Gaming Machines

JP7632901B2Active Publication Date: 2025-02-19SOPHIA CO LTD
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Patent Information

Application Number
JP2023018825
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-10
Publication Date
2025-02-19
Estimated Expiration
2039-02-14

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、遊技の興趣を向上することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the interest in games. [Solution] In a gaming machine (slot machine 1) that can execute a game based on the fulfillment of predetermined conditions and award gaming value according to the outcome of the game, a gaming control means (game control device 100) that can execute an internal lottery for a role each time a game is executed can set a normal zone that includes a normal gaming state ST10 and an advantageous zone that includes a first gaming state that is more advantageous than the normal gaming state, and when a predetermined role is won in the internal lottery, a predetermined flag is set, and when the predetermined role is won, the first gaming state is generated, and the presentation control means (presentation control device 300) that controls the presentation can execute a suggestive presentation that suggests the end of the advantageous zone, and it is possible to make the presentation content of the suggestive presentation different depending on whether the predetermined flag is set or not.
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Description

[Technical field]

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

[0002] Conventionally, in slot machines, an internal lottery is performed when a game starts, and a winning is achieved by deriving a stopping pattern corresponding to the result of the internal lottery. In addition, a special winning is set to generate a special game state in which a player can win a large amount of game media when the special winning is won by the internal lottery, and if the special winning is won by the internal lottery, the right to win is carried over until the special winning is won. In addition, a combination is provided in which a winning is or is not achieved depending on the stopping order of the reels, and in a specific game state (AT or ART) that occurs when a predetermined condition is met, the stopping order of the reels (assist information) in which a winning is achieved is notified, thereby making it possible to win a large amount of game media (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-46697 A Summary of the Invention [Problem to be solved by the invention]

[0004] An object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0005] In order to achieve the above object, a gaming machine is provided that can execute a game based on the establishment of predetermined conditions as described below, and can award gaming value according to the result of the game. The gaming machine is equipped with a game control means capable of executing an internal lottery for a role each time a game is executed, and a presentation control means for controlling presentations. The game control means is capable of setting a normal zone including a normal gaming state, and an advantageous zone including a first gaming state that is more advantageous than the normal gaming state, and when a predetermined role is won in the internal lottery, a predetermined flag is set, and when the predetermined role is won, the first gaming state is generated. The presentation control means is capable of executing a first suggestion presentation that suggests the end of the advantageous zone, and a second suggestion presentation that suggests the winning of a predetermined role. The first suggestion presentation is a presentation that is executed in a predetermined period before the end of the advantageous zone, regardless of the presence or absence of a predetermined flag, without suggesting the winning of a predetermined role. The second suggestion presentation is a presentation that is executed when a predetermined flag is set, Run to This is possible, and is an effect that is executed at a specified timing after the end of the advantageous zone. Effect of the Invention

[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view showing the appearance of a slot machine according to an embodiment of the present invention. [Diagram 2] 1 is a top view of the vicinity of the game configuration unit of a slot machine. [Diagram 3] A block diagram showing the general configuration of a game control device. [Figure 4] A block diagram showing the general configuration of a performance control device. [Diagram 5] 1 is a diagram explaining the arrangement of symbols on each reel, the types of winning prizes, the symbol combinations, and the contents of winning prizes. [Figure 6] FIG. 13 is a diagram illustrating an effective line. [Figure 7] 11 is a state transition diagram illustrating the transition of game states. FIG. [Figure 8]FIG. 13 is a diagram illustrating the display on the first game information display section. [Figure 9] 13A to 13C are diagrams illustrating modified examples of the display on the first game information display section. [Figure 10] 13A to 13C are diagrams illustrating an example of the display in each section during a game. [Figure 11] 13A to 13C are diagrams illustrating an example of the display in each section during a game. [Figure 12] 11 is a flowchart explaining main processing in a game control device. [Figure 13] 11 is a flowchart illustrating an unrecoverable error process. [Figure 14] 11 is a flowchart illustrating a power recovery process. [Figure 15] 13 is a flowchart illustrating a main loop process. [Figure 16] 13 is a flowchart explaining a role selection process. [Figure 17] FIG. 11 is a diagram illustrating an example of a lottery data table. [Figure 18] FIG. 2 is a block diagram showing a schematic configuration of a random number generating circuit. [Figure 19] 11 is a flowchart illustrating a counter value acquisition process. [Figure 20] 13 is a flowchart illustrating a process when latch data is read. [Figure 21] 13 is a flowchart illustrating a reel spin start process. [Figure 22] 13 is a flowchart illustrating a pattern control process. [Figure 23] FIG. 13 is a diagram illustrating setting of a change range. [Figure 24] 13 is a flowchart illustrating a timer interrupt process. [Diagram 25] 13 is a flowchart illustrating a seven-segment data setting process. [Figure 26] 11 is a flowchart illustrating main processing in the performance control device. [Figure 27] 13 is a flowchart illustrating a game management main process. [Figure 28] 13 is a flowchart illustrating a command control process. [Figure 29] 11 is a flowchart illustrating a stage set value information process. [Diagram 30] A diagram explaining the selection ratio of usable effects. [Diagram 31] 13 is a flowchart illustrating a performance control code setting process. [Diagram 32] 13 is a flowchart illustrating a command reception interrupt process. [Diagram 33] 11 is a flowchart illustrating a V-Sync interrupt process. [Diagram 34] 13 is a flowchart illustrating a 7SEG data editing process. [Diagram 35] 13 is a flowchart illustrating a second game information display section display data editing process. [Diagram 36] 10 is a diagram illustrating the display timing of the first game information display section and the second game information display section. FIG. [Figure 37] 13 is a diagram illustrating the timing of ending display on the first game information display section and the second game information display section. FIG. [Figure 38] 13 is a diagram explaining the timing of transmitting a winning combination notification command. FIG. [Figure 39] A figure explaining another example of a method for transmitting a winning role notification command. [Diagram 40] 13 is a flowchart illustrating a performance button input process. [Diagram 41] 13 is a diagram illustrating an example of an execution mode of a specific game state and a special game state. FIG. [Diagram 42] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 43] A diagram explaining the processing when the advantageous zone ends. [Diagram 44] FIG. 13 is a diagram illustrating an example of medal payout. [Diagram 45] 13 is a flowchart illustrating a payment appearance setting process. [Figure 46]FIG. 13 is a diagram illustrating an example of an execution mode of a specific game state and a special game state in the first modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] [First embodiment] As shown in FIG. 1, the slot machine 1 of this embodiment, which constitutes an amusement machine, has various devices arranged inside a box-shaped housing with an open front, and a front frame 2 is arranged on the front of the housing via a hinge provided at the left end when viewed from the front, so that it can be opened and closed in a one-door manner.

[0009] The housing contains a game control device 100 that controls the entire slot machine 1 and a performance control device 300 that controls performance based on information from the game control device 100. The housing also contains a variable display device having rotatable reels 6a, 6b, and 6c, and a medal payout device (hopper). The medal payout device receives and stores medals inserted from the medal insertion port 15, and when a predetermined pattern combination is formed on an active line and a winning is established, it drives a medal payout motor 63 according to a payout command (command or data) from the game control device 100 to pay out a number of medals (payout medals) corresponding to the winning or medals that exceed the credit upper limit due to the addition associated with the winning to the lower tray 27.

[0010] Also provided inside the housing is an overflow tank for storing medals that overflow and flow in from the medal payout device, and for guiding the medals that flow in to the medal collection mechanism of the installation island where the slot machine 1 is installed. In addition, inside the housing are a power supply device that supplies power to electronic components such as the control device, motor, and lamps, and a setting device for setting the winning probability of the slot machine 1 to one of, for example, six levels.

[0011] The upper part of the front frame 2 is provided with an image display device 3 that displays effects and information according to the game, an upper speaker 4a that displays effects using sound, a decoration device 46 that performs light-emitting decoration using LEDs, and a frame effect device 7 that has a built-in effect movable body device 47. The image display device 3 is composed of, for example, a liquid crystal display panel, and displays various information such as historical information display in addition to effect display related to the game. The various effect displays and historical information display in the image display device 3 are controlled by a performance control device 300. In other words, the image display device 3 constitutes a performance display means capable of displaying effects according to the progress of the game, and the performance control device 300 constitutes a display control means capable of controlling the display of the performance display means.

[0012] A front panel 9 is disposed in the center of the front frame 2, on which decorative patterns and the like are drawn and which prevents the view behind it from being seen, and a (transparent, for example) pattern display window 5 through which the view behind can be seen is formed in the center of the front panel 9. The front panel 9 may be configured with a display device, and when no image is displayed in the pattern display window 5, the reels 6 are visible, and images that produce a game are displayed mainly around the pattern display window 5. In this case, it is also possible to display images that produce a game in the pattern display window 5.

[0013] Through this symbol display window 5 (window portion), symbols that are displayed variably by the rotation of the reel 6 arranged in the housing can be seen. The reel 6 is composed of a cylindrical left reel 6a, a center reel 6b, and a right reel 6c arranged in parallel in a horizontal direction. A plurality of symbols are arranged on the outer circumferential surfaces of these reels 6a, 6b, and 6c so as to be aligned in the circumferential direction. In addition, each of the reels 6a, 6b, and 6c is provided with a reel motor 64a, 64b, or 64c (see FIG. 3), which is a stepping motor, and each of the reels 6a, 6b, and 6c can be independently driven to rotate and stopped to rotate. That is, the reel motors 64a, 64b, and 64c form an electric drive source that drives each of the reels 6a, 6b, and 6c.

[0014] By rotating the reel 6 by the reel motor 64, the multiple types of symbols visible through the symbol display window 5 are changed, for example, from top to bottom in a cyclical manner (variable display). On the other hand, when the reel 6 is stopped, a predetermined number of consecutive symbols (for example, three) for each of the reels 6a, 6b, and 6c, that is, a total of nine symbols of 3×3, can be seen through the symbol display window 5. That is, through the symbol display window 5, the effective display parts of the reels 6a, 6b, and 6c for deriving and displaying the stopped result of the game can be seen. Thus, the reels 6a, 6b, and 6c form multiple variable display parts capable of variably displaying multiple symbols.

[0015] A predetermined activation possible line is set for the 3×3 pattern matrix visible from the pattern display window 5. In this embodiment, only the line (middle line) that crosses the patterns in the middle of each reel 6a, 6b, 6c is the activation possible line. Then, when the player inserts a medal or inputs from credits (hereinafter referred to as "betting operation"), the activation possible line is activated and becomes an activated line (so-called 3-coin bet only), and the establishment / non-establishment of a winning (combination) is determined based on the pattern combination state (outcome) formed on this activated line. Note that the bet number may be set arbitrarily within the range of 1 to 3 coins, instead of 3-coin bet only. However, in that case, an internal lottery to be described later is performed so that the internal winning probability is the most favorable to the player when the bet number is 3 coins in the normal game state.

[0016] When a winning is achieved, three predetermined symbols may be lined up on an active line, or three predetermined symbols may be lined up on other lines. Such lines may be lines that cross the symbols on the upper row of each reel 6a, 6b, 6c (upper line), lines that cross the reels 6a, 6b, 6c diagonally from the lower row of the left reel 6a to the middle row of the middle reel 6b to the upper row of the right reel 6c (upward line), lines that cross the reels 6a, 6b, 6c diagonally from the upper row of the left reel 6a to the middle row of the middle reel 6b to the lower row of the right reel 6c (downward line), lines that cross the symbols on the lower row of each reel 6a, 6b, 6c (lower line), and imaginary lines (pseudo active lines) that cross the front part (visible part) of each reel 6a, 6b, 6c that faces the symbol display window 5 other than the above. Hereinafter, the activated lines (middle lines) and the lines along which the patterns appear to be aligned when a win occurs (upper lines, etc.) will be collectively referred to as pattern stop lines (pattern alignment lines).

[0017] On the left side of the symbol display window 5, there is provided a second game medium information display section 44 that is controlled by the performance control device 300 and displays information about the game medium. This second game medium information display section is provided with a second credit number display section 11, a second payout number display section 13, and a second acquired number display section 12. The second credit number display section 11 displays the number of medals stored as credits without being paid out by the medal payout device. The second payout number display section 13 displays the number of medals paid out when a winning is established. The second acquired number display section 12 displays the cumulative number of medals acquired since the start of the special game state. These displays 11, 12, and 13 are composed of, for example, 7-segment displays, and display various information depending on their lighting state.

[0018] Below the symbol display window 5, there is provided a second game information display section 40 which displays game information under the control of the performance control device 300. This second game information display section 40 is composed of three 7-segment displays, a second left display section 40a, a second middle display section 40b, and a second right display section 40c, and can notify the type of winning combination obtained by internal lottery and the stopping sequence of the reels 6 to realize the winning combination.

[0019] Below the front panel 9, there is provided a game configuration section 30 in which game operation means are arranged so that the player can perform operations related to the game. This game configuration section 30 is a stepped section that protrudes forward, and various game operation means are arranged on the top surface and front surface. As shown in Fig. 2, near the left end of the top surface of the game configuration section 30, there is provided a 1 bet button 31, which is one of the game operation means. This 1 bet button 31 is designed to input one bet from credits by pressing it once.

[0020] A game status display section 18 is provided on the right side of the 1 bet button 31 to display the status such as replay status, wait status, and playable standby status, and displays the game status by lighting a lamp. The game status display section 18 is provided with a replay display section 18a that indicates that a replay win (replay win) has been established and a replay game has been awarded, a standby display section 18b that indicates that there is a waiting time from when the player operates the start lever 21 until the reel 6 spins (the reel 6 is waiting to start spinning because a certain time has not passed since the start of the previous game), a game start display section 18c that indicates that a start operation is possible, and a coin insertion display section 18d that indicates that the slot machine 1 is in a playable standby status and encourages a betting operation.

[0021] A MAX BET button 17, which is one of the game operation means, is provided on the right side of the game status display section 18. This MAX BET button 17 allows the player to input up to the upper limit of the number of bets (e.g., 3 coins) from the number of credits by pressing it once, but if the number of credits is less than the upper limit, the number of credits is input as the number of bets.

[0022] On the right side of the max bet button 17, there is provided a first gaming medium information display section 32 that is controlled by the gaming control device 100 to display information about the gaming medium. The first gaming medium information display section 32 is provided with a first credit number display section 32a, a first payout number display section 32b, and a first acquired number display section 32c. The first credit number display section 32a displays the number of medals stored as credits without being paid out by the medal payout device. The first payout number display section 32b displays the number of medals paid out when a winning is established. The first acquired number display section 32c displays the cumulative number of medals acquired since the start of the special gaming state. These display sections are, for example, composed of a 7-segment display, and display various information depending on the lighting state of the display section.

[0023] On the right side of the first game medium information display unit 32, there is provided a first game information display unit 33 which is a display means controlled by the game control device 100 to display game information such as information on the result of the internal lottery. This first game information display unit 33 is composed of three 7-segment displays, a first left display unit 33a, a second middle display unit 33b, and a first right display unit 33c, and can notify the type of winning combination in the internal lottery and the stopping order of the reels 6 to realize the winning combination. On the right side of the first game information display unit 33, there is provided a performance button 10 which incorporates an operation switch for receiving operation input from the player. This performance button 10 is one of the game operation means, and when operated by the player, a performance in which the player's operation is involved in the performance display on the image display device 3 is performed, or game history information is displayed.

[0024] A medal insertion slot 15 is provided to the right of the effect button 10. A game can be played when a player inserts a medal into this medal insertion slot 15 and performs a betting operation. On the path along which the medal inserted from this medal insertion slot 15 passes, medal insertion sensors 51a, 51b (see FIG. 3) that detect the passage of the medal are provided, and the number of inserted medals is counted based on the detection information from these medal insertion sensors 51a, 51b.

[0025] A settlement button 20, which constitutes one of the game operation means, is provided near the left end of the front of the game configuration unit 30. The settlement button 20 is used to give a command to return medals inserted from the medal insertion slot 15, medals (bet medals) input as the number of bets by the 1 bet button 31 or the max bet button 17, or medals (reserved medals) that have been paid out as a result of a winning and stored as credits to the lower tray 27. Medals that exceed a predetermined number that can be stored as credits are also returned to the lower tray 27. In addition, medals are also returned to the lower tray 27 when medals are inserted from the medal insertion slot 15 after an automatic betting operation based on the establishment of a replay winning (replay winning). However, when medals are inserted from the medal insertion slot 15 after an automatic betting operation based on the establishment of a replay winning (replay winning), they may be accepted as credits. A start lever 21, which constitutes one of the game operation means, is provided to the right of the settlement button 20. The start lever 21 constitutes a progress operation section for progressing through the game, and is an operating lever for starting a period of the game.

[0026] On the right side of the start lever 21, a reel stop button 24, which is one of the game operation means, is provided. The reel stop button 24 constitutes a progress operation section for progressing the game, and is composed of a left reel stop button 24a, a center reel stop button 24b, and a right reel stop button 24c, which are provided in one-to-one correspondence with the left reel 6a, the center reel 6b, and the right reel 6c, respectively, and is for stopping the rotation of the corresponding reels 6a, 6b, and 6c in response to a stop operation. These reel stop buttons 24a, 24b, and 24c are formed, for example, from a colored translucent resin member or the like. Inside the reel stop buttons 24a, 24b, and 24c, reel stop button LEDs 66a, 66b, and 66c are provided, respectively, for indicating, by light emission, whether or not the corresponding reel 6 can be stopped by operating the reel stop button 24a, 24b, and 24c. In other words, the reel stop buttons 24a, 24b, 24c form a plurality of stop operation sections for performing stop operations provided corresponding to each variable display section, and the reel stop button LEDs 66a, 66b, 66c form operation section light-emitting means capable of illuminating the stop operation sections.

[0027] A return button 22, which is one of the game operation means, is provided to the right of the reel stop button 24. The return button 22 is used to return to the lower tray 27 medals that have been inserted through the medal insertion slot 15 and become stuck in the medal flow path. A keyhole 23 is provided to the right of the return button 22. The keyhole 23 is for inserting a key when opening the front frame 2 or when resetting an error (e.g., a hopper error) state of the slot machine 1.

[0028] In addition, a lower panel (decorative panel) 25 constituting the lower region of the front frame 2 is provided below the game configuration unit 30. Furthermore, an ashtray 26, a lower tray 27 for storing medals, a medal payout outlet 28, a lower speaker 4b for outputting sound, and the like are provided below the lower panel 25 and at the bottom of the front frame 2. The positions of the various devices are not limited to those described above. For example, the game status display unit 18, the first game medium information display unit 32, the first game information display unit 33, the second game medium information display unit 44, the second game information display unit 40, and the like may be provided around the image display device 3, in the portion where the front panel 9 is provided, or in the portion where the lower panel 25 is provided.

[0029] 3 and 4 are block diagrams showing a schematic configuration of a control system of the slot machine 1. Note that components that are the same as or correspond to those explained in Fig. 1 and Fig. 2 are given the same reference numerals, and duplicate explanations will be omitted.

[0030] 3, the slot machine 1 includes a game control device 100, which is a main control device (main board) that controls the overall game. The game control device 100 includes a gaming microcomputer (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 that includes an oscillator such as a crystal resonator and generates the operating clock of the CPU, timer interrupts, and a clock that serves as a reference for the random number generation circuit.

[0031] The gaming microcomputer 111 includes a CPU (Central Processing Unit) 111a, a ROM (Read Only Memory) 111b, and a RAM (Random Access Memory) 111c. It also includes a random number generating circuit 160 that generates various random numbers such as winning determination random numbers used in an internal lottery, and a clock generator 114 that generates a timer interrupt signal of a predetermined period for the CPU 111a and a clock that provides an update timing for the random number generating circuit 160 based on an oscillation signal (original clock signal) from an oscillation circuit 113.

[0032] The CPU 111a includes a control unit and a calculation unit, and performs various calculation processes, inputs and outputs data, generates control signals, and the like as a calculation processing device of the game control device 100. The ROM 111b stores control programs and control data for executing various processes, as well as judgment values ​​(judgment tables) for internal lotteries. The ROM 111b also stores stop control tables that are referenced when performing stop control of the reel 6 in each game. For example, stop control tables corresponding to various internally won prizes and stop control tables corresponding to losses are stored. The stop control tables store data (such as change ranges (number of sliding frames)) for performing pull-in stop control of the reel 6 that maximizes the formation of a symbol combination pattern corresponding to an internally won state (the state of a set winning flag) on ​​an active line, and kick-off stop control of the reel that removes a symbol combination corresponding to various non-internal winning prizes from an active line, and the stop positions are preset according to the operation stop order and operation timing of the reel 6.

[0033] The RAM 111c provides a storage area for random numbers for the internal lottery sampled by the CPU 111a based on the start operation, a storage area for temporarily storing various data (for example, data on the number of credits, data on the number of bets, data on the internal winning state, data on payouts based on the derivation of a predetermined symbol combination, data indicating the winning probability value of the internal lottery, etc.), and a working area for the CPU 111a. Note that an electrically rewritable non-volatile memory such as an EEPROM may be used as the ROM 111b or the RAM 111c.

[0034] In addition, an error reset SW61, a setting button SW60, a start lever SW52, a settlement button SW58, a max bet button SW57, a 1 bet button SW31a, and reel stop buttons SW53 (first reel (left) stop button SW53a, second reel (center) stop button SW53b, and third reel (right) stop button SW53c) are connected to the first input port 121 of the game control device 100 via a low-pass filter, a buffer gate, an input / output interface, etc. (not shown). Various signals output from these switches are read into the game microcomputer 111 via a data bus 140.

[0035] In addition, the second input port 122 of the game control device 100 is connected to a play stop switch SW35, an automatic settlement switch SW36, a stage setting key SW62, a full-capacity detection sensor 82, a medal payout sensor 59, and a reel sensor 54 (left reel sensor 54a, center reel sensor 54b, right reel sensor 54c) via a low-pass filter, a buffer gate, an input / output interface, etc. (not shown). Various signals output from these switches and sensors are read into the gaming microcomputer 111 via a data bus 140. In addition, various signals output from these switches and sensors are input to a monitor LED 180 provided in the game control device 100, and the corresponding LED is turned on in response to the input of various signals. In addition, for the reel sensor 54, the LEDs corresponding to the inputs of the left reel sensor 54a, the center reel sensor 54b, and the right reel sensor 54c are turned on.

[0036] Also, the third input port 123 of the game control device 100 is connected to the medal insertion sensors 51a and 51b, the medal insertion fraud detection sensor 51c, and the control signal generating unit 430 of the power supply device 400 that generates a power cutoff signal via a low-pass filter, a buffer gate, an input / output interface, etc. (not shown). Various signals output from these sensors etc. are read into the gaming microcomputer 111 via the data bus 140. The data held by each of the input ports 121, 122, and 123 can be read out by the gaming microcomputer 111 asserting (changing to an active level) the enable signal CE2 by decoding the address assigned to each input port.

[0037] The power supply cutoff signal from the control signal generating unit 430 is also input to the power supply monitoring circuit 181, and the power supply monitoring circuit 181 generates a control signal such as a reset signal RST based on the input of the power supply cutoff signal and outputs it to the gaming microcomputer 111. The reset signal RST is directly input to a reset terminal provided in the gaming microcomputer 111 and is also supplied to each of the output ports 131 to 139. The reset signal RST is also configured to turn off the test firing signal held in the output port 139 for output to the test firing device. The reset signal RST is not supplied to each of the input ports 121, 122, and 123. The data set in each output port by the gaming microcomputer 111 immediately before the reset signal RST is input must be reset to prevent malfunction of the system, but the data read by the gaming microcomputer 111 from each input port immediately before the reset signal RST is input is discarded by the reset of the gaming microcomputer 111.

[0038] In addition, the game control device 100 is supplied with power from a normal power supply unit 410 of the power supply device 400. The normal power supply unit 410 is equipped with a converter that generates the above-mentioned DC power supplies of DC 24 V, DC 12 V, and DC 5 V from an AC power supply of AC 24 V, and supplies these to the game control device 100. In addition, a power supply voltage is supplied from a backup power supply unit 420 of the power supply device 400 to the RAM 111c inside the gaming microcomputer 111 during a power outage, and the data stored in the RAM 111c is retained even during a power outage.

[0039] Here, the error reset SW61 is a switch for detecting, for example, that the key inserted in the keyhole 23 is turned in the opposite direction to that for opening the front frame 2, and for resetting the slot machine 1 based on this detection. Note that, based on the detection signal from the error reset SW61, the game control device 100 resets, for example, the error state of the slot machine 1.

[0040] The setting button SW60 and the stage setting key SW62 are provided in a setting device for switching the stage setting value (so-called setting) of the slot machine 1. By inserting the stage setting key into a keyhole provided in the setting device and turning it, the stage setting key SW62 is turned on, making it possible to change the setting, and the stage setting value is changed every time the setting button SW60 is turned on by operating the setting button provided in the setting device. This setting device sets, for example, one of a plurality of settings (for example, settings 1 to 6) with different winning probabilities (internal winning probabilities) of various winnings (combinations) in an internal lottery for each game.

[0041] The start lever SW52 is a switch for detecting the operation of the start lever 21. The settlement button SW58 is a switch for detecting the operation of the settlement button 20. The max bet button SW57 is a switch for detecting the operation of the max bet button 17, and the 1 bet button SW31a is a switch for detecting the operation of the 1 bet button 31.

[0042] The first reel (left) stop button SW53a, the second reel (center) stop button SW53b, and the third reel (right) stop button SW53c of the reel stop button SW53 are switches for detecting the operation of the corresponding reel stop buttons 24a, 24b, and 24c. The play stop switch SW35 is a switch for selecting whether or not to enter a play stop mode in which the game is stopped after the special game state ends. In the play stop mode, the game cannot be resumed unless the error release SW61 is operated after the special game state ends. The automatic settlement switch SW36 is a switch for selecting whether or not to enable automatic settlement in which the credits are settled after the special game state ends.

[0043] The full-capacity detection sensor 82 detects whether the hopper of the medal payout device is full of medals. The medal payout sensor 59 detects medals paid out from the medal payout device, and the number of medals paid out is counted by counting the detection signals from this switch. The left reel sensor 54a, the center reel sensor 54b, and the right reel sensor 54c of the reel sensor 54 are sensors for detecting the rotation phases of the corresponding reels 6a, 6b, and 6c.

[0044] The medal insertion sensors 51a and 51b detect the passage of medals inserted from the medal insertion port 15, and the number of medals inserted is counted based on the detection information. The medal insertion fraud detection sensor 51c is a sensor that detects fraudulent acts that cause medals to be detected as having been inserted. The medal insertion sensors 51a and 51b are arranged in a line from the upstream side along the flow direction of the medals, and the medal insertion fraud detection sensor 51c is arranged between the medal insertion sensors 51a and 51b. If there is no fraudulent act, after the medal insertion sensor 51a detects a medal, the medal insertion sensor 51b detects the same medal. The medal insertion fraud detection sensor 51c detects the presence of an object only at the moment the medal flows down. However, if a fraudulent act is performed by inserting a fraudulent tool from the medal insertion port 15 to cause the medal insertion sensors 51a and 51b to detect that a medal has passed, the medal insertion fraud detection sensor 51c continues to detect the presence of an object, and thus the fraudulent act can be detected.

[0045] In addition, a plurality of output ports are connected to the data bus 140 of the game control device 100, and information is output from the output ports to various devices provided in the slot machine via drivers, etc. The gaming microcomputer 111 outputs an operation data signal of the left reel motor 64a from the first output port 131 to the first driver 151, and the first driver 151 receives the operation data signal, generates a drive signal for the left reel motor 64a, and outputs it to the left reel motor 64a. In addition, the gaming microcomputer 111 outputs display data of the game start display unit 18c and display data of the reel stop buttons 24a, 24b, and 24c from the first output port 131 to the second driver 152, and the second driver 152 receives the display data, generates display signals for the game start display LED 67a and the reel stop buttons LED 66a, 66b, and 66c, and outputs them to the game start display LED 67a and the reel stop buttons LED 66a, 66b, and 66c.

[0046] Furthermore, the gaming microcomputer 111 outputs display data of the MAX BET button 17 and the number of bet lines display section (not shown) from the second output port 132 to the second driver 152, and the second driver 152 receives the display data, generates display signals of the MAX BET button LED 17a and the number of bet lines display LED 37, and outputs them to the MAX BET button LED 17a and the number of bet lines display LED 37. Furthermore, the gaming microcomputer 111 outputs an operation data signal of the center reel motor 64b from the second output port 132 to the third driver 153, and the third driver 153 receives the operation data signal, generates a drive signal for the center reel motor 64b, and outputs it to the center reel motor 64b.

[0047] The gaming microcomputer 111 also outputs an operation data signal of the right reel motor 64c from the third output port 133 to the fourth driver 154, and the fourth driver 154 receives the operation data signal to generate a drive signal for the right reel motor 64c and outputs it to the right reel motor 64c. The gaming microcomputer 111 also outputs display data of the medal insertion display unit 18d and the replay display unit 18a from the third output port 133 to the fifth driver 155, and the fifth driver 155 receives the display data to generate display signals for the medal insertion display LED 67b and the replay display LED 67c and outputs them to the medal insertion display LED 67b and the replay display LED 67c.

[0048] The gaming microcomputer 111 also outputs display data of the standby display section 18b from the fourth output port 134 to the sixth driver 156, and the sixth driver 156 receives the display data, generates a display signal for the standby display LED 67d, and outputs it to the standby display LED 67d. The gaming microcomputer 111 also outputs external information to be supplied to an external device (such as an information collection terminal or an amusement facility internal management device (hall computer)) from the fourth output port 134 to the sixth driver 156, and the sixth driver 156 receives the external information, generates an external information signal, and outputs it to the external signal output terminal 170.

[0049] The control signals output to the external signal output terminal 170 include, for example, a signal indicating the number of bets output when the start lever 21 is operated (game medal insertion signal), a signal indicating the number of medals paid out when medals are paid out (game medal payout signal), a signal indicating that the game is in a super big bonus state (SBB signal), a signal indicating that the game is in a big bonus state (BB signal), a signal indicating that the game is in a regular bonus state (RB signal), a signal indicating that the game is in a replay time state (RT signal), and a signal output when the front frame 2 is opened or when the settings are changed (security signal), etc.

[0050] The gaming microcomputer 111 also outputs an operation data signal of a selector solenoid 68 provided in a medal selector that switches the flow path of medals from the fifth output port 135 to the fifth driver 155, and the fifth driver 155 receives the operation data signal to generate a drive signal for the selector solenoid 68 and outputs it to the selector solenoid 68. The gaming microcomputer 111 also outputs on / off drive data for the digit lines of the first game information display unit 33 and the first game medium information display unit 32 to the seventh driver 157 from the fifth output port 135, and the seventh driver 157 receives the drive data to generate an on / off drive signal for the digit lines and outputs it to the first game information display unit 33 and the first game medium information display unit 32.

[0051] The gaming microcomputer 111 also outputs on / off drive data for the segment lines of the first game information display unit 33 and the first game medium information display unit 32 to the eighth driver 158 from the sixth output port 136, and the eighth driver 158 receives the drive data, generates an on / off drive signal for the segment lines, and outputs it to the first game information display unit 33 and the first game medium information display unit 32. This causes the first game information display unit 33 and the first game medium information display unit 32 to be controlled by the dynamic drive method. The gaming microcomputer 111 also outputs an operation data signal for the medal payout motor 63 of the medal payout device to the ninth driver 159 from the sixth output port 136, and the ninth driver 159 receives the operation data signal, generates a drive signal for the medal payout motor 63, and outputs it to the medal payout motor 63.

[0052] The gaming microcomputer 111 also transmits data to the performance control device 300 from the seventh output port 137 and the eighth output port 138 by parallel communication. The communication is one-way so that the performance control device 300 cannot input a signal to the gaming control device 100. Data may also be transmitted to the performance control device 300 by serial communication. The gaming control device 100 is also configured to be able to mount a ninth output port 139 that outputs a signal related to a game to a test firing test device 500 of a certification agency. This ninth output port 139 is a component that is not mounted on the gaming control device 100 of a slot machine as an actual machine (mass-produced product) installed in a gaming facility. The gaming microcomputer 111 is also capable of transmitting information such as an identification code and a program of each slot machine to an external inspection device 600. The gaming microcomputer 111 and the inspection device 600 are configured to be able to communicate with each other in both directions so that data can be transmitted and received by serial communication. Incidentally, such data transmission and reception is performed using a serial communication terminal of the gaming microcomputer 111, just like a normal general-purpose microprocessor, so no port is provided.

[0053] In the game control device 100, for example, the CPU 111a updates the random number every predetermined cycle time (for example, +1), samples the random number at the timing detected by the start lever SW52, and performs an internal lottery using the sampled random number as a random number for internal lottery. Also, the game control device 100 refers to the corresponding stop control table based on the internal lottery result and the timing of the stop operation of the reel stop buttons 24a, 24b, and 24c, and controls the operation of the reel motors 64a, 64b, and 64c to stop the reels 6a, 6b, and 6c so that a predetermined pattern is stopped and displayed in the pattern display window 5. It is also possible to sample the random number generated by the random number generator.

[0054] Furthermore, when a stop operation is performed before the symbols constituting the symbol combination corresponding to the internally won winning prize (role) reach the pay line, the game control device 100 performs so-called pull-in stop control, which delays the timing of stopping the reels 6a, 6b, and 6c so that the symbols are stopped and displayed on the pay line. Also, when a stop operation is performed at the timing when a symbol combination corresponding to a winning prize that is not an internal win is formed on the pay line, the game control device 100 performs so-called kick-off stop control, which delays the timing of stopping the reels 6a, 6b, and 6c so that the symbols constituting the symbol combination that may be formed on the pay line pass the pay line. In the pull-in stop control and kick-off stop control by the game control device 100, the maximum time value for changing (delaying) the stop timing is determined, and in the case of 21 frames per reel as in this embodiment, it is possible to pull in or kick within a change range of up to 5 frames from the position where the stop operation was performed.

[0055] Also, the change range can be set to a different range for each reel 6. For example, it is possible to set it to 5 frames for the left reel 6a, 3 frames for the center reel 6b, and 1 frame for the right reel. Furthermore, it is possible to set different ranges depending on the game situation. For example, it is possible to set the change range of all reels 6 or a specific reel 6 to a range less than 5 frames depending on whether the other reels 6 are fluctuating or stopped. It is also possible to determine the change range depending on the winning combination in an internal lottery, or to determine the change range by a separate lottery for determining the change range.

[0056] Next, the configuration of performance control device 300 will be described with reference to FIG. The performance control device 300 is equipped with a main control microcomputer (CPU) 311 which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor which performs image processing for displaying images on the image display device (liquid crystal display device) 3 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 which controls the output of sound to play various melodies, sound effects, etc. from speakers 4a, 4b.

[0057] The main control microcomputer 311 is connected to a program ROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a working area, an FeRAM 323 that can hold memory contents even if power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timekeeping means for generating information indicating the current date and time (date, day of the week, time, etc.). A RAM that provides a working area is also provided inside the main control microcomputer 311. A WDT (watchdog timer) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the gaming microcomputer 111, determines the content of the performance, and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the sound to be played, lights up decorative lamps, controls the drive of motors and solenoids, and manages the performance time.

[0058] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high speed VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.

[0059] Although not limited thereto, a parallel data transmission system is configured to be used between main control microcomputer 311 and VDP 312. By transmitting and receiving data in a parallel system, commands and data can be transmitted in a shorter time than in a serial system.

[0060] A vertical synchronization signal VSYNC for synchronizing the image on the image display device 3 with the lighting of the decorative lamps provided on the front frame 2, and a synchronization signal STS for providing the timing for transmitting data are input from the VDP 312 to the main control microcomputer 311. In addition, the VDP 312 also inputs to the main control microcomputer 311 interrupt signals INT0-n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying the waiting state for receiving commands or data from the main control microcomputer 311.

[0061] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the image display device 3 by LVDS (low amplitude signal transmission) method. Video data, a horizontal sync signal HSYNC, and a vertical sync signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the image display device 3 via the signal conversion circuit 313.

[0062] An audio ROM 327 in which audio data is stored is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speaker 4a and the lower speaker 4b provided on the front frame 2, and the audio generated by the sound source LSI 314 is output from the upper speaker 4a and the lower speaker 4b via the amplifier circuit 337.

[0063] The performance control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Various information such as commands sent from the game control device 100 to the performance control device 300 is received via this command I / F 331 as a performance control instruction signal (performance command). Since the game microcomputer 111 of the game control device 100 operates on DC 5V and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V, the command I / F 331 is provided with a function of signal level conversion.

[0064] Here, the information relating to the game supplied from the game control device 100 includes bet amount information output when the start lever 21 is operated to start the game (for example, information that outputs a number of pulses corresponding to the bet amount and transmits the bet amount and the number of games), internal winning information indicating the result of an internal lottery, game status information indicating the current game status (normal status, special game status, ART status, etc.), and reel stop information indicating that the reel stop button 24 corresponding to the reel 6 currently being displayed in a variable manner has been operated.

[0065] The performance control device 300 is also provided with a reel LED control circuit 332 that drives and controls the reel decoration device 45 including a backlight that illuminates the reel 6 from the inside, a decoration LED control circuit 333 that drives and controls the decoration device 46 having LEDs provided on the front frame 2, a performance movable body control circuit 334 that drives and controls the performance movable body device 47 (for example, a movable role that cooperates with the performance display in the image display device 3 to enhance the performance effect) provided on the front frame 2, and a segment LED control circuit 335 that controls the display of the second game information display unit 40 and the second game medium information display unit 44 consisting of a 7-segment display. These control circuits 332 to 335 that drive and control the lamps, LEDs, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340.

[0066] Furthermore, the performance control device 300 is equipped with a performance button SW10a built into the performance button 10 provided on the front frame 2, a performance movable body SW47a which detects the initial position of the motor of the performance movable body device 47 provided on the front frame 2, a function of detecting the on / off state of the door sensor 65 which detects the open state of the front frame 2 and inputs a detection signal to the main control microcomputer 311, and a switch input circuit 336 which detects the state of a volume adjustment switch 338 provided in the performance control device 300 and inputs a detection signal to the main control microcomputer 311.

[0067] In order to supply the desired level of DC voltage to performance control device 300 having the above-mentioned configuration and the electronic components controlled by it, normal power supply unit 410 of power supply device 400 is configured to generate a voltage of DC 24V for driving motors and solenoids, DC 12V for driving image display device 3 consisting of a liquid crystal panel, motors and LEDs, and DC 5V as the power supply voltage for command I / F 331. Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, a DC-DC converter is provided in performance control device 300 for generating DC 3.3V or DC 1.2V based on DC 5V. The DC-DC converter may be provided in normal power supply unit 410.

[0068] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, and the device is reset. The reset signal is also supplied from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332 to 335 (IORESET signal) that drive and control lamps, motors, etc., and resets them. The performance control device 300 is connected to a cooling fan 48 that cools various parts of the slot machine 1, and the cooling fan 48 is driven when the performance control device 300 is powered on.

[0069] Here, the progress of the game in the slot machine 1 of this embodiment will be briefly described. When playing a game in the slot machine 1, the player first inputs the bet amount by inserting medals into the medal insertion slot 15 or by operating the 1 bet button 31 or the max bet button 17 (bet input). When the bet is input, the active line is set and the operation of the start lever 21 is valid, that is, the game can be started. Then, when the start lever 21 is operated, an internal lottery process is performed in the game control device 100 to determine whether or not the winning (role) has been won, and the fluctuation of the reels 6a, 6b, and 6c is started. In other words, the game control device 100 constitutes a game control means capable of performing an internal lottery for the winning role every time a game involving the fluctuation display of the multiple reels 6 is executed.

[0070] After a predetermined time has elapsed, the rotation of the reels 6a, 6b, and 6c is stopped based on the operation of the reel stop buttons 24a, 24b, and 24c for which the stop operation has been enabled, and a predetermined pattern is displayed in the pattern display window 5. Then, when a pattern combination corresponding to the internally won winning prize is formed on an active line, a winning prize is established, and medals corresponding to this winning prize are paid out. This ends one game, and the game progresses by repeating this operation thereafter. In addition, the performance control device 300 controls the display of a preview display of a small prize winning, a notice display of a special prize winning, a performance display (one that is completed in one game or one that spans multiple games), etc. on the image display device 3 based on information from the game control device 100. In other words, the performance control device 300 serves as a performance control means that controls the performance based on information from the game control means (game control device 100).

[0071] FIG. 5(a) shows an example of the arrangement of symbols on the reels 6a, 6b, and 6c of the slot machine 1. As shown in FIG. 5(a), eight identifiable symbols, namely "black 7", "white 7", "BAR", "bell", "watermelon A", "watermelon B", "cherry", "replay", and "blank", are arranged in a predetermined order on each reel 6. Although symbols other than "black 7", "white 7", and "BAR" are indicated by letters, they are actually displayed as the corresponding symbols. Also, watermelon A and watermelon B are different watermelon symbols, and it is possible to identify which one they are.

[0072] FIG. 5(b) shows the types of winnings (combinations), the symbol combinations corresponding to each winning, and the winning contents in the slot machine 1 of this embodiment. In the slot machine 1 of this embodiment, the special winnings are Super Big Bonus winning (SBB winning), Big Bonus winning (BB winning), and Regular Bonus winning (RB winning). The winning flags (flags set when an internal lottery is won) of each special winning are handled separately. Note that when a special winning is internally won, even if the special winning is not achieved in the game in which the internal winning is won, the winning flag is carried over to the next game, and the special winning can be achieved in the subsequent game.

[0073] The payout of medals for the special winning is 0, but when the SBB, BB or RB winning is achieved, the corresponding special game state, SBB state, BB state or RB state, occurs. In this special game state, a game is executed using a judgment table in which the internal probability of winning a small prize is higher than in the normal game state, and the special game state ends when the difference in the number of medals obtained by the player in the special game state minus the number of medals used by the player exceeds a specified number. In the special game state, a JAC game (a game in which the internal probability of winning a predetermined winning role is high when a JAC-in winning is achieved) may be repeatedly executed until the difference in the number of medals reaches the specified number, or a combination of a JAC game and a game in which the internal probability of winning a small prize is high may be executed.

[0074] In addition, in the slot machine 1 of this embodiment, the following minor prizes are defined: watermelon prize, bell 1 prize, bell 2 prize, cherry prize, replay prize, special replay 1 prize, and special replay 2 prize. The watermelon prize can be won when it is composed of only watermelon A or watermelon B, or when it is mixed. In addition, the replay prize, which is composed of two cherry symbols and one replay symbol, can be won in any order. That is, it can be won with cherry, cherry, replay, cherry, or replay, cherry, cherry.

[0075] Of these small winning combinations, the combinations other than the Replay, Special Replay 1, and Special Replay 2 combinations will pay out the number of medals according to the combination. If the Replay, Special Replay 1, or Special Replay 2 combinations are achieved, no medals will be paid out, but a replay game will be awarded, allowing you to play the game again without placing a bet. There are two types of watermelon and cherry combinations, strong and weak, and each combination is a different combination.

[0076] The above winning is achieved when the symbols stop on the active line (middle line) shown in Figure 6(a). It is also achieved when the symbol combination in Figure 5(b) stops on the symbol stop lines that are upper, lower, upward to the right, and downward to the right, as shown in Figure 6(b). In this case, a symbol combination other than the symbol combination shown in Figure 5(b) is lined up on the active line, the middle line, but the symbol combination that stops on this middle line is preset as the symbol combination that will win a prize, so it is determined that a winning has been achieved.

[0077] Additionally, for the watermelon win, cherry win, bell 1 win, bell 2 win, replay win, special replay 1 win, and special replay 2 win, there are special roles that cannot be achieved unless the reels 6 are stopped in a predetermined stopping order (the order of operation (pushing) of the reel stop buttons 24). In the normal game state, the game is played in the stopping order of left, center, right (pushing in order), and since the stopping order is not announced when a special role other than pushing in order is won, it is difficult to achieve this when the result of the internal lottery is a special role other than pushing in order. Since the stopping order is announced in the special game state, it becomes easier to achieve special roles other than pushing in order.

[0078] When a small prize is won internally, the small prize can only be won in the game in which it was won internally. That is, depending on the timing of the stop operation, there are cases where the small prize cannot be won even if the pull-in stop control is performed within the change range set due to the relationship of the pattern arrangement depending on the type of small prize, or where the small prize cannot be won due to the incorrect pressing order. If such a small prize is won internally and the small prize cannot be won (so-called missed), the winning flag of this small prize is cleared and is not carried over to the next game. Here, there are cases where the watermelon prize and the cherry prize cannot be won even if the pull-in stop control is performed within the change range set due to the relationship of the pattern arrangement. Furthermore, these prizes may not be won unless the predetermined stop order is used. Also, small prizes may be won in combination, but the maximum number of coins paid out in one game is set to 15 coins.

[0079] In the slot machine 1 of this embodiment, it is possible to win both the special prize and a predetermined small prize in the same game. Also, when the small prize is won in a game in which the win flag is carried over after the game in which the special prize is internally won, the priority order of the prizes derived on the pay line is small prize > special prize. In other words, even if the win flag of the special prize is carried over, if the small prize is internally won, the small prize is given priority, and the pull-in stop control is performed so that the small prize is won.

[0080] Also, it is possible for minor prizes to overlap in the same game and become an internal winner. Here, it is possible for the cherry prize and the replay prize to overlap. Which prize is won depends on the timing of the stop operation, but if the cherry prize and the replay prize overlap, one of the prizes will always be won. The cherry prize is a three-coin prize, and the replay prize allows the player to play the next game without inserting three medals, and these prizes give the player the same prize value. This reduces the disadvantage suffered by players who are not familiar with eye-pressing.

[0081] When any of the above winning combinations is internally won by the internal lottery in the game control device 100, the symbol combination pattern corresponding to the internally won winning combination can be derived on a predetermined winning line. On the other hand, when no internal winning combination is won, it is a loss (pure loss), and the symbol combination pattern corresponding to the winning combination is not formed on the winning line.

[0082] In addition, only the middle line is set as the activatable line as shown in FIG. 6(a), but the upper, middle, lower, right-upward and right-downward lines may be set as the activatable lines as shown in FIG. 6(b). Also, as shown in FIG. 6(c) and (d), a line that is not a straight line may be set as the activatable line. Also, regardless of the bet amount (even if the bet amount is 1 or 2), all lines may be set as the activatable line, or a predetermined activatable line may be set as the activatable line according to the bet amount, and whether or not a winning combination (combination) is established may be determined based on the pattern combination formed on this activated line. For example, in the example of FIG. 6(c) and (d), only the dotted line may be set as the activatable line when the bet amount is 1 or 2, and when the bet amount is 3, the dotted line and the solid line may be set as the activatable line.

[0083] FIG. 7 shows a state transition diagram for explaining the game states in the slot machine 1 of this embodiment. The game states in the slot machine 1 of this embodiment are roughly divided into a normal game state ST10, a special game state ST20 to which the game state is shifted when a special winning is achieved, and a specific game state ST30 to which the game state is shifted when a specific transition condition is achieved. The specific game state ST30 is a state that is more advantageous to the player than the normal game state ST10. For example, the number of game media acquired by playing a certain number of games is greater than in the normal game state ST10, and the specific game state ST30 is a state that is more advantageous to the player than in the normal game state ST10.

[0084] In the normal gaming state ST10, there is a low probability state ST11 in which the winning probability (probability of acquiring ART rights) in the lottery for acquiring ART rights is low, and a high probability state ST12 in which the probability is higher than that of the low probability state ST11. If a special replay win 1 is established in the low probability state ST11, the state transitions to the high probability state ST12. Also, if a predetermined number of games are played in the high probability state ST12, the state transitions to the low probability state ST11. Also, if a special replay win 2 is established in the normal gaming state ST10, the state transitions to the special gaming state (ART state) ST30.

[0085] In the normal game state ST10, when the special winning SBB, BB or RB is internally won, and the corresponding symbol combination is derived to establish a winning, the state transitions to the special game state ST20. The special game state ST20 is a state more advantageous to the player than the normal game state ST10. For example, the number of game media acquired by playing a certain number of games is greater than in the normal game state ST10, and the state is more advantageous to the player than in the normal game state ST10. Specifically, when the SBB is internally won, the corresponding symbol combination is derived to establish a winning, the state transitions to the SBB state ST21. The SBB state ST21 ends when the difference number exceeds 200. When the BB is internally won, the corresponding symbol combination is derived to establish a winning, the state transitions to the BB state ST22. The BB state ST22 ends when the difference number exceeds 100. When the internal win is made for the RB win and the corresponding symbol combination is derived and a win is established, the state transitions to the RB state ST23. The RB state ST23 ends when the difference in number of coins exceeds 50 coins.

[0086] When each of the termination conditions is met in the special game state ST20, if the transition condition is met in the special game state ST20, the game state transitions to the specific game state ST30, and if the transition condition is not met, the game state transitions to the normal game state ST10. The transition condition is met when a special replay 2 win is achieved during the special game state, or when there is a grace period for the difference in the number of coins in the specific game state ST30.

[0087] In the specific game state (ART state) ST30, the internal winning probability of a replay win (normal replay win) is higher than that in the normal game state ST10 (RT state), and the derivation of the established minor winning combination is assisted by announcing the stop order (AT state). In the specific game state ST30, one set of the specific game state ST30 can be executed for one ART right. This one set ends when the difference in the number of medals obtained by the player in the specific game state minus the number of medals used by the player exceeds a predetermined number (for example, 200 medals). In addition, the difference in the number of medals at which the specific game state ST30 ends is added by the establishment of a predetermined addition condition. When the special win, SBB win, BB win, or RB win, which is an internal win in this specific game state ST30, is won, and the corresponding pattern combination is derived and a win is established, the game transitions to the special game state ST20. When the difference in number of coins reaches a predetermined number in the specific game state ST30, the game state transitions to the normal game state ST10.

[0088] Both the RT state and the AT state are controlled by the game control device 100, but the RT state may be controlled by the game control device 100 and the AT state may be controlled by the presentation control device 300. In addition, in the specific game state ST30, there may be a state in which only one of the RT state and the AT state is set, but this state is also more advantageous to the player than the normal game state ST10. In other words, the game control device 100 and the presentation control device 300 constitute a game state switching means capable of switching the game state between the normal game state and a specific game state that is more advantageous to the player than the normal game state based on the establishment of a winning combination of a predetermined transition role.

[0089] Next, the first game information display unit 33 will be described. As shown in FIG. 8(a), the first game information display unit 33 is composed of three 7-segment displays, a first left display unit 33a, a first middle display unit 33b, and a first right display unit 33c, and can notify the type of winning combination in the internal lottery and the stopping order of the reels 6 for realizing the winning combination. In the following description, it is assumed that the light-emitting units shown in the shaded areas in the figure are lit and the light-emitting units shown in the white areas are turned off. The second game information display unit 40 also performs the same display, and the second left display unit 40a can execute a display corresponding to the first left display unit 33a, the second middle display unit 40b can execute a display corresponding to the first middle display unit 33b, and the second right display unit 40c can execute a display corresponding to the first right display unit 33c.

[0090] As shown in Fig. 8(b), each display unit has two light-emitting units e, f and b, c arranged vertically on the left and right sides, and three light-emitting units a, g, d arranged horizontally to connect the ends of the left and right light-emitting units, arranged at the top, middle, and bottom, so that seven light-emitting units are arranged in an eight-shape. Note that light-emitting unit h may or may not be present. In addition, a seven-segment display in which seven light-emitting bodies are arranged in an eight-shape is used here, but a display device such as a liquid crystal display device may display seven light-emitting units arranged in an eight-shape in imitation of a seven-segment display.

[0091] The first left display section 33a notifies the stop order required to realize the winning combination that has been internally won. As shown in FIG. 8(c), in the display on the first left display section 33a, the left light-emitting sections e and f correspond to the left reel 6a, the central light-emitting sections a, g and d correspond to the center reel 6b, and the right light-emitting sections b and c correspond to the right reel 6c, and the light-emitting sections that light up in the order of the stop order in one display section are illuminated so as to line up from the top to indicate the stop order. For example, when the stop order is left, center and right, the light-emitting sections f, g and c are illuminated so that the stop order can be understood by following the light-emitting sections that light up in order from the top. In addition, in the case of non-informative cases where the stop order is not notified, or in the case of no stop order where a winning combination is realized regardless of the stop order, the light-emitting sections a to f are illuminated to display "0". In addition, in the case of any abnormality, the light-emitting sections a, d to f are illuminated to display "E".

[0092] The first middle display section 33b and the first right display section 33c notify the type of winning combination. In the first middle display section 33b, the light emitting section is turned on according to the type of winning combination that has been internally won, as shown in FIG. 8(d), and in the first right display section 33c, the light emitting section is turned on according to the strength of the winning combination that has been internally won, or the distinction between Bell 1 winning and Bell 2 winning, as shown in FIG. 8(e). For example, in the display mode of FIG. 8(a), the first left display section 33a notifies that the stopping order is left-center-right, the first middle display section 33b notifies that the type of winning combination is a Cherry winning combination, and the first right display section 33c notifies that the type of winning combination is a Strong Cherry winning combination. In addition, the display of the first middle display section 33b and the first right display section 33c does not use the display of "7" that is used as a symbol on the reel 6, to prevent the player from misunderstanding the type of winning combination. However, the display of "7" may be used to notify that one of the special winning combinations has been internally won. As described above, the type of winning combination obtained by the internal lottery and the predetermined stopping sequence for achieving the winning combination can be notified by the lighting state of the seven light-emitting parts arranged in the figure of eight in the first game information display unit 33. The second game information display unit 40 can also provide similar notification.

[0093] In addition, when only the first stop order that is the first reel to be stopped is notified in the first left display section 33a, the notification may be made by illuminating the light-emitting section corresponding to the first stop order as shown in FIG. 9(a). For example, when the first stop order is the left reel 6a, the light-emitting sections e and f are lit. In addition, since replay and bell prizes occur frequently during the specific game state, the first left display section 33a may notify the replay and bell prizes by whether or not the light-emitting section h is lit, in addition to notifying the stop order, as shown in FIG. 9(b). For example, when the stop order is left, center, and right and the replay prize is internally won, the light-emitting sections c, f, g, and h are lit. When the stop order is left, center, and right and the bell prize is internally won, the light-emitting sections c, f, and g are lit.

[0094] When the light-emitting section h is used to notify the winning combination in this manner, the first middle display section 33b and the first right display section 33c may not display the winning combination. In addition, the light-emitting section h may be made to blink when an internal winning combination is achieved other than the replay winning combination and the bell winning combination. In addition, when the light-emitting section is capable of emitting light in full color, the winning combination may be notified by the luminous color. In addition, the first middle display section 33b and the first right display section 33c may be made to display the winning combination only when an internal winning combination is achieved other than the replay winning combination and the bell winning combination.

[0095] Also, as shown in FIG. 9(c), the first left display section 33a may be configured with a display device in which a plurality of LEDs are arranged in a matrix. The same applies to other display sections using 7-segment displays. Also, as shown in FIG. 9(d), the first right display section 33c may not be provided, and the winning combination may be notified only by the first left display section 33a and the first middle display section 33b. In this case, the strength of the winning combination is not notified, but may be notified by the presence or absence of lighting of the light-emitting section h.

[0096] Also, the stop order and winning combination may be notified by a display device in which a plurality of LEDs are arranged in an arbitrary shape (circular, linear, other shapes), or by a display device such as a liquid crystal display device in which a plurality of light-emitting parts are arranged in an arbitrary shape (circular, linear, other shapes). In this case, the display may be made so that the player can understand the stop order and winning combination at a glance, or may be made so that the player cannot understand the stop order and winning combination at a glance. Displaying the stop order and winning combination at a glance so that the player cannot understand the stop order and winning combination may be made, for example, by assigning a plurality of light-emitting modes to one stop order or winning combination, and arbitrarily selecting one of these to display. Furthermore, by using light-emitting modes that are not in the shape of numbers or letters, it becomes more difficult to distinguish. Also, a light-emitting mode may be assigned to a combination of a stop order and a winning combination, or a plurality of light-emitting modes may be assigned to one combination, and arbitrarily selecting one of these to display.

[0097] Also, when the display is made so that it is difficult for the player to understand the stopping order or winning combination at a glance, if it is desired to make the player aware of the stopping order or winning combination as in a specific game state, this can be realized by notifying the stopping order or winning combination with the image display device 3. Also, when it is desired to make the player aware of the stopping order or winning combination as in a specific game state, the display may be made so that the player can understand the stopping order or winning combination at a glance, and in other cases, the display may be made so that it is difficult for the player to understand the stopping order or winning combination at a glance.

[0098] From the above, in a slot machine 1 that includes a plurality of reels 6 capable of variably displaying a plurality of symbols, a game control means (game control device 100) capable of performing an internal lottery for a role each time a game involving the variably displaying of the plurality of reels 6 is executed, and a plurality of stop operation units (reel stop buttons 24) for individually stopping and displaying the plurality of reels 6, and that establishes a winning role when the result of the game stopped and displayed by the operation of the plurality of stop operation units becomes a stopped pattern pattern corresponding to a winning role in the internal lottery, the slot machine 1 includes a display means (first game information display unit 33) controlled by the game control means and capable of displaying information regarding the result of the internal lottery, and the winning role in the internal lottery includes a specific role in which a winning role is established when the plurality of reels 6 stop in a predetermined stopping order, and the game control means can notify the predetermined stopping order by the lighting state of the plurality of light emitting units in the display means. Therefore, since the game control means can notify the stopping order, normal play can be executed. Furthermore, since the stop sequence can be notified by the lighting state of the multiple light-emitting parts, notification can be made by a simple display, the configuration of the display means can be simplified, and an increase in the control burden can be prevented. Here, the display means includes a 7-segment display in which seven light-emitting bodies are arranged in an 8-shape, as well as a display in which seven light-emitting parts are arranged in an 8-shape in imitation of a 7-segment display in a display device such as a liquid crystal display device, or a display in which multiple light-emitting parts are arranged in other arrangements, a display in which multiple LEDs are arranged in a matrix, or a display in which multiple LEDs are arranged in an arbitrary shape.

[0099] The number of reels 6 is three, and the reels 6 are arranged in a left-right direction, and the display means has two light-emitting parts arranged vertically on each of the left and right sides, and three light-emitting parts arranged horizontally to connect the ends of the left and right light-emitting parts, arranged at the top, middle and bottom, in the center, so that the seven light-emitting parts are arranged in an eight-shape, and the game control means corresponds the left light-emitting part in the display means to the left reel 6a, the center light-emitting part to the center reel 6b, and the right light-emitting part to the right reel 6c, and the light-emitting parts that light up in the order of the predetermined stop order are lighted up so as to be lined up from the top in one display means, thereby notifying the predetermined stop order. Therefore, the stop order can be notified only by the lighting state of the seven light-emitting parts arranged in one eight-shape, and the configuration of the display means can be simplified and the burden on control can be prevented from increasing.

[0100] In addition, the slot machine 1 includes a plurality of reels 6 capable of variably displaying a plurality of symbols, a game control means (game control device 100) capable of performing an internal lottery for a winning combination for each game involving the variably displaying of the plurality of reels 6, and a plurality of stop operation units (reel stop buttons 24) for individually stopping and displaying the plurality of reels 6, and when the result of the game stopped and displayed by the operation of the plurality of stop operation units becomes a stopped pattern corresponding to the winning combination in the internal lottery, the slot machine 1 includes a game configuration unit 30 in which game operation means including the stop operation unit for a player to perform operations related to the game are arranged, and a display means (first game information display unit 33) which is controlled by the game control means and can display the result of the internal lottery and is provided in the game configuration unit 30, and the winning combination in the internal lottery includes a specific combination in which a winning combination is achieved when the plurality of reels 6 stop in a predetermined stopping order, and the game control means can notify the predetermined stopping order on the display means. Therefore, since the game control means can notify the stopping order, normal play can be performed. In addition, since the display means is provided in the game configuration unit 30 in which game operation means including a stop operation unit for allowing the player to perform operations related to the game are arranged, it becomes easier for the player to check the display during the game.

[0101] The display means is provided on the upper surface of the game configuration unit 30 facing upward, and the upper surface of the game configuration unit 30 is provided with a game status display unit 18 that displays the game status and a payout number display unit 32b that displays the payout number of game media. Therefore, it becomes easier for the player to check the stop order together with the information necessary for the game during the game.

[0102] An example of the progress of a game is shown in Fig. 10 and Fig. 11. Fig. 10(a) shows the state before the current game starts after the previous game ends. In this example, the game state is a specific game state (ART state) ST30, and the image display device 3 is performing a performance during the specific game state. In addition, the first game information display unit 33 and the second game information display unit 40 are in a state in which all light-emitting parts are turned off and no display is being performed, and the reel stop button LEDs 66a, 66b, and 66c of the reel stop buttons 24a, 24b, and 24c are also all turned off, indicating that a stop operation cannot be performed.

[0103] In this state, the number of credits is 3 or more, and the upper limit of the number of bets (here, 3) is input from the credits by pressing the max bet button 17 as shown in FIG. 10(b). After that, the game starts when the start lever 21 is pressed as shown in FIG. 10(c). When the game starts, the game control device 100 performs an internal lottery and transmits the result to the performance control device 300. In addition, the game control device 100 starts the rotation of the reel 6, and displays information about the internal lottery on the first game information display unit 33. Here, as a result of the internal lottery, the first left display unit 33a notifies that the stopping order is middle, left, right, and the first middle display unit 33b and the first right display unit 33c notify that the type of winning combination is 1 bell.

[0104] The performance control device 300 displays information related to the internal lottery on the second game information display unit 40 based on information from the game control device 100. Here, as a result of the internal lottery, the second left display unit 40a notifies that the stop order is middle, left, and right, and the second middle display unit 40b and the second right display unit 40c notify that the type of winning combination is Bell 1. That is, the displays on the first game information display unit 33 and the second game information display unit 40 are synchronized. The performance control device 300 also notifies the image display device 3 of the stop order. It is to be noted that the type of winning combination may also be notified at the same time.

[0105] Then, as shown in FIG. 10(d), when the reel 6 starts rotating at a constant speed and the reel stop button LEDs 66a, 66b, and 66c of the reel stop buttons 24a, 24b, and 24c light up to indicate that the reel can be stopped. When the player operates the center reel stop button 24b as the first stop operation according to the notified stop sequence, the center reel 6b stops as shown in FIG. 11(a). At this time, the game control device 100 controls the bell symbol to stop on the pay line so that the internally won bell 1 win is established. In addition, the center reel stop button LED 66b goes out as the center reel stop button 24b is operated, and the notification of the first stop sequence ends on the image display device 3.

[0106] Furthermore, when the player operates the left reel stop button 24a as the second stop operation according to the notified stop order, the left reel 6a stops as shown in Fig. 11(b). At this time, the game control device 100 controls the bell symbol to stop on the pay line so that the internally won Bell 1 prize is established. Accordingly, the left reel stop button LED 66a goes out, and the notification of the second stop order on the image display device 3 ends.

[0107] When the player operates the right reel stop button 24c as the third stop operation according to the notified stop sequence, the right reel 6c stops as shown in FIG. 11(c). At this time, the game control device 100 controls the bell symbols to stop on the pay line so that the internally won Bell 1 win is established. This establishes the Bell 1 win, and medals are paid out or the credit amount is added to the winning amount. In addition, the right reel stop button LED 66c of the right reel stop button 24c is turned off in response to the operation of the right reel stop button 24c. Furthermore, the image display device 3 ends the notification of the stop sequence, and in response to the establishment of the Bell 1 win, the number of coins to be paid out in response to the establishment of the winning amount is notified.

[0108] When the payout associated with the winning is completed, the game ends, and the display on the first game information display unit 33 and the second game information display unit 40 ends as shown in Fig. 11(d). The image display device 3 also ends the notification of the payout number and performs a special game state presentation. If no winning is achieved, the game ends when all reels 6 come to a halt, resulting in the state shown in Fig. 11(d).

[0109] Next, the processing by the game control device 100 will be described. [Main processing] The main process is shown in Fig. 12. When the slot machine 1 is powered on and the game control device 100 is powered on, the CPU 111a reads out and executes the control program stored in the ROM 111b, which starts the main process.

[0110] In the main process, first, a temporary stack pointer is set to specify the address (here, the top address) of a temporary stack area for performing processing when power is turned on (step S1), and an interrupt vector is set (step S2). In the CPU 111a of this embodiment, the interrupt mode is fixed to 2, so the interrupt mode is not set here, but depending on the CPU, the interrupt mode may be set.

[0111] Next, the CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator) is started (step S3), RAM access is permitted (step S4), and the CPU is initialized (step S5). The CPU initial settings include a setting not to use the WDT, a CS (chip select) attribute setting (control by memory mapped I / O), etc. The setting items can be changed as necessary.

[0112] Next, a checksum of the entire RAM area is calculated (step S6). The RAM 111c in this embodiment is 512 bytes, and an XOR (exclusive OR) is taken for each byte from the top. At this point, the value of the temporary stack area is 0 and can be ignored. Then, it is determined whether the calculated result matches the checksum constant (step S7). If the information stored in the RAM 111c when the power was cut off is maintained, the calculated result matches the checksum constant.

[0113] If the calculated result does not match the checksum constant (step S7; N), the start address 1 for RAM initialization is set (step S8). The start address 1 is the start address of the RAM 111c. In this case, the information stored in the RAM 111c when the power was turned off does not match the current information, so the start address of the RAM 111c is specified as the start address for RAM initialization, and the entire area of ​​the RAM 111c is initialized.

[0114] Then, it is determined whether the step setting key SW is on (step S9). When the step setting key SW is on, this means that the step setting key is inserted into the keyhole and turned, and the step setting value can be changed or confirmed. If the step setting key SW is on (step S9; Y), the process proceeds to step S14. If it is not on (step S9; N), segment output data indicating a checksum error is prepared (step S10), and the process proceeds to unrecoverable error processing (step S30).

[0115] In step S10, data is set as the lower digit segment output data of the payout number display unit 32b to display "1" indicating that a checksum error has occurred. Note that in the unrecoverable error processing (step S30), data is set as the upper digit segment output data of the payout number display unit 32b to display "E" indicating that an error has occurred. Note that the error display may be displayed on the first game information display unit 33.

[0116] On the other hand, if the calculated result matches the sum check constant (step S7; Y), that is, if the information stored in the RAM 111c at the time of power off matches the current information, it is determined whether the stage setting value is being changed (step S11), and if it is being changed (step S11; Y), the process proceeds to power recovery processing. If the stage setting value is not being changed (step S11; N), it is determined whether the stage setting key SW is on (step S12), and if it is not on (step S12; N), the process proceeds to power recovery processing. If the stage setting key SW is on (step S12; Y), the head address 2 for RAM initialization is set (step S13). The head address 2 is the first address excluding the areas where the stage setting value and the random number for symbol selection are stored, and the areas other than these areas are initialized.

[0117] After that, a stack pointer is set (step S14), and a RAM check initialization process is performed (step S15). In the RAM check initialization process (step S15), data is written and read one byte at a time for the area after the address set in step S8 or S13, and if the area is read and written normally, the area is cleared to 0. If there is an area that cannot be read or written normally, the process proceeds to an unrecoverable error process (step S30).

[0118] Next, a step set value change process is performed to change the step set value (step S16), a start address 2 for RAM initialization is set (step S17), and a RAM check initialization process is performed (step S18). The processes in steps S17 and S18 are the same as those in steps S13 and S15.

[0119] Next, an automatic settlement play stop mode setting process is performed to set the automatic settlement and play stop mode (step S19). In this process, based on the selection made by the operation of the play stop switch SW35, a process is performed to set whether or not to set the play stop mode in which the game is stopped after the special game state ends, and based on the selection made by the operation of the automatic settlement switch SW36, a process is performed to set whether or not to enable automatic settlement in which credits are settled after the special game state ends. Then, a command number (stage setting value) corresponding to the set stage setting value is prepared (step S20), a command setting process is performed (step S21), and the process proceeds to the main loop process. As a result, information on the set stage setting value is transmitted to the performance control device 300.

[0120] [Handling unrecoverable errors] 13 shows the unrecoverable error processing (step S30) shown in the above-mentioned main processing and each processing described later, etc. In this unrecoverable error processing, first, interrupts are prohibited (step S31), all ports except the command port (seventh output port 137, eighth output port 138) and the test signal port (ninth output port 139) are cleared (step S32), and RAM access is prohibited (step S33).

[0121] Next, the lower digit digit output data of the payout number display unit 32b is set (step S34), the upper digit digit output data of the payout number display unit 32b is set (step S35), and the upper digit segment output data of the payout number display unit 32b (data to display "E") is set (step S36). Note that the lower digit segment output data of the payout number display unit 32b is set to data corresponding to the error that occurred at the caller of the unrecoverable error processing.

[0122] Then, the digit-off data is output to the digit output port (the fifth output port 135) (step S37), the upper-order segment output data is output to the segment output port (the sixth output port 136) (step S38), and the upper-order digit output data is output to the digit output port (step S39), and a wait process is performed to wait for a predetermined time (step S40).

[0123] Next, the digit-off data is output to the digit output port (step S41), and the lower-order segment output data is output to the segment output port (step S42). Furthermore, the lower-order digit output data is output to the digit output port (step S43), and a wait process is performed to wait for a predetermined time (step S44), and the process returns to step S37. The process of steps S37 to S44 is continued until the power is cut off. In other words, only an error display is performed, and the game control cannot be returned to.

[0124] [Power recovery process] FIG. 14 shows the power recovery process (step S50) shown in the main process. In this power recovery process, first, the power recovery process in progress flag is set (step S51), and it is determined whether the stage setting value is equal to or less than the maximum setting value (here, 6) (step S52). If the stage setting value is not equal to or less than the maximum setting value (step S52; N), segment output data for an error indicating that the stage setting value is out of range (segment output data for the lower digits of the payout number display unit 32b) is prepared (step S66), and the process proceeds to an unrecoverable error process (step S30). If the stage setting value is equal to or less than the maximum setting value (step S52; Y), an automatic settlement stop mode setting process (step S53) is performed. This process is the same as the process in step S19.

[0125] After that, a command number (game state) corresponding to the current game state is prepared (step S54), and a command setting process (step S55) is performed. This causes information on the current game state to be transmitted to the performance control device 300. Then, a command number (stage setting value) corresponding to the set stage setting value is prepared (step S56), and a command setting process is performed (step S57). This causes information on the set stage setting value to be transmitted to the performance control device 300.

[0126] Next, it is determined whether an error occurred before the power was cut off (step S58). The error referred to here is not an error that will cause a transition to unrecoverable error processing, but rather a recoverable error such as a medal payout error due to a shortage of medals. If an error occurred before the power was cut off (step S58; Y), a command number (error occurred) corresponding to the error is prepared (step S59), command setting processing is performed (step S60), and the process transitions to step S62. This causes error information to be sent to the performance control device 300. Also, if no error occurred before the power was cut off (step S58; N), recovery processing is performed to return to the state before the power was cut off (step S61), and the process transitions to step S62.

[0127] After that, the unused area of ​​the RAM 111c and the temporary stack area at power-on are cleared (step S62), the reel position detection flag is cleared (step S63), and the power recovery processing in progress flag is cleared (step S64).Then, the value of the stack pointer save area is loaded into the stack pointer (step S65), and the process returns to the process before the power was cut off in the main loop process described later.

[0128] [Main loop processing] 15 shows the main loop process (step S80) shown in the main process. In this main loop process, first, the BB end flag set at the end of the SBB state ST21 or the SBB state ST22 is cleared (step S81), and the RB end flag set at the end of the RB state ST23 is cleared (step S82). Next, the bet line number display LED is set to OFF (step S83).

[0129] Then, an ART set process is performed to set the start of a specific game state ST30 (ART state) (step S84), an interrupt is permitted (step S85), and game initial process is performed (step S86). In the game initial process (step S86), for example, a replay operation start flag based on the establishment of a replay prize and an operation start flag for a special game state associated with the establishment of a special prize are cleared, and a process is performed to transmit the game state to the presentation control device 300. Also, an initial value (for example, 30 seconds) is set to an automatic light-off timer that times a predetermined time in order to turn off a predetermined LED when a predetermined time has elapsed without a game being played.

[0130] Next, a medal insertion initial process is performed to process whether medals can be inserted (step S87). In the medal insertion initial process (step S87), if the current game is a replay based on a replay win in the previous game, the same bet amount as the previous bet amount is automatically set, and the state of the selector solenoid 68 is set so that medals inserted from the medal insertion port 15 are returned to the lower tray 27. If the current game is not a replay, the state of the selector solenoid 68 is set so that medals inserted from the medal insertion port 15 are accepted.

[0131] Then, a display setting process (step S88) is performed to set the display on the acquired number display unit 32c, and the medal insertion flag is cleared (step S89). Then, a stage setting value display process (step S90) is performed to display the stage setting value on the display unit of the setting device when the stage setting value is changed, and if the automatic light-off time timer is 0 (time up), the bet line number display LED is set to off data (step S91).

[0132] Next, a medal insertion management process is performed (step S92). In this process, the number of bets is set by inserting medals from the medal insertion slot 15, the number of bets is added to the credits, the number of bets is set from the credits by operating the 1 bet button 31 or the max bet button 17, the credits are settled by operating the settlement button 20, a full error of the medal payout device is monitored based on a signal from the full detection sensor 82, and this information is sent to the performance control device 300. After that, a medal payout sensor error process is performed to monitor medal payout abnormalities based on a signal from the medal payout sensor 59 and to send the occurrence or end of an abnormality to the performance control device 300 (step S93), and a medal insertion number check process is performed to compare the maximum number of bets according to the game state (3 except in the special game state) with the current number of bets (step S94), and it is determined whether the number of medals inserted (number of bets) is 0 (step S95).

[0133] If the number of inserted medals (number of bets) is 0 (step S95; Y), the process returns to step S89. If the number of inserted medals (number of bets) is not 0 (step S95; N), the medal-inserted flag is set (step S96), and it is determined whether the number of inserted medals is the maximum value corresponding to the game status (step S97). If the number of inserted medals is not the maximum value corresponding to the game status (step S97; N), the process returns to step S92. If the number of inserted medals is the maximum value corresponding to the game status (step S97; Y), the on data of the game start display LED is set (step S98), and it is determined whether the start lever SW is turned on (step S99).

[0134] If the start lever SW is not on (step S99; N), the process returns to step S92. If the start lever SW is on (step S99; Y), a medal insertion end process is performed (step S100). In the medal insertion end process, the medal insertion display LED 67b is turned off, medal insertion signal output data is set, and the state of the selector solenoid 68 is set so that the medal inserted from the medal insertion port 15 is returned to the lower tray 27. Also, information indicating that the start lever SW is on is sent to the performance control device 300.

[0135] Next, a role selection process is performed to select an internal role (step S101), and a bonus winning process is performed (step S102). In the bonus winning process, if the result of the internal selection is a special winning, a process is performed to end the RT by backing up the RT discrimination flag indicating whether the RT state is being executed or not. This makes it easier to win a bonus, and makes it possible to resume the ART state after the special game state ends. The RT state may be continued even if a bonus winning is internally selected. In this case, in order to provide an opportunity to win a bonus, a predetermined percentage of cases are provided in which the ART state results in a losing result in which the small role winning is not won.

[0136] Then, a performance selection process is performed in which a performance according to the result of the internal lottery is selected and transmitted to the performance control device 300 as expected performance information (step S103), and a reel rotation start process is performed in which processes related to the start of rotation of the reel 6 are performed (step S104). After that, the off data of the reel stop button LED1 to 3 is set (step S105), and an interrupt waiting process is performed in which the execution of the timer interrupt process is waited for while updating the role selection random number used in the internal lottery (step S106).

[0137] Next, the reel motor is monitored for operational abnormalities, and if abnormal, a reel motor error detection process is performed to restart the motor (step S107), and the reel sensor 54 is used to check whether any reels 6 are spinning, and a reel constant speed check process is performed to check whether the reel 6 has reached a constant speed rotation (step S108). Then, it is determined whether the reel stop button is accepted (step S109). The state in which the reel stop button is accepted is when there is no operational abnormality in the reel motor and the reel 6 has reached a constant speed rotation. If the reel stop button is not accepted (step S109; N), the process returns to step S105. If the reel stop button is accepted (step S109; Y), a stop button check process is performed (step S110).

[0138] In the stop button check process (step S110), the operation of the reel stop button 24 is detected, and an automatic stop setting is performed to automatically stop the rotation of the reels 6 if no stop operation is performed for a certain period of time. Note that the automatic stop setting may not be performed in the AT state, and the reels 6 may be stopped in the stopping order required to complete a winning combination. Then, it is determined again whether the reel stop button has been accepted (step S111), and if the reel stop button has not been accepted (step S111; N), the process returns to step S105. If the reel stop button has been accepted (step S111; Y), it is determined whether a reel stop request has been made (step S112).

[0139] A reel stop request means that the reel stop button 24 corresponding to the spinning reel 6 has been operated or that an automatic stop setting has been made. If there is no reel stop request (step S112; N), the process proceeds to step S114. If there is a reel stop request (step S112; Y), a symbol control process is performed to stop the reel 6 (step S113), and an all-reel stop process is performed to check whether all reels have stopped (step S114).

[0140] If all reels have not stopped (step S115; N), the process proceeds to step S106. If all reels have stopped (step S115; Y), a medal payout sensor error process is performed to monitor medal payout abnormalities based on a signal from the medal payout sensor 59 and to transmit the occurrence or end of the abnormality to the performance control device 300 (step S116).

[0141] Next, a winning judgment process is performed to judge whether the symbol combination pattern stopped on the pay line matches the winning expected symbol pattern, which is the symbol combination pattern required to establish the winning combination in the internal lottery, that is, to judge whether the winning combination has been established (step S117). In this process, when the winning combination is established, a payout corresponding to the winning combination that has been established is set, a replay is set in response to the establishment of a replay winning combination, a game state (normal game state, special game state, special game state) according to the winning combination that has been established is set, and the information judged and set in this process is transmitted to the performance control device 300.

[0142] Then, a medal payout process is performed (step S118), which pays out medals corresponding to the established winning combination or adds them to the credits, and transmits the information to the performance control device 300. An advantageous zone management process is performed (step S119), which manages the difference in the number of medals in a specific game state or special game state that is advantageous to the player, sets the end of the specific game state or special game state, and sets and clears various flags. Furthermore, a game end process is performed (step S120), which settles the medals corresponding to the credits or the inputted bet amount when the settlement button 20 is pressed, settles the credits when the special game state ends when automatic settlement is enabled, transmits the settlement to the performance control device 300, and transmits the end of the game to the performance control device 300.

[0143] After that, the unused area and the temporary stack area at power-on are cleared (step S121), interrupts are prohibited (step S122), and the stack area is cleared (step S123). Furthermore, the areas corresponding to the state of the BB and RB end flags are cleared (step S124). The areas where information is cleared as the game ends include areas that are cleared every time the game ends, and areas that are cleared only when the corresponding state ends, such as the SBB state, BB state, and RB state, in which the role-continuous operation device operates, and in this process, the necessary areas are cleared according to the state of the BB and RB end flags.

[0144] Then, it is determined whether it is time to end the SBB state, the BB state, or the RB state (step S125), and if it is time to end the SBB state, the BB state, or the RB state (step S125; Y), the process returns to step S81. If it is not time to end the SBB state, the BB state, or the RB state (step S125; N), the process returns to step S84.

[0145] [Role selection process] FIG. 16 shows the role selection process (step S101) shown in the main loop process. In this role selection process, first, a medal insertion number check process is performed (step S141) to compare the maximum number of bets according to the game state (3 except in the special game state) with the current number of bets, and it is determined whether the number of medals inserted is the maximum number of medals inserted according to the game state (step S142). If the number of medals inserted is not the maximum number of medals inserted according to the game state (step S142; N), the segment output data of the medal error at the time of the lottery (segment output data for the lower digits of the payout number display unit 32b) is prepared (step S168), and the process proceeds to the unrecoverable error process (step S30).

[0146] If the number of inserted medals is the maximum number according to the game status (step S142; Y), the number of active lines is calculated (step S143), and a stage setting value check process is performed to determine whether the stage setting value is equal to or less than the maximum setting value (here, 6) (step S144). If the stage setting value is not equal to or less than the maximum setting value in the stage setting value check process (step S144), the process proceeds to an unrecoverable error process.

[0147] Next, a lottery table address corresponding to the game state (normal game state, special game state, specific game state) is set (step S145), and a random number for hand selection is loaded (step S146). Then, the number of hand selections is obtained and set as a loop counter (step S147), and the address of the lottery data table corresponding to the stage setting value is calculated (step S148). Furthermore, the lottery data of the hand for which a win or loss is to be determined is obtained (step S149), and a new random number value is set by subtracting the lottery data from the random number value (step S150), and it is determined whether the random number value is less than 0 (step S151).

[0148] If the random number value is not less than 0 (step S151; N), that is, if the currently determined role is not a winning combination, the lottery table address is updated to an address corresponding to the next lottery role (step S152), the loop counter is updated by -1 (step S153), and it is determined whether the loop counter value is 0 (step S154). If the loop counter value is not 0 (step S154; N), the process returns to step S148. If the loop counter value is 0 (step S154; Y), the winning flags 1 and 2 are set to miss (step S155), and push order information 1 and 2 are set to no push order information (step S156), and the process proceeds to step S159.

[0149] Winning flag 1 is information when an internal win occurs other than SBB win, BB win, or RB win, and if the winning combination is not achieved in the game where the internal win occurs, the internal win will disappear. Winning flag 2 is information when an internal win occurs for SBB win, BB win, or RB win, and if the winning combination is not achieved in the game where the internal win occurs, the internal win will be carried over to the next game or later. Push order information 1 is information on the stopping order for the winning combination of winning flag 1 to occur, and push order information 2 is information on the stopping order for the winning combination of winning flag 2 to occur.

[0150] On the other hand, if the random number value is less than 0 (step S151; Y), that is, if the current target role is won, the winning flags 1 and 2 corresponding to the winning role are obtained (step S157), and the push order information 1 and 2 corresponding to the winning role are obtained (step S158). Then, if an internal win is made for SBB winning, BB winning, or RB winning but the role is not won, it is determined whether there is a carryover winning, which is a state in which the winning of the winning role is carried over (step S159), and if there is no carryover winning (step S159; N), the process proceeds to step S162. Also, if there is a carryover winning (step S159; Y), the winning flag 2 is replaced with the value of the winning flag 2 area (step S160), and the push order information 2 is replaced with the value of the push order information 2 area (step S161).

[0151] Then, the value of the winning flag 1 is saved in the winning flag 1 area, and the value of the winning flag 2 is saved in the winning flag 2 area (step S162), and the value of the winning flag 2 is saved in the carryover winning flag area (step S163). Furthermore, the value of the push order information 1 is saved in the push order information 1 area, and the value of the push order information 2 is saved in the push order information 2 area (step S164), and a condition device signal output process is performed to set the signal to be output to the external signal output terminal 170 and the test firing test device 500 (step S165), and the role selection process is terminated.

[0152] FIG. 17 shows an example of a lottery data table. The random number for lottery of a role takes a value in the range of 0 to 65535, and a winning role is determined based on the obtained random number for lottery of a role. This lottery data table is provided for each game state, including a normal game state, a special game state, and a specific game state, and for each stage setting value, and a lottery data table corresponding to the game state and the stage setting value is used. In each lottery data table, when the random number for lottery of a role is 0, a replay win, which is established regardless of the stopping order, is always won. This makes it possible to prevent both the player and the gaming establishment from suffering damage even if an abnormality occurs in the random number generation circuit 116, etc., as described later.

[0153] 18 shows a block diagram of the random number generation circuit 160. The random number generation circuit (random number generation means) 160 includes a random number control circuit 161 that controls the entire random number generation circuit, and a group of registers (162 to 168).

[0154] The random number control circuit (update control means) 161 performs arithmetic processing for generating random numbers for lottery used in the execution process of game control, and controls reading and writing data to registers, and generates random numbers using a mathematical method (for example, M-sequence method or congruential method) that generates uniform random numbers using a counter method or a generating polynomial. In addition, the random number control circuit 161 can receive an interrupt signal from the reset interrupt control circuit 115 and a signal from the clock generator 114. The clock generator 114 includes a frequency divider circuit that divides the clock CLK from the oscillation circuit 113, a CTC (counter timer circuit) circuit that generates the operating clock CTC of the CPU core 111a based on the clock generated by the frequency divider circuit, and the like.

[0155] Although not particularly limited, the random number generation circuit 160 is configured to be able to perform random number update processing by inputting a signal from a CTC (Counter / Timer Circuit) circuit in the clock generator 114 and the CTC circuit, and setting data to a latch trigger circuit for updating random numbers by the CPU core 111a. Also, the random number generation circuit 160 is configured to be able to select either a counter method, that is, a mode in which random numbers are generated by updating a counter value by -1, or a mode in which M-sequence random numbers are generated.

[0156] The register group of the random number generation circuit 160 includes a random number initial value setting register 162 in which an initial value of a random number is set by the CPU core 111a via the CPU bus 116, a random number circuit startup register 163, and a random number counter 164. When a predetermined value is set in the random number circuit startup register 163 by the CPU core 111a, the random number control circuit 161 is configured to start controlling the generation of random numbers. The random number counter 164 is made of a binary counter, and is configured so that its counting range can be selected from a range of 8 bits (FFh) to 16 bits (FFFFh). When multiple types of random numbers are required, multiple random number counters 164 can be provided, and the random number initial value setting register 162 can be configured to set a different initial value for each random number counter.

[0157] Furthermore, the random number generation circuit 160 includes a random number latch register 166 that captures and holds the value of the random number counter 164, and a random number latch register trigger circuit 165 that generates a trigger signal that causes the random number latch register 166 to latch the value of the random number counter 164. The random number latch register trigger circuit 165 is composed of a register (hereinafter, referred to as a latch trigger register), and can generate the above-mentioned trigger signal by the CPU core 111a writing to it.

[0158] When the CPU core 111a sets a predetermined value in the random number latch register trigger circuit 165, a latch trigger signal is generated in the random number latch register 166, and the value of the random number counter 164 is latched in the random number latch register 166. Here, when a signal from the start lever SW52 is input to the CPU core 111a in a state in which the game can be started, the CPU core 111a sets a predetermined value in the random number latch register trigger circuit 165 and latches the value. While the random number counter 164 is updated by the rising edge of the clock divided by the frequency divider circuit, the inverted signal of the clock, i.e., a clock with a phase difference of 180°, is used as the latch timing signal, so that the counter value is not latched at the timing when the value of the random number counter 164 changes.

[0159] Furthermore, the random number generation circuit 160 includes a random number status register 167 for informing the CPU core 111a of the internal state of the random number generation circuit 160, and a random number circuit initialization register 168 for initializing the random number generation circuit 160. The random number status register 167 is provided with a latch permission flag (called a latch flag) that permits or prohibits latching of the counter value into the random number latch register 166. Setting this flag permits latching of the counter value, and clearing the flag prohibits latching.

[0160] The random number status register 167 is rewritten by the random number control circuit 161, and the CPU core 111a can only read from it, but cannot write to it. This makes it possible to prevent fraudulent acts such as rewriting a program to cause the CPU to obtain illegal random number values.

[0161] 19 shows a counter value acquisition process, which is a procedure for controlling (latch control) the retention of the counter value in the random number latch register 166 by the random number control circuit 161. In this control, it is first determined whether a latch trigger signal has been input (step S351), and if a latch trigger signal has been input (step S351; Y), it is determined whether the latch permission flag in the random number status register 167 has been set (step S352).

[0162] If there is no latch trigger signal input (step S351; N) or if the latch permission flag is not set (step S352; N), the counter value acquisition process ends. If the latch permission flag is set in step S352 (step S352; Y), the counter value is read from the random number counter 164 (step S353) and stored in the random number latch register 166 (step S354). Next, the latch permission flag of the random number status register 167 is set to the prohibited state (step S355), and the counter value acquisition process ends.

[0163] 20 shows the latch data read process, which is the control procedure when latch data is read by the random number control circuit 161. In this process, it is first determined whether data has been read from the random number latch register 166 by the CPU core 111a (step S361), and if data (counter value) has been read (step S361; Y), a specified value (0 in this case) is set in the random number latch register 166 (step S362), the latch permission flag of the random number status register 167 is set to the permission state (step S363), and the latch data read process is terminated.

[0164] By reading the data from the random number latch register 166, setting a specified value, and setting the latch permission flag to the permission state, there is no risk of duplicating a counter value that has already been obtained even if the counter value is no longer latched into the random number latch register 166 due to some malfunction such as a circuit failure.

[0165] Here, 0 is set as the default value, but as shown in FIG. 17, this value corresponds to a replay win that occurs regardless of the stopping order. This makes it possible to prevent consecutive jackpots from occurring if the value held in the random number latch register immediately before corresponds to a jackpot. Also, if the counter value is no longer latched into the random number latch register 166 due to some malfunction, replay wins will occur consecutively, so the abnormality can be detected. Also, since it is a replay win, neither the player nor the gaming establishment will suffer any damage.

[0166] Also, when the power is turned on (or when the power is restored), the random number control circuit sets a specified value (here, 0) in the random number latch register 166 before the main process. As a result, even if the random number circuit cannot receive a clock signal due to a wire break or the like and the value of the random number counter 164 is not updated after the power is turned on, or the counter value is not latched in the random number latch register 166 due to some malfunction such as a circuit failure, only a replay win is established, so neither the player nor the gaming establishment suffers any damage. Also, since replay wins are continuous from the power being turned on, it is possible to discover an abnormality early after the gaming establishment opens. The random number latch register 166 may be set to a specified value in the process of initializing the RAM 111c, which is performed after the step setting value is changed, when a RAM clear operation is performed, or when the information stored in the RAM 111c at the time of power off does not match the current information, etc.

[0167] The random number control circuit 161 latches the counter value into the random number latch register when the CPU core 111a sets a predetermined value in the random number latch register trigger circuit 165. On the other hand, when a signal from the start lever SW52 is input to the gaming microcomputer 111, the CPU core 111a reads the data (counter value) of the random number latch register 166 as a random number value for hand selection at a predetermined timing by its program processing. Then, from the time the counter value is latched into the random number latch register 166 until it is read by the CPU core 111a, the latch permission flag of the random number status register 167 is set to a latch prohibition state.

[0168] Therefore, by performing the above-mentioned control, even if noise is carried in the random number latch register trigger circuit 165 and a latch trigger signal is generated, the counter value of the random number counter 164 will not be erroneously latched (overwritten) in the random number latch register 166, and the CPU core 111a will not read an erroneous counter value (random number value). The data (random number) read by the CPU core 111a is stored in a specified area of ​​the RAM 111c in the gaming microcomputer 111.

[0169] In addition, the number of consecutive replay wins may be counted, and a notification may be given when the number of consecutive replay wins exceeds a predetermined number. Also, the number of consecutive replay wins may be displayed. Also, a replay win corresponding only to a specified value set in the random number latch register 166 may be set, and the first game information display unit 33 and the second game information display unit 40 may display only the replay win. In this way, it is possible to confirm that the specified value is continuously set in the random number latch register 166.

[0170] In addition, the role corresponding to the specified value set in the random number latch register 166 is set as the replay winning role, but it may be set as the same number role that is established regardless of the stopping order and awards the same number of medals as the number of bets in the game. In this embodiment, since the machine is a 3-coin dedicated machine, the number of bets in the game is 3, so the bell 2 winning and cherry winning, which pay out 3 medals, correspond to the same number role. However, since the cherry winning requires a careful press and may not be established, it is preferable that the bell 2 winning role is set as the role corresponding to the specified value set in the random number latch register 166. In addition, in the case of a gaming machine that allows a game to be played with any number of bets from 1 to 3, a role that is established regardless of the stopping order and awards the same number of medals as the number of bets is set as the same number role.

[0171] Also, the combination corresponding to the specified value set in the random number latch register 166 may be a combination that wins both the same number combination and the replay combination. In this embodiment, the combination may be a combination of the cherry combination and the replay combination. Which combination is won depends on the timing of the stop operation, but if the cherry combination and the replay combination are won simultaneously, one of the combinations will always be won. The cherry combination is a three-coin combination, and the replay combination allows the player to play the next game without inserting three medals, and these combinations provide the player with a prize value equivalent to the bet amount.

[0172] Also, when the power is turned on (or when a power outage is restored) and before the main processing, the random number latch register 166 is set to a specified value (here, 0) by the random number control circuit, but the random number latch register 166 may also be set to a specified value (here, 0) at times other than when the power is turned on. Also, when a power outage occurs during a game and the time of recovery is the period from when the start lever SW is turned on to when the lottery for a role using the retained value is completed, the retained value may be maintained without being set to a specified value. This makes it possible to prevent the lottery result from being discarded.

[0173] Also, the initial value of the random number set in the random number initial value setting register 162 may be a value corresponding to a role (such as a replay or a three-coin role) that allows the player to start the next game without changing the number of game values ​​held by the player. This prevents both the player and the gaming establishment from suffering damage even if an abnormality occurs in the random number counter 164 where the initial value is not updated and the same value continues to be obtained as the random number for the internal lottery.

[0174] In view of the above, in a gaming machine (slot machine 1) that includes a plurality of reels 6 capable of variably displaying a plurality of symbols, a control means (game control device 100) capable of performing an internal lottery for a role when a start condition is established and executing a game involving the variably displaying of the plurality of reels 6, and a plurality of stop operation units (reel stop buttons 24a, 24b, 24c) for individually stopping and displaying the plurality of reels 6, and when the result of the game stopped and displayed by operating the plurality of stop operation units becomes a stopped pattern corresponding to a role won by the internal lottery, a winning role is established and game media corresponding to the role is awarded, the control means The game control device includes a counter means (random number counter 164) that performs counting operation based on the clock signal, a counter value holding means (random number latch register 166) that takes in the counter value counted by the counter means when a start condition is established and holds it as a held value, and a judgment means (game control device 100) that acquires the held value held in the counter value holding means and judges whether a winning combination has been achieved, and the held value held in the counter value holding means at the time of power-on can be set to a value judged by the judgment means as a winning combination of a predetermined combination that allows the player to start the next game without changing the number of game values ​​held by the player. Therefore, even if an abnormality occurs in the taking in of the counter value, etc., neither the player nor the game establishment can suffer any damage, and inconveniences caused by the occurrence of an abnormality can be prevented.

[0175] In addition, the winning combination in the internal lottery includes a replay combination that allows the game to be played again without inserting a gaming medium, and the control means sets a predetermined combination as the replay combination. Therefore, even if an abnormality occurs in the reading of the counter value, etc., neither the player nor the gaming facility can suffer any damage, and inconvenience at the time of the occurrence of the abnormality can be prevented.

[0176] In addition, the winning combination in the internal lottery includes the same number combination, which is a combination that awards the same number of gaming media as the number of bets in the game in which the internal lottery is performed, and the control means sets the predetermined combination to the same number combination. Therefore, even if an abnormality occurs in the import of the counter value, etc., neither the player nor the gaming facility can suffer any damage, and inconvenience when an abnormality occurs can be prevented.

[0177] Furthermore, after the determination by the determination means is completed, the control means changes the held value held in the counter value holding means to a value determined by the determination means as a winning combination that allows the next game to be started without changing the number of game values ​​held by the player, before the next start condition is established. Therefore, even if an abnormality occurs in the reading of the counter value, etc., neither the player nor the gaming facility can suffer any damage, and inconvenience at the time of the occurrence of the abnormality can be prevented.

[0178] [Reel spin start process] FIG. 21 shows the reel spin start process (step S104) shown in the main loop process. In this reel spin start process, first, a winning expected symbol setting table is prepared (step S171), and effective line information set process is performed (step S172). The winning expected symbol is a symbol combination required to establish a winning combination that is selected by an internal lottery, and the effective line information set process (step S172) sets information on symbols that may be aligned for each effective line according to the game state. When the reel 6 stops, the symbols to be stopped are set by referring to this information.

[0179] Next, a stop priority symbol setting table is prepared (step S173), and a valid line information setting process is performed (step S174). When a special prize is won and a combination other than the special prize is won, it is necessary to set the priority of the winning to be realized, and this priority is given in the order of small prize, special prize (small prize > special prize). In the valid line information setting process (step S174), information on the pattern combination that may be matched for each valid line according to the type of winning combination is set. When the reel 6 stops, the symbols to be stopped are set by referring to this information.

[0180] Next, an interrupt waiting process is performed to wait for execution of a timer interrupt process (step S175), and ON data of the standby display LED is set (step S176), and it is determined whether a minimum game interval timer that manages a predetermined time (for example, 4.1 seconds) from the start of the previous game until the start of the next game is possible is 0 (time up) (step S177). If the minimum game interval timer is not 0 (step S177; N), the process returns to step S175. If the minimum game interval timer is 0 (step S177; Y), the OFF data of the standby display LED is set (step S178), a command number corresponding to the start of reel rotation is prepared (step S179), and a command setting process is performed (step S180). As a result, the start of rotation of the reel 6 is transmitted to the performance control device 300. This command may include information on the current difference in number of coins related to the end of the specific game state ST30 or the special game state ST20, information on the number of games played in the advantageous zone, and the like.

[0181] After that, a command number corresponding to the winning flag 1, 2 information and the push order information 1, 2 information is prepared (step S181), and a command setting process is performed (step S182). As a result, the winning combination and push order information (winning combination notification command) is transmitted to the performance control device 300. The performance control device 300 sets the display and performance of the second game information display unit 40 based on this information. Next, a reel motor start process is performed to start the reel motors 64a, 64b, 64c (step S183), and it is determined whether the start of the motors for all reels has been completed (step S184). If the start of the motors for all reels has not been completed (step S184; N), the process returns to step S183. If the start of the motors for all reels has been completed (step S184; Y), a reel rotation flag is set (step S185), and the reel rotation start process is completed.

[0182] [Pattern Control Processing] FIG. 22 shows the symbol control process (step S113) shown in the main loop process. In this symbol control process, first, interrupts are prohibited (step S201), and the address of the motor control area of ​​the reel to be stopped is set (step S202). Next, the current symbol number is loaded as the pressed symbol number (step S203), and it is determined whether the step counter is within the immediate stop range (step S204). If the step counter is within the immediate stop range (step S204; Y), the process proceeds to step S206. If the step counter is not within the immediate stop range (step S204; N), the pressed symbol number is updated by -1 (step S205), and interrupts are permitted (step S206).

[0183] Each reel 6 has 21 symbols arranged thereon, and each reel 6 is assigned a symbol number from 0 to 20 in the direction of rotation of the reel 6 (see FIG. 5(a)). The step counter defines the position of each symbol in more detail, and an area with numbers from 0 to 21 is evenly allocated to each symbol in the direction of rotation of the reel 6. The top position of the middle row in the symbol display window 5 is set as the reference position, and various processes are performed based on the symbol at this reference position and the step counter value of that symbol. When a symbol is correctly stopped in the middle row, the step counter value of that symbol at the reference position is in the range of 0 to 3.

[0184] In the above process, the step counter value is prohibited in step S201 so that it does not change, and in step S203, the current symbol number, which is the symbol number of the symbol in the reference position at the time when the reel stop request is made by the stop operation or automatic stop, is set as the pressed symbol number. Then, in step S204, if the step counter value of the symbol in the reference position at the time when the reel stop request is made is within a predetermined range (7 to 21 in this case), the symbol is in the middle of entering the middle position, so it is determined that the symbol can be stopped at the middle position. In other words, the symbol in the middle position at the time when the reel stop request is made can be stopped immediately at the middle position. Therefore, in this case, as set in step S203, the current symbol number is set as the pressed symbol number. However, if the step counter value of the symbol in the reference position at the time when the reel stop request is made is not within the predetermined range (0 to 6 in this case), the symbol has already entered the middle position, and even if the stop process is performed, it is too late to stop the symbol. Therefore, in step S205, the pressed symbol number is changed to the symbol that will next appear in the middle position.

[0185] After the pressed symbol number is determined in this way, an interrupt is permitted (step S206), and a process is performed to determine the symbol to be stopped according to the result of the internal win. The symbol to be stopped can be set within a range (maximum 5 frames) determined as a change range from the pressed symbol number. In other words, it can be set within the range of (pressed symbol number) - (value of change range). First, a pull-in frame number table selection process is performed based on the information of the reel to be processed and the winning combination (step S207), and a symbol arrangement data table of the reel to be stopped is set (step S208). Furthermore, a data address corresponding to the pressed symbol number is calculated (step S209), and an effective line search data index table of the reel to be stopped is set (step S210).

[0186] Next, stop priority pattern position information, which is information on the pattern that is to be preferentially stopped within the change range set from the pressed pattern number, is cleared to 0 (step S211), stop prohibition pattern position information, which is information on the pattern that is prohibited from stopping within the change range set from the pressed pattern number, is cleared to 0 (step S212), and then a pattern kicking process is performed to set the stop prohibition pattern position information (step S213), and a pattern pulling process is performed to set the stop priority pattern position information (step S214).

[0187] Next, automatic symbol stop processing is performed to automatically stop the reel 6 if no stop operation is performed for a predetermined time (step S215). This processing is performed when there is a request to stop the reel by automatic stop, and is processing to determine the number of the pressed symbol when the reel is automatically stopped. Then, it is determined whether there is an appropriate stop position at the time of this automatic stop (step S216), and if there is no appropriate stop position (step S216; N), the process returns to step S205. If there is an appropriate stop position (step S216; Y), the process proceeds to step S217. Note that in the case of a reel stop request by the player's stop operation, it is always assumed that there is an appropriate stop position (step S216; Y), and the process proceeds to step S217.

[0188] Next, a stop position setting process is performed (step S217), and a stop pattern setting process is performed (step S218). In these processes, the stop pattern is calculated based on the number of pull-in frames, stop priority pattern position information, stop prohibition pattern position information, etc. set in the above-mentioned processes, and a process of setting a stop request (deceleration) for the target motor and a process of transmitting information on the stop of the reel 6 and the stop pattern (stop position of the reel 6) to the performance control device 300 are performed.

[0189] Then, the stop flag of the reel to be stopped is set (step S219), and the number of stopped reels is updated by +1 (step S220). Then, a command number corresponding to the winning flag 1, 2 information and the push order information 1, 2 information is prepared (step S221), a command setting process is performed (step S222), and the symbol control process is terminated. As a result, even if a stop operation is performed, information on the winning combination and the push order (a winning combination notification command) is sent to the performance control device 300. In this way, the winning combination and the push order information are sent to the performance control device 300 for each stop operation, so that the performance control device 300 can grasp the winning combination and the push order even if a command has been missed before. It is also possible to display the second game information display unit 40 based on this information.

[0190] FIG. 23 shows the set value of the change range, which is the range within which the reel 6 can be rotated from the position where the stop operation is performed until the reel is stopped, and which is determined in the pull-in frame number table selection process (step S207).

[0191] FIG. 23(a) shows the set value of the change range when the result of the internal lottery is a result other than the cherry or watermelon winning. In this case, it differs depending on the game state. In the normal game state ST10 or the special game state ST20, the change range of the left reel 6a and the center reel 6b is set to 5 frames, and the change range of the right reel 6c is set to 4 frames. In these game states, the game is played by pushing in order, and the change range of the right reel 6c, which is the third stop reel, is smaller than that of the other reels. Also, when the game state is the specific game state ST30, the change range of each reel 6 is set to 5 frames. In the specific game state ST30, a stop order other than pushing in order may be instructed, so the same change range is set for all reels 6.

[0192] Figure 23(b) shows the set values ​​of the change range when the result of the internal lottery is a cherry win. In this case, the same set value is used regardless of the game state, and the change range of the first reel that is stopped first and the second reel that is stopped second is set to 5 frames.

[0193] The setting value for the third reel that was last stopped varies depending on the stopping state of the two reels 6 that are already stopped. When cherries are in a tenpai state, that is, when cherries are lined up on a single symbol stop line and a cherry win occurs when cherries stop on that line, the change range is set to 3 frames. When cherries are not in a tenpai state, the change range is set to 4 frames.

[0194] That is, when there is a possibility of a Cherry winning, the range of change is smaller than in the normal game state shown in FIG. 23(a), and the player is required to press the button accurately. This allows the player's skill to be reflected in the winning of a Cherry winning, which can increase the excitement of the game. By setting the range of change to 3, it is also possible to win a Replay winning. Also, when there is no possibility of a Cherry winning, the range of change is set to the same as in the normal game state shown in FIG. 23(a), and it is possible to win a Replay winning.

[0195] Figure 23(c) shows the set values ​​of the change range when the result of the internal lottery is a watermelon prize. In this case, the set values ​​are the same regardless of the game state, and the change range of the first reel that is stopped first and the second reel that is stopped second is set to 5 frames.

[0196] As for the third reel that was last stopped, the setting value differs depending on the stopping state of the two reels 6 that are already stopped. In a state where only watermelon A is in a tenpai state, that is, when two watermelons A are stopped side by side on one symbol stopping line including an active line, and if watermelon A or B stops on that line, a watermelon win will be achieved, the change range is set to 5 frames.

[0197] Also, in the state where the hand is in a tenpai state including the watermelon B, that is, when the watermelon A and the watermelon B are stopped on one symbol stop line including the active line, or when two watermelons B are stopped and the watermelon win is established if the watermelon A or B stops on the line, the change range is set to 1 frame. Also, in the state where the watermelon win is not in a tenpai state, that is, when there is no possibility of the watermelon win being established, the change range is set to 4 frames.

[0198] There are fewer watermelons A than watermelons B, and as a bonus for players who have completed a tenpai with only watermelons A, the change range at the final stop is made more flexible, making it easier to achieve the watermelon win. Also, when a tenpai is completed that includes watermelon B, the change range is made smaller than in the normal game state shown in Figure 23(a), requiring the player to use accurate eye-pressing to achieve the watermelon win. In this way, by determining the change range based on the state before the final stop, the player's skill in stopping operations up to that point is reflected, making the game more interesting. Also, when there is no possibility of achieving the watermelon win, the change range is made the same as in the normal game state shown in Figure 23(a), making it easier to derive the pattern combination for the losing result.

[0199] In addition, the cherry and watermelon winning may not be achieved unless the reels stop in a specific order, and the right reel 6c may not necessarily be the third reel. Therefore, the change range is determined based on the order in which the reels 6 stop. Here, the change range is set to be different depending on the state of the reels that have already stopped when the third reel is the last reel to stop, but the change range for the second reel may be set to be different depending on the state of the first reel to stop.

[0200] From the above, in a gaming machine (slot machine 1) that includes multiple reels 6 capable of variably displaying multiple symbols, a gaming control means (gaming control device 100) capable of performing an internal lottery for a winning combination for each game involving the variably displaying of the multiple reels 6, and multiple stop operation units (reel stop buttons 24) for individually stopping and displaying the multiple reels 6, and in which a winning combination is achieved when the game result stopped and displayed by operating the multiple stop operation units becomes a stopped pattern pattern corresponding to a winning combination in the internal lottery, the gaming control means can stop the reel 6 within a predetermined change range from the position of the reel 6 at the time the stop operation unit is operated, and the change range can be set to a different range for each of the multiple reels 6. Therefore, the stop operation mode for each reel 6 can be varied, improving the interest of the game.

[0201] Moreover, the game control means can set the change range depending on the state of the other reels 6. Therefore, the progress of the game can be reflected, and the interest of the game can be improved.

[0202] In addition, the game control means can set the range of change according to the winning combination in the internal lottery. Therefore, the difficulty of the winning combination can be changed according to the winning combination, and the interest of the game can be improved.

[0203] In addition, in a gaming machine (slot machine 1) that includes multiple reels 6 capable of variably displaying multiple symbols, a game control means (game control device 100) capable of performing an internal lottery for a winning combination for each game involving the variably displaying of the multiple reels 6, and multiple stop operation units (reel stop buttons 24) for individually stopping and displaying the multiple reels 6, and in which a winning combination is achieved when the game result stopped and displayed by operating the multiple stop operation units becomes a stopped pattern pattern corresponding to a winning combination in the internal lottery, the winning combination in the internal lottery includes a specific combination that cannot be achieved unless the multiple reels 6 are stopped in a predetermined stopping order and at least one reel 6 is stopped at a predetermined stop operation timing. Therefore, the achievement of a specific combination reflects the skill of the player, and the enjoyment of the game can be improved.

[0204] [Timer interrupt processing] Timer interrupt processing is shown in Figure 24. Timer interrupt processing is started when a periodic (for example, every 1.9 msec) timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt processing is started.

[0205] In the timer interrupt process, first, a register save process (step S241) is performed to move the value held in a specific register to the RAM 111c, and then the return address in the stack area is checked to determine whether it is outside the program area (step S242). If the return address is outside the program area (step S242; Y), the return address error segment output data (lower digit segment output data of the payout number display section 32b) is prepared (step S263), and the process proceeds to the unrecoverable error process (step S30).

[0206] If the return address is not outside the program area (step S242; N), the occurrence of a power outage is monitored, and if a power outage occurs, a power cutoff process (step S243) is performed to handle the power outage. The process to handle the power outage may include, for example, stopping the payout of medals, backing up information in the RAM 111c, storing stack pointers and checksums, and then prohibiting access to the RAM to wait for the power to the slot machine 1 to be cut off. If no power outage has occurred, no process is performed in the power cutoff process (step S243).

[0207] Next, inputs from various sensors are taken in, that is, input switch status processing is performed to read the status of each input port (step S244). The inputs taken in by this input switch status processing (step S244) are inputs from the medal insertion sensors 51a, 51b, the medal insertion fraud detection sensor 51c, the start lever switch 52, the reel stop button switch 53 (the first reel (left) stop button switch 53a, the second reel (center) stop button switch 53b, the third reel (right) stop button switch 53c), the reel sensor 54 (the left reel sensor 54a, the center reel sensor 54b, the right reel sensor 54c), the max bet switch 57, the 1 bet switch 31a, the settlement button switch 58, the medal payout sensor 59, the error release switch 61, the full detection sensor 82, the play stop changeover switch 35, the automatic settlement changeover switch 36, and the like, as well as the step setting key switch 62 of the setting device, the setting button switch 60, and the like.

[0208] Next, a security check process (step S245) is performed in which if the input from the medal insertion sensors 51a, 51b or the medal insertion fraud detection sensor 51c indicates an abnormality, appropriate processing is performed and a medal insertion error command is sent to the performance control device 300.

[0209] Then, for the control of the left reel 6a, a work address for the first reel control is prepared (step S246), and a reel motor control process is performed (step S247). Next, for the control of the center reel 6b, a work address for the second reel control is prepared (step S248), and a reel motor control process is performed (step S249). Furthermore, for the control of the right reel 6c, a work address for the third reel control is prepared (step S250), and a reel motor control process is performed (step S251).

[0210] Then, the interrupt counter is incremented by +1 within the range of 0 to 3 (step S252), and a subroutine is called by the updated interrupt counter (step S253). If the interrupt counter value is "0", a 7-segment data setting process is performed to set the display of the display unit composed of a 7-segment display, such as the first game information display unit 33 and the first game medium information display unit 32 (step S254). If the interrupt counter value is "1", an LED blinking process is performed to control the display on the game status display unit 18 and the bet line number display LED 37 (step S255).

[0211] If the value of the interrupt counter is "2", a fullness detection sensor monitoring process (step S256) is performed to monitor whether the hopper of the medal payout device is full based on the input from the fullness detection sensor 82. Next, a medal jam monitoring process (step S257) is performed to monitor for any abnormalities in the medal payout based on the input from the medal payout sensor 59, and if any abnormality is detected, a payout switch error command is sent to the performance control device 300. Furthermore, a timer update process (step S258) is performed to update various timers such as an automatic stop monitoring timer that monitors the time until automatic stop, a minimum game interval timer that monitors the game interval, an automatic turn-off timer that monitors the time until the LED is turned off, various error monitoring timers, and other game timers.

[0212] If the value of the interrupt counter is "3", an external information output process (step S259) is performed to edit information to be output to an external device such as a hall computer. In this process, settings are made for the SBB signal to be output in the SBB state, the BB signal to be output in the BB state, the RB signal to be output in the RB state, the medal insertion signal to be output when a medal is inserted, the medal payout signal to be output when a medal is paid out, the stage setting key signal to be output when the stage setting key switch is on, and the specific game state signal to be output when the specific game state ST30 is reached.

[0213] After performing processing according to the value of the interrupt counter, a data output process is performed based on the output data set in various processes to output control signals to the performance control device 300, the first game information display unit 33, the first game medium information display unit 32, the game status display unit 18, the medal payout device, the reel motors 64a, 64b, 64c, the external signal output terminal 170, the reel stop button LEDs 66a, 66b, 66c, the bet line number display LED 37, the selector solenoid 68, the test firing device 500, the inspection device 600, etc. (step S260). Then, the register is restored (step S261), an interrupt is permitted (step S262), and the timer interrupt process is terminated.

[0214] Here, the specific game state ST30 is started when a special replay 2 win is made in the normal game state ST10, when a special replay 2 win is made during a special game state and the special game state ends, or when the difference in the number of coins in the specific game state ST30 does not reach a predetermined value at the end of the special game state, and the output of the specific game state signal is started (changed to ON state) as a trigger.The specific game state ST30 ends when the difference in the number of coins reaches a predetermined number or when the special game state ST20 is entered, and the output of the specific game state signal is ended (changed to OFF state) as a trigger.

[0215] This specific game state ST30 includes an RT state in which the internal winning probability of a replay win (normal replay win) is higher than that of the normal game state ST10, an AT state in which the derivation of a completed minor winning combination is assisted by notifying the stop order, and an ART state in which both the RT state and the AT state occur. The AT state or the RT state may occur at the start or end of the specific game state ST30. In addition, if the player performs a stop operation that does not follow the notified stop order in the ART state, the AT state may end and the RT state may occur. In this case, the ART state will be returned to by establishing a special replay 2 again in the RT state.

[0216] The specific game state signal is output from the establishment of the start condition of the specific game state ST30 to the establishment of the end condition, and the ON state continues even if the player falls from the ART state to the RT state by performing a stop operation that does not follow the notified stop order. And the ON state continues even if the ART state is returned to again. That is, the ON state of the specific game state signal continues in one continuous specific game state ST30.

[0217] This makes it easier for the external device to grasp the continuation status of the specific game state ST30. In other words, if the specific game state signal is changed to the OFF state when the ART state falls into the RT state or the AT state, and then the specific game state signal is changed to the ON state when the ART state is restored, the external device will recognize that a new specific game state ST30 has started, but by doing as in this embodiment, it becomes possible to accurately grasp one continuous specific game state ST30.

[0218] In addition, when a special win is achieved in the specific game state ST30 and the game state transitions to the special game state ST20, the specific game state signal may be kept in the ON state even during the special game state ST20. In this case, since the specific game states ST30 before and after the special game state ST20 are a series of specific game states ST30, by keeping the specific game state signal in the ON state, it becomes possible to grasp that the series of specific game states ST30 are in progress in the external device. In addition, it becomes possible to grasp that the advantageous period, which is a period during which either the specific game state or the special game state is being executed, and the duration of the advantageous period in the external device.

[0219] [7-segment data setting process] 25 shows the 7-segment data setting process (step S254) shown in the timer interrupt process. In this 7-segment data setting process, first, as a process related to the display in the first credit number display section 32a of the first game medium information display section 32, segment data corresponding to the number of credits is set (step S281), and the set segment data is saved in the segment data area of ​​the first credit number display section 32a (step S282).

[0220] Next, as a process related to the display in the first payout number display section 32b of the first game medium information display section 32, blank display segment data is set (step S283), and it is determined whether the reel 6 is spinning (step S284). If the reel 6 is spinning (step S284; Y), the set segment data is saved in the segment data area of ​​the first payout number display section 32b (step S290). In this case, a blank display is set.

[0221] Also, if the reel 6 is not spinning (step S284; N), it is determined whether the stage setting value is being changed (step S285). If the stage setting value is being changed (step S285; Y), the process proceeds to step S290. In this case, a blank display is set. Also, if the stage setting value is not being changed (step S285; N), it is determined whether any error has occurred (step S286).

[0222] If some error is occurring (step S286; Y), set segment data corresponding to the error number data (step S289) and proceed to step S290. In this case, a display corresponding to the error is set. If some error is not occurring (step S286; N), determine whether the medal payout number counter, which sets the number of medals to be paid out if there is a payout, is 0 (step S287).

[0223] If the medal payout number counter is 0 (step S287; Y), proceed to step S290. In this case, a blank display is set. If the medal payout number counter is not 0 (step S287; N), set segment data corresponding to the medal payout number counter (step S288), and proceed to step S290. In this case, the display of the payout number is set.

[0224] Next, as a process related to the display on the first game information display unit 33, blank display segment data is set (step S291), and it is determined whether the reel 6 is spinning (step S292). If the reel 6 is not spinning (step S292; N), the set segment data is saved in the segment data area of ​​the first game information display unit 33 (step S301). In this case, a blank display is set.

[0225] Also, if the reel 6 is spinning (step S292; Y), it is determined whether the AT state (specific game state) is in progress (step S293), and if the AT state is in progress (step S293; Y), the process proceeds to step S295. Also, if the AT state is not in progress (step S293; N), it is determined whether the push order is push in order (in the order of left, center, right) or there is no push order (step S294). If the push order is push in order or there is no push order (step S294; Y), the process proceeds to step S295. Also, if the push order is not push in order or there is no push order (step S294; N), the set segment data is saved in the segment data area of ​​the first game information display unit 33 (step S301). In this case, a blank display is set. That is, if the AT state is not in progress, the push order and winning combination are notified only if the push order is push in order or there is no push order.

[0226] In step S295, it is determined whether the winning flag 1 is no winning (loss) (step S295). If the winning flag 1 is not no winning (loss) (step S295; N), the process proceeds to step S297. If the winning flag 1 is no winning (loss) (step S295; Y), it is determined whether the winning flag 2 is no winning (loss) (step S296). If the winning flag 2 is no winning (loss) (step S296; Y), the process proceeds to step S297. If the winning flag 2 is not no winning (loss) (step S296; N), the process proceeds to step S299. The winning flag 1 is information on a small prize, and the winning flag 2 is information on a special prize. If a small prize and a special prize are won at the same time, the small prize is controlled to be established in priority over the special prize, so the display on the first game information display unit 33 is also displayed accordingly.

[0227] In step S297, the segment data corresponding to the winning combination of the winning flag 1 is set (step S297), the segment data corresponding to the push order information 1 is set (step S298), and the process proceeds to step S301. As a result, the first game information display unit 33 displays information about the small winning combination. In addition, in step S299, the segment data corresponding to the winning combination of the winning flag 2 is set (step S299), the segment data corresponding to the push order information 2 is set (step S300), and the process proceeds to step S301. As a result, the first game information display unit 33 displays information about the special winning combination.

[0228] In addition, when the AT state is not in effect, the push order and winning combination are notified only when the push order is in order or there is no push order, and a blank display is displayed in other cases, but instead of a blank display, a losing combination may be notified. Also, the segment data may be obtained from a table or set by program logic.

[0229] [Main processing] Next, the processing by the performance control device 300 will be described. The main processing shown in Fig. 26 is started by the CPU 311 reading and executing the control program for the performance control processing stored in the PROM 321 when the slot machine 1 is powered on and the performance control device 300 is powered on. This main processing includes processing that is performed only when the power is turned on and loop processing that is repeatedly executed.

[0230] First, as a process at power-on, interrupts are prohibited (step S501), the internal RAM is enabled (step S502), and the CPU is initialized (step S503). Next, the watchdog timer is started (step S504), the sound source LSI 314 is initialized (step S505), and the VDP 312 is initialized (step S506).

[0231] After that, an interrupt is permitted (step S507), a checksum calculation process is performed (step S508), and it is determined whether the calculated checksum matches the backup value in the checksum area (step S509). If they match (step S509; Y), that is, if the backup was performed correctly, the process proceeds to step S511. If they do not match (step S509; N), that is, if the backup was not performed correctly, the backup section that stores the backup information is cleared (step S510), and the process proceeds to step S511.

[0232] In step S511, the lamp control area is initialized (step S511), the watchdog timer is cleared (step S512), and frame synchronization processing is performed (step S513). In the frame synchronization processing, frame synchronization processing related to game management, frame synchronization processing related to audio control, sound code output processing, LED control data output processing, random number update processing, etc. are performed.

[0233] After that, as a loop process, first, the watchdog timer is cleared (step S514), an interrupt is permitted (step S515), a frame synchronization process is performed (step S516), and the watchdog timer is cleared (step S517). Next, a game management main process that performs control process of various devices in the performance control device 300 is performed (step S518), a lamp & sound & image editing process that sets the performance mode is performed (step S519), a performance button input process that performs corresponding processing based on an input signal based on the operation of the performance button 10 is performed (step S520), and then the process returns to step S514.

[0234] [Game management main processing] The game management main process (step S518) shown in the main process is shown in Fig. 27. In this game management main process, first, a delay (wait time) for the delivery of the performance control code, which is the control information to be sent to various devices in the performance control device 300, is set (step S531), the performance control code saved in the previous performance control code setting process is delivered (step S522), and it is determined whether all the performance control codes have been delivered (step S533).

[0235] If not all the effect control codes have been distributed (step S533; N), the process returns to step S532. If all the effect control codes have been distributed (step S533; Y), a command control process is performed to process commands received from the game control device 100 (step S534), and an effect control code setting process is performed to set the effect control code (step S535). After that, an AT control process is performed to control effects related to the AT state (specific game state), and the game management main process is terminated.

[0236] The performance control codes include sound codes for controlling the sound source LSI 314, lamp codes that are the source of LED control data for controlling the I2C, and image codes for controlling the VDP 312. The performance control codes are set according to the progress of the game and transmitted to various devices within the performance control device 300 to perform control.

[0237] [Command control processing] FIG. 28 shows the command control process (step S534) shown in the game management main process. In this command control process, first, "no command" is set as the analysis command (step S551), and it is determined whether the analysis read index and the analysis write index match (step S552). If they match (step S552; Y), the process proceeds to step S556. In this case, there is no command to be processed. If they do not match (step S552; N), the process loads the received command from the analysis buffer corresponding to the analysis read index (step S553), and the loaded received command is set as the analysis command (step S554).

[0238] Next, the analysis read index is updated by +1 within the range of 0 to 127 (step S555), the analysis command is saved as an execution command (step S556), and it is determined whether the execution command is no command (step S557). If the execution command is no command (step S557; Y), the command control process is terminated. In this case, it is determined that there is no match in the process of step S552. Also, if the execution command is not no command (step S557; N), a command execution process is performed to perform processing corresponding to the command (step S558), and the process returns to step S551. In the command execution process, a performance control code, which is control information to be transmitted to various devices in the performance control device 300, is set based on the information transmitted from the game control device 100. As a result, the operation settings of various devices based on the information transmitted from the game control device 100 are performed.

[0239] [Step setting value information processing] 29 shows the stage setting value information processing performed in the command execution processing (step S558) in the command control processing. In this stage setting value information processing, first, it is determined whether stage setting value information has been received as a command (step S561). The stage setting value information is information that is transmitted when the power is turned on in the game control device 100 or when the stage setting value is changed (steps S20, S56).

[0240] If this stage setting value information has not been received (step S561; N), the stage setting value information processing is terminated. If stage setting value information has been received (step S561; Y), the stage setting value information is saved (step S562), an available effect corresponding to the stage setting value information is selected (step S563), and the stage setting value information processing is terminated.

[0241] 30 shows the effects that are available in accordance with the stage setting value information and their selection ratios. There are five types of effects that can be used here, effects A to E. The contents of these effects A to E may be any of the effects displayed on the image display device 3 (including the theme of the effect, individual effects, background, characters, etc.), sounds, music played during the special game state ST20 or specific game state ST30, the lighting mode of the LED, or a combination of these, but it is preferable that each of effects A to E be distinguishable by the player.

[0242] In the case of settings 1 to 3, all of effects A to E are always available. In the case of setting 4, there is an 80% chance that all of effects A to E are available, and 20% chance that only effects A to D can be selected. In the case of setting 5, there is a 60% chance that all of effects A to E are available, 20% chance that only effects A to D are available, and 20% chance that only effects A and E are available. In the case of setting 6, there is a 40% chance that all of effects A to E are available, 20% chance that only effects A to D are available, 20% chance that only effects A and E are available, and 20% chance that only effect A is available.

[0243] In this way, by varying the combination of effects that can be used depending on the stage setting value, the player can infer the stage setting value from the effect that is executed. For example, if the proportion of effect D is high, it can be inferred that the setting is likely to be 4. Also, if the proportion of effect E is high, it can be inferred that the setting is likely to be 5. Also, if the proportion of effect A is high, it can be inferred that the setting is likely to be 6. Here, none of the effects definitively notifies the stage setting value, but it is also possible to provide effects that clearly indicate the stage setting value, such as providing an effect that can only be selected when the setting is 6.

[0244] [Performance control code setting process] The effect control code setting process (step S535) shown in the game management main process is shown in Fig. 31. In this effect control code setting process, first, the sound code set in the command execution process (step S558) is saved in a buffer (step S571), and the lamp code set in the command execution process (step S558) is saved in a buffer (step S572).

[0245] Next, the image code set in the command execution process (step S558) is saved in a buffer (step S573), and output control of the interface board 2 (not shown), which outputs a test signal, is performed (step S574), and the performance control code setting process is terminated.

[0246] [Command reception interrupt processing] FIG. 32 shows the command reception interrupt process. In this command reception interrupt process, first, it is determined whether the INT signal is on (step S601), and if it is on (step S601; Y), a command is input and saved as the first command (step S602), and a predetermined wait time (for example, 20 us) is set (step S604). If it is not on (step S601; N), 0000H is saved as the first command (step S603), and a predetermined wait time (for example, 20 us) is set (step S604). After that, the same process is performed as the second and third reception processes (steps S605 to S611), and it is determined whether the results of all three receptions are the same value (step S612).

[0247] If the three reception results are not all the same value (step S612; N), the received command is considered invalid and the command reception interrupt process is terminated. If the three reception results are all the same value (step S612; Y), it is determined whether the value of the received command is other than 0000H (step S613). If the value of the received command is not other than 0000H (step S613; N), the received command is considered invalid and the command reception interrupt process is terminated.

[0248] If the value of the received command is other than 0000H (step S613; Y), the received command is considered valid, the receive command buffer address corresponding to the receive write index is calculated (step S614), and the command is saved to the calculated address (step S615). After that, the receive write index is updated by +1 within the range of 0 to 127 (step S616), the value of the timer counter (hardware) is set as a random number seed (step S617), and the command receive interrupt process is terminated.

[0249] [V-Sync interrupt processing] 33 shows a V-Sync interrupt process for processing items that need to be processed in accordance with V-Sync, such as 7-segment displays such as the second game information display unit 40 and the second game medium information display unit 44, and the image display device 3. In this V-Sync interrupt process, first, the frame synchronization counter is incremented by +1 (step S631), and it is determined whether the frame synchronization counter is 2 or greater (step S632).

[0250] If the frame synchronization counter is not 2 or more (step S632; N), the process proceeds to step S635. If the frame synchronization counter is 2 or more (step S632; Y), the frame synchronization counter is set to 0 (step S633), the V-Sync flag is set (step S634), and the process proceeds to step S635. In step S635, a command copy process is performed to copy the contents of the receiving command buffer to the analyzing command buffer (step S635), and it is determined whether the V-Sync flag is set (step S636).

[0251] If the V-Sync flag is not set (step S636; N), the process proceeds to step S641 without editing the image data, etc. If the V-Sync flag is set (step S636; Y), the process performs 7SEG data storage processing (step S637) and 7SEG data editing processing (step S638). 7SEG data is display data for a 7-segment display such as the second game information display unit 40 or the second game medium information display unit 44. The 7SEG data editing processing (step S638) edits the display data, and the 7SEG data storage processing (step S637) performs a process of setting the edited display data to be output to the segment LED control circuit 335.

[0252] Next, image data storage processing is performed (step S639), image data editing processing is performed (step S640), volume switch input processing is performed to set the volume based on the input from the volume adjustment SW 338 (step S641), and the V-Sync interrupt processing is terminated. Image data is display data for a liquid crystal display device such as the image display device 3, and the image data editing processing (step S640) edits the display data, and the image data storage processing (step S639) performs processing to set the edited display data to be output to the VDP 312.

[0253] [7SEG data editing processing] 34 shows the 7SEG data editing process (step S638) shown in the V-Sync interrupt process. In this 7SEG data editing process, first, as a process related to the display in the second credit number display unit 11 of the second game medium information display unit 44, segment data corresponding to the number of credits based on the information transmitted from the game control device 100 is set (step S661), and the set segment data is saved in the segment data area of ​​the second credit number display unit 11 (step S662).

[0254] Next, as a process related to the display in the second payout number display unit 13 of the second game medium information display unit 44, segment data for a blank display is set (step S663), and it is determined whether the reel 6 is spinning (step S664). If the reel 6 is spinning (step S664; Y), the set segment data is saved in the segment data area of ​​the second payout number display unit 13 (step S669). In this case, a blank display is set.

[0255] Also, if the reel 6 is not rotating (step S664; N), it is determined whether the stage setting value is being changed (step S665). If the stage setting value is being changed (step S665; Y), the process proceeds to step S669. In this case, a blank display is set. Also, if the stage setting value is not being changed (step S665; N), it is determined whether there is medal payout information from the game control device 100 (step S667), and if there is no medal payout information (step S667; N), the process proceeds to step S669. In this case, a blank display is set. Also, if there is medal payout information (step S667; Y), segment data corresponding to the medal payout information is set (step S668), and the process proceeds to step S669. In this case, the display of the payout number is set. Note that the second payout number display unit 13 may display an error in the same manner as the first payout number display unit 32b. Next, a second game status display section display data editing process is performed to process the display on the second game information display section 40 (step S670), and the 7SEG data editing process is terminated.

[0256] [Editing process of display data of second game status display unit] 35 shows the second game status display section display data editing process (step S670) shown in the 7SEG data editing process. In this second game status display section display data editing process, first, blank display segment data is set (step S671), and it is determined whether the reel 6 is spinning (step S672). If the reel 6 is not spinning (step S672; N), the set segment data is saved in the segment data area of ​​the second game information display section 40 (step S682). In this case, a blank display is set.

[0257] Also, if the reel 6 is spinning (step S672; Y), it is determined whether the winning combination / push order command for this game has been received (step S673), and if it has not been received (step S673; N), the process proceeds to step S682. In this case, a blank display is set. Also, if it has been received (step S673; Y), it is determined whether the AT state (specific game state) is in (step S674), and if it is in the AT state (step S674; Y), the process proceeds to step S676. Also, if it is not in the AT state (step S674; N), it is determined whether the push order is push in order (in the order of left, center, right) or there is no push order (step S675). If the push order is push in order or there is no push order (step S675; Y), the process proceeds to step S676. Also, if the push order is not push in order or there is no push order (step S675; N), the process proceeds to step S682. In this case, a blank display is set. In other words, when the AT state is not in effect, the push order and winning combination are notified only when the push order is in order or there is no push order.

[0258] In step S676, it is determined whether the winning information 1 corresponding to the winning flag 1 in the game control device 100 is no winning (loss) (step S676). If the winning information 1 is not no winning (loss) (step S676; N), the process proceeds to step S678. If the winning information 1 is no winning (loss) (step S676; Y), it is determined whether the winning information 2 corresponding to the winning flag 2 in the game control device 100 is no winning (loss) (step S677). If the winning information 2 is no winning (loss) (step S677; Y), the process proceeds to step S678. If the winning information 2 is not no winning (loss) (step S677; N), the process proceeds to step S680. The winning information 1 is information on a small prize, and the winning information 2 is information on a special prize. When a small prize and a special prize are won simultaneously, the small prize is controlled to be established with priority over the special prize, and the display on the second game information display section 40 is accordingly displayed.

[0259] In step S678, segment data corresponding to the winning combination of the winning information 1 is set (step S678), segment data corresponding to the push order notification information 1 corresponding to the push order information 1 in the game control device 100 is set (step S678), and the process proceeds to step S682. As a result, information about the small combination is displayed on the second game information display unit 40. Also, in step S680, segment data corresponding to the winning combination of the winning information 2 is set (step S680), segment data corresponding to the push order notification information 2 corresponding to the push order information 2 in the game control device 100 is set (step S681), and the process proceeds to step S682. As a result, information about the special combination is displayed on the second game information display unit 40.

[0260] Next, the timing of starting and ending display on the first game information display unit 33 and the second game information display unit 40 will be described. As shown in Fig. 36, display on the first game information display unit 33 starts after the start lever is operated (t11). Here, after the start lever is operated (t11), an internal lottery is performed and the reel 6 starts to spin (t12). At the timing (t12) when the reel 6 starts to spin, a winning combination notification command for notifying the stop order and winning combination is transmitted to the performance control device 300, and based on receiving this command, the performance control device 300 starts display on the image display device 3 and the second game information display unit 40 (t13).

[0261] In addition, since the first game information display unit 33 can start the notification after the internal lottery is finished, and the second game information display unit 40 can start the notification after receiving the winning combination notification command, the notification may be started at any timing after the timing at which the notification can be started. However, it is preferable that the display on the first game information display unit 33 and the second game information display unit 40 start before the timing (t14) at which the reel 6 starts rotating at a constant speed and the stopping operation can be performed.

[0262] Moreover, the display on the first game information display unit 33 and the second game information display unit 40 ends when all the reels 6 stop (t15). By ending the notification at a timing when the winning or non-winning is confirmed by the stopping of all the reels and the notification is no longer necessary, it is possible to save power and prevent deterioration of the 7-segment display.

[0263] The timing of the end of the display on the first game information display section 33 or the second game information display section 40 may be other than the timing when all the reels 6 stop. As shown in FIG. 37, for example, when medals are paid out in response to the establishment of a winning prize, it may be the timing when the medal payout ends (t27). In this way, it is possible to confirm the established winning combination and the number of medals paid out. Also, even if a part or all of the payout is not completed due to a medal payout error, it is possible to confirm the remaining number of medals to be paid out. Note that, when a winning prize is not established or when a winning prize without a payout is established, it may be the timing when all the reels stop (t26) or a predetermined time after the timing when all the reels 6 stop.

[0264] The end timing may be the start operation of the next game. Examples of the start operation include inserting a medal, operating the 1 bet button 31 or the max bet button 17 (t21, t28), and operating the start lever (t22). By doing this, if a winning combination is missed, time can be secured to check the missed combination.

[0265] The timing when the notification of the next game starts may also be set as the end timing. In this case, it can also be said to be the timing when the display switches. In this case, if a predetermined time has passed after the end of a game without the next game being started, the display may be terminated. Since simply switching may make it difficult for the player to recognize, a blank display period may be provided between the end and start of the notification. Also, when the display starts, the display may be made to blink.

[0266] In addition, the timing may be the timing when the stop operation becomes possible (t23), the timing of the first stop operation (t24), or the timing of the second stop operation (t25). If the timing is set to end at these times, the player will perform the stop operation based on his / her guess or memory before the stop operation, improving the gameability. Note that the timing may be set to end at the timing of the first stop operation (t24) only in the case of two-choice in which only the reel 6 performing the first stop operation is notified as the stop order. Also, the timing may be set to end at the timing of the second stop operation (t25) only in the case of a combination that does not result in a missed win due to the timing of the stop operation. Also, if the stop order is not followed, the notification may be terminated at that point.

[0267] From the above, in a slot machine 1 equipped with a plurality of reels 6 capable of variably displaying a plurality of symbols, a game control means (game control device 100) capable of performing an internal lottery for a role each time a game involving the variably displaying of the plurality of reels 6 is executed, and a plurality of stop operation units (reel stop buttons 24) for individually stopping and displaying the plurality of reels 6, in which, when the result of a game stopped and displayed by operation of the plurality of stop operation units becomes a stopped pattern pattern corresponding to a role won in the internal lottery, the slot machine 1 is equipped with a display means (first game information display unit 33) controlled by the game control means and capable of displaying information regarding the result of the internal lottery, in which the roles won in the internal lottery include specific roles in which a prize is won when the plurality of reels stop in a predetermined stopping order, and the game control means is capable of notifying the role won in the internal lottery and the predetermined stopping order for the role to be realized by the lighting state of the plurality of light-emitting units in the display means, and is configured to end the notification in the display means when a predetermined notification end condition is satisfied.

[0268] Therefore, the game control means can notify the winning combination in the internal lottery and the predetermined stop order for achieving the winning combination, so that normal play can be performed. In addition, since the stop order can be notified by the lighting state of the plurality of light-emitting parts, the notification can be performed by a simple display, the configuration of the display means can be simplified, and the burden on the control can be prevented from increasing. Since the notification in the display means is terminated based on the establishment of a predetermined notification end condition, the notification can be performed only for a required period. Here, the display means includes a 7-segment display in which seven light-emitting bodies are arranged in an 8-shape, a display in which seven light-emitting parts are arranged in an 8-shape in imitation of a 7-segment display in a display device such as a liquid crystal display device, a display in which multiple light-emitting parts are arranged in other arrangements, a display in which multiple LEDs are arranged in a matrix, a display in which multiple LEDs are arranged in an arbitrary shape, and the like.

[0269] In addition, the notification end condition is that all reels 6 have stopped. Therefore, the notification can be ended based on whether or not a winning combination has been achieved for the winning combination selected by the internal lottery.

[0270] In addition, the notification end condition is that all reels 6 have stopped if no gaming media have been paid out, and that the payout has ended if gaming media have been paid out. Therefore, it is possible to check the correspondence between the result of the internal lottery and the payout.

[0271] In addition, the notification end condition is that a predetermined time has elapsed after all of the reels 6 have stopped. Therefore, the result of the internal lottery can be confirmed after all of the reels 6 have stopped.

[0272] Furthermore, the notification termination condition is established based on the fact that an operation to start a game following the game to be notified has been performed, and the notification on the display means is terminated and notification of the next game is started. Therefore, since the notification on the display means is terminated and notification of the next game is started based on the fact that an operation to start a game following the game to be notified has been performed, it is possible to perform a notification corresponding to the game.

[0273] FIG. 38 shows the timing of sending the winning role notification command. The winning role notification command, which is information on the winning role and the push order, is first sent to the performance control device 300 at the timing (t32) when the internal lottery is performed after the start lever operation (t31) and the reel 6 starts to rotate. After that, it is also sent when the first stop operation is performed (t33), when the second stop operation is performed (t34), and when the third stop operation is performed (t35). By sending the winning role and push order information to the performance control device 300 for each stop operation in this way, the performance control device 300 can grasp the winning role and the push order even if the winning role notification command is missed before that. Therefore, for example, if the winning role notification command is missed when the reel 6 starts to rotate, the display on the second game information display unit 40 can be started from the timing of receiving the winning role notification command after that. In addition, by receiving the command multiple times, the performance control device 300 can compare the command contents multiple times and determine the validity of the command.

[0274] FIG. 39 shows another example of the sending mode of the winning combination notification command. In this example, after the start lever operation (t41), an internal lottery is performed and the reel 6 starts to rotate (t42), at which point the sending of the winning combination notification command to the performance control device 300 starts, and the command is sent intermittently multiple times until the first stop operation is performed (t43). In this way, sending the winning combination notification command multiple times at the start of the game can prevent players from missing out. Also, the validity of the command can be determined in the performance control device 300 by comparing the contents of the multiple commands.

[0275] In addition, the winning role notification command is also transmitted when the first stop operation is performed (t43), when the second stop operation is performed (t44), and when the third stop operation is performed (t45). Of course, the winning role notification command may be transmitted intermittently multiple times from the timing when the reel 6 starts spinning (t42) until the second stop operation is performed (t44) or the third stop operation is performed (t45). In other words, the winning role notification command may be transmitted intermittently from the start of transmission until a predetermined time has elapsed or a predetermined number of transmissions have been completed.

[0276] In view of the above, in a slot machine 1 equipped with a plurality of reels 6 capable of variably displaying a plurality of symbols, a game control means (game control device 100) capable of performing an internal lottery for a role each time a game involving the variably displaying of the plurality of reels 6 is executed, and a plurality of stop operation units (reel stop buttons 24) for individually stopping the plurality of reels 6, in which, when the result of a game stopped by operating the plurality of stop operation units becomes a stopped pattern pattern corresponding to a role won in the internal lottery, the winning role is achieved, the game control means transmits information relating to the result of the internal lottery to a presentation control means which controls the presentation based on information from the game control means at the start of a game and when the stop operation unit is operated.

[0277] Therefore, information regarding the result of the internal lottery is transmitted to the presentation control means which controls the presentation based on information from the game control means when the game starts and when the stop operation unit is operated, so that information can be transmitted reliably to the presentation control means, enabling normal gameplay to be played.

[0278] Moreover, the winning combinations in the internal lottery include specific combinations that are achieved by stopping the reels 6 in a predetermined stopping order, and the game control means transmits information on the winning combination in the internal lottery and the predetermined stopping order for achieving the combination to the performance control means at the start of the game and when the stop operation unit is operated. Therefore, information can be reliably transmitted to the performance control means, and normal game play can be executed.

[0279] Also, a performance display device (second game information display unit 40) capable of displaying information controlled by the performance control means is provided, and the performance control means is capable of notifying information relating to the result of the internal lottery by displaying it on the performance display device based on information from the game control means. Therefore, necessary information can be notified to the player. In particular, even if information is missed, it is possible to notify the player based on information transmitted again thereafter.

[0280] [Performance button input processing] Fig. 40 shows the effect button input process (step S520) in the main process shown in Fig. 26. In this effect button input process, first, it is determined whether the effect button 10 is in an effective period (step S701). The effective period of the effect button 10 is a period during which a corresponding process can be performed based on the operation of the effect button 10, and includes, for example, a state in which the operation of the effect button 10 is requested in an active effect, a state in which a change in effect based on the operation of the effect button 10 can be accepted, and a state in which game history information, etc. can be displayed based on the operation of the effect button 10.

[0281] If the performance button 10 is not in its valid period (step S701; N), the performance button input process is terminated. If the performance button 10 is in its valid period (step S701; Y), it is determined whether there is any input from the performance button 10 (step S702). If there is no input from the performance button 10 (step S702; N), the performance button input process is terminated. If there is input from the performance button 10 (step S702; Y), it is determined whether there is a performance change possible state in which the performance can be changed based on the operation of the performance button 10 (step S703).

[0282] If the effect cannot be changed (step S703; N), the effect reflection process is performed (step S705) and the effect button input process is terminated. In the effect reflection process, the operation of the effect button 10 is reflected according to the current situation. For example, if the operation of the effect button 10 is required for the effect being executed, a change in the effect according to the operation of the effect button 10 is set. Also, if the state is such that game history information, etc. can be displayed based on the operation of the effect button 10, the history information, etc. is displayed based on the operation of the effect button 10.

[0283] On the other hand, if the effect can be changed (step S703; Y), an effect is selected from the available effects and set (step S704), and the effect button input process ends. The available effects are combinations of effects selected according to the stage setting values ​​as explained in Figures 29 and 30, and one effect is selected from this combination and set. By allowing the effect to be changed by the player's operation in this way, the stage setting value can be guessed from the change mode of the effect.

[0284] The selection of the effect in step S704 may be made so that the player can arbitrarily select from among the available effects. For example, when effects A to D are selected as the available effects, options from effects A to D may be displayed, and the player may select any of the effects by operating the effect button 10.

[0285] Also, the selection of the effect in step S704 may be made by lottery from among the available effects. For example, if effects A to D are selected as the available effects, one effect is selected by lottery from among effects A to D. In this case, the currently set effect may be excluded from the lottery. Furthermore, the selection ratio of each effect may be made different, and if this selection ratio is made different according to the stage setting value, the stage setting value can also be inferred from this. In other words, the stage setting value can be inferred from the information of each of the two stages of selection, the selection of the combination and the selection of one effect.

[0286] Also, the selection of effects in step S704 may be performed in a predetermined order from among the available effects. In the case of changing according to a predetermined order, for example, when effects A to D are selected as available effects, the effects are changed in the order of A → B → C → D → A.... In this case, the selection order of each effect may be made different depending on the stage setting value.

[0287] The period of the effect changeable state in which the effect can be changed based on the operation of the effect button 10 can be set arbitrarily, and the effect may be always changeable, or may be changed when a certain unlocking condition is met. For example, the effect changeable state may be started when a certain number of games have been played, a certain amount of time has passed, the date and time managed by the RTC 338 that manages the actual date and time becomes a certain date and time, or the points that can be acquired in relation to the game reach a certain value. The effect changeable state may also be started when a specific game state ST30 has started, when the specific game state ST30 has continued for a certain period of time, or when a special game state ST20 has started.

[0288] Furthermore, it is preferable to set these conditions so that the stage setting value cannot be grasped in a short time after the opening of the gaming establishment. For example, it may be set when 5000 games have been played or 10 hours have passed since the power was turned on, or when the time reaches 9 p.m. Also, it may be set so that the stage setting value becomes easier to guess as time passes from the power being turned on. For example, when the selection ratio of the available effects is made different according to the stage setting value, it may be set so that the selection ratio is made different as time passes from the power being turned on, and the selection ratio of effect A may be gradually increased as the stage setting value becomes higher. Similarly, it may be set so that the stage setting value becomes easier to guess as the duration of the specific gaming state becomes longer.

[0289] Also, when the effect is selected, a combination of available effects may or may not be presented. When presented, only available effects among effects A to E may be presented, or all may be presented and then the available effects may be clearly indicated. Presenting a combination of available effects can provide a clue for the player to guess the stage setting value, improving the enjoyment of the game. Also, although the stage setting value can be guessed from the selection mode of the effect during the game, it may also be possible to guess the stage setting value from the selection mode of the effect during the waiting state when no game is being played.

[0290] Also, the combination of available effects may be reselected when the same conditions as the start conditions for the effect changeable state described above are met. In this case, the selection may be performed at the selection ratio shown in Figure 30, or at a different selection ratio, but it is preferable to select at a selection ratio according to the stage setting value.

[0291] Furthermore, when reselecting a usable effect, a different option from the selection of the usable effect may be presented to the player, and the selection ratio of the usable effect may vary depending on the selection result of that option, and the content of that option may be selected according to a stage setting value. That is, the content of the first option varies depending on the stage setting value, and the selection ratio of the usable effect, which is the second option, varies depending on the selection result of the first option, and the selection ratio of the usable selection is also set to a selection ratio according to the stage setting value. In this case, two stages of selection are performed according to the stage setting value. In case the player does not select the first option, the selection ratio of the usable effect may be set to the selection ratio shown in FIG. 30.

[0292] Also, the game control device 100 may be configured to select the range of change from the stop operation of the reel 6 at a selection ratio according to the stage setting value. The effect control device 300 may then determine the effect to be selected or set based on the change range rather than on the stage setting value information. Also, although the effect button 10 is configured to be only a push button, it may be equipped with multiple types of buttons such as a cross key and a push button. The effect button 10 may be configured to operate (pop up, vibrate, etc.).

[0293] From the above, in a gaming machine (slot machine 1) equipped with a plurality of reels 6 capable of variably displaying a plurality of symbols, a game control means (game control device 100) capable of performing an internal lottery for each game involving the variably displaying of the plurality of reels 6, and a performance control means (performance control device 300) for controlling the performance of the game, the game control means is equipped with a setting means (game control device 100) capable of selecting and setting a probability value to be used in the internal lottery from a plurality of types of probability values, and the performance control means is capable of determining a combination of performances selectable from a plurality of types of performances according to the probability value set by the setting means. Therefore, it is also possible to guess the stage setting value from the combination of performances, which can increase the interest of the game.

[0294] In addition, the game machine is provided with an operation means (effect button 10) that can be operated by the player, and the effect control means can set one effect to be executed according to the operation of the operation means from among the combinations of effects that can be selected. Therefore, it is possible to guess the stage setting value according to the operation of the player, which can increase the interest of the game.

[0295] The present invention is not limited to the above-described embodiment, and may have the following configuration. For example, a multi-symbol that functions as any of a plurality of symbols may be arranged on the reel 6, and in particular, a multi-symbol that functions as a symbol that requires a careful press to achieve a win, such as a watermelon symbol or a cherry symbol, may be arranged.

[0296] Also, the change range may be different depending on the symbols on the same reel 6. For example, the change range for the replay symbol and the bell symbol may be 5 frames, and the change range for the watermelon symbol and the cherry symbol may be 0 frames.

[0297] Furthermore, when the change range is set to a smaller change range than the normal case shown in Fig. 23(a) or when the change range is 0 frames, if the target winning is achieved, a bonus may be given to the player. The bonus may be information suggesting the stage setting value, a suggestion that there is a right to execute the specific game state ST30, a suggestion that the achievement of the special winning is carried over, a suggestion that it is in the high probability state ST12, the execution of a special performance, etc. These suggestions are given by the image display device 3, LED, sound, backlight of the reel 6, etc.

[0298] In addition, the watermelon winning and the cherry winning may be possible in any of two or more stopping orders, and the change range may be different depending on the stopping order. In other words, the difficulty of the winning may be different depending on the stopping order, so that the difficulty of the winning may be different for one winning role that can be achieved in one game. For example, one winning role may be possible if the stopping order is either center, right, left or left, right, center, and the change range is 5 frames for one stopping order, and 0 frames for the other stopping order. In addition, in the ART state, one winning role can be achieved regardless of the stopping order, but if the stopping order is not a predetermined one, the game may fall into the AT state or RT state.

[0299] In addition, one winning combination can be achieved in any of the six stopping orders, but if the stopping order is a specific stopping order, the change range is set to 5 frames for all reels, and if the stopping order is other than the specific stopping order, the change range may be less than 5 frames (for example, 0 frames). For example, if the stopping order is set to left, center, and right, the change range is set to 0 frames when it is determined that the stopping order is not the specific stopping order. In other words, if the stopping operation is performed in the stopping order of right, center, and left, the change range is set to 0 frames from the first stopping operation of the right reel 6c, and the change range is also set to 0 frames for the subsequent stopping operations of the center reel 6b and left reel 6a. In addition, if the stopping operation is performed in the stopping order of left, right, and center, since it is still unknown at the stage of the first stopping operation of the left reel 6a whether or not it is a specific stopping order, the change range is set to 5 frames, and the change range is set to 0 frames from the operation of the next right reel 6c.

[0300] In this way, a winning combination can be treated as if it were a winning combination that could only be achieved in a specific stop sequence, and even if the player does not operate in the specific stop sequence, the winning combination can be achieved depending on the player's skill, providing a game with unprecedented gameplay. In addition, when playing a push order guessing game in which all or part of the specific stop sequence is not announced, a player who guesses the push order can be given the privilege of easily achieving a winning combination, and even a player who does not guess the push order can be given the possibility of winning the same prize value, thereby increasing the interest and preventing the player from suffering a large disadvantage. In addition, the specific stop sequence in one game is not limited to one, and may be multiple.

[0301] In addition, when a winning combination that requires a certain eye-pressing such as a watermelon winning or a cherry winning, a winning combination that can only be achieved in a specific stopping order, or a winning combination that is difficult to achieve unless the specific stopping order is used as described above is internally won, if the winning combination cannot be achieved, a freeze state may be generated after all reels 6 have stopped, and the reels 6 may be operated to display the symbol combination of the winning combination that should have been achieved. This operation may be performed for all winning combinations, or only for some winning combinations. For example, it may be performed only when the same prize value is awarded, such as when a replay winning is achieved without achieving a cherry winning.

[0302] Also, for symbols that require a certain timing, the timing of the stop operation to establish a winning prize may be notified. This notification is made by display on the image display device 3, by LEDs, by blinking the backlight of the reel 6, by voice, or the like. The timing of the stop operation may be notified when the target symbol reaches the stop position to establish a winning prize, or may be notified that the target symbol is within a change range in which it can be stopped at the stop position to establish a winning prize. The change range may be the change range applied when the current stop operation is performed, or may be the narrowest change range that can be applied (3 frames for a cherry winning prize, 1 frame for a watermelon winning prize). Also, the period of notification may be limited, for example, the period from when all the reels 6 rotate at a constant speed and a stop operation is possible until the reels 6 rotate a predetermined number of times, or the period from when the first stop operation is performed until the reels 6 rotate a predetermined number of times.

[0303] Further, the range of change thereafter may be set according to the type of special win or small win that has been achieved, the timing of the stop operation of the reel 6, such as whether or not the stop operation was performed when a specific symbol was in a specific position, and the result of a game separate from the game played by the reel 6. For example, the range of change is set to 5 frames in the specific game state ST30 that is performed after the end of the special game state ST20 based on the achievement of an SBB win, the range of change is set to 3 frames in the specific game state ST30 that is performed after the end of the special game state ST20 based on the achievement of an NBB win, and the range of change is set to 0 frames in the specific game state ST30 that is performed after the end of the special game state ST20 based on the achievement of an RB win.

[0304] In the above embodiment, the change range for the watermelon and cherry winning can be set different from that for other winning combinations, but the change range for other winning combinations may be set individually. For example, the change range for the special replay 1 winning and the special replay 2 winning may be set individually when each reel 6 is stopped. Also, the change range may be different even for the same winning combination. For example, the bell 1 winning may have a bell 1 winning in which the change range for each reel 6 is 5 frames and a bell 1 winning in which the change range for each reel 6 is 0 frames.

[0305] In addition, when a winning combination in which a part of the symbols constituting the winning combination is common to other winning combinations, such as the special replay 1 winning and the special replay 2 winning, is to be achieved only in a predetermined stopping order, the reel 6 to be stopped first may be the reel 6 with the common symbol. For example, in the case of the special replay 1 winning and the special replay 2 winning, the symbols on the middle reel 6b are both replays, so the middle reel 6b is set as the first stopped reel. In this way, the timing at which it is determined which winning combination has been achieved can be delayed, and the interest in the game can be improved. In particular, if winning combinations in which a part of the symbols constituting the winning combination is common are allowed to win in a duplicated manner, the winning combinations that are achieved can be changed depending on the skill of the player, and the interest in the game can be improved.

[0306] In addition, for a winning combination in which some of the symbols constituting the winning combination are common to other winning combinations, it may be possible to achieve the winning combination even if the stopping order is not a predetermined one, and the winning combination may be difficult to achieve if the stopping order is other than the predetermined one. In addition, the reel 6 with the common symbol may be set to a change range in which the common symbol can be stopped, and the other reels 6 may have a narrower change range than the reel 6 with the common symbol. For example, in the case of a special replay 1 winning and a special replay 2 winning, the center reel 6b may be set to a change range in which the replay can be stopped, and the other reels 6 may have a narrower change range than the center reel 6b.

[0307] In addition, when a small winning combination that can be added to increase the difference number, which is the end condition of the specific game state ST30, is internally won, the timing of the announcement of the difference number to be added may be different depending on whether the mode of the establishment of the small winning combination satisfies the announcement condition. For example, when a small winning combination that can be added to increase the difference number, which is the end condition of the specific game state ST30, is internally won, if the announcement condition that the number of pull-in frames when the third stop reel is stopped is within a predetermined number of frames (for example, 0 frames), is met, the difference number to be added is announced immediately upon the establishment of the small winning combination, and if the announcement condition is not met, the difference number to be added may be announced at the timing of the next game or later. If the announcement condition is not met, this includes a case where the small winning combination cannot be established, as well as a case where the small winning combination is established but is established by pulling in more than the predetermined number of pull-in frames. The announcement condition of the difference number to be added can be set arbitrarily.

[0308] Furthermore, as described above, the notification of the difference number to be added is set to the timing of the next game or later, and when the notification has not yet been made, if a small role winning that can be added to increase the difference number that is the end condition of the specific game state ST30 is internally won and the notification condition is satisfied, the difference number to be added due to the establishment of the small role winning and the difference number to be added by the notification carried over may be notified. In this case, the difference number to be added due to the establishment of the small role winning and the difference number to be added by the notification carried over may be notified so that they can be distinguished from each other, or may be notified together.

[0309] Also, the set change range may be notified. Any manner of notification may be used, and the number of frames in the change range may be clearly displayed or suggested by the image display device 3, sound, or LED. Also, the change range may not be notified or suggested in advance, but may be notified or suggested by the image display device 3, sound, or LED at the time of the stop operation. For example, the larger the change range, the higher the sound output at the time of the stop operation. Furthermore, instead of the change range, the number of frames (number of slips) actually changed at the time of the stop operation may be notified or suggested by the image display device 3, sound, or LED.

[0310] Although the change range is set for each reel 6 individually, it is also possible to set only the upper limit of the change range available in one game and to change the stop position of each reel 6 within this range. For example, if the upper limit is set to 10 frames in one game, and the first reel is stopped after changing by 4 frames, the remaining change range of 6 frames becomes available, and if the second reel is stopped after changing by 5 frames, the remaining change range of 1 frame becomes available when the third reel is stopped.

[0311] The upper limit of the change range can be set according to the game state, the internal winning combination, the result of the lottery for determining the upper limit, etc. Also, the set upper limit and the remaining change range may be notified or suggested. Also, if there is a remaining change range for a game at the end of the game, it may be possible to carry it over to the next game or later.

[0312] Furthermore, the maximum change range for each reel 6 shown in Fig. 23 can also be applied at the same time. For example, if the watermelon B is included in the watermelon winning combination and the remaining change range is 2 or more, the change range is set to 1. Conversely, if only the watermelon A is in the watermelon winning combination and the remaining change range is 4 or less, the change range is set to the value of the remaining change range. In other words, the lesser of the remaining change range and the change range corresponding to the reel 6 that is stopped is applied.

[0313] Also, in Fig. 23(b) and (c), the change range is set according to the stop order, but it may be set according to the position of the reel 6 as in Fig. 23(a). For example, the change range is set to 5 frames for the left reel 6a and the center reel 6b, and 0 frames for the right reel 6c. By setting the change range according to the position of the reel 6 in this way, the difficulty of achieving a winning combination that requires careful eye contact and can only be achieved in a specific stop order changes according to the selected stop order, making the game more interesting.

[0314] That is, when the right reel 6c is selected as the first stop reel, it may stop at any of the upper, middle, and lower positions, so that it is practically allowed to stop within a range of 3 frames. When the right reel 6c is selected as the second stop reel, the range is limited to one to three frames depending on the stop state of the first stop reel, so the difficulty level is higher than when the right reel 6c is selected as the first stop reel. And when the right reel 6c is selected as the third stop reel, the range is limited to one frame depending on the stop state of the first stop reel and the second stop reel, so that the difficulty level is the highest.

[0315] In addition, a falling replay may be provided, which ends the specific game state ST30 when it is realized as a winning combination, and the ease of realizing the falling replay may be changed by the set value of the change range. For example, as shown in Figure 23 (b) or (c), the change range may be set according to the game state or the stopping state of other reels 6, or the change range may be set according to the position of reel 6 as described above, and the stopping order may be specified.

[0316] Next, the execution mode and presentation of the specific game state and the special game state will be explained. FIG. 41 shows an example of the execution mode of the specific game state and the special game state. As shown in FIG. 41(a), when the condition for starting the specific game state is satisfied in the normal game state other than the specific game state and the special game state, the specific game state starts (t51). The specific game state ends when the difference number reaches a predetermined number, and when the condition for starting the specific game state is satisfied, the specific game state can be executed until the difference number becomes 200. In addition, when the condition such as the winning of a specific small role is satisfied, it is possible to add on to increase the difference number that is the end condition of the specific game state.

[0317] In addition, when the specific game state starts, a favorable zone starts. The favorable zone is a period during which either the specific game state or the special game state is being executed. The number of games executed in this favorable zone is counted, and when the number of games reaches a predetermined number (for example, 1500 games), even if the specific game state or the special game state is being executed, it is terminated and the game is switched to the normal game state.

[0318] After that, during the specific gaming state, an internal bonus win is won (t52). Even if this internal bonus win is won, the specific gaming state continues, and the counting of the difference in the number of coins, which is the end condition of the specific gaming state, continues. Then, when a bonus win is realized during the specific gaming state, the specific gaming state is interrupted and the state transitions to a special gaming state (t53).

[0319] The special game state is ended when the difference in number of coins reaches a specified number (t53), but the difference in number of coins that is the end condition of the special game state is counted separately from the difference in number of coins that is the end condition of the specific game state. In other words, during the special game state, the counting of the difference in number that is the end condition of the specific game state is suspended. As will be described later, the difference in number of coins displayed on the image display device 3 is displayed as a total for the specific game state and the special game state. Also, even if there is a transition from the specific game state to the special game state, it is still an advantageous zone, and the counting of the number of games played in the advantageous zone continues.

[0320] When the special game state ends, the interrupted specific game state is resumed (t54). This restarts the counting of the difference in the number of coins that is the condition for ending the specific game state. At this time, counting is restarted from the difference in the number of coins at the time when it was interrupted by the start of the special game state. Note that if there is an addition associated with the execution of the special game state, the difference in the number of coins will increase due to the addition. Also, even if there is a transition from the special game state to the specific game state, it does not change the fact that it is in the advantageous zone, and the counting of the number of games executed in the advantageous zone continues.

[0321] When the game progresses in the special game state and the number of games played in the advantageous zone reaches a predetermined number, the special game state ends and the game transitions to the normal game state, and the advantageous zone ends (t55). In this case, the end of the special game state due to the difference in the number of coins was later (t56), but the number of games played in the advantageous zone had reached the predetermined number before that (t55), and the special game state ends at this point.

[0322] FIG. 41(b) shows a case where the number of games played in the advantageous zone reaches a predetermined number during the execution of a special game state that occurs during the execution of a specific game state. First, a bonus is won during the execution of the specific game state, and the special game state is started (t61). Here, the number of games played in the advantageous zone reaches a predetermined number (t63) before the timing of the end of the special game state due to the difference in the number of coins (t63), and at this point, the special game state ends and transitions to the normal game state, and the advantageous zone ends (t62). In addition, the specific game state (t63-t64), which was interrupted by the start of the special game state and was scheduled to be resumed when the special game state ends, is also not executed.

[0323] In addition, when an internal bonus is won in a situation where the special gaming state may end when the number of games played in the advantageous zone reaches a predetermined number, as shown in Figure 41 (b), a presentation may be provided that suggests or notifies the player that the normal gaming state will occur when the special gaming state ends at a predetermined timing.

[0324] FIG. 42 shows an example of the presentation on the image display device 3 in the specific game state and the special game state. When the conditions for starting the specific game state are met in a normal game state other than the specific game state and the special game state, and the specific game state starts, as shown in FIG. 42(a), a notification of the start of the specific game state is given by notifying the start of the specific game state that the tiger mode, which is a presentation mode corresponding to the specific game state, will start. During the specific game state, as shown in FIG. 42(b), a presentation mode display 91 showing the current presentation mode is performed, and an accumulated information display 92 showing the current difference in number of coins (number of coins won) is performed. The accumulated information display 92 displays the difference in number of coins in the specific game state and the difference in number of coins in the special game state by adding them together. That is, the difference in number of coins in the advantageous zone is displayed.

[0325] When the game is started from the state shown in Fig. 42(b), the difference in number of coins is subtracted by 3 coins in accordance with the bet amount in the cumulative information display 92 as shown in Fig. 42(c). Also, here, the internal win of the bell prize is confirmed, and the stopping sequence that will realize the bell prize is shown. When the bell prize is realized, the number of coins to be paid out is displayed as shown in Fig. 42(d), and is added to the cumulative information display 92 as shown in Fig. 42(e).

[0326] Also, as shown in Fig. 42(e) and (f), if both the watermelon win and the SBB win are won, a suggestion display is made to indicate that the watermelon win has been won. When the watermelon win is achieved, the number of coins to be paid out is displayed as shown in Fig. 42(f), and is added to the cumulative information display 92 as shown in Fig. 42(h). Here, the internal win for the bonus win is achieved and there is a bonus flag, but no notification or presentation is made to the effect that a bonus win is possible. This allows the player to play in the specific game state without being aware of the bonus win.

[0327] After that, the game proceeds with the bonus flag in place, and the game starts with a miss as shown in Fig. 42(i) and (j). Since the miss results in a bonus win, a display is displayed encouraging the player to aim for an SBB win as shown in Fig. 42(j). This display is displayed in the same manner and at the same position as the display of the stop sequence for the small win and the type of small win that is internally won, so the player can proceed with the game in the specific game state without being aware of the bonus win.

[0328] Here, the player is unable to win the bonus and the game ends with a losing result, and no payout is made, so the payout amount is not displayed as shown in FIG. 42(k). The bonus flag is carried over to the next game. Then, the game progresses with the bonus flag in place, and a game with a losing result is started as shown in FIG. 42(l) and (m). Since the losing result means that a bonus win is possible, a display is made encouraging the player to aim for the SBB win as shown in FIG. 42(m). Here, the player wins the bonus, so the specific game state is interrupted and a special game state is started.

[0329] When the special game state is started, as shown in FIG. 42(n), the presentation mode display 91 showing the current presentation mode is changed to display "Super Tiger Mode", which is the presentation mode corresponding to the special game state. Other than this, no special presentation display is performed, and the same display as that at the end of the game as shown in FIG. 42(k) is performed. Since the number of coins paid out due to the establishment of the SBB winning is 0, the number of coins paid out is not displayed. In addition, the cumulative information display 92 takes over the display contents in the specific game state, and the number of coins won in the special game state is added to the number of coins won in the specific game state. However, internally, the counting of the difference in the number of coins in the specific game state is suspended, and the counting of the difference in the number of coins in the special game state is started.

[0330] As shown in Fig. 42(o) to (r), even in the special game state, the display mode is the same as that of the specific game state, and no special effects are performed to indicate that the game is in the special game state. When the special game state ends and the specific game state is resumed, the effect mode display 91 showing the current effect mode is changed to the display of "Tiger mode", which is the effect mode corresponding to the specific game state, as shown in Fig. 42(s). Other than this, no special effect display is performed, and the same display as that at the end of the game as shown in Fig. 42(k) is performed. In addition, the display contents of the cumulative information display 92 in the special game state are taken over, and the number of coins acquired in the specific game state is added to the number of coins acquired at the end of the special game state. However, internally, the counting of the difference in the number of coins in the special game state ends, and the counting of the difference in the number of coins in the specific game state that was interrupted is resumed.

[0331] When the game state is switched between the specific game state and the special game state, no fanfare time is provided to delay the start of the game at the start of the special game state, and no ending time is provided to delay the start of the game at the end of the special game state, and the game can be played at the same intervals as when the game is played in the specific game state. The cumulative information display 92 is also displayed continuously even when the game state is switched between the specific game state and the special game state. The presentation mode display 91 is also displayed in substantially the same manner. The cumulative value notification unit 92 and the presentation mode display 91 form a specific display that is displayed continuously between the specific game state and the special game state.

[0332] That is, the presentation in the special game state is designed to proceed with the game while retaining the elements of the presentation in the specific game state. This allows the specific game state and the special game state to be played without any separation, making it possible for the player to not be aware of the special game state, and even if the game state transitions, the player's sense of ball output, speed, rhythm, etc. can be maintained, improving the enjoyment of the game. In addition, the cumulative information display 92 sums up the difference in the number of coins in the specific game state and the special game state, which is larger than when each is notified separately, giving the player the feeling that he or she has won a large number of coins.

[0333] After that, when a predetermined period of time before the end of the specific game state arrives, a suggestion effect is executed to suggest a possibility of a change in the game state, as shown in Fig. 42(t) and (u). This suggestion effect suggests that the ally character and the enemy character fight, and if the ally character wins, the specific game state will continue as an advantageous result for the player, and if the ally character loses, the specific game state will end as an unfavorable result for the player. Since the specific game state ends here, an effect is performed in which the ally character loses, as shown in Fig. 42(u), and the specific game state ends. When the specific game state ends, the difference in number of coins (number of coins won) is notified as shown in Fig. 42(v), and then the effect transitions to the normal game state.

[0334] The suggestive effect is executed not only when the specific game state ends because the difference in number of coins reaches a predetermined number, but also when the specific game state or the special game state ends because the number of games played in the advantageous zone reaches a predetermined number as shown in Fig. 41. In other words, it is executed in common when the advantageous zone ends. In this way, by making it a common suggestive effect regardless of the conditions that cause the advantageous zone to end, it is possible for the player to feel a sense of discomfort even in the case of an end due to the number of games played in the advantageous zone reaching a predetermined number, which is an unintended end for the player.

[0335] The suggestive effects are also used to suggest that an internal win has been won for a bonus prize in the normal game state. However, if an internal win for a bonus prize is won in a specific game state, no suggestive effects suggesting the internal win are performed so as not to make the player aware of the special game state. Of course, if the advantageous zone does not end or if an internal win for a bonus prize has not been won, so-called false effects can be performed with a certain probability. Furthermore, the contents of the suggestive effects are not limited to those shown here.

[0336] In addition, if the symbol combination corresponding to the bonus win is not a special symbol combination such as "777" but a symbol combination using symbols commonly used for small role wins, it becomes difficult to tell that a bonus win has been achieved, and the separation between the specific game state and the special game state can be eliminated. Symbols commonly used for small role wins include bells, watermelons, and cherries. The same effect can be obtained by using the symbol combination used for small role wins as the symbol combination corresponding to the bonus win. For example, the symbol combination corresponding to the SBB win can be "replay-bell-bell". In addition, if the symbol combination corresponding to the bonus win is a symbol combination that can be achieved without the player being aware of it, the special game state can be started, and the separation between the specific game state and the special game state can be eliminated.

[0337] In addition, in FIG. 42(j) and the like, a display (here, "Aim for 7!!") is shown indicating the corresponding symbol in the game in which a bonus win can be achieved in the specific gaming state, but the symbol may be indicated by other displays. For example, an image showing the part of the reel 6 facing the symbol display window 5 may be used to display which symbol will be stopped on the winning line or pseudo winning line. In this case, all the symbols on the part of the reel 6 facing the symbol display window 5 may be displayed, or only the main symbols may be displayed. For example, symbols that require attention may be displayed, and symbols that do not require attention may not be displayed. By not displaying symbols that do not require attention, it becomes easier to see and understand.

[0338] In addition, when there are a plurality of stop modes that can be displayed, such as when either a stop mode in which the symbols are lined up on a middle line or a stop mode in which the symbols are lined up on a line that rises to the right is selected depending on the timing of the stop operation, images showing some or all of the stop modes may be displayed. Also, images showing both a case in which the symbols are lined up on a winning line and a case in which the symbols are lined up on a pseudo winning line may be displayed.

[0339] In addition, the cumulative information display 92 does not notify the value of the difference in the number of coins at which the specific game state ends or the value of the difference in the number of coins at which the special game state ends, but these may be notified. In addition, if an add-on occurs in the specific game state, an add-on effect is performed to notify the add-on, and if a special game state occurs in the specific game state, the same effect as the add-on effect may be performed. The add-on increases the difference in the number of coins until the specific game state ends, and the period of the specific game state is extended, but the occurrence of a special game state also extends the specific game state by the difference in the number of coins that can be obtained in the special game state, and by treating these as add-ons, it is possible to make the specific game state appear to continue for a long period of time.

[0340] In addition, the corresponding presentation modes are different between the specific game state and the special game state, and different displays are made on the presentation mode display 91. However, the same presentation mode may be used for the specific game state and the special game state, and the display of the presentation mode display 91 may be the same in both the specific game state and the special game state. In other words, the display contents of the image display device 3 may be the same in the specific game state and the special game state.

[0341] Also, when the advantageous zone ends, a specific symbol combination may be derived to end the zone. Examples of the advantageous zone ending include when the difference in number of coins reaches a predetermined number in the specific game state, when the difference in number of coins reaches a specified number in the special game state and does not transition to the specific game state, and when the number of games played in the advantageous zone reaches a predetermined number. In these cases, the ending number may be derived to notify the player of the end of the advantageous zone. In particular, when the number of games played in the advantageous zone reaches a predetermined number, the advantageous zone ends at an unnatural timing, so that the player can end the advantageous zone without feeling uncomfortable by impressing the player that the game will transition to the normal game state once the ending number is derived. Also, a specific ending effect may be performed instead of or together with the ending number.

[0342] In addition, although both the specific game state and the special game state are terminated when the difference in number of coins satisfies the termination condition here, they may be terminated under other conditions. For example, both the specific game state and the special game state may be terminated when the number of games executed in each game state satisfies the termination condition. If a special combination is won and the game state transitions to the special game state ST20 when the number of games executed in the specific game state ST30 does not satisfy the termination condition of the specific game state ST30 (a state in which there is a number of games remaining), the game state transitions to the specific game state ST30 after the special game state ST20 ends, and the number of remaining games is consumed. In this way, when managing the transition of the game state based on the number of games, the cumulative information display 92 displays the number of games executed. In addition, when transitioning between the specific game state and the special game state, the cumulative information display 92 is updated following the number of games displayed in the cumulative information display 92 in the game state before the transition.

[0343] In addition, when the special game state or the specific game state is ended by the number of games executed in the advantageous zone reaching a predetermined number, the display of the cumulative value notification section 92 may be ended, or a specific display (such as "MAX") may be displayed that does not clearly indicate the difference in number. In this case, the difference in number displayed in the cumulative value notification section 92 may end the special game state or the specific game state without satisfying the end condition of the state, which may dissatisfy the player, so when it is clear that the special game state or the specific game state is ended by the number of games executed in the advantageous zone reaching a predetermined number, it is preferable not to clearly indicate the difference in number.

[0344] In addition, the display on the image display device 3 is made common between the special game state and the specific game state, and the effects in the special game state proceed while retaining the elements of the effects in the specific game state, but other elements may be made common. For example, since the specific game state notifies the push order, the push order may also be notified in the special game state. However, in the special game state, a bell is won and derived regardless of the push order, so it is not necessary to notify the push order. Therefore, the push order is notified as an effect. And, for example, a setting suggestion effect or points may be given depending on the number of times the push order is followed (the image displayed at the end of the special game state is likely to be one corresponding to the setting value, and a special effect such as a song being unlocked with points is executed).

[0345] In addition, since the push order is used for the performance, the push order selected by the performance control means 300 is notified. In this case, it is desirable to use a different display mode from the push order notification when the push order bell is won. For example, the push order notification when the push order bell is won in a specific game state is to add a color (yellow) or image (the same image as the bell pattern) that is reminiscent of a bell to the push order image, and when the winning is established, the first payout sound is output as the payout sound, and the light emission mode when the payout is performed is set to a color (yellow) that is reminiscent of the push order bell. In contrast, the push order notification in the performance during the special game state is set to a color (for example, black) that is not reminiscent of a bell, and no image is added. In addition, when the winning is established, the second payout sound different from the first payout sound is output as the payout sound, and the light emission mode when the payout is performed is set to a color (only white) that is not reminiscent of the push order bell. This allows the player to know that the pressing order will not affect the outcome of the game, and makes the player realize that pressing the buttons in the wrong order will not cause him or her any significant disadvantage.

[0346] Also, the start condition of the AT state may be different from the start condition of the RT state, and the end condition of the AT state may be different from the end condition of the RT state. For example, the end condition of the AT state may be a predetermined number of difference coins, and the end condition of the RT state may be a game result mode in which a specific end result is derived. Then, the period from the end of the AT state to the derivation of the end result may be a preparation state for the end of the specific game state (RT state), and the game may go through this preparation state to the normal game state. The presentation in the preparation state for the end (mainly the screen) may display the same part as the normal game state (background image) and an image displayed during or at the end of the specific game state (image of the end of the tiger mode, display of the number of coins acquired, etc.). That is, the display may be a mixture of elements of the normal game state and elements of the specific game state. This allows the transition from the specific game state to the normal game state to be presented without any sense of incongruity.

[0347] Also, for example, the start condition of the AT state may be the acquisition of an ART right or the establishment of a predetermined condition after the acquisition of an ART right, and the start condition of the RT state may be the derivation of a specific starting number as the result mode of the game. Then, the period from the start of the AT state to the derivation of the starting number may be a start preparation state (AT state) for a specific game state, and the ART state may be entered through this start preparation state. The performance (mainly the screen) in the start preparation state may display the same part as the normal game state (background image) and the same part as the specific game state (notification of the push order, etc.). In other words, a display may be made in which elements of the normal game state and elements of the specific game state are mixed. This makes it possible to start the specific game state without any sense of incongruity.

[0348] In this way, when the AT state or RT state can be taken in addition to the ART state, all of these are more advantageous states for the player than the normal gaming state ST10, so the ART state, AT state and RT state can be treated as the specific gaming state ST20, i.e., the advantageous zone. In addition, multiple states with different ease of addition may be provided in the ART state, AT state and RT state, and these states are also included in the advantageous zone. The ART state may be the specific gaming state ST30, and the AT state and the RT state may be treated as gaming states other than the specific gaming state ST30, and in this case, the AT state and the RT state are also included in the advantageous zone. In other words, the advantageous zone includes at least the special gaming state ST20 and the specific gaming state ST30, and may include other states.

[0349] In addition, there is a normal gaming state ST10 as a normal section (normal period) that is not an advantageous section, and this normal gaming state ST10 includes a low probability state ST11 and a high probability state ST12, and further includes a chance zone that has a high probability of transitioning to a specific gaming state ST30 and a predetermined period after a rare role is derived. These low probability states ST11, high probability states ST12, chance zones, and a predetermined period after a rare role is derived may be treated as gaming states other than the normal gaming state ST10, and in this case, these states are also included in the normal section. In other words, the normal section includes at least the normal gaming state ST1, and may include other states.

[0350] In view of the above, in a gaming machine (slot machine 1) that includes a plurality of reels 6 capable of variably displaying a plurality of symbols, a control means (game control device 100) capable of performing an internal lottery for a winning combination for each game involving the variably displaying of the plurality of reels 6, and a plurality of stop operation units (reel stop buttons 24a, 24b, 24c) for individually stopping and displaying the plurality of reels 6, and in which, when the result of a game in which the reels 6 are stopped and displayed by operating the plurality of stop operation units becomes a stopped pattern pattern corresponding to a winning combination in the internal lottery, a winning combination is established, the winning combinations include specific combinations in which a winning combination is established by operating the plurality of stop operation units in a predetermined stopping order, and special combinations in which a special game state is generated by the establishment of a winning combination, and the control means The game state is set as one of the following game states: a normal game state ST10; a specific game state ST30, which is more advantageous to the player than the normal game state ST10 and is entered based on the establishment of a predetermined condition; and a special game state ST20, which is more advantageous to the player than the normal game state ST10 and is entered based on the establishment of a special role. The game information in the specific game state ST30 is accumulated, and the specific game state ST30 is terminated based on the accumulation result satisfying the termination condition. Even if a special role is internally won in the specific game state ST30, the specific game state ST30 is continued and the accumulation of game information in the specific game state ST30 is continued. Therefore, the specific game state and the special game state can be executed without any separation, which can improve the interest of the game. The accumulated game information can be a difference in number of coins or a number of games.

[0351] Also, the display device (image display device 3) capable of displaying information about the game is provided, and the control means is configured to accumulate game information in the special game state ST20 and terminate the special game state ST20 based on the accumulated result satisfying the termination condition, and the display device can perform an accumulated information display 92 that displays information about the accumulated result of game information in the specific game state ST30 or the special game state ST20, and when a special combination is won in the specific game state ST30 and the game state transitions to the special game state ST20, the accumulated information display 92 is updated following the display contents of the accumulated information display 92 that was displayed in the specific game state ST30. Therefore, the specific game state and the special game state can be executed without any separation, which can improve the interest of the game.

[0352] Also, a display device capable of displaying information about the game is provided, and the control means is configured to accumulate game information in the special game state ST20 and terminate the special game state ST20 based on the accumulated result satisfying the termination condition, and the display device can perform an accumulated information display 92 that displays information about the accumulated result of game information in the specific game state ST30 or the special game state ST20, and when the specific game state ST30 is entered after the special game state ST20 is terminated, the accumulated information display 92 is updated following the display contents of the accumulated information display 92 that was displayed in the special game state ST20. Therefore, the specific game state and the special game state can be executed without any separation, which can improve the interest of the game.

[0353] Furthermore, the control means accumulates the number of game media acquired as game information in the specific game state ST30 in the specific game state ST30, and ends the specific game state ST30 when the accumulated result satisfies the end condition, and accumulates the number of game media acquired as game information in the special game state ST20 in the special game state ST20, and ends the special game state ST20 when the accumulated result satisfies the end condition. Therefore, the end condition of both the special game state and the specific game state is determined by the number of game media acquired, and the presentation can be shared, and the specific game state and the special game state can be executed without separation, which can improve the interest of the game.

[0354] In addition, in a gaming machine (slot machine 1) equipped with a control means (game control device 100) for executing a game in which a plurality of symbols are variably displayed and for executing control capable of generating a special gaming state when the result of the game results in a special result, the slot machine 1 is equipped with a display control means (performance control device 300) capable of displaying a predetermined image on a display device (image display device 3), and the control means is capable of setting at least a normal gaming state ST10, a specific gaming state ST30 which is more advantageous than the normal gaming state ST10, and a special gaming state ST20 to which the game transitions in response to the special result being achieved, and a normal period including at least the normal gaming state ST10, and an advantageous period ( The game is executed in either the special game state ST20 or the specific game state ST30, and the special game state ST20 and the specific game state ST30 are terminated when a predetermined termination condition is satisfied. The advantageous period can be transitioned from the advantageous period to the normal period by a termination condition different from the termination condition of the special game state ST20 and the termination condition of the specific game state ST30, and the normal period can be transitioned from the normal period to the advantageous period by the establishment of one of a plurality of transition conditions. When the game transitions to the special game state ST20 in response to a special result in the specific game state ST30, the display control means takes over and displays the specific display that was displayed in the specific game state ST30. Therefore, the specific game state and the special game state can be executed without any separation, which can improve the interest of the game.

[0355] FIG. 43(a) shows a case where an internal bonus win is won in a specific gaming state (t81), but the number of games played in the advantageous zone before the bonus win reaches a predetermined number (t82).

[0356] A bonus flag is set (t71), which indicates that a bonus win can be achieved by an internal win of a bonus win. This bonus flag is carried over to the next game even if a bonus win cannot be achieved in the game being played. Here, a bonus win cannot be achieved while this bonus flag is set, the number of games played in the advantageous zone reaches a predetermined number, and the specific gaming state ends before the scheduled end timing (t73) (t72). In this case, the bonus flag is cleared as the specific gaming state ends and the advantageous zone ends. In other words, the internally won bonus win cannot be achieved.

[0357] FIG. 43(b) shows a case where the condition for adding is established (t81) in a situation where the timing (t82) when the number of games played in the advantageous zone reaches a predetermined number precedes the timing (t83) when the specific gaming state ends due to the difference in the number of coins. In this case, it is clear that the period of the specific gaming state (t83~t84) extended by the increase in the difference in the number of coins due to the addition will not be executed. In this case, the difference in the number of coins is not added. This prevents the player from feeling dissatisfied that the addition is not executed.

[0358] In addition, in a situation where the timing (t82) when the number of games played in the advantageous zone reaches a predetermined number precedes the timing (t83) when the specific game state due to the difference in number of coins ends, the difference in number of coins may be added internally, but the fact that the addition has been made may not be notified to the player. Also, the addition condition itself may not be satisfied. For example, a lottery for the addition may not be held, or in the lottery for the addition, it may be set so that the player can always select not to add the coins.

[0359] As shown in Fig. 43, even if the bonus win is not established or the additional win is not executed, the history information that records the information of the bonus win established in the past, the information of the small winning combination that has been won in addition to the bonus win, the information of the bonus win, the information of the small winning combination that has been won in addition to the bonus win, and the information of the additional win may be recorded. The history information includes the gaming machine history information that is the history information of the gaming machine, and the player history information that is the history information of the player's play, and the information of the bonus win that has not been established, the information of the small winning combination that has been won in addition to the bonus win, and the information of the additional win that has not been executed may be recorded in only one of the history information, or may be recorded in both history information.

[0360] For example, a bonus win that was not realized or an additional bonus that was not executed may not be recorded in the player history information because the player is not aware of their existence. However, information on a bonus win and a minor winning combination that was won twice may be recorded in the player history information, or may be recorded as not being a double win. Also, since a bonus win that was not realized or an additional bonus that was not executed is still a win as a result of the lottery on the gaming machine, all of them may be recorded in the gaming machine history information.

[0361] 41 and 43, which are performed when the number of games played in the advantageous zone reaches a predetermined number, are performed in the advantageous zone management process (step S119, see FIG. 15) in the game control device 100. In this process, when the number of games played in the advantageous zone reaches a predetermined number and the processes shown in FIG. 41 and 43 are performed, information to that effect may be transmitted to the performance control device 300.

[0362] Next, the effects associated with the awarding of game value will be described. As shown in FIG. 44, when the payout of medals, which are game media, is started as the awarding of game value, the speakers 4a and 4b, which constitute the sound output means, start to output the awarding sound that notifies the payout of medals (t101). In addition, the flow path contact sound caused by the medals reaching and contacting the flow path is emitted with a delay of the time (t101 to t102) when the medals paid out from the medal payout device reach the flow path (t102). In addition, the lower tray contact sound caused by the medals reaching and contacting the lower tray 27 is emitted with a delay of the time (t101 to t103) when the medals paid out from the medal payout device reach the lower tray 27 (t103).

[0363] During this payout, the medals stored in the medal payout device run out, or the medals get stuck in the medal payout device, causing a medal payout error in which the medal payout motor 63 is driven but the medal payout sensor 59 cannot detect the paid out medals (t104). As a result, the payout of the medals is interrupted, and the output of the grant sound is stopped along with this interruption (t104). In addition, the cessation of the flow path contact sound (t105) and the cessation of the lower tray contact sound (t106) are delayed from the cessation of the medal payout by the amount of time it takes for them to arrive from the medal payout device. Furthermore, as a result of the occurrence of the medal payout error, the output of the error notification sound from the speakers 4a and 4b is started, and the decoration device 46 equipped with an LED starts to emit an error light (t104). The error light is emitted in a specific light emission mode, which is a predetermined light emission mode that notifies of an abnormality.

[0364] Thereafter, when the medal payout error is cleared, the suspended payout of medals is resumed (t107). The start of the flow path contact sound (t108) and the start of the lower tray contact sound (t109) are delayed from the start of medal payout by the amount of time it takes for them to arrive from the medal payout device. The error notification sound stops outputting when the medal payout error is cleared. Here, the awarding sound is not resumed even if the medal payout error is cleared and payout is resumed. This makes it easier to hear the drive sound, flow path contact sound, and lower tray contact sound of the medal payout device, making it possible to check by sound whether the abnormality in the gaming machine has been resolved.

[0365] In addition, the error notification sound stops outputting when the medal payout error is cleared, but the error light does not end immediately even when the medal payout error is cleared, but continues to emit light at least until the lower tray contact sound starts (t109) and then ends (t110). This indicates that attention should be paid to the driving sound of the medal payout device, the flow path contact sound, and the lower tray contact sound.

[0366] When all medals to be paid out have been paid out, the medal payout ends (t111). The cessation of the flow path contact sound (t112) and the cessation of the lower tray contact sound (t113) are delayed from the cessation of medal payout by the amount of time it takes for each sound to arrive from the medal payout device.

[0367] [Payment and attendance setting process] 45 shows a payout performance setting process executed to set performance related to the payout of medals in the lamp & sound & image editing process (step S519) that sets various performance modes in the main process executed by the performance control device 300. In this payout performance setting process, first, it is determined whether or not there is a payout flag (step S801).

[0368] The payout flag is a flag that is set during the period from the start to the completion of the payout of medals. If there is no payout flag (step S801; N), it is determined whether or not a payout start command that the game control device 100 transmits when starting the payout of medals has been received (step S802). If the payout start command has not been received (step S802; N), the process proceeds to step S814. If the payout start command has been received (step S802; Y), the payout flag is set (step S803), and the output of the grant sound is started (step S804).

[0369] Next, the game control device 100 judges whether or not it has received a payout end command that is sent when the payout of medals is to be ended (step S811). If the payout end command has not been received (step S811; N), it proceeds to step S814. If the payout end command has been received (step S811; Y), it clears the payout in progress flag (step S812), stops outputting the payout sound (step S813), and proceeds to step S814.

[0370] On the other hand, if there is a payout in progress flag (step S801; Y), it is determined whether a payout error reset command transmitted from the game control device 100 when the medal payout error is cleared has been received (step S805). If this payout error reset command has been received (step S805; Y), an initial value is set to the error light emission timer. The error light emission timer measures the time for which the error light emission continues from the clearing of the medal payout error, and an initial value is set to a value that corresponds to a time longer than the time from the clearing of the medal payout error to the output of the lower tray contact sound. Furthermore, the output of the error notification sound is stopped (step S807), and the process proceeds to step S811.

[0371] Also, if a payout error release command has not been received (step S805; N), it is determined whether a payout error occurrence command transmitted from the game control device 100 when a medal payout error occurs has been received (step S808). If this payout error occurrence command has not been received (step S808; N), the process proceeds to step S811. If a payout error occurrence command has been received (step S808; Y), the process starts emitting error light (step S809), starts outputting an error notification sound (step S810), and proceeds to step S813 where output of the grant sound is stopped.

[0372] In step S814, if the error light emission timer is not 0, it is updated by -1 (step S814), and it is determined whether the error light emission timer has become 0 (step S815). Then, if the error light emission timer is not 0 (step S815; N), the payment appearance setting process is terminated. Also, if the error light emission timer has become 0 (step S815; Y), the end of the error light emission is set (step S816), and the payment appearance setting process is terminated.

[0373] Although the above description states that the dispense sound is not output after the medal payout error is cleared, the volume may be reduced compared to normal payout. Also, after the medal payout error is cleared, the volume of sounds other than the dispense sound may be reduced or stopped from being output. This makes it easier to hear the driving sound, flow path contact sound, and bottom tray contact sound of the medal payout device.

[0374] In addition, there are cases where medals are paid out based on the establishment of a win and cases where medals are paid out by releasing credits, and in either case, the awarding sound may be controlled as shown in Fig. 44, or when medals are paid out based on the establishment of a win, the awarding sound may be controlled as shown in Fig. 44, and when medals are paid out based on the release of credits, the awarding sound may be resumed when a medal payout error is cleared. When medals are paid out based on the release of credits, there is a possibility that the medals will be paid out by an illegal act of paying out medals, so by resuming the awarding sound when a medal payout error is cleared, it is possible to notify those around that the medals are being paid out by releasing credits.

[0375] In addition, the granting of game value includes not only the payment of game media such as medals, but also the addition to credits. The granting sound may be output when the credits are added. The addition to credits may also be interrupted due to the occurrence of an abnormality, and in this case, the granting sound may be stopped. When the addition to credits is interrupted and then resumed, the granting sound associated with the addition may not be output, and in the case of the addition to credits, the granting sound may be output when the addition is resumed.

[0376] In addition, in the case of credit addition, the effect related to the addition, such as the addition sound, may be terminated at the time when the abnormality occurs. In the case of credit addition, the addition to the credit has already been completed at the time when the effect related to the addition is executed, so no inconvenience will occur even if the effect is not resumed after the abnormality is resolved.

[0377] Also, in order to make the flow path contact sound more likely to occur or to make the flow path contact sound louder, a sound generating member such as an uneven portion or a metal plate may be provided on the wall of the flow path through which the medals are dispensed. The position of the sound generating member is preferably the part where the medals and the flow path are most in contact with each other in the part where the medals flow in from the medal dispensing device (placed in the part where the medals have the most momentum). Also, in order to make the lower tray contact sound more likely to occur or to make the lower tray contact sound louder, a sound generating member may be provided on a part where the medals flowing into the lower tray 27 may come into contact. For example, all of the parts where the medals flowing into the lower tray 27 may come into contact may be made of metal, or only the part where the medals flying out of the outlet of the flow path come into contact most may be made of metal, or the edge of the outlet of the flow path may be covered with a metal member, etc., so that the contact sound is easy to hear (it does not have to be metal, but may be made of a material different from the other members). Also, since the BGM is louder in the specific game state and the special game state than in the normal game state, after the medal dispensing error is released, the BGM may be faded in (gradually increased), etc., to make the flow path contact sound and the lower tray contact sound easier to hear.

[0378] From the above, a gaming machine (slot machine 1) that can execute a game based on the establishment of a predetermined condition and can award a gaming value according to the result of the game is provided with a sound output means (speakers 4a, 4b) that can output sound, and a sound output control means (performance control device 300) that controls the sound output means, and the sound output control means can output an awarding sound from the sound output means in association with the awarding of a gaming value, and when the awarding of the gaming value that was interrupted due to the occurrence of an abnormality is resumed after the awarding of the gaming value is interrupted, it is possible not to output the awarding sound associated with the award. Therefore, the driving sound, flow path contact sound, and lower tray contact sound of the medal payout device are easily heard, and it is possible to confirm by sound whether the abnormality of the gaming machine has been resolved, making it easy to confirm recovery from the abnormality.

[0379] The device also includes a light-emitting means (frame decoration device 46) capable of performing effects by light emission, and a light-emitting control means (effect control device 300) for controlling the light-emitting means, and the light-emitting control means can cause the light-emitting means to emit light in a specific light-emitting mode to notify the abnormality when the game value is interrupted due to an abnormality occurring during the awarding of the game value, and when the interrupted awarding is resumed due to the abnormality being resolved, the light emission in the specific light-emitting mode is continued until a predetermined period has elapsed since the abnormality was resolved. Therefore, it is possible to prompt the player to confirm that the game value has been restored from the abnormality.

[0380] In addition, the machine includes a payout device that pays out game media according to the game value, and a tray (lower tray 27) that receives the game media paid out from the payout device, and the light emission control means sets the predetermined period to at least the period until the game media paid out by the payout device reaches the tray when the payout is resumed due to the resolution of the abnormality. Therefore, it is possible to urge the player to be careful until the recovery from the abnormality can be visually confirmed.

[0381] [First Modification] Next, a first modified example of the gaming machine of the above embodiment will be described. Basically, the gaming machine has the same configuration as the gaming machine of the above embodiment, and the following description will be omitted for the parts having the same configuration with the same reference numerals, and mainly the different parts will be described. In the gaming machine of this modified example, when the number of games played in the advantageous zone before the internally won bonus winning is established in a specific gaming state reaches a predetermined number, the bonus flag corresponding to the bonus winning is carried over without being cleared.

[0382] FIG. 46 shows an example of a case where the number of games played in the advantageous zone reaches a predetermined number. In this example, an internal win for a bonus prize is won in the advantageous zone (t121), but the bonus prize cannot be won, and the specific game state ends (t123) before the number of games played in the advantageous zone reaches a predetermined number and the specific game state ends (t124) with the bonus flag set. Even in this case, the bonus flag is carried over, and it is possible to win a bonus prize after the advantageous zone ends (t126).

[0383] In this case, since the special gaming state occurs during the normal gaming state, the start of the special gaming state will start a new advantageous zone. Therefore, it is also possible to transition to a specific gaming state after the special gaming state. However, in the case of a special gaming state based on a bonus flag carried over across the timing when the number of games played in the advantageous zone reaches a predetermined number, as in this example, it is also possible to prevent transition to the specific gaming state after the special gaming state ends.

[0384] In addition, a suggestive effect is executed for a predetermined period before the end of the specific game state (t122 to t123). This suggestive effect suggests the end of the specific game state, and is an effect that suggests that the ally character will lose and that the result will be unfavorable to the player. In this example, since the specific game state ends when the number of games played in the advantageous zone reaches a predetermined number, the suggestive effect is started a predetermined period before the timing when the number of games played in the advantageous zone reaches the predetermined number, and is executed until the number of games played in the advantageous zone reaches the predetermined number.

[0385] In addition, although the bonus flag is set here, the suggestion effect to end the specific game state is executed regardless of the existence of the bonus flag, and the content of the suggestion effect does not suggest the existence of the bonus flag. Of course, the existence of the bonus flag may be suggested, and for example, the content of the effect in which the friendly character loses may be different depending on the existence of the bonus flag.

[0386] When the special game state ends, the game enters the normal game state, and the presentation is that of the normal game state (t123). Here too, the bonus flag is present, but the presentation in the normal game state does not suggest the presence of the bonus flag in order to indicate that the game has transitioned to the normal game state. Of course, the presentation may suggest the presence of the bonus flag. Then, at a predetermined timing, a suggestion presentation is executed that suggests an internal win of a bonus prize (t125 to t126). This suggestion presentation suggests the occurrence of a special game state, and therefore suggests that the ally character has won, resulting in an advantageous outcome for the player.

[0387] In addition, the information on the bonus win and the small winning combination that has been won in the past are recorded in the player history information and the gaming machine history information, which record information on the bonus win and the small winning combination that has been won in the past, and information on the ART. However, when a special game state based on the bonus flag carried over across the timing when the number of games played in the advantageous zone reaches a predetermined number as in this example occurs, the timing of recording and viewing may be made different. For example, at the timing (t121) when the bonus win and the small winning combination are won, the information on the bonus win and the small winning combination is recorded in the gaming machine history information and made viewable. On the other hand, the player history information may only record information on the bonus win and the small winning combination, and viewing may be made possible from the timing (t126) when the bonus win is established.

[0388] The present invention is not limited to the slot machines shown in the above-described embodiment, but can be applied to all slot machines, such as slot machines that use game balls. It can also be applied to gaming machines such as pachinko gaming machines, arrange ball gaming machines, and mahjong ball gaming machines. The configurations of the above-described embodiment and the configurations of the modified examples can be appropriately combined and applied.

[0389] Furthermore, the embodiments disclosed herein should be considered to be illustrative and not restrictive in all respects. The scope of the present invention is defined by the claims, not the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0390] 1. Slot machines (amusement machines) 3 Image display device (display device) 100 Game control device (control means) 300 Production control means (production control device)

Claims

[Claim 1] A gaming machine capable of executing a game based on the establishment of a predetermined condition and awarding a gaming value based on the result of the game, A game control means capable of performing an internal lottery for each execution of the game; A performance control means for controlling the performance, The game control means includes: A normal section including a normal gaming state and an advantageous section including a first gaming state that is more advantageous than the normal gaming state can be set; When a predetermined combination is won in the internal lottery, a predetermined flag is set, and when the predetermined combination is won, the first gaming state is generated; The effect control means is capable of executing a first suggestion effect suggesting the end of the advantageous period and a second suggestion effect suggesting the winning of the predetermined role, The first suggestion effect is an effect that is executed during a predetermined period before the end of the advantageous zone without any suggestion of the winning of the predetermined role, regardless of the presence or absence of the predetermined flag, The second suggestion effect is executable when the predetermined flag is set, and is an effect that is executed at a predetermined timing after the end of the advantageous zone. Amusement machine.

Citation Information

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