Gaming machine

By employing a microprocessor-controlled independent initialization method in the game console, the complexity of initialization inside and outside the main RAM working area is solved, the program structure is simplified, the pressure on the main ROM is reduced, and development efficiency and flexibility are improved.

JP2026026231APending Publication Date: 2026-02-16UNIVERSAL ENTERTAINMENT CORP

Patent Information

Application Number
JP2025207015
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-27
Publication Date
2026-02-16

AI Technical Summary

Technical Problem

Existing game consoles require processing programs inside and outside the working area separately when initializing the main RAM, which increases the pressure on the main ROM program area and the complexity of the programs, and makes it difficult to meet industry standard requirements.

Method used

The microprocessor-controlled initialization method allows for independent handling of the initialization process of the working areas inside and outside the main RAM by setting different memory area addresses and initialization start positions, simplifying the program structure and reducing the pressure on the main ROM.

Benefits of technology

It achieves efficient initialization of main RAM, reduces the pressure on the main ROM program area, simplifies program development and maintenance, and improves development efficiency and flexibility.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026026231000001_ABST
    Figure 2026026231000001_ABST
Patent Text Reader

Abstract

To provide a game machine provided with a program of a smaller size capable of initializing a main RAM respectively relating to a work area inside a use area and a work area outside the use area.SOLUTION: A RAM initialization program determines the head address of a RAM initialization range relating to a work area inside a use area corresponding to the state of the game machine and determines the head address of the RAM initialization range relating to the work area outside the use area corresponding to the state of the game machine on the basis of the head address determined in such a manner.SELECTED DRAWING: Figure 205
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to gaming machines such as pachislot machines and pachinko machines.

Background Art

[0002] Conventionally, a gaming machine including a plurality of reels having a plurality of symbols arranged on their respective circumferential surfaces, a plurality of display windows provided corresponding to each reel and displaying some of the plurality of symbols arranged on the circumferential surface of each reel so that a player can visually recognize them, a start switch that outputs a signal requesting the start of rotation of each reel when an operation by the player (hereinafter referred to as "start operation") is detected on the condition that medals are inserted, a stop switch that outputs a signal requesting the stop of rotation of the reel according to the type of the reel when an operation by the player (hereinafter referred to as "stop operation") is detected, and a control unit that controls the operation of a stepping motor based on the signals output by the start switch and the stop switch and rotates and stops each reel is known. Usually, in such a pachislot machine, it is determined whether or not a winning occurs based on the combination of symbols displayed by the plurality of display windows, and when it is determined that a winning occurs, medals are paid out from a hopper and stored in a medal receiving unit. Among such gaming machines, there is disclosed a gaming machine that performs initialization from a plurality of head addresses according to the conditions of a game control work area (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machines described above, only the game control work area is initialized. However, currently, it is necessary to initialize both the area within the main RAM's usage area (which is the game control work area) and the area outside the main RAM's usage area (which is not the game control work area) under the same conditions. Due to regulations specific to the gaming machine industry, programs must be created and stored in the main ROM according to the conditions for both the area within and outside the usage area. However, preparing such separate programs puts pressure on the main ROM's program area and also leads to increased complexity of the main program.

[0005] The present invention has been made in view of the above points, and aims to provide a gaming machine equipped with a smaller program that can initialize the main RAM with respect to both the working area within the working area and the working area outside the working area. Furthermore, the present invention aims to simplify the structure and description of the main program, thereby improving the development efficiency and maintainability of the program. Furthermore, the present invention aims to make the RAM clearing process for the work area outside the usage area completely independent of the RAM clearing process for the work area within the usage area, thereby facilitating the creation and modification of programs in accordance with other standards.

[0006] To achieve the above objective, the gaming machine according to this embodiment can provide a gaming machine with the following configuration. The system includes a game control means that controls the progress of the game by implementing a microprocessor (e.g., microprocessor 2100) which includes an arithmetic circuit (e.g., main CPU 2101), read memory (e.g., main ROM 2102), and read / write memory (e.g., main RAM 2103), The aforementioned game control means is Initialization means for initializing a predetermined range of the read / write memory (for example, a main CPU 2101 that performs initialization processing such as the specified RAM initialization process shown in Figure 176), It includes a main processing means that performs main processing as the game progresses (for example, a main CPU 2101 that executes the main processing shown in Figure 170), The read / write memory comprises a first storage means (e.g., RAM area 2203a within the usage area) for storing data directly related to the progress of the game, and a second storage means (e.g., RAM area 2203b outside the usage area) for storing data not directly related to the progress of the game. The upper address of the storage area of ​​the first storage means and the upper address of the storage area of ​​the second storage means are configured to be different. The initialization start position of the first storage means can be set as the starting position of the predetermined range. The initialization start position of the first storage means is represented by a 2-byte address, The final position to be initialized is set as a fixed address, one for each of the first and second storage means. The initialization means is The value of a 2-byte address relating to the initialization start position set as the starting position of the predetermined range is stored in the storage determination area. The lower address of the initialization start position of the second storage means can be determined according to the value of the lower address of the address stored in the storage determination area. The address of the initialization start position of the second storage means is determined from a fixed value and the lower address determined above. With respect to the first storage means, initialization can be performed from the set initialization start position of the first storage means (for example, RAM initialization within the usage area shown in step S2151 in Figure 176), Regarding the second storage means, initialization is performed from the determined initialization start position of the second storage means (for example, the out-of-use RAM initialization process (out-of-use area) in step S2150 shown in Figure 176), in a gaming machine (for example, a pachislo machine 2001). With this configuration of the present invention, the state of the gaming machine is not determined when determining the initialization range of the second storage means, so the program size can be reduced, and the pressure on the program area capacity of the main ROM can be alleviated. Furthermore, the above configuration makes the structure and description of the main program simpler, thereby improving the development efficiency and maintainability of the program. Moreover, since the initialization range of the second storage means is determined from the value of the lower address of the address stored in the storage determination area and a fixed value, the initialization process of the second storage means can be made completely independent, and therefore it is easy to create or modify programs according to other standards. According to the present invention, by providing a smaller program that can initialize the main RAM for each of the first and second storage means, it is possible to reduce the pressure on the program area capacity of the main ROM.

[0007] (1) Playing games by consuming game value (e.g., medals, game balls, credits, rewards, etc.) A gaming machine that can advance the game and assign game value according to the progress of the game (for example, a pachislot machine, In pachinko machines, coinless gaming machines, etc., The value of the game consumed (for example, tokens used for betting, game balls launched, etc.) and the amount awarded The cumulative difference is calculated based on the value of the game (e.g., the tokens / balls dispensed). A means for identifying the cumulative number (for example, SA03 to SA05 in Figure 61, CMP_MY Cow (e.g., a reference value counter) The lowest value of the cumulative count during a predetermined period (for example, the period since power was turned on) is used as the starting point. The cumulative number from that starting point is the upper limit (for example, pachislo machines: 19,000, pachinko machines: 9 By reaching a value such as 5000, a means of disabling the game (for example) is used to disable the game's progress. The operation and detection necessary to advance the game are disabled, the start gate, activation gate, gate, etc. are disabled, (For example, the prize entry slot and electric reel are closed.) While controlled, the value of the game consumed is greater than the value of the game that is granted. A predetermined state (for example, the normal state) and the game value consumed while under control are greater than A favorable state where the value of the game granted is greater (for example, in pachislot machines: AT or bonus) In pachinko machines, the state in which any player can increase their medal count is called the "jackpot" state, while in other words, the "minor win" state. The game is controlled to one of several states, including (regular game state, probability variation game state, time reduction game state, etc.). Possible state control means (for example, processing for controlling the game state by the main control circuit), The state control means controls the state to either the predetermined state or the favorable state. Regardless of whether it is the case or not, when the cumulative number from the starting point reaches the upper limit, the game becomes unplayable. Disabling notification means that provides notification that the game will be disabled by the enabling means (for example) SA24, SA28 in Figure 62, SA41-SA in Figure 63 44, etc.) The state control means controls the state to either the predetermined state or the favorable state. Regardless of whether or not, a predetermined number (for example, a cumulative number from the starting point that is smaller than the upper limit) By reaching the above upper limit (e.g., 18,500 for slot machines, 90,000 for pachinko machines), Pre-notification is possible to provide advance notification that allows for the identification of numerical information corresponding to the remaining number up to a certain number. Means (for example, SA21 in Figures 60(c), 60(d), 70, 71, 62, and 6 It is equipped with 3 (SA45~SA48, etc.).

[0008] With this configuration, the game cannot be stopped regardless of the controlled game state. Numerical information corresponding to the remaining number until it is reached is notified so that both the player and the store clerk can grasp it. Therefore, compared with the case where the progress of the game suddenly becomes impossible, for example, the player's impatience is dispersed over the period during which prior notification is given, and it is possible to prevent misunderstandings such as the game machine malfunctioning. Also, since the store clerk can consider and prepare for support according to the remaining number, the support ability for the player who was playing on the game machine whose progress has become impossible can be enhanced. For example, during the period when prior notification is being given, the misunderstanding that the game machine malfunctioned while the impatience of the player is being dispersed can be prevented. Also, since the store clerk can consider and prepare for support according to the remaining number, the support ability for the player who was playing on the game machine whose progress has become impossible can be enhanced. For example, during the period when prior notification is being given, the misunderstanding that the game machine malfunctioned while the impatience of the player is being dispersed can be prevented. For example, during the period when prior notification is being given, the misunderstanding that the game machine malfunctioned while the impatience of the player is being dispersed can be prevented.

[0009] ((()) In the gaming machine of the above (1), When the cumulative number from the base point is a number smaller than the upper limit number and different from the predetermined number (for example, in a pachislot machine: reaching 18000, 18750, in a pachinko machine: reaching 85000, 92500, etc.), specific information different from the numerical information (for example, first notification, second notification, etc.) can be notified by specific notification means (for example, SA49~SA51, SA63~SA65 in FIG. 63, etc.). For example, when reaching 18000, 18750 in a pachislot machine, 85000, 92500 in a pachinko machine, etc., specific information different from the numerical information (for example, first notification, second notification, etc.) can be notified by specific notification means (for example, SA49~SA51, SA63~SA65 in FIG. 63, etc.). For example, when reaching 18000, 18750 in a pachislot machine, 85000, 92500 in a pachinko machine, etc., specific information different from the numerical information (for example, first notification, second notification, etc.) can be notified by specific notification means (for example, SA49~SA51, SA63~SA65 in FIG. 63, etc.). For example, when reaching 18000, 18750 in a pachislot machine, 85000, 92500 in a pachinko machine, etc., specific information different from the numerical information (for example, first notification, second notification, etc.) can be notified by specific notification means (for example, SA49~SA51, SA63~SA65 in FIG. 63, etc.).

[0010] According to such a configuration, due to a large number of gaming machines being installed in the game arcade, etc., it can be extremely prevented that the store clerk misses or forgets the prior notification, or due to insufficient cooperation and adjustment among the store clerks, support for the player who was playing on the gaming machine whose progress has become impossible cannot be provided or is delayed. For example, due to a large number of gaming machines being installed in the game arcade, etc., it can be extremely prevented that the store clerk misses or forgets the prior notification, or due to insufficient cooperation and adjustment among the store clerks, support for the player who was playing on the gaming machine whose progress has become impossible cannot be provided or is delayed. For example, due to a large number of gaming machines being installed in the game arcade, etc., it can be extremely prevented that the store clerk misses or forgets the prior notification, or due to insufficient cooperation and adjustment among the store clerks, support for the player who was playing on the gaming machine whose progress has become impossible cannot be provided or is delayed. For example, due to a large number of gaming machines being installed in the game arcade, etc., it can be extremely prevented that the store clerk misses or forgets the prior notification, or due to insufficient cooperation and adjustment among the store clerks, support for the player who was playing on the gaming machine whose progress has become impossible cannot be provided or is delayed.

[0011] ((()) In the gaming machine of the above (2), The specific notification means can notify the specific information on the condition that when the cumulative number from the base point reaches the specific number, it is controlled to be in the advantageous state (for example, FIG. 6 4). (e.g., SA50, SA64, etc.)

[0012] With this configuration, the focus narrows down to when there is a high probability that the cumulative number from the starting point will continue to increase. This allows for the efficient dissemination of specific information.

[0013] (4) In the gaming machine described in (2) or (3) above, When the cumulative number from the aforementioned starting point reaches the predetermined number, rather than the specified number. The game interruption signal is output to an external signal (for example, SA08~SA10 in Figure 61). It includes SA29 to SA31 (as shown in Figure 62).

[0014] With this configuration, it is not possible to externally determine when the cumulative number from the starting point has reached a predetermined number. This makes it possible to identify. As a result, for example, when outputting a game interruption signal as a test signal, Even during test firing, it is possible to be notified when the point at which the game will become unplayable is approaching. Because it can be interrupted before it becomes impossible to play, the game's progress is actually made impossible. This prevents the need to manually reset (initialize) the disabled state.

[0015] (5) In the gaming machine described in (2) or (3) above, Equipped with a timing means for timing the date and time (e.g., a sub-RTC), The specified notification means measures the time when it is notifying the specified information. When a specific condition is met based on the date and time, the notification of the specific information will be terminated (for example, (For example, the process of ending the first notification if the power supply remains switched on and past 2 AM.) When the advance notification means is performing the advance notification, the timing means will time the day Even if the aforementioned specific conditions are met based on the time, the advance notification will continue to be given (for example) (For example, if the power remains on and past 2 AM, the system will continue to provide advance notification.) .

[0016] With this configuration, even when the cumulative count from the starting point is not initialized, the timing When specific conditions are met based on the date and time, the notification of specific information will be terminated. Prior notification will continue. Therefore, when certain information is notified, players will be informed Conversely, this can cause excessive caution and reduce the operating rate of the gaming machine in question. While preventing this, if prior notification has been given, the prior notification will continue, thus preventing the game from It is crucial to reliably inform players that the game is on the verge of becoming unplayable, thereby preventing them from suffering any disadvantage. This can prevent it from happening.

[0017] According to the above configuration, the gaming machine will be user-friendly for both players and gaming parlors. We can provide gaming machines. [Brief explanation of the drawing]

[0018] [Figure 1] This is a diagram showing the external structure of a gaming machine according to the first embodiment. [Figure 2] This is a diagram showing the internal structure of a gaming machine according to the first embodiment. [Figure 3] This is a block diagram showing the electrical configuration of a gaming machine according to the first embodiment. [Figure 4] This is a diagram illustrating the functional flow of a gaming machine according to the first embodiment. [Figure 5] This is a diagram illustrating the gameplay of the first gaming machine according to the first embodiment. [Figure 6] This is a diagram illustrating the modes of the first gaming machine according to the first embodiment. [Figure 7] This figure shows various tables for the first gaming machine according to the first embodiment. [Figure 8]This figure shows various tables for the first gaming machine according to the first embodiment. [Figure 9] This is a diagram showing the pattern arrangement table for the first gaming machine according to the first embodiment. [Figure 10] This is a diagram showing the internal lottery table of the first gaming machine according to the first embodiment. [Figure 11] This is a diagram showing a symbol combination table for a first gaming machine according to the first embodiment. [Figure 12] This is a diagram showing a symbol combination table for a first gaming machine according to the first embodiment. [Figure 13] This is a diagram showing a symbol combination table for a first gaming machine according to the first embodiment. [Figure 14] This is a diagram showing a symbol combination table for a first gaming machine according to the first embodiment. [Figure 15] This diagram illustrates the correspondence between the internal winning combinations, stopping operation modes, and display combinations of the first gaming machine according to the first embodiment. [Figure 16] This is a diagram illustrating the limit processing of a first gaming machine according to the first embodiment. [Figure 17] This diagram shows the configuration of the winning flag storage area, the prize activation flag storage area, and the symbol code storage area of ​​the first gaming machine according to the first embodiment. [Figure 18] This diagram shows the configuration of the carryover bonus storage area of ​​the first gaming machine according to the first embodiment. [Figure 19] This diagram shows the configuration of the game state flag storage area of ​​the first gaming machine according to the first embodiment. [Figure 20] This diagram shows the configuration of the mode flag storage area of ​​the first gaming machine according to the first embodiment. [Figure 21] This diagram shows the configuration of the operation stop button storage area of ​​the first gaming machine according to the first embodiment. [Figure 22] This diagram shows the configuration of the button press sequence storage area of ​​the first gaming machine according to the first embodiment. [Figure 23] This flowchart shows the main processing performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 24] This flowchart shows the power-on processing performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 25] This flowchart shows the medal reception and start check process executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 26] This flowchart shows the internal lottery process performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 27] This flowchart shows the game start state control process executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 28] This flowchart shows the processing performed at the start of gameplay during the advantageous period, which is executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 29] This flowchart shows the reel stop control process executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 30] This flowchart shows the game end state control process executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 31] This flowchart shows the processing performed at the end of a game during a favorable period, which is executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 32] This flowchart shows the periodic interrupt processing performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 33] This flowchart shows an overview of the sub-side control processing performed by the sub-control circuit of the gaming machine according to the first embodiment. [Figure 34] This diagram shows an example configuration of a medalless gaming machine according to the first embodiment. [Figure 35] This figure shows an example of the configuration of the main control board of a gaming machine according to the first embodiment. [Figure 36] This figure shows an example of a rock performance according to the second embodiment. [Figure 37]This diagram shows the specific form of the lock effect corresponding to lock effect number "1". [Figure 38] This diagram shows the specific details of the lock effect corresponding to lock effect number "2". [Figure 39] This diagram shows the specific details of the lock effect corresponding to lock effect number "3". [Figure 40] This diagram shows the specific details of the lock effect corresponding to lock effect number "4". [Figure 41] This diagram shows the specific details of the lock effect corresponding to lock effect number "5". [Figure 42] This diagram shows the specific details of the lock effect corresponding to lock effect number "6". [Figure 43] This is a flowchart showing the lock effect determination process performed in the main control circuit. [Figure 44] This is a flowchart showing the lock effect execution process performed in the main control circuit. [Figure 45] This figure shows an example of an image displayed on the main display device during a simulated game. [Figure 46] This flowchart shows the processing performed in the main control circuit during simulated gameplay. [Figure 47] This flowchart shows the normal processing performed during simulated gameplay in the main control circuit. [Figure 48] This flowchart shows the reel animation processing performed in the main control circuit after a simulated game. [Figure 49] This flowchart shows the processing performed in the main control circuit after the reel animation during simulated gameplay. [Figure 50] This is a flowchart showing the reel rotation start process performed in the main control circuit. [Figure 51] This is a flowchart showing the random delay processing performed in the main control circuit. [Figure 52] This figure shows an example of the temporal change in the reel control state when a simulated game is being played. [Figure 53]This figure shows an example of the temporal change in the reel control state when a simulated game is being played. [Figure 54] This figure shows an example of the temporal change in the reel control state when a simulated game is being played. [Figure 55] This is a flowchart showing the lock effect execution process performed in the main control circuit according to the third embodiment. [Figure 56] This flowchart shows the process for starting a simulated game that is performed in the main control circuit. [Figure 57] This flowchart shows the normal processing performed during simulated gameplay in the main control circuit. [Figure 58] This flowchart shows the stop button operation reception process performed in the main control circuit. [Figure 59] This flowchart shows the oscillation control process performed in the main control circuit. [Figure 60] This flowchart shows the processing performed in the main control circuit to terminate the simulated game. [Figure 61] This flowchart shows the process for receiving simulated game challenge operations performed in the main control circuit. [Figure 62] This figure shows an example of an image displayed on the main display device. [Figure 63] This flowchart shows the bonus winning process performed in the main control circuit. [Figure 64] This flowchart shows the process for determining the game end lock animation, which is performed in the main control circuit. [Figure 65] This flowchart shows the process of executing the game end lock animation in the main control circuit. [Figure 66] This flowchart shows the process performed in the main control circuit to initiate the game end lock animation. [Figure 67] This is a diagram showing the memory map of the main control circuit. [Figure 68] This is a diagram illustrating the gameplay of a first gaming machine (modified example) according to the first embodiment. [Figure 69] This figure illustrates an example of preferential control (during normal operation) of a first gaming machine (modified version) according to the first embodiment. [Figure 70] This is a diagram illustrating an example of preferential control (during ST) of a first gaming machine (modified version) according to the first embodiment. [Figure 71] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 72] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 73] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 74] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 75] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 76] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 77] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 78] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 79] This figure illustrates a modified example 3 (transmission information control example (part 1)) of the push-button bell of the first gaming machine (modified example) according to the first embodiment. [Figure 80] This figure illustrates a modified example 3 (transmission information control example (part 2)) of the push-button bell of the first gaming machine (modified example) according to the first embodiment. [Figure 81] (a) is a diagram showing the transitions between game states according to the fourth embodiment of the present invention. (b) is a table summarizing the transition conditions for game states according to the fourth embodiment of the present invention. [Figure 82](a) is a diagram showing the pattern placement table. (b) is a diagram showing the pattern code table. [Figure 83A] This is a diagram showing a pattern combination table. [Figure 83B] This is a diagram showing a pattern combination table. [Figure 84A] This is a diagram showing the combination table by flag. [Figure 84B] This is a diagram showing the combination table by flag. [Figure 84C] This is a diagram showing the combination table by flag. [Figure 84D] This is a diagram showing the combination table by flag. [Figure 84E] This is a diagram showing the combination table by flag. [Figure 85] This diagram shows the internal lottery table for the RT0 game state. [Figure 86] (a) is a diagram showing the internal lottery table for the RT1 game state. (b) is a diagram showing the internal lottery table for the BB game state. [Figure 87] This diagram shows an example of the correspondence between internal winning symbols, stop operation methods, and display symbols. [Figure 88] This figure shows an example of the transition flow of game states in the non-advantageous and advantageous periods according to the fourth embodiment of the present invention. [Figure 89] This figure shows the transition of the payout state according to the fourth embodiment of the present invention. [Figure 90] This is a table summarizing the transition conditions for the payout state according to the fourth embodiment of the present invention. [Figure 91] (a) is a diagram showing the numerical values ​​displayed on the instruction monitor during pseudo-BIG and pseudo-REG. (b) is a diagram showing the content corresponding to the numerical values ​​displayed on the instruction monitor. [Figure 92] This diagram shows the correspondence between the internal winning combination, the sub-flag, and the payout flag. [Figure 93] This flowchart shows the processing performed in the main control circuit at the start of a game during a non-advantageous period. [Figure 94] (a) is a diagram showing the lottery table for transitioning to the advantageous period. (b) is a diagram showing the lottery table at the time of transitioning to the advantageous period. [Figure 95] This flowchart shows the processing performed in the main control circuit at the start of a game to prepare for consecutive wins. [Figure 96] (a) is a diagram of the winning streak preparation mode lottery table (1). (b) is a diagram of the winning streak preparation mode lottery table (2). [Figure 97] This diagram shows the lottery table for transitioning to the Consecutive Win Challenge. [Figure 98] (a) is a diagram showing the draw table for determining when transitioning to the Consecutive Win Challenge. (b) is a diagram showing the draw table for dropping out of the Consecutive Win Preparation mode. [Figure 99] This flowchart shows the processing performed in the main control circuit at the start of a normal game stage. [Figure 100] This is a flowchart showing the normal stage start processing performed in the main control circuit. [Figure 101] (a) is a diagram showing the mode lottery table during normal transitions. (b) is a diagram showing the ceiling lottery table during normal transitions. [Figure 102] This is a diagram showing the point mode lottery table. [Figure 103] This flowchart shows the processing specific to the normal stage performed in the main control circuit. [Figure 104] This diagram shows the freeze lottery table during the normal stage. [Figure 105] This diagram shows the draw table for transition flags and winning flags during normal stages. [Figure 106] This diagram shows the draw table for transition flags and winning flags during normal stages. [Figure 107] This diagram shows the draw table for transition flags and winning flags during normal stages. [Figure 108] This is a flowchart showing the common processing performed in the main control circuit for normal payout states. [Figure 109]This flowchart shows the normal game count counter update process performed in the main control circuit. [Figure 110A] This diagram shows the lottery table for transitioning to High Probability 1 after a normal number of games played. [Figure 110B] This diagram shows the lottery table for transitioning to High Probability 1 after a normal number of games played. [Figure 111] This diagram shows a lottery table being prepared for a ceiling fake. [Figure 112] This flowchart shows the ceiling-related processing performed in the main control circuit. [Figure 113A] This diagram shows the lottery table for the type of winning ticket when the ceiling is reached. [Figure 113B] This diagram shows the lottery table for the type of winning ticket when the ceiling is reached. [Figure 114] This flowchart shows the point-related processing performed in the main control circuit. [Figure 115] This diagram shows the point acquisition lottery table. [Figure 116] This diagram shows the lottery table when points are reached. [Figure 117] This flowchart shows the process of drawing the number of pre-announcement games when a flag is drawn during a normal stage, which is performed in the main control circuit. [Figure 118] This flowchart shows the process of drawing the number of pre-bonus games when a pseudo-BIG or upgrade chance is won during a normal stage, which is performed in the main control circuit. [Figure 119] This flowchart shows the process of drawing the number of pre-announcement games when a chance stage is won during a normal stage, which is performed in the main control circuit. [Figure 120A] (a) is a diagram showing the lottery table for the number of pre-bonus games played when a pseudo-BIG or upgrade chance is won during the normal stage (when a point is reached). (b) is a diagram showing the lottery table for the number of pre-bonus games played when a pseudo-BIG or upgrade chance is won during the normal stage (when the ceiling is reached). (c) is a diagram showing the lottery table for the number of pre-bonus games played when a pseudo-BIG or upgrade chance is won during the normal stage (basic). [Figure 120B](d) is a diagram showing the lottery table for the number of pre-announcement games played when a chance stage is won during a normal stage (when a point is reached). (e) is a diagram showing the lottery table for the number of pre-announcement games played when a chance stage is won during a normal stage (basic). (f) is a diagram showing the lottery table for the number of pre-announcement games played when a ceiling fake win occurs during a normal stage. [Figure 121] This flowchart shows the pre-game count management process for the normal stage, which is performed in the main control circuit. [Figure 122] This flowchart shows the stochastic mode-related processing performed in the main control circuit. [Figure 123] (a) is a diagram of the high probability 2 transition lottery table (1). (b) is a diagram of the high probability 2 transition lottery table (2). (c) is a diagram of the high probability 2 transition lottery table (3). (d) is a diagram of the high probability 2 fall-off lottery table. [Figure 124] This is a flowchart showing the pre-processing for promotion opportunities performed in the main control circuit. [Figure 125] This diagram shows the lottery table for when a promotion opportunity is triggered. [Figure 126] This flowchart shows the processing performed in the main control circuit at the start of the chance stage game. [Figure 127] This diagram shows the lottery table for the guaranteed number of games played at the start of the Chance Stage. [Figure 128] This diagram shows the lottery table for pseudo-BIG and promotion chances during the chance stage. [Figure 129] This diagram shows the lottery table for increasing the number of games played during the Chance Stage. [Figure 130] This flowchart shows the process of drawing the number of pre-announcement games when a flag is won during the chance stage, which is performed in the main control circuit. [Figure 131] This diagram shows the lottery table for the number of pre-announcement games played when a flag is won during the chance stage. [Figure 132] This flowchart shows the counter management process for the chance stage performed in the main control circuit. [Figure 133]This flowchart shows the processing performed in the main control circuit at the start of a game for promotion chances. [Figure 134A] This diagram shows the promotion chance mode lottery table. [Figure 134B] This diagram shows the promotion chance mode lottery table. [Figure 135] This diagram shows the lottery table for promotion opportunities. [Figure 136] This is a diagram showing the next simulated game lottery table. [Figure 137] This diagram shows the lottery table for pseudo-BIG upgrades after a set number of games have been played. [Figure 138] This is a diagram showing the simulated game lottery table. Figure 139 shows the contents of the simulated game. [Figure 139] This diagram shows the contents of the simulated game. [Figure 140] This diagram shows the flow of gameplay during a promotion opportunity. [Figure 141] This diagram shows an example of the presentation when a pseudo-BIG is won in the first game of the promotion chance. [Figure 142] This diagram shows an example of the presentation when the first to fourth games of the promotion chance do not result in a pseudo-BIG win. [Figure 143] This flowchart shows the processing performed in the main control circuit at the start of a simulated BIG game. [Figure 144] This is a flowchart showing the processing performed in the main control circuit when a pseudo-BIG event starts. [Figure 145] This diagram shows the lottery table for the consecutive win challenge at the start of a pseudo-BIG bonus round. [Figure 146] This diagram shows the 1G consecutive draw table during the pseudo-BIG bonus round. [Figure 147] This flowchart shows the counter management process for the pseudo-BIG bonus performed in the main control circuit. [Figure 148] This is a flowchart showing the pseudo-BIG termination processing (1) performed in the main control circuit. [Figure 149] This diagram shows the draw table when the number of successful replies is insufficient. [Figure 150] This is a flowchart showing the pseudo-BIG termination processing (2) performed in the main control circuit. [Figure 151] This diagram shows the lottery table for the consecutive win challenge at the end of the final second pseudo-BIG. [Figure 152] This flowchart shows the processing performed in the main control circuit at the start of a game for a pseudo-REG (Regular Bonus). [Figure 153] This diagram shows the lottery table for the consecutive win challenge at the start of a pseudo-REG. [Figure 154] This diagram shows the 1G consecutive draw table during pseudo-REG. [Figure 155] This flowchart shows the counter management process for the pseudo-REG that takes place in the main control circuit. [Figure 156] This flowchart shows the processing performed in the main control circuit at the start of a game for the continuous win challenge. [Figure 157] This diagram shows the pseudo-bonus lottery table at the start of the consecutive win challenge. [Figure 158] This diagram shows the table for determining the number of games played at the start of the consecutive win challenge. [Figure 159] This diagram shows the lottery table during the consecutive win challenge. [Figure 160] This diagram shows the draw table for transitioning to normal mode at the end of the consecutive win challenge. [Figure 161] This flowchart shows the counter management process for the continuous win challenge performed in the main control circuit. [Figure 162] This diagram shows a list of counters managed by the main control circuit. [Figure 163] This flowchart shows the AT-related processing performed in the main control circuit when the lever is turned on. [Figure 164] This flowchart shows the AT-related processing performed in the main control circuit when the system is completely stopped. [Figure 165] This diagram shows an example of a visual effect that occurs when a penalty is incurred during a promotion opportunity. [Figure 166]This figure shows an example of the configuration of the microprocessor in the main control board according to the fifth embodiment of the present invention. [Figure 167] This is a diagram showing the configuration of various registers in the main CPU according to the fifth embodiment of the present invention. [Figure 168] This figure shows the memory map of a microprocessor according to a fifth embodiment of the present invention. [Figure 169] This figure illustrates the outline of the external interrupt processing related to power outage detection in the fifth embodiment of the present invention. [Figure 170] This is a flowchart showing the main process in the fifth embodiment of the present invention. [Figure 171] This is a flowchart showing the power-on processing in the fifth embodiment of the present invention. [Figure 172] This is a flowchart showing the CRC inspection process (outside the usage area) in the fifth embodiment of the present invention. [Figure 173] This is a flowchart showing the CRC calculation process (outside the usage area) in the fifth embodiment of the present invention. [Figure 174] This is a flowchart showing the error handling for game recovery failure (outside the usage area) in the fifth embodiment of the present invention. [Figure 175] This flowchart shows the BB (Special Prize) game count check process, the transmission standby & RAM initialization process, and the specified RAM initialization process in the fifth embodiment of the present invention. [Figure 176] This flowchart shows the BB (Special Prize) game count check process, the transmission standby & RAM initialization process, and the specified RAM initialization process in the fifth embodiment of the present invention. [Figure 177] A flowchart showing the RAM initialization process outside the usage area (outside the usage area) and the RAM initialization process outside the usage area (continued) in the fifth embodiment of the present invention. [Figure 178] This is a flowchart showing the random value acquisition process and internal lottery process in the fifth embodiment of the present invention. [Figure 179] This is a flowchart showing the random value acquisition process and internal lottery process in the fifth embodiment of the present invention. [Figure 180] This is a flowchart showing the interface 2 output processing (outside the usage area) and interface 2 output processing (continuation) in the fifth embodiment of the present invention. [Figure 181] This is a flowchart showing the medal count abnormality detection process (outside the usage area) in the fifth embodiment of the present invention. [Figure 182] This is a flowchart showing the medal payout / re-play operation process, settlement execution process, and medal payout process in the fifth embodiment of the present invention. [Figure 183] This is a flowchart showing the medal payout / re-play operation process, settlement execution process, and medal payout process in the fifth embodiment of the present invention. [Figure 184] This is a flowchart showing the medal counting process (outside the usage area) in the fifth embodiment of the present invention. [Figure 185] This is a flowchart showing the start process of the ratio monitor aggregation (outside the usage area) in the fifth embodiment of the present invention. [Figure 186] This is a flowchart showing the periodic interrupt processing in the fifth embodiment of the present invention. [Figure 187] This is a flowchart showing the test firing signal control process (outside the usage area) in the fifth embodiment of the present invention. [Figure 188] This is a flowchart showing the error detection process (outside the usage area) in the fifth embodiment of the present invention. [Figure 189] This is a flowchart showing the setting value check process (outside the usage area) and the random number check process (outside the usage area) in the fifth embodiment of the present invention. [Figure 190] This is a flowchart showing the power interruption processing in the fifth embodiment of the present invention. [Figure 191] This is a flowchart showing the CRC generation process (outside the usage area) in the fifth embodiment of the present invention. [Figure 192] This is a flowchart showing the error cause clearing process (outside the usage area) in the fifth embodiment of the present invention. [Figure 193] This figure illustrates the situation regarding the specification of the call destination in CALLEX in the fifth embodiment of the present invention. [Figure 194] This figure illustrates the process related to the CRC check of the main RAM in a fifth embodiment of the present invention. [Figure 195] This is a flowchart illustrating the 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 196] This figure illustrates the process related to the acquisition of 4-bit data in the fifth embodiment of the present invention. [Figure 197] This figure shows an example of a table defined to be readable by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 198] This figure shows an example of a table defined to be readable by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 199] This figure shows an example of a table defined to be readable by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 200] This is a flowchart showing the 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 201] This figure illustrates the process related to the acquisition of 2-bit data in the fifth embodiment of the present invention. [Figure 202] This figure shows an example of a table defined to be readable by applying a 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 203] This figure illustrates the common processing in the fifth embodiment of the present invention, which uses the lower address of a counter as an input parameter. [Figure 204] This figure illustrates the common processing in the fifth embodiment of the present invention, which uses the lower address of a counter as an input parameter. [Figure 205] This figure illustrates a method for determining the start address for clearing an unused RAM area in a fifth embodiment of the present invention. [Figure 206] This is a flowchart illustrating the stop button input monitoring process in the fifth embodiment of the present invention. [Figure 207] This is a flowchart showing the common information backup generation process and the common information backup restoration process in the fifth embodiment of the present invention. [Figure 208] This is a flowchart illustrating the common information recovery process in the fifth embodiment of the present invention. [Figure 209] This figure illustrates the common processes in backup generation and backup restoration in the fifth embodiment of the present invention. [Figure 210] This is a block diagram showing the electrical configuration of a gaming machine equipped with a main control board according to the sixth embodiment of the present invention. [Figure 211] This figure shows an example configuration of a game information display unit, a medal count display unit, and a medal dispensing display unit provided in a gaming machine equipped with a main control board according to the sixth embodiment of the present invention. [Figure 212] This figure shows an example configuration of the main control microprocessor and the medal count control microprocessor of the main control board according to the sixth embodiment of the present invention. [Figure 213] This is a schematic diagram of an example circuit configuration of the main control board according to the sixth embodiment of the present invention. [Figure 214] This diagram illustrates an example of how the difference in the number of tokens changes when multiple types of values ​​are set as the initial value of the advantageous period payout counter. [Figure 215] This diagram illustrates the case where the initial value of the advantageous section payout counter is set considering the average net increase in tokens per game during AT (Automatic Trigger) mode, which is part of the payout performance of the gaming machine. [Figure 216] This diagram illustrates specific examples 1-3 of the possible / problematic handling of the payout counter for each trigger. [Figure 217] This diagram illustrates an example of data that is excluded from the clearing process (data that is retained) for each trigger event. [Figure 218] This diagram shows the state transitions when the settings are changed in the case of specific example 3. [Figure 219] This diagram illustrates an example of how the payout counter for the advantageous period is updated before and after a setting change, in relation to the number of coins that will be awarded at the ceiling. [Figure 220] This is a diagram illustrating an example of notification related to the complete function. [Figure 221] This flowchart shows the process for calculating the complete function, such as updating CMP_MY. [Figure 222] This flowchart primarily and partially explains the error handling process related to the operation of the complete function. [Figure 223] This flowchart explains the completion-related notification processing for issuing various notifications based on CMP_MY. [Figure 224] This diagram shows a gaming system that includes a pachislo machine, a data display unit located on top of the pachislo machine, and a hall computer. [Figure 225] This is a diagram illustrating the lamp's lighting pattern. [Figure 226] This is a diagram illustrating the patterns used for model identification. [Figure 227] This flowchart shows the process of detecting the lighting pattern performed in a data display unit. [Figure 228] This is a diagram illustrating examples of how to display specified advantageous information and advance notices. [Figure 229] This is a diagram illustrating examples of how to display specified advantageous information and advance notices. [Figure 230] This figure shows a specific example of how to perform various notifications based on CMP_MY using a 2-digit 7-segment LED display. [Figure 231] This figure shows examples of LEDs used for various notifications based on CMP_MY. [Figure 232] This figure shows the transition flow of game states between bonus states and non-bonus states in the second gaming machine according to this embodiment. [Figure 233] This figure shows an example of a symbol arrangement table in a second gaming machine according to this embodiment. [Figure 234] This figure shows an example of the contents of the symbol combinations in the second gaming machine according to this embodiment. [Figure 235] This figure shows an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to this embodiment. [Figure 236] This figure shows an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to this embodiment. [Figure 237] This figure shows an example of a symbol combination determination table for RT2 in the second gaming machine according to this embodiment. [Figure 238] This figure shows an example of a symbol combination determination table for RT2 in the second gaming machine according to this embodiment. [Figure 239] This figure shows an example of a correspondence table between the winning combination number, the winning combination name, and the winning combination group number in the second gaming machine according to this embodiment. [Figure 240] This figure shows an example of a correspondence table between the winning combination group number and the winning combination group name in the second gaming machine according to this embodiment. [Figure 241] This figure shows an example of a table of winning combinations that can be won in the RT state (RT0 to RT2) of the second gaming machine according to this embodiment. [Figure 242] This figure shows an example of an internal lottery table in a second gaming machine according to this embodiment. [Figure 243] This figure shows an example of notification of the button-pressing order using an instruction monitor in a second gaming machine according to this embodiment. [Figure 244] This figure shows an example of the RT state and the payout (re-play, BB, number of medals paid out) for winning selections according to the order of button presses in the second gaming machine according to this embodiment. [Figure 245] This figure shows an example of a scenario group lottery table in a second gaming machine according to this embodiment. [Figure 246] This figure shows an example of a scenario lottery table for scenario group A in the second gaming machine according to this embodiment. [Figure 247]This figure shows an example of a scenario lottery table for scenario group B in the second gaming machine according to this embodiment. [Figure 248] This figure shows an example of a scenario rewriting lottery table in a second gaming machine according to this embodiment. [Figure 249] This figure shows an example of a high-probability 1MAP position lottery table in the second gaming machine according to this embodiment. [Figure 250] This figure shows an example of a high-probability 2MAP position lottery table in the second gaming machine according to this embodiment. [Figure 251] This figure shows an example of a GSB consecutive rank lottery table in a second gaming machine according to this embodiment. [Figure 252] This figure shows an example of a TS type 0_pre-announcement transition lottery table for low probability in the second gaming machine according to this embodiment. [Figure 253] This figure shows an example of a TS type 0_pre-announcement transition lottery table for high probability 1 in the second gaming machine according to this embodiment. [Figure 254] This figure shows an example of a TS type 0_pre-announcement transition lottery table for high probability 2 in the second gaming machine according to this embodiment. [Figure 255] This figure shows an example of a TS type 0_pre-announcement transition lottery table for the ceiling in the second gaming machine according to this embodiment. [Figure 256] This figure shows an example of an initial AT level lottery table in a second gaming machine according to this embodiment. [Figure 257] This figure shows an example of an AT level upgrade lottery table in a second gaming machine according to this embodiment. [Figure 258] This figure shows an example of a pre-announcement game count lottery table in the second gaming machine according to this embodiment. [Figure 259] This figure shows an example of a RUSH upgrade lottery table in a second gaming machine according to this embodiment. [Figure 260] This figure shows an example of a RUSH start navigation count lottery table in the second gaming machine according to this embodiment. [Figure 261]This figure shows an example of a RUSH mode pseudo-BNS lottery table in the second gaming machine according to this embodiment. [Figure 262] This figure shows an example of a pseudo-BNS lottery table during pseudo-BNS termination_RUSH in the second gaming machine according to this embodiment. [Figure 263] This figure shows an example of a BC rewrite lottery table in a second gaming machine according to this embodiment. [Figure 264] This figure shows an example of a compensation mode transition lottery table in a second gaming machine according to this embodiment. [Figure 265] This figure shows an example of an AT level upgrade lottery table during compensation mode in a second gaming machine according to this embodiment. [Figure 266] This figure shows an example of a navigation count lottery table in the compensation mode of the second gaming machine according to this embodiment. [Figure 267] This figure shows an example of a prescribed cherry rewriting lottery table in a second gaming machine according to this embodiment. [Figure 268] This figure shows an example of a scenario-related data table in a second gaming machine according to this embodiment. [Figure 269] This figure shows an example of a TY value_addition 1 data table in the second gaming machine according to this embodiment. [Figure 270] This figure shows an example of a TY value_addition2 data table in the second gaming machine according to this embodiment. [Figure 271] This figure shows an example of a non-AT compensation point data table for the second gaming machine according to this embodiment. [Figure 272] This figure shows an example of an AT (Automatic Trigger) compensation point data table in the second gaming machine according to this embodiment. [Figure 273] This figure shows an example of a data table for the number of premonition points when no instructions are given in the second gaming machine according to this embodiment. [Figure 274] This figure shows an example of a data table for the number of premonition points at time T in the second gaming machine according to this embodiment. [Figure 275] This figure shows the transition flow of game states in the second game machine related to the above implementation form, taking into account the notification of pachislo. [Figure 276] This is a perspective view showing the configuration of a coaxial cable used in a gaming machine according to the seventh embodiment of the present invention. [Figure 277] Figure 276 is a cross-sectional view of a coaxial cable. [Figure 278] Figure 276 is a diagram comparing the electromagnetic noise resistance of a coaxial cable and a discrete cable. [Figure 279] This is a schematic diagram showing the external appearance of a cable assembly (harness) used in a gaming machine according to the seventh embodiment. [Figure 280] (a) is a schematic plan view of another cable assembly used in a gaming machine according to the seventh embodiment, and (b) is a schematic cross-sectional view of the cable assembly in (a). [Figure 281] (a) is a perspective view of an all-fine-wire coaxial type cable subassembly having the coaxial cable shown in Figure 276 as a component, (b) is a perspective view of a mixed-connection type cable subassembly of fine-wire coaxial / discrete cable, and (c) is a perspective view of a ground finger type cable subassembly. [Figure 282] This diagram shows the resolution, pixel count, and aspect ratio of a display device. [Figure 283] This is a schematic diagram showing a thin coaxial cable in a twisted state. [Figure 284] This is a rear perspective view of the front door to illustrate an example of connecting components using a cable assembly (harness) that includes at least a thin coaxial cable. [Figure 285] This figure shows the first state of a cable assembly (harness) when components are connected using a cable assembly (harness) that includes at least thin coaxial cables. [Figure 286]This figure shows a second state of a cable assembly (harness) when components are connected using a cable assembly (harness) that includes at least thin coaxial cables. [Figure 287] This figure shows a third state of a cable assembly (harness) when components are connected using a cable assembly (harness) that includes at least thin coaxial cables. [Figure 288] Conceptual diagram of a coinless gaming machine and a coin dispenser. [Figure 289] Conceptual diagram of a managed gaming machine and a coin dispenser. [Figure 290A] Conceptual diagram of the control base (Specification Example 1). [Figure 290B] Conceptual diagram of the vicinity of the medal count display unit (Specification Example 1). [Figure 290C] Conceptual diagram of a cross-section near the medal count display unit (Specification Example 1). [Figure 291A] Overall image of the gaming machine (Specification Example 2). [Figure 291B] Conceptual diagram of the control base (Specification Example 2). [Figure 291C] Conceptual diagram of the vicinity of the medal count display unit (Specification Example 2). [Figure 291D] Conceptual diagram of a cross-section near the medal count display unit (Example Specification 2). [Figure 292A] Overall image of the gaming machine (Specification Example 3). [Figure 292B] Conceptual diagram of the vicinity of the medal count display unit (Specification Example 3). [Figure 292C] Conceptual diagram of a cross-section near the medal count display unit (Example Specification 3). [Figure 293] An example of the specifications for the credit addition sound (distribution sound) of a coinless gaming machine. [Figure 294] An example of the specifications for the single-coin counting sound (sound of transferring one coin from the game machine to the dispenser) of a coinless gaming machine. [Figure 295] An example of the specifications for the long-press counting sound (sound of simultaneous transfer from the game machine to the cash dispenser) of a coinless gaming machine. [Figure 296] The sound of the counting button on a coinless gaming machine, including the sound of the counting completion and the off-edge sound. [Figure 297]Example A of sound effect specifications for ball counting and ball accumulation in a managed gaming machine (pachinko machine). [Figure 298] Example 1 of the specifications for credit accrual at the time of loan. [Modes for carrying out the invention]

[0019] [First Embodiment] The gaming machine according to this embodiment will be described below with reference to the drawings. Let's take pachislot machines as an example of gaming machines to explain.

[0020] [1. Structure of a pachislo machine] First, the structure of the pachislo machine 1 will be explained with reference to Figures 1 and 2. Note that Figure 1 is Figure 1 shows the external structure of pachislo machine 1, and Figure 2 shows the internal structure of pachislo machine 1. Yes. Also, for the sake of explanation, a part of the internal structure will be explained in the following description of the external structure. In some cases, the description of the internal structure may include a description of part of the external structure.

[0021] [1-1.External structure] [1-1-1. Cabinet] The pachislo machine 1 is composed of a rectangular box-shaped casing 2. The casing 2 is the main gaming machine. The structure consists of a metal cabinet G having a rectangular opening on the front side, and the front of cabinet G The upper door mechanism UD is located on the top of the surface, and the lower door mechanism is located on the lower front of the cabinet G. It has a structure DD.

[0022] Cabinet G consists of an intermediate support plate G1, a pair of left and right side walls G2, a rear wall G3, and a top surface It has a wall G4 and a bottom wall G5. Note that in Figures 1 and 2, the back wall G3 and The bottom wall G5 is not shown in the diagram. Also, the top wall G4 of cabinet G has a left-right direction. Two openings G4a are formed, penetrating vertically at a predetermined interval. Wooden plate members G4b are attached to the upper wall G4 so as to close each of these two openings G4a. It is being done.

[0023] The plate member G4b is fixed to the gaming island (not shown) when the pachislo machine 1 is installed in the amusement parlor. It is used for this purpose, but as long as such a fixing method is secured, metal or resin materials can be used. It can be made as is, or it can be formed integrally with the upper wall G4. Also, cabinet As long as a certain level of strength is ensured for G, some or all of the constituent members may be made of wood or resin. It is possible to achieve this.

[0024] Furthermore, within the cabinet G, the upper side, with the intermediate support plate G1 in between, is forward An upper opening G101 is formed, and on the lower side, with the intermediate support plate G1 in between, and in front An opening at the bottom, G102, is formed. That is, inside the cabinet G, The cabinet is divided into an upper space and a lower space by a support plate G1, and the intermediate support plate G1 is It functions as a partition plate that divides the inside of the G into an upper space and a lower space. The upper space is This is the space behind the upper door mechanism UD within the vignette G, and includes the main display device 210, etc., which will be described later. The lower space is the space behind the lower door mechanism DD inside cabinet G. This unit houses the reel unit RU and the main control board 71, which will be described later.

[0025] Furthermore, the cabinet G does not necessarily have to include the intermediate support plate G1. In other words, as long as each device is properly housed within cabinet G, the upper and lower spaces are... The configuration may not involve partitioning the interior space. Also, cabinet G can simply be referred to as "box" or "main body". It can also be called "supporting or fixing the upper door mechanism UD and the lower door mechanism DD." Because it functions as a frame, it is called a "main frame," "support," "support frame," or "fixing frame." It can also be referred to as such.

[0026] [1-1-2. Front Door] The upper door mechanism UD and the lower door mechanism DD correspond to the shape and size of the opening of cabinet G. It is formed in such a way that the upper and lower spaces of the opening in the cabinet G can be closed off. It is provided. That is, the upper door mechanism UD and the lower door mechanism DD are located on the front of the pachislo machine 1. It functions as a front door located on the side.

[0027] Furthermore, the upper door mechanism UD and the lower door mechanism DD are, for example, located on the left side wall G2. The cabinet G can be opened and closed freely by an opening and closing mechanism such as a hinge (not shown). It is installed. Note that either the upper door mechanism UD or the lower door mechanism DD is installed. The above-mentioned opening and closing mechanism allows for opening and closing, and on the other side, one of the door mechanisms is in the open state. It can also be configured so that it can only be attached and detached when it is in use.

[0028] The upper door mechanism UD has a performance display window UD1 located in its center, and the performance display window UD1 It has an upper lamp 23 located at the top. The display window UD1 is made of, for example, resin. It is configured as a transparent panel, and the main display device 210, described later, is located on its rear side. The performance image displayed on the screen device C is visible. So, the main display device 210, which displays the effects via the effects display window UD1, is the main effects table This may be described as part 21.

[0029] The lower door mechanism DD has a main display window 4 located approximately in the center of its upper part, and the main display window The rear side of 4 has a reel unit RU mounted on the inside side of cabinet G. They are doing it.

[0030] The reel unit RU consists of three reels: 3L (left reel), 3C (middle reel), and 3R (right reel). It is mainly composed of reels. Each reel, 3L, 3C, and 3R, is formed, for example, in a cylindrical shape. It consists of a reel body and a translucent reel band attached to the circumferential surface of the reel body, The reel band has multiple (for example, 20) patterns spaced apart along the direction of the reel's rotation. It is depicted in this way. Also, each reel, 3L, 3C, and 3R, moves at a constant speed in the vertical direction. They are arranged in a parallel configuration (in a horizontal line) so that they can rotate. The main display window 4 is made of, for example, resin It is constructed as a transparent panel made of [material], and the patterns on the periphery of each reel 3L, 3C, 3R are minimal. However, some (for example, 3) are visible. Also, each reel 3L, 3C, 3R Inside, there is a light source (a lamp, described later) positioned so that the pattern can be seen from at least the main display window 4. LEDs (including reel lamps) are provided, and at least each reel 3L, 3C, 3R When rotating, these are illuminated from within with a constant brightness to ensure the visibility of the design. It is being maintained.

[0031] Furthermore, the lower door mechanism DD includes a sub-display unit 22 located to the left of the main display window 4, It has a performance button 10b located to the right of the main display window 4. 22 displays the performance image shown on the sub-display device 220, which will be described later. The display unit 22 is configured as a touch panel and not only has the function of displaying effects, but also has buttons for effects. It can also function as one. The effect button 10b is an operation unit that receives the player's effect operation (performance operation).

[0032] In addition, the lower door mechanism DD is located on a substantially horizontal pedestal formed below the main display window 4. There, the MAX bet button 6a, 1 bet button 6b, settlement button 9 provided on the left side, the effect button 10a provided at approximately the center, and the medal insertion slot 5 provided on the right side are provided. It has.

[0033] <00,00898>The MAX bet button 6a and the 1 bet button 6b are for the player's gaming operation (bet operation) to use the medals deposited (credited) inside the pachislot machine 1. It is an operation unit that receives (it can also be referred to as "insertion operation" or "betting operation", etc.). When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 pieces) and there are enough credited medals for the difference, the maximum bet number of medals will be bet. On the other hand, if there are not enough credited medals for the difference, no medals will be bet. Also, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is at least 1 credited medal, 1 medal will be bet. When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 pieces) and there are enough credited medals for the difference, the maximum bet number of medals will be bet. On the other hand, if there are not enough credited medals for the difference, no medals will be bet. Also, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is at least 1 credited medal, 1 medal will be bet. When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 pieces) and there are enough credited medals for the difference, the maximum bet number of medals will be bet. On the other hand, if there are not enough credited medals for the difference, no medals will be bet. Also, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is at least 1 credited medal, 1 medal will be bet. When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 pieces) and there are enough credited medals for the difference, the maximum bet number of medals will be bet. On the other hand, if there are not enough credited medals for the difference, no medals will be bet. Also, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is at least 1 credited medal, 1 medal will be bet. When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 pieces) and there are enough credited medals for the difference, the maximum bet number of medals will be bet. On the other hand, if there are not enough credited medals for the difference, no medals will be bet. Also, when the / bet button 6b is operated, if the current bet number is less than the maximum bet number and there is at least 1 credited medal, 1 medal will be bet. When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 pieces) and there are enough credited medals for the difference, the maximum bet number of medals will be bet. On the other hand, if there are not enough credited medals for the difference, no medals will be bet. Also, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is at least 1 credited medal, 1 medal will be bet. When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 pieces) and there are enough credited medals for the difference, the maximum bet number of medals will be bet. On the other hand, if there are not enough credited medals for the difference, no medals will be bet. Also, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is at least 1 credited medal, 1 medal will be bet.

[0034] The settlement button 9 is an operation unit that receives the player's gaming operation (settlement operation) to return (settle) the credited medals. When the settlement button 9 is operated in a state where there are no credited medals, regarding the medals to be inserted or paid out, within the range of the creditable number (for example, / pieces) of the medals, the medals will be credited. When the settlement button 9 is operated in a state where there are no credited medals, regarding the medals to be inserted or paid out, within the range of the creditable number (for example, 50 pieces) of the medals, the medals will be credited. When the settlement button 9 is operated in a state where there are no credited medals, regarding the medals to be inserted or paid out, within the range of the creditable number (for example, 50 pieces) of the medals, the medals will be credited. The difference between the pay mode (C mode) and the pay mode (P mode) where the medal is not credited. The player's actions (C / P mode selection operation) that allow them to select one of the modes It may be possible to allow acceptance. That is, the payment button 9 can function as a so-called C / P button. It is also possible to do so. The effect button 10a accepts the player's effect operation (effect operation). This is the control panel.

[0035] The coin slot 5 accepts coins that are inserted into the pachislo machine 1 from the outside by the player. The accepted medals are detected by the selector 31 described later, and the appropriate medals are also selected. It is determined whether or not it is a valid medal. If one of the accepted medals is not valid, the accepted medal The Darvish is returned from the medal payout port 11, which will be described later. Also, if the received medal is of the correct quality... If this is the case, and the current number of bets is less than the maximum number of bets, then one medal will be bet. The current bet is the maximum bet, and the credited medals are credited. If the maximum number of medals has not been reached, one medal will be credited. If the number of medals you have collected has reached the credit limit, the received medals will be credited later. The medals are returned from the aforementioned medal dispensing outlet 11.

[0036] Furthermore, the lower door mechanism DD is an information display located between the main display window 4 and the base portion mentioned above. The device 14 has multiple lamps (LEDs) and a 7-segment LED display. It consists of an LED display, and the way it lights up indicates information related to the game.

[0037] Furthermore, the lower door mechanism DD is located below the aforementioned base section, on the left side, and is equipped with a Star Trek Bar 7, three stop buttons 8L, 8C, 8R located near the center, and on the right side It has a locking mechanism 15. The start lever 7 is tiltable within a predetermined angular range. An operating unit that is installed and receives the player's game operation (start operation) to begin the game. Yes. Each stop button 8L, 8C, 8R corresponds to each reel 3L, 3C, 3R. The system accepts the player's game operation (stop operation) to stop each rotation. It is a department.

[0038] The locking mechanism 15 is, for example, composed of a key cylinder lock, and the lower door mechanism DD is in the closed state. In that case, the manager of the amusement parlor (for example, an employee of the amusement parlor; the same applies hereinafter) puts the door key into the keyhole. Turning the (not shown) part to the right while it is inserted will unlock it, and the lower door mechanism DD will open. The locking mechanism 15 not only has a function to manage the opening and closing of the door mechanism, but also a reset switch. It may also have the following functions. For example, when the manager of the amusement parlor inserts the door key into the keyhole. When turned to the left, it can detect a reset operation similar to that of the reset switch 53 described later. It is also possible to do so. In addition, in this embodiment, when the lower door mechanism DD is in the open state, It can also be configured so that when the upper door mechanism UD is moved, it also opens, and the upper door mechanism UD A separate locking mechanism will be provided to correspond to each, allowing for independent control of opening and closing. It's also possible.

[0039] Furthermore, the lower door mechanism DD includes a waist panel 13 located in the center of its lower part, and a waist panel A medal tray 12 is provided below the 13, and medals are provided above the medal tray 12. It has a payout opening 11 and sound-transmitting holes 24a and 24b provided on the left and right sides of the medal payout opening 11. ru.

[0040] The waist panel 13 includes, for example, a decorative panel with model information such as a logo representing the model name or a character representing a motif, and a light source (waist lamp included in the lamps / LEDs described later) for illuminating this decorative panel from the back side. The medal tray 12 stores the medals paid out from the medal payout opening 11. The medal payout opening 11 discharges the medals paid out (or returned) from the inside of the pachislot machine 1 to the outside. Note that the medals discharged from the medal payout opening 11 include those paid out from the hopper device 32 described later and those returned from the selector 31 described later through a cancel chute (not shown). The sound transmission holes 24a and 24b transmit sounds such as sound effects and BGM output from the speakers 35a and 35b (the reference numeral of the speaker 35a is omitted in FIG. 2) attached to the inside of the cabinet G on the back side toward the front side of the pachislot machine 1. 種情報が描かれた装飾パネルと、この装飾パネルを背面側から照明するための光源(後述 のランプ·LED類に含まれる腰部ランプ)から構成される。メダル受皿12は、メダル 払出口11から払出されたメダルを貯留する。メダル払出口11は、パチスロ機1の内部 から払出される(あるいは返却される)メダルを外部に排出する。なお、メダル払出口1 1から排出されるメダルは、後述のホッパー装置32から払出されたものと、後述のセレ クタ31からキャンセルシュート(不図示)を通って返却されたものとがある。透音孔2 4a,24bは、それぞれの背面側であって、キャビネットGの内部側に取付けられたス ピーカ35a,35b(スピーカ35aは図2において符号省略)から出力される効果音 やBGM等の音声をパチスロ機1の前面側に向かって透過する。

[0041] In this embodiment, the inside of the cabinet G is partitioned into an upper space and a lower space, and accordingly, the upper door mechanism UD and the lower door mechanism DD are provided. However, as long as the opening in the cabinet G can be appropriately opened and closed, it can also be configured as a single door mechanism, or can be configured as three or more door mechanisms. Further, it can also be configured as a door mechanism (for example, an outer door and an inner door, etc.) configured doubly in the front-rear direction. Also, the upper door mechanism UD and the lower door mechanism DD can simply be referred to as "door" or "gate", and since they function as members for opening and closing the opening in the cabinet G, they can also be referred to as "opening / closing member", "door member", or "gate member", etc. とに対応して上ドア機構UD及び下ドア機構DDを設けることとしているが、キャビネッ トGにおける開口を適切に開閉可能とする限り、単一のドア機構として構成することもで きるし、3つ以上のドア機構として構成することもできる。また、前後方向に二重に構成 されたドア機構(例えば、外扉と内扉等)として構成することもできる。また、上ドア機 構UD及び下ドア機構DDは、単に「扉」や「ドア」と称することもできるし、キャビネ ットGにおける開口を開閉可能とする部材として機能するため、「開閉部材」、「扉部材 」、あるいは「ドア部材」等と称することもできる。

[0042] [1-1-3. Variable Display Section] As described above, pachislo machine 1 is equipped with reels 3L, 3C, 3R and a main display window 4. Each reel, 3L, 3C, and 3R, opens when the start lever 7 is operated (by the player). When the initial operation is performed, the stepping motors 51L, 51C, and 51R described later are driven and controlled. This causes the rotation to begin. As a result, the symbols displayed in the main display window 4 change. It is shown. Also, each reel 3L, 3C, 3R is operated by each stop button 8L, 8C, 8R. When it is activated (when the player performs a stop operation), the stepping motor 51L described below ,51C and 51R are driven and controlled to stop their respective rotations. As a result, The symbols displayed in the main display window 4 will be shown in a stopped state.

[0043] In other words, each reel 3L, 3C, 3R and the main display window 4 change multiple symbols into multiple rows. A variable display unit (means) capable of displaying (and stopping) a series of patterns, or a variable display (and It comprises multiple variable display units (means) capable of displaying (and stopping). It can also be referred to as a "pattern display unit (means)" or a "variable display unit (means)," etc. A pattern can also be called a "picture" or "design," and it refers to information that a player can visually identify. Since this is sufficient, it can also be referred to as "identification information" or similar terms in that sense.

[0044] Furthermore, the main display window 4 shows the rotation status of each reel 3L, 3C, and 3R when they have stopped rotating. The arrangement is such that three consecutively placed symbols are displayed within that frame. In other words, the main display window 4 has one area each in the upper, middle, and lower sections of each column. Display the individual patterns (3 in total) (within the frame of the main display window 4, the patterns are arranged in a 3x3 configuration). The pattern is displayed. The main display window 4 is referred to as the "pattern display area" or "window area," etc. Sometimes.

[0045] Furthermore, the main display window 4 defines the active lines. The active lines are determined by the player's stopping operation. When the symbols in all rows stop displaying according to the game's outcome, a predetermined combination of symbols will be displayed. This is the line used to determine whether or not a win occurred. In that sense, the valid line is the "winning line." It can also be called the "line" or "judgment line." Furthermore, the valid lines are the lines within each region of each column. It is configured as a line connecting the differences. That is, the main display window 4 is in a 3x3 configuration. When configured to display patterns, it is possible to define up to 27 valid lines. However, in practice, one or more of these lines are designated as valid lines. Therefore, other lines can be defined as invalid lines, not valid lines.

[0046] For example, the middle section of reel 3L, the middle section of reel 3C, and the middle section of reel 3R The line connecting the areas is the "center line," the upper area of ​​reel 3L, and the upper area of ​​reel 3C. The line connecting the upper area of ​​reel 3R is the "top line", and the lower area of ​​reel 3L, The line connecting the lower area of ​​reel 3C and the lower area of ​​reel 3R is the "bottom line". The line connecting the lower area of ​​reel 3L, the middle area of ​​reel 3C, and the upper area of ​​reel 3R is "Cross-up line", upper area of ​​reel 3L, middle area of ​​reel 3C, and reel 3 The lines connecting the lower regions of R are called "crossdown lines," etc., and these are the regions of each column. Since it is a line that connects them in a straight line, one or more of these lines are valid. It is often defined as an in. However, as mentioned above, each region of each column is connected by a line. However, it is also possible to define so-called irregular lines as valid lines.

[0047] Furthermore, in order for the active lines to be activated, the current game must be played prior to the player's start operation. The required number of tokens (enough to start the game) must be bet, but activation The number of active lines may be the same regardless of the number of bets, or it may vary depending on the number of bets. These may vary. For example, the "center line," "top line," and "bottom line" mentioned above. If three types of lines are defined as valid lines, then in the former case... Regardless of whether the number of bets is 1 to 3, the "center line", "top line", and Enable the "bottom line". On the other hand, in the latter case, the number of bets is 1. If so, only the "center line" will be activated, and if the number of bets is 2, the "center line" and If "Topline" is activated and the number of bets is 3 (maximum number of bets), then "Centerline" Enable "In," "Top Line," and "Bottom Line."

[0048] In this embodiment, the variable display unit consists of three reels 3L, 3C, and 3R, and each row It has a main display window 4 that can display three patterns at a time, and a 3x3 configuration While it was intended to display the patterns in this manner, the pattern display method in the variable display section is not limited to this. For example, the number of reels can be 1, 2, or 4 or more, and for example, in each column By changing the number of symbols displayed to one, two, or four or more, a different embodiment from the one described above can be created. The patterns can also be displayed. In this case, the number of definable valid lines can also be increased or decreased as appropriate. ru.

[0049] Furthermore, in this embodiment, the variable display unit rotates each reel 3L, 3C, and 3R. Therefore, the design was intended to display the patterns in a variable manner, but the configuration of the variable display unit is not limited to this. For example, using an image display device similar to the main display device 210 and sub-display device 220 described later. It may be configured as such, or other display devices (for example, organic EL or 7-segment LED) may be used. The configuration may also be used. Alternatively, other physical devices (e.g., belts, etc.) may be used. This configuration is also acceptable. Furthermore, the placement and size of the variable display section can be changed as appropriate.

[0050] Furthermore, in this embodiment, the variable display unit is controlled by the main control circuit 100, which will be described later. It was intended to function as the main display unit directly related to the game, but along with this, Sub-controls related to effects not directly related to gameplay, controlled by the sub-control circuit 200 described later. A variable display unit may be provided as a side display unit. The sub-side display unit may be, for example, This configuration can be implemented using a main display device 210 and a sub-display device 220. The symbols are displayed in a changing manner in response to the player's starting operation (or the fulfillment of other starting conditions). The symbols are displayed in response to the player's stop operation (or the fulfillment of other stopping conditions). In addition to the main display unit, a sub-display unit may also be provided as a variable display unit. In this case, the player must determine whether the variable display unit is directly related to the game. To make it identifiable, the words "slot machine" or "main reel" are placed near the main display unit. An identification display showing the characters is attached, and the variable display unit is the main display unit. The goal is to make it possible to distinguish between them. Such identification displays can be used on the main display device 210 and sub-display devices. The information may also be displayed on the display device 220.

[0051] [1-1-4. Coin slot] As mentioned above, pachislo machine 1 is a machine into which a player inserts a metal object from the outside. It is equipped with a medal slot 5 for receiving Daru. Note that the medal slot 5 and the selector 3 described later 1, like the MAX bet button 6a and 1 bet button 6b, is the amount of medals required for one game. Since it has the function of betting the number of units, such an input operation is, for example, a betting operation and In other words, the coin slot 5 can detect the player's betting operations. It can also be said that it is a betting operation detection unit (means). Furthermore, the shape, arrangement and size of the coin slot The dimensions can be changed as appropriate. Also, pachislo machine 1 can be configured as a coinless gaming machine as described later. If implemented, it is not necessarily an essential configuration.

[0052] In this embodiment, the game value is used in the game or is awarded according to the game result. As an example, the use of tokens as a game medium is explained, The value of the game used is not limited to this. For example, coins, game balls, and game points. Data or tokens can also be used. Furthermore, the value of the game is simply "value," or It can also be referred to as "amusement value," etc.

[0053] [1-1-5.Operation section] Pachislo machine 1 includes, for example, the following operating parts as operating parts that can be operated by the player. The following operating parts are merely examples, and other operating parts may be included. It may be configured as follows, and for the operating parts that are not necessarily essential, A configuration that does not include this feature is also acceptable.

[0054] [1-1-5-1. Bet button] As mentioned above, Pachislo machine 1 has the following stored inside (credited): MAX bet button 6a and 1B button accept the player's betting operation for using medals. It is equipped with a bet button 6b. Furthermore, such betting operations are performed using the bet switch 6S, which will be described later. Therefore, it is detected. Thus, the MAX bet button 6a and the 1 bet button 6b, The bet switch 6S includes a bet operation detection unit (means) capable of detecting the player's bet operation. Configure it. Note that the bet button only needs to be able to detect the player's betting operation. Furthermore, its shape, arrangement, and size can be changed as appropriate. In this embodiment, MAXB Although a bet button 6a and a 1-bet button 6b are provided, providing the 1-bet button 6b Alternatively, you could simply provide only the MAX bet button 6a. Also, if two medals are... A separate 2-bet button may be provided.

[0055] [1-1-5-2. Start lever] As described above, pachislo machine 1 accepts the player's start operation to begin playing the game. It is equipped with a start lever 7. Furthermore, this starting operation is performed using the start switch 7S, which will be described later. It is detected by the start lever 7 and the start switch 7S. A start operation detection unit (means) capable of detecting the user's start operation is configured. Note that the start lever is It is sufficient that it can detect the player's start operation, and its shape, arrangement, and size are appropriate. It can be changed as needed.

[0056] [1-1-5-3. Stop button] As described above, the pachislo machine 1 is provided with each reel corresponding to 3L, 3C, and 3R, The stop buttons 8L and 8C accept the player's command to stop the rotation. It is equipped with 8R. Furthermore, such a stopping operation is detected by the stop switch 8S described later. Therefore, each stop button 8L, 8C, 8R and stop switch 8S is This constitutes a stop operation detection unit (means) capable of detecting the player's stop operation. The tan only needs to be able to detect the player's stopping action, and its shape, placement, and size are not important. These can be changed as appropriate.

[0057] [1-1-5-4. Checkout button] As mentioned above, pachislo machine 1 returns (settles) the credited tokens. It is equipped with a settlement button 9 that accepts settlement operations (return operations) from the player. The calculation operation is detected by the settlement switch 9S described later. Therefore, the settlement button 9 and The settlement switch 9S constitutes a settlement operation detection unit (means) capable of detecting a player's settlement operation. Furthermore, the settlement button only needs to be able to detect the player's settlement operation, and its shape is not important. The arrangement and size can be changed as needed.

[0058] [1-1-5-5. Buttons for performance / effects] As described above, the pachislo machine 1 has performance buttons 10a, 1 that accept the player's input for performance control. It is equipped with 0b. Note that such performance controls are provided corresponding to each performance button. It is detected by a detection switch (not shown). Therefore, the performance buttons 10a, 1 0b and the detection switch are equipped with a performance operation detection unit (means) capable of detecting the player's performance operation. To configure. Note that the buttons for effects only need to be able to detect the player's actions during the effects process. Its shape, arrangement, and size can be changed as appropriate. In this embodiment, two effects are Although buttons 10a and 10b are provided, the system can be configured without either of them. It is also possible to configure it to include only one of these. It is also possible to configure the system to include more than one button for special effects.

[0059] The main purpose of the special effect buttons is to perform specific effects (for example, the operation-linked effects described later). The presentation style can be changed during execution, and selection and confirmation operations can be performed in the user menu described later. This includes performing certain actions. Therefore, the system should be configured to include buttons for different effects depending on the intended use. It is also possible. For example, in the former application, the performance buttons 10a and 10b are used. For the latter application, it is also possible to configure it to use the touch panel described above. For use in this purpose, a jog dial that can accept selection and confirmation operations is provided as a separate button for special effects. It can also be configured to include earphones, a directional pad, etc.

[0060] [1-1-6. Medal Dispensing Outlet] As mentioned above, pachislo machine 1 dispenses (or returns) from inside pachislo machine 1. It is equipped with a medal payout port 11 that discharges medals to the outside when a prize is won. When dispensing, the medal dispensing port 11 plays the medals dispensed from the hopper device 32, which will be described later. Since it is granted to the player, it is part of the means of granting benefits to the player. It could also be said that the shape, placement, and size of the medal payout slots can be changed as appropriate. However, if pachislo machine 1 is configured as a coinless gaming machine as described later, it is not necessarily required It does not constitute a composition.

[0061] [1-1-7. Medal tray] As described above, pachislo machine 1 stores the medals dispensed from the medal payout outlet 11. It is equipped with a medal tray 12. That is, the medal tray 12 is capable of storing the awarded game value. This constitutes the storage unit (means). Note that the shape, arrangement, and size of the medal tray can be changed as appropriate. Furthermore, if pachislo machine 1 is configured as a coinless gaming machine as described later, Zushi is not an essential component of the composition.

[0062] [1-1-8. Lumbar Panel] As mentioned above, pachislo machine 1 is, for example, a decorative panel on which machine information is depicted, and this decoration The system includes a lumbar panel 13, which consists of a lumbar lamp for illuminating the panel from the rear. The waist panel 13 basically indicates what kind of pachislo machine 1 is. This is intended to be easily understood by the user, for example, by the way the waist lamp lights up, or, By configuring the waist panel 13 itself with an image display device, it is possible to perform a performance. It can also be configured as one of the means of execution.

[0063] [1-1-9. Information display section] As described above, pachislo machine 1 displays information related to the game depending on the way it lights up. The system includes a display device 14. That is, the information display device 14 is capable of displaying information related to the game. It constitutes an information display unit (means).

[0064] The information display device 14 includes, for example, an insert lamp, a start lamp, and a replay lamp. The bet lamp, credit lamp, payout lamp, instruction monitor, and limit It is composed of things like playing cards.

[0065] The insert lamp lights up to indicate that it is possible to insert medals. - The playing cards light up, allowing the game to begin when the start lever 7 is operated. It indicates that something is happening. The replay lamp lights up, indicating that the game has been restarted and the medals are being used. The bet lamp indicates that a token has been inserted. When it lights up, it indicates the number of tokens that have been bet. The display shows the number of medals being credited, depending on how it lights up. The payout lamp displays the number of medals dispensed according to the game result, based on its lighting pattern. Displays the number of payouts.

[0066] Furthermore, the instruction monitor includes an alarm lamp (stop operation indicator) and a section lamp (status indicator). It consists of, and the notification lamp indicates the situation in which the player is notified of the stop operation. In the lower (for example, AT state), the point is in a manner that uniquely corresponds to the information of the stop operation to be notified. By lighting up, it displays information about the stopping operation. Note that "the information about the stopping operation to be notified is not uniquely..." "Corresponding aspects" refers, for example, to the order of pressing buttons (in this embodiment, this will be described as "batting order"). (In some cases) When announcing "1st (perform the first stop operation on reel 3L)" The instruction monitor displays the number "1", and the button press sequence is "2nd (the first stop operation is directed to reel 3C)". When announcing "to be done by doing this," the instruction monitor displays the number "2" and the button press sequence "3rd When notifying "(Perform the first stop operation on reel 3R)", a numerical value will be displayed on the instruction monitor. This refers to modes such as displaying "3". Note that the notification lamp is a credit lamp or payout lamp. The indicator lights do not necessarily have to be separate from the payment indicator lights. For example, a credit indicator light or payment indicator light. Information about the stop operation may be displayed using one of the output lamps.

[0067] Thus, in this embodiment, under circumstances in which information about the stop operation is notified to the player, Furthermore, the sub-side notification means (for example, the main control circuit 200, which will be described later) is controlled by the sub-control circuit 200. Not only the display unit 21), but also the main side notification unit controlled by the main control circuit 100 described later The stop operation information is also reported on the instruction monitor as a unit. The mode of notification in the main system and the mode of notification in the sub-side notification means are different from each other. It is acceptable to do so. In other words, the main notification means uniquely corresponds to the information of the stop operation to be notified. It is sufficient to notify in a manner that does not necessarily require directly notifying information about the stopping operation. For example, when indicating the button press sequence "1st," the number "1" is displayed on the instruction monitor. However, some players may not be able to identify the content of the notification. On the other hand, the sub-notification officer At this stage, information about the stop operation should be directly communicated. For example, to communicate the button press order "1st" In this case, the main display unit 21 will instruct the reel 3L to perform the first stop operation. Instructions should be communicated directly.

[0068] Additionally, the section lamp lights up to indicate that the current state is within the advantageous section, as described below. The section ramp, for example, when transitioning from a non-advantageous section to an advantageous section as described later, will be used. It lights up at any time before the start of the game in that section, and turns off when the advantageous section ends. When transitioning to a profitable period, the game can be deleted at any time before the start of the non-profitable period. Light it up. Note that the timing of the section lamp lighting up is not limited to this. For example, in a non-advantageous section or This is the first part of the advantageous section, from the performance section (normal advantageous section) described later in the advantageous section, as described later. When transitioning to an increase period (AT state), any time until the start of gameplay in that increase period It may also be designed to light up at the right time. In other words, the section lamps indicate whether it is a performance section or an increasing section. It may also indicate that the person is in a favorable period, regardless of whether it is a specific section, or at least This indicates the period from the start of the first increase period until the end of the advantageous period that includes it. That's fine.

[0069] Furthermore, the limit lamp indicates that the limit processing described later has been performed, depending on how it lights up. Alternatively, it might indicate that possibility. For example, it might light up when a limit process is executed. A state advantageous to the player (for example, AT state) is forcibly terminated by the execution of a limit process. It signals that something has been done. Also, for example, it blinks when the execution of a limit process is approaching. It is highly likely that this favorable state will be forcibly terminated by the execution of limit processing. In addition, by providing triggers for lighting, flashing, or turning off the lights, the limit processing can be controlled. Other information can also be provided as needed.

[0070] [1-1-10. Production display section] As described above, the pachislot machine 1 has a main display unit 21 that displays performance images and a sub-display unit. It is equipped with a display unit 22. The main performance display unit 21 and the sub-performance display unit 22 perform performance displays. It constitutes a display unit (means) that enables the display of visual effects to the player. It is configured as one of the means of executing a performance that can be performed.

[0071] The main display unit 21 is a main display device 2 that displays effects via the effect display window UD1. It is composed of 10. In addition, the main display device 210 is an intermediate support in the cabinet G It is configured as a display unit A that is interchangeably mounted on board G1. Display unit A is Illumination unit B emits illumination light for image display, and the illumination light from illumination unit B is directed towards A so-called projection system having a screen device C that makes an image appear when the screen is opened. This is a mapping device. In this embodiment, the main display device 210 is configured as follows. This enables advanced and powerful visual effects, but the main display device 21 The configuration of 0 is not limited to this. In other words, it is possible to perform visual presentations for the player. If so, that is fine, as are image display devices such as liquid crystal displays and organic EL displays and 7-segment LED displays. It can be configured as a device, or as a variable display device such as a sub-reel or dot display device. It can also be configured in this way. Furthermore, from this perspective, its shape, arrangement, and size can also be appropriately considered. It can be changed as needed. Also, pachislo machine 1 can entertain, for example, by the so-called winning combinations. In cases where the gameplay primarily revolves around [specific mechanics], the main display unit 21 may not be provided. It is also possible to do so (the same applies to the sub-display unit 22).

[0072] The sub-display unit 22 includes a sub-display device 220. Unit 220 is configured as a liquid crystal display device. Note that the sub-display device 220 is also a main display device. Similar to the 210, it can be configured as other image display devices or display devices, and variable display It can also be configured as a device or dot display device. Furthermore, from this perspective, its shape The shape, arrangement, and size can also be changed as appropriate. In addition, the main display unit 21 is a large screen. Given its structure, this time it includes features such as notification of the order of pressing buttons, notification of wins, and continuous performances. The sub-effect display unit 22 primarily displays effects closely related to the gameplay and is composed of small screens. Therefore, the game mainly features elements that are not closely related to the current gameplay, such as game history. It is possible to display different content depending on the purpose, such as displaying it as [this]. In addition, in this embodiment, the two displays are the main display unit 21 and the sub-display unit 22. Although it is configured to include a display unit, it is also possible to configure it without including any of these. It is possible, and it is also possible to configure it to include only one of these. It is also possible to configure the system to include the above-mentioned display unit.

[0073] [1-1-11. Lamp] As mentioned above, the pachislo machine 1, as exemplified by the upper lamp 23, has a light emission. Mode (not only lighting, flashing, or turning off, but also when configured as a full-color LED) One or more lamps (including their brightness and color) capable of creating a visual effect. It is equipped with a means of emitting light. Furthermore, such a means of emitting light provides a visual experience for the player. It is configured as one of the possible means of executing performances. Furthermore, from this perspective, its number and shape The shape, arrangement, and size can also be changed as appropriate.

[0074] Other lamps included in the lamps and LEDs described later include, for example, the upper door lamp. Side lamps and various operating parts are provided on both end faces of the UD structure and on both end faces of the DD lower door mechanism. Examples include the control panel lamps and the like. The latter refers to the operation of each control panel. Since it includes a function to inform the player whether or not it is possible to perform such a function In some cases, the lighting pattern will not change according to the performance content, but will instead light up using a single, unambiguous lighting pattern. It can be controlled.

[0075] [1-1-12. Speaker] As described above, pachislo machine 1 has speakers 35a that output sound effects, background music, etc. It is equipped with speaker 35b. Speakers 35a and 35b can be used to create effects through sound output. It constitutes an audio output means. It also provides an effect that allows for auditory presentation to the player. It is configured as one of the means of execution. Furthermore, from this perspective, its number, shape, arrangement and The size and other dimensions can be changed as needed.

[0076] [1-1-13. Other stage equipment] Furthermore, in pachislo machine 1, in addition to the various performance devices (performance execution means) described above, there are other performance devices provided. It is also possible to do so. For example, movable performance devices such as so-called "gimmicks," and vibrations that create effects. The venue is equipped with a dynamic performance device, or a performance device that uses air jets to create effects. It is also possible to implement special effects. In other words, the five senses of the player (sight, hearing, touch, taste). It can appeal to either the sense of sight or smell (to the player know that the performance is being executed). Any performance device capable of performing a performance (that makes it recognizable) can be used. It is also possible to do so. Therefore, in this embodiment, "performing a performance" does not require any further explanation. As long as, any one or more of the above-mentioned various performance devices (performance execution means) This indicates that it is permissible to use special effects equipment to perform the effects.

[0077] [1-2. Internal structure] [1-2-1. Selector] The selector 31 (not shown in Figure 2) controls the flow of medals inserted from the medal slot 5. It is a lower passage and is located on the rear side of the lower door mechanism DD. The selector 31 is, for example, rear The system includes the aforementioned medal sensor 31S and a sorting device.

[0078] The medal sensor 31S detects the medal inserted from the medal slot 5, and also detects The sorting device determines whether the dispensed medal is the correct medal or not. The sorting device uses a medal sensor 31. If S determines that the detected medal is a suitable medal, then the medal If the medal is in a state where it can be accepted, it will be guided to the hopper device 32 described later. The drive is controlled accordingly. In this case, the number of bets or credits is increased by 1. On the other hand, the sorting device detects if the medal detected by the medal sensor 31S is not the appropriate medal. If it is determined that the medal is not eligible for acceptance, the medal will be canceled. The system is driven and controlled so that the medals are returned through the chute to the medal payout opening 11. A selector error will occur if an abnormality occurs in medal detection by the SA31S. In this case, after resolving the cause of the malfunction (for example, a coin jam), the reset operation is performed. This action will clear the error state.

[0079] In other words, the selector 31 is a game medium detection unit (means) capable of detecting the inserted game medium. The selector 31 can determine whether the inserted game medium is appropriate or not. This constitutes a determination means. Furthermore, the selector 31 determines if the inserted game medium is appropriate. While some items are stored internally, a sorting mechanism discharges unsuitable game media to the outside. The stages are configured. Furthermore, the configuration, arrangement, and size of selector 31 can be changed as appropriate. Furthermore, if pachislo machine 1 is configured as a coinless gaming machine as described later, it is not necessarily required. This will not result in that configuration.

[0080] [1-2-2. Hopper device] The hopper device 32 is located in the lower space inside the cabinet G. 2, for example, a medal inserted from the medal slot 5 and guided by the selector 31 A bucket section for storage, and a mechanism located at the bottom of the bucket section for storing the medals in the bucket section. A disc section that agitates the material and guides each piece to the discharge section, and the disc section guides the material A dispensing unit that dispenses medals one by one, and a counter that counts the medals dispensed from the dispensing unit. It has a mount sensor.

[0081] The bucket section is configured to store a certain number of medals. Medal exceeding a certain number are removed. Passengers are guided through a guided passage on the side to the medal auxiliary storage compartment 33, which will be described later. A hopper empty error occurs when the hopper section becomes empty of stored medals. In this case, if the medals are replenished and the reset operation is performed, the error state will be resolved. It will be deactivated.

[0082] The disc section has multiple medal-shaped cutouts radiating from the center, and the drive signal Therefore, the central axis is driven to rotate, and the medals that are fitted into the cutouts are ejected one by one. This will guide you there. Furthermore, the rotation of the disc will agitate the medals stored in the bucket. Furthermore, if an abnormality occurs in the rotation of the disc, a hopper jam error will occur. In this case, after resolving the cause of the malfunction (for example, a jammed medal), reset the machine. The error state will be cleared when the operation is performed.

[0083] The count sensor detects the medals ejected from the ejection unit and counts the number of medals. For example, when dispensing one medal, the disc part starts to rotate, followed by the counter. The disc rotation stops when the token sensor counts the dispensing of one token. This ensures that the correct number of medals are dispensed.

[0084] In other words, the hopper device 32 constitutes a game medium dispensing unit (means) capable of dispensing game mediums. It can also be said that, as mentioned above, it is part of the means of providing benefits to players. Furthermore, the configuration, arrangement, and size of the hopper device 32 can be changed as appropriate. If Chislo Machine 1 is configured as a medalless gaming machine as described later, this configuration is not necessarily required. That's not the case.

[0085] [1-2-3. Medal Auxiliary Storage] The medal auxiliary storage compartment 33 is located in the lower space inside cabinet G. The storage compartment 33 stores, for example, the medals guided from the bucket section of the hopper device 32. A storage compartment and a medal located near the storage compartment for detecting the volume of medals stored in the storage compartment. It has an auxiliary storage compartment switch 33S.

[0086] The storage compartment is configured to hold a certain number of medals. Medal auxiliary storage compartment switch 33S If it is determined that a certain number of medals or more have been stored, the medal auxiliary storage compartment E Ra will occur. In this case, the number of medals stored in the storage compartment will be reduced to at least a certain number. After reducing the value, the error state will be cleared when a reset operation is performed.

[0087] In other words, the medal auxiliary storage unit 33 is a surplus game medium storage unit capable of storing surplus game mediums. (Means) are constructed. Note that the configuration, arrangement, and size of the medal auxiliary storage unit 33 may be changed as appropriate. It is possible. Also, if pachislo machine 1 is configured as a coinless gaming machine as described later... This configuration is not necessarily essential.

[0088] [1-2-4.Power supply device] The power supply unit 34 is located in the lower space inside the cabinet G. For example, it has a power supply board 34a and a power switch 34b, and the power switch 34b is The power supply unit 34 is a household power supply unit. Similar to electric products, the AC voltage of 100V is supplied from a power cable (not shown) to each component. It converts the required DC voltage into power and supplies the converted power to each part. In other words, the power supply unit The component 34 constitutes a power supply unit (means) capable of supplying the necessary power to the gaming machine. The configuration, arrangement, and size of the 34 elements can be changed as appropriate.

[0089] In this embodiment, the setting key-type switch 52 and reset switch 53, described later, are the primary controls It is configured to be installed on the circuit board 71 (more specifically, on the main control board case described later). However, these switches can also be configured to be provided on the power supply unit 34.

[0090] [1-2-5. Circuit board] The pachislo machine 1 includes, for example, the following circuit boards as circuit boards necessary for various controls. Please note that the circuit boards shown below are merely examples, and configurations with different circuit boards are also possible. Alternatively, for circuit boards that are not necessarily essential, they may be omitted. It can also be used as a composition.

[0091] [1-2-5-1. Main control board] The main control board 71 is mounted inside the cabinet G on the rear side of the reel unit RU. It is said that the main control board 71 is a game control board that performs control related to the game, and The main control board is made of resin and is transparent (or semi-transparent) so that its status can be visually observed. It is housed in a case (not shown). The electrical configuration of the main control board 71 will be described later. .

[0092] Furthermore, there are various constraints on the specifications of the main control board 71, and basically, various electronic components are DIP-packaged. Although it is assembled and constructed, some or all of the various electronic components are SMT It may also be configured using surface mounting. In this case, a tester or oscilloscope may be used. You may also set up test points using a scope to verify the operation. Using small electronic components not exceeding 6 square mm for some or all of the various electronic components. Alternatively, the main control board 71 may be constructed with multiple layers on its substrate surface.

[0093] [1-2-5-2. Sub-control board] The sub-control board 72 is mounted on the back side of the intermediate support plate G1 inside the cabinet G. The sub-control board 72 is a performance control board that performs control related to the performance, and is made of resin. It is housed in a sub-control board case (not shown) of the main control. It will be constructed as a transparent (or semi-transparent) resin case, similar to the circuit board case. It is also possible to use other materials that are opaque (or semi-opaque). It can also be configured in this way. The electrical configuration of the sub-control board 72 will be described later.

[0094] [1-2-5-3. Other circuit boards] (Main relay board) The main relay board 73 (not shown in Figure 2) is located at a specific position within the cabinet G (for example, It is mounted on the rear side of the lower door mechanism DD and is connected to the main relay board 73 for various devices. The relay between the subcontrol board 71 and the main control board 71, and between the main control board 71 and the subcontrol board 72. This is an intermediate control board. The main relay board 73 is used for the convenience of control efficiency and wiring efficiency. Since it is configured as a separate circuit board from circuit board 71, it will not cause any particular problems. By assigning all the functions of circuit board 73 to the main control board 71, and eliminating the main relay board 73, the configuration is achieved. It is also possible to further divide the main relay board 73 into multiple relay boards. Furthermore, efforts may be made to improve control efficiency and wiring efficiency. That is, multiple main relay boards may be used. Multiple circuit boards may be provided.

[0095] (Sub-relay board) The sub-relay board 74 is located at a specific position inside the cabinet G (for example, on the rear side of the lower door mechanism DD). It is mounted on the sub-relay board 74 and the sub-control board 72, and various devices connected to the sub-relay board 74 This is an intermediate control board for relaying signals between the main control board 71 and the sub-control board 72. Furthermore, the sub-relay board 74 is a separate board from the sub-control board 72 for the convenience of control efficiency and wiring efficiency. Since it is configured in this way, unless there is a particular problem, all functions of the sub-relay board 74 are sub-controlled It is also possible to have the main circuit board 72 installed and to omit the sub-relay circuit board 74. From this perspective, the sub-relay board 74 is further divided into multiple relay boards to improve control efficiency and wiring efficiency. Improvements may be made. That is, multiple boards may be provided as sub-relay boards. That's fine.

[0096] (External centralized terminal board) The external centralized terminal board 55 is installed at a specific location within the cabinet G (for example, at the back of the lower space). It is equipped with, for example, a medal insertion signal, a medal dispensing signal, external signals 1-4 and security Signals such as the tactile signal are output to the outside of the pachislo machine 1. External signals 1 to 4 are output to the outside. The power start conditions and output end conditions can be set as appropriate, and the pachislot machine 1 can be adjusted according to its gameplay. This makes it possible to notify external parties of the transitions in internal states (for example, bonus state or AT state). The external centralized terminal board 55 is typically connected to an external data display or hall computer. Since they are connected, these devices also handle the insertion and dispensing of tokens in pachislo machine 1. Not only can the output status and error occurrence status be recognized, but the transition status of such internal states can also be recognized. It is.

[0097] (Interface board for test machine) Test machine first interface board 301 and test machine second interface board 302 is a pachislo machine 1 that undergoes various signals related to gameplay during the certification test (test firing test). This is a relay board used when outputting to the test machine (Note: As a release product for sale) These relay boards are not installed in the pachislo machine 1, so the main control board 71 sold by the manufacturer This includes a first interface board 301 for the test machine and a second interface board for the test machine. (The various electronic components necessary to connect to Code 302 are also not implemented.) For example, Test signals for controlling key operations related to the technique (e.g., internal draw, reel stop control, etc.) This is output via the first interface board 301 for the test machine, and also via the main control board 7 The test signals related to the button press sequence navigation determined in step 1 are sent to the second interface board 3 for the test machine. Output via 02.

[0098] [2. Electrical Configuration of a Pachislo Machine] Next, with reference to Figure 3, the electrical configuration of pachislo machine 1 will be explained. This is a block diagram showing the electrical configuration of pachislo machine 1.

[0099] As described above, the pachislo machine 1 consists of a main control board 71, a sub-control board 72, and a main relay board 7 It has a main control board 71 and a main relay board 73, and a main relay board 7 3 and the sub-relay board 74, and the sub-relay board 74 and the sub-control board 72 are electrically connected to each other. Furthermore, the main control board 71 and the sub-control board 72 are connected to the main relay board 73 and the sub-relay board 7 Through 4, one-way serial communication is possible from the main control board 71 to the sub-control board 72. They are electrically connected in such a way.

[0100] The main control board 71 includes a main control circuit 100, which serves as a game control unit that performs control related to the game. It is implemented. The main control circuit 100 is, for example, the main CPU 101, the main ROM 10 2. Main RAM 103, clock pulse generation circuit (not shown), random number circuit (not shown), etc. It is composed of the following. The main ROM 102 contains various functions executed by the main CPU 101. Control program, various data tables, and various control commands to the sub-control circuit 200 Data for sending (d) is stored here. Main RAM 103 contains the control program A storage area is provided to store various data, such as the internal winning combination determined by the execution of the system. The lock pulse generation circuit generates a clock pulse signal for the operation of the main CPU 101. A random number circuit generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255). Generates the signal. The main CPU 101 performs various controls based on the generated clock pulse signal. The program is executed. Additionally, one or more random values ​​are randomly selected from the generated random numbers as needed. The data is extracted as numerical values. In this way, control is performed on all aspects of the game's operation.

[0101] The sub-control board 72 includes a sub-control circuit 200 which serves as a performance control unit that performs performance-related control. It is implemented. The sub-control circuit 200 includes, for example, a sub-CPU 201, sub-RAM 203, etc. It is composed of the above. In addition, the ROM cartridge board 202 is connected to the sub-control board 72. The ROM cartridge board 202 has various functions that are executed by the sub-CPU 201. Your program, various data tables, various performance data (for example, on the main display device 210) Related video data and drive data, video data related to the sub-display device 220, lamps and LEDs Sub-RAM stores data such as lamp data and sound data related to speaker groups. Unit 203 stores the performance content and various performance data determined by the execution of the control program. The storage area and the data related to various control commands transmitted from the main control board 71 A storage area for storing data will be provided. The random values ​​used for the effects will be predetermined. From the range of random numbers (for example, 0 to 32767), generated within sub-CPU 201 and The extraction may be performed in a manner similar to the main control circuit 100, or a random number circuit may be provided. The generation and extraction may be carried out on the ROM cartridge board 202. Instead, a sub-ROM is included in the sub-control circuit 200, and various control programs, etc. It may also be configured to store in a sub-ROM. The basic performance data is stored, and various control programs and each are stored in the sub-ROM within the sub-control circuit 200. It may also be configured to store a seed data table. Furthermore, the sub-control circuit 200 includes G This includes a dedicated image processor such as a PU (also known as a "VDP"). This allows the video displayed on the main display device 210 and the sub-display device 220 to be displayed in a manner that It may be configured to generate (edit).

[0102] The main control board 71 includes stepping motors 51L, 51C, 51R, and a key-shaped switch for setting. Chi 52, reset switch 53, role ratio monitor device 54, external centralized terminal board 55, hopper equipment The unit 32, the medal auxiliary storage switch 33S, and the power supply unit 34 are electrically connected. Furthermore, the main control board 71 is connected to the door open / close monitoring switch 56 and medal via the main relay board 73. Sensor 31S, bed switch 6S, start switch 7S, stop switch 8S, precision The calculation switch 9S and the information display device 14 are electrically connected. Interface board 301 and second interface board 302 for the test machine are installed. In such cases, for example, it is electrically connected to the main control board 71 via the main relay board 73.

[0103] Furthermore, the external centralized terminal board 55, hopper device 32, medal auxiliary storage switch 33S, and electric Power source 34, medal sensor 31S, bet switch 6S, start switch 7S, stop Switch 8S, settlement switch 9S, information display device 14, first interface for test machine Board 301 and the second interface board 302 for the test machine have already been described. Therefore, the explanation will be omitted here.

[0104] Each stepping motor 51L, 51C, and 51R is connected to a gear with a predetermined reduction ratio. It is connected to each reel 3L, 3C, 3R via and its drive controls each reel 3L, 3C, 3 R is rotated and stopped. Note that for each stepping motor 51L, 51C, 51R Each time a pulse is output, each reel 3L, 3C, and 3R rotates at a fixed angle. Therefore, the main CPU 101 controls each stepping motor 51L, 51C, and 51R. The number of times a pulse is output is counted, and based on this count result, each reel 3L, 3C, This manages the position of the 3R symbols. Furthermore, this management is performed for each reel (3L, 3C, 3R). The reel index (not shown) that determines the initial position for singing, and the position of the reel index. An index sensor (not shown) is provided to detect this.

[0105] The setting key-shaped switch 52 controls the setting value of the pachislo machine 1 (for example, 6 levels from setting 1 to setting 6). When changing the settings (setting change), or when checking the settings of pachislo machine 1 (setting check) Used for recognition. Here, the set value indicates the degree of advantage the player has in relation to the game. Generally, the lower the setting value (for example, the closer to setting 1), the greater the advantage for the player. The relative value becomes lower, and the higher the setting (for example, the closer to setting 6), the more advantageous it is for the player. The degree of this becomes relatively higher. The setting key-type switch 52 is, for example, used by the administrator of the amusement parlor. Insert the setting key (not shown) into the keyhole and turn it to the left from the initial position to turn it on. When returned to the initial position from the current state, it turns off. Note that when the power of pachislo machine 1 is off, By turning the setting key-type switch 52 to the ON position and then turning the power ON, you can change the settings. With the power to the pachislo machine 1 still on, turn on the setting key-shaped switch 52. This status indicates that the settings can be checked.

[0106] The reset switch 53 is designed to detect reset operations performed by the administrator of the gaming establishment. The reset operation is an operation to clear various error conditions. The 53 allows the administrator of the gaming establishment to determine the setting value when the setting can be changed. It is detectable. Furthermore, the reset switch 53 is operated when the settings can be changed. When this is done, the setting value increases by 1 each time it is operated (when it reaches setting 6, the next setting will be...) (Return to step 1). In this way, the setting value determination operation can be performed. The set value determined is then finalized when the start lever 7 is operated once. The start switch 7S can detect the setting value confirmation operation by the administrator of the amusement parlor. Yes. In this way, when making a setting change, the setting key-type switch 52 is turned ON. Select a setting value by operating the reset switch 53, and then operate the start lever 7 to confirm the selection. After confirming the setting value, the setting key-type switch 52 is turned off, which is a setting change operation. This is required. Note that this is just one example of a setting change operation, and settings can be changed through other operations. It can also be configured to allow changes. Furthermore, when changing or verifying settings, for example... For example, the current setting value is displayed on the credit lamp or payout lamp mentioned above. Just do it.

[0107] The ratio monitoring device 54 is, for example, composed of a 4-digit 7-segment LED, and the main control base It is located inside the board case. The ratio monitoring device 54 is compiled by the main CPU 101. • Various percentage information related to the calculated games will be displayed sequentially. This percentage information is from the gaming parlor. This is used by administrators to check if there are any illegal modifications to pachislo machine 1, etc. The control device 54 may be mounted on the main control board 71, or it may be connected to the main control board 71. It may also be mounted on another connected board (for example, a percentage display board). It may be installed in other locations within Cabinet G. For example, the main control board. It may be provided on the case. Also, the display in the role ratio monitor device 54 is started. A control switch for either enabling or switching its contents is provided inside Cabinet G. Furthermore, when this is manipulated, the various percentage information mentioned above may be displayed. Assuming the use of such a management switch, for example, the information display device 14 can serve as It may also be configured to be used in conjunction with the ratio monitor device 54. From a predetermined time (for example, about 10 seconds) the main control circuit 100 and sub-control circuit 200 are started up. After the elapsed time (a buffer time that takes into account the time required for the above), the four-digit ratio of the role-playing monitor device 54 To ensure that the 7-segment LED is functioning correctly, for example, "8.8 Test patterns such as "." (Pattern where all segment and decimal LEDs light up) It is desirable to configure the system to light up (or blink) for a predetermined period of time.

[0108] In the role ratio monitor device 54, for example, the type of ratio information is displayed in the upper two digits, and the lower digits The two-digit number displays a value (%) indicating the percentage information. This is displayed on the ratio monitoring device 54. The various percentage information provided includes, for example, cumulative percentage information for a specific interval, and cumulative percentage information for the most recent 6000 games. This includes information on the percentage of consecutive special features and the percentage of special features, as well as cumulative information on the percentage of consecutive special features and the percentage of special features.

[0109] Specific interval ratio information refers to the number of games played (for example, if it's "cumulative," it would be 175,000 games). . If it's "the most recent 6000 games," then it's 6000 games. (The same applies below) Of the gaming period, The number of games played during a game section (e.g., AT state) in which information about stop operations advantageous to the player was provided. This information indicates the percentage of games played during the advantageous period (or simply the number of games played during the advantageous period). The consecutive payout ratio information refers to the number of medals paid out during the game interval of the target number of games, specifically the ratio of medals paid out during that interval. During the operation of the first type special feature (RB) (the continuous feature operation device (BB) related to the first type special feature is activated) The number of medals paid out during the operation of the first type special feature (RB) in the state in which it is being performed This information shows the percentage. Furthermore, the payout percentage information is calculated based on the number of games played within the game section. Of the number of medals obtained, the first type special prize (RB), the second type special prize (CB), and the regular prize This information shows the percentage of medals dispensed during the operation of (SB), and the first type of special role here The operation of the item (RB) means that the continuous operation device (BB) for the special item of the first type is in operation. This concept includes the operation of the first type special bonus (RB) in the state, and also the second type special bonus "When the device (CB) is in operation" means that the continuous operation device (MB) for the second type of special feature is in operation. This concept includes the operation of the second type special feature (CB) in the state described above.

[0110] Furthermore, information regarding stop operations advantageous to the player was provided during the game section (for example, in the AT state). The state is considered as the operation of the special feature, or the operation of the continuous operation device for the special feature, and the respective proportions The information can also be used for aggregation and calculation. That is, the role ratio monitor device 54, Any device that appropriately displays the necessary percentage information is acceptable, and the various percentage information that can be displayed is included in these. Not limited to. Also, for example, in models that do not have a Type 1 Special Bonus (RB) When displaying information on the percentage of consecutive bonus rounds, or when the advantageous section function (AT function) is not installed When displaying specific section ratio information on certain models, etc., the relevant numerical information (corresponding information) exists. For models where this feature is not present, the numerical value among the 4-digit 7-segment LEDs will be displayed when the item is shown. In a 7-segment LED displaying information (percentage information), for example, For example, an identification display for unsupported information, such as lighting up two vertical bars in the center, would be used. This allows the person checking the model to immediately recognize that no compatible information exists for that model. desirable.

[0111] The door opening / closing monitoring switch 56 is, for example, provided on the opening / closing side (right side) of the lower door mechanism DD. Furthermore, it may be configured to be provided on the rear side of the lower door mechanism DD, or cabinet G It may also be configured to be provided on the side. Furthermore, the upper door mechanism UD may also have a similar door opening / closing monitoring system. The configuration may include a switch. The door opening / closing monitoring switch 56 controls the lower door mechanism D When D is open, it becomes ON, and when it is closed, it becomes OFF. This monitors the opening and closing of the lower door mechanism DD. Note that when the door opening / closing monitoring switch 56 is ON, This will cause a door opening error. In this case, if the lower door mechanism DD is set to the closed position, the error will occur. The Ra state is canceled.

[0112] The sub-control board 72 includes the ROM cartridge board 202, the main display device 210, and a sub-display. The device 220 is electrically connected. In addition, the sub-control board 72 is connected via the sub-relay board 74. Then, the 24h door monitoring unit 61, the performance buttons 10a, 10b and other performance buttons, The lamps and LEDs such as the upper lamp 23, and the speaker group such as speakers 35a and 35b are electrically Connected.

[0113] Furthermore, the ROM cartridge board 202, main display device 210, sub display device 220, and The buttons for powering on and off, the lamps / LEDs, and the speakers have already been explained, so here we will continue. The explanation will be omitted.

[0114] The 24h door monitoring unit 61, like the door open / close monitoring switch 56, for example, the lower door It is installed on the opening / closing side (right side) of the DD mechanism. It also monitors the opening and closing of the lower door mechanism DD. In terms of having the same function as the door opening / closing monitoring switch 56, however, this monitoring is By enabling this operation on the sub-control circuit 200 side as well, the opening and closing history of the lower door mechanism DD can be further recorded. It is designed to be stored for a certain period of time. This opening and closing history will be stored in the hallmarks described later. This can be checked from the menu. Therefore, for example, outside of business hours, the amusement store If there is a record of the system being opened after the administrator has left, or if the system was left open for an extended period during business hours, If there is a record of the gate being opened and closed, it is highly likely that fraudulent activity has occurred. It has become recognizable.

[0115] [3. Functional Flow of a Pachislo Machine] Next, we will explain the functional flow of pachislo machine 1 with reference to Figure 4. This is a diagram illustrating the functional flow of pachislo machine 1.

[0116] The player inserts tokens into slot machine 1 (betting is performed), and the start lever - When 7 is operated (the start operation is performed), a predetermined range (for example, 0 to 655) is set. 35) A random number is selected from the random numbers (in this embodiment, this is referred to as the "random number for internal drawing"). (In some cases, this may be revealed) is extracted.

[0117] The internal random number generator (the main CPU 101 which performs the internal random number generator process described later) uses the extracted random number A draw is conducted based on this to determine the internal winning combination. Once the internal winning combination is determined, on the valid lines... The combinations of patterns that are permitted to be displayed are determined in advance. In terms of types, these include medal payouts, replay activation, bonus activation, etc. The prizes awarded to players are those related to "winning" (winning a prize) and those related to other so-called "losing" prizes. A system is established for this purpose. Furthermore, the roles related to the payout of medals are called "minor roles," and the replay ( The role involved in the activation of the play is called the "replay role," and the role involved in the activation of the bonus (bonus state) is called the "replay role." The roles that can be achieved are called "bonus roles". Also, roles that can be internally won (i.e., roles that are permitted to be achieved) The combination of patterns is sometimes simply called a "winning combination." Also, the internal winning combination is called a "winning combination." These are sometimes referred to as "pre-determined results" or "derivative acceptable conditions." The lottery means may be called "means for determining the role," "means for determining the winning role," "means for pre-determining," or "means for deriving permission." It is sometimes referred to as a "condition determination means," etc.

[0118] Furthermore, when the start lever 7 is operated (the start operation is performed), multiple reels begin to rotate. This is done. Afterwards, the player selects the corresponding reels (3L, 3C, 3R) The stop buttons (8L, 8C, 8R) are operated (the stop operation is performed). The reel stop control means (the main CPU 101 which performs the reel stop control processing described later) is internal Based on the winning combination and the timing (or the order in which the buttons were pressed) of the stop button. Then, control is performed to stop the rotation of the corresponding reel. Note that the operator for starting the operation The stages are not limited to lever-shaped ones like the start lever 7, but also include those that allow the player to perform the start operation. Any means of operation is acceptable, provided it is possible to do so. Also, to perform the stop operation The means of operation are limited to button-shaped controls such as the stop buttons 8L, 8C, and 8R. If the player is unable to stop the machine and is able to perform the stopping operation, any means of operation is acceptable. stomach.

[0119] In pachislo machine 1, the stop button is pressed for a set time (190m) Within sec, control is performed to stop the rotation of the corresponding reel. In this embodiment, The number of symbols that move along with the rotation of the reels within the specified time is called the "number of sliding symbols." In this embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum The number of sliding pieces is set to the size of 4 pieces of the design.

[0120] The reel stop control means determines an internal winning combination that permits the display of a winning symbol combination. When this is the case, the combination of the symbols must be completed within the prescribed time of 190 msec (equivalent to 4 symbol frames). Stop the reel rotation so that the ball is displayed as much as possible on the active line. Also, stop the reel. The control means uses a predetermined time to check the symbols that are not permitted to be displayed by the internal winning combination. The reels will stop rotating so that the combination does not appear on the active line. The image displayed when the rotation stops is called the "stop display" or "display result," etc. This can happen. Also, when the reels stop spinning, the symbols may appear, which is called "stop This is sometimes referred to as "derivation of stop indication" or "derivation of indication result."

[0121] Furthermore, the reel stop control means automatically stops the reel after it has started to rotate for a predetermined period of time. If the required time elapses, the reels will automatically stop, even if the player has not performed a stop operation. An automatic stop control system may be implemented to allow the game to stop automatically. In this case, the game will not require any stop operation from the player. The reels will stop at this point, and if any of the internal winning combinations have been determined, However, it appears that none of the winning combinations are displayed along the valid lines. It is desirable to stop the rotation of the wheel.

[0122] In this way, when the rotation of all multiple reels stops, the prize determination means (the prize, as described later) The main CPU 101, which performs the operation determination process, determines the combination of symbols displayed on the active line. A determination will be made as to whether or not the entry is related to winning an award (or any other predetermined item). In other words, the combination of designs related to the winning design (or other predetermined combination of designs) A determination is made as to whether or not the combination is successful. Then, the combination of the displayed symbols is determined by the prize determination method. It is related to winning an award (or other predetermined items) (i.e., related to winning an award) It is determined that a combination of patterns (or other predetermined combinations of patterns) has been achieved. Then, the player is given benefits such as the payout of medals, or various Control is performed. In pachislot machine 1, as an example, the above sequence of events is used for one play It is played as a skill (unit game).

[0123] Furthermore, the method for determining the winner is simply that the combination of symbols displayed on the winning line is predetermined. This determines whether or not a given combination of symbols matches any of the multiple possible combinations of symbols. It may also be the combination of symbols related to the internal winning combination determined by the internal drawing means. It may also be a system that determines whether or not it is a match. In other words, in the former case, it is separate from the internal winning combination. It may also be used to determine whether or not the combination of designs is eligible for a prize. As long as the reel stop control mechanism properly controls the stopping process, the occurrence of incorrect winnings can be adequately prevented. Since this can be guaranteed, it becomes possible to reduce the control burden related to detecting incorrect prize entries. In the latter case, the combination of designs that won the prize is whether the combination of designs that was permitted to win the prize is the same as the combination of designs that was permitted to win the prize. By making it possible to determine whether or not a win has occurred, if an incorrect win occurs due to a malfunction of the reel, the system can determine the correct outcome. Because it can detect winning entries, it is possible to improve security.

[0124] Furthermore, in pachislot, within the aforementioned sequence of gameplay actions, a display device (for example, May) is used. Display of images by display devices 210 and sub-display devices 220, etc., and various lamps (for example, upper Light output from lamps (e.g., 23), speakers (e.g., speakers 35a, 35b) Various effects are performed using the output of these sounds, or combinations thereof. These are means for executing performances. Of the performances executed by the means for executing performances, The configuration may be determined on the main control circuit 100 side (main side), or on the sub-control circuit 200 side. In some cases, the decision is made by the (sub-side). In other words, all of these are factors in determining the content of the performance. It can become a step.

[0125] For example, when the start lever 7 is operated (the start operation is performed), an internal random number for drawing is generated. Separately, random values ​​for performance are extracted. Once random values ​​for performance are extracted, the means for determining the performance content is used. The system draws a selection of different performance options from among several types of performances associated with the internal winning combination to determine which performance to execute. Therefore (or according to predetermined decision conditions), the decision is made.

[0126] Next, once the performance content is determined by the performance content determination means, the performance execution means performs the reel The system is designed to respond in conjunction with various triggers, such as when the reels start spinning, when each reel stops spinning, and when determining whether a prize has been won. The effects are executed. In this way, in pachislot machine 1, for example, the internal winning combination is associated with By executing the specified performance, the determined internal winning combination (the combination of symbols to aim for and the operation) The opportunity to know or predict the correct sequence of button presses (which can also be rephrased as the order in which to press the buttons) is provided to the player. This can increase the players' interest.

[0127] [4. Basic specifications regarding the gameplay of pachislo machines] Next, we will explain the basic specifications regarding the gameplay of pachislo machine 1.

[0128] [4-1. Pattern Placement] As mentioned above, in pachislo machine 1, multiple symbols are displayed as they change and stop, allowing the player to play. The technique is designed to be performed. Therefore, the main control circuit 100 controls each reel 3L, 3C In 3R, it is necessary to configure the system so that it is possible to understand which pattern is placed in which position. There is a need for this. For this reason, the main ROM 102 contains at least each reel 3L, 3C, 3R Data is stored to identify the type of symbol at each symbol position. As long as these objectives are achieved, the data structure can adopt various configurations. However, in this embodiment, as an example, the pattern arrangement table described later (see Figure 9) is used. .

[0129] The pattern placement table shows the patterns for each reel in the rotation direction of 3L, 3C, and 3R. The position data of the symbols indicating their location (for example, "0" to "19") is defined. Data that identifies the type of pattern (e.g., pattern code) corresponds to the pattern position data. It is attached. Also, in the symbol placement table, when the reel index is detected... The position of the symbol located in the middle area of ​​each reel within the frame of the main display window 4 is defined as "0". The number of symbols in each row, the number of symbol types, and the maximum number of sliding pieces can be changed as appropriate. It is definable.

[0130] [4-2. Pattern Combinations] As mentioned above, in pachislo machine 1, the combination of displayed symbols affects the game result. This is the specification. In other words, pachislo machine 1 will perform various actions depending on the combination of symbols displayed. To grant benefits, to shift from the current state to a relatively more advantageous state, or from the current state It makes it possible to shift to a relatively unfavorable state. Therefore, the main control circuit 100 needs to be structured in a way that makes it understandable how these patterns are combined. Therefore, the main ROM 102 contains data to identify such combinations of patterns. It is being done. Furthermore, as long as this objective is achieved, various data structures may be adopted. It can be used, but in this embodiment, as an example, the pattern combination table described later (Figure (See Figures 11-14)

[0131] The pattern combination table contains predetermined combinations of patterns that can be displayed on the active lines. Data indicating the type of combination of multiple symbols (for example, "display symbol" or "winning action") A "flag" is defined. The symbols that make up each combination of symbols are, for example, Furthermore, it can be identified using the aforementioned pattern codes, etc. In addition, for each combination of patterns, Data indicating the type of prize (e.g., "disbursement, etc.") is associated with it. The table basically consists of the winning flag storage area, the prize activation flag storage area, and the symbols, as described below. The data structure corresponds to the code storage area (see Figure 17). Note that the combination of patterns... The number of types of benefits, or the details of the benefits provided, can be changed and stipulated as appropriate.

[0132] [4-3. Internal Winning Role] As mentioned above, in pachislo machine 1, any combination of symbols is permitted to be displayed. The game's outcome is determined by whether or not it is decided in advance. The Chislo machine 1, prior to the player's stop operation (in advance), displays an internal winning combination (i.e., the displayed It is possible to determine the types of possible design combinations (or the types of benefits that can be granted). It is possible. Therefore, the main control circuit 100 can grasp such internal winning combinations. It needs to be configured to be capable. For this reason, the main ROM 102 has such internal components. Data for identifying the lottery role is specified. Furthermore, as long as this objective is achieved... The data structure can employ various configurations, but in this embodiment, one example is... The internal lottery table (see Figure 10), described later, is used.

[0133] The internal lottery table contains data indicating the types of predetermined internal winning combinations (for example, The "No." or "Winning Number" is determined, and each internal winning combination is determined in each game state. The lottery value is defined. Note that the lottery value may also fluctuate depending on the set values. Furthermore, the types of symbol combinations that are permitted to be displayed (corresponding to) each internal winning combination are It is accepted. In addition, in pachislo machine 1, multiple symbol combinations are given for one internal winning combination. It is possible to match the combinations, and when such an internal winning combination is determined, Whether or not this combination of patterns is displayed is determined by the stop control.

[0134] Here, for example, the internal lottery process described later in this embodiment (see Figure 26; more specifically, S6 In step 4, the internal winning combination determination process, first, a range of numbers predetermined by a random number circuit is used (e.g., For example, random numbers extracted from 0 to 65535 are used in a lottery system defined to correspond to each internal winning combination. The lottery value is added and updated sequentially. Next, check if the lottery result (lottery value + random value) exceeds 65535. A determination is made as to whether or not (whether or not the lottery result has overflowed). Then, a predetermined internal winning combination is determined. In this case, if the result of the judgment exceeds 65535, the internal winning role will be awarded the prize (win (Determine the winning combination within the internal lottery). However, even if this determination is made for all winning combinations within the internal lottery, 6 If there is no result exceeding 5535, the internal winning combination for this game will be considered a "miss". This is merely one example of the internal lottery process, and the appropriate method will be used depending on the lottery value (probability of winning). As long as a lottery is conducted, various methods can be employed in the lottery process. For example, Then, the extracted random values ​​are sequentially subtracted and updated by the predetermined draw values ​​corresponding to each internal winning combination. Next, we check whether the subtraction result (lottery result) is below 0 (whether the lottery result underflowed). You may determine whether or not this is true and then decide on the internal winning role.

[0135] Thus, in the internal lottery table, the internal lottery table has a large value for the specified lottery value. The more likely a winning combination is, the higher the probability of it being determined (winning probability). The winning probabilities for each internal winning combination are as follows: "The number of random values ​​that can be drawn (random number)" (the number of random values) It can be represented by "Mother: 65536".

[0136] [4-4. Stop Control] As mentioned above, in pachislo machine 1, it is permitted to display the winning combination determined internally. Of the combinations of symbols displayed, the player's stopping action will ultimately determine which combination of symbols is displayed. The game's outcome depends on whether or not it is shown. In other words, pachislo machine 1 is determined Not only the type of predetermined winning combination, but also the timing and order of the player's stop operation ("stop operation") The combination of symbols that are ultimately displayed depends on the "operating mode" or "stopping procedure". It is possible to perform control (stop control) that changes (determines) the type. Therefore The main control circuit 100 then determines, for each internal winning combination, how to stop the game according to the player's stopping operation. It is necessary to be configured so that it is possible to determine how the stop control will be performed. ROM102 contains data for specifying such stop control modes. Furthermore, as long as this objective is achieved, various data structures may be adopted. This is possible, but in this embodiment, as an example, a stop table and a pull-in priority table ( (Illustrations, etc.) are used.

[0137] The stop table contains the symbol position data for each reel 3L, 3C, and 3R, and the movement of the symbols. Data indicating the amount of movement (for example, "number of sliding pieces") is defined. For example, a predetermined internal draw Assume that a predetermined stop table is selected in a game where a winning combination has been determined. Next, during the spinning... Assume that a stop operation is performed on reel 3L. At this time, the stop start position (when the stop operation is performed) Let's assume that the symbol position data in the middle section of reel 3L at the time of the break was "0". In a predetermined stop table, if the number of sliding pieces specified in the pattern position data "0" is "4" Let's assume that it exists. In that case, the main control circuit 100 will move the symbol position by 4 symbol units (symbol position) Stop reel 3L at the position of data "4" (the planned stopping position will be "4"). Control is performed. In this way, the stop table directly determines the stopping position. The allowed data (number of sliding pieces) is specified. However, this data structure is merely a guideline. This is just one example. Furthermore, using such a stop table to control stopping is generally This is called "table control."

[0138] The pull-in priority table may contain multiple combinations of symbols that are permitted to be displayed. This includes data indicating which combination of patterns should be displayed (or retracted) preferentially (for example, A "priority order for entry" is defined. For example, in a game where a predetermined internal winning combination has been determined... Let's assume that a predetermined priority table for draws is selected. Here, the predetermined internal draw role is as shown in the figure. The display of pattern combination A and pattern combination B is permitted, and the prescribed draw priority table is: The display priority is set so that pattern combination B is displayed preferentially over pattern combination A. Let's assume that it exists. Next, let's assume that a stop operation is performed on the rotating reel 3L. Let's assume that the stopping position was "0".

[0139] Then the main control circuit 100 determines the maximum number of sliding pieces including the stop start position (for example, "4 For each symbol position within the range of "), the symbols that make up symbol combination A and the symbols that make up symbol combination B Search for a matching pattern. If neither pattern exists, follow the predetermined rules (e.g., For example, stopping at a closer position, stopping at a farther position, etc. Determine the position. If only the symbols that make up symbol combination A exist, then the position corresponding to those symbols. It is decided to stop at that point. If only the symbols that make up symbol combination B remain, then the decision is made to stop at that symbol. It is decided to stop at the corresponding position. If both patterns are present, pattern combination A is better than pattern combination A. Since combination B is displayed preferentially, the position corresponding to the symbols that make up combination B It is decided to stop at the designated location. Note that the connection priority is determined by the selected connection priority table. According to the rule, all symbol positions are stored while the target reel is rotating. Alternatively, when a stop operation is performed on the target reel, the stop start position is included. The position of each symbol within the maximum number of sliding pieces may be stored. The data structure shown is merely one example. Furthermore, using such a pull priority table... The act of controlling a vehicle to stop is generally referred to as "control control."

[0140] In this embodiment, stop control is performed by performing only "table control". It can be configured as such, or stop control can be achieved by performing only "control control". It can also be configured to perform the following steps. Alternatively, it can be stopped by first performing "table control". By first determining a provisional stopping position and then performing "control," a more appropriate stopping method is employed. It searches for a location and, depending on the search results, allows you to change the stopping location. It is also possible to configure the system to perform stop control.

[0141] Thus, in pachislo machine 1, the combination of symbols that are ultimately displayed on the active lines is The combination of patterns is determined based on, for example, the following three factors:

[0142] The first element is the determined internal winning combination (the result of the internal lottery process). For example, internal If the result of the partial lottery is "miss," then the combination of symbols related to any of the replay symbols will be determined. The combination of symbols related to minor roles or the combination of symbols related to bonus roles ultimately lies on the winning line. It will not be displayed. Furthermore, "miss" can be considered one of the internal winning combinations. It can also be interpreted as a draw result where the internal winning role was not determined.

[0143] The second element is the timing of the player's stop operation (when the player operates any of the stop buttons). This is the position of the design (press position) when it was created. For example, in this embodiment, the maximum slide Since the number of pieces is set to four, as a result of the internal lottery process, one of the internal winning combinations Even if you have drawn a winning ticket, the symbols that make up the combination of symbols that are permitted to be displayed are valid. If the symbols are placed in a line (or each active line if there are multiple lines) that exceeds the space of 4 symbols In some cases, depending on the timing of the player's stop operation, the combination of symbols may not be displayed. Yes, it exists. This is what is known as a "missed opportunity."

[0144] The third element is the order in which the player presses the buttons (the sequence in which the player operates the stop buttons). For example, in this embodiment, an internal winning combination is determined by associating multiple patterns. In some cases, the number displayed on the active line will depend on the player's button press order. The combination of symbols may vary. Note that this type of internal winning combination is called a "press-order combination." Yes, if it's a replay, it's sometimes called a "press-order replay," and in the case of a minor role... This combination is sometimes referred to as a "press-order small win."

[0145] [4-5. Game state] In pachislot machine 1, the degree of advantage for the player is varied, or the intended gameplay is Therefore, it is possible to set up various game states as the conditions under which the game is played. Below is an example of the game state.

[0146] [4-5-1. Bonus State] In pachislo machine 1, when a bonus role is won, the combination of symbols related to that bonus role is valid. When displayed on the screen, it will transition to a bonus state (activate the bonus state). This is possible. It is also possible to configure the game so that such a bonus state is not included. It is possible. Furthermore, by creating multiple types of bonus roles, it is possible to create multiple bonus states. It can also be configured as follows. When a bonus role is drawn, the combination of symbols related to that bonus role The bonus symbol will appear on the active line over multiple spins until it is recognized as an internal winning symbol. A carryover state occurs. Such a bonus role is called a "carryover role". This can happen. Also, this carryover state is between "(bonus) flags" or "(bonus) It is sometimes referred to as "internal," etc.

[0147] The bonus state is a state in which the bonus state is not active (non-bonus state) compared to the state in which the bonus state is not active (minor wins). The lottery method (including the probability of winning, its contents, and the method of stopping control, etc.; the same applies hereinafter) is changed. It is possible to make this happen (it is possible to change the way the replay role is drawn). Since it is also a state, the bonus state can also be considered as one form of the RT state described later. (to be able to). Therefore, if such a lottery method is a lottery method that is relatively advantageous to the player In this case, the bonus state is a more advantageous game state than the non-bonus state. On the other hand, such a lottery If the lottery method is relatively unfavorable to the player, the bonus state will be a non-bonus state. This puts you in a more disadvantageous position during gameplay.

[0148] Examples of bonus features include the first type of special feature (RB), and the combination of features related to the first type of special feature. Continuous activation device (BB), Type 2 special bonus (CB) (however, not a carryover bonus), Type 2 special bonus Continuous operation devices for special features related to objects (MB), and ordinary special features (SB) (however, these are not carryover features), etc. These can be listed. Also, for example, the bonus states corresponding to each bonus role are as follows: It is configured as follows. The RB state is determined by a predetermined number of times (for example, the upper limit is 8 times) The game ends when a predetermined number of games (for example, a maximum of 12 games) have been played. The game state is configured as such. The BB state is configured as a predetermined arbitrary number of payouts (for example, up The game is configured to end when the payout of more than 285 tokens is reached. .

[0149] The CB state is configured as a game state that ends after one game has been played. The state is when the number of medals dispensed exceeds a predetermined number (for example, the upper limit is 153 medals). If present, or if an RB or SB is won while in MB state, this is a game state that ends. It is configured as a game state that ends after one game has been played. ru.

[0150] The conditions for activating the bonus state are that the combination of symbols related to the bonus role appears on the active payline. It is not limited to what has been shown. For example, the continuous operation device for special features of type 1 (BB) While the first type of special feature is in operation, at the start of operation of the feature continuous operation device (BB) related to the first type of special feature, At the start of the game when the Type 1 special feature is not in operation, or after the Type 1 special feature has finished operating. It is also possible to configure the system to automatically activate the first type of special bonus (RB) at certain times. In other words, without specifying the combination of symbols related to RB, the operation of RB is always performed while BB is in operation. It can also be controlled to remain in operation. Here, the RB while the BB is operating is referred to as "JAC," etc. This can happen, and the specification in which the RB automatically activates while the BB is operating is called "Auto JA It is sometimes referred to as "C," etc. Also, during BB operation, the specified diagram relating to RB The system controls the RB (Reverse Beam) to activate when a combination of patterns is displayed on the active line. It is also possible. This specification, in which RB is activated based on the display of corresponding symbol combinations, It is sometimes referred to as "Manual JAC," etc. Also, the continuous action of the special second-class mechanism. The relationship between the moving device (MB) and the second type special feature (CB) is similar. That is, the relationship between the CB and Without specifying the combination of symbols, the control is such that CB is always operating when MB is operating. It is also possible that, while MB is in operation, there are combinations of symbols related to the specified CB. It is also possible to control the system so that the CB (Controller Breaker) is activated when it is displayed on the effective line.

[0151] [4-5-2. RT status] In pachislot machine 1, the game transitions to RT (Replay Time) mode when predetermined transition conditions are met. It is possible to activate the RT state. It can also be configured in such a way. Furthermore, it can be configured to have multiple RT states. It can be done. The RT state is a state in which the RT state is not active (non-RT state) and the replay role The lottery method can be varied. If the draw is relatively advantageous to the player, the RT state is more advantageous than the non-RT state. The game enters a play state. On the other hand, if such a lottery method is relatively disadvantageous to the player, In some cases, the RT state is a less favorable gameplay state than the non-RT state. Furthermore, multiple RT states are set. In this case, the same applies to the intervals between the multiple RT states. A RT state in which the lottery method (especially the probability of winning) is relatively advantageous to the player is called a "high RT state" or "high This is sometimes referred to as a "probability-based replay state," where the method of drawing replay symbols (especially the probability of winning) is relative to the player. An RT state that is unfavorable to the player is sometimes referred to as a "low RT state" or "low probability replay state."

[0152] The RT state can be transitioned to, for example, by fulfilling any of the following transition conditions. Furthermore, if multiple RT states are provided, the same applies to the interactions between those multiple RT states.

[0153] (1) When you draw RB, BB, or MB (2) When a combination of symbols related to RB, BB, or MB is displayed (3) When the RB state, BB state, or MB state ends (4) Not drawn as RB, BB, or MB (not carried over), in RB state, BB state When a specific combination of symbols is displayed, even when the system is not in a state or MB state. (5) When a predetermined number of games have been played after the transition conditions in (3) or (4) have been met. [4-5-3. AT status] In pachislot machine 1, the game transitions to AT (Automatic Trigger) mode when predetermined transition conditions are met. It is possible to activate the AT state. It can also be configured in such a way. Furthermore, it can be configured to have multiple AT states. The AT state is, for example, when the player wins the aforementioned button sequence combination, the stopping operation becomes advantageous to the player. By broadcasting this information, the AT state is more effective than when the AT state is not active (non-AT state). This is a game state that is configured to be advantageous.

[0154] Furthermore, if multiple AT states are provided, the duration of play for each AT state (extension of the said period) If it is possible to make this possible, the ease of extension etc. (including), the type of target role for which information on stopping operations is reported, or the notification of information on stopping operations By making the probability of each event occurring different, the degree of advantage for the player can be varied. It can be set accordingly. Furthermore, the transition and termination conditions for the AT state can be set appropriately according to the gameplay. It is possible (except for termination due to the execution of the limit processing described below). Also, the AT state is In some cases, it may be treated similarly to the bonus state described above, in which case it is called a "pseudo-bonus." It is sometimes referred to as "condition," etc.

[0155] Furthermore, the duration of the AT state is determined by the number of games played, as long as the period is properly managed. ) may be managed by (game count management), with a predetermined number of games forming one set. Alternatively, it may be managed by the number of sets (set count management). Also, during AT state It may also be possible to manage it by the number of payouts or the net increase (difference in tokens) (payout management, difference in tokens management) (Reasoning). Also, notifications that affect medal payout in AT state (for example, push order small wins) It may also be possible to manage it by the number of times the button press order navigation was performed during the lottery (number of navigations). (Management of the number of times). The same applies when the AT state is extended. Also, when transitioning to the AT state The game period granted when this happens and the game period granted when the AT state is extended are different. It may be managed by a management method. Also, if multiple AT states are provided. They may be managed using the same management method, or they may be managed using different management methods. You may do so.

[0156] [4-5-4. ART status] In pachislot machine 1, when predetermined transition conditions are met, the above-mentioned high RT state and A It is now possible to transition to an ART state (activate the ART state) by combining T states. In other words, the ART state refers to the AT state that occurs in the high RT state. Therefore, at least a low RT state and a high RT state are provided as RT states, and the high RT state A is the point where control is performed to transition to (or to avoid transitioning to a low RT state) Although it differs from the T state, the basic control is the same as the AT state (stopping operation that is advantageous to the player). As a result of the information about the game being announced, it transitions to a high RT state (or a low RT state). If this is avoided, it can be said to be synonymous with AT state. When the conditions for transitioning between states are met, the system first transitions to the AT state, and then to the high RT state. It may transition to the ART state, or it may simultaneously enter the high RT state and the AT state (or It is also acceptable for the system to transition to the ART state by doing so (almost simultaneously).

[0157] [4-5-5. Other game states] In addition, pachislo machine 1 can also have game states other than those described above. For example, the various modes during the advantageous period described later (see Figures 5 and 6) are also determined by the player. The degree of advantage in transitioning to the AT state, which is a pseudo-bonus state, while in the state of playing the game. Since these can be altered, they can be considered as game states. Also, from a similar perspective, for example, the degree of advantage in whether or not to transition to a bonus state can be varied. A game state can be created in which the player has won a bonus (and the bonus has been carried over). In the case of ( ), the stop control makes it easier to display combinations of symbols related to bonus roles in the game state. And, in a game state where the combination of symbols related to the bonus role is relatively less likely to be displayed than this, By incorporating this feature, it is possible to configure the game in a way that allows for variations in the degree of advantage given to the player. For example, a game state in which a bonus role is won with a predetermined probability (more likely to be won), and the bonus A game state in which the winning combination occurs at a lower probability than the predetermined probability (relatively less likely to win) By incorporating this feature, it's possible to configure the system in a way that can alter the degree of advantage the player has.

[0158] Also, whether or not to transition to AT state (extend the game duration of the AT state) This may also include whether or not to do so. (The same applies below.) Methods that can change the degree of advantage include the following: It is also possible to employ such methods. For example, a "specific role" may be determined as an internal winning role. To do so. The specific role in question is determined by the player's stopping operation (or the timing of the stopping operation). Medals are awarded according to the order in which the buttons are pressed, or any combination thereof. The number may vary (for example, if the stopping operation is appropriate (correct), 8 coins will be dispensed, if not). If the answer is correct (or incorrect), one ticket will be dispensed or no ticket will be dispensed.

[0159] Furthermore, if the player wins the specific role in a particular game state, and 8 coins are paid out, This will change the degree of advantage in whether or not you transition to AT mode during this game to a more favorable one. Decision on whether or not to proceed (whether or not to proceed directly to the AT state, or to proceed directly to the game period of the AT state) This may include a decision on whether or not to extend the period. (This will be explained below as a "favorable decision.") On the other hand, if no 8 coins are dispensed, the advantageous decision will be made in this game. When, in the aforementioned specific game state, the player wins the specific role, and when 8 coins are paid out, The advantage will be determined in this game. On the other hand, if 8 coins are not paid out, this The game will not involve determining the advantage in this way.

[0160] Thus, when a player plays using a specific method, the result of that game is... In the game, there are cases where a favorable outcome is determined, and cases where such a favorable outcome is not determined (when a favorable outcome is determined). It is also possible to configure it so that there are cases where (the ability to do so is restricted). In some cases, the players may change during a single game, and if such restrictions continue in subsequent games... Such restrictions are not in place now, because they could cause significant disadvantage to the next player. It is desirable that this be limited to one game and not carried over to subsequent games. Such restrictions are sometimes referred to as "penalties."

[0161] [4-6. Gaming Section] In pachislo machine 1, in order to suppress the excessively high level of gambling, the above-mentioned play It is now possible to establish various game sections as states in which the game is played using a concept different from the skill state. The following is an example of a gaming section. Note that gaming sections can be broadly classified as non- It consists of two advantageous periods.

[0162] (Unfavorable period) The non-advantageous period is defined as a game period during which it is not possible to notify the player of a stop operation that is advantageous to the player. The following requirements must be met. Note that the following requirements are merely examples, and at least one of them must be met. If the requirements are relaxed or tightened, the terms may be changed accordingly. .

[0163] (1) To provide the player with information on a stop operation method that is advantageous to them (for example, a button press order navigation). It is not possible. Therefore, it is not possible to control the system to the aforementioned AT state or ART state.

[0164] (2) When the setting value is changed (setting change), or when an initial error such as "RAM abnormality" described below occurs If the conditions for conversion are met, a non-advantageous period is set as the initial state.

[0165] (3) If the limit processing described below is performed during the advantageous period (i.e., during the advantageous period) A predetermined value is updated as the game progresses (for example, the advantageous section game count counter described later). When the value of the payout counter for the advantageous period reaches a predetermined value (for example, 1500 games or 2400 coins) If this occurs, a non-favorable period is set as the initial state. Furthermore, referring to the predetermined value, If a predetermined value has not yet reached a specified value, but has reached a specific update value, then that condition applies. A non-advantageous period may be set. Also, if a predetermined termination condition is met during the advantageous period... If termination is determined (for example, if the system is configured to hold a draw to determine the end of the advantageous period) If you win this lottery, etc., a non-advantageous period may be set based on that condition. stomach.

[0166] (4) In the non-advantageous period, processing related to the advantageous period (for example, whether or not to transition to the advantageous period) The determination process, etc., is only possible if it refers to the determined internal winning combination, and is derived The results are displayed (combinations of symbols) and the number of games played during the non-advantageous period (or the advantageous period before the transition), etc. It is not possible to perform processing that references various parameters other than the internal winning combination. To determine if the internal winning combination has been decided, refer to data that directly indicates the internal winning combination, such as the winning number. It is also possible to generate or convert sub-flags (multiple) from the data of the internal winning roles. Referencing data that indirectly indicates the winning role (such as data where each role is treated as a single data point for judgment). It is also possible.

[0167] (5) The non-advantageous period is basically state 1, and it is not possible to set multiple states within the non-advantageous period. This is not possible. For example, the non-advantageous period after the end of the advantageous period is called non-advantageous period A, and the non-advantageous period after the setting change is called non-advantageous period A. It is not possible to define the profitable interval as a different state, such as a non-profitable interval B.

[0168] (Advantageous period) The advantageous period is defined as a game period during which the player can be notified of a stopping operation that is advantageous to them. The following requirements must be met. Note that the following requirements are merely examples, and at least one of them must be met. If the requirements are relaxed or tightened, the system may be modified accordingly.

[0169] (1) To provide the player with information on a stop operation method that is advantageous to them (for example, a button press order navigation). This is possible. Therefore, it is possible to control the system to the aforementioned AT state or ART state.

[0170] (2) When the setting value is changed (setting change), or when an initial error such as "RAM abnormality" described below occurs If the conditions for conversion are met, it is not possible to set a favorable period as the initial state.

[0171] (3) If the limit processing described below is performed during the advantageous period, the advantageous period will be terminated. It needs to be done.

[0172] (4) In the advantageous period, processing related to the advantageous period (for example, the game state (mode) during the advantageous period The determination process for whether to transition to a new state or whether to extend a specific game state (mode). The process involves not only referencing the determined internal winning combination, but also displaying the derived result (symbols). Processing that references various parameters other than the internal winning combination, such as the combination of or the number of games played during the advantageous period. This can be done. Other examples of the various parameters that can be referenced include, for example, the above. Reward information such as points that can be awarded according to various parameters, types of bonus states, RT This could include specifying the type of state, the timing of stopping any of the reels, or the order in which to press the buttons. can.

[0173] (5) Multiple states can be set within the advantageous period. For example, a state that is disadvantageous to the player. In the normal state, the CZ state which makes it easy to transition to the AT state, or stop the machine according to the notification. It is possible to set states such as AT (Attack Time) mode where the expected value of medal increases is positive. For example, in response to the decision to transition to the CZ state in the normal state, the player actually transitions to the CZ state. This is set as a waiting state until the action is taken, and a premonition sequence is performed that suggests a transition to the CZ state. When a CZ premonition state is obtained, or when a transition to the AT state is decided in the normal state or CZ state, Depending on the situation, it is set to a standby state until it actually transitions to the AT state. The game can also be set according to the gameplay, including states such as an AT pre-announcement state where a premonition of a transition may occur. That is the case.

[0174] (6) Section lamps that can indicate whether the current section is a non-advantageous section or an advantageous section (status) The indicator light on the display unit can signal that you are in a favorable period (when the section lamp turns off). (If the light is on, it can indicate that you are in a non-advantageous section.) As mentioned above, the timing of when the lights will turn on can be set to a somewhat arbitrary time. This is possible. Basically, it starts lighting up when transitioning from a non-advantageous period to an advantageous period, and when transitioning from a non-advantageous period to an advantageous period... The lights may remain on until the transition to the advantageous section, or the transition from the non-advantageous section to the advantageous section. The advantageous period has started, but if the transitioned advantageous period is in the normal state, the lights will not start to illuminate. The indicator light may be set to start illuminating from the moment the AT state is first entered. If the operating section is in AT mode, the lights should start turning on from that point.

[0175] [4-7. Limiter] In pachislot machine 1, the advantageous period lasts for too long, which leads to an excessively high level of gambling intent. In order to prevent this from happening, there is an upper limit (restriction) on the period during which the advantageous period continues. It is possible to set a limiter. Such an upper limit is called a "limiter". Also, In this embodiment, the termination of the advantageous period by such a limiter is performed by limit processing. This is described as execution, or the operation of a limiter. Below is an example of such a limiter. explain.

[0176] (Game count limiter) The game count limiter is activated when the number of games (number of plays) during the advantageous period reaches "1500". It is configured as a limiter that performs limit processing at a certain time. For example, the advantageous period described later The game counter starts counting from the moment the advantageous period begins, and one game count disappears. Each time it is converted, the count increases by 1. And the value of the advantageous section game count counter Based on reaching a specified value (for example, "1500" or more) (for example, during gameplay in AT state) (Even if there is remaining time) the advantageous period will be forcibly terminated and the game will transition to a non-advantageous period. The game count limiter will activate only if the number of games is less than or equal to the upper limit of "1500". If it's a game limiter, you can set any number of games. Also, the essentials of such a game limiter If the regulations regarding this matter are relaxed or tightened, the rules may be modified accordingly. Alternatively, the gambling aspect may be gradually suppressed depending on the number of games played during the advantageous period.

[0177] (Payout limiter) The payout limiter is activated when the number of medals paid out during the advantageous period reaches "2400". It is configured as a limiter on which the payout rate for the advantageous period described later is calculated. Unta starts counting from the moment the advantageous period begins, and each time a medal is paid out, Add the corresponding number of tokens (more precisely, the net increase obtained by subtracting the number of bets from the number of tokens dispensed) to the count. And the value of the advantageous period payout counter is set to a predetermined value (for example, "2400" or more) Based on what has happened (for example, even if the AT state gameplay period remains), the advantageous zone The interval is forcibly terminated, and the game transitions to a non-advantageous period. Note that the payout limiter is activated. The number of payouts can be set to any number, as long as it is no more than the upper limit of "2400" coins. Furthermore, if the requirements for such payout limiters are relaxed or tightened, Accordingly, it can be changed as appropriate. Also, it can be changed in stages depending on the number of medals paid out during the advantageous period. It may also be a method that suppresses the element of gambling.

[0178] Furthermore, for example, the advantageous period payout counter, described later, is the highest number of medals from the start of the advantageous period. The point where the absolute value of decreases is taken as the lowest point (starting point), and the increase from the most recent lowest point is counted. Even if you configure it to do so (i.e., deduct the count if there is no payout), Good. In other words, the payout limiter resulted in an increase in medals during the advantageous period. From that point (for example, when the AT state starts), a maximum of "2400" medals will be paid out. It can also be configured as a limiter that executes limit processing when it reaches a certain point. However, the payout counter for the advantageous period described later is not the net increase mentioned above, but simply the actual payout (i.e.) It may also be a count that does not subtract the number of bets from the number of payouts.

[0179] Furthermore, pachislot machine 1 performs the limit processing of the advantageous period using only the game count limiter. It is also possible to perform limit processing for the advantageous period using only the payout limiter. You can use both a limiter for the number of spins and a limiter for the number of spins to perform limit processing for the advantageous period. i. Furthermore, when using both limiters, one of the limiters will be activated after the start of the advantageous period. It is desirable to terminate the advantageous period when the operating conditions are met.

[0180] Furthermore, the types of limiters are not limited to the game count limiter and payout limiter mentioned above. For example, the number of times the button press sequence for small wins is navigated during AT mode (i.e., the number of wins related to medal payouts). The number of times information regarding a stop operation advantageous to the player is announced is a predetermined number (for example, "400"). You could also implement a navigation count limiter that executes a limit process when the number of times reaches a certain point. In other words, as long as the element of chance can be appropriately suppressed, various conditions related to the game can be used. It is possible to perform limit processing.

[0181] [4-8. External Signals] As mentioned above, pachislo machine 1 is designed to output multiple types of external signals to the outside. For example, based on the start of the bonus state, external signal 1 is turned ON. If the external signal 1 is turned off based on the termination of the bonus state, the external data The display unit can also perform bonus state effects in conjunction with this. For example, external signal 1 is turned ON based on the start of the BB state, and when the BB state ends... Based on the fact that this has been done, the external signal 1 is turned off, and based on the fact that the MB state has started, Then, external signal 2 is turned ON, and based on the termination of the MB state, external signal 2 is When the system is turned off, the external data display will only show the bonus state animations mentioned above. Furthermore, the number of bonus rounds can be counted separately for each type.

[0182] Also, for example, based on the start of the AT state, external signal 1 is turned ON, AT If the external signal 1 is turned off based on the termination of the state, the external data display will be turned off. The machine can also perform AT state effects that are linked to this. Based on the start of the AT state, external signal 1 is turned ON, and the predetermined AT state ends. Based on the above, the external signal 1 is turned off, and a specific AT state is initiated. Based on this, external signal 2 is turned ON, and based on the termination of a specific AT state, If external signal 2 is turned off, the above-mentioned AT state animation will also be displayed on the external data display unit. Not only can you perform actions, but you can also count the number of AT (Automatic Transmission) actions by type.

[0183] Also, for example, the AT state can be configured as an AT state for managing the number of sets, and the first set Based on the start of the AT state, external signal 1 is turned ON, and from the second set onwards... If external signal 2 is turned on each time the set is started, the external data display will also show the data. It is possible to count the number of initial wins in AT mode and the number of extensions in AT mode. The timing for turning external signals on and off can be set as needed. In other words, the situation is appropriately recognized by external data displays, hall computers, etc. To the extent possible, the output mode of each external signal can be set as appropriate. For example, from off to on The period from when it enters the state to when it returns to the off state is a predetermined time, during one game, during which the state changes. Various conditions can be adopted, such as until [a certain point is reached].

[0184] [4-9. Commands] As described above, in pachislo machine 1, multiple types of commands are controlled by the main control circuit 100 and the sub-control It is designed to transmit to circuit 200. In pachislo machine 1, the main control circuit 100 The main control circuit 100 and the sub-control circuit 200 cannot communicate with each other, and the sub-control circuit 200 cannot communicate with each other. The requirement is that communication must be performed in only one direction on path 200. Therefore, the main control circuit 1 00 provides timely information (commands) to report changes in the state of the pachislo machine 1. It is necessary to send this to circuit 200. An example of such a command is described below. .

[0185] The main control circuit 100 controls the sub-control circuit 200, for example, when a setting change operation is performed. An initialization command is sent to it. The initialization command specifies parameters such as settings and game state. It consists of a meter. Also, for example, when a bet operation is performed, the coin insertion unit Send the command. The medal insertion command includes parameters to specify the number of bets, etc. It is composed of [this]. Also, for example, when a start operation is performed, a start command is sent. The start command consists of parameters that identify the internal winning combination and game state. It can be done. Also, for example, when a lock effect is performed, a lock command is sent. The command consists of parameters that specify the content of the lock animation, etc. Also, for example When the rotation of each reel, 3L, 3C, and 3R, begins, a reel rotation start command is sent. The reel rotation start command uses parameters to identify when the reel rotation has started, etc. It is composed of including "ta".

[0186] Additionally, for example, when a stop operation is performed, a reel stop command is sent. The stop command is a parameter that specifies the reel to be stopped and the position at which that reel will stop. It is composed of including the following. Also, for example, all reels are stopped and the display role (winning activation flag) is displayed. When the result is confirmed, the prize activation command is sent. The prize activation command is based on the type of displayed role. It is composed of parameters that specify the content of the benefits to be granted, etc. When starting a profitable period, send a profitable period start command. The profitable period start command is: It consists of parameters that include the start of the advantageous period and the mode (game state), etc. Also, for example, when ending a favorable period, a favorable period end command is sent. The section end command specifies parameters to indicate the end of the advantageous section and the factors that cause it to end. It is composed of including. Also, for example, when a settlement operation is performed, a settlement command is sent. The settlement command consists of parameters to specify the number of items to be returned, etc. These are just examples, and you can send other commands as needed. Furthermore, it's possible to prevent unnecessary commands from being sent.

[0187] [4-10. Direction] As mentioned above, in pachislo machine 1, useful information is provided to the player in order to enhance the enjoyment of the game. In order to achieve the intended gameplay, various effects are used with various effects devices. It is possible to execute such a presentation. An example of this type of presentation is described below.

[0188] [4-10-1. Main Stage Production] In pachislo machine 1, the control of the main control circuit 100 (main side) is such that, for example, the following It is possible to perform special effects. Furthermore, as mentioned above, in pachislot machine 1, the stop function is controlled by the instruction monitor. While it is possible to notify information about the operation, this is also included in the broader sense of the performance. It can be done.

[0189] (Rock performance) In pachislo machine 1, if predetermined execution conditions are met, the game progress will be paused for a specified period. It is possible to perform an effect that stops the game (disabling the player's gameplay for a predetermined period of time). It is also called a "rock effect (or simply "rock")" and a "freeze effect (or It is also simply called "freeze," etc. Furthermore, to prevent such lock effects from occurring... It can be configured in one way, or it can be configured to allow for multiple types of rock effects. ru.

[0190] Furthermore, the game operations to be invalidated may include, for example, the start operation or the stop operation. It may be present, or it may be another operation. For example, if the start operation is disabled for a predetermined period of time. In this case, the game will be halted for a predetermined period after all stopping operations have been performed. For example, if the stop operation is disabled for a predetermined period, then the predetermined period after the start operation is performed. The game will stop in this state. Also, if multiple types of lock effects are provided, Each special effect will have a period during which the game's progress is stopped (a period during which the player's gameplay is disabled) or a period of no action. The system should be configured to allow users to set the types of game operations that will be effective.

[0191] (Reel animation) In pachislot machine 1, the aforementioned lock effect is performed when predetermined execution conditions are met. During the performance, the display patterns of each reel 3L, 3C, and 3R (not only the variable display patterns, but also the stop display patterns) It is possible to perform effects (including combinations with display modes). Such effects are called "reel effects". It is also called "symbol animation," etc. It can be configured in one way, or it can be configured to allow for multiple types of reel effects. Yes, it is possible. Also, when you say "perform a lock effect," in addition to this, the reels This includes both cases where staging is performed and cases where it is not.

[0192] In short, reel animations are used during periods when the player's gameplay is disabled. The reels 3L, 3C, and 3R can be rotated or stopped (temporarily stopped) without using any special techniques. The performance is created by doing so. Therefore, the rotation speed, maximum number of sliding pieces, etc. must be taken into consideration. In addition, it is possible to set up action patterns that will cause such performance actions. By setting multiple patterns, it is possible to have multiple types of reel effects. The combination of different reel effects and multiple types of lock effects results in an even wider variety of effects. A pattern can be set. Note that the reel animation uses 3L for each reel. You can choose any one of 3C and 3R, any two, or all three. That's fine.

[0193] (Simulated game) In pachislot machine 1, the aforementioned lock effect is performed when predetermined execution conditions are met. During gameplay, it is possible to incorporate effects that simulate gameplay. Such effects are called "simulated gameplay." It is called [this]. Furthermore, it is possible to configure the system so that such simulated games do not occur, and multiple [other methods are available]. It can also be configured to allow for several types of simulated gameplay. Furthermore, it can perform "lock effects ( In the case of "execute"), in addition to this, there are cases where a simulated game is performed and cases where it is not. All of these are included.

[0194] In short, simulated gameplay is a period during which the player's gameplay is disabled. It simulates receiving input, thereby rotating or stopping each reel 3L, 3C, and 3R. This involves creating effects by temporarily pausing the reels. In other words, the reel effects described above... Furthermore, the game's effects are enhanced by the player's actions during gameplay. For example, MAX Bet button 6a, 1-bet button 6b, start lever 7, each stop button 8L, 8 Buttons C, 8R, and the payout button 9 are primarily intended for use in gameplay. Since it is intended for this purpose, it is inherently undesirable for it to be used for any other purpose. However, in simulated games, measures must be taken to prevent players from mistaking them for actual gameplay. These operations are possible on the premise that the necessary steps will be taken.

[0195] Here, we will explain the flow of a simulated game using an example. A simulated game is, for example, as follows: It proceeds in the following manner.

[0196] (1) The player's actual start operation (the execution condition is met here and the simulated game starts) (2) Each reel rotates in a simulated manner (during simulated gameplay) (3) The game accepts a simulated stop operation, which causes each reel to temporarily stop (during simulated gameplay). (4) After random delay processing, each reel actually starts to spin (after the simulated game ends and the actual game begins) (Game starts) Random delay processing refers to, for example, the display of specific patterns in the situation described in (3) above. In this state, if each reel starts rotating normally in the situation described in (4) above, This makes it easier for the player to stop the reels using a specific symbol as a guide (a compensatory technique for "timing the reel stop"). (This can sometimes result in a malfunction), so in order to correct this, each reel is This process involves randomly creating a delay period before starting the rotation (such as The delay period is also called the "relocation period." Also, in the situations described in (3) and (4) above, each If the engine is temporarily stopped, each step will be displayed to prevent it from being mistaken for a complete shutdown. The phase signal in the excitation control of a motor must always be less than a predetermined time (e.g., 500 ms). It is desirable to alternate between forward and reverse rotation of the reel.

[0197] One of the measures mentioned above is, for example, that in the situation described in (3) above, any combination of symbols is temporarily suspended. If it stops (when the third reel temporarily stops and all reels temporarily stop), then the above (4 ) In the situation until random delay processing begins, each reel is made to vibrate slightly up and down (shaking). This includes (moving). Note that the phase signal changes in less than the predetermined time mentioned above. As far as is concerned, when the first reel temporarily stops, when the second reel temporarily stops, this Such oscillations may be prevented.

[0198] Furthermore, one of the measures mentioned above is, for example, a pseudo-game to inform the player that they are in the middle of a simulated game. A game lamp is installed, and after the simulated game starts in the situation described in (1) above, the situation described in (4) above In particular, one option is to keep the simulated game lamp lit until the random delay processing begins. It can be done. Furthermore, the simulated game lamp is located above the control unit that receives the player's game input, It is desirable that the simulated game lamp be installed in a position where it can be seen during gameplay. It is a separate lamp not used for its intended purpose, and the entire display area of ​​the simulated game lamp has a single-color border. It is preferable that it be covered. Also, the simulated game lamp is the explanatory part of the simulated game lamp. The display range including a certain surface area (for example, one side exceeding 10 mm and with a surface area of ​​642 mm) It is desirable that it has (more than square millimeters, etc.). Also, the explanatory part of the simulated game lamp It is recognized that the simulated game lamp is a lamp that indicates that a simulated game is in progress. You can include descriptions such as "FREEPLAY", "Simulated gameplay in progress", or "Automatic reels". It is preferable that the description be something like "In production," and such a description should be 1 / It is desirable that the ratio be 3 or higher. The control of the simulated game lamp is handled by the main control circuit 10. It may be 0, or it may be the sub-control circuit 200.

[0199] Furthermore, one of the measures mentioned above is, for example, a pseudo-game to inform the player that they are in the middle of a simulated game. The display during gameplay will change from the moment the simulated game starts in the situation described in (1) above, to the situation described in (4) above. Until random delay processing begins, the main display device 210 or the sub-display device 220 This can be done in either (or both) ways. Furthermore, the display during simulated gameplay is used by the player during gameplay. It is desirable that the display be located above the control panel that receives input, and in a position that is visible during gameplay. (In this embodiment, both the main display device 210 and the sub-display device 220 are operated) Since it is above the section, either can be used. Also, the display during simulated gameplay is The display area, including the explanatory section, must have a certain surface area (for example, one side must exceed 10 mm). If the display screen is less than 7 inches, the surface area must exceed 642 square mm. (For screens 7 inches or larger, the surface area must be 8.2% or more of the total screen area, etc.) This is desirable. Also, the explanation section for the display during simulated gameplay should be as follows: A description that can be recognized as an indication that it is a notice (for example, "FREEPLA It is preferable that the text includes phrases such as "Y", "Simulated gameplay in progress", or "Automatic reel animation in progress". Furthermore, it is desirable that the characters be large enough for the player to read without being concealed or otherwise obscured.

[0200] Also, for example, during simulated gameplay (for example, from the start of simulated gameplay in the situation described in (1) above) (Until random delay processing starts in the situation described in (4) above) the instruction monitor will The system is configured so that information about the stop operation is not broadcast (information about the stop operation is not broadcast on the instruction monitor during the game). If it is necessary to display the information, the display will open when the random delay processing starts. It is desirable to start in this way. In this way, during the simulated game, it will appear as if you are playing an actual game. This can further reduce the likelihood of players being misled. If the setup is configured, during simulated gameplay, the sub-display device (for example, the main display device) will be displayed. Information about the stop operation may be provided in devices 210 and the sub-display device 220. Similarly, during simulated gameplay, the sub-display device displays results according to the outcome of the simulated game. The system may also be designed to include visual effects (linked to simulated gameplay).

[0201] Furthermore, in actual gameplay, the player's information is transmitted via the first interface board 301 for the test machine. A test signal is output that corresponds to game operation or the state in which such game operation is possible. However, during simulated gameplay, the player may perform simulated game operations or perform such simulated game operations. No test signal is output to indicate that this state has occurred. Therefore, during simulated gameplay, the test A test signal (simulated game signal) is output to allow the test machine to recognize that a simulated game is in progress. It may be done in this manner. Note that the first interface board 301 for the test machine is the main control When a simulated game signal is received from circuit board 71, the main control board 71 receives a signal for controlling the progress of the simulated game. By outputting to this, the simulated game may be made to proceed on the main control board 71 side (that is, (The first interface board 301 for the test machine may be equipped with a simulated game progression function.) Furthermore, the first interface board 301 for the test machine is equipped with such a simulated game progression function. If this is the case, a toggle switch that can be used to switch the function on or off may be provided. As a result, in the certification test (trial firing test) of pachislo machine 1, the content of the simulated gameplay was It will be possible to optionally set whether or not to confirm.

[0202] [4-10-2. Sub-side production] In pachislo machine 1, the control of the sub-control circuit 200 (sub-side) allows for, for example, the following: It is possible to perform such effects. As mentioned above, in pachislot machine 1, the main display device 210 etc. Therefore, it is possible to notify information about stopping operations, but this is also in a broad sense. It is included in the production.

[0203] (Normal performance) In pachislot machine 1, if the predetermined execution conditions are met, the game will be completed. It is possible to create a concluding sequence (i.e., ending in one game). Such a sequence is called "Normal Performance" It is also called a "single-shot effect," etc. It can be configured in one way, or it can be configured to allow for multiple types of normal effects. can.

[0204] (Continuous performance) In pachislo machine 1, if predetermined execution conditions are met, the game will continue for multiple rounds. This allows for continuous (i.e., continuous across multiple games) effects. Such effects are, This is called "continuous reading performance," and is also referred to as "sequential performance," etc. It can be configured so that it does not occur, or it can be configured to allow for multiple types of consecutive effects to be performed. It is also possible to do so.

[0205] (Operation-linked effects) In pachislo machine 1, when predetermined execution conditions are met, the player's actions will be responded to It is possible to perform effects that allow the content of the effects to change accordingly. Such effects are called "operation-linked effects". It is also called "effect" or "button effect," etc. It can be configured so that it does not occur, or it can be configured to allow for multiple types of linked effects. It is also possible to do so. Furthermore, the operation-linked effects can be configured as regular effects, It can also be configured as a continuous sequence of effects. Furthermore, the effects are controlled by the buttons used for the effects. Furthermore, it may include various game operations.

[0206] Furthermore, the various effects described above can be used for a variety of purposes. For example, setting values, internal values There is no indication of the lottery outcome, game state, game interval, details of the rewards awarded, or the time until the rewards are awarded. It can be used to provide information or indications of these advantages. It can be used to perform certain tasks. Furthermore, these uses are merely examples.

[0207] (Other production elements) In pachislot machine 1, it is also possible to perform effects other than those mentioned above. For example, Other uses include various notifications to players or amusement parlors (for example, "addiction"). (In the broader sense, this also includes notifications to prevent congestion, to prevent lost items, to report error status, to report demo status, etc.) This is included in the presentation. Furthermore, the anti-addiction notification is, for example, issued when the advantageous period ends. A warning or similar notification indicating this may be issued. Furthermore, a notification to prevent lost items may be, for example, For example, when the advantageous period ends or when a settlement operation is performed, a warning or similar notification will be issued to indicate this. It can be assumed that this will be done. Also, the error status notification will be issued after the error has occurred and been resolved. Until that happens, warnings or other notifications indicating that fact may be issued. Knowledge is generated when a predetermined period of time has passed since the game was played or when a settlement operation is performed. It may be possible to provide information such as whether it is a table.

[0208] [5. The first amusement machine] Next, referring to Figures 5 to 22, we will look at a specific example of the specifications related to the gameplay of pachislo machine 1. And this will be described as the "first gaming machine". Regarding the various specifications and functions described as such, some or all of them are described in this embodiment. This is applicable to other gaming machines, and in this embodiment, other gaming machines Regarding the various specifications and functions described for this machine, some or all of them are described in this embodiment. This can be applied to what is described as the first gaming machine. That is, by combining these as appropriate. The result of this can be considered the invention according to this embodiment.

[0209] First, in the first gaming machine, the only active line is the aforementioned "center line". It is defined. In addition, in the first gaming machine, the game states are a non-bonus state and a bonus state. A state is established. Also, the non-bonus state is described later as "F_2BB" (with a 2-coin bet state). A bonus role that can only be won with this combination. (Hereafter, it may be simply referred to as "2BB") Between the two BB flags, and the "F_3BB" (a bonus that can only be won when betting 3 coins) described below. The role of Nas. (Hereafter, it may be simply referred to as "3BB") is carried over to 3BB. This includes the period between lags and the period between non-flags where no bonus roles have been won (not carried over). It is composed of [this]. Also, the bonus state is when a combination of symbols related to 2BB is displayed. The transition will occur depending on the 2BB state and the combination of symbols related to 3BB that are displayed. It is composed of a 3BB state.

[0210] Furthermore, in the first gaming machine, there are two states: when two tokens are bet (2-token bet state) and when three tokens It is possible to play the game with a bet of three tokens. "Bet" refers to the act of inserting two or three tokens into a game. Insert into slot 5, and the player presses either the MAX bet button 6a or the 1 bet button 6b. By operating the machine, you can bet 2 or 3 medals from your credits, and when you hit a replay, Therefore, this includes either automatically placing two or three tokens.

[0211] [5-1. Gameplay of the first type of amusement machine] Next, referring to Figures 5 to 8, the flow of gameplay in the first gaming machine will be explained. Figure 5 shows the transitions between game states in the non-advantageous and advantageous periods of the first gaming machine. Figure 6 shows an example of a low setting, and Figure 6 illustrates an example of each mode in the first gaming machine. Figures 7 and 8 are diagrams showing examples of various tables in the first gaming machine. ru.

[0212] As shown in Figure 5, in the first gaming machine, the state in which the player plays the game is a non-advantageous period and It is broadly divided into a regular game and an advantageous period, and the advantageous period is further divided into a performance period (advantageous period / regular gameplay) and an increasing period. A section (advantageous section / pseudo-bonus) is established. The non-advantageous section is a period that is advantageous to the player. This is a game state in which information about stopping the machine is not notified (non-AT state), which is disadvantageous to the player. This is the state in which the player is not informed of advantageous stopping operations during the performance section. (Non-AT state) is a disadvantageous game state for the player, just like the non-advantageous period. However, as will be explained later, it differs from the non-advantageous period in that a mode transition occurs.

[0213] In other words, the non-advantageous period occurs when the gameplay in the advantageous period ends and a setting change operation is performed. When other initialization conditions are met, or when the factory is set to default, the initial settings are controlled. This is a control state as a period state, and the performance section is increased by mode transitions, etc. (assigned) The expected value of ) can be varied, and this is a control state that represents the normal state in which the player plays the game as usual.

[0214] On the other hand, the increasing interval is a game state (AT) in which information on stopping operations that are advantageous to the player is notified. This is a favorable game state for the player. In other words, the increasing period is a favorable game state for the player. This is a control state that provides an advantage by allowing you to increase your medal count. Both the bonus interval and the favorable interval are favorable intervals, and by transitioning between these intervals, a series of favorable intervals are created. It is composed of the following:

[0215] Furthermore, in the first gaming machine, as shown in Figure 7(a), during the non-advantageous period, internal win Non-advantageous section sub-flags as secondary information (sub-flags) corresponding to the role (see Figure 10 below) The sub-flags are determined by the main control circuit 100 in various draws related to gameplay. In various processes related to the advantageous period, a similar role (whether or not it is a target role for drawing and its corresponding By grouping the internal winning roles (which are responsible for things like lottery probabilities) and assigning the same information to them, This is information that makes it possible to identify the player. This allows various data tables to be used for each internal winning role. Since there is no need to set up a loop, the amount of data can be compressed, Main ROM 10 This avoids putting pressure on the capacity of 2. In the non-favorable section, this non-favorable section sub-flag is The lottery using the tickets is conducted.

[0216] The non-advantageous section sub-flag "Repbell" has an internal winning role of "F_Replay A" (No. "3 」), 「F_Replay B」 (No. 「4」), and 「F_Bell 123A1」~「F_Bell This is determined when it is one of the numbers (No. "10" to No. "33") (321B2). The non-advantageous section sub-flag "weak cherry" is when the internal winning combination is "F_cherry" (No. "5"). It is decided at a certain point. The non-advantageous section sub-flag "Watermelon" is determined when the internal winning combination is "F_Watermelon". This is determined when (No. "9"). The non-advantageous section sub-flag "Confirmed role" is internal The winning combinations are "F_Confirmed Cherry" (No. "6") and "F_Reach Symbol" (No. "8") Determined when either of the following is true. The non-advantageous section sub-flag "Middle Cherry" is determined when the internal winning combination is This is determined when "F_Middle Cherry" (No. "7") is present. Note that this occurs during the non-advantageous period. Even if there is a sub-flag at the time of winning and a sub-flag at the time of winning can be determined, similar to the advantageous period. It is also possible to construct these relationships. Furthermore, these correspondences are not limited to those described above.

[0217] Furthermore, in the first gaming machine, as shown in Figure 7(a), during the advantageous period, the internal winning combination (See Figure 10 below) Subflag at the time of winning in the advantageous section as secondary information (subflag) The result is determined. Furthermore, during the advantageous period, secondary information is generated according to the combination of symbols displayed. The sub-flag, which serves as a notification (sub-flag), is determined when entering the advantageous period. A lottery is conducted using the sub-flags at the time of winning the advantageous period and the sub-flags at the time of entering the advantageous period.

[0218] The sub-flag "Bell" when a winning combination is obtained in the advantageous section is when the internal winning combination is "F_Bell123A1" ~ "F_ Determined when it is one of the "Bell 321B2" (No. "10" to No. "33") The sub-flag "weak cherry" when winning in the advantageous section means that the internal winning role is "F_cherry" (No. It is determined when it is 5). The sub-flag "Watermelon" when winning in the advantageous section is when the internal winning role is Determined when it is "F_Watermelon" (No. "9"). Subflag when winning in the advantageous section "Confirmed role" refers to the internal winning role being "F_Confirmed Cherry" (No. "6") and "F_Reach symbol". Determined when (No. "8") is one of the following. Advantageous section winning subflag "Middle The "ェ" symbol is determined when the internal winning combination is "F_Middle Cherry" (No. "7").

[0219] When entering the advantageous section, the sub-flag "Tsū-Replay 1" means that the internal winning role is "F_Replay A" (No. When it is either "3") or "F_Replay B" (No. "4"), then "Upward-sloping replay If the combination of symbols "Pu" is displayed (i.e., if the winning combination is "upward-sloping replay") ) is determined. The sub-flag "Tsū-Rep 2" when entering the advantageous section means that the internal winning role is "F_Rep When it is either "I A" (No. "3") or "F_Replay B" (No. "4") If a combination of "parallel replay" symbols is displayed (i.e., if the winning combination is "parallel replay") (If applicable) it will be determined.

[0220] Here, in the first gaming machine, as will be described later, the internal winning combination is "F_Replay A" (No When it is "3", the combination of symbols for "upward-sloping replay" will be displayed between the 3BB flags. Therefore, between 2BB flags and non-flags, the combination of symbols for "parallel replay" will be displayed. It has become that way.

[0221] In other words, when the internal winning combination is "F_Replay A" (No. "3"), 3BB flare Between the two BB flags, "Normal Replay 1" is determined as a sub-flag when entering the advantageous section, and between the two BB flags and Between non-flags, "Normal Replay 2" is determined as a sub-flag when entering the advantageous section. Yes. And in the first gaming machine, if the sub-flag is different when entering the advantageous section, Various lotteries described later (for example, using the pseudo-bonus transition lottery table shown in Figure 7(c)) Pseudo-bonus transition lottery and mode transition lottery using the mode transition lottery table shown in Figure 8(f) The degree of advantage in the lottery is being adjusted.

[0222] In the first gaming machine, for example, between 3BB flags or between 2BB flags Depending on the situation, the sub-flag that changes when entering the advantageous section is "F_Replay A" ( The explanation uses No. "3)" as an example, but it describes the behavior in which the sub-flag changes when entering the advantageous period. This is not limited to this. For example, as will be explained later, if the internal winning combination is "F_Bell123B1" When it is No. "12", the case when it is between 3BB flags and the case when it is between 2BB flags Since the stopping control is different depending on the situation, if you draw this role, the medal The number of payouts does not change (or may be made to change), and the combination of symbols displayed This will make them different, thereby determining different sub-flags when entering the advantageous period. It is also acceptable. And, depending on the sub-flag at the time of entering the advantageous period, various draws will be conducted as described later. The degree of advantage in that area should be varied.

[0223] Also, for example, as will be explained later, the internal winning combination is "F_Watermelon" (No. "9"). At that time, regardless of which flags (or non-flags) are pressed, the stop operation type If the button press is correct, a combination of "watermelon" symbols will be displayed; if the button press is incorrect, If a missed catch occurs, a combination of "watermelon spill" patterns will be displayed. And if you draw a ticket for this role, you can win a prize without any missed opportunities. The sub-flag for entering the advantageous period will differ depending on whether a win occurs or if a loss occurs. It is also acceptable to do so. And, depending on the sub-flag that is different when entering the advantageous period, as will be described later. The advantage level in various lotteries can be varied.

[0224] Also, for example, when the internal winning combination is "F_Replay A" (No. "3"), 3BB Between flags, the stop operation is performed in a specific manner (this specific manner is, for example, the stop operation is predefined The manner in which the actions are performed according to the given batting order (correct button press order), and the pressing position (timing of the stopping operation) are appropriate. When carried out in any manner (or any combination thereof) The combination of "parallel replies" symbols will be displayed, and if it is not done in a specific manner, the "top right" symbol will appear. The combination of "Gariripu" symbols will be displayed, and this will result in different sub-slots when entering the advantageous section. It may be possible to make it so that the flag is determined. And the sub-flag is different when entering the advantageous period. Accordingly, the degree of advantage in the various lotteries described later should be adjusted accordingly.

[0225] In other words, in the first gaming machine, with respect to a specific role, the number of bets, the state of play, the manner of stopping the machine, Alternatively, the final stop display configuration may differ depending on any combination of these factors. This makes it possible to determine different secondary information depending on different stop display modes, and This allows for the application of all methods that enable the degree of advantage to be varied.

[0226] Let's return to the explanation of the gameplay of the first gaming machine. In the non-advantageous section, a lottery for transitioning to the advantageous section is held for each game. This is done. Specifically, the advantageous interval transition lottery table shown in Figure 7(b) is referenced, and internal Once the winning combination is determined, and the non-advantageous section sub-flag is determined according to that internal winning combination, At a predetermined timing during gameplay, the destination mode, etc., is determined according to the non-game section sub-flag. This will be determined. However, in making this decision, only the type of mode when transitioning to the advantageous period will be determined. In cases where this occurs (in Figure 5, "Start of advantageous period"), and not only the type of mode but also the pseudo-bonus In some cases, a transition is also decided (in Figure 5, "Start of advantageous period + Start of pseudo-bonus") However, during non-advantageous periods, the game is designed so that it is not determined whether or not to transition to a pseudo-bonus. It can also be done this way.

[0227] Now, with reference to Figure 6, we will explain each mode in the first gaming machine. In slot machines, modes refer to transitions between the performance section (normal gameplay) and the increase section (pseudo-bonus). Control information to change the expected value of (granting) (can also be referred to as game state or control state) ) and during the performance section (normal gameplay), the pseudo-bonus transition will proceed according to this mode. Whether or not a row exists is determined, the advantageous period is maintained, or the advantageous period ends and the game enters a non-advantageous period. Decisions are being made to transition to this new system.

[0228] Start mode is a mode you tend to stay in when transitioning from a non-advantageous period to an advantageous period (performance period). Furthermore, this mode is relatively disadvantageous, and the probability of transitioning to a pseudo-bonus is relatively low. (See Figure 7(c) below), and the probability of transitioning to a more favorable mode is also relatively low. (See Figure 8(f) below). Although not shown in the diagram, in start mode, the ceiling The number of games is set to "965 games". The game does not transition to a pseudo-bonus after reaching the ceiling number of games. It is used to forcibly transition to a pseudo-bonus when a certain period of time has elapsed. Therefore, the fewer the number of games until the ceiling, the more advantageous it is for the player, and the more games until the ceiling, the more advantageous it is for the player. This puts them at a disadvantage.

[0229] Normally, Mode A is the mode that players are most likely to stay in while playing, and it is a relatively disadvantageous mode. As a result, the probability of transitioning to a pseudo-bonus is relatively low (see Figure 7(c) below). Furthermore, the probability of transitioning to a more favorable mode is relatively low (see Figure 8(f) below). In normal A mode, the maximum number of games is set to "965 games". Also, see Figure 6. In the middle, the phrase "approximately 999G after the pseudo-bonus" refers to the period after the pseudo-bonus ends, as described in End A below. The game transitions to either Mode B or End Mode, and in this mode, without transitioning to a pseudo-bonus, 32 games are awarded. The game is played, then it transitions to a non-advantageous period, and then from the non-advantageous period it transitions to an advantaged period. When this normal A mode is selected, the apparent maximum number of games is "965 games". +Gameplay period in either End Mode A or End Mode B: "32 games" +From non-advantageous period to advantageous period This represents the number of games required to transition to the next mode. Below, the normal B mode... The same applies to the Heaven Preparation Mode and Chance Mode.

[0230] Normally, Mode B is a mode that players tend to stay in while playing, and is relatively disadvantageous. However, this mode is generally more advantageous than the regular A mode, and the transition to the pseudo-bonus is... The waiting time is relatively low (see Figure 7(c) below), and the period for transitioning to a more favorable mode is also low. The waiting time is also relatively low (see Figure 8(f) below). Note that in normal B mode, the ceiling game The number is set to "965 games".

[0231] In Heaven Preparation Mode, the probability of transitioning to a pseudo-bonus is relatively low (as shown in Figure 7 below). (See reference) However, the maximum number of games is set to "466 games", and it also transitions to a pseudo-bonus. If this is done, it is confirmed that the game will transition to Heaven Mode after it is finished (see Figure 8 below for (f (See reference), and in that sense, it is a relatively advantageous mode.

[0232] In Chance Mode, the probability of transitioning to a pseudo-bonus is relatively high (as shown in Figure 7 below (c (See reference) The maximum number of games is set to "222 games", so in that sense This mode is relatively advantageous. However, the probability of transitioning to Heaven Mode is high. This is not the case (see Figure 8(f) below).

[0233] Ending in Mode A, if you transition to a pseudo-bonus, after it ends, you enter Heaven Mode (Heaven Preparation Mode). If you do not transition to (including the mode), you are more likely to stay in that mode, which is a relatively disadvantageous mode. The probability of transitioning to a similar bonus is the lowest (see Figure 7(c) below), and it is more advantageous The probability of transitioning to this mode is also relatively low (see Figure 8(f) below). This is the termination mode A. Then, after the pseudo-bonus ends, 32 games are played without transitioning to another pseudo-bonus. Then, the advantageous period ends, and the game transitions to a non-advantageous period.

[0234] Ending in Mode B, if you transition to a pseudo-bonus, after it ends, you enter Heaven Mode (Heaven Preparation Mode). It is easier to stay in this mode if you do not transition to (including the mode), and although it is a relatively disadvantageous mode, This mode is more advantageous than Mode A, but the probability of transitioning to a pseudo-bonus is relatively low. (See Figure 7(c) below), and the expectation of transitioning to a more favorable mode is also relatively low. (See Figure 8(f) below). In this termination B mode, similar to termination A mode, pseudo-baud If 32 games are played after the eggplant ends without transitioning to a pseudo-bonus, the advantageous period begins. The game ends and transitions to a non-advantageous period. Note that End Mode A and End Mode B are: This can also be collectively referred to as "end mode."

[0235] The Guarantee Mode is the mode you enter when Heaven C Mode ends, and it is a pseudo-bonus mode. The probability of transitioning is relatively high (see Figure 7(c) below), and the number of games to reach the ceiling is "32 games Because it is set to "Mu," it is a relatively advantageous mode in that sense. In any case, the probability of transitioning to Heaven Mode is not high (see Figure 8(f) below). (Illuminated). In other words, when Heaven C mode ends, in order to prevent a decrease in interest caused by it, It can be positioned as a mode that attempts to maintain (guarantee) a relatively favorable state for a certain period of time.

[0236] Heaven Mode A is a mode in which pseudo-bonuses are awarded in succession (AT state is extended (additional) during the AT state). If the specifications continue as a result of the decision, then such extension (addition) may also be made. This mode can be expected to include (the same applies below), and the probability of transitioning to a pseudo-bonus is The odds are relatively high (see Figure 7(c) below), and the maximum number of games is set to "32 games". Furthermore, the probability of maintaining the ceiling mode (heaven mode loop rate) is set to a moderate relative level. This mode is advantageous. Note that although not shown in Figure 6, for example, It is also possible to introduce a setting difference in the ceiling mode loop rate. For example, if the setting value is odd When the numbers are (1, 3, 5), the ceiling mode loop rate is about 75%, and the setting value is even ( When the values ​​are 2, 4, and 6, set the draw values ​​so that the ceiling mode loop rate is approximately 67%. It is also possible to set the lottery value so that the higher the setting value, the higher the ceiling mode loop rate. It can also be set. The same applies to Heaven Mode B and Heaven Mode C, which will be described later. It is also possible to set different values ​​for the loop rate in the well mode.

[0237] Heaven Mode B is a mode in which you can expect to get consecutive pseudo-bonuses, The probability of transitioning to S is relatively high (see Figure 7(c) below), and the number of games until the ceiling is "32 It is set to "Game" and has a high probability of maintaining the ceiling mode (heaven mode loop rate). It is set to a relatively advantageous mode. In other words, in terms of the ceiling mode loop rate, This mode is even more advantageous than Heaven Mode A.

[0238] Heaven C mode is a mode in which you can expect to get consecutive pseudo-bonuses, The probability of transitioning to S is relatively high (see Figure 7(c) below), and the number of games until the ceiling is "32 The game is set to "Game", and the probability of maintaining the ceiling mode (heaven mode loop rate) is quite high. It is a relatively advantageous mode with a higher setting. In other words, the ceiling mode loop rate In terms of points, this mode is even more advantageous than Heaven Mode A and Heaven Mode B. Country A mode, Heaven B mode, and Heaven C mode can be collectively referred to as "Heaven Mode". ru.

[0239] Please note that the modes described above are merely examples, and the configuration of the modes is not limited to these. It is not possible. You can also set a mode other than the modes mentioned above, or the modes mentioned above It is also possible to disable certain modes.

[0240] Furthermore, up to this point, the non-advantageous period has been explained as a state where the degree of advantage is relatively lower compared to the advantageous period. However, the relationship between non-favorable intervals and favorable intervals is not limited to this form. For example, non-favorable intervals In the case of an advantageous period, at least one mode is set within the advantageous period. The rate of transition to the growth phase is higher than when the player is present, or the average number of games required to transition to the growth phase is higher. Specifications such as shortening the number of minutes, or making the non-advantageous period the period where the increase is most easily made It is also possible to do this. By doing so, it is confirmed that it is a non-advantageous period, such as after a setting change. Even in this state, there is an incentive to play, so you can start playing from the moment the store opens. This provides motivation. Also, the section lamp lights up after 32 games have passed since the end of the pseudo-bonus. Even if the light turns off, it is not guaranteed that the most unfavorable situation will occur, therefore This provides motivation for players to continue playing even when they are not feeling satisfied. Also, up to this point, the performance section is for the player Although it was explained that this is a game state in which information about advantageous stopping operations is not notified, the increasing section and Compared to other methods, this may be disadvantageous (for example, reducing the frequency of notifications or changing the roles that are subject to notifications). If (for example) the game is in a state where information about the stop operation is notified, then the game can be set to a state where the game is in a state where the information about the stop operation is notified.

[0241] Let's return to the explanation of the gameplay of the first game machine. In the performance section (normal gameplay), first, for each game, When a winning combination is selected, a pseudo-bonus transition lottery (when selected) is conducted by referring to the sub-flag. In this case, the pseudo-bonus transition lottery table shown in Figure 7(c) is referenced, and the internal winning combination is determined. The game after the sub-flag for winning in the advantageous section is determined according to the internal winning role. At a predetermined timing, depending on the sub-flag at the time of winning the advantageous section, the game transitions to a pseudo-bonus. It is decided whether or not to proceed. Note that in Figure 7(c), "Non-winning" means that the game will proceed to a pseudo-bonus. It means there is no chance, and "Winning (This Game)" means that this game will transition to a pseudo-bonus. This means that "Winning (Next Game)" will transition to a pseudo-bonus in the next game. It means...

[0242] Furthermore, in the first gaming machine, if a "winning ticket (this game)" is determined, the current game will begin. Sometimes, if a "winning ticket (next game)" is determined, the game operation (stop) will be performed at the start of the next game. The operation is disabled for a certain period of time, and during that disabled period, the main display window 4 will display "Red After the reel animation where the "7" symbol aligns ("Red 7 Alignment" animation) occurs, a pseudo-bonus When the game starts and the "Red 7s aligned" animation is performed, it is necessary to notify the player of the stopping operation. In such cases, at least when the invalid period ends and the game operation (stop operation) becomes valid. (It can be earlier, but before the random delay processing mentioned above starts) If there is no indication of a stop operation, information about the stop operation will be notified.

[0243] During the performance section (normal gameplay), the result of the pseudo-bonus transition lottery (when successful) If it is decided to switch to mode S, a mode transition lottery (if successful) will be held. Specifically This refers to the mode transition lottery table shown in Figure 8(f), and determines the current mode and advantageous interval. The destination mode is determined according to the sub-flag at the time of winning. Note that this destination mode is suspect. This could include modes during a pseudo-bonus, or it could be a mode after a pseudo-bonus has ended. Good. Also, the result of the pseudo-bonus transition lottery (when successful) is to transition to a pseudo-bonus. If a decision is made and a mode transition lottery (if successful) is held, the pseudo-bonus transition lottery (entered) described below will be held. Mode transition lottery (when winning a prize), and mode transition lottery (when reaching the ceiling) will not be performed.

[0244] During the performance section (normal gameplay), the result of the pseudo-bonus transition lottery (when successful) If it is not decided to switch to S, then for each game (for more details, see "F_Replay") In games where you win "A" or "F_Replay B", the sub-flag is set when you enter the advantageous section. Based on this, a pseudo-bonus transition lottery (when a win occurs) is conducted. Specifically, this is shown in Figure 7(c). A pseudo-bonus transition lottery table is referenced, the winning combination is determined, and depending on the winning combination, The specified time during the game (before the start of the next game) after the sub-flag is determined when the winning section is entered. During the bonus round, the decision to transition to a pseudo-bonus is made based on the sub-flag that appears when entering the advantageous zone. It will be done.

[0245] Furthermore, in the pseudo-bonus transition lottery table shown in Figure 7(c), when entering the advantageous section, sub- Rather than when "Normal Replay 1" is determined as lag, when "Normal" is determined as a sub-flag upon entering the advantageous section. The probability of transitioning to a pseudo-bonus is higher when "Replay 2" is selected. The price is rising. However, the practice of giving preferential treatment to "Reply 2" over "Reply 1" is... It is not limited. For example, if "Normal Replay 2" is determined as a sub-flag when entering the advantageous section, It may be decided that the game will transition to a pseudo-bonus at a predetermined probability, but when the game enters the advantageous section, the sub- If "Normal Replay 1" is determined as a lag, it is decided to proceed to a pseudo-bonus. It's okay to make it so that it cannot be done.

[0246] During the performance section (normal gameplay), the result of the pseudo-bonus transition lottery (when a win occurs) determines the pseudo-bonus If it is decided to switch to mode S, a mode transition lottery (when a prize is won) will be held. Specifically This refers to the mode transition lottery table shown in Figure 8(f), and determines the current mode and advantageous interval. The destination mode is determined by the sub-flag at the time of winning. Note that this destination mode is suspect. This could include modes during a pseudo-bonus, or it could be a mode after a pseudo-bonus has ended. Good. Also, the result of the pseudo-bonus transition lottery (when winning) can lead to a transition to a pseudo-bonus. If a mode transition is determined and a mode transition lottery (when a prize is won) is performed, the mode transition lottery (when the ceiling is reached), as described below, will then be performed. It will not be carried out.

[0247] Furthermore, in the mode transition lottery table shown in Figure 8(f), the sub-flag when entering the advantageous section and And if "Normal Replay 1" is determined, then "Normal Replay 2" is set as the sub-flag when entering the advantageous section. If this is decided, the game will be switched to a mode that is relatively more advantageous to the player. The proportion of those who receive this is increasing. However, the system is designed to give preferential treatment to "Reply 2" over "Reply 1". This is not the only example. For instance, when the advantageous period is entered, the sub-flag "Normal Replay 2" is determined. If this occurs, it may be decided that the player will be switched to a mode that is relatively advantageous to them, with a predetermined probability. However, if "Normal Replay 1" is determined as a sub-flag when entering the advantageous section, the player will receive It may be possible to prevent a decision from being made to switch to a mode that is advantageous to the opposing side.

[0248] During the performance section (normal gameplay), the result of the pseudo-bonus transition lottery (when a win occurs) determines the pseudo-bonus If it is not decided to switch to S, the ceiling game count will be updated (even if it is added or subtracted). (A method is also acceptable), the number of games to be capped corresponds to the current mode (or, the advantageous section transition When the predetermined number of games (such as a set number of games) is reached, the game transitions to a pseudo-bonus. It is decided that this will be done. In this case, it is decided that the "winning ticket (this game)" will always be determined. It's also possible to make it so that a "winning ticket (next game)" is always determined. It is also possible to have one of these determined by lottery.

[0249] During the performance section (normal gameplay), reaching the ceiling game count will trigger a pseudo-bonus. If it is decided that this will happen, a mode transition lottery (at the ceiling) will be held. Specifically, as shown in Figure 8 ( The mode transition lottery table shown in f) is referenced, and the destination mode is determined according to the current mode. The decision is made. Note that this transition mode may include modes during the pseudo-bonus round. It can also be the mode after the pseudo-bonus ends.

[0250] Furthermore, the procedures for the pseudo-bonus transition lottery (when a win is achieved) and the pseudo-bonus transition lottery (when a prize is won) The reason is that the only difference is the type of sub-flag; otherwise, the processing is the same. It can be controlled using a lottery table or control flow. Also, mode transition lottery (winning lottery The processing related to the time (and mode transition lottery (when winning) is the same, except for the type of sub-flag. Since the processing content is the same, the same lottery table and control flow are used for control. It is possible.

[0251] Also, if we were to not include "Winning (This Game)" as one of the types of pseudo-bonus wins... If so, at the timing when the sub-flag is determined upon entering the advantageous section, the sub-flag at the time of winning the advantageous section The setting has already been decided, and the number of games until the ceiling has been updated, so the pseudo bonus Eggplant transition lottery (when winning), pseudo-bonus transition lottery (when winning), and pseudo-bonus when reaching the ceiling The mode transition process can also be performed in a single operation. Similarly, the mode transition lottery ( The process of winning a ticket, the mode transition lottery (when winning a prize), and the mode transition lottery (when reaching the ceiling) are all combined into a single process. It can also be done for the first time.

[0252] Let's return to the explanation of the gameplay of the first gaming machine. As mentioned above, in the performance section (normal gameplay), If it is decided to transition to a pseudo-bonus and the pseudo-bonus begins (in Figure 5, "Pseudo-bonus begins," and the game transitions to an increasing section (pseudo-bonus). Also, as mentioned above, During the payout period (normal gameplay), the game is controlled to either End Mode A or End Mode B, and a pseudo-bonus is awarded. If 32 games are played without transitioning to the next stage (in Figure 5, "End of advantageous period (end)") (via A and B), the game transitions to a non-favorable section. Also, the limit processing rule shown in Figure 16 below applies. If the condition is met, the advantageous period will be forcibly terminated (in Figure 5, "Advantageous Period"). The process ends (limit processing), and as a result, it transitions to a non-advantageous period.

[0253] In the increase period (pseudo-bonus), when the pseudo-bonus begins, a ceiling reduction lottery is held. This is done. Specifically, the ceiling shortening lottery table shown in Figure 8(e) is referenced, and the current Depending on the mode, it is determined whether or not the number of games until the end of the pseudo-bonus is shortened. Note that in Figure 8(e), "Not a winning ticket" means that the number of games until the ceiling is not shortened, "Winning (Ceiling game count = 0 update)" means that after the pseudo-bonus ends, regardless of the mode, This means that the number of games until the ceiling is reached will be set to "0" (shortened). The lottery takes place not only when the pseudo-bonus begins, but also with every spin during the pseudo-bonus. It can also be done that way.

[0254] If the ceiling reduction lottery results in a decision not to shorten the number of games until the ceiling is reached, a pseudo-bonus will be awarded. When the game ends, if you do not have any 1G consecutive stocks (described later), you will enter the current mode. Accordingly, the maximum number of games is set (in the case of termination mode, the advantageous period begins after 32 games). It will not be set because it ends (and is cleared as a result), but here is the ceiling game (The number may be set to be temporary), and the pseudo-bonus ends (in Figure 5, "Pseudo-bonus The game ends, and the game transitions to the performance section (normal gameplay). Meanwhile, the result of the ceiling reduction lottery determines the ceiling game. If it is decided to shorten the number of games, when the pseudo-bonus ends, the ceiling game count and Then "0 games" is set. This means that from the next game after the pseudo-bonus ends, A pseudo-bonus will be triggered. In this case, the pseudo-bonus will be triggered upon reaching the ceiling game count. Since the bonus round has started, the mode transition lottery (at the ceiling) described above will be performed.

[0255] In the increasing section (pseudo-bonus), each game (more specifically, the sub-flag when the advantageous section is won) In games where a "confirmed role" or "middle cherry" is determined as a win, mode transition lottery (winning lottery) The process takes place at a specific time. Specifically, the mode transition lottery table shown in Figure 8(f) is referenced. The destination mode is determined based on the current mode and the sub-flag at the time of winning the advantageous period. Furthermore, if a sub-flag other than those mentioned above is determined during a winning streak in the advantageous period, the destination mode will also be determined. It is permissible to do so, but in this case, as a general rule, a mode that is relatively less favorable than the current mode. In order to prevent it from being determined as the destination mode, the mode transition lottery shown in Figure 8(f) It is also possible to reference a different mode transition lottery table with different lottery values ​​than the table used for the table. .

[0256] In the increasing section (pseudo-bonus), each game (more specifically, "F_Replay A" or In games where "F_Replay B" is drawn, a mode transition lottery (when a win occurs) is held. Specifically, the mode transition lottery table shown in Figure 8(f) is referenced, and the current mode and The destination mode is determined according to the sub-flag when entering the advantageous period. In this case, the above Similarly, as a general rule, the mode that is relatively less favorable than the current mode is determined as the transition mode. To prevent this from happening, the lottery values ​​are different from the mode transition lottery table shown in Figure 8(f). Alternatively, a different mode transition lottery table may be referenced.

[0257] During the increase period (pseudo-bonus), a 1G consecutive win lottery is held for each game played. Specifically, see the diagram. The 1G consecutive draw table shown in 7(d) is referenced, and the current mode and the sub-system for winning in the advantageous section are used. Whether or not a 1G consecutive win occurs is determined by the flag or the sub-flag when entering the advantageous period. Note that in Figure 7(d), "Not a winning ticket" means that a 1G consecutive win will not occur, and "Winning ticket ( "1G Consecutive + 1)" grants one right to trigger a 1G consecutive win (1G consecutive win stock) (1G This means that the consecutive stock counter is increased by 1. Note that 1G consecutive stock means 1G consecutive The stock counter allows for the storage of multiple items (up to 255 items). Therefore, multiple 1G consecutive bonus stocks are granted during a single pseudo-bonus round. In some cases, multiple 1G consecutive win stocks may be awarded in a single 1G consecutive win lottery. It is also possible to configure a 1G consecutive lottery table.

[0258] When the pseudo-bonus ends, if the value of the 1G consecutive stock counter is 1 or more ( In other words, if you have a 1G consecutive win stock, one 1G consecutive win stock will be consumed (1 The G-chain stock counter is reduced by 1, and the pseudo-bonus will start again from the next game after the pseudo-bonus ends. The eggplant will be started. In this case, a pseudo-stock corresponding to the right of 1G consecutive stock will be Since this marks the start of the bonus round, the mode transition lottery mentioned above will not take place. On the other hand, the pseudo-bonus is If the value of the 1G consecutive stock counter is not 1 or greater when the game ends (i.e., 1G consecutive stock If you do not own any Tokku, and you have not won the aforementioned ceiling reduction lottery, The maximum number of games is set according to the mode (in the case of the termination mode, after 32 games have elapsed). The advantageous period ends (and is cleared accordingly), so it is not set here (The number of games to be capped may be set temporarily), and the pseudo-bonus ends (in Figure 5, The pseudo-bonus ends, and the game transitions to the performance section (normal gameplay).

[0259] Furthermore, if you win the ceiling reduction lottery and also have a 1G consecutive stock, the result of the ceiling reduction lottery The result takes priority, and after the pseudo-bonus corresponding to the ceiling reduction is executed, the 1G consecutive stock corresponds You can also have a pseudo-bonus executed, or the 1G consecutive stock will be prioritized, 1G consecutive stock After a pseudo-bonus corresponding to the check is executed, a pseudo-bonus corresponding to the reduction in the ceiling is executed. You can do that. In the latter case, make sure to separately store information that carries over the fact that there is a ceiling reduction. Yes.

[0260] In the first gaming machine, the increase section (pseudo-bonus) is structured to continue for "55 games". While one example given is a system where up to 275 coins can be obtained, the structure of the pseudo-bonus is as follows: It is not limited to this. For example, the pseudo-bonus can be referred to as a "pseudo-BB (Big Bonus)". In addition, there is a pseudo-bonus that lasts for "22 games" and allows players to win up to 110 coins. It may also be possible to incorporate a "pseudo-RB (regular bonus)". In this case, the above pseudo In the bonus transition lottery, upon reaching the ceiling, and in the 1G consecutive win lottery, the system will transition to a pseudo-bonus. When it is decided whether to grant rights, the type of rights (for example, whether to grant "pseudo-BB") will be considered. If the outcome is determined by a predetermined probability (for example, 50% each), then That's fine. Note that "pseudo-RB" has a different value from "pseudo-BB" (for more details, Since it should be something of lower value than "pseudo-BB", for example, the number of consecutive games is "pseudo-BB It is the same as "B", but with a lower bell navigation rate (the probability of being notified of information about stopping operations). By doing so, it is possible to create differences in the maximum number of items that can be obtained, thereby giving them different values. When starting a "pseudo-RB," the "BAR" symbols will be displayed in the main display window 4. A reel animation will be performed, or a reel animation will be performed that displays "Red 7-Red 7-BAR". This is how it should be done. Furthermore, the increasing interval is not limited to those that are composed as pseudo-bonuses. Example For example, an AT state or ART state that allows you to change the number of consecutive games (game duration) It can also be configured in this way.

[0261] Furthermore, if the execution conditions for the limit processing shown in Figure 16 (described later) are met during the pseudo-bonus, In this case, the advantageous period will be forcibly terminated (in Figure 5, "Advantageous period due to limit processing"). (End of period), and as a result, transition to a non-favorable period.

[0262] Furthermore, in the first gaming machine, the above-mentioned gameplay flow is basically played with a 3-coin bet. This assumes that the game will be played. Therefore, in the case where the game is played with two bets... For example, various lotteries using Figures 7(a) to (d), Figures 8(e) and (f), etc. The event does not occur, and the maximum number of games is not updated. Also, the state of betting 2 coins during the pseudo-bonus is not updated. When the game is played, the system is configured so that the number of medals does not increase when two medals are bet. Therefore, the pseudo-bonus period does not constitute an increase period. In other words, in the first game machine, 2 coins The game is designed so that playing in a "set" state is generally disadvantageous to the player.

[0263] In this case, when the game is played with two bets, the lottery regarding the advantageous period (AT) is conducted. For example, various draws and processes using Figures 7(a) to (d), Figures 8(e) and (f), etc. For example, although updates to the maximum number of games are not performed, the above-mentioned advantage for the game limiter is not available. The section game count counter and the advantageous section payout counter for the aforementioned payout limiter are updated. It is desirable that these be limited. These limiters are based on the number of games played in the advantageous period and the amount earned. Since it has the function of appropriately suppressing the gambling aspect by limiting the maximum number of items, Assuming that these counters are not updated when two cards are bet, The gameplay in this state can exceed the set limits on the number of games played and the number of coins acquired within the advantageous period. This can lead to situations where the gambling aspect cannot be properly controlled, resulting in such cases. Therefore, the limiter counter should be configured to be updated every game, regardless of the number of bets. That is preferable.

[0264] Furthermore, in the first gaming machine, the above-mentioned gameplay flow is basically played in a non-bonus state. This is based on the premise that it will be performed. Therefore, the bonus state (2BB state and 3B When the game is played in state B, for example, Figures 7(a) to (d), Figure 8(e) and (f) and other types of draws are not performed, and the maximum number of games is not updated. If you enter a bonus state during a bonus round, the bonus state will revert to a non-bonus state (more details It is configured as a state where the expected value of medal increase is lower than that of a 3-coin bet state in a non-bonus state. Therefore, the period during the pseudo-bonus may not be an increase period. In other words, the first In gaming machines, the game is sometimes designed in such a way that playing while in bonus mode can put the player at a disadvantage. It is.

[0265] Therefore, in the first gaming machine, it is recommended to play with a 3-coin bet between 2BB flags. This configuration is recommended (in this embodiment, the state of betting 3 coins between 2BB flags is "recommended" In some cases, a state is described as "game state," while other states are described as "not recommended game state." ). In other words, in the first gaming machine, 2BB is a bonus role that can only be won when two coins are bet. Yes, and within the 2BB flag, combinations of symbols related to 2BB can only be won when two coins are bet. The game is designed so that you cannot win a prize when you bet 3 coins. Also, 3BB is when you bet 3 coins. It is a bonus role that can be won, and there are 3 combinations of symbols related to 3BB between 3BB flags. The game is designed so that you only win when you have a bet, and you do not win when you have two bets. Also, 2B Between B flags, there is no case where 3BB is the winning combination, and between 3BB flags, there is a case where 2BB is the winning combination. It has no such configuration.

[0266] Then, in the first gaming machine, these configurations are used, for example, to perform a two-coin bet between non-flag rounds. In this state, after hitting 2BB (without actually winning 2BB) and setting the 2BB flag interval, bet 3 coins. If you play in this state, you don't have to worry about whether or not you will get a bonus, as recommended above. It is possible to play the game while in a special move state.

[0267] As described above, in the first gaming machine, a ceiling reduction lottery is held during the pseudo-bonus round. Looking at the ceiling shortening lottery table shown in Figure 8(e), the current mode is guaranteed mode. When the mode is one of the following: Heaven Mode A, Heaven Mode B, or Heaven Mode C, 1 There is a probability of winning the ceiling reduction lottery at a rate of / 8 (32 / 256), while in other modes... This prevents you from winning the ceiling reduction lottery. In other words, the ceiling game count is "32 games In the "Mu" mode, the "32 games" may be shortened to "0 games". Furthermore, in modes where the maximum number of games is greater than that, the maximum number of games may be shortened. It's designed not to exist.

[0268] Even in modes where the number of games to reach the ceiling is greater than "32 games", the ceiling game There is a lower probability (for example, 1 / 64) than in the mode where the number is "32 games", It may be decided that the number of rooms will be shortened.

[0269] Furthermore, the methods for shortening the number of games until the ceiling is reached are not limited to those described above. For example, "32 games If the number of games is shortened to a predetermined number of games (0 to 31 games), a similar effect can be achieved. Based on what you can do, the number of games shortened when you win the ceiling shortening lottery will be further determined. Alternatively, in the ceiling reduction lottery, you can decide in advance how many games will be reduced. You can do that.

[0270] Furthermore, the triggers for the ceiling reduction lottery are not limited to those mentioned above. For example, a pseudo-bonus. In some cases, a lottery to shorten the ceiling may be held for each game played. Also, the advantageous period (normal game In the technique, the current mode is Guaranteed Mode, Heaven A Mode, Heaven B Mode, and Heaven C When in any of the modes, a ceiling reduction lottery is held for each game played. This is also acceptable. In these cases, the sub-flag for winning the advantageous period and the sub-flag for entering the advantageous period are used. The system should be designed so that it is illuminated and then it is determined whether or not the player wins the ceiling reduction lottery.

[0271] Furthermore, as mentioned above, in the first gaming machine, a 1G consecutive lottery is performed during the pseudo-bonus. Here, looking at the 1G consecutive lottery table shown in Figure 7(d), the current mode is Even in this mode, there is a chance that a 1G consecutive stock will be awarded. Regardless of whether the mode has a ceiling of "32 games" or not, pseudo bonus The right to continue the contract can be granted.

[0272] Furthermore, the manner in which such rights are granted is not limited to those described above. For example, the number of games until the ceiling is reached is When in the "32 games" mode, a ceiling reduction lottery is held, taking into consideration 1G In modes where consecutive draws are not performed and the ceiling game count is greater than "32 games", By making it so that 1G consecutive draws are performed, the gambling aspect of the game becomes excessively high. It may be possible to suppress and.

[0273] Furthermore, the triggers for the 1G consecutive draw are not limited to those mentioned above. For example, after a pseudo-bonus Even in the advantageous section (performance section) outside, a 1G consecutive draw will be performed, and as a result, The accumulated 1G consecutive stock may be used up in the next pseudo-bonus.

[0274] Although not shown in Figures 5 to 8, the first gaming machine has a pseudo-bonus. At the start of the game, or during a pseudo-bonus, if the current mode is Heaven Mode, Special bonus sequences that suggest a favorable state are executed with a predetermined probability. Therefore, if a special bonus sequence is performed, a ceiling reduction lottery will be conducted. This can create the expectation that it will happen. Also, the special bonus sequence will trigger a ceiling reduction lottery. It may be possible to make it so that when a winning ticket is drawn, it is executed with 100% probability. In this way, for example, For example, if a special bonus animation is performed at the start of a pseudo-bonus, at least the Heaven Mode It was suggested that he was staying in the area, and that he may have also won the ceiling reduction lottery. It can create a sense of anticipation. Also, this special bonus sequence is 1 during the pseudo-bonus. When a winning ticket is drawn in the G-consecutive lottery, the action will be executed with a predetermined probability or with 100% probability. This is also acceptable. In this way, (1) Heaven Mode only, (2) Heaven Mode + Ceiling reduction win (3) Heaven Mode + 1G Consecutive Win, (4) Heaven Mode + Ceiling Shortening Win + 1G Consecutive Win, (5 This allows for the suggestion of various possibilities, such as only 1G consecutive wins, thereby enhancing the enjoyment of the game. It is possible.

[0275] Thus, in the first gaming machine, after the advantageous state (for example, a pseudo-bonus) ends... If it is confirmed that the game will be controlled to an advantageous state again within a set period (for example, 32 games) For example, in Heaven Mode, the duration can sometimes be shortened further, In cases where the duration of play in the advantageous period is restricted (for example, when a limit process is executed) However, the aim is to ensure that players can play under the most advantageous conditions possible, thereby reducing the enjoyment of the game. It can prevent things from falling down.

[0276] Furthermore, in the first gaming machine, after the advantageous state ends, the game is controlled to return to an advantageous state within a predetermined period. Even if it is not certain that it will be done (for example, in termination mode), the right (for example) Since the advantageous state may be restarted by granting a 1G consecutive stock, This can increase players' expectations and enhance the enjoyment of the game.

[0277] Furthermore, although not shown in Figures 5 to 8, in the first gaming machine, the advantageous section win If a "confirmed role" is determined as a sub-flag (i.e., "F_Confirmed Cherry" or (When "F_Reach symbol" is determined as the internal winning combination) and the above-mentioned mode transition lottery If, as a result, it is decided to transition to Heaven C mode, there is a 1 / 2 probability (this probability is (Optional) A special lock animation can be performed. Furthermore, the player wins during the advantageous period. When the sub-flag "Middle Cherry" is determined (i.e., "F_Middle Cherry" is the internal winning combination) (If it is determined to be a winning combination) the "confirmed winning combination" is determined as a sub-flag when the winning combination is determined in the advantageous section. Since you can receive the same benefits as in the case of winning in the advantageous section, the sub-flag "Middle Cherry" If '' is determined, then if "Confirmed role" is determined as a sub-flag during the advantageous period winning Similarly, it may be possible to perform special lock effects.

[0278] Here, the "confirmed role" is a role that also confirms the transition to a pseudo-bonus (Figure 7(c)) (See reference) When a special lock animation is performed, the player will transition to a pseudo-bonus and Heaven C mode. The presence of a row is now recognizable, which greatly enhances the player's enjoyment. The special lock effect is, for example, a special lock effect that lasts for about 20 seconds at the start of gameplay. This is designed as a visual effect where the (stop operation) is invalidated. During this time, each reel vibrates. You could also have special reel effects such as reversing or rotating in reverse, or the main effect table In the display unit 21, special images or other content that are not normally displayed may be shown. You may also configure the system to output special songs that are not normally output. Of course, these combinations It is also possible to create effects through this. In addition, game operations are not invalidated, but the player's next play It is also possible to have these animations play until the technique is performed (i.e., the animations The game involves deciding whether to complete the action or cancel it midway and continue playing. (It can also be entrusted to someone else.)

[0279] However, in the first gaming machine, as shown in Figure 16 below, for example, stay in Heaven C mode. Even if that is the case, the advantageous period may be forcibly terminated by the execution of the limit process. Therefore, it may not always be desirable to repeatedly perform the special lock animation mentioned above.

[0280] Therefore, in the first gaming machine, the special lock effect can only be performed once within the same series of advantageous periods. It is designed not to be done. Specifically, within a series of advantageous periods, the first special lock If it is decided to perform the special lock animation, a special lock animation will be performed, but thereafter the same Within the same advantageous period, even if the same conditions are met, a special lock animation will be performed. To prevent this from happening, the method is to control it so that once a special lock animation is performed, Information indicating this is stored, and thereafter within the same series of advantageous periods, the information stored is... If this is the case, the decision of whether or not to perform the special lock effect will not be made in the first place. It is permissible, and the decision will be made, but the result of that decision will be stored if the information is available. Even if it indicates that it will be executed, rewrite it to indicate that it will not be executed. It is also acceptable to have the stored information cleared when the advantageous period ends. That would be good.

[0281] Furthermore, the manner in which the execution of special lock effects is restricted is not limited to those described above. For example, The maximum number of times the execution of the separate lock effect is restricted should be set to "2 times" or "3 times" instead of "1 time". It may be determined as follows: That is, the execution of special lock effects will be restricted, but the upper limit will be multiple times. It may be set as follows. This can be set appropriately according to the expected value of payout per special lock performance. It can be determined.

[0282] Furthermore, the conditions under which the decision is made as to whether or not a special lock effect will be performed are limited to those mentioned above. No. In other words, as described above, a mode transition occurs when a "winning combination" is drawn, and Whether or not the special lock animation is executed depends on whether the mode is Heaven C mode. We are trying to make a decision, but for example, Heaven Mode C can also be triggered by events other than winning a "confirmed role". Since it may transition to a different mode (see Figure 8(f)), special locks are also used in these cases. A decision will be made on whether or not the performance will be executed, with a predetermined probability (triggered by winning a "guaranteed role"). (The probability may be the same as in the case where it is done, or it may be a different probability) Special lock effect It may be decided that the action will be performed.

[0283] Also, for example, when a winning combination is determined, does a special lock animation first occur? A decision will be made on whether or not to perform the special rock performance, and if it is decided that the special rock performance will be performed, It is also possible to switch to Heaven C mode. In other words, it is possible to switch to Heaven C mode. Depending on the decision, a special rock performance may be executed, or a special rock performance It would be good to have the game switch to Heaven Mode C once it's decided that the execution will proceed. stomach.

[0284] Furthermore, for example, the conditions under which a decision is made as to whether or not a special lock animation will be performed include: The progress of gameplay within a given section may be used. For example, the advantageous section game counter described later. Alternatively, when the value of the control game counter is less than "750", or when the advantageous zone described below When the value of the interim payout counter or the control payout counter is less than "1201", As described above, a decision is made as to whether or not the special lock animation will be executed, and the advantageous period game described below will be played. When the value of the counter or control game counter becomes "750" or more, The value of the advantageous period payout counter or control payout counter described later becomes "1201" or greater. When this happens, will the special lock animation be executed in the same series of advantageous periods thereafter? It is also possible to prevent such a decision from being made.

[0285] Thus, in the first gaming machine, the duration of a series of advantageous periods is limited to a certain period. (See Figure 16 below). And within the same series of advantageous periods, the degree of advantage for the player Even if highly accurate control information (for example, Heaven C mode) is set multiple times, The system is controlled to prevent special effects (for example, special lock effects) from being triggered each time. Therefore, while suppressing the excessive gambling aspect of the game, the enjoyment of the game does not diminish. This can prevent that.

[0286] Furthermore, in the first gaming machine, within a series of advantageous periods, specific roles (for example, "guaranteed roles") Winning the lottery triggers a guaranteed entry into a favorable state (for example, a pseudo-bonus). Along with this, control information that is highly advantageous to the player (for example, Heaven Mode C) is set. This can happen. And within the same series of advantageous periods, this can happen multiple times. Even if it happens, special effects (for example, special rock performances) will be performed each time. It is controlled so that it does not become excessively risky. Therefore, it suppresses the gambling aspect of the game from becoming excessively high. At the same time, it is possible to prevent a decline in the enjoyment of the game.

[0287] Furthermore, in the first gaming machine, secondary information corresponding to the determined internal winning combination (for example, advantageous period) is provided. It is possible to determine the sub-flag (when a winning ticket is drawn), and secondary information corresponding to the combination of displayed symbols is also available. It is possible to determine the information (for example, the sub-flag when entering the advantageous period), and the secondary information determined for each Depending on the situation, information regarding the player's stopping actions is reported, resulting in a favorable state (for example, a pseudo-bonus). It is possible to decide whether or not to grant the ) attribute.

[0288] Thus, in the first gaming machine, not only when the internal winning combination is determined, but also when the combination of symbols When this is displayed, it can also give the impression that an advantageous state will be granted, The gameplay related to granting these items can be diversified.

[0289] Furthermore, in the first gaming machine, information corresponding to the determined internal winning combination and the displayed symbols Because the information corresponding to the combinations and are both managed as common secondary information, the advantageous state This can suppress the increase in control load and information volume associated with assigning the data.

[0290] Furthermore, in the first game machine, when the bet on game value is a first amount (for example, 3 coins) In addition, the first special hand (e.g., 3BB) is possible to win, while the second special hand (e.g., 2BB) This does not make it possible to win. Also, when the bet is for a second amount (for example, 2 coins) In addition, the second special role can be won, while the first special role cannot be won. Also, specific roles ( For example, if you draw "F_Replay A", the first special permission state (e.g., 3BB flag) If the specified combination of symbols is displayed (for example, "upward-sloping replies"), then the second special permission will be granted. If the state is such that (for example, between 2BB flags), then a specific combination of symbols (for example, "parallel replay") will be displayed. This makes it possible to display it (see Figure 15 below).

[0291] Then, in the first gaming machine, when a predetermined combination of symbols is displayed, and when a specific combination of symbols is displayed When this is displayed, it is possible to determine different secondary information. That is, the first gaming machine So, depending on which special permission status is in place, if the same specific role is assigned... However, since the decision regarding the granting of an advantageous state can be changed, While suppressing the increase in control load and information volume related to this, the gameplay can be made even more diverse. It can be transformed.

[0292] Furthermore, in the first gaming machine, when a specific role is won, the combination of specific symbols When this is displayed, it will be possible to decide whether or not to grant an advantageous state.

[0293] Here, in the first gaming machine, both the predetermined symbol combination and the specific symbol combination are replayable. Since it is a combination of symbols related to this, regardless of which one is displayed, the re-play function will be activated. The same benefits will be granted.

[0294] Furthermore, the manner in which the same benefits are granted is not limited to those described above. For example, a specific role in the game value It is configured as a specific minor role related to the granting of. And when a specific minor role is won, for example, the first If a special permission is granted, 1 card (this value is arbitrary and can be any other value less than or equal to the bet game value) A game value of (which may be a value exceeding the bet) is assigned. The combination of predetermined symbols that will be used (the combination of symbols that will be used to assign game value equivalent to "upward-sloping replay") If (se) is displayed and the second special permission state is in place, the number of displays will be the same as when the specified combination of symbols is displayed. A specific combination of symbols to which game value is assigned (related to the assignment of game value equivalent to "parallel replay"). You may also choose to display a combination of patterns.

[0295] Also, combinations of predetermined symbols and specific symbols that are both "losing" symbols (and However, in order to be able to decide whether or not to grant an advantageous state, it is different from the case of a pure "miss". The combination of different patterns is to be constructed as a combination of identifiable patterns. That is permissible. Even in this case, the value remains the same.

[0296] Thus, in the first gaming machine, the same applies depending on which special permit status is in place. Even if a specific role is determined, the decision regarding the granting of a favorable state can be changed. Therefore, it is possible to suppress the increase in control load and information volume related to granting advantageous states. Furthermore, it allows for diversification of the gameplay. Also, in games where specific roles are determined, Even if a special permit is granted, the same benefits will be given, so if the gameplay is altered... Even so, it is possible to prevent players from suffering direct disadvantages.

[0297] Furthermore, in the first gaming machine, if a specific role is won, or if the second special permission state is in effect, When a stop operation is performed in a predetermined manner, it is possible to display a specific combination of symbols. It is possible to display a specific combination of symbols when a stop operation is not performed in a specific manner. It may be configured so that it does not exist.

[0298] And, if you win a specific role and a specific combination of symbols is displayed It may be possible to decide whether or not to grant an advantageous state. A specific role is determined as the internal winning role. If this occurs, the specific combination of symbols will be displayed, and the specific combination of symbols will not be displayed. It may be possible to make the degree of advantage regarding the granting of an advantageous state different depending on the situation.

[0299] Furthermore, if a specific role is drawn, and the first special permission state is in effect, the manner of stopping the machine will be determined accordingly. Regardless, the specified combination of symbols is displayed, and if the second special permission state is in effect, it stops in a specific manner. When an operation is performed, a specific combination of symbols is displayed, and when a stop operation is performed in a specific manner... In other cases, a predetermined combination of symbols may be displayed.

[0300] In this case, the specific role is achieved when the timing o...

Claims

[Claim 1] A game control means is provided which controls the progress of a game by implementing a microprocessor including an arithmetic circuit, a read memory, and a read / write memory; The game control means an initialization means for initializing a predetermined range of the read / write memory; main processing means for performing main processing in accordance with the progress of a game; The read / write memory is composed of a first storage means for storing data directly related to the progress of a game, and a second storage means for storing data not directly related to the progress of a game, the upper addresses of the storage areas of the first storage means and the second storage means are configured to be different from each other; The initialization start position of the first storage means can be set as the start position of the predetermined range, the initialization start position of the first storage means is represented by a 2-byte address, the final location to be initialized is set as a fixed address for each of the first storage means and the second storage means; The initialization means storing a 2-byte address value relating to the initialization start position set as the start position of the predetermined range in a storage determination area; A lower address of an initialization start position of the second storage means can be determined according to a value of a lower address of the address stored in the storage determination area, determining an address of an initialization start position of the second storage means from a fixed value and the determined lower address; The first storage means can be initialized from a set initialization start position of the first storage means, A gaming machine that initializes the second storage means from the determined initialization start position of the second storage means.

Citation Information

Patent Citations

  • Game machine

    JP2016083024A

  • Gaming machine

    JP2026032181A

  • gaming machines

    JP6917091B1

  • Game machine

    JP2019141455A

Cited By

  • Gaming machine

    JP2026032181A