Gaming machine

The gaming machine employs a winning type lottery and reel control system to enhance gameplay diversity and engagement by ensuring proper progression and controlled reel stopping, addressing the lack of diversity in existing slot machines.

JP2026063540APending Publication Date: 2026-04-10OLYMPIA KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
OLYMPIA KK
Filing Date
2026-02-04
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Existing gaming machines lack diverse gameplay elements and proper progression control in reel stopping mechanisms, particularly in slot machines, which can lead to inconsistent player engagement and outcomes.

Method used

A gaming machine with a winning type lottery system that determines various winning combinations, including correct and incorrect patterns, and a reel control mechanism that adjusts reel stopping based on player operations to ensure correct or incorrect outcomes, enhancing gameplay diversity and progression.

Benefits of technology

The system ensures appropriate game progression and enhances player engagement by providing diverse gameplay elements and controlled reel stopping mechanisms, ensuring consistent and engaging gaming experiences.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026063540000001_ABST
    Figure 2026063540000001_ABST
Patent Text Reader

Abstract

Ensure the game proceeds appropriately. [Solution] The selected winning types include a winning type (winning type "Bat Order Bell A3") which includes a first role (winning role "Small Role 24", winning role "Small Role 27") that can be won when the stop operation is performed in a specific incorrect operation mode (Bat Order 4) where the first stop operation is the same as the correct operation mode (Bat Order 3) among the incorrect operation modes, and a winning type (winning type "Replay A") which includes a second role (winning role "Replay 3"), wherein the first role and the second role are the same in that the symbol corresponding to the reel that stops due to the first stop operation of the specific incorrect operation mode (symbol "Replay") and the symbol corresponding to the reel that stops due to the second stop operation of the specific incorrect operation mode (symbol "Red 7B", "Blank", "Character", "Red 7A", "Replay").
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Description

Technical Field

[0001] The present invention relates to a gaming machine that determines whether to give a gaming profit to a player by lottery.

Background Art

[0002] In a slot machine as a gaming machine, in response to a player's bet of medals (gaming media) and operation of a start switch, a winning combination lottery is performed, and a plurality of reels on which various symbols are drawn are rotationally controlled. Then, according to the lottery result and the player's operation of the stop switch, the reels are sequentially stopped, and when a symbol combination corresponding to the winning combination is displayed on the effective line, which is the line that becomes the payout target, a predetermined number of medals are paid out, and a gaming profit (hereinafter simply referred to as a gaming profit) is given to the player.

[0003] Also, in a slot machine, a plurality of gaming states that differ in the degree of advantage (gaming profit) of the player are provided during the progress of the game. For example, when winning a winning type (hereinafter referred to as a selected winning type) in which a winning combination with a large gaming profit (hereinafter referred to as a correct winning combination) overlaps with other winning combinations, the operation mode of the stop switch (hereinafter referred to as the correct operation mode) that is the winning condition of the correct winning combination is notified (hereinafter, an effect that notifies (assists the winning of) the operation mode that is the winning condition of such a predetermined winning combination is simply referred to as an assist effect), and a so-called AT (assist time) is executed in which the player can easily display the symbol combination corresponding to the correct winning combination on the effective line There is also a slot machine provided with an AT effect state. In addition, an RT (replay time) gaming state in which the winning probability of the replay combination is set high may be used, or a so-called ART gaming state in which the above AT effect state and RT gaming state are simultaneously advanced may be used (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

[0005] In some gaming machines, reel effects are implemented that control the rotation of the reels in various ways according to the progress of the game. In addition, as a reel effect, a simulated game may be implemented in which the progress of the basic game is delayed in response to the operation of the start switch during a single game (basic game), the reels are changed during that time, and the reels are temporarily stopped in response to the operation of the stop switch. Using such a simulated game, it is possible to display any combination of symbols, such as three sevens, in response to the operation of the stop switch. This makes it possible to have a game where, after the transition to the AT (Automatic Trigger) effect state is decided, the player is shown a combination of three sevens using the simulated game, and this is used as the trigger to start the AT effect state.

[0006] Thus, it is desirable for gaming machines to incorporate diverse gameplay elements through reel stopping control.

[0007] In view of these problems, the present invention aims to provide a gaming machine that can ensure the game progresses appropriately. [Means for solving the problem]

[0008] To solve the above problems, the gaming machine of the present invention comprises: a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; a reel control means for controlling the rotation of a plurality of reels, each having a plurality of symbols arranged thereon, based on the operation of a start switch, and for controlling the stopping of each of the reels corresponding to the operated stop switch in accordance with the operation of a stop switch; and the winning types include a correct winning combination that pays out a game value greater than the game value bet per game, and a winning combination that pays out a game value less than the game value bet per game. The selected winning type (for example, winning type "batting order bell") includes a combination of incorrect answers and correct answers, where a correct operation pattern is set as the winning condition for the correct answer and an incorrect operation pattern is set as the winning condition for the incorrect answer, and the multiple reels include a first reel (for example, the left reel), a second reel (for example, the middle reel), and a third reel (for example, the right reel), and there exist selected winning types where the operation pattern that stops the second reel first is the correct operation pattern, and selected winning types where the operation pattern that stops the third reel first is the correct operation pattern, but the first There is no winning selection type in which the operation to stop the reels first is the correct operation, and the reel control means controls the reels to stop so that the correct winning combination is awarded when the stop operation is performed in the correct operation operation corresponding to the winning selection type in a game in which the winning selection type is won, and when the stop operation is performed in the first incorrect operation operation among the incorrect operation operations corresponding to the winning selection type in which the first reel is stopped first, the reels are controlled to stop so that the incorrect winning combination is awarded, and among the incorrect operation operations, the second reel or the When a stop operation is performed in the second incorrect operation mode in which the third reel is stopped first, the reels are controlled to stop such that, depending on the timing of the stop operation, there are cases in which the incorrect role is awarded and cases in which no role is awarded, and the selected winning type includes a selected winning type (for example, winning type "batting order bell A3") which includes a first role (for example, winning role "minor role 24", winning role "minor role 27") that can be awarded when the stop operation is performed in a specific incorrect operation mode (for example, batting order 4) in which the first stop operation is equal to the correct operation mode (for example, batting order 3) among the incorrect operation modes.The aforementioned winning types include a winning type (for example, winning type "Replay A") that includes a second role (for example, winning role "Replay 3"), and the first role and the second role are the same in that the symbols corresponding to the reels that stop due to the first stop operation of the specified incorrect operation mode (for example, the symbol "Replay") and the symbols corresponding to the reels that stop due to the second stop operation of the specified incorrect operation mode (for example, the symbols "Red 7B", "Blank", "Character", "Red 7A", "Replay"). [Effects of the Invention]

[0009] According to the present invention, it becomes possible to properly conduct the game. [Brief explanation of the drawing]

[0010] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the general electrical configuration of a slot machine. [Figure 5] This is an explanatory diagram to explain the winning roles. [Figure 6] This diagram shows the draw table for the winning categories. [Figure 7] This is an explanatory diagram to illustrate the transitions between game states. [Figure 8] This is an explanatory diagram to illustrate the transitions between different performance states. [Figure 9] This is a flowchart illustrating the CPU initialization process on the main control board. [Figure 10] This is a flowchart illustrating the cold start process on the main control board. [Figure 11] This is a flowchart explaining the error stop process on the main control board. [Figure 12]It is a flowchart for explaining the set value switching process on the main control board. [Figure 13] It is a flowchart for explaining the initialization start process on the main control board. [Figure 14] It is a flowchart for explaining the state restoration process on the main control board. [Figure 15] It is a flowchart for explaining the game start process on the main control board. [Figure 16] It is a flowchart for explaining the game medal insertion process on the main control board. [Figure 17] It is a flowchart for explaining the internal lottery process on the main control board. [Figure 18] It is a flowchart for explaining the symbol code setting process on the main control board. [Figure 19] It is a flowchart for explaining the execution flag setting process on the main control board 200. [Figure 20] It is a flowchart for explaining the normal production state process executed in the state-specific module execution process. [Figure 21] It is a flowchart for explaining the AT production state process executed in the state-specific module execution process. [Figure 22] It is a flowchart for explaining the pull-back production state process executed in the state-specific module execution process. [Figure 23] It is a flowchart for explaining the process during the reel rotation on the main control board. <​​​​​​​​​​​​​​ [Figure 29] This is a flowchart explaining the timer interrupt processing on the main control board. [Figure 30] This diagram illustrates the electrical connections around the main CPU. [Figure 31] This is a block diagram showing the internal configuration of the CPU core. [Figure 32] This is a diagram illustrating the register configuration. [Figure 33] This is an explanatory diagram showing the memory map. [Figure 34] This is a timing chart showing the transition patterns to the AT (Automatic Trigger) performance state. [Figure 35] This is an explanatory diagram illustrating an example of how to implement a visual effect that displays winning combinations. [Figure 36] This is a flowchart illustrating an example of the process for setting the execution flag. [Figure 37] This is a program code example showing a concrete code for implementing the execution flag setting process. [Figure 38] This flowchart illustrates an example of the processing that occurs when the machine stops for the third time during a non-advantageous period. [Figure 39] This is a program code example showing a specific code for implementing the processing that occurs when the machine stops for the third time during a non-advantageous period. [Modes for carrying out the invention]

[0011] 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.

[0012] (Mechanical configuration of slot machine 100) As shown in the external views of Figures 1 and 2, the slot machine 100 as a gaming machine is provided with a casing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the casing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and three reels 110 (left reel 110a, middle reel 110b, and right reel 110c) are provided in the casing 102 at positions corresponding to the symbol display window 108, each of which is rotatably and independently provided. On the outer surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, multiple types of symbols are arranged in each of the 20 equally divided areas, as shown in the symbol arrangement in Figure 3(a). Through the symbol display window 108, the player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows.

[0013] An operating panel mounting base 112 is formed at the top of the front lower door 106, and the operating panel mounting base 112 is equipped with a medal insertion section 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, etc. The medal insertion section 114 accepts the insertion of medals as game value through the medal insertion slot 114a. The bet switch 116 inserts (bets) a predetermined number of medals required for one game from the medals electrically stored (hereinafter simply referred to as credits) inside the slot machine 100.

[0014] The start switch 118 is composed of, for example, a lever capable of detecting tilting operations, and detects the player's operation to start the game. The stop switches 120 (stop switches 120a, 120b, and 120c) are provided corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c, respectively, and detect the player's stopping operations. When the stop switches 120 are in a state where they can be stopped, the first time the player stops one of the stop switches 120a, 120b, or 120c is called a first stop. After the first stop, stopping one of the two remaining stop switches 120 is called a second stop. After the second stop, stopping the last remaining stop switch 120 is called a third stop. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and rotation operations.

[0015] A liquid crystal display unit 124 is provided at the upper center of the front upper door 104 to display various images related to the performance. In addition, performance lamps 126, which are made up of, for example, high-brightness light-emitting diodes (LEDs), are provided at the top and left and right sides of the front upper door 104. Speakers 128 are provided at the left and right positions of the liquid crystal display unit 124 on the back of the front upper door 104 and at the left and right positions on the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones.

[0016] The control panel mounting base 112 is equipped with a main credit display unit 130 and a main payout display unit 132. Between the symbol display window 108 and the control panel mounting base 112, there is a sub-credit display unit 134 and a sub-payout display unit 136. The main credit display unit 130 and sub-credit display unit 134 display the number of credited medals (credit count), while the main payout display unit 132 and sub-payout display unit 136 display the number of medals paid out.

[0017] Below the reels 110 inside the casing 102, a medal dispensing device (medal hopper) 142 is provided for dispensing medals from the medal dispensing port 140a. Furthermore, a receiving tray 140 is provided at the lower front of the front lower door 106 for storing the medals dispensed from the medal dispensing port 140a. A power switch 144 is also provided inside the casing 102. The power switch 144 is operated by an administrator managing the slot machine 100 and is used to switch between two states: power off and power on.

[0018] 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 144, 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, and is expressed in six stages, for example, from 1 to 6. 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 six setting values ​​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. Note that setting changes are only possible for a certain period of time after the power switch 144 is operated and the power is turned on.

[0019] In the slot machine 100, once the game can be started and a predetermined number of medals have been bet, the active lines are activated and the operation of the start switch 118 becomes effective. Here, betting includes inserting credited medals through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay symbol on the active line, which will be described in more detail later. The active line is the line used to determine the winning combination, and in this embodiment there is one line. As shown in Figure 3(b), of the nine symbols (3 reels x 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set to be the line connecting the positions corresponding to the symbols that stop on the middle row of the left reel 110a, the lower row of the middle reel 110b, and the upper row of the right reel 110c. Invalid lines are lines other than valid line A that display other symbol combinations to make it easier to determine the winning combination when it is difficult to determine the winning combination based solely on the symbol combinations displayed on valid line A. In this embodiment, we assume the six invalid lines B1, B2, B3, C1, C2, and D shown in Figure 3(b).

[0020] When the player operates the start switch 118, the game begins, and the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate, and a lottery for winning types is performed. Subsequently, the left reel 110a, middle reel 110b, and right reel 110c are stopped according to the operation of the stop switches 120a, 120b, and 120c, respectively. Then, if a winning combination that is eligible for a medal payout is achieved based on the results of the winning type lottery and the combination of symbols displayed on the active line A, the medals are paid out. If a winning type that is eligible for a medal payout is not achieved, or if a winning type is achieved but the symbols do not land, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop.

[0021] In this embodiment, the above-mentioned game 1 refers to the game from the time when a medal is inserted through the medal insertion unit 114, when credited medals are inserted through the operation of the bet switch 116, or when a medal 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 controlled to stop 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, and 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 a medal payout is hit, the medal payout is performed. Furthermore, if the player fails to win a prize that is eligible for a medal payout, or if they win a prize but do not win a medal, 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 medals or winning a replay. The number of times such a game is repeated is called the number of games. In addition, one game in which a prize type lottery is performed and a payout is possible is sometimes called a basic game to distinguish it from the pseudo-game (simulated game) described later. Here, whether a basic game is performed alone or in combination with a pseudo-game, the completion of a basic game is considered the completion of one game. Therefore, the completion of a pseudo-game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not include simulated games in the game count, depending on the specifications.

[0022] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100. As shown in Figure 4, the slot machine 100 is equipped with a control board that includes a main control board 200 (main control unit) which controls the progress of the game, and a sub-control board 202 (sub-control unit) which controls the effects according to the progress of the game. Furthermore, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is restricted to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud.

[0023] (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. In addition, even if the power is cut off, the data in the main RAM 200c will not be erased unless a setting change is made and a RAM clear is performed.

[0024] Furthermore, the main control board 200 has functional units such as initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, determination means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0025] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects when medals are inserted into the medal slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c. Based on the received detection signals, the main CPU 200a performs various processes.

[0026] The initialization means 300 executes the initialization process on the main control board 200. The betting means 302 places a bet for the tokens to be used in the game. The winning type lottery means 304, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is correct, and more specifically, whether a winning type that includes the winning combination is correct, as will be described in more detail later.

[0027] The reel control means 306 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. Furthermore, the reel control means 306 may extend the time from the activation of the stop switches 120a, 120b, and 120c in the previous game until the player activates the stop switches 120a, 120b, and 120c to display the lottery results for the winning type (they are deactivated by the completion of the operation of the stop switches 120a, 120b, and 120c in the previous game) beyond a predetermined time, and during that 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. Furthermore, in this embodiment, as a reel effect, in response to the operation of the start switch 118 in the basic game, the basic game may be interrupted and its progress delayed, 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 are temporarily stopped, thereby performing a simulated game that resembles the basic game. The simulated game ends upon the operation of the start switch 118 again, or after a predetermined time has elapsed since the temporary stop control, and the rotation control of reels 110a, 110b, and 110c in the basic game resumes. As an example of the simulated game, predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c can also be automatically temporarily stopped in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated games, the game can be enhanced by performing effects with rotation control and stopping patterns similar to or different from those of the basic game.Temporary stop, while appearing to be stopped, indicates a state where the reels are not completely stopped by continuously changing the phase signals of the stepping motors 152 of reels 110a, 110b, and 110c within 500 msec. Temporary stop control refers to control that temporarily stops 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. Similarly, 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 rotated 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.

[0028] 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 306 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, and the detection signal from the rotation position detection circuit 154, transmitted from the reel control means 306 in response to the operation signal of the stop switch 120.

[0029] The determination means 308 determines whether or not a combination of symbols corresponding to a winning combination is displayed on the active line A. Here, the display of a combination of symbols corresponding to a winning combination on the active line A is sometimes simply referred to as a win. The payout control means 310 pays out a number of medals (value) corresponding to the winning combination based on whether or not a combination of symbols corresponding to a winning combination has been displayed on the active line A (a win has been achieved). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals dispensed.

[0030] The game state control means 312 refers to the result of the winning type lottery and the result of the determination means 308 and transitions the game state to one of several types of game states. The performance state control means 314 refers to the result of the winning type lottery, the result of the determination means 308 and the game state transition information and transitions the performance state to one of several types of performance states.

[0031] The command transmission means 316 sequentially determines game-related commands in conjunction with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the performance state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.

[0032] Furthermore, the main control board 200 is equipped with a random number generator (random number generation means) 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 random values ​​by extracting the count value from the random number generator 200d at a predetermined time. The random values ​​generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random numbers) are used to determine the type of game prize to be given to the player, for example, by the winning type lottery means 304 to determine the winning type.

[0033] (Sub-control board 202) Furthermore, the sub-control board 202, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs, etc., and a sub-RAM 202c which functions as a work area, and controls the performance in particular based on commands from the main control board 200. Also, like the main RAM 200c, the sub-RAM 202c is connected to a backup power supply (not shown), so that data is retained without being erased even if the power is cut off. In addition, the sub-control board 202 is also provided with a random number generator (random number generation means) 202d, like the main control board 200, and the random values ​​generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.

[0034] Furthermore, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function through the cooperation of the sub-CPU 202a with the sub-RAM 202c based on a program stored in the sub-ROM 202b.

[0035] The initialization determination means 330 executes the initialization process on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122 and determines the game performance to be performed by the liquid crystal display unit 124, speaker 128, and performance lamp 126 based on the received command. Specifically, the performance control means 334 determines the image data to be displayed on the liquid crystal display unit 124, the lighting data for the performance through lighting equipment such as the performance lamp 126, sub-credit display unit 134, and sub-payout display unit 136, and also determines the audio data that constitutes the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined game performance. Note that auxiliary performances are also included in the performance. The auxiliary animation is an animation that, in the lottery for the winning type, notifies the player of the correct operation of stop switches 120a, 120b, and 120c, which are the conditions for winning the correct role, when the selected winning type overlaps with the correct role. Through this auxiliary animation, the player can easily display the symbol combination corresponding to the correct role on the active line A. The correct role is a winning role that is more advantageous than the incorrect role, not only in terms of the payout of medals from winning that role, but also in terms of all the game benefits obtained from winning that role. The animation state in which this auxiliary animation is performed is called the AT (Assist Time) animation state. In addition, a so-called ART (Advanced Replay Time) game state may be used in which the AT animation state and the RT (Replay Time) game state, in which the probability of winning the replay role is high, proceed in parallel.

[0036] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the liquid crystal display unit 124, the effect lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as the main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as the auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute auxiliary effects in the AT effect state. In particular, in this embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) that can identify the operation pattern (batting order) is displayed on the main payout display unit 132, and as other notification means, the operation order is notified through the liquid crystal display unit 124, the effect lamp 126, and the speaker 128.

[0037] (Table used on the main control board 200) Figure 5 is an explanatory diagram for explaining the winning roles, and Figure 6 is an explanatory diagram for explaining the winning type lottery table.

[0038] 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. The main control board 200 stores multiple winning type lottery tables, etc., corresponding to the game states managed and controlled by the game state control means 312 in the main ROM 200b. The winning type lottery means 304 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 determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.

[0039] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include replay combinations, minor combinations, and bonus combinations. 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 placing a new bet of medals. 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 medals depending on the symbol combination. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, allows the game state managed by the game state control means 312 to transition to a bonus game state (the RBB operation game state described later).

[0040] In this embodiment, as shown in Figure 5, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 4," and minor combinations "Minor Combination 1" to "Minor Combination 38." In Figure 5, 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 6" may be abbreviated as "9-coin combination," winning combination "Minor Combination 7" as "3-coin combination," and winning combinations "Minor Combination 8" to "Minor Combination 38" as "1-coin combination."

[0041] 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 306 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 306 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 306 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 306 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 and operation timing) as a winning condition, the reel control means 306 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.

[0042] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3", "Small Win 1" to "Small Win 6", "Small Win 11", "Small Win 12", "Small Win 16" to "Small Win 19", and "Small Win 38" 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 "RBB", "Replay 4", "Small Win 7" to "Small Win 10", "Small Win 13" to "Small Win 15", and "Small Win 20" to "Small Win 37" 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.

[0043] As shown in Figure 6, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and whether or not there are losses (misses) differ depending on the game state. In Figure 6, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB active game state (RBB active)) 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 "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section.

[0044] 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 304, 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.

[0045] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning for each predetermined number of spins, or increases the probability that the condition device related to winning for each predetermined number of spins will activate. It activates when predetermined conditions are met 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 symbol combinations related to winning, replaying, the bonus, or the activation of the bonus continuous activation device. 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.

[0046] According to the winning type lottery table in Figure 6, for example, the winning type "Loss" is associated with winning area 0. If this winning type is selected, none of the symbol combinations corresponding to any of the winning roles shown in Figure 5 will be displayed on the active line A, and no medals will be paid out.

[0047] Additionally, the winning area 1 is associated with the winning type "Bell ALL," which includes the winning combinations "Small Combination 1" to "Small Combination 38" in overlapping order, while the winning area 2 is associated with the winning type "1 Coin ALL," which includes the winning combinations "Small Combination 8" to "Small Combination 38" in overlapping order.

[0048] Furthermore, each of the winning areas 3 to 13 is associated with a winning type "Reach 1" to "Reach 11," which each contains one of the winning combinations "1-coin combinations" that pay out one coin. In the following, the 11 winning types in winning areas 3 to 13 may be simply abbreviated as the winning type "Reach."

[0049] Furthermore, winning area 14 is associated with winning type "Cherry A," which includes the winning combination "Small Win 14" (payout of 1 coin), "Small Win 32," "Small Win 33," "Small Win 36," and "Small Win 38," all of which are overlapping. Winning area 15 is associated with winning type "Cherry B," which includes the winning combination "Small Win 7" (payout of 3 coins) and "Small Win 36" (payout of 1 coin), all of which are overlapping. In the following, the two winning types in winning areas 14 and 15 may be simply abbreviated as the winning type "Cherry."

[0050] Furthermore, each of the winning areas 16-31 is associated with a selection of winning types (winning types "Batting Order Bell A3" to "Batting Order Bell A6", winning types "Batting Order Bell B3" to "Batting Order Bell B6", winning types "Batting Order Bell C3" to "Batting Order Bell C6", winning types "Batting Order Bell D3" to "Batting Order Bell D6") in which one of the correct winning combinations (winning combinations "Small Win 1" to "Small Win 6") that pay out 9 coins and one of the incorrect winning combinations (winning combinations "Small Win 16" to "Small Win 35") that pay out 1 coin.

[0051] Furthermore, the winning area 32 is associated with the winning type "Common Bell 1," which includes the winning combinations "Small Win 1," "Small Win 17," and "Small Win 18" in overlapping order; the winning area 33 is associated with the winning type "Common Bell 2," which includes the winning combinations "Small Win 2," "Small Win 17," and "Small Win 18" in overlapping order; and the winning area 34 is associated with the winning type "Common 1," which includes the winning combinations "Small Win 8" to "Small Win 13," "Small Win 15," and "Small Win 36" to "Small Win 38" in overlapping order.

[0052] Furthermore, the winning area 35 is associated with the winning type "Replay A," which includes the winning combinations "Replay 1" to "Replay 4" in overlapping order, and the winning area 36 is associated with the winning type "Replay B," which includes the winning combinations "Replay 1," "Replay 2," and "Replay 4" in overlapping order.

[0053] Furthermore, winning area 37 is associated with the winning type "RBB" which contains the winning combination "RBB" alone, winning areas 38 to 40 are associated with the winning types "RBB Reach 1" to "RBB Reach 3" which contain both the winning combination "RBB" and one of the winning combinations "1-coin combination" which pays out 1 coin, winning area 41 is associated with the winning type "RBB Cherry A" which contains both the winning combination "RBB" and the winning combinations "Small Combination 14", "Small Combination 32", "Small Combination 33", "Small Combination 36", and "Small Combination 38", which pay out 1 coin, and winning area 42 is associated with the winning type "RBB Common 1 Coin" which contains both the winning combination "RBB" and the winning combinations "Small Combination 8" to "Small Combination 13", "Small Combination 15", and "Small Combination 36" to "Small Combination 38".

[0054] 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).

[0055] 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."

[0056] For example, if the winning type "Reach Eye 1" in winning area 3 is selected and the correct operation method (batting order 1 or 2) is used, the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 13", which is the correct role with a payout of 1 coin, is preferentially displayed on active line A. Also, if the operation method is batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-Coin Role", which is the incorrect role with a payout of 1 coin, is always displayed on active line A. Furthermore, if the winning type is selected in winning areas 4 to 14, similar to the winning type "Reach Eye 1" in winning area 3, if the correct operation method (batting order 1 or 2) is used, the stop control is performed so that the symbol combination corresponding to the correct role with a payout of 1 coin is preferentially displayed on active line A. If the operation method is batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-Coin Role", which is the incorrect role with a payout of 1 coin, is always displayed on active line A.

[0057] Furthermore, if the winning type "Bat Order Bell A3" in winning area 16 is selected and the correct operation (bat order 3) is performed, the stopping control is performed so that the symbol combination corresponding to the winning role "Small Role 3", which is the correct role with a payout of 9 coins, is preferentially displayed on active line A. Also, if the operation is performed with bat order 1, 2, 4-6, the stopping control is performed so that the symbol combination corresponding to the winning role "1-Coin Role", which is the incorrect role with a payout of 1 coin, is displayed on active line A with a probability of 1 / 1, 1 / 2, or 1 / 4.

[0058] Furthermore, the probability of winning (number of wins) for each type of win in winning areas 16-31 is set to be equal. Since players usually cannot know which type of win they have won, the above-mentioned winning areas 16-31 are provided to make it more difficult to win the correct combination. In addition, as described above, even if the stop switches 120a, 120b, and 120c are operated in a manner in which incorrect combinations are displayed preferentially, 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 missed win may occur (PB≠1).

[0059] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (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 winning type that includes the small win was won, 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 (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 any tokens is performed, the internal winning flag will be turned off.

[0060] (Transition of game state) Here, we will explain the transitions between game states using Figure 7. 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 6.

[0061] 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 312 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 312 transitions the game state to the RBB activation game state (1).

[0062] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: "Bell ALL" in winning area 1 and "1 Coin ALL" in winning area 2. When "Bell ALL" is won, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 38" is displayed on active line A. When "1 Coin ALL" is won, the symbols are stopped so that a symbol combination corresponding to one of the winning roles "Small Role 8" to "Small Role 38" is displayed on active line A. In this case, the expected number of coins won per game during RBB operation is low due to the configuration of these small roles.

[0063] 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 312 transitions the game state to a non-internal game state (2).

[0064] 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 312 transitions the game state to the RBB internal game state (3).

[0065] 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.

[0066] In this system, during the RBB internal gameplay state, multiple types of winning combinations are awarded without overlapping, increasing the opportunities to win winning combinations. As a result, for example, auxiliary effects are performed during the AT (Attack Time) performance state in the RBB internal gameplay state, making it easier to acquire medals. On the other hand, during the RBB activation gameplay state, multiple types of winning combinations are awarded simultaneously, reducing the opportunities to win winning combinations. This makes it more difficult for players to increase their medal count compared to the AT performance state in other gameplay states. Therefore, it is possible to implement a specification (Accel RBB) where the RBB activation gameplay state has the functionality of having a higher probability of winning winning combinations than the RBB internal gameplay state, but is inferior to the RBB internal gameplay state in terms of medal acquisition performance.

[0067] (Transition of performance state) Figure 8 is an explanatory diagram illustrating the transitions between performance states. The performance states transitioned by the performance state control means 314 on the main control board 200 will be described in detail below.

[0068] Here, in order to comprehensively and uniformly determine whether or not there is a bias in game states that have high medal acquisition performance, a game section that is advantageous to the player is defined as an advantageous section, which includes game sections that have performance related to instruction functions, i.e., game sections that execute auxiliary effects (instruction functions). In the advantageous section, 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, the main control board 200 may transmit information indicating the content of the instruction to a peripheral board such as the sub-control board 202, for example, only when it is displayed on the main notification means, so that the content of the instruction can be identified by the main control board 200. In addition, a game section that does not allow the execution of auxiliary effects (instruction functions), unlike the advantageous section, is defined as an unadvantageous section. Therefore, multiple performance states will belong to either an advantageous section or an unadvantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and an unadvantageous section is realized in some performance states (here, a few games from the start of the normal performance state transitioned from the comeback performance state).

[0069] Furthermore, in the advantageous section, among the winning patterns where the correct role would be missed without auxiliary effects, if an auxiliary effect is performed to assist in winning the correct role (an auxiliary effect that allows the maximum payout to be obtained) in the selected winning pattern that yields the maximum payout (in this case, 9 coins), this must be indicated, for example, by lighting up the section indicator 160.

[0070] 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.

[0071] Therefore, the performance state control means 314 manages not only the transition of performance states but also the transition between the non-advantageous section and the advantageous section. Furthermore, regardless of this management, the advantageous section will be forcibly terminated when the following termination conditions are met. For example, it will be forcibly terminated when the value counted in the advantageous section reaches a predetermined value (for example, when the number of games played reaches 1500 games, or when the net increase in tokens exceeds 2400 tokens). In either case, the performance state control means 314 resets all information updated in the advantageous section (all variables that affect the performance related to the instruction function) when transitioning from the advantageous section to the non-advantageous section.

[0072] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of medals that can be won. In this context, a normal effect state is defined as the effect state during non-advantageous periods.

[0073] In the advantageous period, when a selected winning type is won, the auxiliary performance execution mechanism executes an auxiliary performance, making it possible to acquire many medals while minimizing medal consumption. 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, two performance states are established: the AT performance state and the pull-back performance state. Each performance state will be explained individually below.

[0074] (Normal presentation state) The normal performance state is the initial performance state among several performance states. The performance state control means 314 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 314 performs the AT lottery with different probabilities for each winning type determined by the winning type lottery. If the performance state control means 314 wins the AT lottery, it transitions the performance state to the AT performance state and also transitions to the advantageous section (1).

[0075] (AT performance state) In the AT performance state, auxiliary performances are executed until a predetermined termination condition is met, for example, until the difference in the number of coins reaches a predetermined number (300 coins, 100 coins). Then, when the performance state control means 314 satisfies the predetermined termination condition, it transitions the performance state to the pull-back performance state (2).

[0076] (Pullback animation state) In the return-to-performance state, the frequency of auxiliary performances is extremely low compared to the AT performance state, and auxiliary performances are almost never performed, thus limiting the number of medals that can be obtained. The performance state control means 314 conducts a return lottery in the return-to-performance state to determine whether or not to transition back to the AT performance state. The return lottery, like the AT lottery, is a lottery that determines the transition to the AT performance state, and the performance state control means 314 conducts the return lottery with different probabilities for each winning type determined by the winning type lottery. The probability of transitioning to the AT performance state in the return lottery is set to be higher than the probability of transitioning to the AT performance state in the AT lottery. If the performance state control means 314 wins the return lottery, it transitions the performance state to the AT performance state (3). On the other hand, if the performance state control means 314 does not win the return lottery and a predetermined termination condition is met, for example, when the number of games played reaches a predetermined number of games (for example, 200 games), it transitions the performance state to the normal performance state and also transitions to a non-advantageous section (4).

[0077] The specific processes in the main control board 200 and the sub-control board 202 will be explained below based on flowcharts.

[0078] (CPU initialization process of main control board 200) Figure 9 is a flowchart illustrating the CPU initialization process on the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0079] (Step S100-1) When powered on, the main CPU 200a performs initial setup processing, which includes reading the boot program from the main ROM 200b and performing the necessary configuration processes to execute various operations.

[0080] (Step S100-3) The main CPU 200a sets the wait processing time in the timer counter.

[0081] (Step S100-5) The main CPU 200a determines whether it has detected a power failure warning signal. The main control board 200 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.

[0082] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it determines that the wait processing time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.

[0083] (Step S100-9) Main CPU 200a performs the necessary processing to allow access to main RAM 200c.

[0084] (Step S100-11) Main CPU 200a performs a checksum verification process. Here, Main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If Main CPU 200a determines that either the backup or the checksum, or both, are abnormal, it turns on the backup abnormality flag. If it determines that both the backup and the checksum are normal, it turns off the backup abnormality flag.

[0085] (Step S100-13) The main CPU 200a determines whether the backup error flag is turned on. If it determines that the backup error flag is turned on, the process moves to step S110; if it determines that the backup error flag is not turned on, the process moves to step S120.

[0086] (Step S110) The main CPU 200a will perform a cold start procedure. This cold start procedure will be explained later.

[0087] (Step S120) The main CPU 200a executes a setting value switching process to change the configured values. This setting value switching process will be described later.

[0088] (Step S130) The main CPU 200a performs a state recovery process to return to the state it was in immediately before the power was cut off. This state recovery process will be described later.

[0089] Figure 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0090] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and performs a RAM usage check process to detect any abnormalities in the used area.

[0091] (Step S110-3) The main CPU 200a clears a separate area (unused area) in the main RAM 200c and performs a separate area RAM check process to detect abnormalities in that area. If an abnormality is detected in the separate area during the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.

[0092] (Step S110-5) The main CPU 200a sets the error code "EA," which indicates a malfunction in the main RAM 200c.

[0093] (Step S110-7) The main CPU 200a determines whether an abnormality was detected in step S110-1. If it determines that an abnormality was detected in step S110-1, it proceeds to step S112; if it determines that no abnormality was detected in step S110-1, it proceeds to step S110-9.

[0094] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag, which is turned on when an abnormality is detected in step S110-3 above.

[0095] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it determines that the RAM read / write error flag is on, the process moves to step S112; if it determines that the RAM read / write error flag is not on, the process moves to step S120.

[0096] (Step S120) The main CPU 200a executes a setting value switching process to change the configured values. This setting value switching process will be described later.

[0097] (Step S110-13) The main CPU 200a sets the error code "E7," indicating a backup error.

[0098] (Step S112) The main CPU 200a executes an error stop process to halt gameplay due to an error. This error stop process will be described later.

[0099] Figure 11 is a flowchart illustrating the error stop process (S112) in the main control board 200.

[0100] (Step S112-1) The main CPU 200a sets the initial stack pointer value as the address of the stack pointer.

[0101] (Step S112-3) The main CPU 200a performs error setting processing, which includes setting error display and warning sounds.

[0102] (Step S112-5) The main CPU 200a sets the output bit off for external signals 1-3, which turns off the output image of the bits corresponding to external signals 1-3.

[0103] (Step S112-7) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S112-5 above.

[0104] (Step S112-9) The main CPU 200a enters an infinite loop. This will cause the game to stop progressing.

[0105] Figure 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0106] (Step S120-1) The main CPU 200a acquires the signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. If it is determined that the setting value switching condition is not met, the setting value switching process is terminated. If it is determined that the setting value switching condition is met, the process moves to step S120-3. Here, the signal from input port 1 includes signals indicating whether the front upper door 104 and the front lower door 106 are open, and signals indicating whether the setting key is turned on. Here, it is determined that the setting value switching condition is met when signals indicating that the front upper door 104 and the front lower door 106 are open, and signals indicating that the setting key is turned on are acquired.

[0107] (Step S120-3) The main CPU 200a executes a RAM clear process in the main RAM 200c to clear the used area that should be cleared when the settings are changed.

[0108] (Step S120-5) Main CPU 200a executes a table content setting process that transfers the table data of the data table to main RAM 200c when the setting value is switched.

[0109] (Step S120-7) The main CPU 200a sets a command to start changing settings in the send buffer, indicating that it is beginning to change the setting values.

[0110] (Step S120-9) The main CPU 200a performs edge checking to detect the falling edge (on-edge) of the signal at the input port.

[0111] (Step S120-11) The main CPU200a retrieves configuration data that shows the current settings.

[0112] (Step S120-13) The main CPU 200a determines whether it has detected the on-edge of the setting change switch in step S120-9. If it determines that it has not detected the on-edge of the setting change switch, it proceeds to step S120-17. If it determines that it has detected the on-edge of the setting change switch, it proceeds to step S120-15.

[0113] (Step S120-15) The main CPU 200a increments the setting value data by 1.

[0114] (Step S120-17) The main CPU 200a determines whether the setting value data is within the range of values ​​that can be set (1 to 6). If it determines that the setting value data is within the range, it proceeds to step S120-21; if it determines that the setting value data is not within the range, it proceeds to step S120-19.

[0115] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0116] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19 above.

[0117] (Step S120-23) The main CPU 200a performs a display data conversion process to display the set values ​​on the main credit display unit 130.

[0118] (Step S120-25) The main CPU 200a determines whether it has detected the on-edge of the setting change switch. If it determines that it has not detected the on-edge of the setting change switch, it proceeds to step S120-31. If it determines that it has detected the on-edge of the setting change switch, it proceeds to step S120-27.

[0119] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it determines that the setting change switch is on, the process moves to step S120-27; if it determines that the setting change switch is not on, the process moves to step S120-29.

[0120] (Step S120-29) The main CPU 200a sets the timer for the setting change switch interval.

[0121] (Step S120-31) The main CPU 200a performs a timer wait process, waiting until the setting change switch interval timer reaches 0.

[0122] (Step S120-33) The main CPU 200a determines whether it has detected the on-edge of the start switch 118. If it determines that it has not detected the on-edge of the start switch 118, it proceeds to step S120-9. If it determines that it has detected the on-edge of the start switch 118, it proceeds to step S120-35.

[0123] (Step S120-35) The main CPU 200a determines whether the setting key is off. If it determines that the setting key is off, the process moves to steps S120-35; otherwise, the process moves to step S120-37.

[0124] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it determines that the setting key is on, the process moves to steps S120-37; if it determines that the setting key is not on, the process moves to step S122.

[0125] (Step S122) The main CPU 200a executes an initialization start process to initiate the initialization process. This initialization start process will be described later.

[0126] Figure 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0127] (Step S122-1) The main CPU 200a sets a "configuration change complete" command in the send buffer to indicate that the configuration change has finished.

[0128] (Step S122-3) The main CPU 200a sets a setting change status command in the send buffer, indicating the state when the setting change is complete.

[0129] (Step S122-5) The main CPU 200a sets a wait timer when initialization starts.

[0130] (Step S122-7) The main CPU 200a performs a timer wait process at the start of initialization, waiting until the wait timer reaches 0.

[0131] (Step S122-9) The main CPU 200a executes a RAM clear process when a setting change is made, which clears a different area of ​​the main RAM 200c.

[0132] (Step S122-11) The main CPU 200a executes a RAM clear process in the main RAM 200c to clear the used area that should be cleared when the settings are changed.

[0133] (Step S122-13) The main CPU 200a sets a game status command, which indicates the current game state, into the transmit buffer.

[0134] (Step S200) The main CPU 200a executes the game start process to begin the game. This game start process will be described later.

[0135] Figure 14 is a flowchart illustrating the state recovery process (S130) in the main control board 200.

[0136] (Step S130-1) Main CPU 200a restores the stack pointer.

[0137] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear any unused areas in the main RAM 200c.

[0138] (Step S130-5) Main CPU 200a clears the stack pointer save buffer.

[0139] (Step S130-7) The main CPU 200a sets (turns on) a flag after power loss and recovery.

[0140] (Step S130-9) The main CPU 200a performs port input processing to update the image of the input port.

[0141] (Step S130-11) The main CPU 200a performs an operation target bit extraction process to extract information about the operation target bit based on the input port image updated in step S130-9 above.

[0142] (Step S130-13) The main CPU 200a sets the target bit extracted in step S130-11 above as the target bit of the previous state.

[0143] (Step S130-15) The main CPU 200a acquires the motor phase of reels 110a, 110b, and 110c. Here, the motor phase is set as the state of reels 110a, 110b, and 110c. The motor phase indicates the operating state of reels 110a, 110b, and 110c, namely, accelerating, steady rotation, stopped, and standby. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as 3 for accelerating, 2 for steady rotation, 1 for stopped, and 0 for standby, depending on the operating state of the stepping motor 152.

[0144] (Step S130-17) Based on the motor phases obtained in step S130-15, the main CPU 200a determines whether any of the reels 110a, 110b, and 110c are in steady rotation or accelerating mode. If it determines that none of the reels 110a, 110b, and 110c are in steady rotation or accelerating mode, the process moves to step S130-21. If it determines that any of the reels 110a, 110b, or 110c are in steady rotation or accelerating mode, the process moves to step S130-19.

[0145] (Step S130-19) The main CPU 200a performs rotation error processing, which sets the parameters for when an error is detected in reels 110a, 110b, and 110c.

[0146] (Step S130-21) The main CPU 200a restores the saved registers.

[0147] (Step S130-23) Main CPU 200a enables the interrupt and terminates the state recovery process. As a result, Main CPU 200a returns to the state it was in immediately before the power was cut off.

[0148] Figure 15 is a flowchart illustrating the game start process (S200) on the main control board 200.

[0149] (Step S200-1) The main CPU 200a executes a replay state identification signal output setting process to output a replay state identification signal indicating whether or not it is a replay.

[0150] (Step S200-3) The main CPU 200a sets the coin count indicator output bit off to turn off (turn off) the bit corresponding to the coin count indicator that displays the number of coins inserted (number of coins bet).

[0151] (Step S200-5) The main CPU 200a executes the output port image set process to update the output image for the bits set in step S200-3 above.

[0152] (Step S200-7) The main CPU 200a sets the game start wait timer.

[0153] (Step S200-9) The main CPU 200a performs a timer wait process, waiting until the game start wait timer reaches 0.

[0154] (Step S200-11) The main CPU 200a executes a game-by-game RAM clear process, which clears the portion of the main RAM 200c's used memory that should be cleared after each game.

[0155] (Step S200-13) The main CPU 200a executes the bonus signal setting process, which sets the bonus signal.

[0156] (Step S200-15) The main CPU 200a performs edge clearing, which clears the edge information of the input port image.

[0157] (Step S210) The main CPU 200a executes the game token insertion process, which accepts the insertion of tokens. This game token insertion process will be described later.

[0158] Figure 16 is a flowchart illustrating the game token insertion process (S210) on the main control board 200.

[0159] (Step S210-1) The main CPU 200a performs error checking, which involves verifying the results of various error detections.

[0160] (Step S210-3) The main CPU 200a performs edge checking to detect the falling edge (on-edge) of the signal at the input port.

[0161] (Step S210-5) The main CPU 200a acquires a door open error detection flag, which is set to 1 when either the front upper door 104 or the front lower door 106 is open.

[0162] (Step S210-7) Based on the door open error detection flag obtained in step S210-5, the main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed. If it determines that the front upper door 104 and the front lower door 106 are closed, the process moves to step S210-17. If it determines that at least one of the front upper door 104 or the front lower door 106 is not closed, the process moves to step S210-9.

[0163] (Step S210-9) The main CPU 200a sets error code "E8," indicating that at least one of the front upper door 104 or the front lower door 106 is open.

[0164] (Step S210-11) The main CPU 200a performs error display, requests for warning sounds, and error wait processing, including waiting for error recovery.

[0165] (Step S210-13) The main CPU 200a executes a setting value verification process to check the configured values.

[0166] (Step S210-15) The main CPU 200a performs edge clearing, which clears the edge information of the input port image.

[0167] (Step S210-17) The main CPU 200a executes a credit button check process to refund stored (credit) medals when the credit switch (not shown) for refunding stored (credit) medals is pressed.

[0168] (Step S210-19) The main CPU 200a executes the processing related to the game token insertion button used to bet tokens. When the bet switch 116 is pressed, the CPU bets the stored (credit) tokens up to a predetermined number and subtracts the number of tokens bet from the stored token count. Also, when tokens are inserted through the token slot 114a, the CPU bets the tokens up to a predetermined number, and if more tokens are inserted than the predetermined number, the excess amount is added to the stored token count.

[0169] (Step S210-21) The main CPU 200a executes a game token acquisition process to check if the number of tokens inserted is the specified number.

[0170] (Step S210-23) Based on the results of the check in step S210-21, the main CPU 200a determines whether the number of inserted sheets is not the specified number. If it determines that the number of inserted sheets is not the specified number, it proceeds to step S210-1; if it determines that the number of inserted sheets is the specified number, it proceeds to step S210-25.

[0171] (Step S210-25) The main CPU 200a sets a start indicator output bit to turn on (light up) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been successful.

[0172] (Step S210-27) The main CPU 200a determines whether or not the falling edge (press) of the start switch 118 has been detected. If it determines that the falling edge of the start switch 118 has not been detected, the process moves to step S210-1; if it determines that the falling edge of the start switch 118 has been detected, the process moves to step S210-29.

[0173] (Step S210-29) The main CPU 200a clears the main payout display buffer in order to clear the display on the main payout display unit 132.

[0174] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process to clear the re-play state identification signal.

[0175] (Step S210-33) The main CPU 200a performs pre-processing to block the start indicator light, which is to turn it off.

[0176] (Step S210-35) The main CPU 200a sets a lever press command in the transmit buffer, indicating that the start switch 118 has been pressed.

[0177] (Step S220) The main CPU 200a executes an internal lottery process to determine the winning category. This internal lottery process will be explained later.

[0178] Figure 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0179] (Step S220-1) The main CPU200a acquires the setting value data.

[0180] (Step S220-3) The main CPU 200a sets the error code "EC," which indicates an error with an incorrect setting.

[0181] (Step S220-5) The main CPU 200a determines whether the setting value data obtained in step S220-1 is abnormal. If it determines that the setting value data is abnormal, it proceeds to step S112; if it determines that the setting value data is not abnormal, it proceeds to step S220-7.

[0182] (Step S220-7) The main CPU 200a obtains the random number for the winning type, which has been updated by the random number generator 200d.

[0183] (Step S220-9) The main CPU 200a executes a state offset acquisition process to obtain an offset value related to the game state.

[0184] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0185] (Step S220-13) The main CPU 200a sets the value indicated by the address obtained by adding the offset value acquired in step S220-9 to the address set in step S220-11 as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.

[0186] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and also executes a lottery data acquisition process that shifts the winning area by 1.

[0187] (Step S220-17) The main CPU 200a determines whether or not to conduct a draw for the winning category. If it determines that a draw for the winning category should not be conducted, the process moves to step S220-21; if it determines that a draw for the winning category should be conducted, the process moves to step S220-19.

[0188] (Step S220-19) The main CPU 200a subtracts the lottery data from the random value.

[0189] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, that is, whether it has been selected for that winning area by the winning type lottery. If it is determined that it has been selected for the winning type lottery, it proceeds to step S230; if it is determined that it has not been selected for the winning type lottery, it proceeds to step S220-23.

[0190] (Step S220-23) The main CPU 200a determines whether the draw for the winning category has finished. If it determines that the draw for the winning category has not finished, it proceeds to step S220-15; if it determines that the draw for the winning category has finished, it proceeds to step S220-25.

[0191] (Step S220-25) Main CPU 200a clears the trigger role type.

[0192] (Step S230) The main CPU 200a executes a symbol code setting process that sets symbol codes based on the winning area and the game state. This symbol code setting process will be described later.

[0193] Figure 18 is a flowchart illustrating the pattern code setting process (S230) on the main control board 200.

[0194] (Step S230-1) The main CPU 200a obtains the winning area in step S220 above, and if the obtained winning area includes a bonus role, it executes a game state setting process to set the game state to the internal mid-game state.

[0195] (Step S230-3) The main CPU 200a sets the winning area obtained in step S230-1 above as the stop control number.

[0196] (Step S230-5) The main CPU 200a determines (sets) the winning role group based on the winning area obtained in step S230-1 above. Depending on the determined winning role group, the main CPU 200a may turn on the simulated game execution flag. When the simulated game execution flag is on, it indicates that a simulated game will be executed, and when it is off, it indicates that a simulated game will not be executed.

[0197] (Step S230-7) The main CPU 200a executes a symbol code initial setup process that sets the symbol codes that indicate the symbols that can be displayed and the symbols to be pulled in, based on the stop control number set in step S230-3 above.

[0198] (Step S230-9) The main CPU 200a executes the display symbol bit initial value setting process, which sets the display symbol bits.

[0199] (Step S231) The main CPU 200a performs execution flag setting processing, which includes setting execution flags, various processing related to the performance status, and processing related to auxiliary performances. This execution flag setting processing will be described later.

[0200] (Step S230-13) The main CPU 200a sets the performance commands, which are commands related to the advantageous period, into the transmission buffer.

[0201] (Step S230-15) The main CPU 200a sets a winning information command indicating the winning type into the transmission buffer.

[0202] (Step S230-17) The main CPU 200a checks the timer between games.

[0203] (Step S230-19) The main CPU 200a sets a pre-rotation command in the transmission buffer, indicating that reels 110a, 110b, and 110c are not yet rotating.

[0204] (Step S230-21) The main CPU 200a executes an excitation / deactivation waiting process, which waits for the stepping motor 152 to be de-energized.

[0205] (Step S236) The main CPU 200a executes the reel animation processing that runs the simulated game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, it automatically controls the temporary stopping of predetermined symbols (for example, symbols that make up a bonus role) on each reel 110a, 110b, and 110c. Once all reels 110a, 110b, and 110c have temporarily stopped, or once they start rotating again after the temporary stop has ended through random delay processing, it turns off the simulated game execution flag.

[0206] (Step S230-23) The main CPU 200a determines whether the time between games is not 0. If it determines that the time between games is not 0, it proceeds to step S230-23; if it determines that the time between games is 0, it proceeds to step S230-25.

[0207] (Step S230-25) The main CPU 200a executes the reel start process to begin the rotation of reels 110a, 110b, and 110c. Here, it sets the motor phase of reels 110a, 110b, and 110c to acceleration to start the rotation of each reel, and sets the interval timer between games to a value equivalent to 4.1 seconds.

[0208] (Step S230-27) The main CPU 200a sets a reel start command in the transmission buffer, indicating that the rotation of reels 110a, 110b, and 110c has begun.

[0209] (Step S240) The main CPU 200a executes the reel rotation processing, which is the processing performed while reels 110a, 110b, and 110c are rotating. This reel rotation processing will be explained later.

[0210] Figure 19 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0211] (Step S231-1) The main CPU 200a executes an AT state update process that updates (transitions) the performance state based on the next AT flag. The next AT flag indicates the performance state to be set in the next game, and is set by the following process.

[0212] (Steps S232 to S234) The main CPU 200a executes a state-specific module execution process that runs modules for each performance state and game section, and then terminates the execution flag setting process. In the state-specific module execution process, the module (process) corresponding to the transitioned performance state and game section is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0213] Figure 20 is a flowchart illustrating the normal performance state processing (S232) executed in the state-specific module execution process. The normal performance state processing is executed when the performance state is the normal performance state.

[0214] (Step S232-1) The main CPU 200a performs the AT lottery based on the winning type determined by the winning type lottery.

[0215] (Step S232-3) The main CPU 200a determines whether it has won the AT lottery in step S232-1. As a result, if it is determined that it has won the AT lottery, the process proceeds to step S232-5, and if it is determined that it has not won the AT lottery, the normal presentation state process ends.

[0216] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state, turns on the advantageous interval flag indicating that it is an advantageous interval, and ends the normal presentation state process.

[0217] FIG. 21 is a flowchart for explaining the AT presentation state process (S233) executed in the state-specific module execution process.

[0218] (Step S233-1) The main CPU 200a determines whether it is the last game in the AT presentation state. As a result, if it is determined that it is the last game in the AT presentation state, the process proceeds to step S233-3, and if it is determined that it is not the last game in the AT presentation state, the AT presentation state process ends.

[0219] (Step S233-3) The main CPU 200a sets the next AT flag to a value corresponding to the retraction presentation state.

[0220] FIG. 22 is a flowchart for explaining the retraction presentation state process (S234) executed in the state-specific module execution process. The retraction presentation state process is executed when the presentation state is the retraction presentation state.

[0221] (Step S234-1) The main CPU 200a performs a retraction lottery to determine whether to shift back to the AT presentation state again based on the winning type determined by the winning type lottery.

[0222] (Step S234-3) The main CPU 200a determines whether it has won the draw in step S234-1. If it determines that it has won the draw, it proceeds to step S234-5; if it determines that it has not won the draw, it proceeds to step S234-7.

[0223] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the AT performance state and terminates the processing of the current pullback performance state.

[0224] (Step S234-7) The main CPU 200a determines whether it is the final game in the return-to-play state. If it determines that it is the final game in the return-to-play state, it proceeds to step S234-9; if it determines that it is not the final game in the return-to-play state, it terminates the return-to-play state processing.

[0225] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal performance state, turns off the advantageous section flag, and terminates the processing of the current pull-back performance state.

[0226] In this explanation, the normal performance state is considered a non-advantageous section, and the AT performance state and the return performance state are considered advantageous sections. In step S232-5 of the normal performance state processing (S232) in Figure 20, the advantageous section flag is turned on upon transitioning to the AT performance state, and in step S234-9 of the return performance state processing (S234) in Figure 22, the advantageous section flag is turned off upon transitioning to the normal performance state. However, the system is not limited to this case. The advantageous section flag may be turned off for a few games at a predetermined timing before the number of games played in the advantageous section reaches a predetermined value (for example, 1500 games or 3000 games), thereby creating a non-advantageous section. For example, in the normal performance state after transitioning from the return performance state to the normal performance state, if the number of games played in the advantageous section reaches a predetermined value (for example, 800 games), the advantageous section flag may be turned off, and then turned on with a high probability (for example, a 1 / 2 probability) from the next game. With this configuration, the normal performance state becomes an advantageous period, and the number of games played in the normal game state can be counted. Therefore, it becomes possible to transition from the normal performance state to the AT performance state by reaching a predetermined number of games (for example, 500 games) without transitioning to the AT performance state, a so-called ceiling function.

[0227] Figure 23 is a flowchart illustrating the processing (S240) during rotation of the main control board 200.

[0228] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bits corresponding to the indicators (not shown) of the stop switches 120a, 120b, and 120c. Here, the stop indicator output bit consists of a 3-bit bit sequence, with each bit corresponding to the illumination color of the three stop switches 120a, 120b, and 120c, represented as blue = 1 and red = 0.

[0229] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S240-1 above.

[0230] (Step S240-5) The main CPU 200a performs error checking, which involves verifying the results of various error detections.

[0231] (Step S240-7) The main CPU 200a refers to the index flag to obtain the index of the rotating reels 110a, 110b, and 110c. Note that the index flag is only set after reels 110a, 110b, and 110c have reached a steady rotation speed. In other words, if the index flag is set, it also indicates that reels 110a, 110b, and 110c have reached a steady rotation speed.

[0232] (Step S240-9) The main CPU 200a determines whether all index flags for reels 110a, 110b, and 110c have been detected. If it determines that none of the index flags have been detected, it proceeds to step S240-1; if it determines that all of the index flags have been detected, it proceeds to step S240-11.

[0233] (Step S240-11) The main CPU 200a obtains stop reel bits indicating which reels 110a, 110b, and 110c are stopped or starting to stop. Here, the stop reel bits consist of a 3-bit sequence, where each bit corresponds to one of the three reels 110a, 110b, and 110c, and are represented as 1 for steady state, and 0 for acceleration, deceleration, or stopped state.

[0234] (Step S240-13) The main CPU 200a saves the stop spinner bit obtained in step S240-11 as a spinner rotation flag.

[0235] (Step S240-15) The main CPU 200a sets the stop display output bit on (output image) to turn on (turn off) the bits corresponding to the displays (not shown) of the stop switches 120a, 120b, and 120c.

[0236] (Step S240-17) The main CPU 200a acquires the image of input port 0 and executes an operation target bit extraction process for extracting the operation target bits from the acquired image. Here, the operation target bits are composed of a 3-bit bit string, and each bit is associated with any one of the three stop switches 120a, 120b, and 120c, and is represented by operated = 1 and not operated = 0.

[0237] (Step S240-19) The main CPU 200a calculates the logical product of the reel rotation flag acquired in step S240-13 and the operation target bits extracted in step S240-17. Here, if the reel 110 is rotating and the stop switch 120 corresponding to that reel is being operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is effectively rotating, the logical product becomes 1.

[0238] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, that is, whether the stop switch 120 corresponding to the rotating reel 110 is not being operated. As a result, if it is determined that the stop switch 120 corresponding to the rotating reel 110 is not being operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the rotating reel 110 is being operated, the process proceeds to step S240-23.

[0239] (Step S240-23) The main CPU 200a acquires an output image containing the stop indicator output bits, and calculates the logical AND of the acquired output image and the logical AND calculated in step S240-19 above. Here, the logical AND bit is 0 if the operated stop switch 120 is lit red, and 1 if it is lit blue.

[0240] (Step S240-25) The main CPU 200a determines whether the logical AND calculated in step S240-23 is 0, that is, whether the operated stop switch 120 is lit red. If it determines that the operated stop switch 120 is lit red, the process moves to step S240-1; if it determines that the operated stop switch 120 is not lit red, the process moves to step S240-27.

[0241] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid or not. If it determines that the operated stop switch 120 is not valid, the process moves to step S240-1; if it determines that the operated stop switch 120 is valid, the process moves to step S240-29. Here, it is determined whether only one stop switch 120 was operated. If it determines that only one stop switch 120 was operated, the process moves to step S240-29; if it determines that more than one stop switch 120 was operated, i.e., two or more, the process moves to step S240-1.

[0242] (Step S240-29) The main CPU 200a executes a stop control reel setting process to acquire various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0243] (Step S240-31) The main CPU 200a will have interrupts disabled.

[0244] (Step S240-33) The main CPU 200a executes a press reference position acquisition process, which derives the symbol number of the symbol located on active line A as the press reference position.

[0245] (Step S240-35) The main CPU 200a executes a process to determine the number of slipping frames of reel 110.

[0246] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0247] Figure 24 is a flowchart illustrating the reel stop process (S250) on the main control board 200.

[0248] (Step S250-1) The main CPU 200a obtains the press reference position derived in step S240-35 above.

[0249] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding frames determined in step S240-37 with respect to the press reference position obtained in step S250-1.

[0250] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is used to request a concurrently running program to stop the target reel 110. By setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the active line A. This stop request flag and the above stop request number are read by the concurrently running program, and the reel 110 is stopped. Once the stop process is complete, the program resets the stop request flag to 0 (OFF).

[0251] (Step S250-7) Main CPU 200a enables interrupts.

[0252] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping order of reel 110 into the transmit buffer.

[0253] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0254] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S250-11 above.

[0255] (Step S250-15) The main CPU 200a executes the display pattern bit setting process, which sets the display pattern bits.

[0256] (Step S250-17) The main CPU 200a performs the next machine setting preprocessing to stop the next reel 110.

[0257] (Step S250-19) The main CPU 200a determines whether the stopping process for all reels 110 has been completed. If it determines that the stopping process for all reels 110 has not been completed, it proceeds to step S240; if it determines that the stopping process for all reels 110 has been completed, it proceeds to step S250-21.

[0258] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, that is, whether all of the reels 110 are not stopped. If it determines that all of the reels 110 are not stopped, it proceeds to step S250-21; if it determines that all of the reels 110 are stopped, it proceeds to step S250-23.

[0259] (Step S250-23) The main CPU 200a performs error checking, which involves verifying the results of various error detections.

[0260] (Step S250-25) The main CPU 200a performs a target bit extraction process to extract information about the target bit.

[0261] (Step S250-27) The main CPU 200a determines whether the stop switch 120 is pressed based on the target bit obtained in step S250-25 above. If it determines that the stop switch 120 is pressed, it proceeds to step S250-23; if it determines that the stop switch 120 is not pressed, it proceeds to step S260.

[0262] (Step S260) The main CPU 200a executes a display determination process to determine the winning combination. This display determination process will be described later.

[0263] Figure 25 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0264] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0265] (Step S260-3) The main CPU 200a executes a display judgment anomaly detection process to determine whether a display judgment anomaly has occurred, based on whether the combination of symbols displayed on active line A matches the combination of symbols permitted to be displayed on active line A.

[0266] (Step S260-5) The main CPU 200a sets the error code "EE" to indicate a display judgment error.

[0267] (Step S260-7) The main CPU 200a determines whether there is a display judgment abnormality based on the result of the determination in step S260-3 above. If it determines that there is a display judgment abnormality, it proceeds to step S112; if it determines that there is no display judgment abnormality, it proceeds to step S260-9.

[0268] (Step S260-9) The main CPU 200a executes a display symbol identification and generation process that determines the winning combination based on the symbol combination that stops (is displayed) on the active line A.

[0269] (Step S260-11) The main CPU 200a is set to 0 as the initial value for the number of coins to be dispensed.

[0270] (Step S260-13) The main CPU 200a determines whether a minor win has occurred. If it determines that a minor win has occurred, it proceeds to step S260-15; if it determines that a minor win has not occurred, it proceeds to step S260-35.

[0271] (Step S260-15) The main CPU 200a turns on the winning flag, which indicates that a minor role has been achieved.

[0272] (Step S260-17) The main CPU 200a executes a payout setting process that determines the number of coins to be paid out according to the winning combination.

[0273] (Step S260-19) The main CPU 200a determines whether it is in a favorable period. If it determines that it is not in a favorable period, it proceeds to step S270; if it determines that it is in a favorable period, it proceeds to steps S260-21.

[0274] (Step S260-21) The main CPU 200a obtains the value of the advantageous period MY counter, which counts the net increase in coins during the advantageous period.

[0275] (Step S260-23) The main CPU 200a adds the number of payouts to the value of the advantageous section MY counter obtained in step S260-23 above.

[0276] (Step S260-25) The main CPU 200a retrieves the number of tokens inserted into the game.

[0277] (Step S260-27) The main CPU 200a subtracts the number of inserted sheets from the value added in step S260-23 above.

[0278] (Step S260-29) The main CPU 200a determines whether the subtraction result in step S260-27 is negative. If it determines that the subtraction result is not negative, it proceeds to step S260-33; if it determines that the subtraction result is negative, it proceeds to step S260-31.

[0279] (Step S260-31) Main CPU200a clears (sets to 0) the value of the advantageous section MY counter.

[0280] (Step S260-33) The main CPU 200a updates the value of the advantageous section MY counter with the value subtracted in step S260-27 above, or the value cleared in step S260-31 above.

[0281] (Step S260-35) The main CPU 200a determines whether a replay combination has been awarded. If it determines that a replay combination has not been awarded, it proceeds to step S270; if it determines that a replay combination has been awarded, it proceeds to steps S260-37.

[0282] (Step S260-37) The main CPU 200a sets the number of coins to be inserted as the number of coins to be dispensed.

[0283] (Step S260-39) Main CPU 200a turns on the "Re-play in progress" flag.

[0284] (Step S260-41) The main CPU 200a sets the number of sheets to be automatically inserted.

[0285] (Step S270) The main CPU 200a executes the payout process to dispense medals. This payout process will be described later.

[0286] Figure 26 is a flowchart illustrating the dispensing process (S270) on the main control board 200.

[0287] (Step S270-1) The main CPU 200a acquires the flag indicating that the game is in operation for replay.

[0288] (Step S270-3) The main CPU 200a sets a payout start command in the send buffer, indicating that medal payout has begun.

[0289] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay activation flag obtained in step S270-1 above. If it determines that a replay combination has been won, it proceeds to step S270-41; if it determines that a replay combination has not been won, it proceeds to step S270-7.

[0290] (Step S270-7) The main CPU 200a executes the main display processing to display 0 on the main payout display unit 132.

[0291] (Step S270-9) The main CPU 200a determines whether there is no payout (the number of payouts is 0). If it determines that there is no payout, it proceeds to step S270-35; if it determines that there is a payout, it proceeds to step S270-11.

[0292] (Step S270-11) The main CPU 200a determines whether the number of stored tokens is 50 or more. If it determines that the number of stored tokens is 50 or more, it proceeds to step S270-13; if it determines that the number of stored tokens is not 50 or more, it proceeds to step S270-15.

[0293] (Step S270-13) The main CPU 200a executes a medal dispensing device control process to dispense one medal from the medal dispensing device 142, and then proceeds to step S270-23.

[0294] (Step S270-15) The main CPU 200a sets the payout start interval timer.

[0295] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout. If it is determined that it is the first payout, the process moves to step S270-21; otherwise, the process moves to step S270-19.

[0296] (Step S270-19) The main CPU 200a performs a timer wait process, waiting until the payout start interval timer reaches 0.

[0297] (Step S270-21) The main CPU 200a increments the number of stored tokens by 1.

[0298] (Step S270-23) The main CPU 200a sets a payout execution command in the send buffer, indicating that one medal has been dispensed.

[0299] (Step S270-25) The main CPU 200a performs pre-display processing for the main display unit 132 to display the number of tokens that have already been dispensed.

[0300] (Step S270-27) The main CPU 200a determines whether or not the game is in bonus mode. If it determines that the game is not in bonus mode, it proceeds to step S270-31; if it determines that the game is in bonus mode, it proceeds to step S270-29.

[0301] (Step S270-29) The main CPU 200a increments the number of medals earned during bonus play by 1, which is the number of medals dispensed during bonus play.

[0302] (Step S270-31) The main CPU 200a determines whether the payout of the specified number of tokens has been completed. If it determines that the payout has not been completed, it proceeds to step S270-11; if it determines that the payout has been completed, it proceeds to step S270-33.

[0303] (Step S270-33) The main CPU 200a executes a payout termination process to end the medal payout.

[0304] (Step S270-35) The main CPU 200a determines whether an over-error has been detected. If it determines that no over-error has been detected, it proceeds to step S270-41; if it determines that an over-error has been detected, it proceeds to step S270-37.

[0305] (Step S270-37) The main CPU 200a sets the error code "E5," which indicates an over-error.

[0306] (Step S270-39) The main CPU 200a performs error display, requests for warning sounds, and error wait processing, including waiting for error recovery.

[0307] (Step S270-41) The main CPU 200a sets a payout completion command in the send buffer to indicate that the medal payout has finished.

[0308] (Step S280) The main CPU 200a executes game transition processing, which includes managing transitions between game states and advantageous periods. This game transition processing will be described later.

[0309] Figure 27 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0310] (Step S280-1) The main CPU 200a acquires a replay activation flag, and based on the acquired replay activation flag, it sets a stop indicator output bit off (output image) to turn on or off the bit corresponding to the replay indicator (not shown) that indicates the next game is a replay, and executes replay indicator control processing to update the output bit of the set output image.

[0311] (Step S280-3) When a bonus combination is achieved, the main CPU 200a executes a mechanism activation symbol display process that sets various parameters for controlling the bonus game state.

[0312] (Step S281) The main CPU 200a executes state-specific module execution processing, which runs modules for each performance state and section state. In this state-specific module execution processing, the module (process) corresponding to the transitioned performance state is read from the main ROM 200b and executed.

[0313] (Step S280-5) When the bonus game state is active, the main CPU 200a executes a bonus operation termination process that transitions the game state to a non-internal game state when the number of coins acquired during the bonus operation reaches a predetermined number.

[0314] (Step S280-7) The main CPU 200a executes the advantageous period update process, which manages the advantageous period.

[0315] (Step S280-9) The main CPU 200a determines whether the next game is in an AT (Attack Time) state. If it determines that the next game is not in an AT state, it proceeds to step S280-15; if it determines that the next game is in an AT state, it proceeds to step S280-11.

[0316] (Step S280-11) The main CPU 200a determines whether or not the game is in bonus mode. If it determines that the game is not in bonus mode, it proceeds to step S280-15; if it determines that the game is in bonus mode, it proceeds to step S280-13.

[0317] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON in order to light up the section indicator 160.

[0318] (Step S280-15) The main CPU 200a executes the performance command setting process, which sets performance commands, which are commands related to the advantageous period, into the transmission buffer.

[0319] (Step S280-17) The main CPU 200a sets a game end command in the send buffer to indicate that a game has finished.

[0320] (Step S280-19) The main CPU 200a performs terminal board signal output processing to output external signals.

[0321] (Step S280-21) The main CPU 200a determines whether the performance wait timer, which is set when the advantageous period ends in step S280-7, is not 0. If it determines that the performance wait timer is not 0, it proceeds to step S280-21; if it determines that the performance wait timer is 0, it proceeds to step S280-23.

[0322] (Step S280-23) The main CPU 200a sets a game status command, which indicates the game status, into the transmit buffer.

[0323] (Step S280-25) The main CPU 200a sets a game start command, indicating the start of the next game, into the transmit buffer and moves processing to step S200.

[0324] One game is executed through the series of processes from step S200 to step S280. Thereafter, the process from step S200 to step S280 will be repeated.

[0325] Next, the power outage saving process and timer interrupt processing in the main control board 200 will be described.

[0326] (Power outage saving process for main control board 200) Figure 28 is a flowchart illustrating the power failure escape process in the main control board 200. The main CPU 200a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts and executes the power failure escape process.

[0327] (Step S300-1) When a power failure warning signal is received, the main CPU 200a saves its registers.

[0328] (Step S300-3) The main CPU 200a checks for a power failure warning signal.

[0329] (Step S300-5) The main CPU 200a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.

[0330] (Step S300-7) Main CPU 200a restores the registers.

[0331] (Step S300-9) The main CPU 200a performs the process to enable interrupts and then terminates the power-out save process.

[0332] (Step S300-11) The main CPU 200a executes an output port clear process, which stops the output from the output port.

[0333] (Step S300-13) The main CPU 200a performs backup processing for a separate area in the event of a power outage.

[0334] (Step S300-15) Main CPU200a performs the necessary RAM protection configuration process to prevent access to main RAM200c.

[0335] (Step S300-17) The main CPU 200a sets the counter value of the loop counter to a predetermined number of times a power failure detection signal has been detected in order to set the power failure monitoring time.

[0336] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by 1.

[0337] (Step S300-21) The main CPU 200a determines whether the loop counter value is not zero. If it determines that the counter value is not zero, it proceeds to step S300-19; if it determines that the counter value is zero, it proceeds to the CPU initialization process described above (step S1000).

[0338] If a power outage actually occurs, the slot machine 100 will stop operating while steps S300-19 to S300-21 are looping.

[0339] (Timer interrupt processing on main control board 200) Figure 29 is a flowchart illustrating the timer interrupt processing in the main control board 200. The main control board 200 is equipped with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (1.49 milliseconds in the simultaneous rotation example, hereinafter referred to as "1.49ms"). When a clock pulse is generated by the reset clock pulse generation circuit, an interrupt occurs and the following timer interrupt processing is executed.

[0340] (Step S400-1) Main CPU 200a saves the registers.

[0341] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0342] (Step S400-5) The main CPU 200a reads various input port images and performs port input processing to accurately obtain the latest switch status.

[0343] (Step S400-7) The main CPU 200a outputs the set output image to the output port and performs dynamic port output processing to control the illumination of the main credit display unit 130, the main payout display unit 132, the number of coins inserted display unit, the start display unit, the stop switch displays 120a, 120b, and 120c, the replay display unit, and the section display unit 160.

[0344] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase can be one of 0 to 3. In this case, if the timer interrupt processing phase is 0, 1, or 2, it is incremented by 1, and if the timer interrupt processing phase is 3, it is changed to 0.

[0345] (Step S400-11) The main CPU 200a performs subcommand transmission processing to send commands stored in the transmit buffer to the sub-control board 202.

[0346] (Step S400-13) The main CPU 200a executes stepping motor control processing to control the stepping motor 152.

[0347] (Step S400-15) The main CPU 200a executes output port image output processing, which outputs an output image to be sent to the medal dispensing device 142.

[0348] (Step S400-17) The main CPU 200a performs a random number update process to update various random values.

[0349] (Step S400-19) The main CPU 200a executes an error detection and monitoring process to output external signals (external signals 4 and 5) corresponding to the error.

[0350] (Step S400-21) The main CPU 200a executes the module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9 above. Here, the timer interrupt processing phase is set to one of 0 to 3, and there is one module corresponding to each of the timer interrupt processing phases 0 to 3 (a total of 4), so one module is executed once every 4 timer interrupt processing (every 5.96ms). For example, a module that performs time monitoring processing to subtract various timers is associated with one timer interrupt processing phase.

[0351] (Step S400-23) The main CPU 200a performs test signal output processing, which outputs the test signal to an external source.

[0352] (Step S400-25) The main CPU 200a reads various input port images and performs port input processing to accurately obtain the latest switch status.

[0353] (Step S400-27) Main CPU 200a restores the registers.

[0354] (Step S400-29) The main CPU 200a enables the interrupt and terminates the timer interrupt processing.

[0355] (Configuration of the CPU area on the main control board) Figure 30 is a diagram illustrating the electrical connections around the main CPU 200a. The main CPU 200a includes a CPU core 700 and a bus controller 702. The CPU core 700 controls the bus controller 702 via a bus control signal (Bus Cont) output from the BC terminal, reading data from the main ROM 200b, main RAM 200c, or input / output unit 704, or writing data to the main RAM 200c or input / output unit 704. Here, the main CPU 200a is a microprocessor sold by LETech, based on a Z80 series CPU.

[0356] For example, when reading data from the main ROM 200b, main RAM 200c, or input / output unit 704, the bus controller 702 outputs a 16-bit address (A

[16] ) signal to identify either the main ROM 200b, main RAM 200c, or input / output unit 704 through decoders 706a, 706b, and 706c, and controls the read (RD) signal to read the data (D[8]) signal from the main ROM 200b, main RAM 200c, or input / output unit 704. Furthermore, when writing data to the main RAM 200c or the input / output unit 704, the bus controller 702 outputs an address (A

[16] ) signal and a data (D[8]) signal, identifies either the main RAM 200c or the input / output unit 704 through decoders 706b and 706c, and controls the write (WR) signal to write the data (D[8]) signal to the main RAM 200c or the input / output unit 704.

[0357] Here, as will be described later, the address space of the input / output unit 704 is integrated with the address spaces of the main ROM 200b and main RAM 200c. Therefore, the memory request (MREQ) terminal and I / O request (IORQ) terminal, which conventionally output signals to identify whether to access memory or I / O, are not provided. By reassigning these two terminals to any other signals, the degree of freedom in program development can be increased.

[0358] In addition, the CPU Core 700 also receives external signals such as the interrupt / wait (INT / WAIT) signal, which triggers the start of interrupt processing; the non-maskable interrupt (NMI) signal, which allows interrupt processing to be executed with the highest priority; and the bus request (BUSREQ) signal, which allows the bus signal to be switched to high impedance.

[0359] Figure 31 is a block diagram showing the internal configuration of the CPU core 700. The CPU core 700 includes an external input unit 710, a state control unit 712, a central control unit 714, a register unit 716, and an arithmetic logic unit (ALU) 718. The external input unit 710 receives external signals and outputs control information based on those external signals to the state control unit 712 and the central control unit 714.

[0360] The state control unit 712 manages and transitions internal states (RESET, instruction fetch, instruction decode, arithmetic, memory load, memory store, HALT, etc.) based on the input control information to determine the operating state of the CPU core 700, and outputs control information based on that operating state to the central control unit 714.

[0361] The central control unit 714 extracts opcodes (instructions) from input data (DI[8]) received via the bus controller 702 and controls the ALU 718 based on the commands decoded by the instruction decoder. The central control unit 714 also obtains necessary information from each register of the register unit 716 or updates each register based on the decoded commands.

[0362] The register unit 716 includes selector ports 722a, 722b, 722c, an input bank selector 724, a first register bank 726, a second register bank 728, an output bank selector 730, an address port 732, and individual registers 734. The individual registers 734 include a 16-bit program counter (PC) that indicates the address of the next program to be executed, an 8-bit interrupt (I) register used in interrupt mode, an 8-bit refresh (R) register that counts the opcode fetch cycle, and an 8-bit interrupt enable (IFF) register that controls interrupt enable / disable.

[0363] Furthermore, the register unit 716 is associated with a random number generator (not shown) for obtaining various random values ​​related to the big prize lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, variation pattern random number, and win determination random number), and the latched random values ​​are obtained via the input ports (FE73h~FE9Ch).

[0364] The random number generator operates using the system clock (a clock obtained by dividing the external input by two) and generates random numbers less than a predetermined maximum value. Furthermore, there are two types of random number generators available: four channels with a 16-bit maximum value and eight channels with an 8-bit maximum value. The 16-bit maximum value random number generators allow for a random number update cycle of 32 to 47 clock cycles and a maximum value setting range of 256 to 65535. The 8-bit maximum value random number generators allow for a random number update cycle of 16 to 31 clock cycles, with a maximum value setting range of 16 to 255 for four channels and 64 to 255 for the other four channels. Furthermore, as fixed-maximum-value random number generators, which are random number generators with a fixed maximum value, four channels of 16-bit random number generators with a set maximum value and eight channels of 8-bit random number generators with a set maximum value are provided. Here, the 16-bit fixed-maximum-value random number generators have a random number update period of 1 clock cycle and a fixed maximum value of 65535. The 8-bit fixed-maximum-value random number generators have a random number update period of 1 clock cycle and a fixed maximum value of 255.

[0365] Furthermore, if there are insufficient types of random numbers, it is also possible to generate other random numbers (software random number generator) by multiplying or dividing random numbers obtained from a hardware random number generator by a predetermined value within the program.

[0366] Figure 32 is a diagram illustrating the register configuration. The register unit 716 is provided with a first register bank (bank 0) 726 and a second register bank (bank 1) 728 which is paired with the first register bank 726. The first register bank 726 is provided with a main register group (front register group) 726a and a sub-register group (back register group) 726b which is paired with the main register group 726a, and the second register bank 728 is provided with a main register group 728a and a sub-register group 728b which is paired with the main register group 728a. The main register group 726a and sub-register group 726b of the first register bank 726, and the main register group 728a and sub-register group 728b of the second register bank 728, each contain 8-bit registers (Q, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY). However, unlike the sub-registers 726b and 728b, the main register group 726a and 728a also include 8-bit registers (U) and 16-bit registers (SP). The main CPU 200a switches between using the first register bank 726 and the second register bank 728, and can only access one register bank indicated by the register bank designation register RB in the F register described later, and cannot simultaneously access the other register bank that is paired with that register bank.

[0367] Of the registers shown in Figure 32, the Q register is an extended register, with two sets provided in each register bank. It is an 8-bit register that stores the upper byte of addresses used in some commands. For example, if F0h is set as the value of the Q register, the main CPU 200a can use the Q register to access F000h to F0FFh in the main RAM 200c. The U register is an extended register, with one set provided in each register bank. It is an 8-bit register that stores the upper byte of addresses used in some commands. For example, if FEh is set as the value of the U register, the main CPU 200a can use the U register to access internal devices (timers, random number generators, external input / output circuits, etc.) connected to the I / O section 704 from FE00h to FEFFh. 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, as shown in Figure 32, each bit of the F register, from the most significant bit (MSB) to the least significant bit (LSB), is as follows: S is a sign flag set to 1 when the result of the operation is negative; Z is a zero flag (first zero flag) set to 1 when all bits are 0 as a result of the operation; TZ is a specific bit flag (second zero flag) for the extended specifications for gaming machines, which is set to 1 (changes value) when all bits are 0 due to the execution of a data transfer instruction (LD; load), and is sometimes called the TZ flag. H is a half-carry flag that the programmer cannot control; RB (register bank designation register) is a register bank monitor that shows the current register bank (first register bank 726=0, second register bank 728=1); P / V is a parity overflow flag; N is an addition / subtraction flag that the programmer cannot control; and C is a carry flag that is set to 1 when a carry or borrow occurs as a result of the operation. The F register forms a pair register AF with the A register.

[0368] Furthermore, the B, C, D, E, H, and L registers are 8-bit general-purpose registers, with two sets provided in each register bank. They are used to form 16-bit pair registers with predetermined combinations (for example, registers BC, DE, HL, and several other combinations exist). The IX and IY registers are 16-bit general-purpose registers used for index addressing. The SP (Stack Pointer) register is 16 bits and stores the address that will become the stack pointer. The Q', A', F', B', C', D', E', H', L', IX', and IY' registers are sub-register groups 726b and 728b that can exchange or transfer data (contents) with the main register groups 726a and 728a (Q, A, F, B, C, D, E, H, L, IX, and IY registers) via exchange or transfer instructions. The A' and F' registers form the pair register AF', the B' and C' registers form the pair register BC', the D' and E' registers form the pair register DE', and the H' and L' registers form the pair register HL'. Note that the pair registers are not limited to BC', DE', and HL'; there are several other combinations. On the other hand, one set of U and SP registers is provided in each register bank.

[0369] As mentioned above, in the main control board 200, the main CPU 200a works in cooperation with the main RAM 200c to control the progress of the game based on the program stored in the main ROM 200b. The programs for executing these functions are placed in predetermined areas (used areas) of the main ROM 200b and main RAM 200c.

[0370] Figure 33 is an explanatory diagram showing the memory map. The main ROM 200b is allocated a memory space of 0000h to 3FFFh (12kbytes), the main RAM 200c is allocated a memory space of F000h to F3FFh (1kbyte), and the input / output unit 704 is allocated a memory space of FE00h to FEFFh (256bytes). The program's instruction code is written in assembly language. Here, the program consists of instruction code that can be read by the computer and, in cooperation with data and work areas, can perform predetermined processing.

[0371] The memory space from 0000h to 1DF3h in the main ROM 200b is allocated as a usage area. This usage area is used to store programs and data for executing game control processing that controls the progress of the game. Specifically, the memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes for programs that execute game control processing to control the progress of the game by activating the initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, judgment means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316. The memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the game control processing program. In addition, the memory space from 1E00h to 1FFFh is allocated as a comment area, and the memory space from 3FC0h to 3FFFh is allocated as a program management area. Furthermore, a separate area (unused area) is allocated in the memory space from 2000h to 3FBFh. As will be described later, this separate area is for storing programs and data that are not designated to be stored in the used area. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data for programs that perform some or all of the testing and security-related processing for the gaming machine (hereinafter sometimes simply referred to as "processing outside of game control"), which does not affect the progress of the game.

[0372] Furthermore, the memory space F000h to F1FFh of main RAM 200c is allocated for use. Specifically, the memory space F000h to F13Fh is allocated as the work area for the above-mentioned game control processing and is used for variable management such as timers, counters, and flags. The memory space F1C0h to F1FFh is allocated as the stack area for the above-mentioned game control processing. In addition, a separate area is allocated to the memory space F200h to F3FFh of main RAM 200c. Specifically, the memory space F210h to F22Fh is allocated as the work area for some or all of the above-mentioned security-related processing and is used for variable management such as timers, counters, and flags. The memory space F230h to F246h is allocated as the stack area for some or all of the above-mentioned security-related processing.

[0373] Furthermore, the I / O unit 704 is allocated to the memory space from FE00h to FEFFh. Conventionally, a 256-byte I / O space was provided independently of the memory space to access the device corresponding to the I / O unit 704. In contrast, in this embodiment, the MREQ and IORQ signals are eliminated, and access to the memory and the I / O unit 704 is made common using the RD and WR signals. In addition, a U register is provided as hardware to specify the upper 8-bit address for accessing the device connected to the I / O unit 704, and the upper 8-bit address is pre-specified here. As a result, the I / O space, which was previously provided independently of the memory space, is integrated into the memory space to form a single address space, and when an IN instruction or OUT instruction is executed, the I / O unit 704 allocated in the memory space can be accessed using the upper 8 bits specified by the U register and the lower 8 bits specified by the operand of the IN instruction or OUT instruction.

[0374] In this embodiment, the LDQ instruction uses the value of the Q register to access the memory space (mainly the data area and work area), and the IN and OUT instructions use the U register to access the I / O of devices (timers, random number generators, external input / output circuits, etc.). This configuration makes it easier to understand the program during the design phase. Furthermore, access to memory and I / O, which was previously specified and accessed using 16-bit addresses, can now be done using the lower 8 bits of the operand, thus compressing the program size. Moreover, by having multiple upper-order registers such as the Q register, Q' register, and U register, the number of times upper-order registers need to be reused and swapped is reduced compared to when there is only one upper-order register, further compressing the program size.

[0375] In the example above, the IN and OUT instructions were used to access the memory space corresponding to the I / O space, but it is also possible to access the memory space directly with the IN and OUT instructions. This can be achieved, for example, when accessing three 256-byte areas in memory, by specifying the upper 8 bits of each in the Q register, Q' register, and U register, and then accessing each area with the LDQ instruction, IN instruction, and OUT instruction.

[0376] (Transition method to AT performance state) As explained with reference to Figure 8, the performance state control means 314 performs an AT lottery with different probabilities for each winning type determined by the winning type lottery in the normal performance state. When the AT lottery is won, the performance state control means 314 transitions the performance state to the AT performance state.

[0377] Figure 34 is a timing chart showing the transition to the AT (Automatic Trigger) performance state. Here, the open squares correspond to the basic game, and the hatched squares correspond to the simulated game that is performed before the basic game. Therefore, when the simulated game is performed, one game is composed of a combination of hatched squares (simulated game) and open squares (basic game), as enclosed by the dashed lines in the figure. Also, in the figure, the left end of the square indicates the operation of the start switch 118, and the right end of the square indicates the third stop of the stop switch 120.

[0378] In this embodiment, if the AT lottery is won in the normal performance state, the player is notified that the AT lottery has been won after a pre-announcement performance in any game. In the pre-announcement performance, regardless of whether the AT lottery has been won or not, performances that increase the expectation of winning the AT lottery are executed over multiple games. Specifically, when the winning type lottery determines a winning type that has a high probability of winning the AT lottery, for example, the winning type "cherry", the performance state control means 314 causes the performance control means 334 to start a pre-announcement performance, as shown in Figure 34(a). Here, let's assume that the AT lottery has been won due to the determination of the winning type "cherry". Then, when the number of games set as pre-announcement games (for example, 10 games) has elapsed, the performance control means 334 lights up a predetermined notification lamp (not shown) at the third stop of a predetermined game, for example, at the timing of releasing the operation of the stop switch 120 for the third stop, to notify that the AT lottery has been won. The player can be informed that they have won the AT lottery when this notification lamp lights up.

[0379] In this explanation, we have described an example where a predetermined notification lamp is illuminated at the third stop of a predetermined game, for example, at the timing of releasing the operation of the third stop stop switch 120. However, the predetermined notification lamp may be illuminated at the timing of starting the operation of the third stop stop switch 120, when the start switch 118 of a predetermined game is operated, at the first stop, at the second stop, or when the start switch 118 of the next game is operated.

[0380] Then, the performance state control means 314, in the next game after notifying that the AT lottery has been won, causes the reel control means 306 to execute a simulated game. In the simulated game, the reel control means 306 controls the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c, and temporarily stops the left reel 110a, the middle reel 110b, and the right reel 110c, respectively, corresponding to the operated stop switches 120a, 120b, and 120c. At this time, regardless of the timing when the player operates the stop switch 120, the reel control means 306 temporarily stops the reels 110 so that, for example, the symbol "Red 7A" or "Red 7B" (hereinafter, the symbols "Red 7A" or "Red 7B" may be collectively referred to as the symbol "Red 7") aligns linearly on one of the invalid lines B1, B2, B3, C1, or C2. The player sees the combination of symbols and recognizes that they have entered the AT (Attack Time) performance state. The performance state control means 314 starts the AT performance state, and after the simulated game is played, it executes the basic gameplay and auxiliary performances of the game.

[0381] Furthermore, the AT (Attack Time) performance state includes a Big Bonus, in which the player can win 300 or more coins, and a Regular Bonus, in which the player can win 100 or more coins. The reel control means 306 temporarily stops the reels 110 so that the "Red 7" symbol on each reel 110 aligns linearly on one of the invalid lines B1, B2, B3, C1, or C2 if the Big Bonus is won as a result of the AT lottery. If the Regular Bonus is won as a result of the AT lottery, the reels 110 are temporarily stopped so that the "Red 7" symbol on the left reel 110a and the middle reel 110b, and the "BARA" symbol on the right reel 110c align linearly on one of the invalid lines B1, B2, B3, C1, or C2. In this context, in simulated gameplay, a display pattern in which the "Red 7" symbol (a specific symbol combination) on each reel 110 aligns linearly on one of the invalid lines B1, B2, B3, C1, or C2 (a predetermined display pattern), or a display pattern in which the "Red 7" symbol on the left reel 110a and the middle reel 110b, and the "BARA" symbol (a specific symbol combination) on the right reel 110c align linearly on one of the invalid lines B1, B2, B3, C1, or C2 (a predetermined display pattern), may be referred to as a "display pattern indicating the start of a bonus."

[0382] In this embodiment, as shown in the winning areas 3 to 13 of Figure 6, a winning type called "Reach Eye" (a specific winning type) is employed. This winning type, "Reach Eye," is a winning type in which, by operating the stop switch 120 in a predetermined manner (batting order 1, 2), a specific role that would not be displayed otherwise can be displayed on the active line A. When such a specific role is displayed on the active line A, a so-called "Reach Eye" is displayed, which is a combination of symbols (outcome) that appears in the symbol display window 108 when a win for some kind of game benefit (for example, AT lottery) is confirmed. Therefore, if the player remains in the normal game state and has not won the AT lottery, the performance state control means 314 will execute a performance prompting the player to operate in a manner other than the predetermined manner (batting order 1, 2) (batting order 3 to 6) if a winning type "Reach Eye" is won, thereby avoiding the display of the Reach Eye. Furthermore, if the player remains in the normal game state and wins the AT lottery, the performance state control means 314 will display a winning combination during the pre-announcement performance according to the player's predetermined operation patterns (batting order 1, 2) to notify the player that they have won the AT lottery. If the player has not won the AT lottery, even during the pre-announcement performance, the means will execute a performance prompting the player to perform an operation pattern other than the predetermined operation patterns (batting order 1, 2) (batting order 3-6) to avoid displaying a winning combination.

[0383] Thus, when a player sees symbols corresponding to the winning combinations that make up the winning type "Reach Eye" displayed on active line A, they will know that they have won the AT lottery. Therefore, even during the pre-announcement sequence shown in Figure 34(a), if a player wins the winning type "Reach Eye" and the combination of symbols corresponding to the winning combinations that make up the winning type "Reach Eye" is displayed on active line A, the player will know that they have won the AT lottery. In this case as well, if the pre-announcement sequence continues, the player will have to go through the pre-announcement sequence even though the transition to the AT sequence state is confirmed, and will not be able to start the AT sequence state immediately.

[0384] Therefore, as shown in Figure 34(b), if a winning combination of type "reach" is achieved during any game in the pre-announcement sequence, the performance state control means 314 lights up a predetermined notification lamp at the third stop of the game in which the winning combination "reach" was achieved, for example, at the timing of releasing the operation of the stop switch 120 for the third stop, to notify that the player has won the AT lottery. The player can understand that they have won the AT lottery by seeing the notification lamp light up. Once the performance state control means 314 notifies that the player has won the AT lottery, it ends the pre-announcement sequence.

[0385] Then, as shown in Figure 34(b), the performance state control means 314 causes a simulated game to be executed in the next game after the player is notified that they have won the AT lottery. The reel control means 306 temporarily stops the reels 110 in the simulated game to display a display pattern indicating the start of a bonus. The player sees this combination of symbols and recognizes that they have entered the AT performance state. The performance state control means 314 starts the AT performance state and executes auxiliary performances from the basic game in which the simulated game was played.

[0386] However, if, before the simulated game is executed, any arbitrary combination of symbols, such as a set of "red 7s," is displayed uniformly regardless of how the game has progressed, players may feel that the displayed combination of symbols is inconsistent. The following details such situations.

[0387] Suppose, as shown in Figure 34(c), during a premonition sequence in which an AT lottery is won, the winning type "Reach Eye 4" in the winning area 6 is won. The performance state control means 314, in a game in which the winning type "Reach Eye 4" is won, displays the winning role corresponding to the reach eye from among the winning roles "Small role 9", "Small role 11", "Small role 12", "Small role 17", "Small role 18", and "Small role 38" that constitute the winning type "Reach Eye 4" on the active line A, in a predetermined operation sequence (batting order 1, 2), and notifies that the AT lottery has been won. Here, the symbol combination corresponding to the winning role "Small role 9" that constitutes the winning type "Reach Eye 4" is a display sequence in which the "Red 7" symbols on each reel 110 are aligned linearly on the invalid line B2. Such a symbol combination is equivalent to the display sequence indicating the start of a bonus displayed in a simulated game, in that a specific symbol combination is displayed linearly.

[0388] Depending on the way they operate the machine, the player may be able to get the winning combination "small win 9," and there is a risk that the player will perceive the AT (Attack Time) performance state as starting by seeing the combination of symbols that corresponds to the winning combination "small win 9." For example, during the pre-announcement performance, if the player is trying to get the "red 7" symbols to line up in each game, using what is called "eye-stopping," depending on how the stop switch 120 is operated, the winning combination "small win 9" may be obtained, and the "red 7" symbols on each reel 110 will line up in a straight line on the invalid line B2. Here, when a winning combination of type "Reach Eye" is achieved, the display pattern in which the "Red 7" symbol (a specific symbol combination) on each reel 110 aligns linearly on one of the invalid lines B1, B2, B3, C1, or C2 (a predetermined display pattern), or the display pattern in which the "Red 7" symbol on the left reel 110a and the middle reel 110b, and the "BARA" symbol (a specific symbol combination) on the right reel 110c align linearly on one of the invalid lines B1, B2, B3, C1, or C2 (a predetermined display pattern), may be referred to as a "display pattern indicating a bonus win."

[0389] Here, as shown in Figure 34(c), the performance state control means 314, at the third stop of a game in which the winning type "Reach Eye 4" is won, for example, displays a display mode indicating a bonus win to notify the player that they have won the AT lottery, and when the third stop is released, lights up a predetermined notification lamp and executes a simulated game in the next game. In this simulated game, a display mode indicating the start of a bonus is displayed again. In this case, even though the "Red 7" symbols on each reel 110 lined up linearly on invalid line B2 in the game in which the winning type "Reach Eye 4" was won, in the simulated game of the next game, the "Red 7" symbols on each reel 110 line up linearly on one of the invalid lines B1, B2, B3, C1, or C2. In this case, the player will feel that the consecutive alignment of the "Red 7" symbols is strange.

[0390] Therefore, in this embodiment, as shown in Figure 34(d), when a winning type "reach eye" is won during the pre-announcement performance, and a display indicating a bonus win equivalent to the display indicating the start of a bonus is displayed in response to the player's operation, the player is deemed to have seen the "red 7" symbols line up, and the AT performance state is immediately started in the next game without executing a simulated game. Here, the simulated game is not executed, but since the simulated game itself does not bring any game advantage or disadvantage to the player, it does not affect the progress of the game.

[0391] Figure 35 is an explanatory diagram illustrating an example of a presentation that displays a winning combination. As shown in Figure 35(a), if a winning combination of type "winning combination" is won during the pre-announcement presentation, and no display indicating a bonus win is shown during that game, the presentation state control means 314 starts the AT presentation state by displaying a display indicating the start of a bonus through a simulated game. On the other hand, as shown in Figure 35(b), if a winning combination of type "winning combination" is won during the pre-announcement presentation, and a display indicating a bonus win is shown during that game, the presentation state control means 314 starts the AT presentation state without executing a simulated game.

[0392] To realize the display of such winning combinations, the performance state control means 314 performs the following processing when the start switch 118 is operated and when all reels 110 stop (at the third stop). Specifically, as shown in Figure 35(a), when the start switch 118 is operated during the pre-announcement performance after winning the AT lottery, if the winning type "winning combination" is won, the performance state control means 314 sets a value other than 0 to a predetermined variable, the first variable. Then, when all reels 110 stop, the performance state control means 314 determines whether or not a display indicating a bonus win is displayed. If it is determined that a display indicating a bonus win is not displayed (indicated by "×" in the figure), the first variable is not updated. Then, when the start switch 118 is operated for the next game, the performance state control means 314 duplicates the first variable to the second variable and determines whether or not the value of the second variable is other than 0. Here, since the first variable is not 0 and the first variable was not updated when all reels 110 stopped in the previous game, the second variable is also not 0. If the second variable is not 0, the performance state control means 314 starts the AT performance state by displaying a display mode indicating the start of a bonus through a simulated game.

[0393] Furthermore, as shown in Figure 35(b), during the pre-announcement sequence after winning the AT lottery, if the winning type "Reach Eye" is selected, the performance state control means 314 sets a value other than 0 to the first variable, and when all reels 110 stop, it determines whether or not a display indicating a bonus win is displayed. Here, let's assume that a display indicating a bonus win is displayed. If it is determined that a display indicating a bonus win is displayed, the performance state control means 314 initializes (resets) the first variable to 0. When the start switch 118 for the next game is operated, the performance state control means 314 duplicates the first variable to the second variable and determines whether or not the value of the second variable is other than 0. Here, since the first variable has been initialized to 0, the second variable will be 0. If the second variable is 0, the performance state control means 314 starts the AT performance state without executing a simulated game. Here, by using a two-stage structure where a value is set in the first variable and then duplicated to the second variable at different timings, it becomes possible to ensure that the game progresses appropriately with uniform processing.

[0394] Figure 36 is a flowchart illustrating an example of the execution flag setting process, and Figure 37 is program code showing an example of specific code for implementing the execution flag setting process. This execution flag setting process S231 is executed when the start switch 118 is operated. Here, we will explain in detail the AT state update process S231-1, which is particularly related to the features of this embodiment, among the execution flag setting process S231 explained using Figure 19, and will omit explanations of processes unrelated to the features of this embodiment. The numerical value of step S in the explanation of Figure 36 will be used only in the explanation of this figure.

[0395] As shown in Figure 36, first, the main CPU 500a sets the performance type reservation (first variable) to the performance type (second variable) (S1). Here, the performance type is represented by a number from 0 to 11, and if the performance type is set to 1 to 4, a simulated game is executed. Specifically, if the performance type is 1, it indicates the win of a regular bonus, and the reels 110 are temporarily stopped so that the "red 7" symbols on the left reel 110a and the middle reel 110b, and the "BARA" symbol on the right reel 110c, are aligned on invalid line B1. If the performance type is 2 to 4, it indicates the win of a big bonus, and the reels 110 are temporarily stopped so that the "red 7" symbols on each reel 110 are aligned on invalid line B1 (performance type = 2, 4) or on invalid line C1 (performance type = 3). In the case of performance type 3, the "Red 7" symbol stops on the upper position of the left reel 110a at the first stop, so the player can recognize that they have won a Big Bonus at the first stop. In the case of performance type 4, the reels 110 are temporarily stopped so that the "Red 7" symbols on each reel 110 are aligned on the invalid line B1, and then, depending on the operation of the next start switch 118, a different reel performance (freeze performance) is executed. The performance type reservation is the reservation value for the performance type, and like the performance type, it is represented by a number from 0 to 11, and as in step S1, the performance type is set step by step via the performance type reservation.

[0396] The main CPU 500a initializes the performance type reservation by setting it to 0 (S2). The main CPU 500a retrieves the performance type (S3) and determines whether the performance type is 0 or not (S4). If the performance type is 0 (YES in S4), it returns to the calling process. If the performance type is not 0 (NO in S4), the main CPU 500a determines whether the performance type is 5 or greater (S5). If the performance type is 5 or greater (YES in S5), it returns to the calling process; otherwise, it performs a simulated game (S6). After executing the simulated game, the main CPU 500a performs other processes and then returns to the calling process. The performance type reservation is set to one of the values ​​from 0 to 11 in one of the processes after the winning type lottery.

[0397] Referring to the program code in Figure 37, the second line, "LDQ A,(LOW _ACT_RSV)", sets the value stored in the memory area indicated by the address where the value of the Q register is the upper byte of the address and the lower byte of the address "_ACT_RSV" is the lower byte of the address, i.e., the reserved performance type is set in the A register. The third line command, "LDQ (LOW _ACT_KND),A", stores (overwrites) the value of the A register (reserved performance type) in the memory area indicated by the 2-byte address where the value of the Q register is the upper byte of the address and the lower byte of the address "_ACT_KND" is the lower byte of the address. These second and third lines of commands correspond to step S1 in Figure 36. The command on the fourth line, "CLRQ (LOW _ACT_RSV)", stores 0 in the memory area indicated by a two-byte address, where the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_ACT_RSV" is the lower byte of the address. This initializes the performance type reservation to 0. This command on the fourth line corresponds to step S2 in Figure 36.

[0398] The command "LDQ A,(LOW _ACT_KND)" on line 6 of Figure 37 sets the value stored in the memory area indicated by the address where the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_ACT_KND" is the lower byte of the address, i.e., the performance type, to the A register. This command on line 6 corresponds to step S3 in Figure 36. The command "RT Z,A" on line 7 returns to the calling process if the value of the A register is 0. This command on line 7 corresponds to step S4 in Figure 36. The command "CP 5" on line 8 subtracts 5 from the value of the A register. The command "RET NC" on line 9 returns to the calling process if the carry flag of the F register is not set. These commands on lines 8 and 9 correspond to step S5 in Figure 36. The command "CALLF ACT_EXE" on line 11 calls the module that executes the simulated game processing, and after the completion of other processes, returns to the calling process. The command on the 11th line corresponds to step S6 in Figure 36.

[0399] Thus, when the start switch 118 is operated, the performance state control means 314 duplicates the first variable (performance type reservation) into the second variable (performance type). If the value of the second variable is not 0, it displays a display indicating the start of a bonus through a simulated game to start the AT performance state. If the value of the second variable is 0, it is possible to start the AT performance state without executing a simulated game.

[0400] Figure 38 is a flowchart illustrating an example of the processing at the third stop during a non-advantageous period, and Figure 39 is program code showing an example of specific code for implementing the processing at the third stop during a non-advantageous period. This processing at the third stop during a non-advantageous period is executed at the third stop during a non-advantageous period, i.e., during the normal performance state, for example, in the display determination process S260 described above. Here, the processing at the third stop during a non-advantageous period will be explained in detail, and processing unrelated to the features of this embodiment will be omitted from the explanation. The numerical value of step S in the explanation of Figure 38 will be used only in the explanation of this figure.

[0401] As shown in Figure 38, first, the main CPU 500a sets the number of controllable reels (S1). Here, the number of controllable reels is the number of reels 110 to be controlled, which in this embodiment is 3. The main CPU 500a sets the address where the stop request flag is stored (S2). The stop request flag is information that can identify the stopping position of each reel 110. In this embodiment, the display method indicating a bonus win is determined by matching with the "red 7" symbol. However, there are two "red 7" symbols ("red 7A" and "red 7B") for each reel 110. Therefore, in order to determine the match with the "red 7" symbol, first, the match between the stop request flag and the search data indicating the "red 7A" symbol is determined, and if there is no match, the match between the stop request flag and the search data indicating the "red 7B" symbol is determined. If either of the following matches, it is determined to be a match with the "Red 7" symbol; if neither matches, it is determined to be a mismatch with the "Red 7" symbol. Here, the search data is information that can identify the position of the symbols on each reel 110.

[0402] The main CPU 500a obtains a stop request flag (S3) and checks (compares) the stop request flag (S4). The main CPU 500a determines whether the content of the stop request flag matches search data indicating, for example, the "red 7A" symbol, which is part of the display mode indicating a bonus win (S5). If the content of the stop request flag matches the search data indicating the "red 7A" symbol (YES in S5), the process moves to step S8. If it does not match (NO in S5), the address of the second search data is set (by incrementing the address where the search data indicating the "red 7A" symbol is stored by 1, changing it to the address where the search data indicating the "red 7B" symbol is stored), and the stop request flag is checked (compared) (S6). The main CPU 500a determines whether the content of the stop request flag does not match search data indicating, for example, the "red 7B" symbol, which is part of the display mode indicating a bonus win (S7). As a result, if the content of the stop request flag does not match the search data indicating the symbol "red 7B" (YES in S7), the process moves to step S12; if it does match (NO in S7), the process moves to step S8.

[0403] If the result is YES in step S5, or NO in step S7, the main CPU 500a sets the address of the next table for referencing the display pattern indicating the bonus win (S8). The main CPU 500a sets the address of the next stop request flag (S9). The main CPU 500a determines whether the processing of the control spin count has finished (S10). If the result is that the processing of the control spin count has not finished (NO in S10), the process from step S3 is repeated.

[0404] Here, the main CPU 500a repeats the process from step 3 to determine whether each control reel matches a part of the display pattern indicating a bonus win. For example, as can be understood by referring to Figure 3, each reel 110 has the symbol "Red 7A" and the symbol "Red 7B". In that case, there are 8 possible combinations of symbols on the invalid line (2 x 2 x 2), and the load on the matching determination process becomes enormous. Therefore, in this embodiment, it is determined whether the symbol "Red 7" is located within a limited range for each reel. First, for the left reel 110a, the main CPU 500a determines whether the symbol "Red 7" is located in the upper, middle, or lower position, and for the middle reel 110b and the right reel 110c, it uses the determination result of the left reel 110a to determine if they match. The main CPU 500a, for example, determines whether the "Red 7" symbol is located in the upper or middle position of the middle reel 110b if it is located in the upper position of the left reel 110a. Furthermore, if the "Red 7" symbol is located in the upper position of both the left reel 110a and the middle reel 110b, the main CPU 500a determines whether the "Red 7" symbol is located in the upper position of the right reel 110c. If the "Red 7" symbol is located in the upper position of the left reel 110a and the middle reel 110b, the main CPU 500a determines whether the "Red 7" symbol is located in the lower position of the right reel 110c. By limiting the positions to be checked in this way, the processing load on the main CPU 500a can be reduced.

[0405] Furthermore, if the processing of the control spin count is completed (YES in S10), the main CPU 500a sets the judgment result to 1 (S11) and moves the process to step S13. Also, if it is determined to be NO in step S7, the main CPU 500a sets the judgment result to 0 (S12) and moves the process to step S13.

[0406] The main CPU 500a determines whether the judgment result is 0 or not (S13). If the judgment result is 0, the processing for the third stop in the non-advantageous section ends without updating the performance type reservation in any way. On the other hand, if the judgment result is 1, the performance type reservation is set to 0 (S14), and the processing for the third stop in the non-advantageous section ends.

[0407] In the program code of Figure 39, the HL register is pre-set with an address indicating the display mode for bonus wins. Referring to the program code of Figure 39, the second command, "LD B,@REL_DRM_NUM", sets the B register with the number of control spins (3 in this case), which is the loop count. This second command corresponds to step S1 in Figure 38. The third command, "LDQ DE,LOW _STP_REQ", sets the DE register with an address where the value of the Q register is the upper byte of the address, and the value of the lower byte of the address "_STP_REQ" is the lower byte of the address, i.e., the address of the stop request flag. This third command corresponds to step S2 in Figure 38.

[0408] The address "JUG_FIG01" on the 4th line of Figure 39 indicates the jump destination. The command "LD A,(DE)" on the 5th line sets the value (stop request flag) stored in the memory area at the address indicated by the DE register to the A register. This command on the 5th line corresponds to step S3 in Figure 38. The command "CP (HL)" on the 6th line subtracts the value stored in the memory area at the address indicated by the HL register (search data indicating the symbol "red 7A", which is part of the display pattern indicating a bonus win) from the value of the A register. This command on the 6th line corresponds to step S4 in Figure 38. The command "INC HL" on the 7th line increments the value of the HL register by 1. The command "JR Z,JUG_FIG02" on the 8th line moves to the address "JUG_FIG02" on the 11th line if the zero flag of the F register is 1(Z). This command on the 8th line corresponds to step S5 in Figure 38. The command "CP (HL)" on line 9 subtracts the value stored in the memory area at the address indicated by the HL register, which was updated by the command on line 7 (for example, search data indicating the symbol "Red 7B," which is part of the display pattern indicating a bonus win) from the value of the A register. These commands on lines 7 and 9 correspond to step S6 in Figure 38. The command "JR NZ,JUG_FIG03" on line 10 moves to the address "JUG_FIG03" on line 18 if the zero flag in the F register is 0 (NZ). This command on line 10 corresponds to step S7 in Figure 38.

[0409] The address "JUG_FIG02" on line 11 of Figure 39 indicates the jump destination. The command "INC HL" on line 12 increments the value of the HL register (the address indicating the display mode for bonus wins) by 1. This command on line 11 corresponds to step S8 in Figure 38. The command "INC DE" on line 13 increments the value of the DE register (the address indicating the stop request flag) by 1. This command on line 13 corresponds to step S9 in Figure 38. The command "DJNZ JUG_FIG01" on line 14 subtracts 1 from the value of the B register. The program jumps to the address "JUG_FIG01" on line 4 until the value of the B register becomes 0, at which point it proceeds to the next command. This command on line 14 corresponds to step S10 in Figure 38. The command "LD A,1" on line 16 sets the A register to 1. The command on line 16 corresponds to step S11 in Figure 38. The command on line 17, "JP JUG_FIG04", jumps to the address "JUG_FIG04" on line 21.

[0410] The address "JUG_FIG03" on line 18 of Figure 39 indicates the jump destination. The command "XOR A" on line 20 sets the A register to 0. This command on line 20 corresponds to step S12 in Figure 38.

[0411] The address "JUG_FIG04" on line 21 of Figure 39 indicates the jump destination. The command "RT Z,A" on line 22 returns to the calling process if the value of the A register is 0. This command on line 22 corresponds to step S13 in Figure 38. The command "CLRQ (LOW _ACT_RSV)" on line 23 stores 0 in the memory area indicated by a 2-byte address, where the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_ACT_RSV" is the lower byte of the address. The performance type reservation is initialized to 0 and the calling process returns. This command on line 23 corresponds to step S14 in Figure 38.

[0412] Thus, at the third stop, if the performance state control means 314 determines that a display indicating a bonus win is not displayed, it does not update the first variable (performance type reservation). If it determines that a display indicating a bonus win is displayed, the performance state control means 314 can initialize (reset) the first variable to 0.

[0413] As explained above, the uniform and simple processing of the start switch 118 and the third stop makes it possible to avoid the continuous display of the "red 7" symbol, eliminate any discomfort for the player, and allow the game to proceed appropriately.

[0414] 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.

[0415] For example, in the embodiment described above, Figure 16 was used to explain process S210-7, which determines whether the front upper door 104 and the front lower door 106 are closed based on a door open error detection flag. Such a door open error sets the error code "E8" regardless of whether basic gameplay or simulated gameplay is being performed. However, even if the front upper door 104 and the front lower door 106 are closed, the display of error code "E8" is not immediately erased. Instead, the display of error code "E8" is maintained for a predetermined time, for example, 3 seconds after the front upper door 104 and the front lower door 106 are closed. In this way, the display time of error code "E8" can be ensured.

[0416] Furthermore, in the embodiments described above, as a simulated game, the reel control means 306 controls the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c, and temporarily stops the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c. However, the invention is not limited to this case, and a process may be adopted in which the left reel 110a, the middle reel 110b, and the right reel 110c are automatically temporarily stopped even without operation of the stop switches 120a, 120b, and 120c by the player.

[0417] Furthermore, although the above-described embodiment uses an example where there are three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the method is not limited to this case and can also be applied to cases where there are four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels.

[0418] Furthermore, in the above-described embodiment, in the third stop of a game in which a specific winning type (for example, winning type "reach pattern") is won by the winning type lottery, if a specific combination of symbols (for example, symbols "red 7", "red 7", "red 7") is not displayed in a predetermined display manner (straight alignment), a simulated game is executed in the next game, and if the specific combination of symbols is displayed in the predetermined display manner, the simulated game is not executed. However, it is not necessarily limited to cases where a combination of symbols is displayed. In a game in which a specific winning type (for example, winning type "reach pattern") is won by the winning type lottery, if a specific symbol (for example, symbol "red 7") is not displayed in a predetermined display manner (for example, on active line A, at a predetermined stop position) on at least one of the multiple reels 110, a simulated game may be executed in the next game, and if the specific symbol is displayed in the predetermined display manner, the simulated game may not be executed. With this configuration, even if the player realizes they have won the AT lottery at the first or second stop of the stop switch 120, not just at the third stop, the game can proceed without any sense of incongruity.

[0419] Furthermore, in the embodiment described above, the main control board 200 and the sub-control board 202 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be placed on the sub-control board 202, or the functions of the sub-control board 202 may be placed on the main control board 200. In addition, all functions can be combined and placed on a single control board.

[0420] Furthermore, in the embodiment described above, the game is played using tokens as game value, but the game value may also be electrical information (so-called tokenless). In this case, when a winning combination is achieved, the player can be given an amount of value corresponding to the winning combination as electrical information.

[0421] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be processed chronologically in the order shown in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of symbols]

[0422] 100 slot machines (gaming machines) 110 Reels 118 Start switch 120 Stop switch 304. Method of drawing winners by type 306 Reel control means 314 Performance State Control Means 334 Performance control means

Claims

[Claim 1] A method for determining one of several types of winning categories through a winning category lottery, A reel control means that controls the rotation of multiple reels, each having multiple types of patterns arranged on them, based on the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch, Equipped with, The aforementioned winning types include a selection winning type in which a correct answer pays out a game value greater than the game value bet for one game, and an incorrect answer pays out a game value less than the game value bet for one game, and in which a correct answer operation method is set as the winning condition for the correct answer, and an incorrect answer operation method is set as the winning condition for the incorrect answer. Multiple reels include the first reel, the second reel, and the third reel. There are selected winning types in which the operation method of stopping the second reel first is the correct operation method, and in selected winning types in which the operation method of stopping the third reel first is the correct operation method, but there are no selected winning types in which the operation method of stopping the first reel first is the correct operation method. The reel control means is, In a game in which the aforementioned selected winning type is won, When the stop operation is performed in the correct operation mode corresponding to the selected winning type, the reels are controlled to stop so that the correct winning combination is awarded. If the stop operation is performed in the first incorrect operation mode, which is the mode in which the first reel is stopped first, among the incorrect operation modes corresponding to the selected winning type, the reels are controlled to stop so that the incorrect combination is guaranteed to be awarded. In the case of the second incorrect operation mode among the aforementioned incorrect operation modes, where the second reel or the third reel is stopped first, the reels are controlled to stop in such a way that, depending on the timing of the stop operation, there are cases where the incorrect combination is awarded and cases where neither combination is awarded. The aforementioned selected winning types include a first role that can be won when the stop operation is performed in a specific incorrect operation mode where the first stop operation is the same as the correct operation mode among the incorrect operation modes, Among the aforementioned winning categories, there are winning categories that include a second role. A gaming machine in which the first role and the second role are the same, with the symbols corresponding to the reels that stop due to the first stop operation of the specific incorrect operation mode being the same, and the symbols corresponding to the reels that stop due to the second stop operation of the specific incorrect operation mode being the same.

Citation Information

Patent Citations

  • Game machine

    JP2011010751A