Gaming machine
The gaming machine's predetermined number setting mechanism addresses the limitation of using less than maximum BETs, enhancing gameplay flexibility and engagement by enabling varied BET amounts.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2024-11-29
- Publication Date
- 2026-06-10
AI Technical Summary
Existing gaming machines do not effectively utilize BET amounts less than the maximum number, limiting gameplay options and player engagement.
The gaming machine incorporates a predetermined number setting mechanism allowing for setting a first and second number of game values, enabling gameplay with varying BET amounts, including less than the maximum.
This enhances gameplay flexibility and player engagement by allowing games to be played with BET amounts less than the maximum, improving the gaming experience.
Smart Images

Figure 2026095138000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is a gaming machine that conducts a game using gaming value owned by a player. In such a gaming machine, when the start lever is operated after the gaming value is BET, the rotation of the reel starts. Then, when the stop button is operated while the reel is rotating, the rotation of the reel stops, and when a predetermined combination of symbols is displayed, gaming value is awarded.
[0003] Recently, in principle, the start of the game is permitted when the number of BETs is the maximum number of three, but as an exception, when the credited medals are a fraction less than three, there is a gaming machine known in which the start of the game is permitted even if the number of BETs is a fraction (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there is room for improvement in the above-described gaming machine when the game is conducted with a number of BETs less than the maximum number.
[0006] In view of such problems, an object of the present invention is to provide a gaming machine capable of improving the case where the game is conducted with a number of BETs less than the maximum number.
Means for Solving the Problems
[0007] [[ID=四十九]] To solve these problems, the gaming machine according to the present invention is equipped with a predetermined number setting means for setting a predetermined number that is the number of game value required for playing the game, and the predetermined number setting means is capable of setting the predetermined number to a first number and to a second number different from the first number. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that can improve the situation when the game is played with a BET amount less than the maximum number. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a detailed view of the base. [Figure 3] This is an enlarged view of the instruction monitor display unit and the assigned value display unit. [Figure 4] This is a diagram showing the internal structure of the cabinet. [Figure 5] This is a rear view of the front door. [Figure 6] This is a block diagram of the main control board and the game value control board. [Figure 7] This is a block diagram of the sub-control board. [Figure 8] This is a block diagram of the rental equipment. [Figure 9] This is a diagram illustrating the flow of goods and information. [Figure 10] This diagram shows the details of each type of information being sent and received. [Figure 11] This diagram shows the memory areas of the main control board and the game value control board. [Figure 12] This is a diagram showing the arrangement of symbols on the reels. [Figure 13] This diagram shows the active lines in the normal state (special state flag = OFF) and the normal state (special state flag = ON). [Figure 14] This diagram shows a list of symbol combinations corresponding to bonuses and the corresponding game value. [Figure 15] It is a diagram showing a list of symbol combinations corresponding to replay and assigned values of game value. [Figure 16] It is a diagram showing a list of symbol combinations corresponding to minor winning combinations and assigned values of game value. [Figure 17] It is a diagram showing the transition of game states. [Figure 18] It is a diagram showing the relationship between game states and specified numbers. [Figure 19] It is a diagram showing a winning combination determination table used in the normal state (special state flag = OFF). [Figure 20] It is a diagram showing a winning combination determination table used in the internal state. [Figure 21] It is a diagram showing a winning combination determination table used in the normal state (special state flag = ON). [Figure 22] It is a diagram showing a list of conditional devices. [Figure 23] It is a diagram showing the relationship between winning combinations, the operation order of the stop button, winning, etc. [Figure 24] It is a diagram showing a 7-segment LED segment data table. ]> [Figure 25] It is a diagram showing a command group table. [Figure 26] It is a diagram showing a list of commands. [Figure 27] It is a diagram showing an external signal data table. [Figure 28] It is a diagram showing a storage area within the main RAM usage area that is not cleared even when settings are changed. [Figure 29] It is a diagram showing a storage area (1) within the main RAM usage area that is cleared when settings are changed. [Figure 30] It is a diagram showing a storage area (2) within the main RAM usage area that is cleared when settings are changed. [Figure 31] It is a diagram showing a storage area (3) within the main RAM usage area that is cleared when settings are changed. [Figure 32] It is a diagram showing a storage area within the main RAM usage area that is cleared when the BB operation state ends. [Figure 33] This diagram shows the memory area within the main RAM usage area that is cleared after a game ends. [Figure 34] This figure shows the storage area (1) outside the main RAM usage area. [Figure 35] This figure shows the storage area (2) outside the main RAM usage area. [Figure 36] This figure shows the memory area (1) within the RAM usage area for game value. [Figure 37] This figure shows the memory area (2) within the game value RAM usage area. [Figure 38] This diagram shows the gaming machine performance information within the gaming value RAM usage area. [Figure 39] This diagram shows the gaming machine installation information within the gaming value RAM usage area. [Figure 40] This diagram shows the hall computer and fraud monitoring information within the gaming value RAM usage area. [Figure 41] This diagram shows the process of starting the main program. [Figure 42] This diagram shows the process for changing the setting value. [Figure 43] This diagram shows the main loop process. [Figure 44] This diagram shows the game start management process. [Figure 45] This diagram shows the process for starting the acceptance of game value. [Figure 46] This diagram shows the process of adding game value. [Figure 47] This diagram shows the error / complete function monitoring process. [Figure 48] This diagram shows the process for displaying specific errors. [Figure 49] This diagram shows the error display process. [Figure 50] This diagram shows the process for verifying the set values. [Figure 51] This diagram shows the process for displaying the set values. [Figure 52] This is a diagram showing the game value management process. [Figure 53] This diagram shows the process of checking for the maximum specified number. [Figure 54] This diagram shows the start lever check process. [Figure 55] This diagram shows the process for determining the winning role. [Figure 56] This diagram shows the process for setting the pattern code. [Figure 57] This diagram shows the process for preparing to start reel rotation. [Figure 58] This diagram shows the pre-stopping process for the reel. [Figure 59] This diagram shows the process of starting reel rotation. [Figure 60] This diagram shows the processing during reel rotation. [Figure 61] This diagram shows the display determination process. [Figure 62] This diagram shows the process of assigning value to games. [Figure 63] This diagram shows the MY difference calculation process. [Figure 64] This diagram shows the process for calling the post-stop processing function after all reels have stopped. [Figure 65] This diagram shows the process for calling a game machine's performance information. [Figure 66] This diagram shows the process for transmitting performance information of a gaming machine. [Figure 67] This diagram shows the game state transition process. [Figure 68] This diagram shows the external signal output processing. [Figure 69] This diagram shows the main interrupt handling process. [Figure 70] This diagram shows the input port reading process. [Figure 71] This diagram shows the timer measurement process. [Figure 72] This figure shows the reel control process. [Figure 73] This figure shows the reel drive control process (1). [Figure 74] This figure shows the reel drive control process (2). [Figure 75] This figure shows the test signal processing call process. [Figure 76] This is a diagram showing the test signal processing. [Figure 77] This diagram shows the game value control board verification process. [Figure 78] This diagram shows the process for creating LED output data. [Figure 79] This diagram shows the LED display process. [Figure 80] This figure shows the MAXBETLED process. [Figure 81] This diagram shows the port output processing. [Figure 82] This diagram shows the input error checking process. [Figure 83] This is a diagram showing the control process for the ratio display unit. [Figure 84] This diagram shows the process for calling the ratio display process. [Figure 85] This diagram shows the interrupt termination process. [Figure 86] This is a diagram showing the process for starting the game value program. [Figure 87] This diagram shows the loop processing of game value. [Figure 88] This diagram shows the communication processing of the main control board. [Figure 89] This diagram shows the process of receiving a telegram for information notification from the first gaming machine. [Figure 90] This diagram shows the process of receiving a notification message for information from the second gaming machine. [Figure 91] This diagram shows the process for setting information on the game value side. [Figure 92] This diagram shows the communication process for an SC board. [Figure 93] This diagram shows the counting notification transmission process. [Figure 94] This diagram shows the loan receipt result response processing. [Figure 95] This diagram shows the process for setting the count subtraction value. [Figure 96] This diagram shows how to handle errors. [Figure 97] This diagram shows the process of setting up fraudulent information. [Figure 98] This diagram shows the error code setting process. [Figure 99] This diagram shows the game value interrupt process. [Figure 100] This is a diagram showing the switch detection process. [Figure 101] This diagram shows the subloop process. [Figure 102] This diagram shows the timing chart for transitioning from the normal state (special state flag = OFF) to the normal state (special state flag = ON). [Figure 103] This diagram shows the animation of the transition from the normal state (special state flag = OFF) to the normal state (special state flag = ON). [Figure 104] This diagram shows the timing chart for transitioning from the normal state (special state flag = ON) to the normal state (special state flag = OFF). [Figure 105] This diagram shows the animation of the transition from the normal state (special state flag = ON) to the normal state (special state flag = OFF). [Figure 106] This diagram shows the timing chart when the normal state (special state flag = ON) continues. [Figure 107] This diagram shows the animation when the normal state (special state flag = ON) continues. [Figure 108] This diagram shows the timing chart when the main RAM is initialized. [Figure 109] This diagram shows the animation when the main RAM is initialized. [Figure 110] This diagram shows the timing chart when settings are changed. [Figure 111] This diagram shows the animation that occurs when settings are changed. [Figure 112] This diagram shows the timing chart for when BB (Big Bonus) occurs consecutively. [Figure 113] This figure shows the animation (1) that occurs when BB (Big Bonus) is triggered consecutively. [Figure 114] This figure shows the animation (2) that occurs when BB (Big Bonus) is triggered consecutively. [Figure 115] This figure shows a timing chart for external signals corresponding to REG. [Figure 116] This figure shows the timing chart for external signals corresponding to BIG. [Figure 117] This diagram shows the number of bets when the MAXBET button is pressed. [Figure 118] This figure shows the stop display patterns (1) for specific BIG and regular BIG. [Figure 119] This figure shows the stop display patterns (2) for specific BIG and regular BIG. [Figure 120] This diagram shows the animation when the complete function is activated in the normal state (special state flag = ON). [Figure 121] This figure shows the waiting times at the start and end of the BB (Ball Burst) operation state. [Figure 122] This diagram shows the step-up animation sequence. [Figure 123] This diagram shows the equalizer function. [Figure 124] This figure shows a list of symbol combinations corresponding to bonuses in the second embodiment and the value assigned to the game. [Figure 125] This figure shows the timing chart for the external signal corresponding to the special BIG in the second embodiment. [Figure 126] This figure shows a list of symbol combinations corresponding to bonuses in the third embodiment and the value assigned to the game. [Figure 127] This figure shows the timing chart for the external signal corresponding to the special BIG in the third embodiment. [Figure 128] This figure shows a list of symbol combinations corresponding to bonuses in the fourth embodiment and the value assigned to the game. [Figure 129] This figure shows the timing chart for external signals in the fourth embodiment. [Figure 130] This figure shows the maximum specified number check process in the fifth embodiment. [Figure 131] This figure shows the transition of game states in the sixth embodiment. [Figure 132]This figure shows the transitions in the game state in the seventh embodiment. [Figure 133] This figure shows the relationship between the game state and the specified number in the eighth embodiment. [Figure 134] This figure shows the winning combination determination table used in the normal state (special state flag = ON) in the ninth embodiment. [Figure 135] This diagram shows the special state continuation notification display in the ninth embodiment. [Figure 136] This figure shows the animation (1) of the special state presentation in the 10th embodiment. [Figure 137] This figure shows the animation (2) of the special state presentation in the 10th embodiment. [Figure 138] This figure shows the animation (1) of the special state presentation in the 11th embodiment. [Figure 139] This figure shows the animation (2) of the special state presentation in the 11th embodiment. [Figure 140] This figure shows the winning combination determination table used in the normal state (special state flag = ON) in the 12th embodiment. [Figure 141] This is a diagram showing a block diagram in the 13th embodiment. [Figure 142] This is a diagram showing a block diagram in the 14th embodiment. [Modes for carrying out the invention]
[0010] (First Embodiment) The first embodiment of the present invention will be described in detail below with reference to the drawings.
[0011] First, we will explain the components of the gaming machine 1 using Figures 1 to 5. Figure 1 is an external front view of the gaming machine 1, Figure 2 is a detailed view of the base, and Figure 3 is an enlarged view of the instruction monitor display unit 28 and the assigned value display unit 30. Figure 4 is an internal structure diagram of the cabinet 2, and Figure 5 is a rear view of the front door 3.
[0012] (Gaming machine 1) The gaming machine 1 in this embodiment consists of a cabinet 2, a front door 3, and the like. Furthermore, the gaming machine 1 in this embodiment is capable of playing games using electromagnetically stored game values. In other words, the gaming machine 1 in this embodiment is capable of playing games without using a game medium (for example, tokens).
[0013] (Cabinet 2) Cabinet 2 is a roughly rectangular box-shaped body with an opening on the front side. Several components are attached to Cabinet 2. The presence of Cabinet 2 makes it possible to store reels 31 and other items.
[0014] (Front door 3) The front door 3 is installed to close the opening on the front side of the cabinet 2. Several components are attached to the front door 3. The presence of the front door 3 allows for the installation of components such as the stop button 15.
[0015] (Door keyhole 4) The door keyhole 4 is located on the right side of the center of the front door 3 when viewed from the front, and is provided for unlocking the front door 3 by a locking device (not shown). When an employee of a gaming establishment performs maintenance work or changes settings, the locking device (not shown) on the front door 3 is unlocked. Specifically, the front door 3 is opened by inserting the door key (not shown) into the door keyhole 4 and rotating it clockwise by a predetermined angle, allowing maintenance work or setting changes to be performed. After the maintenance work or setting changes are completed, the locking device is locked by closing the front door 3. The presence of the door keyhole 4 makes it possible to open and close the front door 3.
[0016] (Setting value) The setting value indicates the degree of advantage for the player; the higher the setting value, the more advantageous it is for the player. In other words, the setting value indicates the degree of advantage in the game. In this embodiment, it is possible to set any of the settings from "1" to "6". The number of setting values may be any number less than or equal to "6", for example, "5". It is also possible to include a setting value of "0", which is significantly disadvantageous to the player.
[0017] (Chubu Panel 5) The central panel 5 is located in the center of the front door 3 when viewed from the front, and has a transparent window so as not to obstruct the view of the symbols on the reel 31. It is also a design panel made of smooth acrylic resin. The presence of the central panel 5 makes it possible to see the symbols on the reel 31.
[0018] (Bottom panel 6) The lower panel 6 is located at the bottom of the front door 3 when viewed from the front, and is a design panel made of acrylic resin with the character images and model name printed on it that are displayed on the image display device 7. The lower panel 6 makes it easier to recognize the motifs of the gaming machine 1.
[0019] (Image display device 7) The image display device 7 is provided to display moving images, still images, etc., corresponding to the effects performed when the game is played. Here, the image display device 7 can display effect images that are displayed when an effect is being performed, and error images that are displayed when an abnormality (error) is detected in the game machine 1. Furthermore, by providing the image display device 7, it becomes possible to perform effects that appeal to the player's visual sense.
[0020] (Upper speaker opening 8) The upper speaker openings 8 are holes for outputting sound from speakers 62 (more specifically, the upper right speaker 62A and the upper left speaker 62B), and are located on the left and right sides of the center of the front view of the gaming machine 1. The upper speaker openings 8 are also composed of the upper right speaker opening 8R and the upper left speaker opening 8L. The upper right speaker opening 8R is provided to correspond to the upper right speaker 62A, and the upper left speaker opening 8L is provided to correspond to the upper left speaker 62B.
[0021] (Lower speaker opening 9) The lower speaker openings 9 are holes for outputting sound from speakers 62 (more specifically, the lower right speaker 62C and the lower left speaker 62D), and are located on the left and right sides of the lower part of the front view of the gaming machine 1. The lower speaker openings 9 are also composed of the lower right speaker opening 9R and the lower left speaker opening 9L. The lower right speaker opening 9R is provided to correspond to the lower right speaker 62C, and the lower left speaker opening 9L is provided to correspond to the lower left speaker 62D.
[0022] (Status display unit 10) The status display unit 10 is a unit for displaying various states. Specifically, the status display unit 10 is a unitized unit comprising a BET available display unit 25, a game start display unit 26, a re-game display unit 27, an instruction monitor display unit 28, a BET number display unit 29, and an awarded value display unit 30.
[0023] (BET button 11) The BET button 11 is provided to accept a BET operation by pressing the BET button 11. When a BET operation is accepted by the BET button 11, a process is performed in which "1" of the game value owned by the player is bet (hereinafter sometimes referred to as "put") on the game. The presence of the BET button 11 makes it possible to accept BET operations.
[0024] (MAXBET button 12) The MAXBET button 12 is provided to accept the MAXBET operation, which is performed by pressing the MAXBET button 12. When the MAXBET operation is accepted by the MAXBET button 12, the maximum amount of game value that can be bet in one game (hereinafter referred to as the "specified number") from the game value owned by the player is bet on the game. The "specified number" can also be said to be the amount of game value required for the game. The presence of the MAXBET button 12 makes it possible to accept the MAXBET operation. Furthermore, the MAXBET operation is similar to the BET operation in that it is an operation to bet game value.
[0025] (Checkout button 13) The settlement button 13 is provided to receive settlement operations by pressing the settlement button 13. When a settlement operation is received by the settlement button 13, a process is performed to settle the bet game value. In this embodiment, the maximum game value that can be bet in one game is "3", so the value of the game value that can be settled will be one of the values from "1" to "3". The presence of the settlement button 13 makes it possible to receive settlement operations.
[0026] (Start lever 14) The start lever 14 is provided to receive a start operation by pressing the start lever 14. When a start operation is received by the start lever 14, processes such as acquiring a random value, determining the winning combination using the acquired random value, and starting the rotation of the reels 31 are performed. The presence of the start lever 14 makes it possible to receive a start operation.
[0027] (Stop button 15) The stop button 15 is provided to receive a stop operation by pressing the stop button 15. The stop button 15 is composed of a left stop button 15L for receiving a left stop operation that triggers the stopping of the rotation of the left reel 31L, a middle stop button 15C for receiving a middle stop operation that triggers the stopping of the rotation of the middle reel 31C, and a right stop button 15R for receiving a right stop operation that triggers the stopping of the rotation of the right reel 31R. When a stop operation is received by the stop button 15, processing such as stopping the rotation of the reels 31 is performed. By providing the stop button 15, it becomes possible to receive stop operations corresponding to the reels 31.
[0028] (Performance button 16) The effect button 16 is provided to receive effect button operations, which are performed by pressing the effect button 16. When an effect button operation is received by the effect button 16 while a predetermined effect image is displayed on the image display device 7, the predetermined effect image displayed on the image display device 7 is switched to a specific effect image and displayed. Also, when an effect button operation is received by the effect button 16 while no game is being played, a menu image is displayed on the image display device 7. The presence of the effect button 16 makes it possible to receive effect button operations.
[0029] (D-pad 17) The directional pad 17 is provided to accept directional pad input by pressing it. The directional pad 17 consists of an up button, a down button, a left button, a right button, and an enter button. When a menu image is displayed on the image display device 7, and a directional pad input is received by the directional pad 17, the cursor image CUR, described later, will move and be displayed. The presence of the directional pad 17 enables the acceptance of directional pad input.
[0030] (Game value display unit 18) The game value display unit 18 is a unit of components related to the game value owned by the player. Specifically, the game value display unit 18 is a unitized unit consisting of a counting button 19 and a game value display device 20.
[0031] (Counting button 19) The counting button 19 is provided to receive counting operations by pressing the counting button 19. When a counting operation is received by the counting button 19, the process of counting the game value owned by the player and the process of updating the value displayed on the game value display device 20 toward "0" are performed. The presence of the counting button 19 makes it possible to receive counting operations.
[0032] (Game value display device 20) The game value display device 20 is provided to display the value of the game value owned by the player. In this embodiment, the game value display device 20 is capable of displaying a "5" digit value. By providing the game value display device 20, it becomes possible to display the value of the game value owned by the player.
[0033] (Logo LED21) The logo LED 21 is provided to illuminate the logo of the gaming machine 1, which is located at the top of the front door 3 when viewed from the front. The inclusion of the logo LED 21 makes it easier for players to recognize the logo of the gaming machine 1.
[0034] (Control Panel LED 22) The control panel LED 22 is installed to illuminate the base located in the center of the front view of the front door 3. By providing the control panel LED 22, the base can be illuminated, thereby enhancing the visual effect.
[0035] (Control panel side LED 23) The control panel side LED 23 is provided to illuminate the right and left sides of the base when viewed from the front. Furthermore, the control panel side LED 23 consists of a right control panel side LED 23R, which illuminates the right side of the base when viewed from the front, and a left control panel side LED 23L, which illuminates the left side of the base when viewed from the front. By providing the control panel side LED 23, it is possible to illuminate both the right and left sides of the base when viewed from the front, thereby enhancing the visual effect.
[0036] (Side unit LED24) The side unit LED 24 is provided to illuminate the right and left sides of the image display device 7 when viewed from the front. The side unit LED 24 consists of a right side unit LED 24R, which illuminates the right side of the image display device 7 when viewed from the front, and a left side unit LED 24L, which illuminates the left side of the image display device 7 when viewed from the front. By providing the side unit LED 24, it is possible to illuminate both the right and left sides of the image display device 7 when viewed from the front, thereby enhancing the visual effects.
[0037] (BET possible display section 25) The BET availability indicator 25 is provided to inform players that it is possible to bet on game value. Specifically, the BET availability indicator 25 lights up when it is possible to bet on game value and turns off when it is restricted from betting on game value. By providing the BET availability indicator 25, it is possible to inform players whether it is possible to bet on game value or whether it is restricted from betting on game value.
[0038] (Game Start Indicator 26) The game start indicator unit 26 is provided to inform the player that it is possible to start the game. Specifically, the game start indicator unit 26 lights up when it is possible to start the game (in other words, when the value of the bet game is the specified number and the start lever 14 can be operated), and turns off when it is not possible to start the game (in other words, when the specified number of game values has not been bet or when the start lever 14 cannot be operated). By providing the game start indicator unit 26, it is possible to inform the player that it is possible to start the game.
[0039] (Replay display unit 27) The replay indicator unit 27 is provided to notify the player that a replay has been activated. Specifically, the replay indicator unit 27 lights up when a replay is activated (in other words, when the combination of symbols corresponding to a replay, as described later, is displayed on the active line L), and turns off when a replay is not activated (in other words, when the combination of symbols corresponding to a replay, as described later, is not displayed on the active line L). By providing the replay indicator unit 27, it is possible to notify the player that a replay has been activated.
[0040] (Instruction monitor display unit 28) The instruction monitor display unit 28 is provided to notify the operation sequence of the stop button 15. As shown in Figure 3, the instruction monitor display unit 28 is composed of a "2" digit segment display unit, an upper dot, and a lower dot. The segment display unit of the instruction monitor display unit 28 is provided to notify the operation sequence of the stop button 15. However, in this embodiment, there are no roles where winning or losing depends on the operation sequence of the stop button 15, so the operation sequence of the stop button 15 is not notified by the segment display unit of the instruction monitor display unit 28. In other words, the segment display unit of the instruction monitor display unit 28 in this embodiment remains off at all times.
[0041] The upper dot of the instruction monitor display unit 28 functions as a special state notification lamp 28A that informs the player that the system is in the normal state (special state flag = ON), as described later. The special state notification lamp 28A lights up when the system is in the normal state (special state flag = ON). On the other hand, the special state notification lamp 28A turns off when the system is in the normal state (special state flag = OFF).
[0042] The lower dot of the instruction monitor display unit 28 functions as an ART signal notification lamp 28B to indicate that the gaming machine 1 is outputting an ART signal to the outside of the gaming machine 1, which contains information indicating that the operation sequence of the stop button 15 is in an ART state (or AT state). The ART signal notification lamp 28B lights up when the gaming machine 1 is outputting an ART signal to the outside of the gaming machine 1. On the other hand, the ART signal notification lamp 28B is turned off when the gaming machine 1 is not outputting an ART signal to the outside of the gaming machine 1.
[0043] As mentioned above, in this embodiment, there are no roles where winning or losing depends on the order in which the stop button 15 is operated, and therefore, there is no ART state. For this reason, no ART signal is output to the outside of the gaming machine 1. In other words, the ART signal notification lamp 28B in this embodiment remains off at all times.
[0044] (BET number display section 29) The BET number display unit 29 is provided to notify the value of the bet placed on the game. Specifically, the BET number display unit 29 is composed of three LEDs: the first BET number display unit 29A, the second BET number display unit 29B, and the third BET number display unit 29C. Here, if the value of the bet placed on the game is "1", one LED (specifically, only the first BET number display unit 29A) lights up; if the value of the bet placed on the game is "2", two LEDs (specifically, the first BET number display unit 29A and the second BET number display unit 29B) light up; and if the value of the bet placed on the game is "3", all three LEDs (specifically, all of the first BET number display unit 29A to the third BET number display unit 29C) light up. Furthermore, by including a BET number display unit 29, it is possible to inform the player of the value of the game bet.
[0045] (Value display section 30) The awarded value display unit 30 is provided to notify the player of the value of the game awarded upon winning. As shown in Figure 3, the awarded value display unit 30 consists of a "2" digit segment display unit, a higher dot, and a lower dot. The segment display unit of the awarded value display unit 30 is provided to notify the player of the value of the game awarded upon winning. In addition, the segment display unit of the awarded value display unit 30 can notify the player of the current setting value when the setting value is changed or when the setting value is confirmed, information about errors, and whether the complete function is activated. By providing the awarded value display unit 30, it is possible to notify the player of the value of the game awarded upon winning, etc.
[0046] The upper dot of the assigned value display unit 30 functions as a BB signal notification lamp 30A to indicate that a BB signal containing information that the BB is in operation is being output to the outside of the gaming machine 1. The BB signal notification lamp 30A lights up when a BB signal is being output to the outside of the gaming machine 1. On the other hand, the BB signal notification lamp 30A is turned off when a BB signal is not being output to the outside of the gaming machine 1.
[0047] The lower dot of the assigned value display unit 30 functions as an RB signal notification lamp 30B to indicate that an RB signal containing information that the RB is in operation is being output to the outside of the gaming machine 1. The RB signal notification lamp 30B lights up when an RB signal is being output to the outside of the gaming machine 1. On the other hand, the RB signal notification lamp 30B is turned off when an RB signal is not being output to the outside of the gaming machine 1.
[0048] In this embodiment, the gaming machine 1 is not provided with an advantageous period display unit capable of notifying that the player is in an advantageous period, but it may be provided with an advantageous period display unit capable of notifying that the player is in an advantageous period. Also, in this embodiment, the gaming machine 1 is not provided with a special feature operation notification unit capable of notifying that a special feature is operating, but it may be provided with a special feature operation notification unit capable of notifying that a special feature is operating.
[0049] (Reel 31) Reel 31 consists of a left reel 31L, a middle reel 31C, and a right reel 31R, and has a cylindrical structure. A translucent sheet is attached to the circumference of reel 31, and multiple types of symbols are arranged in a row on this sheet. By providing reel 31, it is possible for the player to see multiple symbols.
[0050] (Stepping motor 32) The stepping motor 32 is provided to control the acceleration, constant speed, deceleration, and stopping of the reel 31. Specifically, the stepping motor 32 consists of a left stepping motor 32L for controlling the acceleration, constant speed, deceleration, and stopping of the left reel 31L, a middle stepping motor 32C for controlling the acceleration, constant speed, deceleration, and stopping of the middle reel 31C, and a right stepping motor 32R for controlling the acceleration, constant speed, deceleration, and stopping of the right reel 31R. By providing the stepping motor 32, it becomes possible to rotate and stop the reel 31.
[0051] (Photosensor 33) The photosensor 33 is provided to detect when the reel 31 has rotated "1" time. Specifically, the photosensor 33 comprises a light-emitting section and a light-receiving section, and is composed of a left photosensor 33L for detecting when the left reel 31L has rotated "1" time, a middle photosensor 33C for detecting when the middle reel 31C has rotated "1" time, and a right photosensor 33R for detecting when the right reel 31R has rotated "1" time. By providing the photosensor 33, it becomes possible to detect when the reel 31 has rotated "1" time.
[0052] (Setting keyhole 34) The setting keyhole 34 is provided to accept a setting change operation in which a setting key (not shown) is inserted and rotated by a predetermined angle in a clockwise direction. When the power is turned on while a setting change operation has been accepted by the setting keyhole 34, the main control board 100 displays the current setting value on the assigned value display unit 30. The presence of the setting keyhole 34 makes it possible to accept setting change operations.
[0053] (Setting door 34A) The setting door 34A is provided to block the setting keyhole 34. When the setting door 34A is in its fixed position, the setting keyhole 34 is blocked, making it impossible to change the setting of the setting keyhole 34. On the other hand, when the setting door 34A tilts from its fixed position in a predetermined direction, the setting keyhole 34 is exposed, making it possible to change the setting of the setting keyhole 34. Furthermore, by providing the setting door 34A, it is possible to deter fraudulent acts that illegally change the setting value.
[0054] (Reset button 35) The reset button 35 is provided to accept a reset operation by pressing the reset button 35. When a predetermined error occurs and a reset operation is accepted by the reset button 35, a process is performed to clear the predetermined error. Also, when the power is turned on while a setting change operation has been accepted by the setting keyhole 34, and a reset operation is accepted by the reset button 35, a process is performed to switch the display of the current setting value shown on the assigned value display unit 30. Then, when the start lever 14 is operated and a setting confirmation operation is accepted in which the setting key (not shown) is rotated by a predetermined angle in the counterclockwise direction, the process of changing the setting value is completed, and the setting value that was displayed on the assigned value display unit 30 is hidden. The presence of the reset button 35 makes it possible to accept a reset operation.
[0055] (Reset Door 35A) The reset door 35A is provided to conceal the reset button 35. When the reset door 35A is in its fixed position, the reset button 35 is concealed, making it impossible to perform a reset operation on the reset button 35. On the other hand, when the reset door 35A is tilted in a predetermined direction from its fixed position, the reset button 35 is exposed, making it possible to perform a reset operation on the reset button 35. Furthermore, by providing the reset door 35A, it is possible to deter fraudulent acts of performing reset operations illegally.
[0056] As will be described in more detail later, the gaming machine 1 in this embodiment is equipped with a setting door switch 34Csw for detecting the tilt of the setting door 34A. On the other hand, it is not equipped with a reset door switch for detecting the tilt of the reset door 35A. Of course, it is also possible to equip the machine with a reset door switch for detecting the tilt of the reset door 35A.
[0057] (Ratio display section 36) The ratio display unit 36 consists of a 4-digit 7-segment LED and is provided to display ratio information. Here, "ratio information" refers to either the cumulative advantageous section ratio (7U) or the indicated bonus ratio (7P), the bonus ratio over 6000 games (7y), the continuous bonus ratio over 6000 games (6y), the bonus ratio in cumulative play (7A), the continuous bonus ratio in cumulative play (6A), or the bonus state ratio (5H). By providing the ratio display unit 36, it becomes possible to notify the player of ratio information.
[0058] (Game Value Clear Button 37) The game value clear button 37 is provided to accept a game value clear operation by pressing the game value clear button 37. When a game value clear operation is performed on the game value clear button 37 and a power-on operation is received on the power button 38, the game value value owned by the player, as displayed on the game value display device 20, is set to "0". The presence of the game value clear button 37 makes it possible to accept game value clear operations.
[0059] Furthermore, a game value clear door may be provided to conceal the game value clear button 37. When the game value clear door is in a fixed position, the game value clear button 37 is concealed, making it impossible to perform a game value clear operation on the game value clear button 37. On the other hand, when the game value clear door tilts in a predetermined direction from its fixed position, the game value clear button 37 is exposed, making it possible to perform a game value clear operation on the game value clear button 37. By providing a game value clear door, it is possible to deter fraudulent acts of illegally clearing the game value.
[0060] (Power button 38) The power button 38 is provided to receive power operations (including power-on operations to turn on the power of the gaming machine 1 and power-off operations to turn off the power of the gaming machine 1) by pressing the power button 38. When a power-on operation is received by the power button 38, power is supplied to the gaming machine 1, and the main control board 100 performs the main program start process (see Figure 41), which will be described later. Also, when a power-on operation is received, the game value control board 200 performs the game value program start process (see Figure 86), which will be described later, and the sub-control board 300 performs the sub-loop process (see Figure 101), which will be described later. The presence of the power button 38 makes it possible to receive power operations.
[0061] (Subwoofer 39) The subwoofer 39 is a woofer speaker used to output sound effects. By including the subwoofer 39, it becomes possible to output sound effects with enhanced dramatic effect.
[0062] (Status board 40) The status board 40 is a board that relays various components to the main control board 100 and the game value control board 200. The status board 40 will be explained in detail later using Figure 6. By providing the status board 40, it becomes possible to relay various components to the main control board 100 and the game value control board 200.
[0063] (Reel control board 41) The reel control board 41 is provided to control the rotation and stopping of the reel 31. A stepping motor 32 and a photosensor 33 are also connected to the reel control board 41. By including the reel control board 41, it becomes possible to control the rotation and stopping of the reel 31.
[0064] (Power supply unit 42) The power supply unit 42 is a unit that relays the AMP board 49, the main control board 100, and the game value control board 200, and supplies the necessary power to each part of the gaming machine 1, which is equipped with a power LED and a fuse. By providing the power supply unit 42, it becomes possible to supply power to each part of the gaming machine 1.
[0065] (Loan device connection terminal board 43) The loan device connection terminal board 43 is provided for connecting to the loan device 400 located outside the gaming machine 1. When a counting operation is received by the counting button 19, information indicating that the operation of the counting button 19 has been received can be transmitted to the loan device 400 via the loan device connection terminal board 43. In addition, information indicating that the operation of the loan button 76 (described later) has been received can be received from the loan device 400 via the loan device connection terminal board 43. By providing the loan device connection terminal board 43, communication between the gaming machine 1 (specifically, the gaming value control board 200) and the loan device 400 becomes possible.
[0066] (Backlight relay board 44) The backlight relay board 44 is a board for relaying the reel backlight board 45 and the subwoofer relay board 46. By including the backlight relay board 44, it becomes possible to relay the reel backlight board 45 and the subwoofer relay board 46.
[0067] (Reel backlight circuit board 45) The reel backlight board 45 is a circuit board on which LEDs are attached to illuminate the symbols arranged on the reels 31. Specifically, the reel backlight board 45 consists of a left reel backlight board 45L for illuminating the symbols on the left reel 31L, a middle reel backlight board 45C for illuminating the symbols on the middle reel 31C, and a right reel backlight board 45R for illuminating the symbols on the right reel 31R. By providing the reel backlight board 45, it becomes possible to make the symbols on the reels 31 easier for the player to see.
[0068] (Subwoofer relay board 46) The subwoofer relay board 46 is a board for relaying the subwoofer 39, the backlight relay board 44, and the control panel relay board 54. By including the subwoofer relay board 46, it becomes possible to relay the subwoofer 39, the backlight relay board 44, and the control panel relay board 54.
[0069] (Logo illuminated circuit board 47) The logo illumination circuit board 47 is a circuit board for controlling the illumination of the logo LED 21. By including the logo illumination circuit board 47, it becomes possible to control the illumination of the logo LED 21.
[0070] (Motor drive board 48) The bonus feature drive board 48 is a board for controlling the operation of the image display device 7. By including the bonus feature drive board 48, it becomes possible to control the operation of the image display device 7.
[0071] (AMP board 49) The AMP board 49 is provided to amplify and output the sound effects output from the speaker 62. The inclusion of the AMP board 49 makes it possible to amplify and output the sound effects output from the speaker 62, as described later.
[0072] (Side unit circuit board 50) The side unit board 50 is a board for controlling the side unit LEDs 24. Specifically, the side unit board 50 consists of a right side unit board 50R for controlling the right side unit LED 24R and a left side unit board 50L for controlling the left side unit LED 24L. By providing the side unit board 50, it becomes possible to control the side unit LEDs 24.
[0073] (Control panel lighting circuit board 51) The control panel lighting circuit board 51 is a circuit board for controlling the control panel LEDs 22. By including the control panel lighting circuit board 51, it becomes possible to control the control panel LEDs 22.
[0074] (Control panel side board 52) The control panel side board 52 is a board for controlling the control panel side LEDs 23. Specifically, the control panel side board 52 consists of a right control panel side board 52R for controlling the right control panel side LED 23R and a left control panel side board 52L for controlling the left control panel side LED 23L. By providing the control panel side board 52, it becomes possible to control the control panel side LEDs 23.
[0075] (Title panel board 53) The title panel board 53 is a board for controlling the lower panel LED 66, which will be described later. By including the title panel board 53, it becomes possible to control the lower panel LED 66, which will be described later, and thus it becomes possible to illuminate the lower panel 6.
[0076] (Control panel relay board 54) The control panel relay board 54 is a board that relays the following components: the 16-switch effect switch, the 46-board subwoofer relay board, the 51-board lighting board, the 53-board title panel, the 55-BET LED board, the 56-LED stop button board, the 60-LED effect button board, the 61-directional pad board, the 62C-right lower speaker, the 62D-left lower speaker, and the 67-channel effect button vibration motor. By including the control panel relay board 54, it becomes possible to relay the various boards mentioned above.
[0077] (MAXBETLED board 55) The MAXBETLED board 55 is a board on which the MAXBET button LED 64, described later, is mounted. The MAXBETLED board 55 is also a board for controlling the illumination of the MAXBET button LED 64, described later. By including the MAXBETLED board 55, it becomes possible to control the illumination of the MAXBET button LED 64, described later.
[0078] (Stop button LED board 56) The stop button LED board 56 is a board on which the stop button LED 65, described later, is mounted. The stop button LED board 56 is also a board for controlling the illumination of the stop button LED 65, described later. By including the stop button LED board 56, it becomes possible to control the illumination of the stop button LED 65, described later.
[0079] (Memory board 57) The memory board 57 is a board provided for mounting the image ROM 68 and the audio ROM 69, which will be described later. The inclusion of the memory board 57 makes it possible to mount the image ROM 68 and the audio ROM 69, which will be described later.
[0080] (LVDS relay board 58) The LVDS relay board 58 is a board for relaying the AMP board 49, the image display device relay board 59, and the sub-control board 300, which will be described later. By providing the LVDS relay board 58, it becomes possible to relay the AMP board 49, the image display device relay board 59, and the sub-control board 300, which will be described later.
[0081] (Image display device relay board 59) The image display device relay board 59 is a board for relaying the image display device 7 and the LVDS relay board 58. By including the image display device relay board 59, it becomes possible to relay the image display device 7 and the LVDS relay board 58.
[0082] (Performance button LED board 60) The performance button LED board 60 is a board for controlling the illumination of the performance button LED 63, which will be described later. By including the performance button LED board 60, it becomes possible to control the illumination of the performance button LED 63, which will be described later.
[0083] (D-pad circuit board 61) The directional pad board 61 is a board to which the control panel relay board 54 is connected, and is a board to which the directional pad switch 17sw, described later, is mounted. By providing the directional pad board 61, when a directional pad operation is received by the directional pad 17, it becomes possible to transmit information that the operation of the directional pad 17 has been detected to the sub-control board 300 via the control panel relay board 54.
[0084] (Speaker 62) Speaker 62 is provided to output background music, voices, sound effects, etc., in response to the effects performed when the game is played. Speaker 62 can also output background music, voices, sound effects, etc., in response to detected errors. Speaker 62 consists of the upper right speaker 62A, the upper left speaker 62B, the lower right speaker 62C, and the lower left speaker 62D. The inclusion of speaker 62 makes it possible to perform effects that appeal to the player's auditory senses.
[0085] (Earphone jack 83) The earphone jack 83 is a hole in the gaming machine 1 into which earphones (not shown) are inserted. Specifically, as will be described later, when an earphone plug is inserted into the earphone jack 83, sound effects and other audio will be output from the earphones instead of the speaker 62. On the other hand, when an earphone plug is not inserted into the earphone jack 83, sound effects and other audio will be output from the speaker 62.
[0086] (Main control board 100) The main control board 100 is provided for controlling gameplay. The main control board 100 is located inside the cabinet 2, above the reels 31. The presence of the main control board 100 makes it possible to perform gameplay controls.
[0087] (Game value control board 200) The game value control board 200 is provided for controlling the game value owned by the player. The game value control board 200 is located inside the cabinet 2, below the reels 31. By providing the game value control board 200, it becomes possible to perform control related to the game value owned by the player.
[0088] (Sub-control board 300) The sub-control board 300 is primarily provided for controlling the performance effects. The sub-control board 300 is located on the rear side of the front door 3, above the middle panel 5. The inclusion of the sub-control board 300 enables the execution of performance-related controls.
[0089] (Block diagram of the main control board 100 and the game value control board 200) Next, we will explain the block diagrams of the main control board 100 and the game value control board 200 using Figure 6.
[0090] The gaming machine 1 has a main control board 100 that controls the main operation of the gaming machine 1, to which a status display unit 10, a setting key switch 34sw, a setting door switch 34Csw, a reset switch 35sw, a ratio display unit 36, a status board 40, a reel control board 41, a power supply unit 42, a game value control board 200, and a sub-control board 300 are connected.
[0091] (Setting key switch 34sw) The setting key switch 34sw is a switch for detecting setting change operations. Here, the setting key switch 34sw consists of a first setting key switch 34Asw that detects when the setting key is rotated by a first angle (e.g., 45 degrees) while it is inserted, and a second setting key switch 34Bsw that detects when the setting key is rotated by a second angle (e.g., 90 degrees) while it is inserted. When the power is turned ON, if a setting change operation is detected on the setting keyhole 34, the setting key switch 34sw outputs a setting key switch signal to the main control board 100. When the main control board 100 receives the setting key switch signal, it processes the display of the assigned value 30 to display the current setting value. The presence of the setting key switch 34sw makes it possible to detect setting change operations.
[0092] (Setting door switch 34Csw) The setting door switch 34Csw is a switch for detecting the tilting of the setting door 34A. When the setting door switch 34Csw detects that the setting door 34A has tilted in a predetermined direction, it outputs a setting door switch signal to the main control board 100. When the main control board 100 receives the setting door switch signal, it performs the processing that is performed when a setting door switch signal is received. By providing the setting door switch 34Csw, it becomes possible to detect when the setting door 34A has tilted in a predetermined direction.
[0093] (Reset switch 35sw) The reset switch 35sw is provided to detect a reset operation. When the reset switch 35sw detects a reset operation on the reset button 35, it outputs a reset switch signal to the main control board 100. When the reset switch signal is input to the main control board 100, it performs processes such as switching the display of the set value shown on the assigned value display unit 30, or clearing errors. The presence of the reset switch 35sw makes it possible to detect a reset operation on the reset button 35.
[0094] As shown in Figure 6, the status board 40 is connected to a door open / close sensor 4Rs, an error clear sensor 4Ls, a BET switch 11sw, a MAXBET switch 12sw, a payout switch 13sw, a start switch 14sw, a stop switch 15sw, and a game value display unit 18.
[0095] (Door opening / closing sensor 4Rs) The door open / close sensor 4Rs is a sensor for detecting the opening and closing of the front door 3. Specifically, the door open / close sensor 4Rs is turned ON when the door key is inserted into the door keyhole 4 and rotated clockwise by a predetermined angle, and outputs a door open signal to the main control board 100 via the status board 40. When the main control board 100 receives the door open signal, it performs processing to respond to door open errors, etc. By providing the door open / close sensor 4Rs, it becomes possible to detect the opening and closing of the front door 3.
[0096] (Error clearing sensor 4Ls) The error release sensor 4Ls is a sensor for detecting the operation to release an error that has occurred. Specifically, the error release sensor 4Ls is turned ON when the door key is inserted into the door keyhole 4 and rotated counterclockwise by a predetermined angle, and outputs an error release signal to the main control board 100 via the status board 40. When the main control board 100 receives the error release signal, it performs the process of releasing the error that has occurred. By providing the error release sensor 4Ls, it becomes possible to detect the operation to release an error that has occurred.
[0097] (BET switch 11sw) The BET switch 11sw is a switch for detecting BET operations. When the BET switch 11sw detects a BET operation on the BET button 11, it outputs a BET switch signal to the main control board 100 via the status board 40. When the BET switch signal is input to the main control board 100, it works with the game value control board 200 to bet "1" of the game value owned by the player. The presence of the BET switch 11sw makes it possible to detect BET operations on the BET button 11.
[0098] (MAXBET switch 12sw) The MAXBET switch 12sw is a switch for detecting MAXBET operations. When the MAXBET switch 12sw detects a MAXBET operation on the MAXBET button 12, it outputs a MAXBET switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the MAXBET switch signal, it works with the game value control board 200 to bet a predetermined number of game values from the game value owned by the player. The presence of the MAXBET switch 12sw makes it possible to detect MAXBET operations on the MAXBET button 12.
[0099] (Settlement switch 13sw) The settlement switch 13sw is a switch for detecting settlement operations. When the settlement switch 13sw detects a settlement operation on the settlement button 13, it outputs a settlement switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the settlement switch signal, it performs processing to settle the bet game value together with the game value control board 200. The presence of the settlement switch 13sw makes it possible to detect settlement operations on the settlement button 13.
[0100] (Start switch 14sw) The start switch 14sw is a switch for detecting a start operation. When the start switch 14sw detects a start operation on the start lever 14, it outputs a start switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the start switch signal, it performs processes such as starting the rotation of the reel 31. The inclusion of the start switch 14sw makes it possible to detect a start operation on the start lever 14.
[0101] (Stop switch 15sw) The stop switch 15sw is a switch for detecting a stop operation. The stop switch 15sw is composed of a left stop switch 15Lsw for detecting a left stop operation of the left stop button 15L, a middle stop switch 15Csw for detecting a middle stop operation of the middle stop button 15C, and a right stop switch 15Rsw for detecting a right stop operation of the right stop button 15R. When the stop switch 15sw detects a stop operation of the stop button 15, it outputs a stop switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the stop switch signal, it performs processing such as stopping the rotation of the reel 31. The presence of the stop switch 15sw makes it possible to detect a stop operation of the stop button 15.
[0102] As shown in Figure 6, the game value display unit 18 is connected to a counting switch 19sw and a game value display device 20.
[0103] (Counting switch 19sw) The counting switch 19sw is a switch for detecting counting operations. When the counting switch 19sw detects a counting operation on the counting button 19, it outputs a counting switch signal to the game value control board 200 via the game value display unit 18 and the status board 40. When the game value control board 200 receives the counting switch signal, it performs the process of counting the game value owned by the player and updating the value displayed on the game value display device 20 toward "0". The presence of the counting switch 19sw makes it possible to detect counting operations on the counting button 19.
[0104] As shown in Figure 6, the power supply unit 42 is connected to a power switch 38sw, an AMP board 49, a main control board 100, and a game value control board 200.
[0105] (Power switch 38sw) The power switch 38sw is a switch for detecting power operation. When the power switch 38sw detects a power-on operation on the power button 38, the power supply unit 42 supplies power to the gaming machine 1. By providing the power switch 38sw, it becomes possible to detect power operation on the power button 38.
[0106] As shown in Figure 6, the main control board 100 includes a main CPU 101, a main ROM 102, a main RAM 103, and a main random number generator 104.
[0107] (Main CPU 101) The main CPU 101 reads the program stored in the main ROM 102 and performs predetermined calculations in accordance with the progress of the game, thereby transmitting predetermined signals to the status display unit 10, ratio display unit 36, status board 40, reel control board 41, game value control board 200, and sub-control board 300. The main CPU 101 also receives predetermined signals from the setting key switch 34sw, setting door switch 34Csw, reset switch 35sw, status board 40, reel control board 41, and game value control board 200, and executes processing according to the received signals. The inclusion of the main CPU 101 makes it possible to perform predetermined calculations in accordance with the progress of the game.
[0108] (Main ROM 102) The main ROM 102 is provided for storing control programs executed by the main CPU 101, various tables, and data for transmitting predetermined signals to the game value control board 200 and the sub-control board 300. The inclusion of the main ROM 102 makes it possible to store control programs, tables, and other data. The main ROM 102 will be described in detail later using Figure 11.
[0109] (Main RAM 103) The main RAM 103 is provided to store various data determined by the execution of a program by the main CPU 101. Specifically, the main RAM 103 has a storage area for storing various data. By providing the main RAM 103, it becomes possible to store various data determined by the execution of a program by the main CPU 101. The main RAM 103 will be described in detail later using Figure 11.
[0110] (Main random number generator 104) The main random number generator 104 is provided to generate random numbers used in the lottery. The main random number generator 104 can generate random values in the range of "0" to "65535", and generates the random values used when determining the winning combination. By providing the main random number generator 104, it becomes possible to generate random values used in the lottery.
[0111] As shown in Figure 6, the game value control board 200 is connected to a game value clear switch 37sw, a status board 40, a power supply unit 42, a dispensing device connection terminal board 43, a main control board 100, and a sub-control board 300.
[0112] (Game value clear switch 37sw) The game value clear switch 37sw is a switch for detecting a game value clear operation. Here, when the game value clear switch 37sw detects a game value clear operation to the game value clear button 37 when a power-on operation to the power button 38 is detected, it outputs a game value clear switch signal to the game value control board 200. When the game value control board 200 receives the game value clear switch signal, it performs a process to set the value of the game value owned by the player displayed on the game value display device 20 to "0", or to set the value that was displayed on the game value display device 20 before the power to the game machine 1 was turned off to "0". By providing the game value clear switch 37sw, it becomes possible to detect a game value clear operation.
[0113] As shown in Figure 6, the game value control board 200 includes a game value CPU 201, a game value ROM 202, and a game value RAM 203.
[0114] (Game value CPU201) The game value CPU 201 reads the program stored in the game value ROM 202, performs predetermined calculations in response to signals input from the game value clear switch 37sw, status board 40, dispensing device connection terminal board 43, and main control board 100, and controls the game value display device 20 via the status board 40 based on the result of these calculations. The inclusion of the game value CPU 201 makes it possible to control the game value display device 20.
[0115] (Game value ROM202) The game value ROM 202 is provided for storing control programs, data tables, etc., executed by the game value CPU 201. The inclusion of the game value ROM 202 makes it possible to store control programs, data tables, etc., executed by the game value CPU 201. The game value ROM 202 will be described in detail later using Figure 11.
[0116] (Game value RAM203) The game value RAM 203 is provided for storing various data determined by the execution of the program by the game value CPU 201. The inclusion of the game value RAM 203 makes it possible to store various data determined by the execution of the program by the game value CPU 201. The game value RAM 203 will be described in detail later using Figure 11.
[0117] (Block diagram of sub-control board 300) Next, a block diagram of the sub-control board 300 will be explained using Figure 7.
[0118] The gaming machine 1 has the following connected to a sub-control board 300 that controls the game's effects: a logo illumination board 47, a right side unit board 50R, a left side unit board 50L, a right control panel side board 52R, a left control panel side board 52L, a control panel relay board 54, an LVDS relay board 58, an upper right speaker 62A, an upper left speaker 62B, an earphone jack 83, a main control board 100, and a game value control board 200.
[0119] As shown in Figure 7, the control panel relay board 54 is connected to the following: the effect switch 16sw, the subwoofer relay board 46, the control panel lighting board 51, the title panel board 53, the MAXBET LED board 55, the stop button LED board 56, the effect button LED board 60, the directional pad board 61, the lower right speaker 62C, the lower left speaker 62D, and the effect button vibration motor 67. Here, the directional pad board 61 is connected to the directional pad switch 17sw.
[0120] (Effect switch 16sw) The effect switch 16sw is a switch for detecting the operation of the effect button. When the effect switch 16sw detects an operation of the effect button 16, it outputs an effect switch signal to the sub-control board 300 via the control panel relay board 54. When the sub-control board 300 receives the effect switch signal, it performs processes such as switching the predetermined effect image displayed on the image display device 7 to a specific effect image and displaying it, or displaying a menu image on the image display device 7. The presence of the effect switch 16sw makes it possible to detect an operation of the effect button 16.
[0121] (D-pad switch 17sw) The directional pad switch 17sw is a switch for detecting directional pad operation. When the directional pad switch 17sw detects a directional pad operation on the directional pad 17, it outputs a directional pad switch signal to the sub-control board 300 via the directional pad circuit board 61 and the control panel relay board 54. When the sub-control board 300 receives the directional pad switch signal, it performs the process of moving and displaying the cursor image CUR, which will be described later. The presence of the directional pad switch 17sw makes it possible to detect directional pad operation on the directional pad 17.
[0122] (Performance button LED63) The performance button LED 63 is provided to illuminate the performance button 16 when predetermined conditions are met. Specifically, the performance button LED 63 illuminates when the performance button 16 is available for operation. On the other hand, the performance button LED 63 does not illuminate when the operation of the performance button 16 is restricted. In this embodiment, the performance button LED 63 also illuminates when a predetermined performance is executed. Furthermore, by providing the performance button LED 63, it is possible to inform the player that the performance button 16 is available for operation.
[0123] (MAXBET button LED64) The MAXBET button LED 64 is provided to illuminate the MAXBET button 12 when it is ready to receive input. Specifically, the MAXBET button LED 64 illuminates when it is ready to receive input from the MAXBET button 12. On the other hand, the MAXBET button LED 64 does not illuminate when it is not ready to receive input from the MAXBET button 12. By providing the MAXBET button LED 64, it is possible to inform the player that it is ready to receive input from the MAXBET button 12.
[0124] (Stop button LED 65) The stop button LED 65 is provided to inform the player that a stop operation is available. Specifically, the stop button LED 65 illuminates when a stop operation to the stop button 15 is available. On the other hand, the stop button LED 65 does not illuminate when the acceptance of operations to the stop button 15 is restricted. By providing the stop button LED 65, it is possible to inform the player that a stop operation to the stop button 15 is available.
[0125] Here, the stop button LED 65 consists of a left stop button LED 65L, which is provided to notify that a left stop operation for the left stop button 15L is available when such an operation is available; a middle stop button LED 65C, which is provided to notify that a middle stop operation for the middle stop button 15C is available when such an operation is available; and a right stop button LED 65R, which is provided to notify that a right stop operation for the right stop button 15R is available when such an operation is available.
[0126] (Lower panel LED66) The lower panel LED 66 is provided to illuminate the lower panel 6. Specifically, the lower panel LED 66 is, in principle, always illuminated, and is designed to turn off when a predetermined effect is performed or when a predetermined error occurs. Furthermore, by providing the lower panel LED 66, the lower panel 6 can be made more visible to the player.
[0127] (Performance button vibration motor 67) The performance button vibration motor 67 is provided to vibrate the performance button 16. Specifically, the performance button vibration motor 67 is driven when a predetermined performance is executed, causing the performance button 16 to vibrate. By providing the performance button vibration motor 67, it is possible to perform a performance button vibration effect that vibrates the performance button 16, thereby enhancing the effect of the performance.
[0128] (Backlight LED 70) The backlight LED 70 is provided to illuminate the symbols on the reels 31. Specifically, the backlight LED 70 consists of a left backlight LED 70L, which illuminates the symbols on the left reel 31L; a middle backlight LED 70C, which illuminates the symbols on the middle reel 31C; and a right backlight LED 70R, which illuminates the symbols on the right reel 31R. By providing the backlight LED 70, it is possible to improve the visibility of the symbols on the reels 31.
[0129] As shown in Figure 7, the sub-control board 300 includes a bonus drive board 48, an AMP board 49, a memory board 57, a sub-CPU 301, a sub-ROM 302, a sub-RAM 303, and a sub-random number generator 304. The memory board 57 also includes an image ROM 68 and an audio ROM 69, as described above.
[0130] (Image ROM68) The image ROM 68 is provided for storing data related to images to be displayed on the image display device 7. The inclusion of the image ROM 68 makes it possible to store data related to images to be displayed on the image display device 7.
[0131] (Audio ROM 69) The audio ROM 69 is provided for storing data related to background music, voices, sound effects, etc., output from the speaker 62. The inclusion of the audio ROM 69 makes it possible to store data related to background music, voices, sound effects, etc.
[0132] (Sub-CPU 301) The sub-CPU 301 reads the program stored in the sub-ROM 302 and performs predetermined calculations in response to command information received from the main control board 100 and the game value control board 200, as well as signals input from the control panel relay board 54, etc. Based on the results of these calculations, it controls the image display device 7, logo LED 21, control panel LED 22, control panel side LED 23, side unit LED 24, subwoofer 39, speaker 62, performance button LED 63, MAXBET button LED 64, stop button LED 65, lower panel LED 66, performance button vibration motor 67, and backlight LED 70.
[0133] (Sub-ROM 302) The sub-ROM 302 is provided for storing control programs, data tables, etc., executed by the sub-CPU 301. The inclusion of the sub-ROM 302 makes it possible to store control programs, data tables, etc., executed by the sub-CPU 301.
[0134] (Sub-RAM 303) The sub-RAM 303 is provided for storing various data determined by the execution of the program by the sub-CPU 301. The presence of the sub-RAM 303 makes it possible to store various data determined by the execution of the program by the sub-CPU 301.
[0135] (Sub-random number generator 304) The sub-random number generator 304 is provided to generate random values used when performing a lottery for the performance. In this embodiment, the sub-random number generator 304 is capable of generating random values in the range of "0" to "65535", and generates random values used when selecting the performance to be performed. By providing the sub-random number generator 304, it is possible to generate random values used in lotteries that determine the performance.
[0136] (Block diagram of rental device 400) Next, we will explain the block diagram of the lending device 400 using Figure 8.
[0137] The lending device 400 is connected to the lending device connection terminal board 43 and the hall computer 500.
[0138] As shown in Figure 8, the lending device 400 includes an SC board 71, a lending device control board 72, a lending button 76, a lending switch 76sw, a return button 77, a return switch 77sw, a replay button 78, a replay switch 78sw, a liquid crystal display 79, a banknote reader 80, a card reader 81, and a hall control output unit 82.
[0139] (SC board 71) The SC board 71 is capable of performing an encrypted transmission process that encrypts predetermined information received from the game value control board 200 and transmits it to the game machine information center 520, which will be described later. The SC board 71 is also capable of performing a decrypted transmission process that decrypts specific information received from the game machine information center 520, which will be described later, and transmits it to the game value control board 200.
[0140] (Loan device control board 72) The loan device control board 72 includes a loan device CPU 73, a loan device ROM 74, and a loan device RAM 75. The loan device control board 72 can read the ID of the prepaid card inserted into the loan device 400 and execute processing according to the various data stored in association with the ID of this prepaid card. The loan device control board 72 can also execute processing to transmit the ID of the prepaid card to the management computer 501, which will be described later.
[0141] (Loaned device CPU73) The lending device CPU 73 reads the program stored in the lending device ROM 74 and performs predetermined calculation processing related to the lending of game value, thereby controlling the display on the liquid crystal display 79 and transmitting predetermined signals to the hall computer output unit 82. The lending device CPU 73 enables the execution of processing related to the lending of game value.
[0142] (Loan device ROM74) The lending device ROM 74 is provided for storing control programs and other information executed by the lending device CPU 73. The inclusion of the lending device ROM 74 makes it possible to store control programs and other information related to the lending of game value.
[0143] (Rental device RAM75) The lending device RAM 75 is provided to store various data determined by the execution of the program by the lending device CPU 73. By providing the lending device RAM 75, it becomes possible to store various data determined by the execution of the program by the lending device CPU 73.
[0144] (Borrow button 76) The loan button 76 is provided to accept loan operations by pressing the loan button 76. When a loan operation is performed on the loan button 76, the loan device 400 performs a process to lend out game value according to the electronic information corresponding to the money inserted into the device and the information about money stored linked to the ID of the prepaid card. By providing the loan button 76, it becomes possible to accept loan operations on the loan button 76.
[0145] (Loanable switch 76sw) The loan switch 76sw is a switch for detecting loan operations. When the loan switch 76sw detects a loan operation on the loan button 76, it outputs a loan switch signal to the loan device control board 72. When the loan device control board 72 receives the loan switch signal, it processes the lending of game value according to the electronic information corresponding to the money inserted into the loan device 400 and the information about money stored linked to the ID of the prepaid card. The presence of the loan switch 76sw makes it possible to detect loan operations on the loan button 76.
[0146] (Return button 77) The return button 77 is provided to accept a return operation by pressing the return button 77. When a return operation is performed on the return button 77, the prepaid card is returned to the player. By providing the return button 77, it becomes possible to accept a return operation on the return button 77.
[0147] (Return switch 77sw) The return switch 77sw is a switch for detecting a return operation. When the return switch 77sw detects a return operation performed on the return button 77, it outputs a return switch signal to the lending device control board 72. When the lending device control board 72 receives the return switch signal, it processes the return of the prepaid card inserted in the lending device 400. The presence of the return switch 77sw makes it possible to detect a return operation performed on the return button 77.
[0148] (Replay button 78) The replay button 78 is provided to accept a replay operation by pressing the replay button 78. When a replay operation is performed on the replay button 78, processing related to the replay is performed according to the information stored in the member card or prepaid card ID inserted in the lending device 400. The provision of the replay button 78 makes it possible to accept replay operations on the replay button 78.
[0149] (Replay Switch 78sw) The replay switch 78sw is a switch for detecting a replay operation. When the replay switch 78sw detects a replay operation on the replay button 78, it outputs a replay switch signal to the lending device control board 72. When the lending device control board 72 receives the replay switch signal, it performs replay control according to the information stored in the member card or prepaid card inserted in the lending device 400. The presence of the replay switch 78sw makes it possible to detect a replay operation on the replay button 78.
[0150] (LCD display 79) The liquid crystal display 79 is provided to display electronic information corresponding to the money inserted into the lending device 400. Specifically, the liquid crystal display 79 is capable of displaying information related to the money inserted into the lending device 400. By equipping the lending device 400 with the liquid crystal display 79, it becomes possible to display electronic information corresponding to the money inserted into the lending device 400.
[0151] (Banknote reading unit 80) The banknote reader 80 is provided to read the money inserted into the dispensing device 400. Specifically, the banknote reader 80 is capable of identifying 1,000 yen, 2,000 yen, 5,000 yen, and 10,000 yen banknotes. By providing the banknote reader 80, it becomes possible to read the money inserted into the dispensing device 400.
[0152] (Card reading unit 81) The card reader 81 is provided to read membership cards and prepaid cards inserted into the lending device 400. The inclusion of the card reader 81 enables the reading of inserted membership cards and prepaid cards.
[0153] (Hall controller output section 82) The hall computer output unit 82 is provided to output hall computer information, which will be described later, to the hall computer 500. Further, the hall computer output unit 82 includes a plurality of pulse output signal terminals for supplying pulses.
[0154] (Flow of things and information) Next, the flow of things and information will be described using FIG. 9.
[0155] FIG. 9 shows a game arcade H, a card company data center 510, a game machine information center 520, a union 530, a countermeasure institution 540, a card company group 550, a lending device manufacturing company 560, an SC board manufacturing company 570, a game machine manufacturing company 580, and a control chip supply company 590 for game machine management.
[0156] (Game arcade H) In the game arcade H, a game machine 1, a lending device 400, a hall computer 500, and a management computer 501 are installed. In this embodiment, by connecting the game machine 1 and the lending device 400, it is possible to execute a game. In other words, when the game machine 1 and the lending device 400 are not connected, it is impossible to execute a game.
[0157] Here, the game machine 1 and the lending device 400 have a configuration capable of communicating. Specifically, the game machine 1 has a configuration capable of outputting signals related to game value counting information, game machine installation information, game machine performance information, and hall computer fraud monitoring information to the lending device 400. Further, the game machine 1 has a configuration capable of inputting a game value lending signal from the lending device 400.
[0158] The lending device 400 is configured to be communicable with the gaming machine 1, the hall computer 500, and the management computer 501. Specifically, the lending device 400 is configured to be able to output a gaming value lending signal to the gaming machine 1 and is configured to be able to output a signal regarding hall computer information to the hall computer 500. Further, the lending device 400 is configured to be able to input a signal regarding a password key and collation security result information from the management computer 501.
[0159] (Hall computer 500) The hall computer 500 is configured to be communicable with the lending device 400. Specifically, the hall computer 500 is configured to be able to input a signal regarding hall computer information from the lending device 400.
[0160] (Management computer 501) The management computer 501 is configured to be communicable with the lending device 400, the card company data center 510, and the gaming machine information center 520. Specifically, the management computer 501 is configured to be able to input a signal regarding gaming machine installation information, gaming machine performance information, fraud error information, prepaid card information, and player information related to countermeasures against dependencies from the lending device 400. Further, the management computer 501 is configured to be able to input a signal regarding a password key and collation security result information from the gaming machine information center 520 via the card company data center 510.
[0161] Further, the management computer 501 is configured to be able to output a signal regarding an encryption key and a collation security result to the lending device 400. Further, the management computer 501 is configured to be able to output a signal regarding prepaid card information to the card company data center 510. Further, the management computer 501 is configured to be able to output a signal regarding gaming machine installation information, gaming machine performance information, fraud error information, and player information related to countermeasures against dependencies to the gaming machine information center 520 via the card company data center 510.
[0162] (Card company data center 510) The card company data center 510 is configured to communicate with the management computer 501 and the gaming machine information center 520. Specifically, the card company data center 510 is configured to output signals to the management computer 501 regarding the PIN key and verification security result information input from the gaming machine information center 520. Furthermore, the card company data center 510 is configured to output signals to the gaming machine information center 520 regarding gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures input from the management computer 501. On the other hand, the card company data center 510 is configured to receive signals regarding prepaid card information output from the management computer 501.
[0163] (Gaming Machine Information Center 520) The gaming machine information center 520 is equipped with a machine history server 521, a fraud monitoring server 522, a performance information server 523, and a player information server 524. This configuration allows the gaming machine information center 520 to collect information corresponding to signals input from the management computer 501 installed in the gaming parlor H, the SC board manufacturing company 570, and the gaming machine manufacturing company 580.
[0164] (Aircraft history server 521) The machine history server 521 has a configuration that allows it to store and remember information related to the gaming machine 1. Specifically, the machine history server 521 has a configuration that allows it to store information such as the shipping information of the gaming machine 1, the installation information of the gaming machine 1, the relocation information of the gaming machine 1, and the disposal information of the gaming machine 1. This makes it possible to manage the gaming machine 1 from the time it is installed at the gaming parlor H until it is disposed of.
[0165] (Intrusion monitoring server 522) The fraud monitoring server 522 has a configuration that allows it to store and save information related to fraud and errors in the gaming machine 1. Specifically, the fraud monitoring server 522 has a configuration that allows it to store information on fraudulent errors that occurred in the gaming machine 1, SC board manufacturing information, SC board installation information, security result information, etc. This makes it possible to prevent acts of fraudulent replacement of the SC board 71.
[0166] Furthermore, the fraud monitoring server 522 has a configuration that allows it to generate encryption keys and communication keys. This prevents tampering when the gaming machine information center 520 outputs signals related to encryption keys and verification security result information to the management computer 501.
[0167] (Performance information server 523) The performance information server 523 has a configuration that allows it to store and save performance information of gaming machines.
[0168] (Player information server 524) The player information server 524 has a configuration that allows it to store and save information about players. Specifically, the player information server 524 has a configuration that allows it to store information such as the member number of a registered player, the duration of play by the player, the amount of money spent by the player, and the number of times the player has played.
[0169] Here, the gaming machine information center 520 is configured to communicate with the card company data center 510, the association 530, the addiction countermeasures organization 540, the card company association 550, the SC board manufacturing company 570, and the gaming machine manufacturing company 580. Specifically, the gaming machine information center 520 is configured to output signals related to the PIN key and verification security result information to the management computer 501 via the card company data center 510.
[0170] Furthermore, the gaming machine information center 520 is configured to output signals related to the information stored in the machine history server 521 to the association 530. The gaming machine information center 520 is also configured to output signals related to the information stored in the fraud monitoring server 522 to the association 530 and the card company organization 550. Additionally, the gaming machine information center 520 is configured to output signals related to the information stored in the player information server 524 to the addiction countermeasures organization 540.
[0171] On the other hand, the gaming machine information center 520 is configured to receive signals from the management computer 501 via the card company data center 510 regarding gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures. Furthermore, the gaming machine information center 520 is configured to receive signals from the SC board manufacturing company 570 regarding SC board manufacturing information. Furthermore, the gaming machine information center 520 is configured to receive signals from the gaming machine manufacturing company 580 regarding shipping information.
[0172] (Union 530) Union 530 is an association to which multiple manufacturers (for example, gaming machine manufacturing companies 580) related to gaming machine 1 belong. Here, Union 530 has a configuration that enables communication with the gaming machine information center 520. Specifically, by communicating with the gaming machine information center 520, Union 530 has a configuration that enables it to input signals related to the shipment information, installation information, relocation information, and disposal information of gaming machine 1 of gaming machine 1 stored in the machine history server 521.
[0173] Furthermore, the union 530 has a configuration that allows it to input signals related to fraudulent error information, SC board manufacturing information, SC board installation information, and security result information stored in the fraud monitoring server 522 by communicating with the gaming machine information center 520.
[0174] Furthermore, the union 530 has a configuration that allows it to input signals related to gaming machine performance information stored in the performance information server 523 by communicating with the gaming machine information center 520.
[0175] (Dependency countermeasure institution 540) The dependency countermeasure institution 540 is an institution for taking countermeasures against becoming dependent on the game of the gaming machine 1. Here, the dependency countermeasure institution 540 has a configuration that can communicate with the gaming machine information center 520. Specifically, the dependency countermeasure institution 540 has a configuration that can input signals regarding information on the membership numbers of registered players stored in the player information server 524, information on playing time, information on usage amounts, and information on the number of game plays by communicating with the gaming machine information center 520.
[0176] (Credit card company group 550) The credit card company group 550 has a configuration that can communicate with the gaming machine information center 520. Specifically, the credit card company group 550 has a configuration that can input signals regarding fraud monitoring information, SC board manufacturing information, SC board installation information, and security result information stored in the fraud monitoring server 522 by communicating with the gaming machine information center 520.
[0177] (Lending device manufacturing company 560) The lending device manufacturing company 560 is a company that manufactures the lending device 400 using the SC board 71 shipped from the SC board manufacturing company 570. And the manufactured lending device 400 will be shipped to the game parlor H or the like.
[0178] (SC board manufacturing company 570) The SC board manufacturing company 570 is a company that manufactures the SC board 71 and is a company that ships the manufactured SC board 71 to the lending device manufacturing company 560. Here, the SC board manufacturing company 570 can communicate with the gaming machine information center 520. Specifically, the SC board manufacturing company 570 has a configuration that can output a signal regarding the manufacturing information of the SC board 71 to the gaming machine information center 520.
[0179] (Gaming machine manufacturing company 580) The gaming machine manufacturer 580 is a company that manufactures gaming machines 1 using the main control chip of the main control board 100 and the game value control chip of the game value control board 200, which are shipped from the gaming machine management control chip supplier 590. Here, the gaming machine manufacturer 580 is able to communicate with the gaming machine information center 520. Specifically, the gaming machine manufacturer 580 has a configuration that allows it to transmit shipment information of gaming machines 1 to the gaming machine information center 520.
[0180] (590 companies supplying control chips for amusement machines) The gaming machine management control chip supplier 590 is a company that ships the main control chip for the main control board 100 and the game value control chip for the game value control board 200 to the gaming machine manufacturer 580.
[0181] (Details of the information and signals being communicated) The details of the information and signals that are communicated are described below.
[0182] (Gaming value calculation information) The game value counting information is information about the value of the game value owned by the player. Here, when the counting button 19 of the game machine 1 is operated, the game value counting information is output from the game machine 1 to the dispensing device 400. This makes it possible to store the value of the game value owned by the player, which is included in the game value counting information, linked to the ID of the prepaid card.
[0183] (Information on the installation of gaming machines) The gaming machine installation information includes the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, and the gaming value chip manufacturer code, gaming value chip product code, and gaming value chip ID number of the gaming value control board 200. Here, when power is supplied to the gaming machine 1 by the power supply unit 42, the gaming machine installation information is output from the gaming machine 1 to the dispensing device 400. The gaming machine installation information is then encrypted by the dispensing device 400 and output to the management computer 501, and the encrypted gaming machine installation information is output from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0184] When encrypted gaming machine installation information is input to the gaming machine information center 520, it performs a process to decrypt the encrypted gaming machine installation information and stores the decrypted gaming machine installation information in the machine history server 521. In this way, the process of encrypting the gaming machine installation information and the process of decrypting the gaming machine installation information are performed, which prevents the unauthorized acquisition of the gaming machine installation information.
[0185] (Gaming machine performance information) The gaming machine performance information primarily concerns the payout of gaming machine 1, including information on the ratio of winning combinations, the ratio of consecutive winning combinations, and the ratio of winning combination states. When power is supplied to gaming machine 1 by the power supply unit 42, the gaming machine performance information is output from gaming machine 1 to the dispensing device 400. The gaming machine performance information is then encrypted by the dispensing device 400 and output to the management computer 501. The encrypted gaming machine performance information is then output from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0186] When encrypted gaming machine performance information is input to the gaming machine information center 520, it performs a process to decrypt the encrypted gaming machine performance information and stores the decrypted gaming machine performance information in the performance information server 523. In this way, the process of encrypting the gaming machine performance information and the process of decrypting the gaming machine performance information are performed, which prevents the gaming machine performance information from being illegally obtained.
[0187] (Error information) The fraud error information is information indicating the status of the gaming machine 1, specifically information about errors occurring in the gaming machine 1 and information about fraud detected in the gaming machine 1. When an error or fraud is detected in the gaming machine 1, the fraud error information is output from the gaming machine 1 to the dispensing device 400, and the fraud error information is encrypted by the dispensing device 400 and output to the management computer 501. The encrypted fraud error information is then output from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0188] When the gaming machine information center 520 receives encrypted fraudulent error information, it decrypts the encrypted fraudulent error information and stores the decrypted fraudulent error information in the fraud monitoring server 522. In this way, the processes of encrypting the fraudulent error information and decrypting it prevent the fraudulent error information from being illegally obtained.
[0189] (Hall Con information) Hall computer information primarily indicates the status of the gaming machine 1, specifically including bonus activation information indicating that a bonus has been activated, and AT transition information indicating that the game has transitioned to the AT state. Here, the hall computer information is output from the gaming machine 1 to the dispensing device 400 when power is supplied to the gaming machine 1 by the power supply unit 42, the main program start process (see Figure 41) described later is completed, and the main loop process (see Figure 43) described later is performed. The hall computer information is then encrypted by the dispensing device 400 and output to the hall computer 500.
[0190] The hall computer 500 performs processes to decrypt encrypted hall computer information and to store the decrypted hall computer information. By performing these processes of encrypting and decrypting hall computer information, it is possible to prevent the hall computer information from being illegally obtained.
[0191] (Gaming value lending signal) The game value lending signal is a signal related to the lending of game value. Here, the game value lending signal is output from the lending device 400 to the game machine 1 when a lending operation is received by the lending button 76. This makes it possible to lend game value to the player.
[0192] (Prepaid card information) Prepaid card information refers to the information recorded on the prepaid card (for example, the prepaid card ID). Here, when a prepaid card is inserted into the lending device 400, the prepaid card information is output from the lending device 400 to the management computer 501, and the prepaid card information is output from the management computer 501 to the card company data center 510. This allows the card company data center 510 to collect prepaid card information.
[0193] (Information on players related to addiction prevention measures) The player information related to addiction countermeasures includes information regarding the member number of the registered player, information regarding the duration of play by the player, information regarding the amount of money spent by the player, and information regarding the number of times the player played. Note that "player information related to addiction countermeasures" may also include information regarding the number of times the player visited arcade H, or information regarding the value of the games played.
[0194] Here, when a game is played on the gaming machine 1 or when game value is lent out by the lending device 400, the player information related to addiction countermeasures is encrypted by the lending device 400 and output to the management computer 501. Then, the encrypted player information related to addiction countermeasures is output from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0195] When encrypted player information related to addiction countermeasures is input to the gaming machine information center 520, it performs a process to decrypt the encrypted player information related to addiction countermeasures and stores the decrypted player information related to addiction countermeasures in the player information server 524. In this way, the process of encrypting the player information related to addiction countermeasures and the process of decrypting the player information related to addiction countermeasures are performed, which prevents the unauthorized acquisition of the player information related to addiction countermeasures.
[0196] (Encryption key and verification security result information) The encryption key and the matching security result information are information output from the gaming machine information center 520 to the dispensing device 400. Specifically, when the gaming machine information center 520 receives a signal related to encrypted gaming machine installation information, it performs the following processes: decrypting the encrypted gaming machine installation information, comparing it with the gaming machine installation information stored in the machine history server 521, and storing the decrypted gaming machine installation information in the machine history server 521. The gaming machine information center 520 then outputs signals related to the encryption key and the matching security result information to the management computer 501 via the card company data center 510. The management computer 501 then outputs signals related to the encryption key and the matching security result information to the dispensing device 400.
[0197] Furthermore, when the gaming machine information center 520 receives a signal related to encrypted gaming machine performance information, it performs the following processes: decrypting the encrypted gaming machine performance information, comparing it with the gaming machine performance information stored in the performance information server 523, and storing the decrypted gaming machine performance information in the performance information server 523. The gaming machine information center 520 then outputs signals related to the encryption key and the matching security result information to the management computer 501 via the card company data center 510. The management computer 501 then outputs signals related to the encryption key and the matching security result information to the lending device 400.
[0198] Furthermore, when the gaming machine information center 520 receives a signal related to encrypted fraudulent error information, it performs the following processes: decrypting the encrypted fraudulent error information, comparing it with the fraudulent error information stored in the fraud monitoring server 522, and storing the decrypted fraudulent error information in the fraud monitoring server 522. The gaming machine information center 520 then outputs signals related to the encryption key and the matching security result information to the management computer 501 via the card company data center 510. The management computer 501 then outputs signals related to the encryption key and the matching security result information to the dispensing device 400.
[0199] Furthermore, when the gaming machine information center 520 receives a signal related to encrypted player information concerning addiction countermeasures, it performs the following processes: decrypting the encrypted player information concerning addiction countermeasures, comparing it with the player information concerning addiction countermeasures stored in the player information server 524, and storing the decrypted player information concerning addiction countermeasures in the player information server 524. The gaming machine information center 520 then outputs signals related to the encryption key and the matching security result information to the management computer 501 via the card company data center 510. The management computer 501 then outputs signals related to the encryption key and the matching security result information to the lending device 400.
[0200] (Shipping Information) The shipping information concerns the shipment of the gaming machine 1 and is output from the gaming machine manufacturer 580 to the gaming machine information center 520. Specifically, when the gaming machine manufacturer 580 receives the main control chip for the main control board 100 and the game value control chip for the game value control board 200 from the gaming machine management control chip supplier 590, it manufactures the gaming machine 1. Then, when the manufactured gaming machine 1 is ready to be shipped to the gaming parlor H, the gaming machine manufacturer 580 outputs a signal regarding the shipping information to the gaming machine information center 520.
[0201] Here, when the gaming machine information center 520 receives a signal regarding shipping information from the gaming machine manufacturer 580, it links the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, the game value chip manufacturer code, game value chip product code, and game value chip ID number of the game value control board 200, and information regarding the shipping date and time of gaming machine 1, and registers this information in the machine history server 521. Then, the gaming machine manufacturer 580 registers each piece of information in the machine history server 521 before shipping gaming machine 1 to the gaming parlor H.
[0202] As a result, when the gaming machine information center 520 receives a signal regarding gaming machine installation information after the gaming machine 1 has been installed in the gaming parlor H, it can compare this with the shipment information registered in the machine history server 521 to determine whether the main control chip and game value control chip of the gaming machine 1 installed in the gaming parlor H are the ones that were shipped at that time.
[0203] (SC board manufacturing information) SC board manufacturing information is information transmitted from SC board manufacturing company 570 to the gaming machine information center 520. Specifically, when SC board manufacturing company 570 manufactures SC boards 71 and they are ready to ship to rental equipment manufacturing company 560, it transmits SC board manufacturing information to the gaming machine information center 520.
[0204] Here, when the gaming machine information center 520 receives SC board manufacturing information from the SC board manufacturing company 570, it links the product code of the SC board 71, the ID number of the SC board 71, and information regarding the date and time of manufacture of the SC board 71 and registers this information with the fraud monitoring server 522. Then, after the information has been registered with the fraud monitoring server 522, the SC board manufacturing company 570 ships the SC board 71 to the rental equipment manufacturing company 560. The rental equipment manufacturing company 560 then manufactures the rental equipment 400 using the SC board 71 shipped from the SC board manufacturing company 570.
[0205] Furthermore, when inputting or outputting the aforementioned signals, the outputting side can perform a process to record information regarding the output date and time, and the inputting side can perform a process to record information regarding the input date and time.
[0206] (Details of sending and receiving each piece of information) Next, Figure 10 will be used to explain the details of sending and receiving each type of information.
[0207] In Figure 10, the process is divided into a matching phase and a status communication phase. Therefore, we will explain each of these phases separately.
[0208] (Reconciliation Phase) First, let me explain the matching phase.
[0209] Power is supplied to the gaming machine 1 by the power supply unit 42, and a signal regarding the main control chip ID number is output from the main control board 100 to the gaming value control board 200. Next, the gaming value control board 200 outputs the main control chip ID number and a signal regarding the gaming value control chip ID number to the SC board 71.
[0210] Here, signals relating to the main control chip ID number and the game value control chip ID number are encrypted by the SC board 71 and then output to the game machine information center 520 via the lending device control board 72, the management computer 501, and the card company data center 510.
[0211] Then, when the gaming machine information center 520 receives signals relating to the encrypted main control chip ID number and the game value control chip ID number, it performs a process to decrypt these encrypted signals relating to the main control chip ID number and the game value control chip ID number. The gaming machine information center 520 then compares the decrypted main control chip ID number and the game value control chip ID number with the gaming machine installation information stored in the machine history server 521 to determine whether the decrypted signals relating to the main control chip ID number and the game value control chip ID number are normal or not.
[0212] The gaming machine information center 520 performs a process to generate matching security result information and then performs a process to encrypt this generated matching security result information. The gaming machine information center 520 then performs a process to output signals regarding the encrypted matching security result information to the card company data center 510 and the management computer 501, and the management computer 501 then performs a process to output signals regarding the encrypted matching security result information to the SC board 71 via the lending device control board 72.
[0213] When encrypted matching security result information is input to the SC board 71, it performs a process to decrypt the encrypted matching security result information. Then, the SC board 71 performs a process to determine whether the decrypted matching security result information is normal or not. If the decrypted matching security result information is determined to be normal, the matching phase ends and the system moves to the status communication phase. If the decrypted matching security result information is determined to be abnormal, the system becomes unable to play the game.
[0214] (Status communication phase) Next, we will explain the state communication phase.
[0215] (1) Loan information The dispensing device control board 72 outputs a signal to the SC board 71 regarding the value of the game value to be lent (for example, "47") when the dispensing button 76 is operated while a prepaid card is inserted into the dispensing device 400, or when the dispensing button 76 is operated while money has been inserted into the dispensing device 400. The SC board 71 then outputs a game value dispensing signal to the game value control board 200, which contains information regarding the value of the game value to be lent. When the game value control board 200 receives the game value dispensing signal from the SC board 71, it performs processes such as adding the value of the game value to be lent to the value displayed on the game value display device 20 and displaying it.
[0216] (2) Counting information When the game value owned by the player is displayed on the game value display device 20, and the counting button 19 is operated, the game value control board 200 outputs a signal to the SC board 71 regarding the information of the counted game value. For example, if the game value owned by the player is "50", when the counting button 19 is operated, the information regarding the counted game value becomes "50". The SC board 71 outputs a signal regarding the information of the counted game value to the dispensing device control board 72. In addition, when the dispensing device control board 72 receives a signal regarding the information of the counted game value, it processes the information regarding the counted game value to store it.
[0217] Then, when the lending device control board 72 finishes the process of storing information about the counted game value and receives a return operation from the return button 77, it processes the return of the prepaid card. In other words, even if the return button 77 is operated before the process of storing information about the counted game value is finished, the prepaid card will not be returned. This prevents players from leaving their seats before the game value counting is complete.
[0218] Furthermore, if a return operation is performed using the return button 77 before the process of storing information regarding the counted game value is completed, the LCD display 79 will notify the player to wait until the counting of the game value is completed. For example, the LCD display 79 will display the text image "Counting in progress," thereby notifying the player to wait until the counting of the game value is completed.
[0219] Furthermore, notification to keep the player waiting until the game value counting is complete may be given by outputting sound from a lending speaker (not shown) provided by the lending device 400, by lighting or flashing a lending lamp (not shown) provided by the lending device 400, or by a combination of these methods.
[0220] Furthermore, the notification to keep the player waiting until the game value counting is complete may be made by the game machine 1, or by the game machine 1 and the dispensing device 400. In this case, if the game machine 1 is making the notification to keep the player waiting until the game value counting is complete, the notification may be made by the image display device 7, logo LED 21, control panel LED 22, control panel side LED 23, side unit LED 24, and speaker 62.
[0221] (3) Value of the game A signal regarding the value of the game value owned by the player is output from the game value control board 200 to the SC board 71 at predetermined intervals (for example, every 300 ms). The SC board 71 also outputs a signal regarding the value of the game value to the dispensing device control board 72. The value of the game value referred to here is the value of the game value that has not been counted, and is the value of the game value displayed on the game value display device 20. This allows the dispensing device 400 to recognize the value of the game value owned by the player.
[0222] (4) Number of BETs In the gaming machine 1, a signal regarding the number of bets placed is output from the main control board 100 to the game value control board 200 at predetermined intervals (for example, every 1.564 ms). Next, the game value control board 200 outputs a signal regarding the number of bets to the SC board 71. Then, the SC board 71 outputs a signal regarding the number of bets to the dispensing device control board 72. This allows the dispensing device 400 to recognize the number of bets.
[0223] (5) The value of the game awarded upon winning. In the gaming machine 1, a signal regarding the value of the game value awarded upon winning is output from the main control board 100 to the game value control board 200 at predetermined intervals (for example, 1.564 ms). The game value control board 200 then outputs a signal regarding the value of the game value awarded upon winning to the SC board 71 at predetermined intervals (for example, 300 ms). The SC board 71 then outputs a signal regarding the value of the game value awarded upon winning to the dispensing device control board 72. As a result, the dispensing device 400 can recognize the value of the game value awarded upon winning.
[0224] (6) Hall Con Information Signals related to hall computer information are output from the main control board 100 to the game value control board 200 and the SC board 71, and then to the dispensing device control board 72. The dispensing device control board 72 then outputs signals related to hall computer information to the hall computer 500. This allows the hall computer 500 to recognize the hall computer information.
[0225] (7) Gaming machine performance information Signals related to gaming machine performance information are output from the main control board 100 to the gaming value control board 200. The gaming value control board 200 then outputs signals related to gaming machine performance information to the SC board 71. Here, the SC board 71 encrypts the input signals related to gaming machine performance information and outputs them to the gaming machine information center 520 via the dispensing device control board 72, the management computer 501, and the card company data center 510.
[0226] (8) Information on the installation of gaming machines Signals related to the installation of gaming machines are output from the main control board 100 to the gaming value control board 200. The gaming value control board 200 then outputs signals related to the installation of gaming machines to the SC board 71. Here, the SC board 71 encrypts the input signals related to the installation of gaming machines and outputs them to the gaming machine information center 520 via the lending device control board 72, the management computer 501, and the card company data center 510.
[0227] (9) Error information The "error information" shown in Figure 10 includes main control board error information related to errors detected by the main control board 100 and game value control board error information related to errors detected by the game value control board 200. Signals related to the main control board error information are output from the main control board 100 to the game value control board 200. The game value control board 200 then outputs the signals related to the main control board error information and / or the game value control board error information input from the main control board 100 to the SC board 71.
[0228] The SC board 71 outputs a signal related to the error information input from the game value control board 200 to the dispensing device control board 72. The dispensing device control board 72 then outputs a signal related to the error information input from the SC board 71 to the management computer 501.
[0229] Furthermore, the SC board 71 performs a process to encrypt the error information signals received from the game value control board 200. The SC board 71 then outputs the encrypted error information signals to the game machine information center 520 via the dispensing device control board 72, the management computer 501, and the card company data center 510.
[0230] (10) Fraudulent information The "fraudulent information" shown in Figure 10 includes main fraudulent information related to fraud detected by the main control board 100 and game value fraudulent information related to fraud detected by the game value control board 200. The main control board 100 outputs a signal related to the main fraudulent information to the game value control board 200. The game value control board 200 then outputs the signal related to the main fraudulent information and / or the signal related to the game value fraudulent information input from the main control board 100 to the SC board 71.
[0231] The SC board 71 outputs signals related to fraudulent information received from the game value control board 200 to the dispensing device control board 72. The dispensing device control board 72 then outputs signals related to fraudulent information received from the SC board 71 to the management computer 501.
[0232] Furthermore, the SC board 71 performs a process to encrypt signals related to fraudulent information input from the game value control board 200. The SC board 71 then outputs the encrypted signals related to fraudulent information to the game machine information center 520 via the lending device control board 72, the management computer 501, and the card company data center 510.
[0233] (Memory area of main control board 100 and memory area of game value control board 200) Next, using Figure 11, we will explain the memory area of the main control board 100 and the memory area of the game value control board 200.
[0234] (Memory area of main control board 100) As shown in Figure 11(A), the memory area of the main control board 100 consists of a main ROM 102, a main RAM 103, and an unused area. The main ROM 102 has a continuous memory area from "0000(H)" to "5FFF(H)". The main ROM 102 also has a main ROM usage area 105, an area outside the main ROM usage area 106, and a main ROM unused area 107.
[0235] (105 within the main ROM usage area) The main ROM usage area 105 is a memory area where programs related to the progress of the game are stored, and it has a control area and a data area. Specifically, the main ROM usage area 105 stores programs related to the progress of the game (for example, programs related to the main loop processing (see Figure 43) described later, and programs related to the main interrupt processing (see Figure 69) described later). In this embodiment, the address of the main ROM usage area 105 is from "0000(H)" to "2FFF(H)".
[0236] The address of the control area 105 within the main ROM usage area is "0000(H)" to "1FFF(H)". This is a storage area within the main ROM usage area 105 other than the data area, and is where various programs executed by the main control board 100 are stored. The address of the data area 105 within the main ROM usage area is "2000(H)" to "2FFF(H)". This is a storage area where only information other than programs is stored, and is where data used during program execution is stored.
[0237] (106 bytes outside of the main ROM usage area) The area outside the main ROM usage area 106 is a storage area where information unrelated to the progress of the game is stored. For example, it stores programs used during the test firing of the gaming machine 1 (for example, the program related to the test signal processing at the start of the game in step S2009), programs for displaying ratio information on the ratio display unit 36 (for example, the program related to the ratio display processing in step S18004), and programs for preventing fraud of the gaming machine 1. In addition, the area outside the main ROM usage area 106 has a control area and a data area, similar to the area inside the main ROM usage area 105. In this embodiment, the address of the area outside the main ROM usage area 106 is "4000(H)" to "5FFF(H)".
[0238] The address of the control area 106 outside the main ROM usage area is "4000(H)" to "4FFF(H)". This is a storage area other than the data area 106 outside the main ROM usage area, where various programs executed by the main control board 100 are stored. The address of the data area 106 outside the main ROM usage area is "5000(H)" to "5FFF(H)". This is a storage area where only information other than programs is stored, and where data used during program execution is stored.
[0239] Furthermore, a program management area is provided in area 106 outside the main ROM usage area. This "program management area" stores information such as the manufacturer code and product code.
[0240] (Main ROM unused area 107) The unused area 107 of the main ROM is located between the area 105 used by the main ROM and the area 106 outside the main ROM used (specifically, from "3000(H)" to "3FFF(H)").
[0241] As shown in Figure 11(A), the main RAM 103 has a continuous memory area from "F000(H)" to "F8FF(H)". The main RAM 103 also has a main RAM usage area 108, an area outside the main RAM usage area 109, and an unused main RAM area 110. The gaming machine 1 has a backup function and is capable of retaining the information stored in the main RAM 103.
[0242] (108 within the main RAM usage area) The addresses of the 108 memory locations within the main RAM usage area are "F000(H)" to "F3FF(H)". Of these 108 addresses within the main RAM usage area, "F000(H)" to "F1FF(H)" are the working memory area, and "F200(H)" to "F3FF(H)" are the stack area.
[0243] (109 outside of main RAM usage area) The 109 addresses outside the main RAM usage area are "F500(H)" to "F8FF(H)". Of these 109 addresses outside the main RAM usage area, "F500(H)" to "F6FF(H)" are the working area, and the addresses from "F700(H)" to "F8FF(H)" are the stack area.
[0244] (Unused area of main RAM: 110) The unused main RAM area 110 is located between the main RAM usage area 108 and the area outside the main RAM usage area 109 (specifically, from "F400(H)" to "F4FF(H)").
[0245] Furthermore, unused memory is provided between the main ROM 102 and the main RAM 103 (specifically, from "6000(H)" to "EFFF(H)") and after the main RAM 103 (specifically, from "F900(H)" to "FFFF(H)").
[0246] (Memory area of the game value control board 200) As shown in Figure 11(B), the memory area of the game value control board 200 is composed of a game value ROM 202 and a game value RAM 203. The game value ROM 202 has a continuous memory area from "0000(H)" to "5FFF(H)". The game value ROM 202 also has a game value ROM usage area 205, an area outside the game value ROM usage area 206, and an unused game value ROM area 207.
[0247] (Game value ROM usage area 205) The addresses of 205 within the game value ROM usage area are "0000(H)" to "2FFF(H)". Of the addresses of 205 within the game value ROM usage area, "0000(H)" to "1FFF(H)" is the control area, and "2000(H)" to "2FFF(H)" is the data area.
[0248] (Game value ROM usage area outside area 206) The addresses of the 206 areas outside the game value ROM usage area are "4000(H)" to "5FFF(H)". Of these addresses outside the game value ROM usage area, "4000(H)" to "4FFF(H)" is the control area, and "5000(H)" to "5FFF(H)" is the data area.
[0249] (Game value ROM unused area 207) The unused area 207 of the game value ROM is located between the area 205 used by the game value ROM and the area 206 outside the game value ROM used (specifically, from "3000(H)" to "3FFF(H)").
[0250] As shown in Figure 11(B), the game value RAM 203 has a continuous memory area from "F000(H)" to "F8FF(H)". The game value RAM 203 also has a game value RAM usage area 208, an area outside the game value RAM usage area 209, and an unused game value RAM area 210. The gaming machine 1 has a backup function and is capable of retaining the information stored in the game value RAM 203.
[0251] (Game value RAM usage area 208) The addresses of the 208 memory locations within the game value RAM usage area are "F000(H)" to "F3FF(H)". Of these 208 memory locations within the game value RAM usage area, "F000(H)" to "F1FF(H)" are the working area, and "F200(H)" to "F3FF(H)" are the stack area.
[0252] (Game value RAM usage area outside 209) Furthermore, the area 209 outside the game value RAM usage area is the memory area from "F500(H)" to "F8FF(H)". Of the area 209 outside the game value RAM usage area, the memory area from "F500(H)" to "F6FF(H)" is the working area, and the memory area from "F700(H)" to "F8FF(H)" is the stack area.
[0253] (Game value RAM unused area 210) The unused game value RAM area 210 is located between the game value RAM usage area 208 and the area outside the game value RAM usage area 209 (specifically, from "F400(H)" to "F4FF(H)").
[0254] Furthermore, unused areas are provided between the game value ROM 202 and the game value RAM 203 (specifically, from "6000(H)" to "EFFF(H)") and after the game value RAM 203 (specifically, from "F900(H)" to "FFFF(H)").
[0255] (Symbol arrangement on reel 31) Next, the symbol arrangement of reel 31 will be explained using Figure 12. The information regarding the symbol arrangement of reel 31 shown in Figure 12 is stored in the main ROM usage area 105.
[0256] Each of the 31 reels has 20 symbols, including the red seven symbol (for example, number 08 on the left reel 31L), the blue seven symbol (for example, number 17 on the left reel 31L), the black BAR symbol (for example, number 12 on the left reel 31L), the white BAR symbol (for example, number 01 on the left reel 31L), the watermelon symbol (for example, number 16 on the left reel 31L), the cherry symbol (for example, number 07 on the left reel 31L), the blank symbol (for example, number 11 on the right reel 31R), the bell symbol (for example, number 00 on the left reel 31L), the replay symbol (for example, number 10 on the left reel 31L), and the white seven symbol (for example, number 06 on the left reel 31L).
[0257] In this embodiment, when the stop button 15 is pressed, the reel 31 can be stopped within the range of the "5" symbol, based on the symbol displayed on the active line L. For example, when stopping the rotation of the left reel 31L based on the "10" replay symbol, it can be stopped within the range of the "10" replay symbol, the "9" bell symbol, the "8" red seven symbol, the "7" cherry symbol, and the "6" white seven symbol. The stopping position of the symbol will be determined according to the winning combination.
[0258] Here, the reel 31 can be stopped within a range of "5" symbols based on the symbols displayed on the active line L at the time the stop button 15 is pressed. Therefore, by arranging "4" predetermined symbols at predetermined intervals on "1" reel 31, it becomes possible to always stop and display the predetermined symbols on the active line L.
[0259] For example, the middle reel 31C has bell symbols positioned at positions "00", "05", "10", and "15". Therefore, regardless of when the stop operation is received by the middle stop button 15C, the middle reel 31C can stop and display the bell symbols on the active line L. This ability to stop the target predetermined symbols on the active line L regardless of when the stop operation is received by the stop button 15 is referred to as "PB=1". Furthermore, for the sake of explanation below, the ability to stop a combination of symbols on the active line L regardless of when the stop operation is received by the stop button 15 may also be described as "PB=1". Note that whether or not PB=1 depends on the number of active lines L.
[0260] On the other hand, "PB≠1" refers to the case where it is impossible to stop the target symbol on the active line L depending on the timing at which the stop operation is accepted by the stop button 15. Furthermore, for the sake of clarity in the following explanation, "PB≠1" may also be used to describe the case where it is impossible to stop a combination of symbols on the active line L depending on the timing at which the stop operation is accepted by the stop button 15. When PB≠1, in order to stop the target symbol or a combination of target symbols on the active line L, it is necessary to perform the stop operation on the stop button 15 at the appropriate timing.
[0261] (Effective line L in normal state (special state flag = OFF) and normal state (special state flag = ON)) Next, Figure 13 will be used to explain the active line L in the normal state (special state flag = OFF) and the normal state (special state flag = ON). Figure 13(A) is a diagram illustrating the active line L in the normal state (special state flag = OFF), and Figure 13(B) is a diagram illustrating the active line L in the normal state (special state flag = ON).
[0262] As illustrated in Figure 13(A), in the normal state (special state flag = OFF), the active lines L are: the upper line La connecting the symbols displayed on the upper part of the left reel 31L, the symbols displayed on the upper part of the middle reel 31C, and the symbols displayed on the upper part of the right reel 31R; the middle line Lb connecting the symbols displayed on the middle part of the left reel 31L, the symbols displayed on the middle reel 31C, and the symbols displayed on the middle reel 31R; and the symbols displayed on the lower part of the left reel 31L, the middle reel The "5" lines consist of the lower line Lc, which connects the symbol displayed on the lower part of reel 31C and the symbol displayed on the lower part of reel 31R; the downward-sloping line Ld, which connects the symbol displayed on the upper part of reel 31L, the symbol displayed on the middle part of reel 31C, and the symbol displayed on the lower part of reel 31R; and the upward-sloping line Le, which connects the symbol displayed on the lower part of reel 31L, the symbol displayed on the middle part of reel 31C, and the symbol displayed on the upper part of reel 31R. On the other hand, as shown in Figure 13(B), in the normal state (special state flag = ON), the only active line is the lower line Lc.
[0263] Therefore, in this embodiment, the number of active lines L differs depending on the current game state. Specifically, the number of active lines L in the normal state (special state flag = OFF) is "5" lines, while the number of active lines L in the normal state (special state flag = ON) is "1" line. In other words, the number of active lines L in the normal state (special state flag = OFF) is greater than the number of active lines L in the normal state (special state flag = ON).
[0264] Furthermore, the number of active lines L in the normal state (special state flag = OFF) may be greater than the number of active lines L in the normal state (special state flag = OFF). For example, the number of active lines L in the normal state (special state flag = OFF) may be set to "1" line, and the number of active lines L in the normal state (special state flag = ON) may be set to "5" lines. This increases the number of active lines L in the normal state (special state flag = ON), making it easier to win prizes in the normal state (special state flag = ON).
[0265] Furthermore, the number of active lines L in the normal state (special state flag = OFF) and the number of active lines L in the normal state (special state flag = ON) may be the same. For example, the number of active lines L in the normal state (special state flag = OFF) and the number of active lines L in the normal state (special state flag = ON) may both be set to "5" lines. This eliminates the need to set different active lines L for the normal state (special state flag = OFF) and the normal state (special state flag = ON) when determining whether or not a prize has been won, thereby reducing the processing load on the main control board 100.
[0266] Furthermore, in this embodiment, the specified number is "3" in the normal state (special state flag = OFF), while the specified number is "2" in the normal state (special state flag = ON). In other words, the specified number in the normal state (special state flag = OFF) is a larger value than the specified number in the normal state (special state flag = ON). As a result, the number of active lines is greater when the specified number is larger than when the specified number is smaller. Note that the number of active lines may be greater when the specified number is smaller than when the specified number is larger, or the number of active lines may be the same in both cases.
[0267] Furthermore, the effective line L may be a different line from the upper line La to the upward-sloping line Le. For example, a small mountain-shaped line may be used, connecting the symbols displayed in the lower part of the left reel 31L, the symbols displayed in the middle of the middle reel 31C, and the symbols displayed in the lower part of the right reel 31R, or a small V-shaped line may be used, connecting the symbols displayed in the upper part of the left reel 31L, the symbols displayed in the middle of the middle reel 31C, and the symbols displayed in the upper part of the right reel 31R.
[0268] (List of symbol combinations corresponding to bonuses and the value assigned to each bonus) Next, Figure 14 will be used to explain the list of symbol combinations corresponding to bonuses and the values assigned to them. The information regarding the symbol combinations corresponding to bonuses and the values assigned to them, as illustrated in Figure 14, is stored in the main ROM usage area 105.
[0269] Figure 14 defines the following symbol combinations corresponding to bonuses in this embodiment: BAR BIG, Blue BIG, Blue REG, "First Specific BIG", "Second Specific BIG", "Third Specific BIG", "Fourth Specific BIG", "First Regular BIG", "Second Regular BIG", "Third Regular BIG", and "Fourth Regular BIG". When a symbol combination corresponding to a bonus is displayed on the active line L, a bonus is established and the game transitions to the BB operation state.
[0270] (BARB IG) BARBIG in the condition device "BNS01" is established when "black BAR symbol - black BAR symbol - black BAR symbol" is displayed on the active line L. In this case, no game value is assigned when BARBIG is established, but the game transitions to the BB operating state (BARBIG) described later. The BB operating state (BARBIG) is a state in which the continuous operation device for the second type of special feature is activated, which stops the rotation of the reel 31 within "75" ms after a stop operation on the stop button 15 is detected by at least one stop switch 15sw. In this embodiment, when "BARBB" with the winning number "07" described later is won, if the stop operation on the stop button 15 is performed at the appropriate timing, the combination of symbols corresponding to BARBIG will be aligned on the active line L. In other words, the combination of symbols corresponding to BARBIG is PB ≠ 1.
[0271] (Blue BIG) The Blue BIG of the condition device "BNS02" is established when "Blue Seven symbol - Blue Seven symbol - Blue Seven symbol" is displayed on the active line L. In this case, no game value is assigned when the Blue BIG is established, but the game transitions to the BB activation state (Blue BIG) described later. The BB activation state (Blue BIG) is a state in which the continuous activation device for the second type of special feature is activated, similar to the BB activation state (BARBIG). In this embodiment, when the "Blue BB" of winning number "13" described later is won, if the stop operation on the stop button 15 is performed at the appropriate timing, the combination of symbols corresponding to Blue BIG will be aligned on the active line L. In other words, the combination of symbols corresponding to Blue BIG is PB ≠ 1.
[0272] (Blue REG) The blue REG of the condition device "BNS03" is established when "blue seven symbol - blue seven symbol - black BAR symbol" is displayed on the active line L. In this case, no game value is assigned when the blue REG is established, but the game will transition to the BB activation state (blue REG) described later. Specifically, as will be described later, the blue REG is referred to as "REG" for the sake of explanation, but when the blue REG is established in this embodiment, the continuous activation device for the second type special feature is activated, just as when BARBIG or blue BIG is established. In this embodiment, when the "blue RB" of the winning number "19" described later is won, if the stop operation on the stop button 15 is performed at the appropriate timing, the combination of symbols corresponding to the blue REG will be aligned on the active line L. In other words, the combination of symbols corresponding to the blue REG is PB≠1.
[0273] (1st specific BIG) The "First Specific BIG" of the condition device "BNS04" is established when "White BAR symbol - Black BAR symbol - Bell symbol" or "Replay symbol - Black BAR symbol - Bell symbol" is displayed on the active line L. In this case, no game value is assigned to the game when the "First Specific BIG" is established, but the game will transition to the BB activation state (Specific BIG) described later. The BB activation state (Specific BIG) is a state in which the continuous activation device for the second type of special feature is activated, similar to the BB activation state (BARBIG), etc.
[0274] (Second Specific BIG) The "Second Specific BIG" of the condition device "BNS05" is established when the following symbols are displayed on the active line L: "White BAR symbol - Cherry symbol - Red Seven symbol", "White BAR symbol - Cherry symbol - Blue Seven symbol", "White BAR symbol - Cherry symbol - Blank symbol", "Replay symbol - Cherry symbol - Red Seven symbol", "Replay symbol - Cherry symbol - Blue Seven symbol", or "Replay symbol - Cherry symbol - Blank symbol". In this case, no game value is assigned to the game when the "Second Specific BIG" is established, but the game will transition to the BB activation state (Specific BIG) described later.
[0275] (Third Specific BIG) The "Third Specific BIG" of the condition device "BNS06" is established when the following symbols are displayed on the active line L: "Watermelon symbol - Black BAR symbol - Red Seven symbol", "Watermelon symbol - Black BAR symbol - Blue Seven symbol", or "Watermelon symbol - Black BAR symbol - Blank symbol". In a game where the "Third Specific BIG" is established, no game value is assigned, but the game will transition to the BB activation state (Specific BIG) described later.
[0276] (4th Specific BIG) The "4th Specific BIG" in the condition device "BNS07" is triggered when "Watermelon symbol - Cherry symbol - Bell symbol" are displayed on the active line L. In this case, no game value is assigned to the game when the "4th Specific BIG" is triggered, but the game will transition to the BB activation state (Specific BIG) described later.
[0277] Furthermore, "Specific BIG 1," "Specific BIG 2," "Specific BIG 3," and "Specific BIG 4" are collectively referred to as "Specific BIG." In this embodiment, when the "Specific BB" for the winning number "25" (described later) is won, one of the combinations of symbols corresponding to Specific BIG 1 through Specific BIG 4 will always line up on the active line L. In other words, the combination of symbols corresponding to Specific BIG is PB=1.
[0278] (1st normal BIG) The "First Regular BIG" of the condition device "BNS08" is established when the following symbols are displayed on the active line L: "White BAR symbol - Black BAR symbol - Red Seven symbol", "White BAR symbol - Black BAR symbol - Blue Seven symbol", "White BAR symbol - Black BAR symbol - Blank symbol", "Replay symbol - Black BAR symbol - Red Seven symbol", "Replay symbol - Black BAR symbol - Blue Seven symbol", or "Replay symbol - Black BAR symbol - Blank symbol". In this case, no game value is assigned to the game when the "First Regular BIG" is established, but the game will transition to the BB activation state (Regular BIG) described later. The BB activation state (Regular BIG) is a state in which the continuous activation device for the second type of special feature is activated, similar to the BB activation state (BARBIG), etc.
[0279] (2nd normal BIG) The "Second Regular BIG" of the condition device "BNS09" is triggered when "White BAR symbol - Cherry symbol - Bell symbol" or "Replay symbol - Cherry symbol - Bell symbol" is displayed on the active line L. In this case, no game value is assigned to the game when the "Second Regular BIG" is triggered, but the game will transition to the BB activation state (Regular BIG) described later.
[0280] (3rd normal BIG) The "Third Regular BIG" of the condition device "BNS10" is triggered when "Watermelon symbol - Black BAR symbol - Bell symbol" are displayed on the active line L. In this case, no game value is assigned to the game when the "Third Regular BIG" is triggered, but the game will transition to the BB activation state (Regular BIG) described later.
[0281] (4th normal BIG) The "4th Regular BIG" in the condition device "BNS11" is triggered when the following symbols appear on the active line L: "Watermelon symbol - Cherry symbol - Red Seven symbol", "Watermelon symbol - Cherry symbol - Blue Seven symbol", or "Watermelon symbol - Cherry symbol - Blank symbol". In this case, no game value is assigned to the game when the "4th Regular BIG" is triggered, but the game will transition to the BB activation state (Regular BIG) described later.
[0282] Furthermore, "1st Regular BIG," "2nd Regular BIG," "3rd Regular BIG," and "4th Regular BIG" are collectively referred to as Regular BIG. In this embodiment, when the "Regular BB" with the winning number "26" (described later) is won, one of the combinations of symbols corresponding to the 1st Regular BIG to the 4th Regular BIG will always line up on the active line L. In other words, for Regular BIG, PB=1.
[0283] In this embodiment, the continuous activation device for the second type of special feature is activated regardless of whether BARBIG, Blue BIG, Blue REG, Specific BIG, or Normal BIG is achieved. Alternatively, different features may be activated depending on the type of BIG achieved. For example, the continuous activation device for the first type of special feature may be activated when BARBIG or Blue BIG is achieved, while the first type of special feature may be activated when Blue REG is achieved.
[0284] Furthermore, in this embodiment, the BB (Big Bonus) activation state terminates when a game value exceeding "143" is assigned, regardless of whether it is BB activation state (BARBIG), BB activation state (Blue BIG), BB activation state (Blue REG), BB activation state (Specific BIG), or BB activation state (Normal BIG). Note that the termination conditions may differ depending on the BB activation state. For example, BB activation state (BARBIG) may terminate when a game value of a first value (e.g., "150") is assigned, and BB activation state (Blue BIG) may terminate when a game value of a second value (e.g., "100") is assigned.
[0285] Furthermore, BARBIG, Blue BIG, Blue REG, Specific BIG, and Regular BIG are collectively referred to as "BIG".
[0286] (List of symbol combinations corresponding to replays and their assigned game value) Next, Figure 15 will be used to explain the list of symbol combinations corresponding to replays and the values assigned to them for gameplay. The information regarding the symbol combinations corresponding to replays and the values assigned to them, as shown in Figure 15, is stored in the main ROM usage area 105.
[0287] Figure 15 defines "First Replay," "Second Replay," and "Third Replay" as symbol combinations corresponding to replays in this embodiment. When a symbol combination corresponding to a replay is displayed on the active line L, the replay function is activated, allowing the player to play the next game without betting a predetermined amount of game value.
[0288] (First replay) The "First Replay" of the condition device "REP01" is triggered when "Replay Symbol - Replay Symbol - Replay Symbol" is displayed on the active line L. In this case, no game value is awarded in the game in which the "First Replay" is triggered, but the replay function is activated, allowing the player to play the next game without betting a predetermined amount of game value.
[0289] (Second replay) The "Second Replay" of the condition device "REP02" is triggered when "Red Seven Symbol - Replay Symbol - Replay Symbol" is displayed on the active line L. In this case, no game value is awarded when the "Second Replay" is triggered, but the replay function is activated, allowing the player to play the next game without betting a predetermined amount of game value.
[0290] (Third replay) The "Third Replay" of the condition device "REP03" is triggered when "Blue Seven Symbol - Replay Symbol - Replay Symbol" is displayed on the active line L. In this case, no game value is awarded when the "Third Replay" is triggered, but the replay function is activated, allowing the player to play the next game without betting a predetermined amount of game value.
[0291] In this embodiment, in the normal state (special state flag = OFF) where the specified number is "3", if any of "1st Replay" to "3rd Replay" is displayed on the active line L, the specified number for the next game is also "3", and therefore the BET amount for the next game will also be "3". Similarly, in the normal state (special state flag = ON) where the specified number is "2", if any of "1st Replay" to "3rd Replay" is displayed on the active line L, the specified number for the next game is also "2", and therefore the BET amount for the next game will also be "2".
[0292] (List of symbol combinations corresponding to minor wins and their assigned game value) Next, Figure 16 will be used to explain the list of symbol combinations corresponding to minor wins and the values assigned to them for gameplay. The information regarding the symbol combinations corresponding to minor wins and the values assigned to them for gameplay, as shown in Figure 16, is stored in the main ROM usage area 105.
[0293] Figure 16 defines the following symbol combinations corresponding to minor wins in this embodiment: "Watermelon," "Bell," "First Cherry," "Second Cherry," "Third Cherry," "Fourth Cherry," "Fifth Cherry," "Sixth Cherry," "First Double," "Second Double," "Seventh Cherry," "CB Winning Symbol," and "Special Symbol." When a combination of symbols corresponding to a minor win is displayed on the active line L, a win is achieved and game value is awarded according to the specified number.
[0294] (Watermelon) In the condition device "NML01," a "watermelon" win is achieved when "watermelon symbol - watermelon symbol - watermelon symbol" is displayed on the active line L. In a game where a "watermelon" win is achieved, if the specified number is "2," a game value of "2" is assigned. On the other hand, in a game where a "watermelon" win is achieved, if the specified number is "3," a game value of "8" is assigned.
[0295] (Bell) The "Bell" symbol in the condition device "NML02" is awarded when "Bell symbol - Bell symbol - Bell symbol" is displayed on the active line L. In a game in which a "Bell" is awarded, if the specified number is "2", a game value of "2" is assigned. On the other hand, in a game in which a "Bell" is awarded, if the specified number is "3", a game value of "11" is assigned.
[0296] (First Cherry) The "First Cherry" in the condition device "NML03" is awarded when the following symbols appear on the active line L: "Cherry symbol - Bell symbol - Red Seven symbol", "Cherry symbol - Bell symbol - Blue Seven symbol", "Cherry symbol - Bell symbol - Black BAR symbol", "Cherry symbol - Bell symbol - White BAR symbol", "Cherry symbol - Bell symbol - Watermelon symbol", "Cherry symbol - Bell symbol - Cherry symbol", "Cherry symbol - Bell symbol - Blank symbol", or "Cherry symbol - Bell symbol - Replay symbol". In a game where the "First Cherry" is awarded, the game value is assigned as "2" regardless of whether the specified number is "2" or "3".
[0297] (Second Cherry) The "Second Cherry" in the condition device "NML04" is awarded when the following combinations appear on the active line L: "Cherry symbol - Red Seven symbol - Red Seven symbol", "Cherry symbol - Red Seven symbol - Blue Seven symbol", "Cherry symbol - Red Seven symbol - White BAR symbol", "Cherry symbol - Red Seven symbol - Cherry symbol", "Cherry symbol - Red Seven symbol - Blank symbol", or "Cherry symbol - Red Seven symbol - Bell symbol". In games where the "Second Cherry" is awarded, the game value is assigned as "2" regardless of whether the specified number is "2" or "3".
[0298] (Third Cherry) The "Third Cherry" in the condition device "NML05" is awarded when the following symbols appear on the active line L: "Cherry symbol - Replay symbol - Red Seven symbol", "Cherry symbol - Replay symbol - Blue Seven symbol", "Cherry symbol - Replay symbol - Black BAR symbol", "Cherry symbol - Replay symbol - White BAR symbol", "Cherry symbol - Replay symbol - Watermelon symbol", "Cherry symbol - Replay symbol - Cherry symbol", "Cherry symbol - Replay symbol - Blank symbol", or "Cherry symbol - Replay symbol - Replay symbol". In games where the "Third Cherry" is awarded, the game value is assigned as "2" regardless of whether the specified number is "2" or "3".
[0299] (Fourth Cherry) The "4th Cherry" of the condition device "NML06" is "Cherry symbol - Blue Seven symbol - Red Seven symbol", "Cherry symbol - Blue Seven symbol - Blue Seven symbol", "Cherry symbol - Blue Seven symbol - White BAR symbol", "Cherry symbol - Blue Seven symbol - Cherry symbol", "Cherry symbol - Blue Seven symbol - Blank symbol", "Cherry symbol - Blue Seven symbol - Bell symbol", "Cherry symbol - White BAR symbol - Red Seven symbol", "Cherry symbol - White BAR symbol - Blue Seven symbol", "Cherry symbol - White BAR symbol - White BAR symbol A win is achieved when any of the following patterns are displayed: "Pattern", "Cherry pattern - White BAR pattern - Cherry pattern", "Cherry pattern - White BAR pattern - Blank pattern", "Cherry pattern - White BAR pattern - Bell pattern", "Cherry pattern - Blank pattern - Red Seven pattern", "Cherry pattern - Blank pattern - Blue Seven pattern", "Cherry pattern - Blank pattern - White BAR pattern", "Cherry pattern - Blank pattern - Cherry pattern", "Cherry pattern - Blank pattern - Blank pattern", or "Cherry pattern - Blank pattern - Bell pattern". In games where a "4th Cherry" win is achieved, the game value is awarded as "2" regardless of whether the specified number is "2" or "3".
[0300] (Fifth Cherry) The "5th Cherry" in the condition device "NML07" is awarded when the following combinations are displayed on the active line L: "Cherry symbol - Watermelon symbol - White BAR symbol", "Cherry symbol - Watermelon symbol - Cherry symbol", "Cherry symbol - Watermelon symbol - Bell symbol", or "Cherry symbol - Watermelon symbol - Replay symbol". In a game where the "5th Cherry" is awarded, the game value is assigned as "2" regardless of whether the specified number is "2" or "3".
[0301] (6th Cherry) The "6th Cherry" in the condition device "NML08" is awarded when the following symbols appear on the active line L: "Cherry symbol - Black BAR symbol - Red Seven symbol", "Cherry symbol - Black BAR symbol - Blue Seven symbol", "Cherry symbol - Black BAR symbol - White BAR symbol", "Cherry symbol - Black BAR symbol - Cherry symbol", "Cherry symbol - Black BAR symbol - Blank symbol", "Cherry symbol - Black BAR symbol - Bell symbol", "Cherry symbol - Cherry symbol - Red Seven symbol", "Cherry symbol - Cherry symbol - Blue Seven symbol", "Cherry symbol - Cherry symbol - White BAR symbol", "Cherry symbol - Cherry symbol - Cherry symbol", "Cherry symbol - Cherry symbol - Blank symbol", or "Cherry symbol - Cherry symbol - Bell symbol". In this case, if the "6th Cherry" is awarded, the game value will be set to "2" regardless of whether the specified number is "2" or "3".
[0302] (First duplicate) The "first overlap" of the condition device "NML09" is achieved when "cherry symbol - watermelon symbol - black bar symbol" or "cherry symbol - watermelon symbol - watermelon symbol" is displayed on the active line L. In a game where the "first overlap" is achieved, the game value is assigned as "2" regardless of whether the specified number is "2" or "3".
[0303] (Second duplicate) The "second overlap" of the condition device "NML10" is achieved when "watermelon symbol - watermelon symbol - black bar symbol" is displayed on the active line L. In a game where the "second overlap" win is achieved, if the specified number is "2", the game value is assigned "2". On the other hand, in a game where the "first overlap" win is achieved, if the specified number is "3", the game value is assigned "1".
[0304] (7th Cherry) The "7th Cherry" in the condition device "NML11" is awarded when the following combinations appear on the active line L: "Blue Seven symbol - Bell symbol - Black BAR symbol", "Blue Seven symbol - Bell symbol - Watermelon symbol", "Black BAR symbol - Bell symbol - Black BAR symbol", or "Black BAR symbol - Bell symbol - Watermelon symbol". In a game where the "7th Cherry" is awarded, if the specified number is "2", the game value is awarded as "2". On the other hand, in a game where the "7th Cherry" is awarded, if the specified number is "3", the game value is awarded as "1".
[0305] (CB prize winners) The "CB winning combination" of the condition device "NML12" is achieved when "Watermelon symbol - Bell symbol - Bell symbol" or "Cherry symbol - Bell symbol - Bell symbol" is displayed on the active line L. In a game in which a "CB winning combination" is achieved, if the specified number is "2", the game value is awarded as "2". On the other hand, in a game in which a "CB winning combination" is achieved, if the specified number is "3", the game value is awarded as "11".
[0306] (Special item) The "special combination" of the condition device "NML13" is achieved when "blue seven symbol - blank symbol - red seven symbol" is displayed on the active line L. In a game where the "special combination" is achieved, a game value of "1" is assigned regardless of whether the specified number is "2" or "3".
[0307] (Transition of game state) Next, we will explain the transitions in the game state using Figure 17.
[0308] As shown in Figure 17, in this embodiment, the game states can be broadly divided into three game states: the normal state, the internal state, and the BB (Big Bonus) activation state. Furthermore, in this embodiment, the normal state has two variations: the normal state (special state flag = OFF) and the normal state (special state flag = ON).
[0309] (Normal state (Special state flag = OFF)) The normal state (special state flag = OFF) is a state in which the special state flag, described later, is OFF, and the probability of winning a bonus is drawn at the first probability (specifically, as explained using Figure 19, if the setting value is "1", it is 216 / 65536). Furthermore, the normal state (special state flag = OFF) is a disadvantageous state for the player. In this case, if any of the winning numbers "07" to "12" are won in the normal state (special state flag = OFF), the game transitions from the normal state (special state flag = OFF) to the internal state (BARBB). Also, if any of the winning numbers "13" to "18" are won in the normal state (special state flag = OFF), the game transitions from the normal state (special state flag = OFF) to the internal state (BlueBB). Furthermore, in the normal state (special state flag = OFF), if any of the winning numbers "19" to "24" are selected, the game will transition from the normal state (special state flag = OFF) to the internal state (blue RB).
[0310] As will be explained in more detail later, in this embodiment, in a game in which "BARBB" is won, there are cases in which BARBIG is established and cases in which BARBIG is not established. When "BARBB" is won, the game transitions from the normal state (special state flag = OFF) to the internal state (BARBB), and if BARBIG is established in that game, the game transitions from the internal state (BARBB) to the BB operation state (BARBIG).
[0311] Similarly, in games where "Blue BB" is won, there are cases where Blue BIG is established and cases where Blue BIG is not established. When "Blue BB" is won, the game transitions from the normal state (special state flag = OFF) to the internal state (Blue BB), and if Blue BIG is established in that game, it transitions from the internal state (Blue BB) to the BB activation state (Blue BIG). Also, in games where "Blue RB" is won, there are cases where Blue REG is established and cases where Blue REG is not established. When "Blue RB" is won, the game transitions from the normal state (special state flag = OFF) to the internal state (Blue RB), and if Blue REG is established in that game, it transitions from the internal state (Blue RB) to the BB activation state (Blue REG).
[0312] (Internal state) The internal state is a game state in which information indicating that a bonus has been won is stored in the bonus type storage area 108Eb, which will be described later. As shown in Figure 17, there are internal states (BARBB), internal state (BlueBB), internal state (BlueRB), internal state (SpecificBB), and internal state (NormalBB).
[0313] (Internal state (BARBB)) The internal state (BARBB) is a game state in which information indicating that "BARBB" has been won is stored in the bonus type memory area 108Eb, which will be described later. In this case, if BARBIG is established while in the internal state (BARBB), the game transitions from the internal state (BARBB) to the BB activation state (BARBIG).
[0314] (Internal state (Blue BB)) The internal state (Blue BB) is a game state in which information indicating that a "Blue BB" has been won is stored in the bonus type memory area 108Eb, which will be described later. If a Blue BIG is established while in the internal state (Blue BB), the game transitions from the internal state (Blue BB) to the BB activation state (Blue BIG).
[0315] (Internal state (Blue RB)) The internal state (Blue RB) is a game state in which information indicating that a "Blue RB" has been won is stored in the bonus type memory area 108Eb, which will be described later. If a Blue REG is established while in the internal state (Blue RB), the game transitions from the internal state (Blue RB) to the BB activation state (Blue REG).
[0316] (BB operating status) The BB (Big Bonus) activation state is a game state in which the continuous activation device for the second type of special bonus is activated based on the occurrence of a BIG (Big Bonus). As shown in Figure 17, the BB activation state includes BB activation state (BARBIG), BB activation state (Blue BIG), BB activation state (Blue REG), BB activation state (Specific BIG), and BB activation state (Normal BIG). Furthermore, as described above, the BB activation state in this embodiment is a game state in which the continuous activation device for the second type of special bonus is activated. In other words, the BB activation state in this embodiment is a game state in which the so-called CBB (MB) is activated.
[0317] When the continuous activation device for the Type 2 special feature is activated, the combination of symbols corresponding to the Type 2 special feature is not displayed on the active line L. For this reason, in this embodiment, as shown in Figure 14, the combination of symbols corresponding to the Type 2 special feature is not defined as the combination of symbols corresponding to the bonus.
[0318] Furthermore, in this embodiment, when the continuous activation device for the Type 2 Special Prize is activated, the specified number when the Type 2 Special Prize is activated is uniformly set to "3". It is also possible to install multiple Type 2 Special Prizes (and their continuous activation devices) and set different specified numbers for each. For example, "3" can be adopted as the specified number when one Type 2 Special Prize (and its continuous activation device) is activated, and "2" can be adopted as the specified number when another Type 2 Special Prize (and its continuous activation device) is activated.
[0319] In this embodiment, when the continuous activation device for the second type of special feature is operating, the first type of special feature is not activated. Of course, the first type of special feature may be made activatable when the continuous activation device for the second type of special feature is operating.
[0320] Furthermore, the BB activation state may also be a game state in which the continuous activation device for the first type of special feature is activated. In this embodiment, for specific BIG and normal BIG, PB=1, but if the game state in which the continuous activation device for the first type of special feature is activated is adopted as the BB activation state, then PB≠1.
[0321] Furthermore, if the game state in which the continuous activation device for the Type 1 special feature is activated is adopted as the BB activation state, then when the BB activation state is reached, the Type 1 special feature will operate continuously without the combination of symbols corresponding to the Type 1 special feature aligning on the active line L. Alternatively, the Type 1 special feature may be activated only when the combination of symbols corresponding to the Type 1 special feature aligns on the active line L.
[0322] Here, the termination condition for the first type of special bonus is that either a predetermined number of games have been played, or a predetermined number of wins have been achieved, whichever comes first. However, the predetermined number of games and the predetermined number of wins must be the same. For example, the predetermined number of wins may be set at "1", and the predetermined number of games may be set at "1". However, the predetermined number of games and the predetermined number of wins may be different. For example, the predetermined number of wins may be set at "8", and the predetermined number of games may be set at "12".
[0323] Furthermore, it is possible to install multiple Type 1 Special Features and set different specified numbers for each of them. For example, the specified number for when one Type 1 Special Features is activated could be set to "3," and the specified number for when another Type 1 Special Features is activated could be set to "2."
[0324] (BB operating status (BARBIG)) The BB activation state (BARBIG) is a game state in which the continuous activation device for the second type of special feature is activated based on the occurrence of BARBIG. In this state, if a game value exceeding a predetermined value (143 in this embodiment) is awarded while in the BB activation state (BARBIG), the game transitions from the BB activation state (BARBIG) to the normal state (special state flag = ON).
[0325] (BB operating status (Blue BIG)) The BB activation state (Blue BIG) is a game state in which the continuous activation device for the second type of special feature is activated based on the occurrence of a Blue BIG. In this state, if a game value exceeding a predetermined value (143 in this embodiment) is awarded while in the BB activation state (Blue BIG), the game transitions from the BB activation state (Blue BIG) to the normal state (special state flag = ON).
[0326] (BB operating status (Blue REG)) The BB activation state (Blue REG) is a game state in which the continuous activation device for the second type of special feature is activated based on the occurrence of Blue REG. In this state, if a game value exceeding a predetermined value (143 in this embodiment) is assigned in the BB activation state (Blue REG), the game transitions from the BB activation state (Blue REG) to the normal state (special state flag = OFF).
[0327] (BB operating status (specific BIG)) The BB activation state (Specific BIG) is a game state in which the continuous activation device for the Type 2 special feature is activated based on the occurrence of a Specific BIG. In this state, if a game value exceeding a predetermined value (143 in this embodiment) is assigned in the BB activation state (Specific BIG), the game transitions from the BB activation state (Specific BIG) to the normal state (Special state flag = ON).
[0328] (BB operating status (normal BIG)) The BB activation state (normal BIG) is a game state in which the continuous activation device for the second type of special feature is activated based on the occurrence of a normal BIG. In this state, if a game value exceeding a predetermined value (in this embodiment, "143") is assigned while in the BB activation state (normal BIG), the game transitions from the BB activation state (normal BIG) to the normal state (special state flag = OFF).
[0329] (Normal state (Special state flag = ON)) The normal state (special state flag = ON) is a game state in which the special state flag, described later, is ON, and the probability of winning a "bonus" is drawn at a second probability (specifically, as explained using Figure 21, if the setting value is "1", it is 2834 / 65536), which is higher than the first probability of winning a "bonus" in the normal state (special state flag = OFF). Furthermore, the normal state (special state flag = ON) is a game state that is advantageous to the player. Here, if a "specific BB" is won in the normal state (special state flag = ON), the game transitions from the normal state (special state flag = ON) to the internal state (specific BB). Also, if a "normal BB" is won in the normal state (special state flag = ON), the game transitions from the normal state (special state flag = ON) to the internal state (normal BB).
[0330] In this embodiment, when a "Specific BB" is won, a Specific BIG is guaranteed to occur. Therefore, when a Specific BB is won, the game transitions to an internal state (Specific BB), but a Specific BIG is guaranteed to occur in that game, transitioning from the internal state (Specific BB) to the BB activation state (Specific BIG). Similarly, when a "Normal BB" is won, a Normal BIG is guaranteed to occur. Therefore, in this embodiment, when a Normal BB is won, the game transitions to an internal state (Normal BB), but a Normal BIG is guaranteed to occur in that game, transitioning from the internal state (Normal BB) to the BB activation state (Normal BIG).
[0331] In addition, in a game in which a specific BB is won, there may be cases where a specific BIG is established and cases where a specific BIG is not established. In this case, if the game transitions to the internal state (specific BB) as a result of winning a specific BB, and the combination of symbols corresponding to a specific BIG is not displayed on the active line L in that game, the game state in the next game will be the internal state (specific BB). Similarly, in a game in which a regular BB is won, there may be cases where a regular BIG is established and cases where a regular BIG is not established. In this case, if the game transitions to the internal state (regular BB) as a result of winning a regular BB, and the combination of symbols corresponding to a regular BIG is not displayed on the active line L in that game, the game state in the next game will be the internal state (regular BB).
[0332] (Relationship between game state and specified number) Next, we will explain the relationship between the game state and the specified number using Figure 18.
[0333] As shown in Figure 18, in this embodiment, the specified number differs depending on the game state. In other words, the specified number differs depending on whether the special state flag, which will be described later, is ON or OFF.
[0334] In the normal state (special state flag = OFF), the specified number is "3". In other words, in the normal state (special state flag = OFF), the specified number is fixed at "3". Therefore, in the normal state (special state flag = OFF), it is possible to play when the number of bets is "3". In other words, in the normal state (special state flag = OFF), it is not possible to play if the number of bets is less than "3".
[0335] In the internal state, the special state flag (described later) is OFF, just like in the normal state (special state flag = OFF), and the specified number is "3". In other words, in the internal state, the specified number is fixed at "3". Therefore, in the internal state, it is possible to play when the BET number is "3". In other words, in the internal state, it is not possible to play if the BET number is less than "3".
[0336] In the BB (Big Bonus) activation state, the specified number is "3," just like in the normal state (special state flag = OFF) and the internal state. In other words, in the BB activation state, the specified number is fixed at "3." Therefore, in the BB activation state, it is possible to play when the BET number reaches "3." In other words, in the BB activation state, it is not possible to play if the BET number is less than "3."
[0337] In the normal state (special state flag = ON), unlike other game states, the specified number is "2". In other words, in the normal state (special state flag = ON), the specified number is fixed at "2". Therefore, in the normal state (special state flag = ON), it is possible to play when the number of bets is "2". In other words, in the normal state (special state flag = ON), it is not possible to play if the number of bets is less than "2". As will be explained in more detail later, in the normal state (special state flag = ON), since the specified number is "2", the number of bets will never be "3".
[0338] (Winning combination determination table used in normal state (special state flag = OFF)) Next, using Figure 19, we will explain the winning combination determination table used in the normal state (special state flag = OFF).
[0339] The winning combination determination table used in the normal state (special state flag = OFF) is stored in area 105 of the main ROM and is used when determining the winning combination in the winning combination determination process of step S9000, which will be described later. The winning combination determination table used in the normal state (special state flag = OFF) defines the winning number, the winning combination corresponding to the winning number, and the lottery value corresponding to the winning combination. Note that the lottery value is defined for each setting value.
[0340] In this embodiment, the winning combination determination table used in the normal state (special state flag = OFF) defines the lottery values such that the degree of advantage for the player differs depending on whether a first setting value (e.g., setting "1") or a second setting value (e.g., setting "2") is set. Specifically, the lottery values are defined such that it is more advantageous for the player when the second setting value (e.g., setting "2") is set than when the first setting value (e.g., setting "1") is set. In other words, the lottery values are defined such that it is more disadvantageous for the player when the first setting value (e.g., setting "1") is set than when the second setting value (e.g., setting "2") is set. In this embodiment, the winning combination determination table used in the normal state (special state flag = OFF) defines the same lottery values when the second setting value (e.g., setting "2") is set and when the third setting value (e.g., setting "3") is set.
[0341] Furthermore, the relationship between the lottery values and the setting values specified in the winning combination determination table used in the normal state (special state flag = OFF) is as follows: setting "6" > setting "4" = setting "5" > setting "2" = setting "3" > setting "1". In other words, the lottery values specified in the winning combination determination table used in the normal state (special state flag = OFF) are set so that the most advantageous situation is when the setting value is "6". Similarly, the lottery values specified in the winning combination determination table used in the normal state (special state flag = OFF) are set so that the least advantageous situation is when the setting value is "1".
[0342] Furthermore, the lottery values defined in the winning combination determination table used in the normal state (special state flag = OFF) are defined so that the advantage is the same whether setting "2" is set or setting "3" is set. Similarly, the lottery values are defined so that the advantage is the same whether setting "4" is set or setting "5" is set.
[0343] As shown in Figure 19, the winning combination determination table used in the normal state (special state flag = OFF) includes: "Replay Group" for winning number "01", "Normal Bell" for winning number "02", "Normal Watermelon" for winning number "03", "Normal Cherry" for winning number "04", "Special Combination" for winning number "05", "Special Combination" for winning number "06", "Special Combination" for winning number "07", "BARBB" for winning number "08", "BARBB + Normal Bell" for winning number "09", "BARBB + Normal Watermelon" for winning number "10", "BARBB + Normal Cherry" for winning number "11", and winning number "1 The following combinations have predetermined lottery values: "BARBB + Special Role" for number 2, "Blue BB" for winning number 13, "Blue BB + Normal Bell" for winning number 14, "Blue BB + Normal Watermelon" for winning number 15, "Blue BB + Normal Cherry" for winning number 16, "Blue BB + Special Role" for winning number 17, "Blue BB + Special Role" for winning number 18, "Blue BB + Special Role" for winning number 19, "Blue RB" for winning number 20, "Blue RB + Normal Bell" for winning number 21, "Blue RB + Normal Watermelon" for winning number 22, "Blue RB + Normal Cherry" for winning number 23, and "Blue RB + Special Role" for winning number 24.
[0344] Furthermore, in the winning combination determination table used in the normal state (special state flag = OFF), no lottery values are specified for the winning number "25" (specific BB) and the winning number "26" (regular BB). Note that when a lottery is conducted using the winning combination determination table used in the normal state (special state flag = OFF), if the winning combination does not fall within the range of "Replay Group" (winning number "01") to "Blue RB + Special Combination" (winning number "24"), then "Miss" (winning number "00") is determined as the winning combination.
[0345] In this embodiment, the only winning probabilities that differ depending on the setting value are "BARBB" for winning number "07", "Blue BB" for winning number "13", and "Blue RB" for winning number "19". Here, the fact that the winning probabilities for "BARBB" for winning number "07" and "Blue BB" for winning number "13" are different means that the probability of transitioning from the normal state (special state flag = OFF) to the normal state (special state flag = ON) (via the BB operation state) differs depending on the setting value.
[0346] For example, the probability of transitioning to the normal state (special state flag = ON) differs depending on whether the setting is the first setting (e.g., setting "1") or the second setting (e.g., setting "2"). Specifically, the probability of transitioning from the normal state (special state flag = OFF) to the normal state (special state flag = ON) when setting "1" is "144 / 65536", while the probability of transitioning from the normal state (special state flag = OFF) to the normal state (special state flag = ON) when setting "2" is "160 / 65536". The probability of transitioning from the normal state (special state flag = OFF) to the normal state (special state flag = ON) can be calculated by adding up the winning probability of BARBB for winning number "07" to the winning probability of "Blue BB + Special Role" for winning number "18".
[0347] Furthermore, the probability of transitioning to the normal state (special state flag = ON) is the same whether the setting is the second setting (for example, setting "2") or the third setting (for example, setting "3"). Specifically, the probability of transitioning from the normal state (special state flag = OFF) to the normal state (special state flag = ON) when setting "2" is the same as the probability of transitioning from the normal state (special state flag = OFF) to the normal state (special state flag = ON) when setting "3" is "160 / 65536". Note that the probability of transitioning to the normal state (special state flag = ON) can be set as appropriate.
[0348] (Winning combination determination table used in the internal state) Next, we will explain the winning combination determination table used in the internal state using Figure 20.
[0349] The winning combination determination table used in the internal state is stored in area 105 of the main ROM and is used when determining the winning combination in the winning combination determination process of step S9000, which will be described later. The winning combination determination table used in the internal state defines the winning number, the winning combination corresponding to the winning number, and the lottery value corresponding to the winning combination. The lottery value is defined for each set value.
[0350] In this embodiment, the winning combination determination table used in the internal state defines the same lottery value regardless of which setting value is set. Specifically, the same lottery value is defined whether setting "1" is set or setting "6" is set.
[0351] As shown in Figure 20, the winning combination determination table used in the internal state has predetermined lottery values for the following: winning number "01" ("Replay Group"), winning number "02" ("Normal Bell"), winning number "03" ("Normal Watermelon"), winning number "04" ("Normal Cherry"), winning number "05" ("Special Combination"), and winning number "06" ("Special Combination").
[0352] Furthermore, the winning combination determination table used in the internal state includes: "BARBB" for winning number "07", "BARBB + normal bell" for winning number "08", "BARBB + normal watermelon" for winning number "09", "BARBB + normal cherry" for winning number "10", "BARBB + special combination" for winning number "11", "BARBB + special combination" for winning number "12", "Blue BB" for winning number "13", "Blue BB + normal bell" for winning number "14", "Blue BB + normal watermelon" for winning number "15", and winning number "1 There are no predetermined lottery values for "6" (Blue BB + Normal Cherry), "17" (Blue BB + Special Role), "18" (Blue BB + Special Role), "19" (Blue RB), "20" (Blue RB + Normal Bell), "21" (Blue RB + Normal Watermelon), "22" (Blue RB + Normal Cherry), "23" (Blue RB + Special Role), "24" (Blue RB + Special Role), "25" (Specific BB), and "26" (Normal BB). Furthermore, when a lottery is conducted using the winning role determination table used in the internal state, if the player does not win any of the roles from "Replay Group" (winning number 01) to "Special Role" (winning number 06), then "00" (Miss) is determined as the winning role.
[0353] (Winning combination determination table used in normal state (special state flag = ON)) Next, using Figure 21, we will explain the winning combination determination table used in the normal state (special state flag = ON).
[0354] The winning combination determination table used in the normal state (special state flag = ON) is stored in area 105 of the main ROM and is used when determining the winning combination in the winning combination determination process of step S9000, which will be described later. The winning combination determination table used in the normal state (special state flag = ON) defines the winning number, the winning combination corresponding to the winning number, and the lottery value corresponding to the winning combination. Note that the lottery value is defined for each setting value.
[0355] In this embodiment, the winning combination determination table used in the normal state (special state flag = ON) defines the lottery values such that the degree of advantage for the player differs depending on whether a first setting value (e.g., setting "1") or a second setting value (e.g., setting "2") is set. Specifically, the lottery values are defined such that it is less advantageous for the player when the second setting value (e.g., setting "2") is set than when the first setting value (e.g., setting "1") is set. In other words, the lottery values are defined such that it is more advantageous for the player when the first setting value (e.g., setting "1") is set than when the second setting value (e.g., setting "2") is set. Furthermore, in this embodiment, the winning combination determination table used in the normal state (special state flag = ON) defines the same lottery values when the first setting value (e.g., setting "1") is set, when the third setting value (e.g., setting "3") is set, and when the fifth setting value (e.g., setting "5") is set. Similarly, in this embodiment, the winning combination determination table used in the normal state (special state flag = ON) specifies the same lottery values when a second setting value (for example, setting "2") is set and when a fourth setting value (for example, setting "4") is set.
[0356] Furthermore, the relationship between the lottery values and setting values specified in the winning combination determination table used in the normal state (special state flag = ON) is as follows: setting "6" > setting "1" = setting "3" = setting "5" > setting "2" = setting "4". In other words, the lottery values specified in the winning combination determination table used in the normal state (special state flag = ON) are set so that setting "6" is the most advantageous. Similarly, the lottery values specified in the winning combination determination table used in the normal state (special state flag = ON) are set so that setting "2" or setting "4" is the least advantageous.
[0357] Furthermore, the lottery values defined in the winning combination determination table used in the normal state (special state flag = ON) are defined so that the advantage is the same whether the setting is "1", "3", or "5". Similarly, the lottery values are defined so that the advantage is the same whether the setting is "2" or "4".
[0358] Comparing the cases where the setting value is "1" and "2", it is easier to transition to the normal state (special state flag = ON) when the setting value is "2" than when the setting value is "1". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "1" is "144 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "2" is "160 / 65536".
[0359] On the other hand, comparing the case where the setting value is "1" with the case where the setting value is "2", the normal state (special state flag = ON) is more likely to continue when the setting value is "1" than when the setting value is "2". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "1" is "1559 / 2834", while the continuation rate of the normal state (special state flag = ON) when the setting value is "2" is "1275 / 2550".
[0360] Furthermore, comparing the case where the setting value is "1" and the case where the setting value is "3", it is easier to transition to the normal state (special state flag = ON) when the setting value is "3" than when the setting value is "1". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "1" is "144 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "3" is "160 / 65536".
[0361] On the other hand, comparing the case where the setting value is "1" and the case where the setting value is "3", the probability of continuing in the normal state (special state flag = ON) is the same in both cases. Specifically, the probability of continuing in the normal state (special state flag = ON) when the setting value is "1" is "1559 / 2834" and the probability of continuing in the normal state (special state flag = ON) when the setting value is "3".
[0362] Furthermore, comparing the case where the setting value is "1" and the case where the setting value is "4", it is easier to transition to the normal state (special state flag = ON) when the setting value is "4" than when the setting value is "1". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "1" is "144 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "4" is "176 / 65536".
[0363] On the other hand, comparing the case where the setting value is "1" with the case where the setting value is "4", the normal state (special state flag = ON) is more likely to continue when the setting value is "1" than when the setting value is "4". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "1" is "1559 / 2834", while the continuation rate of the normal state (special state flag = ON) when the setting value is "4" is "1275 / 2550".
[0364] Furthermore, comparing the case where the setting value is "1" and the case where the setting value is "5", it is easier to transition to the normal state (special state flag = ON) when the setting value is "5" than when the setting value is "1". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "1" is "144 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "5" is "176 / 65536".
[0365] On the other hand, comparing the case where the setting value is "1" and the case where the setting value is "5", the probability of continuing in the normal state (special state flag = ON) is the same in both cases. Specifically, the probability of continuing in the normal state (special state flag = ON) when the setting value is "1" is "1559 / 2834" and the probability of continuing in the normal state (special state flag = ON) when the setting value is "5".
[0366] Furthermore, comparing the case where the setting value is "1" and the case where the setting value is "6", it is easier to transition to the normal state (special state flag = ON) when the setting value is "6" than when the setting value is "1". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "1" is "144 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "6" is "178 / 65536".
[0367] On the other hand, comparing the case where the setting value is "1" with the case where the setting value is "6", the normal state (special state flag = ON) is more likely to continue when the setting value is "6" than when the setting value is "1". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "1" is "1559 / 2834", while the continuation rate of the normal state (special state flag = ON) when the setting value is "6" is "1561 / 2836".
[0368] Furthermore, comparing the case where the setting value is "2" and the case where the setting value is "3", the probability of transitioning to the normal state (special state flag = ON) is the same in both cases. Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "2" is "160 / 65536" and the probability of transitioning to the normal state (special state flag = ON) when the setting value is "3".
[0369] On the other hand, comparing the case where the setting value is "2" with the case where the setting value is "3", the normal state (special state flag = ON) is more likely to continue when the setting value is "3" than when the setting value is "2". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "2" is "1275 / 2550", while the continuation rate of the normal state (special state flag = ON) when the setting value is "3" is "1559 / 2834".
[0370] Furthermore, comparing the case where the setting value is "2" and the case where the setting value is "4", it is easier to transition to the normal state (special state flag = ON) when the setting value is "4" than when the setting value is "2". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "2" is "160 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "4" is "176 / 65536".
[0371] On the other hand, comparing the case where the setting value is "2" and the case where the setting value is "4", the probability of continuing in the normal state (special state flag = ON) is the same in both cases. Specifically, the probability of continuing in the normal state (special state flag = ON) when the setting value is "2" is "1275 / 2550" and the probability of continuing in the normal state (special state flag = ON) when the setting value is "4".
[0372] Furthermore, comparing the case where the setting value is "2" and the case where the setting value is "5", it is easier to transition to the normal state (special state flag = ON) when the setting value is "5" than when the setting value is "2". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "2" is "160 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "5" is "176 / 65536".
[0373] On the other hand, comparing the case where the setting value is "2" with the case where the setting value is "5", the normal state (special state flag = ON) is more likely to continue when the setting value is "5" than when the setting value is "2". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "2" is "1275 / 2550", while the continuation rate of the normal state (special state flag = ON) when the setting value is "5" is "1559 / 2834".
[0374] Furthermore, comparing the case where the setting value is "2" and the case where the setting value is "6", it is easier to transition to the normal state (special state flag = ON) when the setting value is "6" than when the setting value is "2". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "2" is "160 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "6" is "178 / 65536".
[0375] On the other hand, comparing the case where the setting value is "2" with the case where the setting value is "6", the normal state (special state flag = ON) is more likely to continue when the setting value is "6" than when the setting value is "2". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "2" is "1275 / 2550", while the continuation rate of the normal state (special state flag = ON) when the setting value is "6" is "1561 / 2836".
[0376] Furthermore, comparing the case where the setting value is "3" and the case where the setting value is "4", it is easier to transition to the normal state (special state flag = ON) when the setting value is "4" than when the setting value is "3". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "3" is "160 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "4" is "176 / 65536".
[0377] On the other hand, comparing the case where the setting value is "3" with the case where the setting value is "4", the normal state (special state flag = ON) is more likely to continue when the setting value is "3" than when the setting value is "4". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "3" is "1559 / 2834", while the continuation rate of the normal state (special state flag = ON) when the setting value is "4" is "1275 / 2550".
[0378] Furthermore, comparing the case where the setting value is "3" and the case where the setting value is "5", it is easier to transition to the normal state (special state flag = ON) when the setting value is "5" than when the setting value is "3". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "3" is "160 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "5" is "176 / 65536".
[0379] On the other hand, comparing the case where the setting value is "3" and the case where the setting value is "5", the probability of continuing in the normal state (special state flag = ON) is the same in both cases. Specifically, the probability of continuing in the normal state (special state flag = ON) when the setting value is "3" is "1559 / 2834" and the probability of continuing in the normal state (special state flag = ON) when the setting value is "5".
[0380] Furthermore, comparing the case where the setting value is "3" and the case where the setting value is "6", it is easier to transition to the normal state (special state flag = ON) when the setting value is "6" than when the setting value is "3". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "3" is "160 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "6" is "178 / 65536".
[0381] On the other hand, comparing the case where the setting value is "3" and the case where the setting value is "6", the normal state (special state flag = ON) is more likely to continue when the setting value is "6" than when the setting value is "3". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "3" is "1559 / 2834", while the continuation rate of the normal state (special state flag = ON) when the setting value is "6" is "1561 / 2836".
[0382] Furthermore, comparing the case where the setting value is "4" and the case where the setting value is "5", the probability of transitioning to the normal state (special state flag = ON) is the same in both cases. Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "4" is "176 / 65536" and the probability of transitioning to the normal state (special state flag = ON) when the setting value is "5".
[0383] On the other hand, comparing the case where the setting value is "4" and the case where the setting value is "5", the normal state (special state flag = ON) is more likely to continue when the setting value is "5" than when the setting value is "4". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "4" is "1275 / 2550", while the continuation rate of the normal state (special state flag = ON) when the setting value is "5" is "1559 / 2834".
[0384] Furthermore, comparing the case where the setting value is "4" and the case where the setting value is "6", it is easier to transition to the normal state (special state flag = ON) when the setting value is "6" than when the setting value is "4". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "4" is "176 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "6" is "178 / 65536".
[0385] On the other hand, comparing the case where the setting value is "4" with the case where the setting value is "6", the normal state (special state flag = ON) is more likely to continue when the setting value is "6" than when the setting value is "4". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "4" is "1275 / 2550", while the continuation rate of the normal state (special state flag = ON) when the setting value is "6" is "1561 / 2836".
[0386] Furthermore, comparing the case where the setting value is "5" and the case where the setting value is "6", it is easier to transition to the normal state (special state flag = ON) when the setting value is "6" than when the setting value is "5". Specifically, the probability of transitioning to the normal state (special state flag = ON) when the setting value is "5" is "176 / 65536", while the probability of transitioning to the normal state (special state flag = ON) when the setting value is "6" is "178 / 65536".
[0387] On the other hand, comparing the case where the setting value is "5" with the case where the setting value is "6", the normal state (special state flag = ON) is more likely to continue when the setting value is "6" than when the setting value is "5". Specifically, the continuation rate of the normal state (special state flag = ON) when the setting value is "5" is "1559 / 2834", while the continuation rate of the normal state (special state flag = ON) when the setting value is "6" is "1561 / 2836".
[0388] As described above, the transition rate from the normal state (special state flag = OFF) to the normal state (special state flag = ON) via the internal state and BB activation state, and the continuation rate of the normal state (special state flag = ON), are as shown above. However, the payout rate is more advantageous for the player as the setting value increases. Therefore, the payout rate is as follows: setting "1" < setting "2" < setting "3" < setting "4" < setting "5" < setting "6".
[0389] As shown in Figure 21, the winning combination determination table used in the normal state (special state flag = ON) has predetermined lottery values for the "Replay Group" for winning number "01", the "Special Combination" for winning number "06", the "Specific Big Bonus" for winning number "25", and the "Normal Big Bonus" for winning number "26".
[0390] Additionally, the winning combination determination table used in the normal state (special state flag = ON) includes: "Normal Bell" for winning number "02", "Normal Watermelon" for winning number "03", "Normal Cherry" for winning number "04", "Special Combination" for winning number "05", "BARBB" for winning number "07", "BARBB + Normal Bell" for winning number "08", "BARBB + Normal Watermelon" for winning number "09", "BARBB + Normal Cherry" for winning number "10", "BARBB + Special Combination" for winning number "11", "BARBB + Special Combination" for winning number "12", and winning number "13 There are no specified lottery values for "Blue BB" in the winning number "14", "Blue BB + Regular Bell" in the winning number "15", "Blue BB + Regular Watermelon" in the winning number "16", "Blue BB + Regular Cherry" in the winning number "17", "Blue BB + Special Role" in the winning number "18", "Blue BB + Special Role" in the winning number "19", "Blue RB + Regular Bell" in the winning number "20", "Blue RB + Regular Watermelon" in the winning number "21", "Blue RB + Regular Cherry" in the winning number "22", "Blue RB + Special Role" in the winning number "23", and "Blue RB + Special Role" in the winning number "24". Furthermore, when the lottery is conducted using the winning combination determination table used in the normal state (special state flag = ON), if the winning combination is not "Replay Group" (winning number "01"), "Special Combination" (winning number "06"), "Specific Big Bonus" (winning number "25"), or "Normal Big Bonus" (winning number "26"), then "Miss" (winning number "00") is determined as the winning combination.
[0391] In this embodiment, for example, when the setting value is "1", "3", "5", or "6", the probability of winning the "Special BB" with winning number "25" is higher than the probability of winning the "Normal BB" with winning number "26". As a result, when the setting value is "1", "3", "5", or "6", the normal state (special state flag = ON) is more likely to continue. On the other hand, when the setting value is "2" or "4", the probability of winning the "Special BB" with winning number "25" is the same as the probability of winning the "Normal BB" with winning number "26". Therefore, the normal state (special state flag = ON) is less likely to continue compared to when the setting value is "1", "3", "5", or "6". Alternatively, the probability of winning the "Normal BB" with winning number "26" may be set higher than the probability of winning the "Special BB" with winning number "25" to make it less likely for the normal state (special state flag = ON) to continue.
[0392] Thus, in this embodiment, the probability of continuing in the normal state (special state flag = ON) differs depending on whether the setting value is the first setting value (e.g., setting "1") or the second setting value (e.g., setting "2"). Furthermore, the probability of continuing in the normal state (special state flag = ON) is the same whether the setting value is the first setting value (e.g., setting "1") or the third setting value (e.g., setting "3"). Note that the probability of continuing in the normal state (special state flag = ON) can be set as appropriate.
[0393] As illustrated in Figure 21, in the normal state (special state flag = ON), the "Specific BB" with winning number "25" is awarded as a standalone win. However, this is not limited to this, and it is possible to award "Specific BB" and other winning combinations simultaneously. For example, "Replay Group" and "Specific BB" may be awarded simultaneously. Alternatively, a single minor winning combination (for example, "Normal Watermelon") and "Specific BB" may be awarded simultaneously.
[0394] Similarly, as illustrated in Figure 21, in the normal state (special state flag = ON), the winning number "26" "Normal BB" is awarded as a standalone win, but this is not limited to this, and it is possible to win "Normal BB" and other winning combinations simultaneously. For example, "Replay Group" and "Normal BB" may be awarded simultaneously. Also, a single minor winning combination (for example, "Normal Watermelon") and "Normal BB" may be awarded simultaneously.
[0395] Furthermore, "BARBB," "Blue BB," "Specific BB," and "Normal BB" are collectively referred to as "BB," and "BB" and "Blue RB" are collectively referred to as "Bonus."
[0396] (Regarding each role in the normal state (special state flag = OFF) and the internal state) Here, we will explain the roles in the normal state (special state flag = OFF) and the internal state using Figures 19 and 20.
[0397] Comparing the winning combination determination table used in the normal state (special state flag = OFF) shown in Figure 19 with the winning combination determination table used in the internal state shown in Figure 20, the lottery value for the "Replay Group" for winning number "01" is "8978 (setting "1")"" in both the winning combination determination table used in the normal state (special state flag = OFF) and the winning combination determination table used in the internal state. Therefore, the probability of winning a "Replay" in the normal state (special state flag = OFF) and the probability of winning a "Replay" in the internal state are the same (8978 / 65536).
[0398] Furthermore, comparing the winning combination determination table used in the normal state (special state flag = OFF) shown in Figure 19 with the winning combination determination table used in the internal state shown in Figure 20, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "26" for "Normal BB" is "216 (setting "1")". In contrast, in the winning combination determination table used in the internal state, the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "26" for "Normal BB" is "0". Therefore, the probability of winning a "bonus" in the normal state (special state flag = OFF) is higher than the probability of winning a "bonus" in the internal state.
[0399] While the combined probability of winning a "bonus" has been explained, even when comparing the probability of winning a single "bonus," the probability of winning a "bonus" in the normal state (special state flag = OFF) is higher than the probability of winning a "bonus" in the internal state. Specifically, in the winning combination determination table used in the normal state (special state flag = OFF) (setting "1"), the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "12" for "BARBB + special combination" is "72". In contrast, in the winning combination determination table used in the internal state (setting "1"), the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "12" for "BARBB + special combination" is "0".
[0400] Similarly, in the winning combination determination table used in the normal state (special state flag = OFF) (setting "1"), the sum of the draw values from the winning number "13" for "Blue BB" to the winning number "18" for "Blue BB + Special Combination" is "72". In contrast, in the winning combination determination table used in the internal state (setting "1"), the sum of the draw values from the winning number "13" for "Blue BB" to the winning number "18" for "Blue BB + Special Combination" is "0".
[0401] Furthermore, in the winning combination determination table used in the normal state (special state flag = OFF) (setting "1"), the sum of the lottery values from the winning number "19" for "Blue RB" to the winning number "24" for "Blue RB + Special Combination" is "72". In contrast, in the winning combination determination table used in the internal state (setting "1"), the sum of the lottery values from the winning number "19" for "Blue RB" to the winning number "24" for "Blue RB + Special Combination" is "0".
[0402] Furthermore, even when comparing the winning probabilities of the winning numbers corresponding to each "bonus," the probability of winning a "bonus" in the normal state (special state flag = OFF) is higher than the probability of winning a "bonus" in the internal state. For example, in the winning combination determination table used in the normal state (special state flag = OFF) (setting "1"), the lottery value for winning number "09" "BARBB + normal watermelon" is "46," whereas in the winning combination determination table used in the internal state, the lottery value for winning number "09" "BARBB + normal watermelon" is "0." Similarly, as shown in Figures 19 and 20, the same is true when comparing any of the winning combinations from winning number "07" "BARBB" to winning number "24" "Blue RB + special combination." Note that for winning number "25" "Specific BB" and winning number "26" "Normal BB," the lottery value is "0" because these are winning combinations that are not drawn in the normal state (special state flag = OFF) and the internal state.
[0403] Comparing the winning combination determination table used in the normal state (special state flag = OFF) shown in Figure 19 with the winning combination determination table used in the internal state shown in Figure 20, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values from the "normal bell" for winning number "02" to the "special combination" for winning number "06", the sum of the lottery values from the "BARBB + normal bell" for winning number "08" to the "BARBB + special combination" for winning number "12", the sum of the lottery values from the "blue BB + normal bell" for winning number "14" to the "blue BB + special combination" for winning number "18", and the sum of the lottery values from the "blue RB + normal bell" for winning number "20" to the "blue RB + special combination" for winning number "24" results in "11761 (setting "1")".
[0404] In contrast, in the winning combination determination table used in the internal state, the sum of the lottery values from the "normal bell" for winning number "02" to the "special combination" for winning number "06", the sum of the lottery values from the "BARBB + normal bell" for winning number "08" to the "BARBB + special combination" for winning number "12", the sum of the lottery values from the "blue BB + normal bell" for winning number "14" to the "blue BB + special combination" for winning number "18", and the sum of the lottery values from the "blue RB + normal bell" for winning number "20" to the "blue RB + special combination" for winning number "24" results in "11761 (setting "1")". Therefore, the probability of winning a "small combination" in the normal state (special state flag = OFF) and the probability of winning a "small combination" in the internal state are the same (11761 / 65536).
[0405] While I have explained the combined winning probability of "minor roles," if we compare the winning probabilities of individual "minor roles," the winning probability of an individual "minor role" in the normal state (special state flag = OFF) is the same as the winning probability of an individual "minor role" in the internal state. For example, the winning probability of a "normal bell" in the winning role determination table used in the normal state (special state flag = OFF) is the same as the winning probability of a "normal bell" in the winning role determination table used in the internal state.
[0406] Specifically, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values for "Normal Bell" for winning number "02", "BARBB + Normal Bell" for winning number "08", "Blue BB + Normal Bell" for winning number "14", and "Blue RB + Normal Bell" for winning number "20" is "9166 (setting "1")". Similarly, in the winning combination determination table used in the internal state, the sum of the lottery values for "Normal Bell" for winning number "02", "BARBB + Normal Bell" for winning number "08", "Blue BB + Normal Bell" for winning number "14", and "Blue RB + Normal Bell" for winning number "20" is "9166 (setting "1")". Therefore, the probability of winning with "Normal Bell" in the winning combination determination table used in the normal state (special state flag = OFF) and the probability of winning with "Normal Bell" in the winning combination determination table used in the internal state are the same (9166 / 65536).
[0407] Similarly, the probability of winning a "regular watermelon" is the same in the normal state (special state flag = OFF) and in the internal state. Specifically, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values for "regular watermelon" with winning number "03", "BARBB + regular watermelon" with winning number "09", "BlueBB + regular watermelon" with winning number "15", and "BlueRB + regular watermelon" with winning number "21" is "652 (setting "1")". Similarly, in the winning combination determination table used in the internal state, the sum of the lottery values for "Normal Watermelon" with winning number "03", "BARBB + Normal Watermelon" with winning number "09", "Blue BB + Normal Watermelon" with winning number "15", and "Blue RB + Normal Watermelon" with winning number "21" is "652 (setting "1")". Therefore, the probability of winning "Normal Watermelon" in the winning combination determination table used in the normal state (special state flag = OFF) and the probability of winning "Normal Watermelon" in the winning combination determination table used in the internal state are the same probability (652 / 65536).
[0408] Similarly, the probability of winning a "regular cherry" is the same in the normal state (special state flag = OFF) and in the internal state. Specifically, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the draw values for the "regular cherry" with winning number "04", the "BARBB + regular cherry" with winning number "10", the "blue BB + regular cherry" with winning number "16", and the "blue RB + regular cherry" with winning number "22" is "652 (setting "1")". Similarly, in the winning combination determination table used in the internal state, the sum of the draw values for "Normal Cherry" with winning number "04", "BARBB + Normal Cherry" with winning number "10", "Blue BB + Normal Cherry" with winning number "16", and "Blue RB + Normal Cherry" with winning number "22" is "652 (setting "1")". Therefore, the probability of winning "Normal Cherry" in the winning combination determination table used in the normal state (special state flag = OFF) and the probability of winning "Normal Cherry" in the winning combination determination table used in the internal state are the same probability (652 / 65536).
[0409] Similarly, the probability of winning a "special role" is the same in the normal state (special state flag = OFF) and in the internal state. Specifically, in the winning role determination table used in the normal state (special state flag = OFF), the sum of the lottery values for the "special role" with winning number "05", the lottery value for "BARBB + special role" with winning number "11", the lottery value for "BlueBB + special role" with winning number "17", and the lottery value for "BlueRB + special role" with winning number "23" is "1288 (setting "1")". Similarly, in the winning combination determination table used in the internal state, the sum of the lottery values for the "Special Combination" for winning number "05", the "BARBB + Special Combination" for winning number "11", the "Blue BB + Special Combination" for winning number "17", and the "Blue RB + Special Combination" for winning number "23" is "1288 (setting "1")". Therefore, the probability of winning a "Special Combination" in the winning combination determination table used in the normal state (special state flag = OFF) and the probability of winning a "Special Combination" in the winning combination determination table used in the internal state are the same (1288 / 65536).
[0410] Similarly, the probability of winning a "special role" is the same in the normal state (special state flag = OFF) and in the internal state. Specifically, in the winning role determination table used in the normal state (special state flag = OFF), the sum of the lottery values for the "special role" with winning number "06", the lottery value for "BARBB + special role" with winning number "12", the lottery value for "BlueBB + special role" with winning number "18", and the lottery value for "BlueRB + special role" with winning number "24" is "3 (setting "1")". Similarly, in the winning combination determination table used in the internal state, the sum of the lottery values for the "Special Combination" for winning number "06", the "BARBB + Special Combination" for winning number "12", the "Blue BB + Special Combination" for winning number "18", and the "Blue RB + Special Combination" for winning number "24" is "3 (setting "1")". Therefore, the probability of winning a "Special Combination" in the winning combination determination table used in the normal state (special state flag = OFF) and the probability of winning a "Special Combination" in the winning combination determination table used in the internal state are the same probability (3 / 65536).
[0411] (Regarding each role in the internal state and the normal state (special state flag = ON)) Here, we will explain the roles in the internal state and the normal state (special state flag = ON) using Figures 20 and 21.
[0412] Comparing the winning combination determination table used in the internal state shown in Figure 20 with the winning combination determination table used in the normal state (special state flag = ON) shown in Figure 21, we find that the draw value for the winning number "01" in the "Replay Group" is "8978" in both the internal state and the normal state (special state flag = ON). Therefore, the probability of winning a "Replay" in the internal state and the probability of winning a "Replay" in the normal state (special state flag = ON) are the same (8978 / 65536).
[0413] Furthermore, comparing the winning combination determination table used in the internal state shown in Figure 20 with the winning combination determination table used in the normal state (special state flag = ON) shown in Figure 21, the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "26" for "Normal BB" in the winning combination determination table used in the internal state is "0 (setting "1")". In contrast, the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "26" for "Normal BB" in the winning combination determination table is "2834 (setting "1")". Therefore, the probability of winning a "bonus" in the normal state (special state flag = ON) is higher than the probability of winning a "bonus" in the internal state.
[0414] While the combined probability of winning a "bonus" has been explained, even when comparing the probability of winning a single "bonus," the probability of winning a "bonus" in the normal state (special state flag = ON) is higher than the probability of winning a "bonus" in the internal state. Specifically, in the winning role determination table used in the normal state (special state flag = ON), the lottery value for "Specific BB" with winning number "25" is "1559 (setting "1")." In contrast, in the winning role determination table used in the internal state, the lottery value for "Specific BB" with winning number "25" is "0."
[0415] Similarly, in the winning combination determination table used in the normal state (special state flag = ON), the draw value for winning number "26" ("Normal BB") is "1275 (setting "1")". In contrast, in the winning combination determination table used in the internal state, the draw value for winning number "26" ("Normal BB") is "0 (setting "1")". Note that for winning numbers "07" ("BARBB") through "24" ("Blue RB + Special Combination"), the draw value is "0" for all of these winning combinations, as they are not drawn in the internal state or the normal state (special state flag = ON).
[0416] Comparing the winning combination determination table used in the internal state shown in Figure 20 with the winning combination determination table used in the normal state (special state flag = ON) shown in Figure 21, in the winning combination determination table used in the internal state, the sum of the lottery values from the "normal bell" for winning number "02" to the "special combination" for winning number "06", the sum of the lottery values from the "BARBB + normal bell" for winning number "08" to the "BARBB + special combination" for winning number "12", the sum of the lottery values from the "blue BB + normal bell" for winning number "14" to the "blue BB + special combination" for winning number "18", and the sum of the lottery values from the "blue RB + normal bell" for winning number "20" to the "blue RB + special combination" for winning number "24" results in "11761 (setting "1")".
[0417] In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values from the "normal bell" for winning number "02" to the "special combination" for winning number "06", the sum of the lottery values from the "BARBB + normal bell" for winning number "08" to the "BARBB + special combination" for winning number "12", the sum of the lottery values from the "blue BB + normal bell" for winning number "14" to the "blue BB + special combination" for winning number "18", and the sum of the lottery values from the "blue RB + normal bell" for winning number "20" to the "blue RB + special combination" for winning number "24" results in "4 (setting "1")". Therefore, the probability of winning a "minor role" in the internal state (11761 / 65536) is different from the probability of winning a "minor role" in the normal state (special state flag = ON) (4 / 65536). Specifically, the probability of winning a "minor role" in the internal state is higher than the probability of winning a "minor role" in the normal state (special state flag = ON).
[0418] While we have explained the combined winning probability of "minor roles," even when comparing the winning probability of a single "minor role," the probability of winning a single "minor role" in the internal state differs from the probability of winning a single "minor role" in the normal state (special state flag = ON).
[0419] For example, the probability of winning a "normal bell" in the winning combination determination table used in the internal state is higher than the probability of winning a "normal bell" in the winning combination determination table used in the normal state (special state flag = ON). Specifically, in the winning combination determination table used in the internal state, the sum of the lottery values for "normal bell" for winning number "02", "BARBB + normal bell" for winning number "08", "blue BB + normal bell" for winning number "14", and "blue RB + normal bell" for winning number "20" is "9166 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for "Normal Bell" for winning number "02", "BARBB + Normal Bell" for winning number "08", "Blue BB + Normal Bell" for winning number "14", and "Blue RB + Normal Bell" for winning number "20" is "0". Therefore, the probability of winning "Normal Bell" in the winning combination determination table used in the internal state (9166 / 65536) is different from the probability of winning "Normal Bell" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536), and the probability of winning "Normal Bell" in the winning combination determination table used in the normal state (special state flag = ON) is higher than the probability of winning "Normal Bell" in the winning combination determination table used in the normal state (special state flag = ON).
[0420] Similarly, the probability of winning a "regular watermelon" in the winning combination determination table used in the internal state is higher than the probability of winning a "regular watermelon" in the winning combination determination table used in the normal state (special state flag = ON). Specifically, in the winning combination determination table used in the internal state, the sum of the lottery values for "regular watermelon" with winning number "03", "BARBB + regular watermelon" with winning number "09", "blue BB + regular watermelon" with winning number "15", and "blue RB + regular watermelon" with winning number "21" is "652 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for "Normal Watermelon" for winning number "03", "BARBB + Normal Watermelon" for winning number "09", "Blue BB + Normal Watermelon" for winning number "15", and "Blue RB + Normal Watermelon" for winning number "21" is "0". Therefore, the probability of winning "Normal Watermelon" in the winning combination determination table used in the internal state (652 / 65536) is different from the probability of winning "Normal Watermelon" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536). The probability of winning "Normal Watermelon" in the winning combination determination table used in the internal state is higher than the probability of winning "Normal Watermelon" in the winning combination determination table used in the normal state (special state flag = ON).
[0421] Furthermore, the probability of winning a "regular cherry" in the winning combination determination table used in the internal state is higher than the probability of winning a "regular cherry" in the winning combination determination table used in the normal state (special state flag = ON). Specifically, in the winning combination determination table used in the internal state, the sum of the lottery values for "regular cherry" with winning number "04", "BARBB + regular cherry" with winning number "10", "blue BB + regular cherry" with winning number "16", and "blue RB + regular cherry" with winning number "22" is "652 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the draw values for "Normal Cherry" with winning number "04", "BARBB + Normal Cherry" with winning number "10", "Blue BB + Normal Cherry" with winning number "16", and "Blue RB + Normal Cherry" with winning number "22" is "0". Therefore, the probability of winning "Normal Cherry" in the winning combination determination table used in the internal state (652 / 65536) is different from the probability of winning "Normal Cherry" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536). The probability of winning "Normal Cherry" in the winning combination determination table used in the internal state is higher than the probability of winning "Normal Cherry" in the winning combination determination table used in the normal state (special state flag = ON).
[0422] Furthermore, the probability of winning a "special role" in the winning role determination table used in the internal state is higher than the probability of winning a "special role" in the winning role determination table used in the normal state (special state flag = ON). Specifically, in the winning role determination table used in the internal state, the sum of the lottery values for the "special role" with winning number "05", the lottery value for "BARBB + special role" with winning number "11", the lottery value for "BlueBB + special role" with winning number "17", and the lottery value for "BlueRB + special role" with winning number "23" is "1288 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for the "special combination" for winning number "05", the lottery value for "BARBB + special combination" for winning number "11", the lottery value for "Blue BB + special combination" for winning number "17", and the lottery value for "Blue RB + special combination" for winning number "23" is "0". Therefore, the probability of winning a "special combination" in the winning combination determination table used in the internal state (1288 / 65536) is different from the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536), and the probability of winning a "special combination" in the winning combination determination table used in the internal state is higher than the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON).
[0423] On the other hand, the probability of winning a "special role" in the winning role determination table used in the normal state (special state flag = ON) is higher than the probability of winning a "special role" in the winning role determination table used in the internal state. Specifically, in the winning role determination table used in the internal state, the sum of the lottery values for the "special role" with winning number "06", the lottery value for "BARBB + special role" with winning number "12", the lottery value for "Blue BB + special role" with winning number "18", and the lottery value for "Blue RB + special role" with winning number "24" is "3 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for the "special combination" for winning number "06", the lottery value for "BARBB + special combination" for winning number "12", the lottery value for "Blue BB + special combination" for winning number "18", and the lottery value for "Blue RB + special combination" for winning number "24" is "4 (setting "1")". Therefore, the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON) (4 / 65536) is different from the probability of winning a "special combination" in the winning combination determination table used in the internal state (3 / 65536), and the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON) is higher than the probability of winning a "special combination" in the winning combination determination table used in the internal state.
[0424] Thus, in this embodiment, the probability of winning "normal bell," "normal watermelon," "normal cherry," and "special role" is higher in the internal state than in the normal state (special state flag = ON). On the other hand, the probability of winning "special role" is higher in the normal state (special state flag = ON) than in the internal state.
[0425] (Regarding each role in the normal state (special state flag = OFF) and the normal state (special state flag = ON)) Here, we will explain the roles in the normal state (special state flag = OFF) and the normal state (special state flag = ON) using Figures 19 and 21.
[0426] Comparing the winning combination determination table used in the normal state (special state flag = OFF) shown in Figure 19 with the winning combination determination table used in the normal state (special state flag = ON) shown in Figure 21, we find that the draw value for the "Replay Group" for winning number "01" is "8978" in both the winning combination determination table used in the normal state (special state flag = OFF) and the winning combination determination table used in the normal state (special state flag = ON). Therefore, the probability of winning a "Replay" in the normal state (special state flag = OFF) and the probability of winning a "Replay" in the normal state (special state flag = ON) are the same (8978 / 65536).
[0427] Furthermore, comparing the winning combination determination table used in the normal state (special state flag = OFF) shown in Figure 19 with the winning combination determination table used in the normal state (special state flag = ON) shown in Figure 21, in the winning combination determination table used in the normal state (special state flag = OFF), the total value from the lottery value of "BARBB" for winning number "07" to the lottery value of "Normal BB" for winning number "26" is "216 (setting "1")". In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the total value from the lottery value of "BARBB" for winning number "07" to the lottery value of "Normal BB" for winning number "26" is "2834 (setting "1")". Therefore, the probability of winning a "bonus" in the normal state (special state flag = ON) is higher than the probability of winning a "bonus" in the normal state (special state flag = OFF).
[0428] While the combined probability of winning a "bonus" has been explained, even when comparing the probability of winning a single "bonus," the probability of winning a single "bonus" in the normal state (special state flag = OFF) is different from the probability of winning a single "bonus" in the normal state (special state flag = ON). Specifically, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "12" for "BARBB + special combination" is "72 (setting "1")". In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values from the winning number "07" for "BARBB" to the winning number "12" for "BARBB + special combination" is "0". Therefore, the probability of winning "BARBB" in the normal state (special state flag = OFF) (72 / 65536) is different from the probability of winning "BARBB" in the normal state (special state flag = ON) (0 / 65536). Specifically, the probability of winning "BARBB" in the normal state (special state flag = OFF) is higher than the probability of winning "BARBB" in the normal state (special state flag = ON).
[0429] Similarly, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the draw values from the winning number "13" for "Blue BB" to the winning number "18" for "Blue BB + Special Combination" is "72 (setting "1")". In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the draw values from the winning number "13" for "Blue BB" to the winning number "18" for "Blue BB + Special Combination" is "0 (setting "1")". Therefore, the probability of winning "Blue BB" in the normal state (special state flag = OFF) (72 / 65536) is different from the probability of winning "Blue BB" in the normal state (special state flag = ON) (0 / 65536). Specifically, the probability of winning "Blue BB" in the normal state (special state flag = OFF) is higher than the probability of winning "Blue BB" in the normal state (special state flag = ON).
[0430] Furthermore, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the draw values from the winning number "19" for "Blue RB" to the winning number "24" for "Blue RB + Special Combination" is "72 (setting "1")". In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the draw values from the winning number "19" for "Blue RB" to the winning number "24" for "Blue RB + Special Combination" is "0 (setting "1")". Therefore, the probability of winning "Blue RB" in the normal state (special state flag = OFF) (72 / 65536) and the probability of winning "Blue RB" in the normal state (special state flag = ON) (0 / 65536) are different probabilities. Specifically, the probability of winning "Blue RB" in the normal state (special state flag = OFF) is higher than the probability of winning "Blue RB" in the normal state (special state flag = ON).
[0431] Furthermore, in the winning combination determination table used in the normal state (special state flag = OFF), the draw value for "Specific BB" with winning number "25" is "0 (setting "1")". In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the draw value for "Specific BB" with winning number "25" is "1559 (setting "1")". Therefore, the probability of winning "Specific BB" in the normal state (special state flag = OFF) (0 / 65536) and the probability of winning "Specific BB" in the normal state (special state flag = ON) (1559 / 65536) are different probabilities. Specifically, the probability of winning "Specific BB" in the normal state (special state flag = ON) is higher than the probability of winning "Specific BB" in the normal state (special state flag = OFF).
[0432] Similarly, in the winning combination determination table used in the normal state (special state flag = OFF), the draw value for "Normal BB" with winning number "26" is "0 (setting "1")". In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the draw value for "Normal BB" with winning number "26" is "1275 (setting "1")". Therefore, the probability of winning "Normal BB" in the normal state (special state flag = OFF) (0 / 65536) and the probability of winning "Normal BB" in the normal state (special state flag = ON) (1275 / 65536) are different probabilities. Specifically, the probability of winning "Normal BB" in the normal state (special state flag = ON) is higher than the probability of winning "Normal BB" in the normal state (special state flag = OFF).
[0433] Therefore, in this embodiment, the combined probability of winning a "bonus" is higher in the normal state (special state flag = ON) than in the normal state (special state flag = OFF). However, when comparing the probability of winning a single "bonus," there are "bonuses" (e.g., "Specific BB," "Normal BB") where the probability is higher in the normal state (special state flag = ON) than in the normal state (special state flag = OFF), and "bonuses" (e.g., "BARBB," "Blue BB," "Blue RB") where the probability is higher in the normal state (special state flag = OFF) than in the normal state (special state flag = ON).
[0434] Furthermore, even when comparing the winning probabilities of the winning numbers corresponding to each "bonus," the probability of winning a "bonus" in the normal state (special state flag = OFF) is different from the probability of winning a "bonus" in the normal state (special state flag = ON). For example, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the values up to the lottery value for "BARBB + normal watermelon" for winning number "09" is "46 (setting "1")," whereas in the winning combination determination table used in the normal state (special state flag = ON), the lottery value for "BARBB + normal watermelon" for winning number "09" is "0 (setting "1")."
[0435] Similarly, as shown in Figures 19 and 21, the same applies when comparing any of the winning numbers from "BARBB" for "07" to "Blue RB + Special Role" for "24". Therefore, for winning numbers from "BARBB" for "07" to "Blue RB + Special Role" for "24", the probability of winning is higher in the normal state (special state flag = OFF) than in the normal state (special state flag = ON).
[0436] On the other hand, in the winning combination determination table used in the normal state (special state flag = OFF), the lottery value for "Specific BB" with winning number "25" is "0 (setting "1")", whereas in the winning combination determination table used in the normal state (special state flag = ON), the lottery value for "Specific BB" with winning number "25" is "1559 (setting "1")". Furthermore, in the winning combination determination table used in the normal state (special state flag = OFF), the lottery value for "Normal BB" with winning number "26" is "0 (setting "1")", whereas in the winning combination determination table used in the normal state (special state flag = ON), the lottery value for "Normal BB" with winning number "26" is "1275 (setting "1")". Therefore, for winning numbers "25" (Specific BB) through "26" (Regular BB), the probability of winning a "Bonus" in the normal state (Special State Flag = ON) is higher than the probability of winning a "Bonus" in the normal state (Special State Flag = OFF).
[0437] Therefore, in terms of the probability of winning a "bonus," the degree to which it is advantageous for the player differs between the normal state (special state flag = OFF) and the normal state (special state flag = ON). Specifically, when comparing the normal state (special state flag = OFF) and the normal state (special state flag = ON) in terms of the combined probability of winning a "bonus," the normal state (special state flag = ON) has a higher combined probability of winning a "bonus" than the normal state (special state flag = OFF), making it a more advantageous playing state for the player.
[0438] Furthermore, comparing the normal state (special state flag = OFF) and the normal state (special state flag = ON) in terms of the probability of winning a "bonus," the probability of winning "BARBB," "BlueBB," and "BlueRB" is higher in the normal state (special state flag = OFF) than in the normal state (special state flag = ON), making the normal state (special state flag = OFF) a more advantageous playing state for the player than the normal state (special state flag = ON). On the other hand, the probability of winning "Specific BB" and "Normal RB" is higher in the normal state (special state flag = ON) than in the normal state (special state flag = OFF), making the normal state (special state flag = ON) a more advantageous playing state for the player than the normal state (special state flag = OFF).
[0439] In this embodiment, considering the value of the gameplay awarded by the "bonus" and the gameplay state to which the player transitions after the BB operation state ends, it can be said that the normal state (special state flag = ON) is a more advantageous gameplay state for the player than the normal state (special state flag = OFF).
[0440] Comparing the winning combination determination table used in the normal state (special state flag = OFF) shown in Figure 19 with the winning combination determination table used in the normal state (special state flag = ON) shown in Figure 21, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values from the "normal bell" for winning number "02" to the "special combination" for winning number "06", the sum of the lottery values from the "BARBB + normal bell" for winning number "08" to the "BARBB + special combination" for winning number "12", the sum of the lottery values from the "blue BB + normal bell" for winning number "14" to the "blue BB + special combination" for winning number "18", and the sum of the lottery values from the "blue RB + normal bell" for winning number "20" to the "blue RB + special combination" for winning number "24" results in "11761 (setting "1")".
[0441] In contrast, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values from the "normal bell" for winning number "02" to the "special combination" for winning number "06", the sum of the lottery values from the "BARBB + normal bell" for winning number "08" to the "BARBB + special combination" for winning number "12", the sum of the lottery values from the "blue BB + normal bell" for winning number "14" to the "blue BB + special combination" for winning number "18", and the sum of the lottery values from the "blue RB + normal bell" for winning number "20" to the "blue RB + special combination" for winning number "24" results in "4 (setting "1")". Therefore, the probability of winning a "minor role" in the normal state (special state flag = OFF) (11761 / 65536) is different from the probability of winning a "minor role" in the normal state (special state flag = ON) (4 / 65536). Specifically, the probability of winning a "minor role" in the normal state (special state flag = OFF) is higher than the probability of winning a "minor role" in the normal state (special state flag = ON).
[0442] While we have explained the combined winning probability of "minor roles," even when comparing the winning probability of a single "minor role," the probability of winning a single "minor role" in the normal state (special state flag = OFF) is different from the probability of winning a single "minor role" in the normal state (special state flag = ON).
[0443] For example, the probability of winning a "regular bell" in the winning combination determination table used in the normal state (special state flag = OFF) is higher than the probability of winning a "regular bell" in the winning combination determination table used in the normal state (special state flag = ON). Specifically, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values for "regular bell" for winning number "02", "BARBB + regular bell" for winning number "08", "blue BB + regular bell" for winning number "14", and "blue RB + regular bell" for winning number "20" is "9166 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for "Normal Bell" for winning number "02", "BARBB + Normal Bell" for winning number "08", "Blue BB + Normal Bell" for winning number "14", and "Blue RB + Normal Bell" for winning number "20" is "0 (setting "1")". Therefore, the probability of winning "Normal Bell" in the winning combination determination table used in the normal state (special state flag = OFF) (9166 / 65536) is different from the probability of winning "Normal Bell" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536), and the probability of winning "Normal Bell" in the winning combination determination table used in the normal state (special state flag = OFF) is higher than the probability of winning "Normal Bell" in the winning combination determination table used in the normal state (special state flag = ON).
[0444] Similarly, the probability of winning a "regular watermelon" in the winning combination determination table used in the normal state (special state flag = OFF) is higher than the probability of winning a "regular watermelon" in the winning combination determination table used in the normal state (special state flag = ON). Specifically, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values for "regular watermelon" with winning number "03", "BARBB + regular watermelon" with winning number "09", "BlueBB + regular watermelon" with winning number "15", and "BlueRB + regular watermelon" with winning number "21" is "652 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for "Normal Watermelon" for winning number "03", "BARBB + Normal Watermelon" for winning number "09", "Blue BB + Normal Watermelon" for winning number "15", and "Blue RB + Normal Watermelon" for winning number "21" is "0 (setting "1")". Therefore, the probability of winning "Normal Watermelon" in the winning combination determination table used in the normal state (special state flag = OFF) (652 / 65536) is different from the probability of winning "Normal Watermelon" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536). The probability of winning "Normal Watermelon" in the winning combination determination table used in the normal state (special state flag = OFF) is higher than the probability of winning "Normal Watermelon" in the winning combination determination table used in the normal state (special state flag = ON).
[0445] Furthermore, the probability of winning a "regular cherry" in the winning combination determination table used in the normal state (special state flag = OFF) is higher than the probability of winning a "regular cherry" in the winning combination determination table used in the normal state (special state flag = ON). Specifically, in the winning combination determination table used in the normal state (special state flag = OFF), the sum of the lottery values for "regular cherry" with winning number "04", "BARBB + regular cherry" with winning number "10", "blue BB + regular cherry" with winning number "16", and "blue RB + regular cherry" with winning number "22" is "652 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for "Normal Cherry" with winning number "04", "BARBB + Normal Cherry" with winning number "10", "Blue BB + Normal Cherry" with winning number "16", and "Blue RB + Normal Cherry" with winning number "22" is "0 (setting "1")". Therefore, the probability of winning "Normal Cherry" in the winning combination determination table used in the normal state (special state flag = OFF) (652 / 65536) is different from the probability of winning "Normal Cherry" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536). The probability of winning "Normal Cherry" in the winning combination determination table used in the normal state (special state flag = OFF) is higher than the probability of winning "Normal Cherry" in the winning combination determination table used in the normal state (special state flag = ON).
[0446] Furthermore, the probability of winning a "special role" in the winning role determination table used in the normal state (special state flag = OFF) is higher than the probability of winning a "special role" in the winning role determination table used in the normal state (special state flag = ON). Specifically, in the winning role determination table used in the normal state (special state flag = OFF), the sum of the lottery values for the "special role" with winning number "05", the lottery value for "BARBB + special role" with winning number "11", the lottery value for "Blue BB + special role" with winning number "17", and the lottery value for "Blue RB + special role" with winning number "23" is "1288 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for the "special combination" for winning number "05", the lottery value for "BARBB + special combination" for winning number "11", the lottery value for "Blue BB + special combination" for winning number "17", and the lottery value for "Blue RB + special combination" for winning number "23" is "0 (setting "1")". Therefore, the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = OFF) (1288 / 65536) is different from the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON) (0 / 65536), and the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = OFF) is higher than the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON).
[0447] On the other hand, the probability of winning a "special role" in the winning role determination table used in the normal state (special state flag = ON) is higher than the probability of winning a "special role" in the winning role determination table used in the normal state (special state flag = OFF). Specifically, in the winning role determination table used in the normal state (special state flag = OFF), the sum of the lottery values for the "special role" with winning number "06", the lottery value for "BARBB + special role" with winning number "12", the lottery value for "BlueBB + special role" with winning number "18", and the lottery value for "BlueRB + special role" with winning number "24" is "3 (setting "1")". On the other hand, in the winning combination determination table used in the normal state (special state flag = ON), the sum of the lottery values for the "special combination" for winning number "06", the lottery value for "BARBB + special combination" for winning number "12", the lottery value for "Blue BB + special combination" for winning number "18", and the lottery value for "Blue RB + special combination" for winning number "24" is "4 (setting "1")". Therefore, the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = OFF) (3 / 65536) is different from the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON) (4 / 65536), and the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = ON) is higher than the probability of winning a "special combination" in the winning combination determination table used in the normal state (special state flag = OFF).
[0448] Thus, in terms of the probability of winning "minor roles," the degree to which it is advantageous for the player differs between the normal state (special state flag = OFF) and the normal state (special state flag = ON). In other words, the payout rate differs between the normal state (special state flag = OFF) and the normal state (special state flag = ON). Specifically, when comparing the normal state (special state flag = OFF) and the normal state (special state flag = ON) in terms of the combined probability of winning "minor roles," the normal state (special state flag = OFF) has a higher combined probability of winning "minor roles" than the normal state (special state flag = ON), making it a more advantageous playing state for the player.
[0449] Furthermore, comparing the probability of winning "small wins" in the normal state (special state flag = OFF) and the normal state (special state flag = ON), the probability of winning "normal bell," "normal watermelon," "normal cherry," and "special win" is higher in the normal state (special state flag = OFF) than in the normal state (special state flag = ON). Therefore, the normal state (special state flag = OFF) is a more advantageous playing state for the player than the normal state (special state flag = ON). On the other hand, the probability of winning "special wins" is higher in the normal state (special state flag = ON) than in the normal state (special state flag = OFF). Therefore, the normal state (special state flag = ON) is a more advantageous playing state for the player than the normal state (special state flag = OFF). However, whether in the normal state (special state flag = OFF) or the normal state (special state flag = ON), the payout rate will not exceed "1".
[0450] In this embodiment, considering the number of bets, the probability of winning each small win, and the value of the game awarded when a small win is achieved, the payout rate is higher in the normal state (special state flag = OFF) than in the normal state (special state flag = ON). However, the payout rate may be higher in the normal state (special state flag = ON) than in the normal state (special state flag = OFF), or the payout rate in the normal state (special state flag = OFF) may be the same as the payout rate in the normal state (special state flag = ON).
[0451] (List of Conditional Devices) Next, we will explain the list of conditional devices using Figure 22.
[0452] As shown in Figure 22, the list of conditional devices illustrates the winning numbers, the winning roles corresponding to the winning numbers, and the conditional devices corresponding to the winning roles.
[0453] If the winning number "00" is determined to be a "losing" outcome, none of the conditional devices will activate.
[0454] When the winning number "01" in the "Replay Group" is determined to be the winning combination, the condition devices corresponding to the "1st Replay" of "REP01", the condition devices corresponding to the "2nd Replay" of "REP02", and the condition devices corresponding to the "3rd Replay" of "REP03" are activated.
[0455] When the winning number "02" and the "regular bell" are determined to be the winning combination, the conditional device corresponding to the "bell" in "NML02" is activated.
[0456] When the winning number "03" is determined to be a "regular watermelon," the condition device corresponding to "Watermelon" in "NML01," the condition device corresponding to "First Duplicate" in "NML09," and the condition device corresponding to "Second Duplicate" in "NML10" are activated.
[0457] When the winning number "04" is determined to be a "regular cherry," the following condition devices are activated: the one corresponding to the "first cherry" of "NML03," the one corresponding to the "second cherry" of "NML04," the one corresponding to the "third cherry" of "NML05," the one corresponding to the "fourth cherry" of "NML06," the one corresponding to the "fifth cherry" of "NML07," the one corresponding to the "sixth cherry" of "NML08," the one corresponding to the "first duplicate" of "NML09," and the one corresponding to the "seventh cherry" of "NML11."
[0458] When the "special role" for the winning number "05" is determined to be the winning role, the conditional device corresponding to the "special item" in "NML13" is activated.
[0459] When the winning number "06" is determined to be a "special role," the following condition devices are activated: the one corresponding to the "1st Cherry" in "NML03," the one corresponding to the "2nd Cherry" in "NML04," the one corresponding to the "3rd Cherry" in "NML05," the one corresponding to the "4th Cherry" in "NML06," the one corresponding to the "5th Cherry" in "NML07," the one corresponding to the "6th Cherry" in "NML08," the one corresponding to the "1st Duplicate" in "NML09," the one corresponding to the "2nd Duplicate" in "NML10," the one corresponding to the "7th Cherry" in "NML11," the one corresponding to the "CB Winning Role" in "NML12," and the one corresponding to the "Special Role" in "NML13."
[0460] When the winning number "07" and "BARBB" are determined to be the winning combination, the conditional device corresponding to BARBIG in "BNS01" is activated.
[0461] When the winning number "08" with "BARBB + regular bell" is determined to be the winning combination, the condition device corresponding to BARBIG in "BNS01" and the condition device corresponding to "bell" in "NML02" are activated.
[0462] When the winning number "09" with "BARBB + regular watermelon" is determined to be the winning combination, the condition device corresponding to BARBIG in "BNS01", the condition device corresponding to "watermelon" in "NML01", the condition device corresponding to "first overlap" in "NML09", and the condition device corresponding to "second overlap" in "NML10" are activated.
[0463] When the winning number "10" with "BARBB + Regular Cherry" is determined as the winning combination, the following condition devices are activated: the one corresponding to BARBIG in "BNS01", the one corresponding to "First Cherry" in "NML03", the one corresponding to "Second Cherry" in "NML04", the one corresponding to "Third Cherry" in "NML05", the one corresponding to "Fourth Cherry" in "NML06", the one corresponding to "Fifth Cherry" in "NML07", the one corresponding to "Sixth Cherry" in "NML08", the one corresponding to "First Duplicate" in "NML09", and the one corresponding to "Seventh Cherry" in "NML11".
[0464] When the winning number "11" with "BARBB + Special Role" is determined to be the winning role, the condition device corresponding to BARBIG in "BNS01" and the condition device corresponding to "Special Role" in "NML13" are activated.
[0465] When the winning number "12" is determined to be "BARBB + Special Role", the following condition devices are activated: the one corresponding to BARBIG in "BNS01", the one corresponding to "First Cherry" in "NML03", the one corresponding to "Second Cherry" in "NML04", the one corresponding to "Third Cherry" in "NML05", the one corresponding to "Fourth Cherry" in "NML06", the one corresponding to "Fifth Cherry" in "NML07", the one corresponding to "Sixth Cherry" in "NML08", the one corresponding to "First Duplicate" in "NML09", the one corresponding to "Second Duplicate" in "NML10", the one corresponding to "Seventh Cherry" in "NML11", the one corresponding to "CB Winning Role" in "NML12", and the one corresponding to "Special Role" in "NML13".
[0466] When the winning number "13" and "Blue BB" are determined to be the winning combination, the condition device corresponding to the Blue BIG of "BNS02" is activated.
[0467] When the winning combination "14" ("Blue BB + Regular Bell") is determined to be the winning combination, the condition device corresponding to the Blue BIG in "BNS02" and the condition device corresponding to the "Bell" in "NML02" are activated.
[0468] When the winning number "15" with "Blue BB + Regular Watermelon" is determined as the winning combination, the following condition devices are activated: the condition device corresponding to Blue BIG in "BNS02", the condition device corresponding to "Watermelon" in "NML01", the condition device corresponding to "First Duplicate" in "NML09", and the condition device corresponding to "Second Duplicate" in "NML10".
[0469] When the winning number "16" with "Blue BB + Regular Cherry" is determined as the winning combination, the following condition devices are activated: the condition device corresponding to the Blue BIG of "BNS02", the condition device corresponding to the "1st Cherry" of "NML03", the condition device corresponding to the "2nd Cherry" of "NML04", the condition device corresponding to the "3rd Cherry" of "NML05", the condition device corresponding to the "4th Cherry" of "NML06", the condition device corresponding to the "5th Cherry" of "NML07", the condition device corresponding to the "6th Cherry" of "NML08", the condition device corresponding to the "1st Double" of "NML09", and the condition device corresponding to the "7th Cherry" of "NML11".
[0470] When the winning number "17" is determined to be "Blue BB + Special Role", the condition device corresponding to "BNS02" Blue BIG and the condition device corresponding to "Special Role" in "NML13" are activated.
[0471] When the winning number "18" is determined to be "Blue BB + Special Role", the following condition devices are activated: the one corresponding to the Blue BIG in "BNS02", the one corresponding to the "1st Cherry" in "NML03", the one corresponding to the "2nd Cherry" in "NML04", the one corresponding to the "3rd Cherry" in "NML05", the one corresponding to the "4th Cherry" in "NML06", the one corresponding to the "5th Cherry" in "NML07", the one corresponding to the "6th Cherry" in "NML08", the one corresponding to the "1st Double" in "NML09", the one corresponding to the "2nd Double" in "NML10", the one corresponding to the "7th Cherry" in "NML11", the one corresponding to the "CB Winning Role" in "NML12", and the one corresponding to the "Special Role" in "NML13".
[0472] When the winning number "19" and "Blue RB" are determined to be the winning combination, the condition device corresponding to the Blue REG of "BNS03" is activated.
[0473] When the winning combination "20" ("Blue RB + Regular Bell") is determined to be the winning combination, the condition device corresponding to the Blue REG in "BNS03" and the condition device corresponding to the "Bell" in "NML02" are activated.
[0474] When the winning number "21" with "Blue RB + Regular Watermelon" is determined as the winning combination, the condition device corresponding to the Blue REG of "BNS03", the condition device corresponding to "Watermelon" of "NML01", the condition device corresponding to the "First Duplicate" of "NML09", and the condition device corresponding to the "Second Duplicate" of "NML10" are activated.
[0475] When the winning number "22" with "Blue RB + Regular Cherry" is determined as the winning combination, the following condition devices are activated: the condition device corresponding to the Blue REG of "BNS03", the condition device corresponding to the "First Cherry" of "NML03", the condition device corresponding to the "Second Cherry" of "NML04", the condition device corresponding to the "Third Cherry" of "NML05", the condition device corresponding to the "Fourth Cherry" of "NML06", the condition device corresponding to the "Fifth Cherry" of "NML07", the condition device corresponding to the "Sixth Cherry" of "NML08", the condition device corresponding to the "First Duplicate" of "NML09", and the condition device corresponding to the "Seventh Cherry" of "NML11".
[0476] When the winning number "23" is determined to be "Blue RB + Special Role", the condition device corresponding to "BNS03" Blue REG and the condition device corresponding to "NML13" Special Role are activated.
[0477] When the winning number "24" is determined to be "Blue RB + Special Role", the following condition devices are activated: the one corresponding to the Blue REG of "BNS03", the one corresponding to the "1st Cherry" of "NML03", the one corresponding to the "2nd Cherry" of "NML04", the one corresponding to the "3rd Cherry" of "NML05", the one corresponding to the "4th Cherry" of "NML06", the one corresponding to the "5th Cherry" of "NML07", the one corresponding to the "6th Cherry" of "NML08", the one corresponding to the "1st Double" of "NML09", the one corresponding to the "2nd Double" of "NML10", the one corresponding to the "7th Cherry" of "NML11", the one corresponding to the "CB Winning Role" of "NML12", and the one corresponding to the "Special Role" of "NML13".
[0478] When the winning number "25" is determined to be a "Specific BB" winning combination, the condition devices corresponding to "BNS04"'s "1st Specific BIG", "BNS05"'s "2nd Specific BIG", "BNS06"'s "3rd Specific BIG", and "BNS07"'s "4th Specific BIG" are activated.
[0479] When the winning number "26" for "Regular BB" is determined to be the winning combination, the condition devices corresponding to "1st Regular BIG" for "BNS08", "2nd Regular BIG" for "BNS09", "3rd Regular BIG" for "BNS10", and "4th Regular BIG" for "BNS11" are activated.
[0480] (The relationship between winning combinations, the order of operation of stop button 15, and winning prizes, etc.) Next, using Figure 23, we will explain the relationship between the winning combinations, the operation sequence of the stop button 15, and the prizes awarded.
[0481] As explained using Figure 22, the game machine 1 has different conditional devices that activate depending on the winning combination, so the combinations of symbols that are allowed to win differ. Furthermore, in this embodiment, there are no winning combinations that result in a win or loss depending on the order in which the stop button 15 is operated. However, there may be winning combinations that result in a win or loss depending on the timing of the stop button 15 operation.
[0482] If the winning number "00" is determined to be a "losing" outcome, none of the conditional devices will activate. Therefore, if the winning number "00" is determined to be a "losing" outcome, there will always be no prize awarded.
[0483] When the winning number "01" in the "Replay Group" is determined as the winning combination, the condition devices corresponding to the "1st Replay" of "REP01", the condition devices corresponding to the "2nd Replay" of "REP02", and the condition devices corresponding to the "3rd Replay" of "REP03" are activated. At this time, depending on the order and timing of the operation of the stop button 15, one of the combinations of symbols corresponding to the "1st Replay", the combination of symbols corresponding to the "2nd Replay", or the combination of symbols corresponding to the "3rd Replay" will always be displayed on the active line L.
[0484] Furthermore, when the BB is activated, if the winning number "01" in the "Replay Group" is determined to be the winning combination, all conditional devices will be activated. At this time, regardless of the order or timing of the operation of the stop button 15, the combination of symbols corresponding to the "CB winning combination" will always be displayed on the active line L.
[0485] When the winning number "02" and the "regular bell" are determined to be the winning combination, the condition device corresponding to the "bell" in "NML02" is activated. At this time, regardless of the order or timing of operation of the stop button 15, the combination of symbols corresponding to the "bell" will always be displayed on the active line L.
[0486] When the winning number "03" is determined to be a "regular watermelon," the condition device corresponding to "watermelon" "NML01," the condition device corresponding to "first overlap" "NML09," and the condition device corresponding to "second overlap" "NML10" are activated. At this time, depending on the timing of the operation of the stop button 15, either the combination of symbols corresponding to "watermelon" or the combination of symbols corresponding to "first overlap" will always be displayed on the active line L.
[0487] When the winning number "04" is determined to be a "regular cherry," the following condition devices are activated: the one corresponding to the "first cherry" of "NML03," the one corresponding to the "second cherry" of "NML04," the one corresponding to the "third cherry" of "NML05," the one corresponding to the "fourth cherry" of "NML06," the one corresponding to the "fifth cherry" of "NML07," the one corresponding to the "sixth cherry" of "NML08," the one corresponding to the "first duplicate" of "NML09," and the one corresponding to the "seventh cherry" of "NML11." At this time, depending on the timing of the operation of the stop button 15, one of the following combinations of symbols will always be displayed on the active line L: the combination of symbols corresponding to the "first cherry", the combination of symbols corresponding to the "second cherry", the combination of symbols corresponding to the "third cherry", the combination of symbols corresponding to the "fourth cherry", the combination of symbols corresponding to the "fifth cherry", the combination of symbols corresponding to the "sixth cherry", the combination of symbols corresponding to the "first overlap", or the combination of symbols corresponding to the "seventh cherry".
[0488] When the winning number "05" is determined to be the "special role," the condition device corresponding to the "special symbol" in "NML13" is activated. At this time, if the stop button 15 is pressed at the appropriate timing, the combination of symbols corresponding to the "special symbol" will be displayed on the active line L. On the other hand, if the stop button 15 is pressed at an inappropriate timing, the combination of symbols corresponding to the "special symbol" will not be displayed on the active line L, and no prize will be won.
[0489] When the winning number "06" is determined to be a "special role," the following conditions are activated: the condition device corresponding to the "1st Cherry" of "NML03," the condition device corresponding to the "2nd Cherry" of "NML04," the condition device corresponding to the "3rd Cherry" of "NML05," the condition device corresponding to the "4th Cherry" of "NML06," the condition device corresponding to the "5th Cherry" of "NML07," the condition device corresponding to the "6th Cherry" of "NML08," the condition device corresponding to the "1st Duplicate" of "NML09," the condition device corresponding to the "2nd Duplicate" of "NML10," the condition device corresponding to the "7th Cherry" of "NML11," the condition device corresponding to the "CB Winning Role" of "NML12," and the condition device corresponding to the "Special Role" of "NML13." At this time, depending on the timing of the operation of the stop button 15, either the combination of symbols corresponding to the "1st Duplicate" or the combination of symbols corresponding to the "2nd Duplicate" will be displayed on the active line L. On the other hand, if the stop button 15 is operated at an inappropriate time, neither the combination of symbols corresponding to the "first overlap" nor the combination of symbols corresponding to the "second overlap" will be displayed on the valid line L, resulting in no win.
[0490] When the winning number "07" and "BARBB" are determined to be the winning combination, the condition device corresponding to BARBIG in "BNS01" is activated. At this time, if the stop button 15 is operated at the appropriate time, the combination of symbols corresponding to BARBIG will be displayed on the active line L. On the other hand, if the stop button 15 is operated at an inappropriate time, the combination of symbols corresponding to BARBIG will not be displayed on the active line L.
[0491] When the winning combination "BARBB + regular bell" for the winning number "08" is determined to be the winning combination, the condition device corresponding to BARBIG in "BNS01" and the condition device corresponding to "bell" in "NML02" are activated. In this embodiment, control is performed to prioritize displaying the combination of symbols corresponding to "small wins" on the active line L over the combination of symbols corresponding to "BIG". Therefore, regardless of the order or timing of operation of the stop button 15, the combination of symbols corresponding to "bell" will always be displayed on the active line L.
[0492] When the winning number "09" with "BARBB + regular watermelon" is determined as the winning combination, the condition device corresponding to BARBIG in "BNS01", the condition device corresponding to "watermelon" in "NML01", the condition device corresponding to "first overlap" in "NML09", and the condition device corresponding to "second overlap" in "NML10" are activated. In this embodiment, control is performed to prioritize displaying the combination of symbols corresponding to "small wins" on the active line L over the combination of symbols corresponding to "BIG", so depending on the timing of the operation of the stop button 15, either the combination of symbols corresponding to "watermelon" or the combination of symbols corresponding to "first overlap" will always be displayed on the active line L.
[0493] When the winning number "10" with "BARBB + Regular Cherry" is determined as the winning combination, the following condition devices are activated: the one corresponding to BARBIG in "BNS01", the one corresponding to "First Cherry" in "NML03", the one corresponding to "Second Cherry" in "NML04", the one corresponding to "Third Cherry" in "NML05", the one corresponding to "Fourth Cherry" in "NML06", the one corresponding to "Fifth Cherry" in "NML07", the one corresponding to "Sixth Cherry" in "NML08", the one corresponding to "First Duplicate" in "NML09", and the one corresponding to "Seventh Cherry" in "NML11". In this embodiment, control is performed to prioritize displaying combinations of symbols corresponding to "small wins" on the active line L over combinations of symbols corresponding to "BIG". Therefore, depending on the timing of operation of the stop button 15, one of the following combinations of symbols will always be displayed on the active line L: combination of symbols corresponding to "first cherry", combination of symbols corresponding to "second cherry", combination of symbols corresponding to "third cherry", combination of symbols corresponding to "fourth cherry", combination of symbols corresponding to "fifth cherry", combination of symbols corresponding to "sixth cherry", combination of symbols corresponding to "first overlap", or combination of symbols corresponding to "seventh cherry".
[0494] When the winning number "11" with "BARBB + Special Role" is determined as the winning role, the condition device corresponding to BARBIG in "BNS01" and the condition device corresponding to "Special Role" in "NML13" are activated. In this embodiment, control is performed to prioritize displaying the combination of symbols corresponding to "Small Role" on the active line L over the combination of symbols corresponding to "BIG". Therefore, if the stop button 15 is operated at a timing when the combination of symbols corresponding to "Special Role" can be displayed on the active line L, the combination of symbols corresponding to "Special Role" will be displayed on the active line L. Also, if the stop button 15 is operated at a timing when the combination of symbols corresponding to "Special Role" cannot be displayed on the active line L, but the combination of symbols corresponding to BARBIG can be displayed on the active line L, the combination of symbols corresponding to BARBIG will be displayed on the active line L. If the stop button 15 is operated at a timing when neither the combination of symbols corresponding to "Special Role" nor the combination of symbols corresponding to BARBIG can be displayed, no prize will be won.
[0495] When the winning number "12" is determined to be "BARBB + Special Role", the following condition devices are activated: the one corresponding to BARBIG in "BNS01", the one corresponding to "First Cherry" in "NML03", the one corresponding to "Second Cherry" in "NML04", the one corresponding to "Third Cherry" in "NML05", the one corresponding to "Fourth Cherry" in "NML06", the one corresponding to "Fifth Cherry" in "NML07", the one corresponding to "Sixth Cherry" in "NML08", the one corresponding to "First Duplicate" in "NML09", the one corresponding to "Second Duplicate" in "NML10", the one corresponding to "Seventh Cherry" in "NML11", the one corresponding to "CB Winning Role" in "NML12", and the one corresponding to "Special Role" in "NML13". In this embodiment, the control is such that combinations of symbols corresponding to "small wins" are prioritized and displayed on the active line L over combinations of symbols corresponding to "BIG". Therefore, depending on the timing of the stop button 15 operation, either the combination of symbols corresponding to the "first overlap" or the combination of symbols corresponding to the "second overlap" will be displayed on the active line L. On the other hand, if the stop button 15 is operated at an inappropriate timing, neither the combination of symbols corresponding to the "first overlap" nor the combination of symbols corresponding to the "second overlap" will be displayed on the active line L, resulting in no win.
[0496] When the winning number "13" and "Blue BB" are determined to be the winning combination, the condition device corresponding to the Blue BIG of "BNS02" is activated. At this time, if the stop button 15 is operated at the appropriate timing, the combination of symbols corresponding to the Blue BIG will be displayed on the active line L. On the other hand, if the stop button 15 is operated at an inappropriate timing, the combination of symbols corresponding to the Blue BIG will not be displayed on the active line L.
[0497] When the winning combination "14" ("Blue BB + Regular Bell") is determined as the winning combination, the condition device corresponding to "Blue BIG" in "BNS02" and the condition device corresponding to "Bell" in "NML02" are activated. In this embodiment, the control is performed to prioritize displaying the combination of symbols corresponding to "Small Wins" on the active line L over the combination of symbols corresponding to "BIG". Therefore, regardless of the order or timing of operation of the stop button 15, the combination of symbols corresponding to "Bell" will always be displayed on the active line L.
[0498] When the winning combination "Blue BB + Regular Watermelon" for the winning number "15" is determined to be the winning combination, the condition device corresponding to Blue BIG "BNS02", the condition device corresponding to "Watermelon" "NML01", the condition device corresponding to "First Overlap" "NML09", and the condition device corresponding to "Second Overlap" "NML10" are activated. In this embodiment, control is performed to prioritize the display of the combination of symbols corresponding to "Small Wins" on the active line L over the combination of symbols corresponding to "BIG", so depending on the timing of the operation of the stop button 15, either the combination of symbols corresponding to "Watermelon" or the combination of symbols corresponding to "First Overlap" will always be displayed on the active line L.
[0499] When the winning number "16" with "Blue BB + Regular Cherry" is determined as the winning combination, the following condition devices are activated: the condition device corresponding to the Blue BIG of "BNS02", the condition device corresponding to the "1st Cherry" of "NML03", the condition device corresponding to the "2nd Cherry" of "NML04", the condition device corresponding to the "3rd Cherry" of "NML05", the condition device corresponding to the "4th Cherry" of "NML06", the condition device corresponding to the "5th Cherry" of "NML07", the condition device corresponding to the "6th Cherry" of "NML08", the condition device corresponding to the "1st Double" of "NML09", and the condition device corresponding to the "7th Cherry" of "NML11". In this embodiment, control is performed to prioritize displaying combinations of symbols corresponding to "small wins" on the active line L over combinations of symbols corresponding to "BIG". Therefore, depending on the timing of operation of the stop button 15, one of the following combinations of symbols will always be displayed on the active line L: combination of symbols corresponding to "first cherry", combination of symbols corresponding to "second cherry", combination of symbols corresponding to "third cherry", combination of symbols corresponding to "fourth cherry", combination of symbols corresponding to "fifth cherry", combination of symbols corresponding to "sixth cherry", combination of symbols corresponding to "first overlap", or combination of symbols corresponding to "seventh cherry".
[0500] When the winning number "17" with "Blue BB + Special Role" is determined as the winning role, the condition device corresponding to Blue BIG in "BNS02" and the condition device corresponding to "Special Role" in "NML13" are activated. In this embodiment, control is performed to prioritize displaying the combination of symbols corresponding to "Small Role" on the active line L over the combination of symbols corresponding to "BIG". Therefore, if the stop button 15 is operated at a timing when the combination of symbols corresponding to "Special Role" can be displayed on the active line L, the combination of symbols corresponding to "Special Role" will be displayed on the active line L. Also, if the stop button 15 is operated at a timing when the combination of symbols corresponding to "Special Role" cannot be displayed on the active line L, but the combination of symbols corresponding to Blue BIG can be displayed on the active line L, the combination of symbols corresponding to Blue BIG will be displayed on the active line L. If the stop button 15 is operated at a timing when neither the combination of symbols corresponding to "Special Role" nor the combination of symbols corresponding to Blue BIG can be displayed, no win will occur.
[0501] When the winning number "18" is determined to be "Blue BB + Special Role", the following condition devices are activated: the one corresponding to the Blue BIG in "BNS02", the one corresponding to the "1st Cherry" in "NML03", the one corresponding to the "2nd Cherry" in "NML04", the one corresponding to the "3rd Cherry" in "NML05", the one corresponding to the "4th Cherry" in "NML06", the one corresponding to the "5th Cherry" in "NML07", the one corresponding to the "6th Cherry" in "NML08", the one corresponding to the "1st Double" in "NML09", the one corresponding to the "2nd Double" in "NML10", the one corresponding to the "7th Cherry" in "NML11", the one corresponding to the "CB Winning Role" in "NML12", and the one corresponding to the "Special Role" in "NML13". In this embodiment, the control is such that combinations of symbols corresponding to "small wins" are prioritized and displayed on the active line L over combinations of symbols corresponding to "BIG". Therefore, depending on the timing of the stop button 15 operation, either the combination of symbols corresponding to the "first overlap" or the combination of symbols corresponding to the "second overlap" will be displayed on the active line L. On the other hand, if the stop button 15 is operated at an inappropriate timing, neither the combination of symbols corresponding to the "first overlap" nor the combination of symbols corresponding to the "second overlap" will be displayed on the active line L, resulting in no win.
[0502] When the winning number "19" and "Blue RB" are determined to be the winning combination, the condition device corresponding to the Blue REG of "BNS03" is activated. At this time, if the stop button 15 is operated at the appropriate timing, the combination of symbols corresponding to the Blue REG will be displayed on the active line L. On the other hand, if the stop button 15 is operated at an inappropriate timing, the combination of symbols corresponding to the Blue REG will not be displayed on the active line L.
[0503] When the winning combination "Blue RB + Regular Bell" for the winning number "20" is determined to be the winning combination, the condition device corresponding to the Blue REG of "BNS03" and the condition device corresponding to the "Bell" of "NML02" are activated. In this embodiment, control is performed to prioritize the display of the combination of symbols corresponding to "Small Wins" on the active line L over the combination of symbols corresponding to "BIG". Therefore, regardless of the order or timing of the operation of the stop button 15, the combination of symbols corresponding to "Bell" will always be displayed on the active line L.
[0504] When the winning combination "Blue RB + Regular Watermelon" for the winning number "21" is determined to be the winning combination, the condition device corresponding to the Blue REG "BNS03", the condition device corresponding to "Watermelon" "NML01", the condition device corresponding to the "First Overlap" "NML09", and the condition device corresponding to the "Second Overlap" "NML10" are activated. In this embodiment, control is performed to prioritize displaying the combination of symbols corresponding to "Small Wins" on the active line L over the combination of symbols corresponding to "BIG", so depending on the timing of the operation of the stop button 15, either the combination of symbols corresponding to "Watermelon" or the combination of symbols corresponding to the "First Overlap" will always be displayed on the active line L.
[0505] When the winning number "22" with "Blue RB + Regular Cherry" is determined as the winning combination, the following condition devices are activated: the condition device corresponding to the Blue REG of "BNS03", the condition device corresponding to the "First Cherry" of "NML03", the condition device corresponding to the "Second Cherry" of "NML04", the condition device corresponding to the "Third Cherry" of "NML05", the condition device corresponding to the "Fourth Cherry" of "NML06", the condition device corresponding to the "Fifth Cherry" of "NML07", the condition device corresponding to the "Sixth Cherry" of "NML08", the condition device corresponding to the "First Duplicate" of "NML09", and the condition device corresponding to the "Seventh Cherry" of "NML11". In this embodiment, control is performed to prioritize displaying combinations of symbols corresponding to "small wins" on the active line L over combinations of symbols corresponding to "BIG". Therefore, depending on the timing of operation of the stop button 15, one of the following combinations of symbols will always be displayed on the active line L: combination of symbols corresponding to "first cherry", combination of symbols corresponding to "second cherry", combination of symbols corresponding to "third cherry", combination of symbols corresponding to "fourth cherry", combination of symbols corresponding to "fifth cherry", combination of symbols corresponding to "sixth cherry", combination of symbols corresponding to "first overlap", or combination of symbols corresponding to "seventh cherry".
[0506] When the winning number "23" with "Blue RB + Special Role" is determined as the winning role, the condition device corresponding to Blue REG in "BNS03" and the condition device corresponding to "Special Symbol" in "NML13" are activated. In this embodiment, control is performed to prioritize displaying the combination of symbols corresponding to "Small Role" on the active line L over the combination of symbols corresponding to "BIG". Therefore, if the stop button 15 is operated at a timing when the combination of symbols corresponding to "Special Symbol" can be displayed on the active line L, the combination of symbols corresponding to "Special Symbol" will be displayed on the active line L. Also, if the stop button 15 is operated at a timing when the combination of symbols corresponding to "Special Symbol" cannot be displayed on the active line L, but the combination of symbols corresponding to Blue REG can be displayed on the active line L, the combination of symbols corresponding to Blue REG will be displayed on the active line L. If the stop button 15 is operated at a timing when neither the combination of symbols corresponding to "Special Symbol" nor the combination of symbols corresponding to Blue REG can be displayed, no win will occur.
[0507] When the winning number "24" is determined to be "Blue RB + Special Role", the following condition devices are activated: the one corresponding to the Blue REG of "BNS03", the one corresponding to the "1st Cherry" of "NML03", the one corresponding to the "2nd Cherry" of "NML04", the one corresponding to the "3rd Cherry" of "NML05", the one corresponding to the "4th Cherry" of "NML06", the one corresponding to the "5th Cherry" of "NML07", the one corresponding to the "6th Cherry" of "NML08", the one corresponding to the "1st Double" of "NML09", the one corresponding to the "2nd Double" of "NML10", the one corresponding to the "7th Cherry" of "NML11", the one corresponding to the "CB Winning Role" of "NML12", and the one corresponding to the "Special Role" of "NML13". In this embodiment, the control is such that combinations of symbols corresponding to "small wins" are prioritized and displayed on the active line L over combinations of symbol...
Claims
[Claim 1] It is equipped with a means for setting a predetermined number that will be the number of game values required for the game, The aforementioned means for setting the specified number is, A gaming machine characterized in that the aforementioned specified number can be set to a first number and to a second number different from the first number.