Gaming Machines
Patent Information
- Application Number
- JP2020137228
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-17
- Publication Date
- 2025-03-12
- Estimated Expiration
- 2040-08-17
AI Technical Summary
【0011】 本発明によれば、遊技者の遊技意欲を維持しつつ、遊技性の向上を図ることが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]
[0002] In a slot machine as a gaming machine, a lottery is held for a winning combination in response to a player's bet of medals (gaming media) and the operation of a start switch, and multiple reels with various symbols are rotated. The reels are stopped sequentially in response to the lottery result and the operation of a stop switch by the player, and when a symbol combination corresponding to a winning combination is displayed on a pay line, which is a line that is the subject of a payout, a predetermined number of medals is paid out, and other gaming benefits (hereinafter simply referred to as gaming benefits) are awarded to the player.
[0003] In addition, in a slot machine, a plurality of game states are provided that differ in the degree of advantage (game profit) of the player during the game. For example, when a winning combination (hereinafter referred to as a correct combination) with a large game profit is won and a winning type (hereinafter referred to as a selected winning type) overlaps with another winning combination, the operation mode of the stop switch that is the winning condition of the correct combination (hereinafter referred to as a correct operation mode) is notified (hereinafter, the performance that notifies the operation mode that is the winning condition of such a predetermined winning combination (assisting the winning of the correct combination) is simply referred to as an assist performance), and the player can easily display the symbol combination corresponding to the correct combination on the pay line. In addition, there are slot machines that use a RT (replay time) game state in which the winning probability of the replay role is set high, and a so-called ART game state in which the above-mentioned AT game state and the RT game state proceed simultaneously (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2011-010751 A Summary of the Invention [Problem to be solved by the invention]
[0005] In slot machines, the expected number of coins to be won per unit of play in the AT performance state can be set as desired. For example, by increasing the expected number of coins to be won per unit of play in the AT performance state, the player can obtain a large gaming profit in a short period of time, which increases the player's motivation to play.
[0006] However, if the expected number of coins per unit of play in the normal performance state is set relatively low in order to increase the expected number of coins per unit of play in the AT performance state, the player's investment will be unnecessarily large. On the other hand, if you try to suppress the decrease in the expected number of coins per unit of play in the normal performance state, you have no choice but to set the probability of transitioning to the AT performance state low or to set a period during which no lottery is held. This will result in a decrease in the frequency of transitioning to the AT performance state, which may lead to players feeling bored.
[0007] In view of the above problems, the present invention aims to provide a gaming machine that can improve playability while maintaining a player's motivation to play. [Means for solving the problem]
[0008] In order to solve the above problem, the gaming machine of the present invention includes a winning type lottery means for determining, by lottery, one of a plurality of winning types including a selected winning type (e.g., a winning type "batting order chance role B1") in which a first role (e.g., winning roles "small role 33" and "small role 34") overlaps with a second role (e.g., winning role "small role 1") having a larger payout amount than the first role, and in which the first role can be won by a first operation and the second role can be won by a second operation; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on an operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch based on the lottery result of the winning type lottery means in response to an operation of a stop switch corresponding to the rotating reel; and a non-internal game state, ... and a game state control means for transitioning the game state to one of a plurality of game states including a bonus internal game state (e.g., an RBB internal game state) which is transitioned to based on a winning of a bonus role in a bonus role winning state in the bonus role winning state, and a presentation state control means for transitioning the game state to one of a plurality of presentation states including a first presentation state (e.g., a non-AT presentation state) and a second presentation state (e.g., an AT presentation state) which is more advantageous to a player than the first presentation state. The reel control means equalizes stop control of the plurality of reels when the selected winning type (e.g., a winning type "batting order chance role B1") is determined in the non-internal game state with stop control of the plurality of reels when the selected winning type is determined in the bonus internal game state (see FIG. 6). When the selected winning type is determined in the first presentation state, The role is winnable operation Mode (e.g., left push, batting order 1-6) may be notified, and The first role is a winning operation mode When the operation is performed, a special benefit advantageous to the player (for example, a lottery for the AT performance state, The game will be considered as a ceiling consumption game, and the number of games required to reach the ceiling will be shortened. ) can be added. Effect of the Invention
[0011] According to the present invention, it is possible to improve gameplay while maintaining the player's motivation to play. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is an external view for explaining a schematic mechanical configuration of a slot machine. [Diagram 2] 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. FIG. [Diagram 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Diagram 5] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 13 is a diagram showing a winning type lottery table. [Figure 7] A diagram showing the number of places on the winning type lottery table. [Figure 8] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 9] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 10] 13 is a flowchart illustrating a CPU initialization process in the main control board. [Figure 11] 11 is a flowchart illustrating a cold start process in a main control board. [Figure 12] 11 is a flowchart illustrating an error stop process in the main control board. [Figure 13] 13 is a flowchart illustrating a setting value switching process in a main control board. [Figure 14] 11 is a flowchart illustrating an initialization start process in the main control board. [Figure 15] 13 is a flowchart illustrating a state restoration process in a main control board. [Figure 16] 13 is a flowchart explaining game start processing on the main control board. [Figure 17] 13 is a flowchart explaining the game medal insertion processing on the main control board. [Figure 18] 13 is a flowchart illustrating an internal lottery process in the main control board. [Figure 19] 13 is a flowchart illustrating a pattern code setting process in the main control board. [Figure 20] 13 is a flowchart illustrating an execution flag setting process in the main control board. [Figure 21] 13 is a flowchart explaining non-favorable section processing executed in state-specific module execution processing. [Figure 22] 13 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 23] This is a flowchart explaining the CZ performance state processing executed in the state-specific module execution processing. [Figure 24] A flowchart explaining the non-advantageous waiting presentation state processing and the advantageous waiting presentation state processing executed in the state-specific module execution processing. [Diagram 25] 13 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 26] 13 is a flowchart explaining the reel stop processing in the main control board. [Figure 27] 13 is a flowchart illustrating a display determination process in a main control board. [Figure 28] 13 is a flowchart explaining the payout process in the main control board. [Figure 29] 13 is a flowchart explaining game transition processing on the main control board. [Diagram 30] This is a flowchart explaining the normal AT presentation state processing executed in the state-specific module execution processing. [Diagram 31] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Diagram 32] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Diagram 33] This is an explanatory diagram for explaining the winning mode of the winning type "Strawberry Batting Order". [Diagram 34] This is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role B". [Diagram 35] This is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role A". [Diagram 36] A diagram showing the number of places on the winning type lottery table. [Figure 37] A diagram showing the number of places on the winning type lottery table. [Figure 38] This is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role C". [Figure 39] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Diagram 40] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Diagram 41] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Diagram 42] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Diagram 43] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Diagram 44] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0014] (Mechanical Configuration of Slot Machine 100) 1 and 2, a slot machine 100 as a gaming machine is provided with a housing 102 with an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided at approximately the center of the lower part of the upper front door 104, and four reels 110 (left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d) are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be rotatable independently of each other. As shown in the symbol arrangement in Fig. 3(a), a plurality of types of symbols are arranged in each of 20 equal-divided regions on the outer periphery of the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d, and a player can see a total of 12 consecutive symbols on the upper, middle, and lower rows of the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d through the symbol display window 108. Here, the four reels 110 are described as the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d, respectively, but may be read as the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d.
[0015] An operation unit installation stand 112 is formed on the upper part of the front lower door 106, and the operation unit installation stand 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, an adjustment switch 123, etc. The medal insertion unit 114 accepts insertion of medals as game value through a medal insertion port 114a. The bet switch 116 inserts (bet) a specified number of medals required for one game from among the medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits).
[0016] The start switch 118 is composed of, for example, a lever capable of detecting tilting operation, and detects the start operation of the game by the player. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c, stop switch 120d) are provided corresponding to the left reel 110a, the center reel 110b, the right reel 110c, and the 4th reel 110d, respectively, and detect the stop operation by the player. Note that when the stop switch 120 can be stopped, the first stop is when the player operates any of the stop switches 120a, 120b, 120c, and 120d to stop the game, and after the first stop, the second stop is when the player operates any of the three stop switches 120 that have not been operated to stop the game, and after the second stop, the third stop is when the player operates any of the two stop switches 120 that have not been operated to stop the game, and after the third stop, the fourth stop is when the player operates the last remaining stop switch 120 to stop the game. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around the push switch, and detects push operations and rotation operations for the player to set various settings related to the effect, such as the volume of music. The settlement switch 123 is used to settle (pay out) the credited medals.
[0017] A liquid crystal display unit 124 that displays various images associated with the performance is provided approximately in the center of the upper part of the front upper door 104. Performance lamps 126, for example, composed of high-brightness light-emitting diodes (LEDs), are provided at the upper part and on the left and right sides of the front upper door 104. Speakers 128 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the front upper door 104 and at the left and right positions on the rear surface of the front lower door 106.
[0018] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of medals credited (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals paid out.
[0019] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the lower front part of the front lower door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.
[0020] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, and the power is turned on via the power switch 144, the slot machine 100 transitions to a setting change mode, and the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages from 1 to 6, for example. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six stages, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position), ending the setting change mode and enabling the game to be played. The settings can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.
[0021] In the slot machine 100, when a game can be started and a specified number of medals are bet, the active line A is activated and the operation of the start switch 118 is activated. Here, the bet includes any of the following cases: inserting medals credited through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay role on the active line A, which will be described in detail later. The active line A is a line for determining whether a winning role has been won, and in this embodiment, there is one active line. As shown in FIG. 3(b), the active line A is set to a line connecting positions corresponding to the symbols stopped in the middle of the left reel 110a, the middle of the center reel 110b, the middle of the right reel 110c, and the middle of the 4th reel 110d among the 12 symbols (4 reels × 3 rows, upper, middle, and lower) facing the symbol display window 108.
[0022] When the start switch 118 is operated by the player, the game is started, the left reel 110a, the center reel 110b, the right reel 110c, and the 4th reel 110d are rotated, and a lottery for a winning type is executed. After that, the left reel 110a, the center reel 110b, the right reel 110c, and the 4th reel 110d are stopped in response to the operation of the stop switches 120a, 120b, 120c, and 120d. When a winning combination that can receive a medal payout is won according to the lottery result of the winning type lottery and the combination of the symbols displayed on the pay line A, the medal is paid out. When a winning combination that can receive a medal payout is not won or a winning combination that can receive a medal is won but not won, the game ends when the left reel 110a, the center reel 110b, the right reel 110c, and the 4th reel 110d are all stopped.
[0023] In this embodiment, the above-mentioned one game refers to a game played from the insertion of a medal through the medal insertion section 114, the insertion of a credited medal through the operation of the bet switch 116, or the automatic insertion of a medal based on the display of a replay role on the activated line A, until the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d are controlled to rotate and a winning type lottery is executed in response to the operation of the start switch 118 by the player, and the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d corresponding to the operated stop switches 120a, 120b, 120c, and 120d are controlled to stop, respectively, in response to the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, 120c, and 120d by the player, and when a winning role that may be awarded with a medal is won, the medal is paid out. In addition, if a player does not win a prize type that can receive a medal payout, or if a player wins a prize but does not win, one game ends when the left reel 110a, the center reel 110b, the right reel 110c, and the 4th reel 110d all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of the insertion of a medal or winning a replay role. The number of times such one game is repeated is defined as the number of games.
[0024] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Moreover, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to only one direction, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.
[0025] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c which functions as a work area, and the like, and generally controls the entire slot machine 100. Note that even if the power is cut off, the main RAM 200c retains data without erasing it, unless a setting change is made and the RAM is cleared.
[0026] The main control board 200 also has functional sections such as an initialization means 300, a betting means 302, a winning type selection means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command transmission means 316, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.
[0027] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of a medal into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, 120c, and 120d, and the main CPU 200a executes various processes based on the received detection signals.
[0028] The initialization means 300 executes initialization processing in the main control board 200. The betting means 302 bets medals to be used in a game. The winning type selection means 304 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.
[0029] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d in response to the operation of the stop switches 120a, 120b, 120c, and 120d corresponding to the rotating left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d, respectively. In addition, the reel control means 306 may extend the time from enabling the operation of the stop switches 120a, 120b, 120c, and 120d in the previous game to enabling the operation of the stop switches 120a, 120b, 120c, and 120d by the player to display the lottery result of the winning type lottery (which is disabled by the completion of the operation of the stop switches 120a, 120b, 120c, and 120d in the previous game) to a specified time, and during that time, perform a reel effect (freeze effect) in which the reels 110a, 110b, 110c, and the 4th reel 110d are rotated in various ways. The reel effect can be realized by not enabling any switch that should be enabled for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving a signal of any switch that should be transmitted or received for a predetermined time.
[0030] A reel drive control unit 150 is also connected to the main control board 200. The reel drive control unit 150 drives the stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d transmitted from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d transmitted from the reel control means 306 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.
[0031] The determination means 308 determines whether or not a symbol combination corresponding to a winning role is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as winning. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (winning). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.
[0032] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. The presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.
[0033] The command sending means 316 sequentially determines game-related commands associated with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.
[0034] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value, loops it within a predetermined range, and extracts the count value at a predetermined time point to obtain a random number. The random number generated by the random number generator 200d of the main control board 200 (hereinafter, referred to as a winning type lottery random number) is used to determine a gaming profit to be given to a player, for example, a winning type by the winning type lottery means 304.
[0035] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls performances in particular based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power supply is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator 202d, and the random numbers generated by the random number generator 202d (hereinafter referred to as performance selection random numbers) are mainly used to determine the mode of performance.
[0036] In addition, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334 that function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.
[0037] The initialization determination means 330 executes initialization processing in the sub-control board 202. The command receiving means 332 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122, and determines the performance of the game performed by each device of the liquid crystal display unit 124, the speaker 128, and the performance lamp 126 based on the received command. Specifically, the performance control means 334 determines image data to be displayed on the liquid crystal display unit 124, and illumination data for the performance through illumination devices such as the performance lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and determines audio data constituting the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined performance of the game. The performance also includes auxiliary performance. The auxiliary performance is a performance that notifies the player of the correct operation mode of the stop switches 120a, 120b, 120c, and 120d, which is the winning condition of the correct role, when the correct role and the incorrect role overlap in the winning role selection lottery. With this auxiliary performance, the player can easily display the symbol combination corresponding to the correct role on the pay line A. The performance state in which this auxiliary performance is executed is called an AT (assist time) performance state. In addition, a so-called ART game state in which the AT performance state and the RT (replay time) game state, in which the probability of winning a replay role is high, are progressed in parallel, may also be used.
[0038] In the following, notification means managed by boards other than the main control board 200 including the sub-control board 202, such as the liquid crystal display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). In addition, the main notification means and other notification means capable of executing auxiliary performance may be collectively referred to as auxiliary performance execution means. The performance state control means 314 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state.
[0039] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining winning roles, FIG. 6 is an explanatory diagram for explaining a winning type lottery table, and FIG. 7 is a diagram showing the numbers of symbols placed on the winning type lottery table.
[0040] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts a corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the winning type lottery random number obtained according to the operation signal of the start switch 118 based on the extracted winning type lottery table.
[0041] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. The replay combination is a combination that allows the player to play again without placing a new bet of medals when a symbol combination corresponding to the replay combination is displayed on the active line A. The small combination is a combination that allows the player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. The bonus combination is a combination that allows the game state managed by the game state control means 312 to be shifted to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.
[0042] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of the winning combination "RBB". In addition, the winning combinations "small combination 1" to "small combination 37" are provided as small combinations. In addition, the winning combinations "replay 1" to "replay 8" are provided as replay combinations. In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, the right reel 110c, and the 4th reel 110d. In the following, the winning combinations "small combination 1" to "small combination 13" may be abbreviated to the winning combination "15-piece combination", and the winning combinations "small combination 14" to "small combination 35" may be abbreviated to the winning combination "1-piece combination".
[0043] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 306 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 306 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 306 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.
[0044] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" and "Small Role 1" are arranged on each reel 110 so that they can be displayed on the pay line A by the above-mentioned stop control. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 3", "Small Role 16", and "RBB" are not arranged on each reel 110 so that they can be displayed on the pay line A by the above-mentioned stop control, so that so-called missed wins may occur. Such a winning role may be expressed as PB≠1.
[0045] As shown in FIG. 6, in the winning type lottery table, a plurality of winning areas are partitioned, and the winning types to be selected vary depending on each game state, and the presence or absence of non-winning (missing) varies. In FIG. 6, the winning area (winning type) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operation game state (RBB operation)) and the outline of the winning combination (for example, the number of payouts) that can be displayed according to the operation mode of the player when the winning type is won are shown. Note that a hatched area in the winning type lottery table indicates that the winning type cannot be won in the game state. Such winning type lottery tables are stored in the main ROM 200b in correspondence with each of a plurality of game states. In addition, winning types surrounded by thin-line boxes indicate winning types for which a lottery to move to an advantageous zone can be held, while winning types surrounded by thick lines indicate winning types for which a lottery to move to an advantageous zone cannot be held, and thus winning types for which a lottery to move to an advantageous zone cannot be held.
[0046] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 304 sequentially obtains the number of pieces of pieces from the winning area with the highest number in the winning type lottery table based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. In addition, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.
[0047] Here, we will supplement the winning role "RBB" that constitutes the winning type "RBB". The predetermined first type special role RB is a role that increases the number of combinations of symbols related to winning for each specified number, or increases the probability that a condition device related to winning for each specified number will operate, and is capable of operating in a predetermined case and continuing to operate until a game result not exceeding 12 times is obtained. Here, the condition device is a device whose operation is a necessary condition for a combination of symbols related to winning, replay, operation of a role, or operation of a role continuous operation device to be displayed, and is activated when a winning type lottery (a lottery by a computer performed in a gaming machine) is won, that is, it means a winning flag. And the role continuous operation device related to the first type special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously operate the first type special role RB, and is activated when a specific combination of symbols is displayed, and ends its operation in a predetermined case.
[0048] According to the winning type lottery table in Figure 6, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the pay line A, and no medals will be paid out, etc.
[0049] In addition, winning area 1 is associated with a winning type "small win ALL" which includes (wins) the winning roles "small win 1" to "small win 37" in duplicate, and winning area 2 is associated with a winning type "1 coin ALL" which includes (wins) the winning roles "small win 14" to "small win 33" in duplicate.
[0050] In addition, the winning area 3 is associated with a winning type "Weak Cherry 1" that includes both the winning role "Small Role 22" with a payout of one coin and the winning role "Small Role 37" with a payout of three coins.
[0051] In addition, the winning regions 4 to 27 are associated with the selected winning types (winning types "Strawberry 1" to "Strawberry 24") that overlap one of the correct combinations (winning combinations "Small combination 2" to "Small combination 13") with a payout of 15 coins and one of the incorrect combinations (winning combinations "Small combination 14" to "Small combination 29") with a payout of 1 coin. In the following, the 24 winning types of the winning regions 4 to 27 may be simply referred to as the winning type "Strawberry".
[0052] In addition, the winning types "batting order chance role A1" to "batting order chance role A4" that include at least the winning role "small role 1" with a payout of 15 coins, the winning role "small role 35" with a payout of 1 coin, and the winning role "small role 36" with a payout of 2 coins are associated with the winning areas 28 to 31, respectively. In addition, the winning types "batting order chance role B1" to "batting order chance role B4" that include at least the winning role "small role 1" with a payout of 15 coins, and the winning roles "small role 33" and "small role 34" with a payout of 1 coin are associated with the winning areas 32 to 35, respectively. In the following, the four winning types in the winning areas 28 to 31 may be simply abbreviated as the winning type "batting order chance role A", and the four winning types in the winning areas 32 to 35 may be simply abbreviated as the winning type "batting order chance role B". In addition, the winning type "batting order chance role A" and the winning type "batting order chance role B" may be abbreviated to simply the winning type "batting order chance role".
[0053] In addition, the winning regions 36 to 41 are associated with the winning types "Normal Replay 1" to "Normal Replay 6", which include any of the winning roles "Replay 1" to "Replay 3" and "Replay 5" to "Replay 8" overlapping with each other.
[0054] In addition, the winning area 42 is associated with a winning type "Chance Replay" including the winning combinations "Replay 1" and "Replay 3" overlapping. The winning area 43 is associated with a winning type "Weak Bell" including the winning combinations "Replay 1" to "Replay 4" overlapping. The winning area 44 is associated with a winning type "Strong Bell" including the winning combinations "Replay 1" to "Replay 5" overlapping. The winning area 45 is associated with a winning type "Strong Cherry 1" including the winning combinations "Replay 1" and "Replay 4" overlapping. The winning area 46 is associated with a winning type "Strong Cherry 2" including the winning combinations "Replay 1", "Replay 4", and "Replay 5" overlapping. The winning types "Normal Replay 1" to "Normal Replay 6", "Chance Replay", "Weak Bell", "Strong Bell", "Strong Cherry 1", and "Strong Cherry 2" may be abbreviated simply as the winning type "Replay".
[0055] In addition, the winning area 47 is associated with the winning type "Weak Cherry 2" which includes the winning combination "RBB" and the winning combinations "Small combination 18", "Small combination 29", and "Small combination 30". The winning area 48 is associated with the winning combination "RBB" and the winning type "Common 1" which includes the winning combinations "Small combination 14", "Small combination 18", "Small combination 26", "Small combination 29", and "Small combination 30". The winning area 49 is associated with the winning type "Common 1" which includes the winning combinations "RBB" and the winning combinations "Small combination 17", "Small combination 31" to "Small combination 33". The winning area 50 is associated with the winning type "RBB" which includes the winning combination "RBB" alone. In addition, if the winning areas 47 to 49 are won in the RBB internal game state, only the small combination will be won.
[0056] In addition, when a winning type that includes multiple overlapping winning combinations is won, a winning condition is set as to which winning combination corresponding to the winning combination is preferentially displayed on the pay line A, for example, the order in which the stop switches 120a, 120b, 120c, and 120d are operated.
[0057] In the following description, the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d is referred to as "batting order 1", the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the left reel 110a, the center reel 110b, the fourth reel 110d, and the right reel 110c is referred to as "batting order 2", and the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the left reel 110a, the right reel 110c, the center reel 110b, and the fourth reel 110d is referred to as "batting order 3". The operation of the stop switches 120a, 120b, 120c, 120d which stop the reels in the order of the left reel 110a, the right reel 110c, the 4th reel 110d, and the center reel 110b is set as "batting order 4", the operation of the stop switches 120a, 120b, 120c, 120d which stop the reels in the order of the left reel 110a, the 4th reel 110d, the center reel 110b, and the right reel 110c is set as "batting order 5", and the operation of the stop switches 120a, 120b, 120c, 120d which stop the reels in the order of the left reel 110a, the 4th reel 110d, the right reel 110c, and the center reel 110b is set as "batting order 6". The operation of the top switches 120a, 120b, 120c, and 120d is set to "batting order 6", the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the center reel 110b, the left reel 110a, the right reel 110c, and the 4th reel 110d is set to "batting order 7", the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the center reel 110b, the left reel 110a, the 4th reel 110d, and the right reel 110c is set to "batting order 8", and the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the center reel 110b, the left reel 110a, the 4th reel 110d, and the right reel 110c is set to "batting order 9". The operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of center reel 110b, right reel 110c, 4th reel 110d, and left reel 110a is defined as "batting order 9", the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of center reel 110b, right reel 110c, 4th reel 110d, and left reel 110a is defined as "batting order 10", the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of center reel 110b, 4th reel 110d, left reel 110a, and right reel 110c is defined as "batting order 11", and the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of center reel 110b, 4th reel 110d,The operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of the right reel 110c and the left reel 110a is defined as "batting order 12." The operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of the right reel 110c, the left reel 110a, the center reel 110b, and the fourth reel 110d is defined as "batting order 13." The operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of the right reel 110c, the left reel 110a, the fourth reel 110d, and the center reel 110b is defined as "batting order 14." The operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the right reel 110c, the center reel 110b, the left reel 110a, and the 4th reel 110d is defined as "batting order 15." The operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the right reel 110c, the center reel 110b, the 4th reel 110d, and the left reel 110a is defined as "batting order 16." The operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the right reel 110c, the 4th reel 110d, the left reel 110a, and the center reel 110b is defined as "batting order 17." The operation of the stop switches 120a, 120b, 120c, 120d is set as "batting order 17", and the reels are stopped in the order of the right reel 110c, the 4th reel 110d, the center reel 110b, and the left reel 110a. The operation of the stop switches 120a, 120b, 120c, 120d is set as "batting order 18", and the reels are stopped in the order of the 4th reel 110d, the left reel 110a, the center reel 110b, and the right reel 110c. The operation of the stop switches 120a, 120b, 120c, 120d is set as "batting order 19", and the reels are stopped in the order of the 4th reel 110d, the left reel 110a, the right reel 110c, and the center reel 110b. The operation of the stop switches 120a, 120b, 120c, and 120d is designated as "batting order 20", the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the 4th reel 110d, the center reel 110b, the left reel 110a, and the right reel 110c is designated as "batting order 21", the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the 4th reel 110d, the center reel 110b, the right reel 110c, and the left reel 110a is designated as "batting order 22", the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the 4th reel 110d, the center reel 110b, the right reel 110c, and the left reel 110a is designated as "batting order 23",The operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the center reel 110b is defined as "batting order 23," and the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the 4th reel 110d, the right reel 110c, the center reel 110b, and the left reel 110a is defined as "batting order 24."
[0058] In addition, in the following description, the operation of stop switches 120a, 120b, 120c, and 120d to stop left reel 110a first will be referred to as a "left push," the operation of stop switches 120a, 120b, 120c, and 120d to stop center reel 110b first will be referred to as a "center push," the operation of stop switches 120a, 120b, 120c, and 120d to stop right reel 110c first will be referred to as a "right push," and the operation of stop switches 120a, 120b, 120c, and 120d to stop 4th reel 110d first will be referred to as a "4th push."
[0059] For example, in the RBB internal game state described later, when the winning type "batting order strawberry 1" in the winning area 4 is won and an operation is performed according to the correct operation mode (batting order 1), the stop control is performed so that the symbol combination corresponding to the winning role "small role 2", which is a correct role with a payout of 15 coins, is preferentially displayed on the effective line A. Also, when an operation is performed according to batting orders 2 to 6 or 13 to 24, the stop control is performed so that the symbol combination corresponding to the winning role "1 coin role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the effective line A, and when an operation is performed according to batting orders 7 to 12, the stop control is performed so that the symbol combination corresponding to the winning role "1 coin role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the effective line A with a probability of 1 / 2.
[0060] The number of winning symbols for the winning type "Strawberry Batting Order" in the winning areas 4 to 27 is set to 1870, and the winning probability is set to be equal. Since a player cannot usually know which winning type he / she has won, the above-mentioned winning areas 4 to 27 are provided to make it difficult for a correct combination to win. Also, as described above, even if the stop switches 120a, 120b, 120c, and 120d are operated in an operation mode in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB≠1). Similarly, the number of winning symbols for the winning type "Chance Batting Order A" in the winning areas 28 to 31 is set to 128, and the winning probability is set to be equal. Also, the number of winning symbols for the winning type "Chance Batting Order B" in the winning areas 32 to 35 is set to 612, and the winning probability is set to be equal. Since a player usually does not know which winning type he / she has won, by providing the winning areas 28 to 35 as described above, it is made difficult for the player to win the correct combination that maximizes the gaming profit in each presentation state.
[0061] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned OFF after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned OFF.
[0062] (Game state transition) Here, the transition of the game state will be explained using Fig. 8. Here, multiple game states such as a non-internal game state, an RBB internal game state, and an RBB operation game state are prepared. As described later, each game state is transitioned according to the winning of a bonus role, winning (operation), and the end of the game.
[0063] The non-internal gaming state is a gaming state that corresponds to the initial state in a plurality of gaming states. In such a non-internal gaming state, the winning probability of the replay role is set to about 1 / 7.3. In addition, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 10).
[0064] The game state control means 312 transitions the game state in response to the winning of the winning combination "RBB." For example, in a game in which the winning combination "RBB" is won, when a symbol combination corresponding to the winning combination "RBB" is displayed on the pay line A, the game state control means 312 transitions the game state to an RBB operating game state (1).
[0065] In the game state with the RBB in operation, the winning probability of the replay role is set to 0. In this game state with the RBB in operation, the winning type "small role ALL" is set in the winning area 1 as the possible winning type, and the winning type "1 piece ALL" is set in the winning area 2. When the winning type "small role ALL" is won, a symbol combination corresponding to any of the winning roles "small role 1" to "small role 37" is displayed on the effective line A, and when the winning type "1 piece ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 14" to "small role 33" is displayed on the effective line A. Here, the expected number of coins per unit of play in the game state with the RBB in operation is lowered by the configuration of such small roles.
[0066] When the condition for terminating the RBB operation gaming state is met, that is, when the number of winning coins reaches a predetermined number, the gaming state control means 312 transitions the gaming state to a non-internal gaming state (2).
[0067] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 transitions the game state to an RBB internal game state (3).
[0068] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 5.9. Also, in the RBB internal game state, the winning type "miss" cannot be won. In other words, if the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A in the winning game of the winning role "RBB", the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A after that, since the minor role and the replay role are controlled to stop on the effective line A in priority to the winning role "RBB". Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any transition of the game state. Here, while maintaining such an RBB internal game state, the AT performance state is realized in the RBB internal game state.
[0069] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing auxiliary performance in the AT performance state in the RBB internal game state, medals can be easily won. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, so that there are fewer chances of winning the correct combination than in the AT performance state in other game states, and it is difficult for the player to increase the medals he owns. Therefore, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal winning performance.
[0070] In addition, when comparing the non-internal game state and the RBB operation game state in FIG. 8, the medal acquisition performance must be higher in the RBB operation game state than in the non-internal game state. In this embodiment, the medal acquisition performance in the RBB operation game state is kept low, thereby improving the medal acquisition performance in the RBB internal game state while keeping the overall medal acquisition performance low. However, if the medal acquisition performance in the RBB operation game state is kept low, it is necessary to accordingly lower the medal acquisition performance in the non-internal game state. Therefore, in this embodiment, in order to lower the medal acquisition performance in the non-internal game state, the stop control is switched between the non-internal game state and the RBB internal game state as shown in the winning type lottery table in FIG. 6.
[0071] Specifically, when the winning type "Strawberry" is won, in the RBB internal game state, the reel control means 306 performs stop control so that the winning roles "small role 2" to "small role 13", each with a payout number of 15 coins, are displayed on the effective line A according to a predetermined operation mode by the player, but in the non-internal game state, the winning roles "small role 2" to "small role 13" are not awarded, and a winning role with a payout number of 1 coin is displayed on the effective line A. Note that, here, in the non-internal game state, the configuration in which the winning roles "small role 2" to "small role 13" are not awarded is described, but it is also possible to configure so that although the winning roles "small role 2" to "small role 13" do award, the winning probability is lower than that in the RBB internal game state. Also, in the non-internal game state, a configuration has been described in which the winning roles "small role 2" through "small role 13" are not awarded even when the winning type "Batting Order Ichigo" is won, i.e., when any of the winning types "Batting Order Ichigo" through "Batting Order Ichigo" are won, but the configuration may be such that the winning roles "small role 2" through "small role 13" are not awarded in at least one of the winning types "Batting Order Ichigo", and the winning roles "small role 2" through "small role 13" are awarded in the other winning types "Batting Order Ichigo".
[0072] In addition, the reel control means 306 may change the stop control when the above-mentioned winning type "Strawberry" is won, and may also change the stop control when the winning type "Chance role in batting order" is won. For example, when the winning type "Chance role in batting order" is won, the reel control means 306 performs stop control so that the winning role "Small role 1" with a payout number of 15 coins is displayed on the effective line A according to a predetermined operation mode by the player in the RBB internal game state, but in the non-internal game state, the winning role "Small role 1" is not made to win, or the winning probability is made lower than that in the RBB internal game state, and a winning role with a payout number of less than 15 coins is displayed on the effective line A. Also, in the non-internal game state, a configuration has been described in which the winning role "small role 1" is not awarded or the winning probability is reduced when the winning role is won among the winning types "batting order chance role", i.e., the winning types "batting order chance role A1" to "batting order chance role A4" and the winning types "batting order chance role B1" to "batting order chance role B4". However, the configuration may be such that the winning role "small role 1" is not awarded or the winning probability is reduced in at least one of the winning types of the "batting order chance role", and the winning role "small role 1" is awarded with a high probability in the other winning types of the "batting order chance role".
[0073] With this configuration, while having the functionality of the RBB operating game state in which the probability of winning a prize-related winning role is higher than in the RBB internal game state, it is possible to realize a specification in which the RBB operating game state is inferior to the RBB internal game state in terms of medal acquisition performance, and it is also possible to make the medal acquisition performance in the RBB operating game state higher than that in the non-internal game state.
[0074] (Transition of performance state) 9 is an explanatory diagram for explaining the transition of the presentation state. Below, the presentation state transitioned by the presentation state control means 314 in the main control board 200 will be described in detail. Note that, below, the case where the game state is the RBB internal game state will be described.
[0075] Here, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, a game zone having a performance related to the instruction function, that is, a game zone advantageous to a player, including a game zone in which an auxiliary performance (instruction function) is executed, is defined as an advantageous zone. Note that the advantageous zone is a game zone in which, when an auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance in the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 only when the content of the instruction is displayed on the main notification means so that the main control board 200 can identify it. Also, unlike the advantageous zone, a game zone in which the auxiliary performance (instruction function) cannot be executed is defined as a non-advantageous zone. Therefore, a plurality of performance states belong to either an advantageous zone or a non-advantageous zone, which are game zones. In this embodiment, almost all performance states belong to an advantageous zone, and a non-advantageous zone is realized in some performance states (here, the first game in the non-advantageous waiting performance state).
[0076] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selected winning type in which the payout for the correct role is the maximum (here, 15 coins), when an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in the winning of the correct role, the fact must be notified, for example, by lighting up the zone indicator 160.
[0077] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.
[0078] Therefore, the presentation state control means 314 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, regardless of such management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, the zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (for example, the number of games played during the game reaches 1500 games or the net increase in the number of coins exceeds 2400 coins). In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.
[0079] (Non-AT performance state, AT performance state) In the non-AT performance state, the frequency of the auxiliary performance is extremely low compared to the AT performance state, and the number of medals that can be won is limited because the auxiliary performance is almost not performed. Here, six performance states are provided as non-AT performance states, including the normal performance state, the CZ performance state (chance zone performance state), the special zone performance state, the advantageous waiting performance state, the non-advantageous waiting performance state, and the pull-back performance state.
[0080] In the AT performance state, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, the player can win many medals while suppressing medal consumption. Therefore, by transitioning to the AT performance state, the player can play the game more advantageously than in a non-AT performance state. Here, four performance states are provided as the AT performance state: an OP performance state (opening performance state), a normal AT performance state, a continuation performance state, and a special specialized zone performance state. Each performance state will be explained individually below.
[0081] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among multiple presentation states. The presentation state control means 314 performs a CZ lottery in the normal presentation state. The CZ lottery is a lottery that determines the transition to the CZ presentation state, and the presentation state control means 314 performs a CZ lottery with different probabilities for each winning type determined by the winning type lottery, as will be described in detail later. Then, when the CZ lottery is won in the normal presentation state, the presentation state control means 314 transitions the presentation state to the CZ presentation state (1).
[0082] In the CZ presentation state, the presentation state control means 314 performs an AT lottery. The AT lottery is a lottery that determines the transition to the AT presentation state (normal AT presentation state), and the presentation state control means 314 performs the AT lottery with different probabilities for each winning type determined by the winning type lottery. Then, if the AT lottery is won in the CZ presentation state, the presentation state control means 314 transitions the presentation state to the OP presentation state, which is the AT presentation state (2). Note that the CZ presentation state can be said to be a more advantageous presentation state than the normal presentation state, since a transition to the normal AT presentation state in which the auxiliary presentation is executed may be determined.
[0083] On the other hand, when a predetermined termination condition is met in the CZ presentation state (for example, a predetermined number of plays has elapsed without winning the AT lottery), the presentation state control means 314 transitions the presentation state to a normal presentation state (3).
[0084] In addition, when a predetermined ceiling condition (for example, the ceiling number of plays passes consecutively from the normal presentation state, the CZ presentation state, and the pull-back presentation state without transitioning to the OP presentation state or the special specialized zone presentation state) is met in the normal presentation state or the CZ presentation state without transitioning to any other presentation state (so-called reaching the ceiling), the presentation state control means 314 transitions the presentation state to the OP presentation state (2), (4).
[0085] In the OP presentation state, the auxiliary presentation is executed until a predetermined end condition (for example, five wins in the correct winning type are obtained and five auxiliary presentations are executed) is satisfied. Then, when a predetermined end condition is satisfied in the OP presentation state, the presentation state control means 314 shifts the presentation state to the specialized zone presentation state (5). In the specialized zone presentation state, the difference in number of coins (net increase in number of coins) that can be acquired in the normal AT presentation state to which the state is subsequently shifted is determined by lottery. The difference in number of coins is represented by the difference between the number of coins paid out for the winning combination that has been won and the prescribed number spent in that game. The specialized zone presentation state continues for, for example, 15 games, and when 15 games have elapsed, the presentation state control means 314 shifts the presentation state to the normal AT presentation state (6).
[0086] In the normal AT presentation state, the auxiliary presentation is executed until a predetermined end condition (for example, winning the difference in the number of medals determined in the specialized zone) is met. In other words, the normal AT presentation state is a difference-in-number-managed AT presentation state. Then, when a predetermined end condition is met in the normal AT presentation state, the presentation state control means 314 transitions the presentation state to the standby presentation state indicated by the dashed dotted lines (7), (8).
[0087] The standby presentation state is provided with an advantageous standby presentation state, which is an advantageous section, and a non-advantageous standby presentation state, which is a non-advantageous section. Although a detailed explanation will be given later, in the final game of the normal AT presentation state, the presentation state control means 314 performs a continuation lottery to determine whether or not to transition (continue) to the normal AT presentation state again. Then, if the continuation lottery is won, the presentation state control means 314 continues the advantageous section and temporarily transitions the presentation state to the advantageous standby presentation state (7). In addition, even if the continuation lottery is not won, the presentation state control means 314 performs an advantageous continuation lottery when a specific condition is established, and if the advantageous continuation lottery is won, the presentation state control means 314 continues the advantageous section and transitions the presentation state to the advantageous standby presentation state (7). On the other hand, if the continuation lottery is not won and the specific condition is not established, or if the specific condition is established but the advantageous continuation lottery is not won, the presentation state control means 314 temporarily transitions the advantageous section to the non-advantageous section and transitions the presentation state to the non-advantageous standby presentation state (8).
[0088] The standby presentation state continues for two games whether it is an advantageous standby presentation state or a non-advantageous standby presentation state. When the continuation lottery is won and the state is shifted to an advantageous standby presentation state, the presentation state control means 314 shifts the presentation state to a continuation presentation state after two games have elapsed (9).
[0089] In addition, if the continuation lottery is not won and the advantageous continuation lottery is won, and the state transitions to the advantageous standby presentation state, the presentation state control means 314 performs a continuation lottery for each of the two games. Then, after the two games have elapsed, the presentation state control means 314 transitions the presentation state to the continuation presentation state regardless of whether the continuation lottery is won or not (9).
[0090] On the other hand, when the state is shifted to a non-advantageous waiting presentation state, the presentation state control means 314 performs a favorable zone transition lottery in the first game to determine whether or not to shift to an advantageous zone. The favorable zone transition lottery in this embodiment is always won. Therefore, the presentation state control means 314 shifts the play zone to an advantageous zone when the first game in the non-advantageous waiting presentation state ends. Also, when the state is shifted to a non-advantageous waiting presentation state, the presentation state control means 314 performs a continuation lottery in each of the two games. Then, after two games have elapsed, the presentation state control means 314 shifts the presentation state to a continuation presentation state regardless of whether or not the continuation lottery is won (10).
[0091] The continuation presentation state continues until a predetermined end condition (for example, the passage of 10 games) is met, during which the presentation control means 334 notifies the result of the continuation selection. If the continuation selection is won, the presentation state control means 314 transitions again to the specialized zone presentation state (11). On the other hand, if the continuation selection is not won, the presentation state control means 314 transitions the presentation state to the pullback presentation state (12). Note that in the continuation presentation state, when the continuation selection is not won, a so-called rewrite lottery may be held to determine by lottery whether to transition to the normal AT presentation state.
[0092] The pull-back presentation state continues until a predetermined end condition (for example, the passage of 30 games) is met, during which the presentation state control means 314 performs a pull-back lottery for the normal AT presentation state. If the pull-back lottery is won, the presentation state control means 314 transitions the presentation state to the specialized zone presentation state (13). On the other hand, if the pull-back lottery is not won and the end condition is met, the presentation state control means 314 transitions the presentation state to the normal presentation state (14).
[0093] Incidentally, in the normal presentation state, CZ presentation state, and pull-back presentation state shown by the dashed lines, when a predetermined winning type (for example, the winning types "Replay 3" and "Replay 4") is won by the winning type lottery, the presentation state control means 314 determines by lottery whether or not to execute a locked 3 reel presentation (freeze presentation), which will be described in detail later. Then, when it is determined that a locked 3 reel presentation is to be executed, the reel control means 306 executes the locked 3 reel presentation, and the presentation state control means 314 transitions the presentation state to a special specialized zone presentation state for the next game (15).
[0094] The special specialized zone presentation state is more advantageous to the player than the specialized zone presentation state. Specifically, in the special specialized zone presentation state, the difference in number of coins (net increase in number of coins) that can be acquired in the normal AT presentation state to which the player is subsequently transferred is determined by lottery, as in the specialized zone presentation state, but the difference in number of coins that is determined is more likely to be determined to be a value larger than that in the specialized zone presentation state. For example, in the special specialized zone presentation state, the maximum net increase in number of coins that can be acquired in one advantageous zone is determined in total as 2400 coins. In addition to the case where the execution of the lock 3 reel presentation is determined, the special specialized zone presentation state may be entered when a specific condition, which will be described in detail later, is met.
[0095] Then, when the special specialized zone presentation state ends, the presentation state control means 314 transitions the presentation state to the normal AT presentation state (16).
[0096] Specific processing in the main control board 200 and the sub-control board 202 will be described below with reference to a flowchart.
[0097] (CPU initialization process of main control board 200) 10 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).
[0098] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required for executing various processes.
[0099] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.
[0100] (Step S100-5) The main CPU 200a judges whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0101] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.
[0102] (Step S100-9) The main CPU 200a executes the processes required to permit access to the main RAM 200c.
[0103] (Step S100-11) The main CPU 200a executes a checksum confirmation process. Here, the main CPU 200a calculates a checksum, and judges whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power off, and whether the backup is abnormal. If the main CPU 200a judges that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag, and if it judges that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.
[0104] (Step S100-13) The main CPU 200a judges whether the backup abnormality flag is on. If it is judged that the backup abnormality flag is on, the process proceeds to step S110, and if it is judged that the backup abnormality flag is not on, the process proceeds to step S120.
[0105] (Step S110) The main CPU 200a executes a cold start process, which will be described later.
[0106] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0107] (Step S130) The main CPU 200a executes a state restoration process to restore the state immediately before the power was turned off, as will be described later.
[0108] FIG. 11 is a flowchart illustrating the cold start process (S110) in the main control board 200.
[0109] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c, and executes a used area RAM check process to detect any abnormality in the used area.
[0110] (Step S110-3) The main CPU 200a clears the separate area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the separate area. If an abnormality is detected in the separate area in the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.
[0111] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.
[0112] (Step S110-7) The main CPU 200a judges whether an abnormality has been detected in the above step S110-1. If it is judged that an abnormality has been detected in the above step S110-1, the process proceeds to step S112, and if it is judged that an abnormality has not been detected in the above step S110-1, the process proceeds to step S110-9.
[0113] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.
[0114] (Step S110-11) The main CPU 200a judges whether the RAM read / write error flag is on. If it is judged that the RAM read / write error flag is on, the process proceeds to step S112, and if it is judged that the RAM read / write error flag is not on, the process proceeds to step S120.
[0115] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0116] (Step S110-13) The main CPU 200a sets an error code "E7" which indicates a backup error.
[0117] (Step S112) The main CPU 200a executes an error stop process for stopping the progress of the game due to an error, which will be described later.
[0118] FIG. 12 is a flowchart illustrating the error stop processing (S112) in the main control board 200.
[0119] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.
[0120] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and an alarm sound.
[0121] (Step S112-5) The main CPU 200a sets external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.
[0122] (Step S112-7) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S112-5 above.
[0123] (Step S112-9) The main CPU 200a goes into a permanent loop, which stops the progress of the game.
[0124] FIG. 13 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.
[0125] (Step S120-1) The main CPU 200a acquires a signal from the input port 1, and judges whether the set value switching condition is satisfied based on the acquired signal from the input port 1. As a result, if it is judged that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is judged that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal from the input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is judged that the set value switching condition is satisfied when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.
[0126] (Step S120-3) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.
[0127] (Step S120-5) The main CPU 200a executes a table content setting process for transferring table data of the setting value switching data table to the main RAM 200c.
[0128] (Step S120-7) The main CPU 200a sets in the transmission buffer a setting change start command, which indicates the start of changing the setting value.
[0129] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0130] (Step S120-11) The main CPU 200a obtains setting value data indicating the current setting values.
[0131] (Step S120-13) The main CPU 200a judges whether the on-edge of the setting change switch has been detected in the above step S120-9. If it is judged that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is judged that the on-edge of the setting change switch has been detected, the process proceeds to step S120-15.
[0132] (Step S120-15) The main CPU 200a increments the setting value data by one.
[0133] (Step S120-17) The main CPU 200a judges whether the set value data is within the range (1 to 6) that can be set as a set value. If it is judged that the set value data is within the range, the process proceeds to step S120-21, and if it is judged that the set value data is not within the range, the process proceeds to step S120-19.
[0134] (Step S120-19) The main CPU 200a sets the setting value data to 0.
[0135] (Step S120-21) The main CPU 200a updates the setting value data to the value incremented or set in the above step S120-15 or step S120-19.
[0136] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value in the main credit display section 130.
[0137] (Step S120-25) The main CPU 200a judges whether the on edge of the setting change switch has been detected. If it is judged that the on edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is judged that the on edge of the setting change switch has been detected, the process proceeds to step S120-27.
[0138] (Step S120-27) The main CPU 200a judges whether the setting change switch is on. If it is judged that the setting change switch is on, the process proceeds to step S120-27, and if it is judged that the setting change switch is not on, the process proceeds to step S120-29.
[0139] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.
[0140] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer counts down to 0.
[0141] (Step S120-33) The main CPU 200a judges whether or not it has detected an on-edge of the start switch 118. As a result, if it is judged that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it is judged that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.
[0142] (Step S120-35) The main CPU 200a judges whether the setting key is off, and if it is judged that the setting key is off, the process proceeds to step S120-35, and if it is judged that the setting key is not off, the process proceeds to step S120-37.
[0143] (Step S120-37) The main CPU 200a judges whether the setting key is on, and if it is judged that the setting key is on, the process proceeds to step S120-37, and if it is judged that the setting key is not on, the process proceeds to step S122.
[0144] (Step S122) The main CPU 200a executes an initialization start process to start the initialization start, which will be described later.
[0145] FIG. 14 is a flowchart illustrating the initialization start process (S122) in the main control board 200.
[0146] (Step S122-1) The main CPU 200a sets in the transmission buffer a setting change end command indicating that the change of the setting value has been completed.
[0147] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command indicating the state when the change of the setting value is completed.
[0148] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.
[0149] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.
[0150] (Step S122-9) The main CPU 200a executes a setting change RAM clear process for clearing another area of the main RAM 200c.
[0151] (Step S122-11) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.
[0152] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in a transmission buffer.
[0153] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.
[0154] FIG. 15 is a flowchart illustrating the state restoration process (S130) in main control board 200.
[0155] (Step S130-1) The main CPU 200a restores the stack pointer.
[0156] (Step S130-3) The main CPU 200a executes an unused area clear process to clear unused areas in the main RAM 200c.
[0157] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.
[0158] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.
[0159] (Step S130-9) The main CPU 200a executes a port input process for updating the image of the input port.
[0160] (Step S130-11) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit, based on the image of the input port updated in step S130-9.
[0161] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.
[0162] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, 110c, and 110d. Here, the motor phase is set as the state of the reels 110a, 110b, 110c, and 110d. The motor phase indicates the operation state of the reels 110a, 110b, 110c, and 110d, that is, accelerating, rotating steadily, stopped, and waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating=3, rotating steadily=2, stopped=1, and waiting=0 according to the operation state of the stepping motor 152.
[0163] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it is determined that any of the reels 110a, 110b, 110c, and 110d are not rotating steadily or accelerating, the process proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating, the process proceeds to step S130-19.
[0164] (Step S130-19) The main CPU 200a executes a rotation error process that performs settings when an error is detected in the reels 110a, 110b, 110c, and 110d.
[0165] (Step S130-21) The main CPU 200a restores the saved register group.
[0166] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, whereby the main CPU 200a restores to the state it was in immediately before the power was turned off.
[0167] FIG. 16 is a flowchart illustrating the game start process (S200) in the main control board 200.
[0168] (Step S200-1) The main CPU 200a executes a re-play state identification signal output setting process for outputting a re-play state identification signal indicating whether or not a re-play is being performed.
[0169] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bets).
[0170] (Step S200-5) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S200-3 above.
[0171] (Step S200-7) The main CPU 200a sets a game start wait timer.
[0172] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer counts down to 0.
[0173] (Step S200-11) The main CPU 200a executes a one-game RAM clear process for clearing an area to be cleared for each game among the used areas in the main RAM 200c.
[0174] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.
[0175] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0176] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.
[0177] FIG. 17 is a flow chart for explaining the medal insertion process (S210) in the main control board 200. As shown in FIG.
[0178] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0179] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0180] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.
[0181] (Step S210-7) The main CPU 200a judges whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in the above step S210-5. If it is judged that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-17, and if it is judged that at least one of the front upper door 104 and the front lower door 106 is not closed, the process proceeds to step S210-9.
[0182] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.
[0183] (Step S210-11) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.
[0184] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.
[0185] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0186] (Step S210-17) When a credit switch (not shown) for paying back the accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back the accumulated medals.
[0187] (Step S210-19) The main CPU 200a executes a process related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the reserved number is subtracted by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, the amount is added to the reserved number.
[0188] (Step S210-21) The main CPU 200a executes a medal acquisition process for checking whether the number of inserted medals is a specified number.
[0189] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a judges whether the number of inserted coins is equal to the specified number. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-1. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-25.
[0190] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.
[0191] (Step S210-27) The main CPU 200a judges whether or not it has detected a falling edge (pressing) of the start switch 118. As a result, if it is judged that the falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it is judged that the falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.
[0192] (Step S210-29) The main CPU 200a clears the main payout display unit buffer to clear the display of the main payout display unit 132.
[0193] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process for clearing the re-play state identification signal.
[0194] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing for turning off (extinguishing) the start indicator.
[0195] (Step S210-35) The main CPU 200a sets a lever press command, which indicates that the start switch 118 has been pressed, in the transmission buffer.
[0196] (Step S220) The main CPU 200a executes an internal lottery process for carrying out a lottery for determining the type of winning, which will be described later.
[0197] FIG. 18 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.
[0198] (Step S220-1) The main CPU 200a acquires the setting value data.
[0199] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.
[0200] (Step S220-5) The main CPU 200a judges whether the setting value data acquired in the above step S220-1 is abnormal. If it is judged that the setting value data is abnormal, the process proceeds to step S112, and if it is judged that the setting value data is not abnormal, the process proceeds to step S220-7.
[0201] (Step S220-7) The main CPU 200a obtains the winning type lottery random number updated by the random number generator 200d.
[0202] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a game state.
[0203] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).
[0204] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.
[0205] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes a lottery data acquisition process for shifting the winning area by one.
[0206] (Step S220-17) The main CPU 200a judges whether or not to hold a prize type lottery. If it is judged that a prize type lottery will not be held, the process proceeds to step S220-21. If it is judged that a prize type lottery will be held, the process proceeds to step S220-19.
[0207] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.
[0208] (Step S220-21) The main CPU 200a judges whether the subtraction result in the above step S220-19 is negative, that is, whether the winning area has been won by the winning type lottery. If it is judged that the winning type lottery has been won, the process proceeds to step S230, and if it is judged that the winning type lottery has not been won, the process proceeds to step S220-23.
[0209] (Step S220-23) The main CPU 200a judges whether the winning type lottery has ended. If it is judged that the winning type lottery has not ended, the process proceeds to step S220-15. If it is judged that the winning type lottery has ended, the process proceeds to step S220-25.
[0210] (Step S220-25) The main CPU 200a clears the trigger role type.
[0211] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.
[0212] FIG. 19 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.
[0213] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process for setting the game state to an internal game state if the acquired winning area includes a bonus combination.
[0214] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.
[0215] (Step S230-5) The main CPU 200a determines (sets) the type of win based on the win area acquired in step S230-1.
[0216] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in the above step S230-3.
[0217] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.
[0218] (Step S231) The main CPU 200a executes an execution flag setting process which sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.
[0219] (Step S230-13) The main CPU 200a sets a presentation command, which is a command related to the advantageous zone, in a transmission buffer.
[0220] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.
[0221] (Step S230-17) The main CPU 200a checks the timer for one game.
[0222] (Step S230-19) The main CPU 200a sets in the transmission buffer a pre-reel spin command indicating that the reels 110a, 110b, 110c, and 110d have not yet spun.
[0223] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.
[0224] (Step S230-23) The main CPU 200a judges whether the 1-game timer is not 0. As a result, if it is judged that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is judged that the 1-game timer is 0, the process proceeds to step S230-25.
[0225] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, 110c, and 110d. Here, the motor phases of the reels 110a, 110b, 110c, and 110d are set to accelerating to start the rotation of each reel, and the one-play timer is set to a value equivalent to 4.1 seconds.
[0226] (Step S230-27) The main CPU 200a sets in the transmission buffer a reel start command indicating that the reels 110a, 110b, 110c, and 110d have started spinning.
[0227] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, 110c, and 110d are rotating. This reel rotation process will be described later.
[0228] FIG. 20 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.
[0229] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.
[0230] (Steps S232 to S235) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being shifted to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.
[0231] 21 is a flowchart explaining the non-advantageous zone process (S232) executed in the state-specific module execution process. The non-advantageous zone process is executed when the game zone is a non-advantageous zone.
[0232] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.
[0233] (Step S232-3) The main CPU 200a judges whether the advantageous zone lottery has been won in the above step S232-1. If it is judged that the advantageous zone lottery has been won, the process proceeds to step S232-5, and if it is judged that the advantageous zone lottery has not been won, the non-advantageous zone process is terminated.
[0234] (Step S232-5) The main CPU 200a turns on the advantageous zone flag indicating that the zone is an advantageous zone, and ends the non-advantageous zone processing. As a result, the zone is transitioned to an advantageous zone in the advantageous zone update processing of step S280-7 described later.
[0235] 22 is a flowchart illustrating the normal presentation state process (S233) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.
[0236] (Step S233-1) The main CPU 200a increments the continued play counter for counting the number of continued plays by 1. The continued play counter is also incremented by 1 for each play in the CZ presentation state process described below and the pull-back presentation state process (not shown) executed in the pull-back presentation state. The continued play counter is reset when the state transitions to the OP presentation state or the special specialized zone presentation state.
[0237] (Step S233-3) When a predetermined winning type is won, the main CPU 200a executes a reel effect lottery process for determining by lottery whether or not a reel effect can be executed.
[0238] (Step S233-5) The main CPU 200a judges whether the value of the continued play counter is equal to or greater than the ceiling play number. If it is judged that the value of the continued play counter is equal to or greater than the ceiling play number, the process proceeds to step S233-7. If it is judged that the value of the continued play counter is not equal to or greater than the ceiling play number, the process proceeds to step S233-9.
[0239] (Step S233-7) The main CPU 200a sets the next AT flag to a value corresponding to the special specialized zone presentation state, and transfers the process to step S233-15.
[0240] (Step S233-9) The main CPU 200a conducts a CZ lottery based on the winning type determined by the winning type lottery.
[0241] (Step S233-11) The main CPU 200a determines whether the CZ lottery was won in step S233-9. If it is determined that the CZ lottery was won, the process proceeds to step S233-13. If it is determined that the CZ lottery was not won, the process proceeds to step S233-15.
[0242] (Step S233-13) The main CPU 200a sets the next AT flag to a value corresponding to the CZ performance state.
[0243] (Step S233-15) The main CPU 200a judges whether execution of the reel effect has been decided in the above step S233-3. As a result, if it is judged that the reel effect has been won, the process proceeds to step S233-17, and if it is judged that the reel effect has not been won, the normal effect state process is terminated.
[0244] (Step S233-17) The main CPU 200a executes the reel effect determined in step S233-3, and ends the normal effect state processing.
[0245] Figure 23 is a flowchart explaining the CZ presentation state processing (S234) executed in the state-specific module execution processing. The CZ presentation state processing is executed when the presentation state is the CZ presentation state processing. Note that among the processes in the CZ presentation state processing, the same processes as those in the normal presentation state processing are given the same symbols, and their explanations are omitted.
[0246] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.
[0247] (Step S234-3) The main CPU 200a judges whether the AT lottery has been won in the above step S234-1. If it is judged that the AT lottery has been won, the process proceeds to step S234-5. If it is judged that the AT lottery has not been won, the process proceeds to step S234-7.
[0248] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the OP performance state, and transfers the process to step S233-15.
[0249] (Step S234-7) The main CPU 200a judges whether the game is the final game in the CZ presentation state. If it is judged to be the final game in the CZ presentation state, the process proceeds to step S234-9. If it is judged not to be the final game in the CZ presentation state, the process proceeds to step S233-15.
[0250] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.
[0251] 24 is a flowchart explaining the non-advantageous standby presentation state processing and the advantageous standby presentation state processing (S235) executed in the state-specific module execution processing. The non-advantageous standby presentation state processing and the advantageous standby presentation state processing are executed when the presentation state is the non-advantageous presentation state or the advantageous standby presentation state.
[0252] (Step S235-1) The main CPU 200a judges whether the continuation flag is on. The continuation flag is turned on when a transition (continuation) to a normal AT performance state is determined. As a result, if it is judged that the continuation flag is on, the process proceeds to step S235-9, and if it is judged that the continuation flag is not on, the process proceeds to step S235-3.
[0253] (Step S235-3) The main CPU 200a performs the continuation lottery by referring to a continuation lottery table (not shown).
[0254] (Step S235-5) The main CPU 200a judges whether the continuation lottery has been won. If it is judged that the continuation lottery has been won, the process proceeds to step S235-7. If it is judged that the continuation lottery has not been won, the process proceeds to step S235-9.
[0255] (Step S235-7) The main CPU 200a turns on the continuation flag.
[0256] (Step S235-9) The main CPU 200a judges whether or not it is the final game (second game) in the non-advantageous waiting presentation state. As a result, if it is judged to be the final game, the process proceeds to step S235-11, and if it is judged not to be the final game, the non-advantageous waiting presentation state process is terminated.
[0257] (Step S235-11) The main CPU 200a sets the next AT flag to a value corresponding to the continuing presentation state, and ends the non-advantageous waiting presentation state processing or the advantageous waiting presentation state.
[0258] FIG. 25 is a flow chart for explaining the process during reel rotation (S240) in the main control board 200.
[0259] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c, and 120d. Here, the stop indicator output bit is composed of a bit string of 3 bits, and each bit corresponds to the light emission color of the four stop switches 120a, 120b, 120c, and 120d, respectively, and is represented by blue=1 and red=0.
[0260] (Step S240-3) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S240-1 above.
[0261] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0262] (Step S240-7) The main CPU 200a refers to the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, 110c, and 110d have reached a steady rotation speed. In other words, the fact that the index flag is set indicates that the reels 110a, 110b, 110c, and 110d have reached a steady rotation speed.
[0263] (Step S240-9) The main CPU 200a judges whether all index flags of the reels 110a, 110b, 110c, and 110d have been detected. If it is judged that all index flags have not been detected, the process proceeds to step S240-1, and if it is judged that all index flags have been detected, the process proceeds to step S240-11.
[0264] (Step S240-11) The main CPU 200a acquires the stopped reel bits indicating the reels 110a, 110b, 110c, and 110d that have stopped or are starting to stop. Here, the stopped reel bits are composed of a 3-bit bit string, and each bit corresponds to one of the four reels 110a, 110b, 110c, and 110d, and are represented as a steady state=1 and an accelerating state, decelerating state, or stopped state=0.
[0265] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.
[0266] (Step S240-15) The main CPU 200a sets a stop indicator output bit on (output image) to turn on (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c, and 120d.
[0267] (Step S240-17) The main CPU 200a acquires an image of the input port 0, and executes an operation target bit extraction process to extract an operation target bit from the acquired image. Here, the operation target bit is composed of a bit string of 3 bits, each bit corresponding to one of the four stop switches 120a, 120b, 120c, and 120d, and is represented as operated=1 and not operated=0.
[0268] (Step S240-19) The main CPU 200a calculates the logical product of the reel spinning flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is spinning effectively, the logical product becomes 1.
[0269] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the process proceeds to step S240-23.
[0270] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in the above step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.
[0271] (Step S240-25) The main CPU 200a judges whether the logical product calculated in the above step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is judged that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.
[0272] (Step S240-27) The main CPU 200a judges whether the operated stop switch 120 is valid. As a result, if it is judged that the operated stop switch 120 is not valid, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is judged whether or not one stop switch 120 is operated. Then, if it is judged that one stop switch 120 is operated, the process proceeds to step S240-29, and if it is judged that not one stop switch 120 is operated, that is, two or more stop switches 120 are operated, the process proceeds to step S240-1.
[0273] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.
[0274] (Step S240-31) The main CPU 200a disables interrupts.
[0275] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.
[0276] (Step S240-35) The main CPU 200a executes a sliding frame number acquisition process for determining the number of sliding frames of the reel 110.
[0277] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.
[0278] FIG. 26 is a flowchart illustrating the reel stop process (S250) in the main control board 200.
[0279] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in the above step S240-35.
[0280] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of sliding symbols determined in the above step S240-37 with respect to the pressed reference position acquired in the above step S250-1.
[0281] (Step S250-5) The main CPU 200a sets a stop request flag (sets it to 1). The stop request flag is a flag for requesting a program operating in parallel to perform a stop process for the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read out by the program operating in parallel, and the reel 110 is stopped. When the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.
[0282] (Step S250-7) The main CPU 200a permits interrupts.
[0283] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping order of the reels 110 in a transmission buffer.
[0284] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.
[0285] (Step S250-13) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S250-11 above.
[0286] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.
[0287] (Step S250-17) The main CPU 200a executes a next cylinder setting pre-processing for stopping the next reel 110.
[0288] (Step S250-19) The main CPU 200a judges whether or not the stop process has been completed for all of the reels 110. As a result, if it is judged that the stop process has not been completed for all of the reels 110, the process proceeds to step S240, and if it is judged that the stop process has been completed for all of the reels 110, the process proceeds to step S250-21.
[0289] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have been stopped. If it is determined that all of the reels 110 have not been stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have been stopped, the main CPU 200a proceeds to step S250-23.
[0290] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0291] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit.
[0292] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23. If it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.
[0293] (Step S260) The main CPU 200a executes a display determination process for determining the winning combination that has been achieved. This display determination process will be described later.
[0294] FIG. 27 is a flowchart illustrating the display determination process (S260) in the main control board 200.
[0295] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.
[0296] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.
[0297] (Step S260-5) The main CPU 200a sets an error code "EE" which indicates that a display determination abnormality (error) has occurred.
[0298] (Step S260-7) The main CPU 200a judges whether or not the display judgment is abnormal based on the judgment result of the above step S260-3. As a result, if it is judged that the display judgment is abnormal, the process proceeds to step S112, and if it is judged that the display judgment is not abnormal, the process proceeds to step S260-9.
[0299] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.
[0300] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.
[0301] (Step S260-13) The main CPU 200a judges whether a small win has been won. If it is judged that a small win has been won, the process proceeds to step S260-15. If it is judged that a small win has not been won, the process proceeds to step S260-35.
[0302] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.
[0303] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.
[0304] (Step S260-19) The main CPU 200a judges whether the zone is favorable or not. If it is judged that the zone is not favorable, the process proceeds to step S270, and if it is judged that the zone is favorable, the process proceeds to step S260-21.
[0305] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts the net increase in the number of coins during the advantageous zone.
[0306] (Step S260-23) The main CPU 200a adds the number of coins to be paid out to the value of the advantageous zone MY counter obtained in step S260-23 above.
[0307] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.
[0308] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.
[0309] (Step S260-29) The main CPU 200a judges whether the result of the subtraction in step S260-27 is negative. If it is judged that the result of the subtraction is not negative, the process proceeds to step S260-33, and if it is judged that the result of the subtraction is negative, the process proceeds to step S260-31.
[0310] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).
[0311] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.
[0312] (Step S260-35) The main CPU 200a judges whether or not the replay role has been won. As a result, if it is judged that the replay role has not been won, the process proceeds to step S270, and if it is judged that the replay role has been won, the process proceeds to step S260-37.
[0313] (Step S260-37) The main CPU 200a sets the number of coins inserted as the number of coins to be paid out.
[0314] (Step S260-39) The main CPU 200a turns on the replay operation flag.
[0315] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.
[0316] (Step S270) The main CPU 200a executes a payout process for paying out medals, which will be described later.
[0317] FIG. 28 is a flowchart illustrating the payout process (S270) in the main control board 200.
[0318] (Step S270-1) The main CPU 200a acquires a re-play operation flag.
[0319] (Step S270-3) The main CPU 200a sets in the transmission buffer a payout start command indicating that the payout of medals has started.
[0320] (Step S270-5) The main CPU 200a judges whether or not a replay has been won based on the replay operation flag acquired in the above step S270-1. If it is judged that a replay has been won, the process proceeds to step S270-41, and if it is judged that a replay has not been won, the process proceeds to step S270-7.
[0321] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.
[0322] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payout coins is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.
[0323] (Step S270-11) The main CPU 200a judges whether the number of stored sheets is 50 or more. If it is judged that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is judged that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.
[0324] (Step S270-13) The main CPU 200a executes a medal payout device control process for causing the medal payout device 142 to pay out one medal, and moves the process to step S270-23.
[0325] (Step S270-15) The main CPU 200a sets a payout start interval timer.
[0326] (Step S270-17) The main CPU 200a judges whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is judged that it is the first payout time, the process proceeds to step S270-21, and if it is judged that it is not the first payout time, the process proceeds to step S270-19.
[0327] (Step S270-19) The main CPU 200a executes a timer wait process for waiting until the payout start interval timer counts down to 0.
[0328] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.
[0329] (Step S270-23) The main CPU 200a sets in the transmission buffer a payout execution command indicating that one medal has been paid out.
[0330] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.
[0331] (Step S270-27) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S270-31. If it is judged that the bonus game state is in effect, the process proceeds to step S270-29.
[0332] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.
[0333] (Step S270-31) The main CPU 200a judges whether the payout of the payout number of medals has been completed. If it is judged that the payout has not been completed, the process proceeds to step S270-11. If it is judged that the payout has been completed, the process proceeds to step S270-33.
[0334] (Step S270-33) The main CPU 200a executes a payout end process for ending the payout of medals.
[0335] (Step S270-35) The main CPU 200a judges whether an over error has been detected. If it is judged that an over error has not been detected, the process proceeds to step S270-41, and if it is judged that an over error has been detected, the process proceeds to step S270-37.
[0336] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.
[0337] (Step S270-39) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.
[0338] (Step S270-41) The main CPU 200a sets in the transmission buffer a payout end command indicating that the payout of medals has ended.
[0339] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.
[0340] FIG. 29 is a flowchart illustrating the game transition process (S280) in the main control board 200.
[0341] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, executes a replay display control process which sets a stop display output bit off (output image) to turn on or off a bit corresponding to a replay display (not shown) indicating that the next play is a replay, and updates the output bit of the set output image.
[0342] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.
[0343] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the presentation state being transitioned to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.
[0344] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.
[0345] (Step S280-7) The main CPU 200a executes advantageous zone update processing to manage advantageous zones.
[0346] (Step S280-9) The main CPU 200a judges whether the next game is in an AT presentation state. If it is judged that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is judged that the next game is in an AT presentation state, the process proceeds to step S280-11.
[0347] (Step S280-11) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S280-15. If it is judged that the bonus game state is in effect, the process proceeds to step S280-13.
[0348] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.
[0349] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to the advantageous zone, in a transmission buffer.
[0350] (Step S280-17) The main CPU 200a sets a game end command, which indicates that one game has ended, in the transmission buffer.
[0351] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.
[0352] (Step S280-21) The main CPU 200a judges whether the effect wait timer, which is set when the advantageous zone is ended in the above step S280-7, is 0. As a result, if it is judged that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is judged that the effect wait timer is 0, the process proceeds to step S280-23.
[0353] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.
[0354] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and shifts the process to step S200.
[0355] 30 is a flowchart explaining the normal AT presentation state processing (S281) executed in the state-specific module execution processing. The normal AT presentation state processing is executed when the presentation state is the normal AT presentation state.
[0356] (Step S281-1) The main CPU 200a judges whether the game is the final game of the normal AT presentation state based on the net increase in the number of coins in the normal AT presentation state. As a result, if it is judged to be the final game of the normal AT presentation state, the process proceeds to step S281-3, and if it is judged not to be the final game of the normal AT presentation state, the normal AT presentation state process is terminated.
[0357] (Step S281-3) The main CPU 200a performs the continuation lottery by referring to a continuation lottery table (not shown).
[0358] (Step S281-5) The main CPU 200a judges whether the continuation lottery has been won. If it is judged that the continuation lottery has been won, the process proceeds to step S281-7. If it is judged that the continuation lottery has not been won, the process proceeds to step S281-9.
[0359] (Step S281-7) The main CPU 200a turns on the continuation flag, and moves the process to step S281-17.
[0360] (Step S281-9) The main CPU 200a judges whether the value of the advantageous zone MY counter is less than 400. As a result, if it is judged that the value of the advantageous zone MY counter is less than 400, the process proceeds to step S281-11, and if it is judged that the value of the advantageous zone MY counter is not less than 400, the process proceeds to step S281-15.
[0361] (Step S281-11) The main CPU 200a performs an advantageous continuation lottery by referring to an advantageous continuation lottery table (not shown).
[0362] (Step S281-13) The main CPU 200a judges whether the advantageous continuation lottery has been won. If it is judged that the advantageous continuation lottery has been won, the process proceeds to step S281-17. If it is judged that the advantageous continuation lottery has not been won, the process proceeds to step S281-15.
[0363] (Step S281-15) The main CPU 200a sets the next AT flag to a value corresponding to the non-advantageous waiting presentation state, and sets a flag for setting the game area to a non-advantageous area in the above step S280-7, and terminates the normal AT presentation state processing.
[0364] (Step S281-17) The main CPU 200a sets the next AT flag to a value corresponding to the advantageous waiting presentation state, and terminates the normal AT presentation state processing.
[0365] One game is executed through a series of processes from step S200 to step S280. After that, steps S200 to S280 are repeated.
[0366] Next, the power-off save process and timer interrupt process in the main control board 200 will be described.
[0367] (Evacuation process when power is turned off for the main control board 200) 31 is a flowchart explaining the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, interrupts and executes the power-off save processing.
[0368] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.
[0369] (Step S300-3) The main CPU 200a checks the power-off warning signal.
[0370] (Step S300-5) The main CPU 200a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0371] (Step S300-7) The main CPU 200a restores the registers.
[0372] (Step S300-9) The main CPU 200a performs processing for permitting an interrupt, and ends the power-off save processing.
[0373] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.
[0374] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.
[0375] (Step S300-15) The main CPU 200a executes a RAM protect setting process required to prohibit access to the main RAM 200c.
[0376] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 200a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter.
[0377] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by one.
[0378] (Step S300-21) The main CPU 200a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S1000).
[0379] In addition, if a power outage actually occurs, the operation of the slot machine 100 stops while steps S300-19 to S300-21 are being looped.
[0380] (Timer interrupt processing of main control board 200) 32 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.
[0381] (Step S400-1) The main CPU 200a saves the registers.
[0382] (Step S400-3) The main CPU 200a clears the interrupt flag.
[0383] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0384] (Step S400-7) The main CPU 200a outputs the set output image to the output port, and executes dynamic port output processing which controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators of the stop switches 120a, 120b, 120c, 120d, the replay indicator, and the section indicator 160.
[0385] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.
[0386] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .
[0387] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .
[0388] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.
[0389] (Step S400-17) The main CPU 200a executes a random number update process for updating various random numbers.
[0390] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.
[0391] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so that one module is executed once every four timer interrupt processing times (every 5.96 ms). For example, a module that executes a time monitoring process that subtracts from various timers is associated with one timer interrupt processing phase.
[0392] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.
[0393] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0394] (Step S400-27) The main CPU 200a restores the registers.
[0395] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.
[0396] (Selection type) As described above, in the slot machine 100 of this embodiment, the winning type "Strawberry in Batting Order" is adopted as the selectable winning type, and by performing auxiliary effects in the AT presentation state, the expected number of coins to be won per unit of play in the AT presentation state can be relatively increased compared to the normal presentation state.
[0397] FIG. 33 is an explanatory diagram for explaining the winning mode of the winning type "Strawberry Batting Order". Here, as the winning type "Strawberry Batting Order", the stop control will be explained by taking the winning type "Strawberry Batting Order 1" with batting orders 1, 2, and 7. As shown in the upper part of FIG. 33, the winning type "Strawberry Batting Order 1" is a selection winning type that includes a winning combination "Small combination 2" (correct combination) with a payout of 15 coins, and winning combinations "Small combination 14", "Small combination 15", "Small combination 18", and "Small combination 19" (incorrect combination) with a payout of 1 coin.
[0398] Here, when setting the priority based on the types of pattern combinations that can be displayed on the valid line A, the more types of pattern combinations of winning roles that can be displayed on the valid line A, the higher the priority is set; and when setting the priority based on the number of medals paid out, the more the number of medals paid out of minor roles corresponding to the pattern combinations displayed on the valid line A, the higher the priority is set.
[0399] As shown in FIG. 33, when the winning type "Strawberry 1" is won and the stop switch 120a is operated to stop the left reel 110a first according to the correct operation mode of the batting order 1, the pattern "Replay", which constitutes the winning combination "Small combination 2" that will pay out the most medals at 15, is set to be preferentially displayed among the symbols to be drawn, "Replay", "Strawberry A", and "Black circle". Then, the reel control means 306 performs stop control so that the pattern "Replay" is preferentially displayed on the pay line A in response to the operation of the stop switch 120a. Note that the pattern "Replay" is always displayed on the pay line A by the stop control because PB=1 on the left reel 110a. In this way, by stopping the symbol "REPLAY" on the pay line A of the left reel 110a, the possibility of winning the winning role "small role 19" included in the winning type "batting order strawberry 1" is eliminated, and only the winning roles "small role 2", "small role 14", "small role 15", and "small role 18" have the possibility of winning. Next, when the stop switch 120b is operated to stop the middle reel 110b second according to the batting order 1, which is the correct operation mode, the symbol "Strawberry A" constituting the winning role "small role 2" which has the largest number of medals paid out, 15, among the symbols "Strawberry A" and "Cherry" to be drawn in is set to be preferentially displayed. Then, the reel control means 306 performs stop control so that the symbol "Strawberry A" is preferentially displayed on the pay line A in response to the operation of the stop switch 120b. Note that the symbol "Strawberry A" is always displayed on the pay line A by the stop control because PB=1 on the middle reel 110b. In this way, by stopping the symbol "Strawberry A" on the active line A of the center reel 110b, the winning combination "small combination 18" included in the winning type "batting order strawberry 1" has no chance of winning, and only the winning combinations "small combination 2," "small combination 14," and "small combination 15" have the possibility of winning. Next, when the stop switch 120c is operated to stop the right reel 110c third according to the batting order 1, which is the correct operation mode, the symbol "bell" constituting the winning combination "small combination 2," which has the highest number of medals paid out at 15, is set to be displayed preferentially among the symbols to be drawn, "bell," "red 7," and "cherry."Then, the reel control means 306 performs stop control so that the symbol "Bell" is preferentially displayed on the pay line A in response to the operation of the stop switch 120c. Since the symbol "Bell" is PB=1 on the right reel 110c, it can always be displayed on the pay line A by the stop control. In this way, when the symbol "Bell" stops on the pay line A of the right reel 110c, the winning roles "Small Role 14" and "Small Role 15" included in the winning type "Strawberry 1" are no longer likely to win, and only the winning role "Small Role 2" has the possibility of winning. Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth according to the batting order 1, which is the correct operation mode, the symbol "Replay" to be drawn in is set to be preferentially displayed. Then, the reel control means 306 performs stop control so that the symbol "Replay" is preferentially displayed on the pay line A in response to the operation of the stop switch 120d. In addition, since the symbol "REPLAY" is PB=1 on the 4th reel 110d, it can always be displayed on the pay line A by the stop control. In this way, the symbol "REPLAY" stops on the pay line A of the 4th reel 110d, and the winning role "small role 2" is confirmed. Here, by performing the operation according to the hitting order 1, which is the correct operation mode, it is possible to win the winning role "small role 2" (correct role) with PB=1, which can receive the maximum number of payout coins, which is 15 coins.
[0400] Next, as shown in FIG. 33, when the winning type "Strawberry 1" is won and the stop switch 120a is operated to stop the left reel 110a first according to the incorrect operation mode of the batting order 2, the pattern "Replay" constituting the winning role "Small role 2" which has the largest number of medals paid out, 15, among the patterns "Replay", "Strawberry A", and "Black circle" to be drawn is set to be preferentially displayed. Then, the reel control means 306 performs stop control so that the pattern "Replay" is preferentially displayed on the pay line A in response to the operation of the stop switch 120a. Note that the pattern "Replay" is always displayed on the pay line A by the stop control because PB=1 on the left reel 110a. In this way, by stopping the symbol "REPLAY" on the pay line A of the left reel 110a, the possibility of winning the winning role "small role 19" included in the winning type "batting order strawberry 1" is eliminated, and only the winning roles "small role 2", "small role 14", "small role 15", and "small role 18" have the possibility of winning. Next, when the stop switch 120b is operated to stop the middle reel 110b second according to the batting order 2, which is an incorrect operation mode, the symbol "Strawberry A" constituting the winning role "small role 2" which has the largest number of medals paid out, 15, among the symbols "Strawberry A" and "Cherry" to be drawn in is set to be preferentially displayed. Then, the reel control means 306 performs stop control so that the symbol "Strawberry A" is preferentially displayed on the pay line A in response to the operation of the stop switch 120b. Note that the symbol "Strawberry A" is always displayed on the pay line A by the stop control because PB=1 on the middle reel 110b. In this way, when the symbol "Strawberry A" stops on the active line A of the middle reel 110b, the winning combination "Small combination 18" included in the winning type "Strawberry 1" becomes impossible to win, and only the winning combinations "Small combination 2," "Small combination 14," and "Small combination 15" have the possibility of winning.Next, when the stop switch 120d is operated to stop the 4th reel 110d third according to the batting order 2, which is an incorrect operation mode, the symbol "cherry" constituting the winning combination "small combination 14" that has the largest number of symbol combinations of winning combinations that can be displayed on the active line A is set to be displayed preferentially among the symbols "replay", "cherry", and "red 7" to be drawn in. Then, the reel control means 306 performs stop control so that the symbol "cherry" is displayed preferentially on the active line A in response to the operation of the stop switch 120d. Note that the symbol "cherry" can always be displayed on the active line A by the stop control, since PB=1 on the 4th reel 110d. In this way, by the symbol "cherry" stopping on the active line A of the 4th reel 110d, the winning combinations "small combination 2" and "small combination 15" included in the winning type "batting order strawberry 1" have no chance of winning, and only the winning combination "small combination 14" has the possibility of winning. That is, by stopping the symbol "cherry" on the 4th reel 110d at PB=1, it is possible to avoid winning the winning role "small role 2" (correct role) with a payout of 15 coins. Next, when the stop switch 120c is operated to stop the right reel 110c fourth according to the hit order 2, which is an incorrect operation mode, the symbol "cherry" to be drawn in is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the symbol "cherry" is displayed preferentially on the pay line A in response to the operation of the stop switch 120c. Note that the symbol "cherry" is always displayed on the pay line A by the stop control since the symbol "cherry" is PB=1 on the right reel 110c. In this way, the winning role "small role 14" is confirmed by stopping the symbol "cherry" on the pay line A of the right reel 110c. Here, by performing the operation of the incorrect operation mode of the hitting order 2, it is possible to win the winning combination "minor combination 14" which can receive the minimum number of payouts, 1 coin, with PB=1. Note that, here, an example was given in which the symbol constituting the winning combination "minor combination 14" on the 4th reel 110d that stopped fourth is the symbol "cherry" with PB=1.However, this is not the only case. As long as the possibility of winning of all other winning roles included in the winning type "Strawberry 1" at the third stop (winning roles "Small Role 2", "Small Role 15", "Small Role 18", "Small Role 19") is eliminated, as described above, the symbol PB≠1 may be used as the symbol constituting the winning role "Small Role 14".
[0401] Next, as shown in FIG. 33, when the winning type "batting order strawberry 1" is won and the stop switch 120b is operated to stop the center reel 110b first according to the batting order 7, which is an incorrect operation mode, the symbol "bell" constituting the winning combination "minor combination 19" that has the largest number of symbol combinations of the winning combination that can be displayed on the activated line A is set to be preferentially displayed among the symbols "strawberry A", "cherry", and "bell" that are the targets of drawing. Then, the reel control means 306 performs stop control so that the symbol "bell" is preferentially displayed on the activated line A in response to the operation of the stop switch 120b. Note that the symbol "bell" is always displayed on the activated line A by the stop control because PB=1 on the center reel 110b. In this way, by stopping the symbol "Bell" on the pay line A of the center reel 110b, the winning roles "Small Role 2", "Small Role 14", "Small Role 15", and "Small Role 18" included in the winning type "Strawberry 1" are no longer likely to win, and only the winning role "Small Role 19" has the possibility of winning. That is, by stopping the symbol "Bell" on the center reel 110b at PB=1, it is possible to avoid the winning of the winning role "Small Role 2" (correct role) with a payout number of 15 coins. Next, when the stop switch 120a is operated to stop the left reel 110a second according to the incorrect operation mode of the pay line 7, the symbol "Strawberry A" to be drawn in is set to be preferentially displayed. Then, the reel control means 306 controls the stop so that the symbol "Strawberry A" is preferentially displayed on the pay line A in response to the operation of the stop switch 120a. In addition, the symbol "Strawberry A" has a PB ≠ 1 on the left reel 110a, and when operated randomly, the symbol "Strawberry A" can only be displayed on the activated line A by the stop control in 1 / 2 chance. Next, when the stop switch 120c is operated to stop the right reel 110c third according to the hit order 7, which is an incorrect operation mode, the symbol "Strawberry A" to be drawn in is set to be displayed preferentially. Then, the reel control means 306 performs stop control in response to the operation of the stop switch 120c so that the symbol "Strawberry A" is displayed preferentially on the activated line A. In addition, since the symbol "Strawberry A" has a PB = 1 on the right reel 110c, the symbol "Strawberry A" can always be displayed on the activated line A by the stop control.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth according to the incorrect operation mode of the hitting order 7, the symbol "BAR" to be drawn is set to be preferentially displayed. Then, the reel control means 306 performs stop control so that the symbol "BAR" is preferentially displayed on the activated line A in response to the operation of the stop switch 120d. Since the symbol "BAR" is PB=1 on the 4th reel 110d, it can always be displayed on the activated line A by the stop control. Therefore, by performing the operation according to the hitting order 7, which is the incorrect operation mode, it is possible to win the winning role "small role 19" which can receive one coin, which is the minimum number of coins to be paid out, with a probability of 1 / 2. Here, an example is given in which the symbol constituting the winning role "small role 19" on the left reel 110a stopped second is the symbol "strawberry A" with PB≠1. However, since the possibility of winning all other winning roles included in the winning type "Strawberry 1" at the first stop (winning roles "Small Role 2," "Small Role 14," "Small Role 15," and "Small Role 18") is eliminated, a symbol PB≠1 may be used as the symbol constituting the winning role "Small Role 19" on any of the reels 110 at the second, third, or fourth stop.
[0402] Here, the stopping control has been explained using batting orders 1, 2, and 7 when the winning type "Batting Order Strawberry 1" is won. However, for batting orders 3 to 6 and 13 to 24, the same stopping control is applied as for batting order 2, and the player will be paid out one medal, and for batting orders 8 to 12, the same stopping control is applied as for batting order 7, and the player will have a 1 / 2 chance of receiving one medal.
[0403] In this way, by adopting the winning type "Strawberry Batting Order" as the selected winning type and performing the auxiliary performance in the AT performance state, the expected number of coins to be won per unit of play in the AT performance state can be relatively increased compared to the non-AT performance state. Specifically, even if the winning type "Strawberry Batting Order" is won in the non-AT performance state, the auxiliary performance is hardly performed, so the player operates the stop switch 120 by deciding the batting order (for example, batting order 1 by pressing left) or operates it randomly, and the expected number of coins to be won per unit of play is (15 coins (correct combination) x 1 + 1 coin x 17 + 1 / 2 coins x 6) / 24 ≒ 1.46 coins. On the other hand, when the winning type "Strawberry Batting Order" is won in the AT performance state, the auxiliary performance is executed, so the player can operate it by the correct operation mode (here, batting order 1), and the expected number of coins to be won per unit of play is 15 coins. In this way, by keeping the player in the AT presentation state, the player can obtain a large gaming profit in a short period of time while reducing the consumption of medals, thereby increasing the player's motivation to play.
[0404] However, if the expected number of coins per unit of play in the non-AT performance state is set relatively low as described above in order to increase the expected number of coins per unit of play in the AT performance state, the player's investment amount will be increased unnecessarily by continuing to stay in the non-AT performance state. On the other hand, if you try to suppress the decrease in the expected number of coins per unit of play in the non-AT performance state while increasing the expected number of coins per unit of play in the AT performance state, you have no choice but to set the probability of transition to the AT performance state low or to set a period during which no lottery is held. This will result in a decrease in the frequency of transition to the AT performance state, which may result in the player feeling bored.
[0405] Therefore, by relatively lowering the expected number of coins to be won per unit of play in the non-AT presentation state without setting a low probability of transition to the AT presentation state or setting a period during which no lottery is held, we are considering increasing the difference in the expected number of coins to be won between the non-AT presentation state and the AT presentation state while maintaining the player's motivation to play.
[0406] FIG. 34 is an explanatory diagram for explaining the winning mode of the winning type "batting order chance role B". Here, the stop control will be explained by taking the left push and the center push of the winning type "batting order chance role B1" as the winning type "batting order chance role B". As shown in the upper part of FIG. 34, the winning type "batting order chance role B1" is a selection winning type that includes the winning role "small role 1" with a payout number of 15 coins and the winning roles "small role 33" and "small role 34" with a payout number of 1 coin overlapping. In this embodiment, when the winning type "batting order chance role B" is won, the correct operation mode (correct role) differs depending on whether the state is a non-AT performance state or an AT performance state. For example, in the non-AT performance state, it is possible to win a winning role (correct role) with a small payout number by the correct operation mode, and in the AT performance state, it is possible to win a winning role (correct role) with a large payout number by the correct operation mode. Here, an example will be described in which a non-AT performance state, that is, a winning combination (correct combination) with a small payout amount can be achieved by a correct operation mode.
[0407] Here, when setting the priority based on the types of pattern combinations that can be displayed on the valid line A, the more types of pattern combinations of winning roles that can be displayed on the valid line A, the higher the priority is set; and when setting the priority based on the number of medals paid out, the more the number of medals paid out of minor roles corresponding to the pattern combinations displayed on the valid line A, the higher the priority is set.
[0408] As shown in FIG. 34, when the winning type "batting order chance role B1" is won and the stop switch 120a is operated to stop the left reel 110a first according to the correct operation mode of pushing left, the drawn-in target symbol "REPLAY" is set to be preferentially displayed. Then, the reel control means 306 performs stop control so that the symbol "REPLAY" is preferentially displayed on the activated line A in response to the operation of the stop switch 120a. Note that the symbol "REPLAY" is always displayed on the activated line A by the stop control because PB=1 on the left reel 110a. Here, there is still a possibility of winning for all of the winning roles "small role 1", "small role 33", and "small role 34" included in the winning type "batting order chance role B1". Next, when the stop switch 120b is operated to stop the middle reel 110b second, the symbol "Strawberry A" constituting the winning combinations "small combination 33" and "small combination 34" that have the largest number of symbol combinations of winning combinations that can be displayed on the active line A is set to be displayed preferentially among the symbols "Cherry" and "Strawberry A" to be drawn in. Then, the reel control means 306 performs stop control so that the symbol "Strawberry A" is preferentially displayed on the active line A in response to the operation of the stop switch 120b. Note that the symbol "Strawberry A" can always be displayed on the active line A by the stop control since PB=1 on the middle reel 110b. In this way, by stopping the symbol "Strawberry A" on the active line A of the middle reel 110b, the winning combination "small combination 1" included in the winning type "batting order chance combination B1" has no chance of winning, and only the winning combinations "small combination 33" and "small combination 34" have the chance of winning. That is, by stopping the symbol "Strawberry A" on the center reel 110b at PB=1, it is possible to avoid winning the winning combination "Small Role 1" with a payout of 15 coins. Next, when the stop switch 120c is operated to stop the right reel 110c third, the symbol "Replay" constituting the winning combination "Small Role 34" to be drawn in is set to be displayed preferentially. Then, the reel control means 306 controls the stop so that the symbol "Replay" is displayed preferentially on the pay line A in response to the operation of the stop switch 120c.Since the right reel 110c has a PB=1, the "REPLAY" symbol can be displayed on the pay line A by the stop control. Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the "BAR" symbol constituting the winning combination "small combination 33" to be drawn is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the "BAR" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120d. Since the "BAR" symbol is PB=1 on the 4th reel 110d, the "BAR" symbol can be displayed on the pay line A by the stop control. In this way, the stop of the "BAR" symbol on the pay line A of the 4th reel 110d determines the winning of both the winning combination "small combination 33" and the winning combination "small combination 34". Here, by pressing the left button, the winning combinations “Small combination 33” and “Small combination 34”, each of which can receive the minimum payout of 1 coin, are achieved with PB=1, and the player can receive the payout of 2 coins (1 coin + 1 coin).
[0409] In addition, by ensuring that the winning combinations "small combination 33" and "small combination 34" are won with PB=1, the player can be shown that the winning type that has been won is the winning type "batting order chance combination B", and can expect gaming profits based on the winning type "batting order chance combination B".
[0410] Next, as shown in FIG. 34, when the winning type "batting order chance role B1" is won and the stop switch 120b is operated to stop the center reel 110b first according to the incorrect operation mode of the center push, the symbol "cherry" constituting the winning role "small role 1" which has the largest number of medals paid out, 15, is set to be preferentially displayed among the symbols "cherry" and "strawberry A" to be drawn in. Then, the reel control means 306 performs stop control so that the symbol "cherry" is preferentially displayed on the effective line A in response to the operation of the stop switch 120b. Note that the symbol "cherry" is PB=1 on the center reel 110b, so it can always be displayed on the effective line A by the stop control. In this way, by the symbol "cherry" stopping on the effective line A of the center reel 110b, the winning roles "small role 33" and "small role 34" included in the winning type "batting order chance role B1" have no possibility of winning, and only the winning role "small role 1" has the possibility of winning. That is, by stopping the symbol "cherry" on the center reel 110b at PB=1, it is possible to avoid winning the winning symbols "small symbol 33" and "small symbol 34", each of which has a payout of one coin. Next, when the stop switch 120a is operated to stop the left reel 110a second, the symbol "replay" to be drawn in is set to be preferentially displayed. Then, the reel control means 306 performs stop control in response to the operation of the stop switch 120a so that the symbol "replay" is preferentially displayed on the activated line A. Note that since the symbol "replay" is PB=1 on the left reel 110a, it can always be displayed on the activated line A by the stop control. Next, when the stop switch 120c is operated to stop the right reel 110c third, the symbol "replay" to be drawn in is set to be preferentially displayed. Then, the reel control means 306 performs stop control in response to the operation of the stop switch 120c so that the symbol "replay" is preferentially displayed on the activated line A. In addition, since the symbol "REPLAY" is PB=1 on the right reel 110c, it can always be displayed on the pay line A by the stop control.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the symbol "white circle" to be drawn is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the symbol "white circle" is preferentially displayed on the pay line A in response to the operation of the stop switch 120d. Since the symbol "white circle" is PB=1 on the 4th reel 110d, it can always be displayed on the pay line A by the stop control. In this way, the winning combination "small combination 1" is confirmed by stopping the symbol "white circle" on the pay line A of the 4th reel 110d. Here, by performing an operation by pressing the center button, it is possible to win the winning combination "small combination 1" with PB=1, which can receive the maximum number of payout coins, that is, 15 coins, and the player can receive the payout of 15 coins.
[0411] Here, the stopping control has been explained using the left and center presses when the winning type "Batting Order Chance B1" is won, but for the right and 4th presses, the same stopping control as for the center press is performed, and the player can receive a payout of 15 medals.
[0412] As mentioned above, when the winning type "batting order chance role B" is won, the correct operation mode (correct role) is different depending on whether the state is non-AT or AT. In particular, in the non-AT state, only 2 coins are paid out if you operate in the correct operation mode, but 15 coins are paid out if you operate in the incorrect operation mode.
[0413] Here, the reason why the operation mode that makes the winning combination with the smaller payout number can be used as the correct operation mode for the auxiliary performance is as follows. That is, when the center reel 110b stops, for other winning combinations (the winning combination "minor combination 1" in FIG. 34), the type of symbol combination of the winning combination that can be displayed on the effective line A is one, whereas for the target winning combinations (the winning combinations "minor combination 33" and "minor combination 34" in FIG. 34), the type of symbol combination of the winning combination that can be displayed on the effective line A is two, which is more than the other winning combinations, and it is considered that the player can play the game advantageously. With this auxiliary performance, the player can display multiple winning combinations on the effective line A.
[0414] In this way, compared to the expected number of coins to be won per unit of play in the AT presentation state, if the player operates randomly in the non-AT presentation state, the expected number of coins to be won per unit of play will be relatively high (reducing the investment amount). However, by deliberately implementing an auxiliary presentation in which a winning combination with a small payout number is awarded, and adopting a gameplay characteristic that relatively lowers the expected number of coins to be won per unit of play, it is possible to increase the difference in the expected number of coins to be won between the non-AT presentation state and the AT presentation state, and thereby increase the player's motivation to play.
[0415] However, if the payout number is small when the auxiliary performance is followed in a non-AT performance state, and the payout number is large when the auxiliary performance is ignored and a different operation is performed, there is a risk that a player will intentionally not follow the auxiliary performance. Therefore, when the winning type "batting order chance role B" is won, a lottery is held for the AT performance state (CZ performance state), and the game is set as a so-called ceiling consumption game (or the number of games to reach the ceiling is shortened), and if the auxiliary performance is not followed, it is specified to be restricted. In other words, when the winning type "batting order chance role B" is won in a non-AT performance state, if the player operates in a correct operation mode according to the auxiliary performance, the number of payouts is small, but the AT performance state is drawn, and the game can be set as a so-called ceiling consumption game (or the number of games to reach the ceiling is shortened). On the other hand, when the winning type "batting order chance role B" is won in a non-AT performance state, if the player does not follow the auxiliary performance and operates in an incorrect operation mode, the payout number is large, but the lottery for the AT performance state cannot be received, and the game cannot be considered as a so-called ceiling consumption game (or the number of games reached to the ceiling cannot be shortened) (the number of games reached to the ceiling is extended). In other words, in order to prevent the player from ignoring the auxiliary performance, a game profit that is more advantageous as a result than operating in an incorrect operation mode, for example, a lottery for the AT performance state, is granted. Since such a game property is adopted, when the winning type "batting order chance role B" is won in a non-AT performance state, the operation mode with a small number of payouts can be considered as a correct operation mode, and the operation mode with a large number of payouts can be considered as an incorrect operation mode.
[0416] In addition, the lottery for the AT performance state is performed after the third stop, when it is confirmed that the player has followed the auxiliary performance in the non-AT performance state (or the winning combinations "small combination 33" and "small combination 34" have been won, or two coins have been paid out). However, it is not limited to this case, and when it is confirmed that the player has not followed the auxiliary performance in the non-AT performance state, the lottery result may be canceled by performing a lottery for the AT performance state in response to the operation of the start switch 118.
[0417] With this configuration, the expected number of coins to be won per unit of play in a non-AT presentation state can be made relatively lower through the auxiliary presentation compared to the expected number of coins to be won per unit of play in an AT presentation state, and it is possible to increase the difference in the expected number of coins to be won between the non-AT presentation state and the AT presentation state while maintaining the player's motivation to play.
[0418] In addition, in the case of winning the winning type "batting order chance role B" in the non-AT performance state, the operation mode with a small number of payouts becomes the correct operation mode, and the operation mode with a large number of payouts becomes the incorrect operation mode. However, in the case of winning the winning type "batting order chance role B" in the AT performance state, there is no restriction on the selection of the AT performance state, and the operation mode with a large number of payouts becomes the correct operation mode, and the operation mode with a small number of payouts becomes the incorrect operation mode. Therefore, in the case of winning the winning type "batting order chance role B" in the AT performance state, the auxiliary performance is executed, and the player can operate by the correct operation mode (for example, center push other than left push in the example of FIG. 34), and the expected number of winnings per unit play is 15 coins (correct role), which is the maximum number of payouts.
[0419] In the example of the winning type "batting order chance role B" explained using FIG. 34, when the center reel 110b stops, the winning roles "small role 1" which pays out a large number of coins has more types (2) of winning role symbol combinations that can be displayed on the effective line A for the winning roles "small role 33" and "small role 34" which pay out a small number of coins, than the winning role "small role 1" which pays out a large number of coins has more types (1) of winning role symbol combinations that can be displayed on the effective line A for the winning roles. Therefore, the operation mode that makes the winning roles "small role 33" and "small role 34" win is auxiliary-produced as the correct operation mode. Therefore, since two winning roles are won in overlap, at least one coin for the winning role "small role 33" and one coin for the winning role "small role 34" will be paid out, as explained in FIG. 34.
[0420] Here, if the number of medals to be paid out is two when the number of medals required for the game is three, the next game cannot be started unless one medal is bet in addition to the medals paid out, even if two small winning symbols are won. Therefore, the number of medals to be paid out for each of the two winning symbols is set to two instead of one. In this case, the player can bet the specified number of three medals from the four medals paid out when two small winning symbols are won, and start the next game. However, if the number of medals to be paid out is four, the difference with the 15 medals paid out when the incorrect operation mode is operated becomes small, and the effect of increasing the difference in the expected number of medals to be won between the non-AT performance state and the AT performance state is weakened.
[0421] Therefore, here, the payout numbers for the two minor roles are made different; for example, the payout number for one winning role is 1, and the payout number for the other winning role is 2, so that the total payout number is an odd number, for example, 3.
[0422] FIG. 35 is an explanatory diagram for explaining the winning mode of the winning type "batting order chance role A". Here, the stop control will be explained by taking the left push and the center push of the winning type "batting order chance role A1" as the winning type "batting order chance role A". As shown in the upper part of FIG. 35, the winning type "batting order chance role A1" is a selection winning type that includes a winning role "small role 1" with a payout number of 15 coins, a winning role "small role 35" with a payout number of 1 coin, and a winning role "small role 36" with a payout number of 2 coins, which are overlapped. In this embodiment, as in FIG. 34, when the winning type "batting order chance role A" is won, the correct operation mode (correct role) differs depending on whether the state is a non-AT performance state or an AT performance state. For example, in the non-AT performance state, it is possible to win a winning role (correct role) with a small payout number by the correct operation mode, and in the AT performance state, it is possible to win a winning role (correct role) with a large payout number by the correct operation mode. Here, an example will be described in which a non-AT performance state, that is, a winning combination (correct combination) with a small payout amount can be achieved by a correct operation mode.
[0423] Here, as in Figure 34, when setting the priority based on the type of pattern combination that can be displayed on the valid line A, the more types of pattern combinations of winning roles that can be displayed on the valid line A, the higher the priority is set, and when setting the priority based on the number of medals paid out, the higher the priority is set, the more minor roles corresponding to the pattern combination displayed on the valid line A are paid out.
[0424] As shown in FIG. 35, when the winning type "batting order chance role A1" is won and the stop switch 120a is operated to stop the left reel 110a first according to the correct operation mode of pushing left, the symbols "red 7" or "bell" constituting the winning roles "small role 35" and "small role 36" that have the largest number of symbol combinations of winning roles that can be displayed on the activated line A are set to be preferentially displayed among the symbols "replay", "red 7", and "bell" that are targets of drawing. Then, the reel control means 306 performs stop control so that the symbol "red 7" or "bell" is preferentially displayed on the activated line A according to the operation of the stop switch 120a. Note that the arrangement of the symbols "red 7" and "bell" is PB=1 on the left reel 110a when both symbols are combined, so that one of the symbols can always be displayed on the activated line A by the stop control. In this way, when the symbol "red 7" or "bell" stops on the active line A of the left reel 110a, the winning role "small role 1" included in the winning type "batting order chance role A1" has no chance of winning, and only the winning roles "small role 35" and "small role 36" have the chance of winning. That is, by stopping the symbol "bell" on the left reel 110a at PB=1, the winning role "small role 1" with a payout number of 15 coins can be avoided from winning. Next, when the stop switch 120b is operated to stop the center reel 110b second, the symbol "bell" to be drawn in is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the symbol "bell" is displayed preferentially on the active line A in response to the operation of the stop switch 120b. Note that the symbol "bell" is always displayed on the active line A by the stop control because the PB=1 on the center reel 110b. Next, when the stop switch 120c is operated to stop the right reel 110c third, the "bell" symbol constituting the winning combination "minor combination 35" to be drawn is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the "bell" symbol is preferentially displayed on the pay line A in response to the operation of the stop switch 120c. Note that the "bell" symbol is always displayed on the pay line A by the stop control because PB=1 on the right reel 110c.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the symbol "red 7" constituting the winning combination "minor combination 36" to be drawn is set to be preferentially displayed. Then, the reel control means 306 performs stop control so that the symbol "red 7" is preferentially displayed on the pay line A in response to the operation of the stop switch 120d. Note that the symbol "red 7" is always displayed on the pay line A by the stop control because PB=1 on the 4th reel 110d. In this way, the stop of the symbol "red 7" on the pay line A of the 4th reel 110d determines the winning of both the winning combination "minor combination 35" and the winning combination "minor combination 36". Here, by pressing the left button, the winning combination "minor win 35", which can be paid out 1 coin (the minimum number of coins paid out), and the winning combination "minor win 36", which can be paid out 2 coins, are won with PB=1, and the player can receive a payout of 3 coins (1 coin + 2 coins).
[0425] In addition, by ensuring that the winning combinations "small combination 35" and "small combination 36" are won with PB=1, the player can be shown that the winning combination is the winning combination "batting order chance combination A," and can expect a gaming profit based on the winning combination "batting order chance combination A."
[0426] Next, as shown in FIG. 35, when the winning type "batting order chance role A1" is won and the stop switch 120b is operated to stop the center reel 110b first according to the incorrect operation mode of the center push, the symbol "cherry" constituting the winning role "small role 1" which has the largest number of medals paid out, 15, is set to be preferentially displayed among the symbols "cherry" and "bell" to be drawn. Then, the reel control means 306 performs stop control so that the symbol "cherry" is preferentially displayed on the effective line A in response to the operation of the stop switch 120b. Note that the symbol "cherry" is PB=1 on the center reel 110b, so it can always be displayed on the effective line A by the stop control. In this way, by the symbol "cherry" stopping on the effective line A of the center reel 110b, the winning roles "small role 35" and "small role 36" included in the winning type "batting order chance role A1" have no possibility of winning, and only the winning role "small role 1" has the possibility of winning. That is, by stopping the symbol "cherry" on the center reel 110b at PB=1, it is possible to avoid winning the winning symbol "minor symbol 35" with one payout and the winning symbol "minor symbol 36" with two payouts. Then, when the stop switch 120a is operated to stop the left reel 110a second, the symbol "replay" to be drawn in is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the symbol "replay" is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. Note that the symbol "replay" is always displayed on the pay line A by the stop control because the PB=1 on the left reel 110a. Then, when the stop switch 120c is operated to stop the right reel 110c third, the symbol "replay" to be drawn in is set to be displayed preferentially. Then, in response to the operation of the stop switch 120c, the reel control means 306 performs stop control so that the symbol "REPLAY" is preferentially displayed on the activated line A. Note that since the symbol "REPLAY" is PB=1 on the right reel 110c, the stop control ensures that the symbol can be displayed on the activated line A.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the symbol "white circle" to be drawn is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the symbol "white circle" is preferentially displayed on the pay line A in response to the operation of the stop switch 120d. Since the symbol "white circle" is PB=1 on the 4th reel 110d, it can always be displayed on the pay line A by the stop control. In this way, the winning combination "small combination 1" is confirmed by stopping the symbol "white circle" on the pay line A of the 4th reel 110d. Here, by performing an operation by pressing the center button, it is possible to win the winning combination "small combination 1" with PB=1, which can receive the maximum number of payout coins, that is, 15 coins, and the player can receive the payout of 15 coins.
[0427] Here, the stopping control has been explained using the left and center presses when the winning type "Batting Order Chance Role A1" is won, but for the right and 4th presses, the same stopping control as for the center press is performed, and the player can receive a payout of 15 medals.
[0428] In this way, compared to the expected number of coins to be won per unit of play in the AT presentation state, if the player operates randomly in the non-AT presentation state, the expected number of coins to be won per unit of play will be relatively high (reducing the investment amount). However, by deliberately implementing an auxiliary presentation in which a winning combination with a small payout number is awarded, and adopting a gameplay characteristic that relatively lowers the expected number of coins to be won per unit of play, it is possible to increase the difference in the expected number of coins to be won between the non-AT presentation state and the AT presentation state, and thereby increase the player's motivation to play.
[0429] Also, here, when the winning type "batting order chance role A" is won in the non-AT performance state, if the player performs the correct operation mode according to the auxiliary performance, the winning role "small role 35" with a payout of one coin and the winning role "small role 36" with a payout of two coins are both won, and a total of three medals can be paid out. In this way, by making the total payout number three, the suppression of the effect of increasing the difference in the expected number of coins between the non-AT performance state and the AT performance state is minimized, and the player's motivation to play is improved, and the player can start the next game without performing the troublesome task of betting additional medals.
[0430] In addition, here, an example is given in which, in the AT presentation state, when the winning type "Batting Order Strawberry" (first selected winning type) is won, an operation (second operation) is notified that will enable the winning role "Small Role 2" (second role), which can receive the maximum payout number of 15 coins, to win a prize, and when the winning type "Batting Order Chance Role" (second selected winning type) is won, an operation (fourth operation) is notified that will enable the winning role "Small Role 1" (fourth role), which can receive the maximum payout number of 15 coins, to win a prize, and in the non-AT presentation state, when the winning type "Batting Order Chance Role" (second selected winning type) is won, an operation (third operation) is notified that will enable the winning roles "Small Role 33", "Small Role 34", "Small Role 35", "Small Role 36" (third roles), which can receive the number of payouts of less than 15 coins, to win a prize. In this case, the number of payouts (payouts) for the high-payout winning role "Small Role 2" (second role) in the winning type "Batting Order Strawberry" (first selected winning type) and the high-payout winning role "Small Role 1" (fourth role) in the winning type "Batting Order Chance Role" (second selected winning type) are equal, 15 coins.
[0431] In this way, by making the payout number of high payout coins equal for the winning type "Strawberry" and the winning type "Chance to Hit", the processing load when paying out high payout coins in the AT performance state, etc. can be reduced. For example, as described above, when the AT performance state is a difference number management type, whether the winning type "Strawberry" or the winning type "Chance to Hit" is won, it is sufficient to count the difference number of 12 coins (maximum payout number of 15 coins - specified number of 3 coins) in common.
[0432] As described above, in the AT performance state, not only when the winning type "Strawberry" is won, but also when the winning type "Chance role" is won, the auxiliary performance is performed to win a winning role (for example, "Small role 1") that can receive 15 coins. In other words, the winning type that can get high gaming profits by performing the auxiliary performance is not only the winning type "Strawberry" but also the winning type "Chance role".
[0433] With this configuration, not only when the winning type "Batting Order Strawberry" is won, but also when the winning type "Batting Order Chance Role" is won, 15 coins can be paid out, so that the player can obtain a large gaming profit in a short period of time.
[0434] In this case, not only the auxiliary performance when the winning type "batting order strawberry" is won, but also the auxiliary performance when the winning type "batting order chance role" is won is counted as the gaming profit in the AT performance state. For example, in the case of difference number management as in this embodiment, the performance state control means 314 counts the difference number of 12 coins (maximum payout number 15 coins - prescribed number 3 coins) when the winning type "batting order strawberry" is won and 15 coins are paid out through the auxiliary performance, and also counts the difference number of 12 coins (maximum payout number 15 coins - prescribed number 3 coins) when the winning type "batting order chance role" is won and 15 coins are paid out through the auxiliary performance. The performance state control means 314 continues the AT performance state until the difference number becomes a predetermined difference number or more, and ends the AT performance state when the difference number becomes a predetermined difference number or more.
[0435] In addition, here, an example of difference number management has been described, but not limited to this case, in various management modes of the AT performance state, not only the auxiliary performance when the winning type "batting order strawberry" is won, but also the auxiliary performance when the winning type "batting order chance role" is won, are counted as the gaming profit of the AT performance state. Specifically, the performance state control means 314 counts not only the auxiliary performance when the winning type "batting order strawberry" is won, but also the auxiliary performance when the winning type "batting order chance role" is won, as the gaming profit of the AT performance state, in both cases where the AT performance state is managed not by the difference number of sheets, but by the consumption of various game opportunities that can receive auxiliary performance, for example, the number of payout sheets (payout number management), or by the number of navigations that can win a winning role that receives a payout of 15 sheets (navigation number management). In the AT presentation state, the presentation state control means 314 counts the number of payouts of the winning combination in payout number management, continues the AT presentation state until the number of payouts reaches a predetermined number or more, and ends the AT presentation state when the number of payouts reaches a predetermined number or more. Similarly, in the AT presentation state, the presentation state control means 314 counts the number of navigations of the winning combination in navigation number management, continues the AT presentation state until the number of navigations reaches a predetermined number or more, and ends the AT presentation state when the number of navigations reaches a predetermined number or more. In addition, in the AT presentation state where the auxiliary presentation can be received, the presentation state control means 314 performs a lottery to add the difference number, payout number, or navigation number, and when the lottery to add is won, increases the difference number, payout number, or navigation number (changes the end condition).
[0436] In addition, in the non-AT performance state, if the winning type "batting order strawberry" is won, the auxiliary performance is not performed, so the expected number of winnings per unit of play is (15 pieces (correct role) x 1 + 1 piece x 17 + 1 / 2 pieces x 6) / 24 ≒ 1.46 pieces, if the winning type "batting order chance role A" is won, the auxiliary performance is performed and the expected number of winnings per unit of play is 3 pieces, and if the winning type "batting order chance role B" is won, the auxiliary performance is performed and the expected number of winnings per unit of play is 2 pieces. On the other hand, in the AT performance state, whether the winning type "batting order strawberry" or the winning type "batting order chance role" is won, the auxiliary performance is performed, so the expected number of winnings per unit of play is 15 pieces. In this way, by setting the expected number of winnings per unit of play in the non-AT performance state low and setting the expected number of winnings per unit of play in the AT performance state to the maximum payout number, the difference between the expected number of winnings per unit of play between the two can be made large. Therefore, by keeping the player in the AT presentation state, the player can obtain a large gaming profit in a short period of time while reducing the consumption of medals, thereby increasing the player's motivation to play.
[0437] In addition, when the winning type "Strawberry in Batting Order" (first selection winning type) is won, if the winning role "Small Role 2" (second role) that can receive the maximum payout number of 15 coins is won, at least three symbols are displayed linearly on any line in the symbol display window 108. For example, in the example of FIG. 33, in the symbol display window 108, a predetermined symbol combination (here, a symbol combination of the symbols "Strawberry A", "Strawberry A", and "Strawberry A", or a symbol combination of the symbols "Strawberry B", "Strawberry A", and "Strawberry A") is displayed linearly on the upper row of the left reel 110a, the middle row of the center reel 110b, and the lower row of the right reel 110c. In addition, when the winning type "batting order chance role" (second selection winning type) is won, if the winning role "minor role 1" (fourth role) that can receive the maximum number of payout coins, 15 coins, is won, at least three symbols are displayed linearly on any line in the symbol display window 108, just like the winning type "batting order strawberry". For example, in the example of FIG. 34 and FIG. 35, in the symbol display window 108, a predetermined symbol combination (here, the symbol combination of the symbols "Strawberry A", "Strawberry A", and "Strawberry A", or the symbol combination of the symbols "Strawberry B", "Strawberry A", and "Strawberry A") is displayed linearly on the upper row of the left reel 110a, the upper row of the center reel 110b, and the upper row of the right reel 110c. In this manner, in this embodiment, the pattern combination displayed in a straight line on any line in the pattern display window 108 when the winning role "small role 2" (second role) is won is equal to the pattern combination displayed in a straight line on any line in the pattern display window 108 when the winning role "small role 1" (fourth role) is won.
[0438] With this configuration, in the AT performance state, when either the winning type "Strawberry" or the winning type "Chance of Batting Order" is won, the maximum number of payout coins, 15 coins, can be paid out while the same symbol combination is displayed linearly in the symbol display window 108. Therefore, in the AT performance state, the player can recognize that the maximum number of payout coins has been obtained by visually checking the symbol combination displayed linearly, without being aware of whether the winning type that has been won is the winning type "Strawberry" or the winning type "Chance of Batting Order".
[0439] In addition, when a symbol combination displayed in a linear fashion is said to be equal, it does not only mean that the symbols constituting the symbol combination displayed in a linear fashion are completely equal, but also includes cases where the symbols constituting the symbol combination displayed in a linear fashion are different symbols that can be recognized by a player as the same minor role, such as the symbol "Strawberry A" and the symbol "Strawberry B."
[0440] In addition, the symbol combination corresponding to the winning role "Small Role 2" (second role), which can receive the maximum payout number of 15 coins that constitutes the winning type "Batting Order Strawberry" (first selected winning type), and the symbol combination corresponding to the winning role "Small Role 1" (fourth role), which can receive the maximum payout number of 15 coins when the winning type "Batting Order Chance Role" (second selected winning type) is won, that is, the condition devices for both can be made equal.
[0441] With this configuration, in the AT performance state, when either the winning type "Strawberry" or the winning type "Chance of Batting Order" is won, the maximum number of payout coins, 15 coins, can be paid out while the same symbol combination is displayed on the effective line A. Therefore, in the AT performance state, the player can recognize that the maximum number of payout coins has been obtained by visually checking the symbol combination displayed on the effective line A, without being aware of whether the winning type that has been won is the winning type "Strawberry" or the winning type "Chance of Batting Order".
[0442] FIG. 36 is a diagram showing the number of places in the winning type lottery table. In FIG. 36, the number of places in the winning type lottery table shown in FIG. 7 will be described in particular. Here, the winning types are broadly classified into a plurality of types, for example, the winning type "batting order strawberry" (first selection winning type), the winning type "batting order chance role" (second selection winning type), and the winning type "replay" (replay winning type). For the winning type "batting order strawberry", the number of places is 1870 evenly allocated to the winning types "batting order strawberry 1" to "batting order strawberry 24" in the winning areas 4 to 27. Therefore, the total number of places for the winning type "batting order strawberry" is 1870 x 24 = 44880. In addition, for the winning type "batting order chance role", the number of places is evenly allocated to the winning types "batting order chance role A1" to "batting order chance role A4" in the winning areas 28 to 31, and the number of places is evenly allocated to the winning types "batting order chance role B1" to "batting order chance role B4" in the winning areas 32 to 35. Therefore, the total number of places of the winning type "batting order chance role" is 128 x 4 + 612 x 4 = 2960. In addition, for the winning type "replay", the winning type "normal replay 1" in the winning area 36 is assigned a number of 4 in the non-internal play state and a number of 8 in the RBB internal play state, the winning type "normal replay 2" in the winning area 37 is assigned a number of 3524, the winning type "normal replay 3" in the winning area 38 is assigned a number of 1400, the winning type "normal replay 4" in the winning area 39 is assigned a number of 1200, and the winning type "normal replay 5" in the winning area 40 is assigned a number of 8. 00 is assigned, the winning type "Normal Replay 6" in the winning area 41 is assigned a number of 500, the winning type "Chance Replay" in the winning area 42 is assigned a number of 400, the winning type "Weak Bell" in the winning area 43 is assigned a number of 800, the winning type "Strong Bell" in the winning area 44 is assigned a number of 90, the winning type "Strong Cherry 1" in the winning area 45 is assigned a number of 20, and the winning type "Strong Cherry 2" in the winning area 46 is assigned a number of 200. Therefore, the total number of places for the winning type "Replay" is 8938 in the non-internal play state and 8942 in the RBB internal play state.
[0443] The number of winning types "batting order strawberry", "batting order chance role", and "replay" broadly classified in this way has the following relationship: winning type "batting order strawberry" > winning type "batting order chance role", and winning type "replay" > winning type "batting order chance role". This is for the following reason. That is, the winning type "batting order chance role" is accompanied by an auxiliary performance in a non-AT performance state, and the player operates the stop switch 120 according to the auxiliary performance in order to receive a lottery for the AT performance state. However, if the frequency of executing the auxiliary performance in a non-AT performance state is increased too much, the player is forced to operate in the correct operation mode, and there is a risk of wasting time playing the game. Here, the frequency of the auxiliary performance in a non-AT performance state can be suppressed by making the number of winning types "batting order chance role" smaller than the number of winning types "batting order strawberry" and "replay".
[0444] In addition, generally, a role with a high gaming profit, such as a high probability of winning the AT performance state, may be called a rare role. In this embodiment, the winning type "weak cherry 1" in the winning area 3, the winning type "chance replay" in the winning area 42, the winning type "weak bell" in the winning area 43, the winning type "strong bell" in the winning area 44, the winning type "strong cherry 1" in the winning area 45, the winning type "strong cherry 2" in the winning area 46, and the winning type "RBB + weak cherry 2" in the winning area 47 correspond to rare roles. A winning type including such a rare role may be called a winning type "rare role" (rare role winning type). The number of places is 220 for the winning type "Weak Cherry 1" in the winning area 3, which is a rare role, the number of places is 400 for the winning type "Chance Replay" in the winning area 42, the number of places is 800 for the winning type "Weak Bell" in the winning area 43, the number of places is 90 for the winning type "Strong Bell" in the winning area 44, the number of places is 20 for the winning type "Strong Cherry 1" in the winning area 45, the number of places is 200 for the winning type "Strong Cherry 2" in the winning area 46, and the number of places is 60 for the winning type "RBB + Weak Cherry 2" in the winning area 47. Therefore, the total number of places for the winning types corresponding to rare roles is 1790.
[0445] The number of winning types corresponding to such rare roles and the number of winning types "batting order strawberry" and "batting order chance role" broadly classified above have the following relationship: winning type "batting order strawberry" > winning type "batting order chance role", and winning type "batting order chance role" > winning type corresponding to rare roles. This is for the following reasons. In other words, by making the number of winning types "batting order chance role" smaller than the number of winning types "batting order strawberry", the frequency of auxiliary performance in non-AT performance state can be suppressed. In addition, by making the number of rare roles smaller than both the number of winning types "batting order chance role" and "batting order strawberry", the frequency of rare roles is reduced, and the probability of winning the AT performance state is increased, making it possible to increase the gaming profit.
[0446] In addition, by adjusting the number of symbols placed on the winning type lottery tables shown in FIG. 6 and FIG. 7, different gameplay characteristics can be achieved.
[0447] Fig. 37 is a diagram showing the number of places in the winning type lottery table. In Fig. 37, the winning areas 4 to 31 in the RBB internal game state in the winning type lottery table shown in Fig. 6 are extracted, and a different number of places from Fig. 7 is associated with them. Here, the number of places for each winning type of the winning type "Strawberry" in the winning areas 4 to 27 is not made equal, and the number of places for the winning types "Strawberry 1" to "Strawberry 6" in which the first batting order of the left reel 110a (1 to 6) is the correct operation mode is set smaller than the other batting orders (7 to 24).
[0448] In the non-AT performance state, even if the winning type "Strawberry Batting Order" is won, the auxiliary performance is not executed, so the player decides the batting order by himself or randomly. In addition, in the case of a specification in which the player is advantageous if the left reel 110a is operated in the batting order (1-6) that stops first, the player operates the left reel 110a in the batting order (1-6) that stops first. In this case, if the number of winning types "Strawberry Batting Order 1" to "Strawberry Batting Order 6" is set smaller than the number of other winning types "Strawberry Batting Order 7" to "Strawberry Batting Order 24", the expected number of winning coins per unit of play in the non-AT performance state can be reduced. In addition, in the non-AT performance state, if the winning type "Strawberry Batting Order Chance Role A" is won, the auxiliary performance is executed as described above, and the player operates the stop switch 120 according to the auxiliary performance, so the expected number of winning coins per unit of play is 3 coins. Here, since the number of each winning type of the winning type "batting order chance role A" is evenly distributed, the frequency of appearance of the auxiliary effects is equal.
[0449] On the other hand, in the AT performance state, if the winning type "Strawberry Batting Order" is won, the auxiliary performance is executed, and the expected number of coins to be won per unit of play is 15 coins. However, since the number of winning types "Strawberry Batting Order 1" to "Strawberry Batting Order 6" is smaller than the number of winning types "Strawberry Batting Order 7" to "Strawberry Batting Order 24", the frequency of the auxiliary performance is biased. Therefore, such bias in the auxiliary performance is absorbed by the winning type "Batting Order Chance Role A". That is, in the AT performance state, if the winning type "Batting Order Chance Role A1" is won, any of the batting orders 7 to 24 are announced evenly as the auxiliary performance, and if the winning types "Batting Order Chance Role A2" to "Batting Order Chance Role A4" are won, any of the batting orders 1 to 6 are announced evenly as the auxiliary performance. In this case, the expected number of coins to be won per unit of play is 15 coins. However, the probability that any of the batting orders 1 to 6 are announced as the auxiliary performance is 9 times the probability that any of the batting orders 7 to 24 are announced. Therefore, by adjusting the ratio of the number of winning types "Batting Order Strawberry" and "Batting Order Chance A", it is possible to equalize the frequency of appearance of the auxiliary effects in the AT performance state.
[0450] Specifically, if the number of winning types "batting order Ichigo 1" to "batting order Ichigo 6" is α, the number of winning types "batting order Ichigo 7" to "batting order Ichigo 24" is β, and the number of winning types "batting order chance role A1" to "batting order chance role A4" is γ, then each number is set so that α+γ / 2=β+γ / 18 holds. For example, as shown in FIG. 37, if α=1790, β=1870, and γ=180 are set, α+γ / 2=β+γ / 18 holds. By setting in this way, in the AT performance state, the probability that any one of batting orders 1 to 6 is announced as the auxiliary performance is (α+γ / 2) / 65536=1880 / 65536, and the probability that any one of batting orders 7 to 24 is announced as the auxiliary performance is (β+γ / 18) / 65536=1880 / 65536, and it can be understood that the frequency of appearance of the auxiliary performance in the AT performance state is equal. As described above, in the AT performance state, when either the winning type "batting order strawberry" or the winning type "batting order chance role" is won, the same pattern combination can be displayed linearly in the pattern display window 108 while the maximum number of payout coins, 15 coins, can be paid out. Therefore, in the AT performance state, the player can recognize that the maximum number of payout coins has been obtained by visually checking the pattern combination displayed linearly, without being aware of whether the winning type that has been won is the winning type "batting order strawberry" or the winning type "batting order chance role". In addition, the number of each winning type of the winning type "Batting Order Chance Role A" is evenly distributed to 180, so the frequency of appearance of the batting order in the auxiliary performance is equal.
[0451] With this configuration, the frequency of appearance of the batting order in the auxiliary performance in the AT performance state and the frequency of appearance of the batting order in the auxiliary performance in the non-AT performance state are made equal, while the number of winning types "Batting Order Strawberry 1" to "Batting Order Strawberry 6", in which the batting order (batting orders 1 to 6) that causes the left reel 110a to stop first is the correct operation mode, is made smaller than the number of other winning types "Batting Order Strawberry 7" to "Batting Order Strawberry 24", thereby reducing the expected number of coins won per unit of play in the non-AT performance state.
[0452] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0453] For example, in the above-mentioned embodiment, as explained using FIG. 33, the winning roles "small role 14", "small role 15", "small role 18", and "small role 19" (all first roles) with a payout of 1 coin overlap with the winning role "small role 2" (second role) with a payout of 15 coins, and the winning role "small role 14", "small role 15", "small role 18", and "small role 19" can be won by batting order 2 to 24 (first operation), which is an incorrect operation mode, and the winning type "batting order strawberry" (first selected winning type) set to be able to win the winning role "small role 2" by batting order 1 (second operation), which is a correct operation mode, is determined by a winning type lottery, and an example was given in which, when the winning type "batting order strawberry" is won in the AT performance state, batting order 1, which is a correct operation mode, is announced as an auxiliary performance. However, it is not limited to such a case, and it is sufficient if the first selected winning type in which the first role and the second role overlap, the first operation can win the first role, and the second operation can win the second role is determined by a winning type lottery, and the second operation is notified when the first selected winning type is won in the AT performance state. Also, at this time, the relationship of the payout amount at the time of winning may be the first role < the second role.
[0454] In the above-described embodiment, as explained using FIG. 34, the winning roles "small role 33" and "small role 34" (both third roles) with a payout of 1 coin overlap with the winning role "small role 1" (fourth role) with a payout of 15 coins, and either or both of the winning roles "small role 33" and "small role 34" can be won by pressing left (third operation), and the winning type "batting order chance role B" (second selection winning type) set to be able to win the winning role "small role 1" by pressing center, pressing right, or pressing 4th (all fourth operations) is determined by lottery, and an example was given in which a left press is notified as an auxiliary performance when the winning type "batting order chance role B" is won in a non-AT performance state. However, it is not limited to such a case, and it is sufficient if the predetermined third role and the predetermined fourth role overlap, the third role can be won by the third operation, and the second selection winning type set to the fourth role can be won by the fourth operation is determined by the winning type lottery, and the third operation is notified when the second selection winning type is won in the non-AT performance state. Also, at this time, the relationship of the payout number at the time of winning may be the third role < the fourth role.
[0455] In addition, in this way, one of multiple types of winning types including a first selection winning type in which the first role and the second role overlap, the first role can be won by the first operation, and the second role can be won by the second operation, and a second selection winning type in which the third role and the fourth role overlap, the third role can be won by the third operation, and the fourth role can be won by the fourth operation, is determined by lottery for the winning type, and assuming that the second operation may be notified when the first selection winning type is won in the AT performance state, and that the third operation may be notified when the second selection winning type is won in the non-AT performance state, the relationship of the number of payouts when a winning is won should be the second role > the third role, and the total when multiple third roles are won simultaneously > the first role. With this configuration, the number of expected coins to be won per unit of play in a non-AT presentation state can be made relatively lower than the number of expected coins to be won per unit of play in an AT presentation state, and it is possible to increase the difference in the number of expected coins to be won between the non-AT presentation state and the AT presentation state while maintaining the player's motivation to play.
[0456] Also, as explained using FIG. 35, in the case where the winning type "batting order chance role A" (second selection winning type) is won in the non-AT performance state, the winning role "small role 35" (third role) and the winning role "small role 36" (third role) are simultaneously won in response to the notification of the left push (third operation) and the number of payouts is a prescribed number (3 coins). However, this is not limited to such a case, and it is sufficient that the number of payouts when multiple third roles are simultaneously won in response to the notification of the third operation in the case where the second selection winning type is won in the non-AT performance state is equal to or more than the prescribed number, and for example, any number between 4 and 14 coins may be set as the total number of multiple third roles. In this way, by setting the total number of payouts to 3 coins or more, the suppression of the effect of increasing the difference in the expected number of coins between the non-AT performance state and the AT performance state is minimized, and the player's motivation to play is improved, and the player can start the next game without performing the troublesome task of betting additional medals.
[0457] In the above-described embodiment, examples have been given in which two winning roles, the winning role "small role 33" (third role) and the winning role "small role 34" (third role), which overlap in the winning type "batting order chance role B" (second selected winning type), and the winning role "small role 35" (third role) and the winning role "small role 36" (third role), which overlap in the winning type "batting order chance role A" (second selected winning type), can win simultaneously. However, the number of winning roles that can win simultaneously is not limited to two, and it is sufficient if three or more winning roles can be set to win at once, for example, three winning roles with a payout of one coin can win simultaneously.
[0458] In addition, in the above-described embodiment, examples have been given in which two winning roles, the winning role "small role 33" (third role) and the winning role "small role 34" (third role), which overlap in the winning type "batting order chance role B" (second selected winning type), and the winning role "small role 35" (third role) and the winning role "small role 36" (third role), which overlap in the winning type "batting order chance role A" (second selected winning type), can simultaneously win on one valid line A, but this is not the only case, and multiple winning roles may each win on different valid lines simultaneously.
[0459] In addition, in the above-described embodiment, an example was given in which the number of reels 110 is four (left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d), but this is not limited to this case, and the present invention can also be applied to cases in which the number of reels 110 is three (left reel 110a, center reel 110b, and right reel 110c) or five or more.
[0460] FIG. 38 is an explanatory diagram for explaining the winning mode of the winning type "batting order chance role C". Here, the reel 110 is composed of three reels, a left reel 110a, a center reel 110b, and a right reel 110c, as shown in FIG. 3(a), and the activated line A is set to a line connecting positions corresponding to the symbols stopped in the middle of the left reel 110a, the middle of the center reel 110b, and the middle of the right reel 110c among the nine symbols (three reels × three rows, upper, middle, and lower) facing the symbol display window 108. Here, the winning type "batting order chance role C" is provisionally set. As shown in the upper part of FIG. 38, the winning type "batting order chance role C" is a selected winning type that includes the winning role "small role 4" (third role) with a payout of 1 coin, the winning role "small role 5" (third role) with a payout of 2 coins, and the winning role "small role 3" (fourth role) with a payout of 15 coins. In addition, when the winning type "batting order chance role C" is won, in the non-AT performance state, it is possible to win a winning role (correct role) with a small payout number by the correct operation mode, and in the AT performance state, it is possible to win a winning role (correct role) with a large payout number by the correct operation mode. Here, an example will be described in which it is possible to win a winning role (correct role) with a small payout number by the non-AT performance state, that is, a winning role (correct role) with a small payout number by the correct operation mode.
[0461] As shown in FIG. 38, when the winning type "batting order chance role C" is won and the stop switch 120a is operated to stop the left reel 110a first according to the correct operation mode of pushing left, the symbols "red 7" or "bell" constituting the winning roles "small role 4" and "small role 5" that have the largest number of symbol combinations of winning roles that can be displayed on the activated line A are set to be preferentially displayed among the symbols "replay", "red 7", and "bell" that are the targets of drawing. Then, the reel control means 306 performs stop control so that the symbols "red 7" or "bell" are preferentially displayed on the activated line A according to the operation of the stop switch 120a. Note that the arrangement of the symbols "red 7" and "bell" is PB=1 on the left reel 110a, so that one of the symbols can always be displayed on the activated line A by the stop control. In this way, when the symbol "red 7" or "bell" stops on the pay line A of the left reel 110a, the winning role "small role 3" included in the winning type "batting order chance role C" has no chance of winning, and only the winning roles "small role 4" and "small role 5" have the chance of winning. Then, when the stop switch 120b is operated to stop the center reel 110b second, the symbol "bell" constituting the winning role "small role 5" to be drawn is set to be displayed preferentially. Then, the reel control means 306 performs stop control so that the symbol "bell" is displayed preferentially on the pay line A in response to the operation of the stop switch 120b. Note that the symbol "bell" is always displayed on the pay line A by the stop control because PB=1 on the center reel 110b. Then, when the stop switch 120c is operated to stop the right reel 110c third, the symbol "bell" constituting the winning role "small role 4" to be drawn is set to be displayed preferentially. Then, in response to the operation of the stop switch 120c, the reel control means 306 performs stop control so that the "bell" symbol is preferentially displayed on the activated line A. Note that since the "bell" symbol is PB=1 on the right reel 110c, the stop control ensures that the symbol is displayed on the activated line A.In this way, when the "bell" symbol stops on the active line A of the right reel 110c, the winning combination of either the "minor win 4" or the "minor win 5" is confirmed, and the player can receive a payout of three medals (1 + 2).
[0462] Next, as shown in FIG. 38, when the winning type "batting order chance role C" is won and the stop switch 120b is operated to stop the center reel 110b first according to the incorrect operation mode of the center push, the symbol "cherry" constituting the winning role "small role 3" which has the largest number of medals paid out, 15, is set to be preferentially displayed among the symbols "cherry" and "bell" to be drawn. Then, the reel control means 306 performs stop control so that the symbol "cherry" is preferentially displayed on the effective line A in response to the operation of the stop switch 120b. Note that the symbol "cherry" is PB=1 on the center reel 110b, so it can always be displayed on the effective line A by the stop control. In this way, by the symbol "cherry" stopping on the effective line A of the center reel 110b, the possibility of the winning role "small role 5" included in the winning type "batting order chance role C" being won is eliminated, and only the winning roles "small role 3" and "small role 4" have the possibility of winning. Next, when the stop switch 120a is operated to stop the left reel 110a second, the symbol "REPLAY" constituting the winning combination "small combination 3" which has the largest number of medals paid out, 15, is set to be displayed preferentially among the symbols "REPLAY", "RED 7", and "BELL" to be drawn. Then, the reel control means 306 performs stop control so that the symbol "REPLAY" is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. Note that the symbol "REPLAY" is always displayed on the pay line A by the stop control because PB=1 on the left reel 110a. In this way, by stopping the symbol "REPLAY" on the pay line A of the left reel 110a, the winning combination "small combination 4" included in the winning type "batting order chance combination C" has no chance of winning, and only the winning combination "small combination 3" has the chance of winning. Next, when the stop switch 120c is operated to stop the right reel 110c third, the reel control means 306 controls the reels to stop so that the symbol "REPLAY" is preferentially displayed on the activated line A in response to the operation of the stop switch 120c.In addition, since the symbol "REPLAY" is PB=1 on the right reel 110c, the stop control ensures that the symbol is displayed on the pay line A. In this way, when the symbol "REPLAY" stops on the pay line A of the right reel 110c, the winning combination "minor combination 3" is confirmed, and the player can receive the payout of 15 medals.
[0463] Here, when the winning type "batting order chance role C" is won in the non-AT performance state, if the player performs the correct operation mode according to the auxiliary performance, the winning role "small role 4" with a payout of one coin and the winning role "small role 5" with a payout of two coins are both won, and a total of three medals can be paid out. In this way, by making the total payout number three, the suppression of the effect of increasing the difference in the expected number of coins between the non-AT performance state and the AT performance state is minimized, and the player's motivation to play is improved, and the player can start the next game without having to go through the trouble of betting additional medals.
[0464] In the above embodiment, the transition of the presentation state was described using Fig. 9. However, the specifications of the above-mentioned winning type "Strawberry" and winning type "Chance of Batting Order" are not limited to the example of Fig. 9, and can be applied to various transitions of the presentation state. Other examples of transitions of the presentation state will be described below.
[0465] 39 to 44 are explanatory diagrams for explaining the transition of the presentation state. Here, the presentation state transitioned by the presentation state control means 314 in the main control board 200 will be described in detail. Here, the game state is assumed to be the game state in the RBB. In each figure, "Strawberry Navi" indicates whether or not to notify the operation mode capable of winning a winning role with a payout of 15 coins when the winning type "Strawberry in Batting Order" is won, "Yes" indicates that it will be notified, "No" indicates that it will not be notified, and "Low" indicates that it will be notified but the probability of notifying is low. Also, "Low Payout Navi" indicates whether or not to notify the operation mode capable of winning a winning role with a payout of less than 15 coins when the winning type "Strawberry in Batting Order" is won, "Yes" indicates that it will be notified, and "No" indicates that it will not be notified.
[0466] In the example of FIG. 39, first, the normal presentation state is maintained as an initial state. In the normal presentation state, there is no strawberry navigation and there is a low dividend navigation. When a predetermined transition condition is satisfied during the normal presentation state, the presentation state control means 314 transitions to a favorable zone and transitions the presentation state to an AT preparation presentation state (1). In the AT preparation presentation state, the strawberry navigation can be set to any value ("Yes", "No", or "Low"), and the low dividend navigation can be set to any value ("Yes" or "No"). When a predetermined transition condition is satisfied during the AT preparation presentation state, the presentation state control means 314 transitions the presentation state to an AT presentation state (2). In the AT presentation state, there is a strawberry navigation and there is no low dividend navigation, so the player can win many medals while suppressing medal consumption. When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to an interval presentation state (3). In the interval presentation state, the strawberry navigation can be set arbitrarily ("no" or "low"), and the low payout navigation can be set arbitrarily ("yes" or "no"). If a predetermined transition condition is met before the interval presentation state ends, the presentation state control means 314 returns to the AT presentation state (4). In addition, the presentation state control means 314 transitions the presentation state to the ending presentation state based on the fact that the value counted in the advantageous zone has reached a predetermined value (for example, the number of stay games has reached a predetermined number of games less than 1500, or the net increase in number of coins has exceeded a predetermined number less than 2400 coins) (5). In the ending presentation state, there is a strawberry navigation and there is no low payout navigation, so the player can win many coins while suppressing the consumption of coins. In addition, the presentation state control means 314 transitions the presentation state to the normal presentation state when a predetermined end condition is met in the interval presentation state or the ending presentation state ends (6).
[0467] In the example of FIG. 40, the game first stays in the normal presentation state as an initial state. In the normal presentation state, there is no strawberry navigation and there is a low dividend navigation. When a predetermined transition condition is satisfied during the normal presentation state, the presentation state control means 314 transitions to an advantageous zone and transitions the presentation state to a CZAT preparation presentation state (1). In the CZAT preparation presentation state, the strawberry navigation can be set to any value ("Yes", "No", or "Low"), and the low dividend navigation can be set to any value ("Yes" or "No"). When a predetermined transition condition is satisfied during the CZAT preparation presentation state, the presentation state control means 314 transitions the presentation state to a CZAT presentation state (2). In the CZAT presentation state, there is a strawberry navigation and there is no low dividend navigation, so the player can win many medals while suppressing medal consumption. When the CZAT presentation state ends, the presentation state control means 314 transitions the presentation state to a CZ presentation state (3). In the CZ presentation state, the strawberry navigation can be set to any value ("Yes", "No", or "Low"), and the low payout navigation can be set to any value ("Yes" or "No"). If a predetermined transition condition is met before the CZ presentation state ends, the presentation state control means 314 transitions the presentation state to the AT presentation state (4). In addition, the presentation state control means 314 may transition the presentation state to the AT presentation state even if a predetermined transition condition is met during the CZAT presentation state (5). In the AT presentation state, there is a strawberry navigation and there is no low payout navigation, so the player can win many medals while suppressing medal consumption. When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the interval presentation state (6). In the interval presentation state, the strawberry navigation can be set to any value ("Yes", "No", or "Low"), and the low payout navigation can be set to any value ("Yes" or "No"). If a predetermined transition condition is satisfied before the interval presentation state ends, the presentation state control means 314 returns to the AT presentation state (7). In addition, the presentation state control means 314 transitions the presentation state to an ending presentation state based on the fact that the value counted in the advantageous zone has reached a predetermined value (8). In the ending presentation state, there is a strawberry navigation but no low dividend navigation, so the player can win many medals while minimizing medal consumption.Furthermore, when a predetermined end condition is satisfied in the CZ presentation state or the interval presentation state, or when the ending presentation state ends, the presentation state control means 314 transitions the presentation state to the normal presentation state (9).
[0468] In the example of FIG. 41, the normal presentation state is first maintained as an initial state. In the normal presentation state, there is no strawberry navigation and there is a low dividend navigation. When a predetermined transition condition is satisfied during the normal presentation state, the presentation state control means 314 transitions to a favorable section and transitions the presentation state to a CZAT preparation presentation state (1). In the CZAT preparation presentation state, the strawberry navigation can be set to any value ("no" or "low"), and the low dividend navigation can be set to any value ("yes" or "no"). When the CZAT preparation presentation state ends, the presentation state control means 314 returns to the normal presentation state (2). Note that the presentation state may be transitioned to an interval presentation state without immediately returning to the normal presentation state after the end of the CZAT preparation presentation state. When an interval presentation state is provided, in the interval presentation state, the strawberry navigation can be set to any value ("yes", "no" or "low"), and the low dividend navigation can be set to any value ("yes" or "no"). When a predetermined transition condition is satisfied during the CZAT preparation presentation state, the presentation state control means 314 transitions the presentation state to the CZAT presentation state (3). In the CZAT presentation state, there is a strawberry navigation and there is no low dividend navigation, so the player can acquire many medals while suppressing medal consumption. When a predetermined transition condition is satisfied during the CZAT presentation state, the presentation state control means 314 transitions the presentation state to the AT preparation presentation state (4). In the AT preparation presentation state, there is a strawberry navigation and there is no low dividend navigation, so the player can acquire many medals while suppressing medal consumption. It is possible to specify a specification in which the AT preparation presentation state is not provided as a presentation state, and in that case, when a predetermined transition condition is satisfied during the CZAT presentation state, the presentation state control means 314 transitions the presentation state directly to the AT presentation state. When a predetermined transition condition is satisfied during the AT preparation presentation state, the presentation state control means 314 transitions the presentation state to the AT presentation state (5). In the AT performance state, there is a strawberry navigation and there is no low-payout navigation, so the player can acquire many medals while suppressing medal consumption. In addition, the performance state control means 314 transitions the performance state to an ending performance state based on the value counted in the advantageous zone reaching a predetermined value (6).In the ending presentation state, there is a strawberry navigation and there is no low-payout navigation, so the player can acquire many medals while suppressing medal consumption. In addition, when a predetermined end condition is satisfied in the CZAT presentation state or the AT presentation state, or when the ending presentation state ends, the presentation state control means 314 transitions the presentation state to the normal presentation state (7).
[0469] In the example of FIG. 42, the game first stays in the normal presentation state as an initial state. In the normal presentation state, there is no strawberry navigation and there is a low-dividend navigation. When a predetermined transition condition is satisfied during the normal presentation state, the presentation state control means 314 transitions to an advantageous zone and transitions the presentation state to a CZAT preparation presentation state (1). In the CZAT preparation presentation state, the strawberry navigation can be set to any value ("no" or "low"), and the low-dividend navigation can be set to any value ("yes" or "no"). When a predetermined transition condition is satisfied during the CZAT preparation presentation state, the presentation state control means 314 transitions the presentation state to a CZAT presentation state (2). In the CZAT presentation state, there is a strawberry navigation, and the low-dividend navigation can be set to any value ("yes" or "no"). Therefore, the player can win many medals while suppressing medal consumption. When a predetermined transition condition is satisfied before the CZAT presentation state ends, the presentation state control means 314 transitions the presentation state to an AT presentation state (3). In the AT presentation state, since there is a strawberry navigation and there is no low dividend navigation, the player can acquire many medals while suppressing the consumption of medals. When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to a continuation judgment presentation state (4). In the continuation judgment presentation state, the strawberry navigation can be set to any value ("Yes", "No", or "Low"), and the low dividend navigation can be set to any value ("Yes" or "No"). If a predetermined transition condition is satisfied before the continuation judgment presentation state ends, the presentation state control means 314 returns to the AT presentation state (5). In addition, the presentation state control means 314 transitions the presentation state to an ending presentation state based on the value counted in the advantageous zone reaching a predetermined value (6). In the ending presentation state, there is a strawberry navigation and there is no low dividend navigation, so the player can acquire many medals while suppressing the consumption of medals. Furthermore, when a predetermined end condition is satisfied in the CZAT presentation state or the continuation judgment presentation state, or when the ending presentation state ends, the presentation state control means 314 transitions the presentation state to the normal presentation state (7).
[0470] In the example of FIG. 43, the game first stays in the normal presentation state as an initial state. In the normal presentation state, there is no strawberry navi but there is a low payout navi. When a predetermined transition condition is satisfied during the normal presentation state, the presentation state control means 314 transitions to a favorable zone and transitions the presentation state to a pseudo-bonus preparation presentation state (1). In the pseudo-bonus preparation presentation state, the strawberry navi can be set to any value ("Yes", "No", or "Low"), and the low payout navi can be set to any value ("Yes" or "No"). When a predetermined transition condition is satisfied during the pseudo-bonus preparation presentation state, the presentation state control means 314 transitions the presentation state to a pseudo-bonus presentation state (2). The pseudo (pseudo) bonus presentation state is a presentation state that simulates a bonus game state, and for example, the start of the presentation state is indicated by displaying a symbol "red 7" or the like that is reminiscent of a bonus role in a straight line in the symbol display window 108. In the pseudo bonus presentation state, since there is a strawberry navigation and there is no low dividend navigation, the player can win many medals while suppressing the consumption of medals. If a predetermined transition condition is satisfied before the pseudo bonus presentation state ends, the presentation state control means 314 transitions the presentation state to an AT preparation presentation state (3). On the other hand, if the pseudo bonus presentation state ends without satisfying the predetermined transition condition, the presentation state control means 314 transitions the presentation state to a normal presentation state (4). Note that, if a predetermined transition condition is satisfied during the pseudo bonus preparation presentation state, the presentation state control means 314 may transition the presentation state to an AT preparation presentation state (5). In the AT preparation presentation state, the strawberry navigation can be set arbitrarily ("Yes", "No", or "Low"), and the low dividend navigation can be set arbitrarily ("Yes" or "No"). If a predetermined transition condition is satisfied during the AT preparation presentation state, the presentation state control means 314 transitions the presentation state to an AT presentation state (6). As the AT presentation state, for example, a plurality of AT modes with different average expected number of coins to be won per unit of play (1 coin, 2 coins, 4 coins, 6 coins) are provided, and the presentation state control means 314 selects one AT mode from the plurality of AT modes. Note that, when the AT presentation state continues, the AT mode can be changed in a predetermined set unit, and once an AT mode is selected, it is possible to prevent an AT mode with a lower average expected number of coins to be won per unit of play from being selected during the subsequent AT presentation state.In the AT presentation state, there is a strawberry navigation, and depending on the AT mode, for example, when the average number of expected winnings per unit play is 1 or 2, the low payout navigation can be set to any value ("Yes" or "No"); when the average number of expected winnings per unit play is 4 or 6, the low payout navigation can be set to none, and the low payout navigation can be set to any value ("Yes" or "No"). In the AT presentation state, the player can win many medals while suppressing medal consumption. In addition, the presentation state control means 314 transitions the presentation state to a specialized zone presentation state (7) when a predetermined transition condition is satisfied before the AT presentation state ends. In the specialized zone presentation state, there is a strawberry navigation and there is no low payout navigation, so the player can win many medals while suppressing medal consumption. In addition, in the specialized zone presentation state, there is a higher probability of a so-called top-up that extends the continuation of the AT presentation state being executed than in the AT presentation state. When the specialized zone presentation state ends, the presentation state control means 314 returns to the AT presentation state (8). In addition, the presentation state control means 314 may transition the presentation state to a pseudo-bomb preparation presentation state if a predetermined transition condition is satisfied before the AT presentation state ends (9). In addition, the presentation state control means 314 transitions the presentation state to a normal presentation state if a predetermined termination condition is satisfied in the AT presentation state (10).
[0471] In the example of FIG. 44, first, the normal presentation state is maintained as an initial state. In the normal presentation state, there is no strawberry navigation, but there is a low dividend navigation. When a predetermined transition condition is satisfied during the normal presentation state, the presentation state control means 314 transitions the presentation state to an advantageous zone and transitions the presentation state to a pseudo-bonus preparation presentation state (1). Also, when a predetermined transition condition is satisfied during the normal presentation state, the presentation state control means 314 may transition the presentation state to a specialized zone presentation state as a presentation state preceding the transition to the pseudo-bonus preparation presentation state (2). In the specialized zone presentation state, the strawberry navigation can be set to any value ("Yes", "No", or "Low"), and the low dividend navigation can be set to any value ("Yes" or "No"). Also, in the specialized zone presentation state, a so-called top-up is performed to extend the duration of the pseudo-bonus presentation state. When the specialized zone presentation state ends, the presentation state control means 314 transitions the presentation state to a pseudo-bonus preparation presentation state (3). In the pseudo bonus preparation performance state, the strawberry navigation can be set as desired ("Yes", "No" or "Low"), and the low payout navigation can be set as desired ("Yes" or "No"). When a predetermined transition condition is satisfied during the pseudo bonus preparation performance state, the performance state control means 314 transitions the performance state to a pseudo bonus performance state (4). As the pseudo bonus performance state, for example, multiple pseudo bonus modes with different average expected number of coins to be won per unit play (1.8 coins, 5 coins) are provided, and the performance state control means 314 determines one pseudo bonus mode from the multiple pseudo bonus modes. It should be noted that the pseudo bonus mode can be changed during the pseudo bonus performance state. In the pseudo bonus presentation state, the strawberry navigation is present, and depending on the AT mode, for example, when the average number of expected coins to be won per unit play is 1.8 coins, the low payout navigation can be set to any value ("Yes" or "No"), and when the average number of expected coins to be won per unit play is 5 coins, the low payout navigation can be set to none, and the low payout navigation can be set to any value ("Yes" or "No"). In the pseudo bonus presentation state, the player can win many medals while reducing medal consumption. If a predetermined transition condition is met before the pseudo bonus presentation state ends, the presentation state control means 314 transitions the presentation state to the AT presentation state (5).As the AT presentation state, for example, a plurality of AT modes with different average expected number of coins to be acquired per unit play (1.8 coins, 4.5 coins) are provided, and the presentation state control means 314 shifts between the plurality of AT modes in stages. For example, the presentation state control means 314 may shift to an AT presentation state of an AT mode in which the average expected number of coins to be acquired per unit play is 1.8 coins, and when a predetermined shift condition is satisfied, shift to an AT presentation state of an AT mode in which the average expected number of coins to be acquired per unit play is 4.5 coins. In addition, when a predetermined termination condition is satisfied during the AT presentation state of the AT mode in which the average expected number of coins to be acquired per unit play is 4.5 coins, the presentation state control means 314 returns to an AT presentation state of an AT mode in which the average expected number of coins to be acquired per unit play is 1.8 coins. In the AT performance state, the strawberry navigation is present, and depending on the AT mode, for example, when the average number of expected coins to be won per unit play is 1.8 coins, the low payout navigation is set to any value ("Yes" or "No"), and when the average number of expected coins to be won per unit play is 4.5 coins, the low payout navigation is not set to any value ("Yes" or "No"). In the AT performance state, the player can win many medals while suppressing medal consumption. In addition, the performance state control means 314 may transition the performance state to a pseudo bonus performance state (6) when a predetermined transition condition is met before the AT performance state ends. In addition, the performance state control means 314 transitions the performance state to a normal performance state (7) when a predetermined end condition is met in the pseudo bonus performance state or the AT performance state.
[0472] In the above embodiment, the effect switch 122 is described as an example of an effect operation unit including a push switch and a jog dial switch used for operations including effect settings. However, the effect switch 122 is not limited to this configuration. For example, the effect switch 122 may be configured with a cross key and a decision button.
[0473] Here, when the player operates the settlement switch 123 to settle credits, a sound (for example, a sound notifying completion of the payout) related to the payout of medals based on the operation of the settlement switch 123 is output. If the left and right buttons of the cross key (first performance operation unit) are operated while the sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 stops the output of the sound related to the payout of medals and displays a volume adjustment screen for adjusting the volume on the liquid crystal display unit 124. Also, if the enter button (first performance operation unit) is operated while the sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 stops the output of the sound related to the payout of medals and displays a menu screen for making various settings on the liquid crystal display unit 124. In other words, when the first performance operation unit is operated while sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 stops output of sound related to the payout of medals and performs processing based on the operation of the first performance operation unit.
[0474] On the other hand, even if the up or down button on the cross key (second performance operation unit) is operated while a sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 does not execute processing based on the up or down button on the cross key. In other words, even if the second performance operation unit is operated while a sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 does not stop output of the sound related to the payout of medals, and does not execute processing based on the operation of the second performance operation unit.
[0475] Note that, here, the left and right buttons on the directional pad and the decision button have been described as the first performance operation unit, and the up and down buttons on the directional pad as the second performance operation unit; however, this is not limited to the above, and any of the left, right, up, down, and decision buttons on the directional pad may be set as the first performance operation unit, or any other button may be set as the second performance operation unit.
[0476] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional units for progressing the game, but the functional units of the main control board 200 may be arranged on the sub-control board 202, or the functional units of the sub-control board 202 may be arranged on the main control board 200, or all the functional units may be arranged together on a single control board.
[0477] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be given to the player in the form of electronic information.
[0478] Furthermore, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]
[0479] 100 Slot Machines (Amusement Machines) 304 Winning Type Drawing Method 306 Reel control means 312 Game status control means 314 Presentation state control means
Claims
[Claim 1] A winning type selection means for selecting a winning type by lottery, the winning type selection being determined by a lottery for a plurality of winning types including a selection winning type set in which a first winning combination overlaps with a second winning combination having a larger payout amount than the first winning combination, the first winning combination being winable by a first operation, and the second winning combination being winable by a second operation; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch based on the lottery result of the winning type lottery means in response to the operation of a stop switch corresponding to the rotating reel; A game state control means for transitioning to any one of a plurality of game states including a non-internal game state and a bonus internal game state which is transitioned to based on winning a bonus role in the non-internal game state; A presentation state control means for transitioning to one of a plurality of presentation states including a first presentation state and a second presentation state which is more advantageous to a player than the first presentation state; Equipped with the reel control means controls the stop of the reels when the selected winning type is determined in the non-internal gaming state to be equal to the stop control of the reels when the selected winning type is determined in the internal bonus gaming state; In the first performance state, when the selected winning type is determined, an operation mode in which the first role can win may be notified, This gaming machine can provide a player with a special benefit when the player performs an operation in a manner that allows the first winning combination to be won.
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