Gaming machine

By implementing a CPU-driven program reading and comparison process in gaming machines, the ROM storage issue is addressed, achieving reduced program capacity and optimized memory utilization.

JP2026053856APending Publication Date: 2026-03-26HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

The complexity of game information in gaming machines leads to potential compression of the ROM storage area, necessitating a reduction in program capacity.

Method used

A gaming machine design that includes a CPU, ROM, and RAM, where the CPU reads programs from the ROM, performs comparison processes, and updates variables to reduce program size.

Benefits of technology

This approach effectively reduces program size, optimizing memory usage in gaming machines.

✦ Generated by Eureka AI based on patent content.

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Abstract

Reduce the program size. [Solution] In a gaming machine, a predetermined circuit board used for the progress of the game includes a CPU, a ROM in which a program used by the CPU is stored, and a RAM that holds variables updated by the program, the CPU reads the program from the ROM, calls a predetermined module with an address and an input value as parameters based on the program, reads a comparison value and a candidate value based on the address in the module, updates the address, performs a comparison process that compares the input value with the comparison value, and the input value
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Description

Technical Field

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

Background Art

[0002] In a slot machine, a plurality of effect states with different gaming benefits for a player are provided during the progress of a game. For example, in an AT (Assist Time) effect state among the plurality of effect states, when winning a winning category in which a winning combination with a large gaming benefit overlaps with other winning combinations, the operation mode of a stop switch that becomes a winning condition for the winning combination with a large gaming benefit is notified (for example, Patent Document 1).

[0003] In such a gaming machine, in order to enhance the gaming property, it is desirable to effectively utilize a limited storage area in a memory. For example, a technique of associating a management value with control information in a dataset table to effectively use the memory is known (for example, Patent Document 2).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] In a gaming machine, a program related to game control processing for controlling the progress of a game must be arranged in a use area (control area 4.5 kbyte + data area 3.0 kbyte) in the ROM of a main control board. However, due to the complication of game information according to the diversity of games, there is a possibility that the storage area of the ROM in which the program is described is compressed.

[0006] In view of these problems, the present invention aims to provide a gaming machine capable of reducing program capacity. [Means for solving the problem]

[0007] To solve the above problems, the present invention provides a gaming machine comprising a CPU, a ROM storing a program used by the CPU, and a RAM holding variables updated by the program, on a predetermined circuit board used for the progress of the game, wherein the CPU reads the program from the ROM, calls a predetermined module with an address and an input value as parameters based on the program, reads a comparison value and a candidate value based on the address in the module, updates the address, performs a comparison process to compare the input value and the comparison value, repeats the comparison process as long as the input value < the comparison value is not satisfied, and when the input value < the comparison value is satisfied, returns from the module with the candidate value read at that time as the return value. [Effects of the Invention]

[0008] According to the present invention, it is possible to reduce the program size. [Brief explanation of the drawing]

[0009] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 3] This is a block diagram showing the approximate electrical configuration of the slot machine and its dedicated unit. [Figure 4] This is a flowchart showing the main processing of the main control board. [Figure 5] This is a flowchart illustrating the sub-processing of the sub-control board. [Figure 6] This is a flowchart illustrating the medal processing of the medal count control board. [Figure 7]This is an explanatory diagram to explain the winning roles. [Figure 8] This diagram shows the draw table for the winning categories. [Figure 9] This is an explanatory diagram to illustrate the transitions between game states. [Figure 10] This is an explanatory diagram to show the transitions between different performance states. [Figure 11] This is a flowchart illustrating the processing flow of the NAV_SET module. [Figure 12] This is an explanatory diagram illustrating an example of a command used to implement the NAV_SET module. [Modes for carrying out the invention]

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.

[0011] (Mechanical configuration of slot machine 100) Slot machines 100, as a form of amusement, can be divided into two types: those that use physical tokens to advance the game, and those that do not. The latter is sometimes called a smart pachislo. Here, we will explain using a smart pachislo as an example of a slot machine 100. In a smart pachislo, instead of physical tokens, electronic tokens are used as electronic game value for the game.

[0012] Figure 1 is an external view illustrating the schematic mechanical configuration of the slot machine 100.

[0013] As shown in the external view of FIG. 1, the slot machine 100 is provided with a housing 102 having an open front surface, and an upper front door 104 and a lower front door 106 that are rotatably arranged vertically side by side at one end of the front surface of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided substantially at the center of the lower part of the upper front door 104. At a position corresponding to the symbol display window 108 in the housing 102, a left reel 110a, a middle reel 110b, and a right reel 110c are provided so as to be independently rotatable. On the outer peripheral surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, as shown in the symbol arrangement of FIG. 2(a), a plurality of types of symbols are arranged in each of the 20 equally divided regions. The player can visually recognize a total of nine consecutive symbols of the left reel 110a, the middle reel 110b, and the right reel 110c, which are located in the upper, middle, and lower stages, through the symbol display window 108. In some cases, the left reel 110a, the middle reel 110b, and the right reel 110c may be collectively referred to simply as the reel 110.

[0014] An operation unit installation table 112 is formed on the upper part of the lower front door 106. The operation unit installation table 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, an effect switch 124, a count switch 126, a game medal number display device 128, a main segment display unit 130, and the like.

[0015] The bet switch 116 is composed of a push switch and detects an operation of inserting (betting) an electronically held medal for gaming into the slot machine 100 (subtracting from the number of gaming medals). The bet switch 116 includes a max bet switch for inserting (betting) a prescribed number of electronically held medals required for one game and a 1 - bet switch for additionally inserting one medal's worth of electronically held medals within the range of the prescribed number. Here, the number of electronically held medals inserted (bet) by the bet switch 116 is called the bet number, and the storage area for holding the bet number may be referred to as the "bet number holding means". Also, the number of electronically held medals that are electronically held in the slot machine 100 and can be used for gaming is called the "number of gaming medals", and the storage area for holding the number of gaming medals may be referred to as the "medal holding means". Note that the number of gaming medals does not include the bet number. Also, betting includes both the case of inserting a predetermined number of electronically held medals from the number of gaming medals held in the medal holding means through an operation of the bet switch 116 and the case of automatically inserting electronically held medals based on, specifically, the display of a replay role on the effective line as will be described later. Also, the entity performing such betting may be referred to as the betting means.

[0016] The start switch 118 is composed of, for example, a lever capable of detecting a tilting operation and detects an operation to start the game by the player.

[0017] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.

[0018] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens bet to the token holding means (adds them to the number of game tokens).

[0019] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.

[0020] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. The counting switch 126 has three operation options: "short press" with a pressing time of less than 500 msec, "long press" with a pressing time of 500 msec or more, and "full count" with a pressing time of 4000 msec or more, which allows counting to continue even after the operation of the counting switch 126 is released. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press and full count, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications every 300 msec after a pressing time of 500 msec. If the number of game tokens is less than 50 in the long press or full count state, all remaining game tokens will be counted. Furthermore, if the counting switch 126 is operated while the game is playable, the counting process will always be executed regardless of the game state at that time. Here, "while the game is playable" refers to the state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered ON (a state in which a player can borrow electronic tokens, play a game on the slot machine 100, and count the results of the game). However, if the power of the slot machine 100 is ON but the power of the dedicated unit 300 is not ON, or if the slot machine 100 and the dedicated unit 300 are not connected, there is a risk that the number of counted tokens will be lost even if the slot machine 100 accepts the operation of the counting switch 126, so the operation of the counting switch 126 is disabled, and that period is not included in "while the game is playable". Furthermore, the periods when slot machine 100 is not able to proceed with gameplay as a standalone unit, such as during the initialization process after power-on, during setting changes and setting confirmation, and during error states requiring recovery processing such as resets, are not included in the "period during which gameplay is possible."

[0021] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of electronic tokens held in the token holding means, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is expressed as 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum bet (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If that value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the lending process of electronic tokens described later, and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values ​​can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined upper limit, for example, 16369, an error notification (total over error notification) is issued, and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are prohibited from being pressed. When such a complete function is activated (a stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display unit 132, which will be described later, and a complete activation sound indicating that the complete function is activated is output from the speaker 134, which will be described later. The token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.

[0022] The main segment display unit 130 consists of two 7-segment displays arranged side-by-side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).

[0023] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.

[0024] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting can be changed, the setting value is increased by 1, for example, when the setting value is changed to one of the 6 stages and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Please note that setting changes are only possible for a limited time after the power switch has been operated and the device has been powered on.

[0025] In this type of slot machine 100, since physical tokens are not required, it becomes possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. In addition, since there is no need to install a mechanism for inserting and dispensing game tokens inside the game machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing the data, it becomes possible to curb the element of gambling and, in turn, strengthen measures against addiction.

[0026] Figure 3 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 3, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holding means. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, from the viewpoint of preventing fraud. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0027] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.

[0028] Furthermore, the main control board 200 has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.

[0030] The initialization means 210 executes the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.

[0031] The reel control means 216 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.

[0032] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.

[0033] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.

[0034] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c, respectively, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.

[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 2(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a single line connecting the positions corresponding to the symbols that stop on the middle row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. Invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, five invalid lines B1, B2, B3, C1, and C2 shown in Figure 2(b) are assumed. The payout control means 220 pays out an amount of electronic tokens corresponding to the winning combination (value) to the token holding means (adds to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).

[0036] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.

[0037] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation method that is advantageous to them.

[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.

[0039] Furthermore, the main control board 200 is equipped with a random number generator 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.

[0040] (Main processing of the main control board 200) Figure 4 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.

[0041] (Step S100) When the slot machine 100 is powered on via the power switch and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values ​​that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command that includes the transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 places an electronic token bet. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated token insertion command to the token count control board 260.

[0043] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.

[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stopping process until all of the stop switches 120a, 120b, and 120c have been operated.

[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the active line A shown in Figure 2(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240 only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates an entry command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out (payout) when a symbol combination corresponding to a minor role is displayed on the active line A, and the command transmission / reception means 226 transmits the generated entry command to the sub-control board 240.

[0047] (Step S160) Furthermore, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.

[0048] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 is completed, the game ends.

[0049] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holding means is inserted through the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of a simulated game does not affect the counting of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be counted as part of the number of games, depending on the specifications.

[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values ​​generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.

[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-priority layer and is visible to the player.

[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.

[0053] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.

[0054] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.

[0055] Furthermore, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a program stored in the sub-ROM 240b.

[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 254 receives detection signals from the performance switch 124 and determines the performance patterns for the game's effects performed by the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138 based on the received commands.

[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.

[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute auxiliary effects when the AT effect state is active.

[0059] (Sub-processing of sub-control board 240) Figure 5 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0060] (Step S200) When the slot machine 100 is powered on via the power switch and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.

[0061] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.

[0062] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.

[0063] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.

[0064] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.

[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.

[0066] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.

[0067] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.

[0068] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.

[0069] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves to step S210, and the process from step S210 is repeated.

[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command and repeats the process from step S210.

[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of ​​the medal RAM 260c is used as a medal holding means. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information of the slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.

[0072] Furthermore, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.

[0073] The initialization means 270 performs initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.

[0074] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holding means in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.

[0075] Figure 6 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0076] (Step S300) When the slot machine 100 is powered on via the power switch and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 270 continuously generates backup data and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the machine to its state before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding means, the machine will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.

[0077] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding means has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.

[0078] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.

[0079] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.

[0080] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.

[0081] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.

[0082] (Step S332) When the dedicated unit 300 receives a loan notification, the medal count update means 274 determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values ​​in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers of the received loan notification are not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".

[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.

[0084] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.

[0085] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.

[0086] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.

[0087] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired medal count display device 324 displays the total number of digitized medals held by the dedicated unit 300, which is the number of acquired medals.

[0088] (Table used on the main control board 200) Figure 7 is an explanatory diagram for explaining the winning roles, and Figure 8 is an explanatory diagram for explaining the winning type lottery table.

[0089] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the ease of obtaining game profits in stages) stored in the main RAM 200c and the current game state, and based on the extracted winning type lottery table, it determines which winning type the random number obtained in response to the operation signal of the start switch 118 corresponds to in the winning type lottery table.

[0090] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the game state during RBB operation, described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.

[0091] In this embodiment, as shown in Figure 7, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 6," and minor combinations "Minor Combination 1" to "Minor Combination 44." In Figure 7, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 8" may be referred to as the "10-coin combination."

[0092] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.

[0093] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3" and "Small Win 1" to "Small Win 6" are arranged on each reel 110 in such a way that they can always be displayed on the active line A due to the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 4" to "Replay 6", "Small Win 7" to "Small Win 32", and "RBB" are not necessarily arranged on each reel 110 in such a way that they can always be displayed on the active line A due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.

[0094] As shown in Figure 8, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 8, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section.

[0095] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.

[0096] Here, we will provide further explanation regarding the winning combination "RBB" that constitutes the winning type "RBB1". A specified first-class special bonus (RB) is a bonus that increases the number of symbol combinations related to winning for each specified number of spins, or increases the probability that the condition device related to winning for each specified number of spins will be activated. It activates when predetermined and can continue to operate until the results of a number of spins not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying a symbol combination related to winning, replay, bonus, or continuous bonus device activation. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag. The continuous bonus device (winning combination "RBB") related to the first-class special bonus that constitutes the winning type "RBB" is a device that can continuously activate the first-class special bonus RB. It activates when a specific symbol combination is displayed and terminates when predetermined.

[0097] According to the winning type lottery table in Figure 8, for example, the winning type "Loss" is associated with winning area 0. If this type of winning is selected, none of the symbol combinations corresponding to any of the winning roles shown in Figure 7 will be displayed on the active line A, and no electronic medals will be dispensed.

[0098] Furthermore, in winning area 1, the winning type "1 ALL" is associated with the winning combinations "Small win 9" to "Small win 37" being included in duplicate. In winning area 2, the winning type "Small win ALL" is associated with the winning combinations "Small win 1" to "Small win 44" being included in duplicate. In winning area 3, the winning type "Fake 1 ALL" is associated with the winning combinations "Small win 21" to "Small win 24" being included in duplicate. In winning area 4, the winning type "7s 1 ALL" is associated with the winning combinations "Small win 21", "Small win 22", and "Small win 37" being included in duplicate. In winning area 5, the winning type "Weak Cherry" is associated with the winning combinations "Small win 33" and "Small win 34" being included in duplicate. In winning area 6, the winning type "Strong Cherry" is associated with the winning combinations "Small win 9" to "Small win 12", "Small win 35", and "Small win 36" being included in duplicate. Furthermore, in winning area 7, the winning type "Watermelon" is associated with the combination of winning roles "Small role 38" and "Small role 39". In addition, in winning area 8, the winning type "Strong bell" is associated with the combination of winning roles "Small role 1", "Small role 4", and "Small role 5". In addition, in winning area 9, the winning type "Reach" is associated with the combination of winning roles "Small role 1" to "Small role 6" and "Small role 40" to "Small role 44".

[0099] Furthermore, in winning areas 10 to 21, there are corresponding selected winning types (winning types "batting order bell 1" to "batting order bell 12") that include both correct winning combinations (winning combinations "minor combination 1" to "minor combination 6") that pay out 10 coins and incorrect winning combinations (winning combinations "minor combination 9" to "minor combination 32") that pay out 1 coin.

[0100] Furthermore, winning areas 22-28 correspond to winning types "BAR Replay 1" to "BAR Replay 7," which include overlapping winning combinations "Replay 1" to "Replay 6." Additionally, winning areas 29 and 30 correspond to winning types "Normal Replay 1" and "Normal Replay 2," which include overlapping winning combinations "Replay 1," "Replay 2," and "Replay 4." Note that the winning probability (number of occurrences) for winning type "Normal Replay 2" is equal to that of winning type "RBB1."

[0101] Additionally, the winning areas 31-34 are associated with winning types "RBB1" to "RBB4," which include the winning combination "RBB" either alone or in combination with other minor combinations.

[0102] Furthermore, if a winning combination includes multiple winning symbols, the conditions for which the symbol combination corresponding to each winning symbol will be preferentially displayed on the active line A are set. These conditions include the order in which the stop switches 120a, 120b, and 120c are operated, and the timing of the operation of the stop switches 120a, 120b, and 120c (the operating position of the reel 110).

[0103] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as "Batting Order 4," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a is defined as "Batting Order 5," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 6."

[0104] For example, if the winning type "Bat Order Bell 1" in winning area 10 is won and the correct operation method (Bat Order 1) is performed, the symbol combination corresponding to the winning role "Small Role 1", which is the correct role with a payout of 10 coins (resulting in the symbols "Bell", "Bell", and "Bell" being aligned in a straight line on invalid line C2) will be stopped so that it is preferentially displayed on valid line A due to so-called coin-priority control. Also, if the operation is performed using Bat Order 2, the symbol combination corresponding to the winning role "Small Role 21", which is the incorrect role with a payout of 1 coin, will be stopped so that it is preferentially displayed on valid line A with a probability of 1 / 2 due to so-called coin-priority control. If the operation is performed using Bat Orders 3 to 6, the symbol combination corresponding to the winning role "Small Role 9", which is the incorrect role with a payout of 1 coin, will be stopped so that it is preferentially displayed on valid line A with a probability of 1 / 4 due to so-called coin-priority control.

[0105] Furthermore, the probability of winning (number of wins) for each type of win in winning areas 10 to 21 is set to be equal. Since players usually cannot know which type of win they have won, the above-mentioned winning areas 10 to 21 are provided to make it more difficult to win the correct combination. Also, as described above, even if the stop switches 120a, 120b, and 120c are operated in a manner that prioritizes the display of incorrect combinations, it is not guaranteed that the symbol combination corresponding to the incorrect combination will be displayed on active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the 12 types of wins in winning areas 10 to 21 may be simply abbreviated as the winning type "Bat Order Bell".

[0106] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (turned on), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned off after the end of the game. In other words, the right to win a small win is limited to the game in which the player wins the winning type that includes the small win, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (turned on), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.

[0107] (Transition of game state) Here, we will explain the transitions between game states using Figure 9. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 8.

[0108] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).

[0109] When the RBB is active, the probability of winning a replay is set to 0. In this RBB active state, the possible winning types are set as follows: "1 coin ALL" in winning area 1, "RBB 8 coins" in winning area 2, and "Small role ALL" in winning area 3. When the winning type "1 coin ALL" is won, the symbols are stopped so that a combination of symbols corresponding to one of the winning roles "Small role 1" to "Small role 71" is displayed on active line A. When the winning type "RBB 8 coins" is won, the symbols are stopped so that a combination of symbols corresponding to one of the winning roles "Small role 1" to "Small role 75" is displayed on active line A. When the winning type "Small role ALL" is won, the symbols are stopped so that a combination of symbols corresponding to one of the winning roles "Small role 1" to "Small role 95" is displayed on active line A. Here, the expected number of coins won per unit game in the RBB active state is low due to this configuration of small roles.

[0110] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game state (2).

[0111] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 transitions the game state to the RBB internal game state (3).

[0112] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.

[0113] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.

[0114] (Transition of performance state) Figure 10 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while staying in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).

[0115] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.

[0116] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of this management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games or when MY exceeds 2400 coins). "MY" indicates the difference in the number of coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated in the advantageous section (all variables that affect the performance related to the instruction function) by transitioning the game section from the advantageous section to the non-advantageous section.

[0117] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.

[0118] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: the normal performance state, the pre-announcement performance state, the AT performance state, and the distribution performance state. Note that the performance states other than the AT performance state—the non-advantageous performance state, the normal performance state, the pre-announcement performance state, and the distribution performance state—are sometimes referred to as the non-AT performance state because auxiliary performances are not executed. Each performance state will be explained individually below.

[0119] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 performs an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the AT performance state, and the performance state control means 224 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to the AT performance state (1).

[0120] (AT performance state) The AT performance state is a performance state that belongs to the advantageous section and in which auxiliary performances are executed. When the AT performance state is started, the performance state control means 224 first determines the duration of the AT performance state. Here, the duration may be the number of continuous games, which is the number of games in which continuation is guaranteed, or it may be the number of sets, which is the number of continuous games of a predetermined length guaranteed as one set, or both the number of continuous games and the number of sets may be used. For example, the performance state control means 224 determines the duration to be 30 continuous games and 1 set. Here, the number of continuous games is given as the duration, but it is not limited to this case, and the duration may also be determined by the difference in the number of tokens, which is the difference between the number of tokens inserted and the number of tokens paid out, the number of tokens acquired (number of tokens paid out), the number of navigations, which is the number of auxiliary performances, or the number of small wins (number of bells), which is the number of times the correct role is won. The performance state control means 224 continues the auxiliary performance until a predetermined termination condition is met, for example, until the number of games played while in the AT performance state reaches a determined number of continuous games (for example, 30 games). Such auxiliary performances are executed by auxiliary performance execution means (notification means such as the LCD display unit 132, speaker 134, and performance lamp 136) as described above. In addition, in the AT performance state, the performance state control means 224 may conduct a lottery to add to the number of continuous games at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding games is won, the performance state control means 224 adds the number of games won to the number of continuous games, which is the termination condition. In this way, the termination condition of the AT performance state changes. Note that the number of sets that can be continued is also managed here, so if the lottery for adding games is won, the performance state control means 224 may add the number of sets won (for example, 1 set) to the number of sets held at that time. The performance state control means 224 decrements the set count by one set when a predetermined termination condition is met. The performance state control means 224 determines whether the set count after the decrement is 1 or more, and if the set count is 1 or more, it transitions the performance state to a pre-announcement performance state (2), and if the set count is 0, it transitions the performance state to a normal performance state (3).

[0121] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and performs pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). In addition, even if the performance state control means 224 transitions the performance state to the normal performance state (3), pre-announcement performances will always be performed. The pre-announcement performances performed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances performed in the normal performance state (false pre-announcement performances) are similar in display manner and number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances performed in the pre-announcement performance state differ from the pre-announcement performances performed in the normal performance state in that they ultimately announce that the transition to the AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which the result of the pre-announcement performance is that the transition to the AT performance state has been decided. Then, when the pre-announcement performance state ends, the performance state control means 224 always transitions the performance state to the AT performance state (4). In other words, if a pre-announcement performance is being executed in the pre-announcement performance state, it will always transition to the AT performance state. In this respect, the pre-announcement performance state is more advantageous to the player than the normal performance state. Also, the decision to transition to the pre-announcement performance state is synonymous with the decision to transition to the subsequent AT performance state.

[0122] Thus, in this embodiment, the player expects to transition to the pre-announcement performance state after fulfilling predetermined termination conditions in the AT performance state, and when the pre-announcement performance begins, the player hopes that it is a main pre-announcement, that is, a pre-announcement performance in the pre-announcement performance state. Here, if the transition to the AT performance state is not announced during the pre-announcement performance, the normal performance state continues. On the other hand, if the transition to the AT performance state is announced during the pre-announcement performance, the AT performance state is executed after the pre-announcement performance state ends.

[0123] Furthermore, in order to maintain gameplay such as continuing the AT performance state, the performance state control means 224 may transition to a non-advantageous performance state (5) and reset the advantageous section when the termination conditions for the AT performance state are met. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, the player may not be aware that the performance state has transitioned to a non-advantageous performance state.

[0124] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (6). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).

[0125] (Distribution and presentation state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 8 / 10 and change the performance state to the pre-announcement performance state (7), or decide to transition to the normal performance state with a probability of 2 / 10 and change the performance state to the normal performance state (8). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the AT performance state can continue with a probability of 8 / 10. Note that the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 8:2, but can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.

[0126] Thus, the performance state control means 224 may reset the advantageous section during the AT performance state, for example, when MY exceeds 2000 coins and the timing of the end of the AT performance state (for example, when the timing of the end of the AT performance state is met), before MY reaches 2400 coins (and is forcibly reset). This is for the following reasons: In the slot machine 100, the advantageous section must be forcibly terminated based on MY exceeding 2400 coins during the advantageous section. However, if the AT performance state is forcibly terminated because MY exceeds 2400 coins, the AT performance state, which should be playable for the guaranteed duration, will end abruptly. As a result, players will be dissatisfied with the loss of game profits. Also, if the AT performance state, which should be playable for the guaranteed duration, ends abruptly, the performance will be abruptly interrupted, and players will feel uncomfortable. Therefore, the performance state control means 224 resets the advantageous section in response to MY exceeding 2000 coins before the advantageous section is forcibly terminated.

[0127] Here, the presentation is made identical whether the AT performance state continues without the advantageous period being reset or whether the AT performance state continues after a reset of the advantageous period, so that the player does not realize that they have transitioned to a non-advantageous performance state. With this configuration, the upper limit of MY can be effectively eliminated, and the player can proceed with the game as if they could continue to earn game profits indefinitely in a series of AT performance states, regardless of the upper limit of MY. In addition, by not letting the player know when the advantageous period has ended and not letting them know when to stop playing, the utilization rate of slot machine 100 can be improved.

[0128] If a pre-announcement state is determined during the distribution state, the state will inevitably transition to the AT state via the pre-announcement state, which continues for a predetermined number of games (through the pre-announcement state). On the other hand, if a pre-announcement state is not determined during the distribution state, the state becomes the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the AT state to the normal state (3), the state control means 224 performs an AT lottery at a low probability (for example, 1 / 500) in the normal state that was transitioned from the AT state (not from a non-advantageous state).

[0129] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (8), the performance state control means 224 performs an AT lottery with a high probability (for example, 1 / 100) in the normal performance state transitioned from the non-advantageous period. Therefore, it becomes easier to win the AT lottery in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period). Here, we have explained two patterns for the AT lottery winning probability: a low probability (for example, 1 / 500) and a high probability (for example, 1 / 100). However, it is also possible to provide three or more patterns for the winning probability and perform the AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 100 or 1 / 500, but is sufficient if the transition to the AT (Attack Time) state is more likely in the normal state transitioned from the non-advantageous state than in the normal state that has not transitioned from the non-advantageous state. For example, if the probability of winning the AT lottery in the normal state transitioned from the non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from the non-advantageous state, then the probability of winning can be set arbitrarily.

[0130] Thus, by passing through a non-advantageous performance state (non-advantageous section), players can obtain the following benefits: There is an 8 / 10 chance of immediately transitioning to a pre-announcement performance state, then transitioning to an AT performance state via the pre-announcement performance state, or there is a 2 / 10 chance of transitioning to a normal performance state where the probability of winning the AT lottery is high, allowing for an early transition to the AT performance state. This high probability of winning the AT lottery is sometimes referred to as "heaven" or "heaven mode." Therefore, players will continue playing in anticipation of transitioning to a non-advantageous performance state (non-advantageous section), that is, transitioning to an AT performance state even if the advantageous section is reset, thus improving the utilization rate of slot machine 100.

[0131] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the AT performance state has ended, the performance state control means 224 transitions the performance state to the AT performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 700 games) without transitioning to the AT performance state, the performance state control means 224 directly transitions to the AT performance state as a so-called ceiling function (9). This ceiling function gives players the reassurance that they can receive relief measures even if they are unlucky and consume a lot of electronic tokens. Also, once the normal performance state has been played for a certain period, the expected number of tokens to be won if the game is continued increases, and the game will be continued until the ceiling (for example, 700 games), thus improving the operating rate of the slot machine 100.

[0132] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 100) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 500) when transitioning directly from an AT performance state to a normal performance state. However, the case is not limited to these examples. For instance, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery may become high from the start of the normal performance state if certain conditions are met, such as winning a lottery.

[0133] (Details of the normal presentation state) As described above, the performance state control means 224 may execute a so-called chance zone when predetermined conditions are met in the normal performance state. The predetermined conditions include, for example, the number of times a predetermined winning combination is achieved exceeds a predetermined number of times, and the player wins the CZ lottery. An example of a predetermined winning combination is the winning combination "bell". The performance state control means 224 executes the chance zone when the predetermined conditions are met, that is, when the number of times a predetermined winning combination is achieved exceeds a predetermined number of times, and the player wins the CZ lottery. The symbol combination corresponding to the winning combination "bell" is such that the "bell" symbol aligns in a straight line on any of the valid line A, invalid lines B1, B2, B3, C1, and C2, so the player can recognize that the "bell" has been achieved. Therefore, each time the "bell" symbol aligns in a straight line on any of the valid line A, invalid lines B1, B2, B3, C1, and C2, the player's expectation of transitioning to the chance zone increases.

[0134] The following explanation will use an example where the performance state control means 224 counts the number of times the winning combination "bell" is achieved, and when the number of achievements reaches 7 or more, it performs a CZ (Chance Zone) lottery to determine the transition to the Chance Zone. For example, the performance state control means 224 has a bell counter that counts the number of times the winning combination "bell" is achieved. The initial value of the bell counter is, for example, 0. When the winning combination "bell" is achieved, the performance state control means 224 adds 1 to the count of the bell counter. When the count of the bell counter reaches 7 or more, the performance state control means 224 performs a CZ lottery, and if it wins the lottery, it executes the Chance Zone over multiple games.

[0135] (General-purpose module "IDX_VAL") As explained using Figure 8, the winning type lottery table is divided into multiple winning areas. The winning type lottery means 214 may determine, for example, the winning type "Batting Order Bell" in winning areas 10 to 21 through the winning type lottery. However, if the performance state is the normal performance state, even if the winning type "Batting Order Bell" is won, the auxiliary performance execution means does not execute the auxiliary performance. Therefore, even if the winning type "Batting Order Bell" is won, the player cannot know which winning type has been won, and can only win the winning role "10-coin role" with a probability of, for example, 1 / 6. On the other hand, if the performance state is the AT performance state, the auxiliary performance execution means executes the auxiliary performance in accordance with the winning type "Batting Order Bell". If the winning type "Batting Order Bell" is won, the player can win the winning role "10-coin role" with PB=1 simply by operating the stop switch 120 according to the auxiliary performance.

[0136] Auxiliary effects are performed by auxiliary effect execution means. Here, we will explain an example in which the effect control means 254, which is part of the auxiliary effect execution means, performs the auxiliary effects. If the effect state is the AT effect state, the effect control means 254 notifies the player of an advantageous operation mode through the LCD display unit 132, speaker 134, and effect lamp 136, in response to the winning of the winning type "batting order bell". Specifically, the performance control means 254 notifies batting order 1 as the correct operation when the winning type "batting order bell 1" or "batting order bell 2" (hereinafter sometimes referred to as the winning type "left-center bell") is won in winning areas 10 and 11, when the winning type "batting order bell 3" or "batting order bell 4" (hereinafter sometimes referred to as the winning type "left-right bell") is won in winning areas 12 and 13, when the winning type "batting order bell 5" or "batting order bell 6" (hereinafter sometimes referred to as the winning type "center-left bell") is won in winning areas 14 and 15, when the correct operation is batting order If the player receives a notification of 3, and wins in winning areas 16 or 17 with the winning type "Batting Order Bell 7" or "Batting Order Bell 8" (hereinafter sometimes referred to as the winning type "Center Right Bell"), the player will receive a notification of batting order 4 as the correct operation. If the player wins in winning areas 18 or 19 with the winning type "Batting Order Bell 9" or "Batting Order Bell 10" (hereinafter sometimes referred to as the winning type "Right Left Bell"), the player will receive a notification of batting order 5 as the correct operation. If the player wins in winning areas 20 or 21 with the winning type "Batting Order Bell 11" or "Batting Order Bell 12" (hereinafter sometimes referred to as the winning type "Right Center Bell"), the player will receive a notification of batting order 6 as the correct operation.

[0137] Here, the command transmission / reception means 226 of the main control board 200 transmits a winning type command that includes the winning type determined by the winning type lottery means 214 in the lottery process S120, the command receiving means 252 of the sub-control board 240 receives the winning type command, and the performance control means 254 executes a performance according to the winning type included in the winning type command. Under these specifications, if the command transmission / reception means 226 of the main control board 200 transmits information that can identify which of the winning types the winning type is (hereinafter referred to as "batting order identification information") in the winning type command, regardless of whether the performance state is a normal performance state or an AT performance state, the following problems may arise.

[0138] Suppose the command transmission / reception means 226 of the main control board 200 transmits batting order identification information regardless of the performance state. In that case, the sub-control board 240 will acquire the batting order identification information even if the performance state is the normal performance state. The performance control means 254 will not execute the auxiliary performance even if it acquires the batting order identification information because the performance state is the normal performance state. However, the performance control means 254 is in a state where it can grasp the batting order identification information. In that case, if the sub-control board 240 is tampered with, the performance control means 254 will be able to execute the auxiliary performance based on the batting order identification information even if the performance state is the normal performance state. Therefore, the command transmission / reception means 226 of the main control board 200 will only transmit to the sub-control board 240 that the winning type is the winning type "batting order bell" when the performance state is the normal performance state, and will transmit the batting order identification information in addition to the winning type being the winning type "batting order bell" when the performance state is the AT performance state. In this way, it is possible to execute auxiliary performances appropriately while preventing fraudulent activity.

[0139] The winning type lottery means 214, for example, in order to generate batting order identification information, determines whether the determined winning type is the winning type "batting order bell," and if the winning type is the winning type "batting order bell," it identifies the correct operation method.

[0140] Specifically, when the winning type lottery means 214 determines the winning type through the winning type lottery, if the performance state is the AT performance state, it determines which of the winning type "left-center bell", "left-right bell", "center-left bell", "center-right bell", "right-left bell", or "right-center bell" it corresponds to. For example, if the winning type is one of the winning types "batting order bell 1" or "batting order bell 2" in the winning areas 10 or 11, the winning type lottery means 214 determines that it is the winning type "left-center bell" and identifies an identifier (for example, 1) that indicates batting order 1, which is the correct operation mode. Similarly, if the winning type is one of the winning types "batting order bell 3" or "batting order bell 4" in the winning areas 12 or 13, the winning type lottery means 214 determines that it is the winning type "left-right bell" and identifies an identifier (for example, 2) that indicates batting order 2, which is the correct operation mode. Furthermore, if the winning type is either "Batting Order Bell 5" or "Batting Order Bell 6" in winning areas 14 or 15, the winning type is determined to be "Middle Left Bell," and an identifier (for example, 3) indicating batting order 3, which is the correct operation mode, is identified. Also, if the winning type is either "Batting Order Bell 7" or "Batting Order Bell 8" in winning areas 16 or 17, the winning type is determined to be "Middle Right Bell," and an identifier (for example, 4) indicating batting order 4, which is the correct operation mode, is identified. Furthermore, if the winning type is either "Batting Order Bell 9" or "Batting Order Bell 10" in winning areas 18 or 19, the winning type is determined to be "Right Left Bell," and an identifier (for example, 5) indicating batting order 5, which is the correct operation mode, is identified. Furthermore, if the winning type is one of the winning types "Batting Order Bell 11" or "Batting Order Bell 12" in winning areas 20 or 21, the winning type is determined to be "Right-center Bell," and an identifier (for example, 6) indicating batting order 6, which is the correct operation mode, is identified. However, if the winning type is one of the winning types in winning areas 0-9 or 22-34, the winning type drawing means 214 does not need to identify an identifier and identifies an identifier (for example, 0) that does not indicate any correct operation mode.

[0141] To implement an identifier identification process that identifies an identifier indicating the correct operation mode based on such a winning area, the winning type lottery means 214 prepares a conversion table in which comparison values ​​based on the winning area of ​​the winning type lottery table and identifiers to be identified are associated. The winning type lottery means 214 then compares the winning area of ​​the winning type determined by the winning type lottery with the comparison value and identifies the identifier corresponding to the winning area based on the magnitude of the comparison. The following explanation uses the NAV_SET module as an example of such identifier identification process.

[0142] Figure 11 is a flowchart showing the processing flow of the NAV_SET module. Here, it is assumed that a conversion table has been prepared, which associates comparison values ​​based on the winning area of ​​the winning type lottery table with candidate values ​​as identifiers to be identified. The conversion table will be described in detail later.

[0143] (Step S410) As shown in Figure 11(a), in the NAV_SET module, the main CPU 200a determines whether the performance state is the AT performance state. If the performance state is the AT performance state, the process moves to step S412; if the performance state is not the AT performance state, the NAV_SET module is terminated as it is determined that there is no need to identify the identifier.

[0144] (Step S412) The main CPU 200a acquires the winning area (stop control number) for the winning type determined by the winning type lottery.

[0145] (Step S414) Main CPU 200a obtains the address of the translation table.

[0146] (Step S416) The main CPU200a calls another module, the IDX_VAL module, using the winning region and the address of the conversion table as parameters (input value, address).

[0147] (Step S418) When processing returns from the IDX_VAL module, the main CPU 200a sets the return value of the IDX_VAL module as the identifier and terminates the NAV_SET module.

[0148] (Step S450) As shown in Figure 11(b), in the IDX_VAL module, the main CPU 200a obtains the comparison value and the candidate value (identifier) ​​based on the address of the conversion table.

[0149] (Step S452) Main CPU 200a updates the address of the conversion table in preparation for obtaining the comparison value and candidate value again. Specifically, Main CPU 200a adds 2 to the address of the conversion table to create a new address.

[0150] (Step S454) The main CPU 200a compares the input value (winning area) with the comparison value.

[0151] (Step S456) The main CPU 200a determines whether the input value < comparison value in step S454. If the result is input value < comparison value, the process moves to step S458; if input value ≥ comparison value, the process from step S450 is repeated.

[0152] (Step S458) The main CPU 200a sets the comparison value and the corresponding candidate value (identifier) ​​at the point when the input value < comparison value, and returns to the caller of the IDX_VAL module.

[0153] Figure 12 is an explanatory diagram illustrating an example of a command for implementing the NAV_SET module. Figure 12(a) shows the NAV_SET module, Figure 12(b) shows the IDX_VAL module called by the NAV_SET module, and Figure 12(c) shows the conversion table (D_NLT_NAV_DAT) referenced by the IDX_VAL module.

[0154] The main CPU 200a includes a set of registers: 8-bit registers (Q, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY). The Q register is an extended register, an 8-bit register that stores the upper byte of an address used in some commands. For example, if the value of the Q register is set to F0h, the main CPU 200a can use the Q register to access F000h to F0FFh in the main RAM 200c. The A register is a general-purpose register that also functions as an 8-bit accumulator used for arithmetic processing and data transfer. The F register is an 8-bit flag register that holds the results of various calculations. Here, the S bit of the F register is a sign flag set to 1 when the result of the operation is negative, the Z bit is a zero flag (first zero flag) set to 1 when all bits are 0 as a result of the operation, the TZ bit is a specific bit flag (second zero flag) in the extended specifications for gaming machines, set to 1 when all bits are 0 due to the execution of a data transfer instruction (LD; load), and is sometimes called the TZ flag. The H bit is a half-carry flag that the programmer cannot control, the RB (register bank designation register) bit is a register bank monitor that indicates the current register bank, the P / V bit is a parity overflow flag, the N bit is an addition / subtraction flag that the programmer cannot control, and the C bit is a carry flag that is set to 1 when a carry or borrow occurs as a result of the operation. The F register and the A register form a pair register AF. Furthermore, the B, C, D, E, H, and L registers are 8-bit general-purpose registers, with two sets provided in each register bank. Each register is used to form a predetermined 16-bit pair register (for example, registers BC, DE, HL, and several other combinations exist).

[0155] The index "NAV_SET" on the first line of Figure 12(a) indicates the starting address of the NAV_SET module. The NAV_SET module is called by this index "NAV_SET". The command on the second line, "RCPQ C,(LOW R_AT_MOD),@AT__MOD_GBB", takes the value of the Q register as the upper byte of the address, and the value of the lower byte of the address "R_AT_MOD" as the lower byte of the address. The value stored at that address (AT status value) is compared with the numerical value @AT_MOD_GBB (for example, 3). If the carry flag is set, i.e., if the AT status value is less than 3, the command "RET" is executed to terminate the NAV_SET module. Here, the AT status value is a variable that indicates the performance state, and if the AT status value is 3 or greater, it indicates a performance state in which auxiliary performances can be executed, such as the AT performance state. This command on the second line corresponds to step S410 in Figure 11(a).

[0156] The third command in Figure 12(a), "LDQ A,(LOW R_HIT_NUM)", reads the value of the Q register as the upper byte of the address, the lower byte of the address "R_HIT_NUM" as the lower byte of the address, and reads the value stored at that address (winning area) into the A register. This third command corresponds to step S412 in Figure 11(a). Then, the fourth command, "LDF HL,D_NLT_NAV_DAT", reads the starting address of the conversion table, "D_NLT_NAV_DAT", into the HL register. This fourth command corresponds to step S414 in Figure 11(a).

[0157] The command "RST IDX_VAL" on the 5th line of Figure 12(a) calls the IDX_VAL module as a subroutine. Here, the IDX_VAL module is called with the winning area (input value) and the address of the conversion table as parameters, and an identifier (candidate value) can be obtained as a return value. This command on the 5th line corresponds to step S416 in Figure 11(a). Here, the command "RST" is a low numerical address near 0000H in the memory map, and can call one of several addresses (0008H, 0010H, 0018H, 0020H, 0028H, 0030H, 0038H, 0040H) that are separated by 8 bytes. The execution cycle of the command "RST" is the same as the normal command "CALL" used for calling, at "4", but the command size of the command "RST" is "1" compared to the command size of the normal command "CALL" at "3". Therefore, the program can be shortened by using the command "RST".

[0158] The command "LDQ (LOW R_NAV_KND),A" on line 6 of Figure 12(a) sets the value of the Q register as the upper byte of the address, the lower byte of the address "R_NAV_KND" as the lower byte of the address, and stores the value of the A register (identifier) ​​at that address. This command on line 6 corresponds to step S418 in Figure 11(a). Then, the command "RET" on line 7 returns to the routine one level up.

[0159] The index "IDX_VAL" on the first line of Figure 12(b) indicates the starting address of the IDX_VAL module. The IDX_VAL module is called by this index "IDX_VAL". The index "IDX_VAL" also serves as the jump destination for the command "JR NC,IDX_VAL" on the fourth line. The command "LDIN BC,(HL)" on the second line reads the 2-byte value (comparison value, candidate value) stored at the address indicated by the HL register into the BC register. Specifically, the 1-byte value (comparison value) stored at the address indicated by the HL register is stored in the C register, the 1-byte value stored at the address obtained by adding 1 to the value in the HL register is stored in the B register, and the value in the HL register is increased by 2 in preparation for the next data acquisition. This command on the second line corresponds to steps S450 and S452 in Figure 11(b).

[0160] The command "CP A,C" on the third line of Figure 12(b) compares the value of register A (input value) with the value of register C (comparison value). If the value of register A is greater than or equal to the value of register C, the carry flag is not set and becomes 0. If the value of register A is less than the value of register C, the carry flag is set and becomes 1. This command on the third line corresponds to step S454 in Figure 11(b). The command "JR NC,IDX_VAL" on the fourth line moves to the address of index "IDX_VAL" if the carry flag is 0 (NC). Therefore, the command "LDIN BC,(HL)" on the second line and the command "CP A,C" on the third line again store the comparison value and the candidate value in register C and B, respectively, and compare them with the value of register A. Here, the processing from index "IDX_VAL" is repeated until the carry flag is set to 1, that is, until the input value < candidate value. This command on the fourth line corresponds to step S456 in Figure 11(b).

[0161] As shown in Figure 12(c), the conversion table (D_NLT_NAV_DAT) repeatedly stores combinations of comparison values ​​and candidate values. For example, the second row of the conversion table stores the comparison value "9+1" and the candidate value @NAV_INF_NON (for example, 0). Here, the comparison value "9" corresponds to winning area 9 in the winning type lottery table in Figure 8, indicating a group (range) of winning areas that do not require auxiliary effects. The reason for adding "+1" to the comparison value is to set the carry flag up to winning area 9 using the command "CP A,C". Thus, if the input value is one of the winning areas from 0 to 9, the carry flag is set by the command "CP A,C", and the candidate value becomes 0.

[0162] Furthermore, the third row of the conversion table stores the comparison value "11+1" and the candidate value @NAV_INF_LCR (for example, 1), and if the input value is either winning area 10 or 11, the candidate value becomes 1. Here, "L" in "LCR" indicates stop switch 120a, "C" indicates stop switch 120b, and "R" indicates stop switch 120c. Furthermore, the fourth row of the conversion table stores the comparison value "13+1" and the candidate value @NAV_INF_LRC (for example, 2), and if the input value is either winning area 12 or 13, the candidate value becomes 2. Furthermore, the fifth row of the conversion table stores the comparison value "15+1" and the candidate value @NAV_INF_CLR (for example, 3), and if the input value is either winning area 14 or 15, the candidate value becomes 3. Furthermore, the 6th row of the conversion table stores the comparison value "17+1" and the candidate value @NAV_INF_CRL (for example, 4), so if the input value is in the winning range 16 or 17, the candidate value will be 4. Also, the 7th row of the conversion table stores the comparison value "19+1" and the candidate value @NAV_INF_RLC (for example, 5), so if the input value is in the winning range 18 or 19, the candidate value will be 5. Also, the 8th row of the conversion table stores the comparison value "21+1" and the candidate value @NAV_INF_RCL (for example, 6), so if the input value is in the winning range 20 or 21, the candidate value will be 6. Also, the 9th row of the conversion table stores the comparison value @TRUE (for example, FFh) and the candidate value @NAV_INF_NON (for example, 0), so if the input value is in the winning range 22 to 34, the candidate value will be 0.

[0163] The command "LD A,B" on the 5th line of Figure 12(b) reads the value (candidate value) of register B into register A. In this way, the identifier, which is the candidate value, is set as the return value. This command on the 5th line corresponds to step S458 in Figure 11(b). Then, the command "RET" on the 6th line returns to the NAV_SET module.

[0164] Here, as shown in Figures 11 and 12, the processing of the NAV_SET module is divided into two stages: processing specific to the NAV_SET module and general-purpose processing (IDX_VAL module). For example, in the processing specific to the NAV_SET module, the winning area and the address of the conversion table specific to the NAV_SET module are obtained, and an identifier is set according to the processing result of the general-purpose processing. In the general-purpose processing, the input value (winning area) and address (address of the conversion table) are used as parameters, a candidate value (identifier) ​​is identified using the table, and this is returned as the return value. By dividing the processing of the NAV_SET module into two stages in this way, the general-purpose processing can be used as a general-purpose module in other processes.

[0165] Furthermore, the general-purpose module (IDX_VAL module) uses the address and input value as parameters, reads the comparison value and candidate value based on the address, updates the address, and performs a comparison process that compares the input value with the comparison value. The comparison process is repeated as long as the condition "input value < comparison value" is not met, and when the condition "input value < comparison value" is met, the candidate value read at that time is returned as the return value. Such a general-purpose module is suitable for identifying which of the multiple data groups, divided into sequentially arranged data, the input value corresponds to, and for identifying the candidate value corresponding to that data group. In this embodiment, an example is given in which of the winning area groups in the sequentially arranged winning type lottery table of Figure 8, which have the same correct batting order for the winning type "batting order bell", the determined winning area corresponds to, and the corresponding identifier is identified. However, the general-purpose module is not limited to this example and can be applied to various processes.

[0166] In the main CPU 200a, the storage capacity of the area used to store programs and data for controlling the progress of the game is predetermined. For example, the control area is limited to 4.5 kbytes, and the data area is limited to 3.0 kbytes. Therefore, when the main CPU 200a manages the AT performance state and the so-called reel performance that rotates the reels 110 in various ways, as described above, the storage capacity for game control processing within the control area may be further limited. Under these circumstances, if the complex process of converting predetermined input values ​​to appropriate candidate values ​​is to be executed individually for each of the multiple different processes, the capacity of the control area will be further strained. Here, by commonizing the process of converting predetermined input values ​​to appropriate candidate values ​​as a general-purpose module, the data capacity is reduced, and the capacity of the control area for game control processing is secured.

[0167] Thus, the slot machine 100 is a gaming machine that includes a CPU (e.g., main CPU 200a), a ROM (e.g., main ROM 200b) in which a program used by the CPU is stored, and a RAM (e.g., main RAM 200c) that holds variables updated by the program, on a predetermined circuit board (e.g., main control board 200) used for the progress of the game, wherein the CPU reads a program from the ROM, and based on the program, calls a predetermined module (e.g., IDX_VAL module) with an address (e.g., address of a conversion table) and an input value (e.g., winning area) as parameters, and in the module, reads a comparison value (e.g., a numerical value that separates groups of winning areas) and a candidate value (e.g., identifier) ​​based on the address, updates the address, and performs a comparison process (e.g., the process in steps S450 to S454) to compare the input value and the comparison value, repeats the comparison process as long as the input value < comparison value is not satisfied, and when the input value < comparison value is satisfied, returns from the module with the candidate value read at that time as the return value. In this way, by using general-purpose modules applicable to various processes, the amount of data can be reduced, and the capacity of the control area for game control processing can be secured.

[0168] Furthermore, the ROM may have a table that repeatedly stores combinations of comparison values ​​and candidate values, and the CPU may, in the comparison process, read the comparison value based on the address, read the candidate value based on the address obtained by adding 1 to the address, and add 2 to the address. With such a specification, it becomes possible to use the command "LDIN", which has a small command size, and thus further reduce the amount of data.

[0169] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0170] For example, in the embodiment described above, an example was given where there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, right reel 110c). However, the invention is not limited to this case, and can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the embodiment described above are performed in accordance with the start and release of the fourth stop operation.

[0171] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be distributed to the sub-control board 240 or the medal count control board 260, the functions of the sub-control board 240 may be distributed to the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be distributed to the main control board 200 or the sub-control board 240. In addition, all functions can be combined and distributed on a single control board.

[0172] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a so-called smart pachinko machine, which is a sealed-circulation type pachinko machine that allows the player to play without touching the game balls. This smart pachinko machine includes a game board in which a game area is formed through which game balls flow, a large prize opening provided in the game area into which game balls can be entered, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened. In smart pachinko, by applying a frame control board, counting switch, and game ball count display device that have the same functions as the medal count control board 260, counting switch 126, and game medal count display device 128, respectively, in smart pachislo as a slot machine 100, it becomes possible to play without circulating game balls between smart pachinko and a dedicated unit, just like in smart pachislo. A game ball count display device is a device that displays the total number of electronic game balls that can be used for gameplay. The game ball count corresponds to the number of game values ​​that can be used for gameplay.

[0173] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of symbols]

[0174] 100 slot machines (gaming machines) 110 Reels 116 Bed Switch 118 Start switch 120 Stop switch 132 LCD display section 200 Main control board 200a Main CPU 214. Method of drawing winners by type 216 Reel control means 222 Game state control means 224 Performance state control means 240 Sub-control board 240a Sub-CPU 254 Performance control means 260 Medal Count Control Board 260a Medal CPU 274. Methods for updating medal count 300 Dedicated Unit

Claims

[Claim 1] In a designated circuit board used for the progression of the game, CPU and, A ROM containing the program used in the CPU, RAM that holds variables updated by the aforementioned program, A gaming machine equipped with, The aforementioned CPU is The program is read from the ROM, Based on the aforementioned program, A predetermined module is called using the address and input value as parameters. In the aforementioned module, Based on the aforementioned address, the comparison value and candidate value are read, the aforementioned address is updated, and a comparison process is performed to compare the input value with the comparison value. The comparison process is repeated as long as the input value does not satisfy the comparison value. If the input value < the comparison value is satisfied, the gaming machine returns the candidate value that was read out at that time as the return value from the module.

Citation Information

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