can be reduced, and appropriate information can be transmitted depending on the gaming status.

[0325] Here, the correspondence relationship between the internal winning combination, the lottery number, and the winning combination number will be described with reference to Figures 31 and 32. Figures 31 and 32 are diagrams showing an example of the basic correspondence relationship between the internal winning combination, the lottery number, and the winning combination number.

[0326] As shown in Fig. 31, for internal winning combinations (internal winning combinations indicated by "No. 1" to "No. 38" shown in Fig. 16 and Fig. 17) in which a bonus combination and a replay combination or a small combination are simultaneously won (including a bonus combination), the lottery number "13" is assigned, except for "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2", which have different winning probabilities between each setting value. Also, "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2" are assigned the lottery number "0".

[0327] In this embodiment, the lottery numbers are not different between the non-advantageous zone ("normal" in Figures 31 and 32; the same applies below) and the normal advantageous zone and advantageous zone ("advantageous" in Figures 31 and 32; the same applies below). However, if different lotteries or processes are performed in the "normal" and "advantageous" zones, different lottery numbers can be assigned to the "normal" and "advantageous" zones. For example, in the non-advantageous zone, if "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2" are drawn, an ART lottery is not conducted, and a transition to the normal advantageous zone is not determined. However, in the normal advantageous zone and advantageous zone, even if "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2" are drawn, the same lottery as for the internal winning combinations including other bonus combinations is conducted. Therefore, the lottery numbers may be assigned as described above in the "normal" zone, and the common lottery number "13" may be assigned in the "advantageous" zone.

[0328] 31, for an internal winning combination including a bonus combination, a winning combination number from "28" to "41" is assigned according to the type of the bonus combination and the type of replay combination or small combination that is won at the same time. This makes it possible for the sub-control circuit 200 to execute different effects according to the type of the bonus combination that has been won and the type of replay combination or small combination that has been won.

[0329] Also, as shown in Figure 32, the internal winning combinations of replays or small winning combinations (internal winning combinations indicated by "No. 39" to "No. 98" shown in Figures 16 and 17, and internal winning combinations indicated by "No. 1" to "No. 7" shown in Figure 18) are each assigned a lottery number from "0" to "12."

[0330] Here, for example, the same lottery number "1" is assigned to "F_RT0 Replay 1" to "F_RT0 Replay 6" and "F_RT2 Replay 1" to "F_RT2 Replay 3" that win in the RT0 state and RT2 state, which are gaming states in which the probability of a replay role being determined as an internal winning role is high. Also, for example, in an RT state other than the RT5 state, there is a possibility of transitioning to the RT3 state, and the same lottery number "6" is assigned to "F_Chance Eye A1" to "F_Chance Eye B4," which will transition from a non-advantageous zone to a normal advantageous zone.

[0331] For example, the same lottery number "10" is assigned to "F_upper common bell" and "F_upper left bell 1" to "F_upper right middle bell 2," which have the potential to display the same "upper bell," the same lottery number "11" is assigned to "F_middle common bell" and "F_middle left bell 1" to "F_middle right middle bell 2," which have the potential to display the same "middle bell," and the same lottery number "12" is assigned to "F_lower middle bell 1" to "F_lower right middle bell 2," which have the potential to display the same "lower bell."

[0332] Also, as shown in Figure 32, for the internal winning roles of replays or small wins (internal winning roles indicated by "No. 39" to "No. 98" shown in Figures 16 and 17, and internal winning roles indicated by "No. 1" to "No. 7" shown in Figure 18), a winning role number of "0" to "27" is assigned in "normal" or "advantageous" mode.

[0333] Here, if we look at the winning role numbers assigned to "F_top left bell 1" to "F_bottom right middle bell 2", in "normal" mode, the same winning role number "22" is assigned to each, whereas in "advantageous" mode, the winning role number "23" is assigned to "F_top left bell 1" to "F_top right middle bell 2", the winning role number "24" is assigned to "F_middle left bell 1" to "F_middle right middle bell 2", and the winning role number "25" is assigned to "F_bottom middle bell 1" to "F_bottom right middle bell 2".

[0334] That is, in this embodiment, when these internal winning combinations are won in the line battle state of the advantageous zone (see FIG. 35 described later), the number of medals paid out is the same in all cases where "bell" symbols are lined up in the middle row of each reel (when "middle bell" is formed), where "bell" symbols are lined up in the upper row of each reel (when "upper bell" is formed), and where "bell" symbols are lined up in the lower row of each reel (when "lower bell" is formed), but the continuation degree of the line battle state may vary, so as described above, In the advantageous zone and advantageous zone, by assigning different winning numbers to "F_upper left bell 1" to "F_upper right middle bell 2", "F_middle left bell 1" to "F_middle right middle bell 2", and "F_lower middle bell 1" to "F_lower right middle bell 2", the sub-control circuit 200 can recognize on which activated line the "bell" symbols are likely to line up before the symbols are stopped (before the stop operation), and in the line battle state, it is possible to perform effects with different degrees of expectation based on the reception of this winning combination number. Note that an example of the effects in the line battle state will be described later using Figures 37 to 41 described later.

[0335] From a similar perspective, for example, the same winning role number may be assigned to "F_upper row lip", "F_middle row lip 1" to "F_middle row lip 3" and "F_lower row lip" in "normal" mode, and different winning role numbers may be assigned in "advantageous" mode.

[0336] Furthermore, in this embodiment, the main control circuit 90 sets the lottery role number as information relating to the internal lottery role in the communication parameters of the start command, which is then transmitted from the main control circuit 90 to the sub-control circuit 200, and information equivalent to the navigation data (see Figure 45 described below) is set in the communication parameters of the start command (or may be another command) which is then transmitted from the main control circuit 90 to the sub-control circuit 200, but the manner in which the sub-control circuit 200 transmits information that can recognize the internal lottery role or navigation data is not limited to this.

[0337] For example, for "F_RT0 Replay 1" to "F_RT0 Replay 6", the same winning role number may be assigned in the non-advantageous zone and the normal advantageous zone, and different winning role numbers may be assigned in the advantageous zone. Also, for "F_RT1 Replay 1" to "F_RT1 Replay 6", the same winning role number may be assigned in the non-advantageous zone and the normal advantageous zone, and different winning role numbers may be assigned in the advantageous zone. Also, for "F_RT2 Replay 1" to "F_RT2 Replay 3", the same winning role number may be assigned in the non-advantageous zone and the normal advantageous zone, and different winning role numbers may be assigned in the advantageous zone. In other words, for push order replays, in each game state (advantageous zone) where information on stop operations advantageous to the player can be notified, the internal winning role may transmit the winning role number as identifiable information, and in each game state (non-advantageous zone and normal advantageous zone) where information on stop operations advantageous to the player cannot be notified, the internal winning role may transmit the winning role number as unidentifiable information.

[0338] The same applies to the push order minor combination. In this case, the same winning combination number is assigned in the non-advantageous zone, and different winning combination numbers are assigned in the normal advantageous zone and the advantageous zone. Regarding the assignment of winning combination numbers in the normal advantageous zone and the advantageous zone, for example, the winning combination numbers may be further subdivided and assigned so that both the pay line on which the "bell" symbol is likely to appear and the type of stop operation that is advantageous to the player can be specified.

[0339] In this way, for example, in each game state in which information on stop operations advantageous to the player can be notified for push order minor roles and push order replays, the internal winning role transmits the winning role number as identifiable information, and in each game state in which information on stop operations advantageous to the player cannot be notified, the internal winning role transmits the winning role number as unidentifiable information, which may eliminate the need to transmit information equivalent to the navigation data (see Figure 45 described below) to the sub-control circuit 200. In this case, it is possible to omit the process of transmitting information equivalent to the navigation data (see Figure 45 described below) to the sub-control circuit 200, thereby reducing the control burden.

[0340] 32, as an example of the correspondence relationship between the internal winning combination, the lottery number, and the winning combination number, whether or not a bonus combination has been won (carried over) is not taken into consideration, but the correspondence relationship between the internal winning combination, the lottery number, and the winning combination number may be changed depending on whether or not the bonus combination has been carried over. For example, in the flag interval state, since various lotteries related to gameplay are basically not performed, in the flag interval state, all lottery numbers may be assigned to "0".

[0341] <Gameability during non-advantageous periods (normal conditions)> Next, the flow of the game in the non-advantageous section (normal state) will be explained with reference to Figure 33. In addition, Figure 33 shows an overview of the game state to which the player transitions when the player wins each internal winning combination shown in the figure in the normal state.

[0342] (When a weak rare role is won) When a weak rare combination ("F_weak rare combination A" and "F_weak rare combination B") is won in a non-advantageous zone and a bonus non-winning state, the main CPU 101 shifts the game state to a high probability 1 state (normal advantageous zone) and sets "9" games in the game period of the normal advantageous zone. As a result, the state is controlled to be in the high probability 1 state from the next game for at least 9 games from the next game.

[0343] (Chance lottery draw) When the game is in a non-advantageous zone and in a bonus non-winning state, if a chance eye ("F_chance eye A1" to "F_chance eye A4" and "F_chance eye B1" to "F_chance eye B4") is won, the main CPU 101 shifts the game state to a high probability 2 state (normal advantageous zone) and sets "9" games in the game period of the normal advantageous zone. As a result, the game is controlled to the high probability 2 state for at least 9 games from the next game.

[0344] At this time, as a result of the player's stop operation, there are cases where "RT3 transition" is displayed and the RT state transitions to the RT3 state, and cases where "RT3 transition" is not displayed and the RT state does not transition to the RT3 state (i.e., an RT state other than the RT3 state continues). In either case, the transition to the high probability 2 state occurs, but it is more advantageous for the player if the RT state is the RT3 state. This point will be explained in detail later.

[0345] In addition, a chance eye is an internal winning role that can be won in conjunction with a bonus role, but if it is won in conjunction with a bonus role, the processing related to that bonus role (see "When a bonus role is won" below) takes priority, so no control is performed to transition to the high probability 2 state.

[0346] (When 1 watermelon is won) When the player is in a non-advantageous zone and in a bonus non-winning state, if the player wins watermelon 1 ("F_watermelon 1"), the main CPU 101 performs an ART lottery. Specifically, for example, with a probability of 8 / 256, it determines that the player will transition to the ending 1 state of the advantageous zone via the main premonition state of the normal advantageous zone (i.e., determines that the player will win the ART lottery), and with a probability of 248 / 256, it determines that the player will transition to the high probability 3 state of the normal advantageous zone, but will not transition to the advantageous zone (i.e., determines that the player will not win the ART lottery). In this case, it may also be possible to determine that the player will transition to the line battle state of the advantageous zone via the main premonition state of the normal advantageous zone with a predetermined probability.

[0347] In both cases where an ART win is determined and where an ART non-win is determined, the main CPU 101 performs a lottery to determine the play period (premonition period) of the normal advantageous zone to which the player will transition based on the watermelon 1 win. Specifically, for example, one of the premonition periods "9" to "16" games is determined by lottery. In this case, for example, when a premonition period of "9" games is determined, the play period of the normal advantageous zone is set to "9" games, and when a premonition period of "16" games is determined, the play period of the normal advantageous zone is set to "16" games. In this case, the number of games may be determined with different probabilities depending on whether the transition destination is the actual premonition state or the high probability 3 state. For example, the lottery probability can be set so that a relatively longer premonition period is more likely to be determined when transitioning to the actual premonition state than when transitioning to the high probability 3 state.

[0348] In this way, if you win watermelon 1, if the ART lottery is determined, you will be controlled to the normal premonition state in the normal advantageous zone for at least the number of games determined by the premonition period lottery from the next game, and after the end of the premonition state, you will be controlled to the ending preparation state of the advantageous zone (see Figure 34 described below). Also, if the ART non-winning lottery is determined, you will be controlled to the high probability 3 state in the normal advantageous zone for at least the number of games determined by the premonition period lottery from the next game.

[0349] (When a bonus role is won) When a bonus role ("F_BB1," "F_BB2," "F_BB3," and "F_BB4") is won in a non-advantageous zone and in a bonus non-winning state, the main CPU 101 will conduct an ART lottery. Note that if "F_BB3 + F_Watermelon 2" or "F_BB4 + F_Watermelon 2," which have different winning probabilities between the respective set values, are determined as the internal winning role, the ART lottery will not be conducted. In other words, when "F_BB3 + F_Watermelon 2" or "F_BB4 + F_Watermelon 2" is determined as the internal winning role, the game will enter a flag-interval state of the non-advantageous zone (normal state) without transitioning to each game state of the normal advantageous zone, and then enter a bonus state of the non-advantageous zone (normal state). When the bonus state ends, the game will return to the bonus non-winning state of the non-advantageous zone (normal state).

[0350] Specifically, in the ART lottery when a bonus role is won, for example, with a probability of 64 / 256, it is determined that after the bonus state ends, the game will transition to the line battle state of the advantageous zone via the line battle preparation state of the advantageous zone (i.e., the ART lottery is decided), and with a probability of 192 / 256, it is determined that the game will transition to the high probability 4 state of the normal advantageous zone, but will not transition to the advantageous zone (i.e., the ART non-winning lottery is decided).In this case, it may also be possible to determine, with a predetermined probability, that after the bonus state ends, the game will transition to the ending 1 state of the advantageous zone via the ending preparation state of the advantageous zone.

[0351] In both cases where an ART win is determined and where an ART non-win is determined, the main CPU 101 first transitions the game state to a high probability 4 state (normal advantageous zone). As a result, the game will be controlled to a high probability 4 state from the next game. The period during which the high probability 4 state continues in the flag interval state may be until the flag interval state transitions to a bonus state (until a carried-over bonus role is realized), or may be for "9" games after the high probability 4 state is reached (i.e., similar to the high probability 1 state or the high probability 2 state). In addition, when an ART win is determined, the flag interval state may be transitioned to the present premonition state (normal advantageous zone) instead of the high probability 4 state. Furthermore, since various lotteries for the high probability 4 state are not actually conducted in the flag interval state, this flag interval state may be defined as a normal advantageous zone, but as a state different from the high probability 1 to high probability 4 states and this precursor state (for example, a "flag interval normal advantageous state"), and when a bonus role is drawn, the state may be transitioned to this flag interval normal advantageous state (normal advantageous zone).

[0352] Then, after the bonus state is entered, when the bonus state ends, if the ART win has been determined, the main CPU 101 transitions to the line battle preparation state of the advantageous zone, and if the ART non-win has been determined, continues the high probability 4 state of the normal advantageous zone and sets "32" games to the play period of the normal advantageous zone. As a result, the high probability 4 state is controlled for at least 32 games after the bonus ends.

[0353] <Gameability during the normal advantageous zone> Next, the flow of the game in the normal advantageous zone will be explained with reference to Figure 34. Note that Figure 34 shows an overview of the flow of the game in the normal advantageous zone. In this embodiment, as described above, in the normal state of the non-advantageous zone, there are a high probability 1 state to which the game is shifted based on winning a weak rare role, a high probability 2 state to which the game is shifted based on winning a chance role, a high probability 3 state to which the game is shifted based on winning a watermelon 1, a high probability 4 state to which the game is shifted based on winning a bonus role, and a premonition state in which the game is determined to shift to the advantageous zone (ART).

[0354] First, the main CPU 101 performs an ART transition possible state lottery for each unit game, except when it is in a flag state (RT5 state) or a bonus state, and when it is in a bonus non-winning state and in the present premonition state (i.e., when it has already been determined that it will transition to the advantageous zone). In this ART transition possible state lottery, it is determined whether it is a state in which it is determined that it will transition to the advantageous zone when a bonus role is won in the normal advantageous zone (ART transition possible state). In this ART transition possible state lottery, if it is determined that it will be an ART transition possible state (if it has won the ART transition possible state lottery), if a bonus role is won, it is determined that it will transition to the advantageous zone after the bonus state based on that bonus role ends, and if it is not determined that it will be an ART transition possible state (if it has not won the ART transition possible state lottery), if a bonus role is won, it is determined that it will not transition to the advantageous zone after the bonus state based on that bonus role ends, and the normal advantageous zone (more specifically, the high probability 4 state) will continue.

[0355] Specifically, in the ART transition possible state lottery, for example, in the high probability 1 state and the high probability 2 state, the ART transition possible state is set with a probability of 64 / 256 (the ART transition possible state is selected), and the ART transition possible state is not set with a probability of 192 / 256 (the ART transition possible state is not selected). Also, for example, in the high probability 3 state and the high probability 4 state, the ART transition possible state is set with a probability of 128 / 256 (the ART transition possible state is selected), and the ART transition possible state is not set with a probability of 128 / 256 (the ART transition possible state is not selected). Note that the winning probability of the ART transition possible state is not limited to the above and can be set appropriately. For example, it can be set so that the winning probability increases in the order of high probability 1 state, high probability 2 state, high probability 3 state, and high probability 4 state, or it can simply be set so that the winning probability is different for each game state.

[0356] In addition, the ART transition possible state lottery is conducted for each unit game, but once the ART transition possible state is set in the normal advantageous zone, the ART transition possible state can be maintained until the end of the normal advantageous zone. In this case, once the ART transition possible state is set, there is no need to conduct the ART transition possible state lottery until the end of the normal advantageous zone. On the other hand, when it is conducted for each unit game, at the start of the unit game, before determining whether or not a bonus role has been won, first, a lottery is conducted to determine whether or not the unit game will be in the ART transition possible state, and then it is determined whether or not a bonus role has been won in the unit game.

[0357] In addition, in the non-advantageous zone, if "F_BB3+F_Watermelon2" or "F_BB4+F_Watermelon2", which have different winning probabilities between each setting value, are determined as the internal winning role, it is not decided whether to move to the advantageous zone or not.However, in the normal advantageous zone, even if "F_BB3+F_Watermelon2" or "F_BB4+F_Watermelon2" are determined as the internal winning role, if the ART transition is possible, it is decided that the player will move to the advantageous zone after the bonus state based on the bonus role ends.

[0358] Next, the main CPU 101 performs a process for controlling transitions between states. In this process, the main CPU 101 controls the transition of each game state within the normal advantageous zone based on the internal winning combination, and also performs processes such as resetting the game period of the normal advantageous zone according to predetermined conditions. The content of this process for controlling transitions between states will be described in detail below.

[0359] (Chance lottery draw) When the game is in the normal advantageous zone and the bonus is not won, if a chance eye ("F_chance eye A1" to "F_chance eye A4" and "F_chance eye B1" to "F_chance eye B4") is won, the main CPU 101 sets the high probability 2 state and resets the "9" game to the play period of the normal advantageous zone if the current state is the high probability 1 state or the high probability 2 state and the RT state is not the RT3 state. For example, if the chance eye is won after five plays in the high probability 1 state (9 games), resetting the "9" game means that the play period of the normal advantageous zone is essentially extended by five games.

[0360] Also, if the current state is a high probability 3 state and the RT state is not an RT3 state, the "9" game is reset to the play period of the normal advantageous zone. Also, if the current state is a high probability 4 state and the RT state is not an RT3 state, and the number of games remaining in the play period of the current normal advantageous zone is 8 games or less, the "9" game is reset to the play period of the normal advantageous zone. In other words, the play period of the normal advantageous zone is appropriately extended based on the winning of the chance eye.

[0361] In the above, when the RT state is in the RT3 state, the game period of the normal advantageous zone is not reset even if a player wins on a chance roll. This is because the RT3 state is a game state in which the probability of winning a replay role that is advantageous to the player is set, but it is a game state that basically lasts for only 8 games. Also, as will be described later, in the RT3 state of the normal advantageous zone, the push order notification for the push order minor roles is carried out without any restrictions, just like in the flag interval state (RT5 state). Therefore, the end of the normal advantageous zone and the end of the RT3 state are linked, so as not to damage the player's expectations for winning a bonus role even in the RT3 state.

[0362] However, when in the RT3 state of the normal advantageous zone, the play period of the normal advantageous zone is set so that the end of the normal advantageous zone is always one game later than the end of the RT3 state. In other words, the play period of the normal advantageous zone is set to a period at least longer than the play period (8 games) of the RT3 state. In this embodiment, the status indicator starts to light up when the normal advantageous zone starts, and if there is a transition from the normal advantageous zone to an advantageous zone, the light continues to light up, but if there is no transition to an advantageous zone during the normal advantageous zone, the light stops when the normal advantageous zone ends.

[0363] Therefore, for example, when a similar anticipation effect (an effect that makes a player hope for a bonus win or an ART win) is performed in the RT3 state of the normal advantageous zone or the RT5 state of the normal advantageous zone, if the normal advantageous zone and the RT3 state are set to end in the same game, the status indicator may stop lighting while the anticipation effect is being performed. In this case, the player will realize that they have not won before the anticipation effect finally notifies them of their win or loss. Therefore, in this embodiment, for example, in the RT3 state of the normal advantageous zone and the RT5 state of the normal advantageous zone, the same anticipation effect is performed over eight games, and the final win or loss is notified in the eighth game through this anticipation effect. However, by continuing the normal advantageous zone for one more game, the win or loss cannot be recognized depending on the lighting state of the status indicator, making it possible to maintain the player's interest.

[0364] Furthermore, even if the RT3 state ends in the normal advantageous zone, the remaining period (for example, one game) is still the normal advantageous zone, so depending on the type of internal winning combination, the normal advantageous zone may be extended. Therefore, for example, even if it is announced that the bonus combination has not been won in the anticipation effect, the player will continue playing in the hope of extending the normal advantageous zone. In this sense, it is possible to maintain the player's interest.

[0365] The anticipation effect that can be executed may be, for example, a continuous effect using images displayed on the display device 11, or a continuous effect performed by other effect devices (for example, the speaker group 84 or the LED group 85). Furthermore, it does not necessarily have to be a continuous effect, and any effect may be used as long as it is performed to heighten the player's sense of anticipation. For example, the result of a predetermined number of games (for example, the eighth game) in the RT3 state of the normal advantageous zone or the RT5 state of the normal advantageous zone may be notified. In this case, the number of games that constitute the predetermined number of games may be determined arbitrarily or by lottery, provided that the number does not exceed eight games.

[0366] Furthermore, regardless of the RT state, the anticipation effect described above may be performed in the main precursor state of the normal advantageous zone. In this case, the period during which the anticipation effect can be performed may be the same as the RT3 state or RT5 state of the normal advantageous zone, or may be performed for a longer period.

[0367] Furthermore, if the current state is the present sign state and the RT state transitions to the RT3 state (i.e., "RT3 transition" is displayed), the "8" game is reset to the play period of the normal advantageous zone. In this case, since the transition to the advantageous zone occurs when the normal advantageous zone ends, by completely linking the end of the RT3 state with the end of the normal advantageous zone, the transition to the advantageous zone that is more advantageous to the player (without leaving the normal advantageous zone) is prioritized. Also, in this case, if the above-mentioned anticipation effect has already been performed, the anticipation effect may be continued until its end, or a new anticipation effect may be performed again for 8 games. Furthermore, the anticipation effect may be extended based on the transition from the RT state to the RT3 state.

[0368] (When 1 watermelon is won) When in the normal advantageous zone and in a state where a bonus is not won, if Watermelon 1 ("F_Watermelon 1") is won, the main CPU 101 will conduct an ART lottery in the same way as in the non-advantageous zone, unless it is in this premonition state (i.e., if the ART win has not yet been determined).

[0369] Then, if the current state is any one of the high probability 1 to high probability 3 states, the RT state is the RT3 state, and the ART has not been won, the main CPU 101 sets the high probability 3 state, but does not reset the game period of the normal advantageous zone. Also, if the current state is any one of the high probability 1 to high probability 4 states, the RT state is the RT3 state, and the ART has been won, the main CPU 101 sets this premonition state, and resets the number of games equal to the number of games remaining in the RT3 state to the game period of the normal advantageous zone.

[0370] Also, if the current state is high probability 1 or high probability 2, the RT state is not RT3, and the ART is not won, the high probability 3 state is set, and the above-mentioned premonition period lottery is again performed to determine the play period of the reset normal advantageous zone. Also, if the current state is any of high probability 1 to high probability 4, the RT state is not RT3, and the ART is won, this premonition state is set, and if it is high probability 1, high probability 2, or high probability 4, the above-mentioned premonition period lottery is again performed to determine the play period of the reset normal advantageous zone. Note that if it is high probability 3, the play period of the normal advantageous zone is not reset.

[0371] (When a bonus role is won) When the bonus role ("F_BB1", "F_BB2", "F_BB3" and "F_BB4") is won in the normal advantageous zone and in the bonus non-winning state, if the current normal advantageous zone is not in an ART transition possible state, the main CPU 101 sets a high probability 4 state and resets "32" games to the play period of the normal advantageous zone in the high probability 4 state after the bonus state ends. Also, if the current normal advantageous zone is in an ART transition possible state, it sets this premonition state and resets "0" games to the play period of the normal advantageous zone in this premonition state after the bonus state ends (i.e., immediately after the bonus state ends, it transitions to the line battle preparation state of the advantageous zone).

[0372] When the player is in the normal advantageous zone, in the bonus non-winning state, or in the flag interval state, and wins the push order minor role, the main CPU 101 notifies the player of the push order minor role. Specifically, the instruction monitor displays a numerical value corresponding to the navigation data, and transmits a command containing information equivalent to the navigation data so that the sub-control circuit 200 can notify the player of the push order.

[0373] Here, in this embodiment, if the RT state is the RT3 state or the RT5 state, the push order notification is made every time a push order minor feature is won until the normal advantageous period ends, while if the RT state is other than the RT3 state or the RT5 state, the push order notification for the push order minor feature is made only once during the normal advantageous period. Note that the upper limit number of push order notifications when the RT state is other than the RT3 state or the RT5 state is not limited to one time, but can be set as appropriate. For example, it may be set to "twice" or "three times."

[0374] In addition, in this embodiment, when the RT state is in the RT3 state, a push order notification is made each time a push order minor feature is won until the normal advantageous period ends. However, for example, after the RT state becomes the RT3 state and eight games are played, the RT3 state ends, but the normal advantageous period may continue. In this case, once the RT3 state is entered, the push order notification for the push order minor feature may continue until the normal advantageous period ends, even after the RT3 state ends. Alternatively, the push order notification for the push order minor feature may also end in conjunction with the end of the RT3 state, and only the normal advantageous period may continue. In other words, the push order notification may be made only during the period when the RT state is in the RT3 state.

[0375] Also, for example, when the RT state is not in the RT3 state, it may transition to the normal advantageous zone, and the RT state may become the RT3 state in the normal advantageous zone. In this case, if a push order notification has already been made once, the upper limit number of times may be valid in the subsequent RT3 state so that no push order notification is made, or the upper limit number of times may be invalidated in the subsequent RT3 state so that a push order notification is made. Also, in this case, if no push order notification has been made even once, the upper limit number of times may be valid in the subsequent RT3 state so that a push order notification is made only once, or the upper limit number of times may be invalidated in the subsequent RT3 state so that a push order notification is made. The same applies when the RT state transitions to the normal advantageous zone when it is not in the RT5 state, and the RT state becomes the RT5 state in the normal advantageous zone.

[0376] If the upper limit of the number of push order notifications when the RT state is other than the RT3 state or the RT5 state is one, if the push order notification is made two or more times in the normal advantageous zone, it is confirmed that the RT state is the RT3 state or the RT5 state. In this embodiment, since the chance symbol can overlap with the bonus symbol and be won, for example, if a chance symbol is won in a non-advantageous zone and the RT3 transition symbol is not displayed and the zone transitions to the normal advantageous zone, when the first push order notification is made, it is difficult to know whether or not the bonus symbol has been won (i.e., whether or not the zone is the RT5 state, which is the inter-flag state). When the second push order notification is made, it is confirmed that the state is not the RT3 state, and as a result, it is possible to know that the bonus symbol has been won.

[0377] On the other hand, for example, if the RT3 transition is displayed and the player has moved to the normal advantageous zone, it is difficult to determine whether or not a bonus role has been won based on the number of push order notifications (i.e., whether or not the player is in the RT5 state, which is the inter-flag state), but it is possible to determine whether or not a bonus role has been won based on, for example, the final presentation content of the anticipation presentation described above.

[0378] In other words, the RT3 state is a gaming state in which the probability of winning a replay role is high, and the RT state does not change even if, for example, the RT1 transition or RT1 transition replay is displayed, and in the normal advantageous zone, the push order notification for the push order minor role is made an unlimited number of times, so it is possible to play more advantageously in the normal advantageous zone than when playing in the normal advantageous zone in other RT states, but on the other hand, in the normal advantageous zone, it is a gaming state in which it is difficult to know whether or not you have won a bonus role.

[0379] In this embodiment, if a bonus role is won during a favorable zone and a bonus state based on the bonus role is activated, information about stop operations (push order) advantageous to the player is notified during the bonus state. On the other hand, if a bonus role is won during a non-favorable zone or a normal favorable zone and a bonus state based on the bonus role is activated, information about stop operations (push order) advantageous to the player is not notified during the bonus state. This is also true when a bonus role is won during a normal favorable zone when an ART transition is possible. In this case, after the bonus state ends, the game transitions to a favorable zone, but information about stop operations (push order) advantageous to the player is not notified during the bonus state. The specific details of the push order notification will be explained later using Figure 45, which will be described later.

[0380] Also, in this embodiment, as described in FIG. 24, if a push order minor role is won in the flag interval state, unlike the bonus non-winning state, regardless of the stop operation order, an "upper bell," "middle bell," or "lower bell" is formed, and eight medals are paid out. Even under this premise, during the flag interval state (RT5 state) in the normal advantageous zone, the push order notification is the same as in the bonus non-winning state until the normal advantageous zone ends. In other words, in the RT5 state of the normal advantageous zone, when a push order role is won, the push order notification is the same as in the RT3 state of the normal advantageous zone, regardless of whether the actual benefit awarded by the push order changes. As described above, this is done from the perspective of making it difficult to recognize whether a bonus role has been won or not, and to maintain the sense of expectation.

[0381] As mentioned above, if you win a push order minor role in the flag interval state, you can vary the number of medals paid out depending on the stop operation order, just like in the bonus non-winning state. In this case, the push order notification is performed during the flag interval state (RT5 state) in the normal advantageous zone, so the possibility of the awarded profit increasing increases, and not only does it increase the expectation of whether or not you have won a bonus role, but it also increases the expectation of the awarded profit.

[0382] Furthermore, when the game is in the normal advantageous zone and the bonus has not been won, the main CPU 101 updates the game period of the normal advantageous zone for each unit game. Specifically, the number of games in the game period of the normal advantageous zone is subtracted by "1", and then it is determined whether the game period of the normal advantageous zone has been consumed (i.e., whether the subtraction result has become "0"). In updating the game period of the normal advantageous zone, the number of games is added by "1" for each unit game, and then it is determined whether the game period of the normal advantageous zone has been consumed by determining whether the addition result has reached the number of games in the game period of the normal advantageous zone.

[0383] If, as a result of updating the play period of the normal advantageous zone, the play period of the normal advantageous zone has not been consumed ("Period not consumed" in Figure 34), the normal advantageous zone will continue and play in the normal advantageous zone in the bonus non-winning state will be repeated.

[0384] In addition, if the game period of the normal advantageous zone is exhausted as a result of updating the game period of the normal advantageous zone, and it has not been decided to move to the advantageous zone (in Figure 34, "Period exhausted ART not won"), the normal advantageous zone will end and the game will move to the bonus not won state of the non-advantageous zone.

[0385] In addition, even if the game period of the normal advantageous zone is exhausted as a result of updating the game period of the normal advantageous zone, if the push order notification of the push order minor role has not been made even once in the normal advantageous zone (i.e., if the push order minor role has not been won), the normal advantageous zone may be continued until the push order notification of the push order minor role is made once. In this way, not only can it be ensured that the player obtains a minimum profit in the normal advantageous zone, but also, if, for example, an ART transition possible state is reached and a bonus role can be won between the time when the push order notification of the push order minor role is made after the period has expired, it is also possible to transition to the advantageous zone after the bonus state ends, which makes the game more diverse and increases the interest of the game.

[0386] Furthermore, if the game period of the normal advantageous zone is expired as a result of updating the game period of the normal advantageous zone and it is determined that the game will transition to the line battle state of the advantageous zone ("Period Expired Line Battle Winning" in Figure 34), the normal advantageous zone is terminated and the advantageous zone is transitioned to the line battle preparation state (bonus non-winning state). Note that, since the advantageous zone basically corresponds to the RT2 state, in this embodiment, before transitioning to the line battle state of the advantageous zone, the game is transitioned to the line battle preparation state as a preparation period until transitioning to the RT2 state. However, if the RT2 state is accidentally entered when the normal advantageous zone ends, the game may be transitioned directly to the line battle state without going through the line battle preparation state. Furthermore, since both the RT0 state and the RT2 state are game states with the highest probability of winning a replay role (see Figures 16 and 17), if the RT0 state is accidentally entered when the normal advantageous zone ends (or if the game has transitioned to the RT0 state based on the end of the RT3 state), the game may be transitioned directly to the line battle state without going through the line battle preparation state.

[0387] Furthermore, as a result of updating the game period of the normal advantageous zone, if the game period of the normal advantageous zone is consumed and it is determined that the advantageous zone will transition to the ending 1 state (in FIG. 34, "period consumed ending 1 lottery"), the normal advantageous zone is terminated and the advantageous zone transitions to the ending preparation state (bonus non-winning state). Note that when the normal advantageous zone ends, since the advantageous zone basically corresponds to the RT2 state, in this embodiment, before transitioning to the ending 1 state of the advantageous zone, the advantageous zone is transitioned to the ending preparation state as a preparation period until transitioning to the RT2 state, but if the RT2 state is accidentally reached when the normal advantageous zone ends, it may be transitioned directly to the ending 1 state without going through the ending preparation state. Furthermore, since both the RT0 state and the RT2 state are game states with the highest probability of winning a replay role (see Figures 16 and 17), if the RT0 state is reached by chance when the normal advantageous period ends (or if the RT0 state is reached based on the end of the RT3 state), the state may be transitioned directly to the ending 1 state without going through the ending preparation state.

[0388] <Summary of the gameplay in non-advantageous zones and normal advantageous zones> Below, we will briefly explain the key points of the playability during non-advantageous zones and normal advantageous zones (including some of the playability during advantageous zones).

[0389] (1) “Chance Eyes” can be determined as internal winning roles at the same time as bonus roles. (2) When a "chance eye" is won, if a bonus role is also determined as an internal winning role, the RT state will be RT5 state. In this case, if it is in a non-advantageous zone, it will be transitioned to a normal advantageous zone (for example, "high probability 4 state" or "normal advantageous state between flags"). (3) When a "chance eye" is won, if a bonus role is not determined as an internal winning role at the same time, and if an "RT3 transition eye" is displayed based on the stop operation being performed in a specific manner, the RT state will become the RT3 state. In this case, regardless of whether the "RT3 transition eye" is displayed or not, if it is in a non-advantageous zone, it will be transitioned to a normal advantageous zone (for example, "high probability 2 state"). (4) The normal advantageous zone (for example, "high probability 2 state") entered by winning the "chance eye" can continue for a period (for example, 9 games) longer than the period during which the RT3 state continues (for example, 8 games).

[0390] (5) When a bonus role is won in a non-advantageous zone and the bonus state based on that bonus role ends, if an ART win has been determined, the player will be transitioned to an advantageous zone (for example, a "line battle preparation state"). (6) When a bonus role is won in a non-advantageous zone and the bonus state based on that bonus role ends, if an ART win has not been determined (if an ART non-win has been determined), the game will transition to a normal advantageous zone (for example, a “high probability 4 state”) for a specific period (for example, 32 games). (7) When a bonus role is won in a non-advantageous zone, if the bonus role has the sam...

Claims

[Claim 1] A gaming machine capable of awarding gaming value according to the progress of a game, a difference recognition means for recognizing a difference between a game value used in a game and an awarded game value; a stop means for stopping a game so that the game cannot be played when the difference recognized by the difference recognition means satisfies a predetermined condition; a display means capable of displaying an image; The display means A menu screen can be displayed, a plurality of items are displayed on the menu screen, and a screen corresponding to an item selected by a player's operation can be displayed; The types of items displayed on the menu screen that can be displayed in the stopped state and the menu screen that can be displayed in the non-stop state where play is possible are the same, but when the menu screen is displayed in the stopped state, an image indicating that the game is in the stopped state can also be displayed; a sound output means capable of outputting sound; Further provided with a volume adjustment means for adjusting the volume setting in response to the operation of the player, The volume adjustment means is capable of adjusting the volume setting in response to a player's operation even in the stop state. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2004135838A

  • Game machine

    JP2014144108A

  • Game machine

    JP2015150316A

  • Game machine

    JP2018196702A

  • Reel type game machine

    JP2019072141A