Slot Machines
The system addresses the lack of effective game history display in conventional gaming machines by providing a dedicated display for game history information, including role ratios and cumulative payouts, with blinking indicators for low counts and updates at payout limits, thereby enhancing player transparency and engagement.
Patent Information
- Application Number
- JP2024030989
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-01
- Publication Date
- 2025-04-03
- Estimated Expiration
- 2036-05-12
AI Technical Summary
Conventional gaming machines do not provide an effective way for players to confirm and display their game history information, such as role ratio information and cumulative payout data.
The system includes a predetermined display means to display game history information, which consists of type and numerical information. It displays role ratio information for a specified number of games, cumulative role ratio information, and cumulative continuous role ratio information, with blinking indicators for low game counts and updates when payout limits are reached.
Enables players to easily check and verify their game history information, enhancing transparency and player engagement by providing clear and timely updates on their game progress.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to Game history information can be displayed This relates to slot machines. [Background technology]
[0002] 2. Description of the Related Art There is known a conventional gaming machine that stores a cumulative total number of payouts and displays a graph of the progress of the cumulative total number of payouts in response to a player's operation (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2007-125121 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is as follows: Game history information The purpose is to make it possible to confirm this. [Means for solving the problem]
[0005] The present invention relates to A predetermined display means capable of displaying game history information is provided, The gaming history information is composed of information on the type of gaming history and numerical information on the gaming history, As the game history information, there are a case where the information on the ratio of the reels for a predetermined number of games is displayed, a case where the information on the ratio of the reels for a cumulative number of games is displayed, and a case where the information on the ratio of the reels for a cumulative number of games is displayed. The numerical information on the game history corresponding to the bonus ratio information for the predetermined number of games is the bonus ratio for the predetermined number of games (the ratio of the number of game media paid out when the bonus is activated for the predetermined number of games to the total number of game media paid out for the predetermined number of games), The numerical information on the gaming history corresponding to the cumulative feature ratio information is the cumulative feature ratio (the ratio of the number of gaming media paid out when the feature is activated to the total number of gaming media paid out), The numerical information on the game history corresponding to the cumulative consecutive feature ratio information is the cumulative first-class special feature ratio (the ratio of the number of game media paid out when the first-class special feature is activated to the total number of game media paid out), When displaying the cumulative feature ratio information, if the cumulative number of games is less than a specific value, information regarding the type of game history corresponding to the cumulative feature ratio information can be displayed in a flashing manner; When displaying the information on the ratio of the features for a predetermined number of games, if the cumulative number of games is less than a predetermined value (the predetermined value is a value smaller than a specific value), information on the type of game history corresponding to the information on the ratio of the features for the predetermined number of games can be displayed in a flashing manner. When the total number of game media to be paid out reaches a predetermined upper limit, the updating of the total number of game media to be paid out is terminated; When the cumulative number of plays reaches a specific upper limit (the specific upper limit may be the same as the predetermined upper limit), updating of the cumulative number of plays is terminated. It is characterized by: Effect of the Invention
[0006] According to the present invention, it is possible to check game history information. . [Brief description of the drawings]
[0007] [Figure 1] 2 is a block diagram showing an outline of the control of the slot machine according to the present embodiment. FIG. [Diagram 2] This is a diagram showing the LED displaying the number of points saved, the LED displaying the advantageous zone, the LED displaying the number of points acquired, the settlement switch, etc. [Diagram 3] 1A and 1B are diagrams showing a main control board accommodated in a board case, where FIG. 1A shows Example 1 and FIG. 1B shows Example 2. [Figure 4] FIG. 2 is a diagram for explaining details of digits and segments. [Diagram 5] FIG. 2 is a diagram showing the arrangement of symbols on the reels. [Figure 6] 1 is a diagram showing a display window (transparent window) provided on a slot machine, the relative positions of each reel, pay lines, etc. [Figure 7] FIG. 1 shows the combinations of hand types, payout amounts, and symbols. [Figure 8] FIG. 2 shows the combinations of the types of winning combinations, payout amounts, and symbols. [Figure 9] FIG. 3 shows the combinations of the types of winning combinations, payout amounts, and symbols. [Figure 10] FIG. 4 shows the combination of the type of winning combination, payout amount, and symbol combination. [Figure 11] FIG. 5 shows the combinations of the types of winning combinations, payout amounts, and symbols. [Figure 12] FIG. 6 shows the combination of hand types, payout amounts, and symbols. [Figure 13] FIG. 1 shows the relationship between the condition device, the winning role, and the pressing order. [Figure 14] FIG. 2 shows the relationship between the condition device, the winning role, and the pressing order. [Figure 15] FIG. 3 shows the relationship between the condition device, the winning combination, and the pressing order. [Figure 16] FIG. 4 shows the relationship between the condition device, the winning combination, and the pressing order. [Figure 17] FIG. 1 shows a table of numerals. [Figure 18] FIG. 2 shows a table of numerals. [Figure 19] A figure showing a push order instruction number table. [Figure 20] A diagram showing the relationship between push order instruction numbers, advantageous push orders, and display contents. [Figure 21] A diagram showing a performance group number table. [Figure 22] FIG. 13 is a diagram for explaining RT transition. [Diagram 23] A diagram showing the lighting process of the advantageous zone display LED. [Figure 24] 11 is a timing chart (example 1 and example 2) showing the processing flow of the main control board, the acquisition number display LED, and the image display device. [Diagram 25] 11 is a timing chart (Example 3 and Example 4) showing the process flow of the main control board, the acquisition number display LED, and the image display device. [Figure 26] This figure shows the flow of displaying push order instruction information by the acquisition number display LED and announcing the correct push order by the image display device. [Figure 27] This is a diagram showing a part of the RWM, and a memory area related to advantageous zones and total number of plays. [Figure 28] A diagram showing a part of the RWM, a memory area related to the total number of coins paid out. [Figure 29] This is a diagram showing a part of the RWM, and a memory area related to the number of coins paid out when a continuous gimmick is activated. [Diagram 30] This is a diagram showing a part of the RWM, and a memory area related to the number of coins paid out when a special device is activated. [Diagram 31] This is a diagram (modified example) showing a part of the RWM, and a memory area related to the number of coins paid out when a continuous gimmick is activated. [Diagram 32] 13 is a flowchart showing the flow of a process for updating the number of games played, etc., using a register. [Diagram 33]33 is a flowchart showing a specific example 1 of steps S109 to S114 in FIG. [Diagram 34] 33 is a flowchart showing a specific example 2 of steps S109 to S114 in FIG. [Diagram 35] 33 is a flowchart showing a specific example 3 of steps S109 to S114 in FIG. [Diagram 36] 13 is a flowchart showing the flow of a process for updating the number of games played, etc., without using a register. [Figure 37] 13 is a flowchart showing the flow of the calculation process for the favorable zone ratio. [Figure 38] 13 is a diagram for explaining information displayed on a management information display LED. FIG. [Figure 39] 13A and 13B are diagrams illustrating an example of displaying management information on a storage number display LED. [Diagram 40] 13 is a diagram showing an example of displaying management information on an acquisition number display LED. FIG. [Diagram 41] 1 is an external perspective view showing a base unit 1 of a slot machine 10. FIG. [Diagram 42] 11A and 11B are diagrams showing a main control board accommodated in a board case in a second embodiment, where (a) shows Example 1 and (b) shows Example 2. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] In this specification, the meanings of the terms are as follows. "RT" means that the type (number) of the condition device (1BB, replay, small win) to be selected and its winning probability are in a specific selection state, and "RT transition" means that the winning probability of at least one condition device to be selected (for example, replay) changes by transitioning from one RT to another RT. Therefore, the winning probability of each type of replay in one RT is a value specific to that RT, and the winning probabilities of each type of replay will not all be the same between one RT and another RT. However, it is acceptable for the combined value of the winning probability of replays to be the same between one RT and another RT.
[0009] In this embodiment, RT comprises non-RT, RT1, RT2, RT3, and RT4 (see FIG. 22 described later). Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0." Therefore, when "RT" is mentioned in this specification, non-RT is included. In this embodiment, non-internal is non-RT, RT1, RT2, or RT3, and internal is RT4. The types (number) of replays to be selected and the probability of winning are different between non-internal and internal.
[0010] Furthermore, in this embodiment, 1BBA operation and 1BBB operation are provided as RT during special play. In this embodiment, both 1BBA operation and 1BBB operation draw at least one replay. "Role" refers to something that is the subject of the draw, and in this embodiment, a condition device is drawn, and the condition device is set to include at least one role. Therefore, when any of the condition devices is won, at least one role is won (at least one winning role is included).
[0011] The condition devices to be selected include a "game condition device" that includes one of the "special roles (games)" and a "winning and replay condition device" that includes either a small role or a replay. The "game condition device" includes one of the special roles. When a special role is won, devices that make it easier to win a small role, such as SB (single bonus), RB (first type special role; regular bonus), CB (second type special role; challenge bonus), 1BB (first type role continuous operation device; first type big bonus), and 2BB (second type role continuous operation device; second type big bonus) are activated.
[0012] Here, the first type feature continuous operation device (1BB) refers to a device that can continuously operate the first type special feature (RB). Similarly, the second type feature continuous operation device (2BB) refers to a device that can continuously operate the second type special feature (CB). In this embodiment, only 1BB is provided as a special feature, and there are two types (1BBA and 1BBB) described later. During the operation of 1BB, RB ends when either two features are won or two plays are played, and after the end of that operation, it can be started again on the condition that the end condition of 1BB operation is not met. RB is operated. In this embodiment, SB, CB, and 2BB are not provided.
[0013] On the other hand, the "winning and replay condition device" includes either a minor win or a replay that does not carry over winning information to the next game or later. In this embodiment, it is equipped with winning and replay condition device numbers "0" to "30". In contrast, the "gimmick condition device" includes either RB, 1BB, or 2BB that can carry over winning information to the next game or later, or SB or CB that does not carry over winning information to the next game or later, but in this embodiment, only 1BB (1BBA and 1BBB) that can carry over winning information to the next game or later is provided.
[0014] When a special role that can carry over winning information to the next game or later is won by a special role that includes a special role, the winning information of the special role is carried over to the next game until the combination of symbols corresponding to the special role stops on an effective line. A game in which a special role that can carry over winning information to the next game or later is not won by a special role that includes a special role that can carry over winning information to the next game or later is called "non-internal". In contrast, when a special role is won by a special role but the combination of symbols corresponding to the special role that has been won has not yet stopped on an effective line, that is, a game in which the winning information of the special role is carried over is called "internal". In this embodiment, a game in which a special role is won by a special role is included in "non-internal", but a game in which a special role is won by a special role may be included in "internal".
[0015] The "advantageous operation mode" of the stop switch refers to an operation mode in which a combination with a large number of coins is won, or an operation mode in which a combination that moves (promotes) to an advantageous RT or does not move (falls) to an unfavorable RT is won, in a game in which the operation mode of the stop switch produces an advantage / disadvantage in the game result (combination of symbols that stop on a winning line). The "advantageous operation mode" is also called the correct operation mode.
[0016] The "operation mode" is a concept that refers to the order in which the stop switch is pressed and / or the operation timing (the timing of pressing the stop switch to stop the target symbol on the effective line). In this embodiment, the "game with an advantageous operation mode of the stop switch" corresponds to the game when the push order bell (small role group B, small role group C) is won, and the game when the overlapping replay (replay group B, replay group C) is won.
[0017] Furthermore, when the push order bell is won, the bell (minor role) that wins when the stop switch is operated in the correct push order is sometimes called a high bell (a bell (minor role) whose combination of symbols is most advantageous to the player, such as a minor role with the highest payout number among the group of overlapping winning bells (group of minor roles)). On the other hand, when the push order bell is won, if the stop switch is operated in an incorrect push order, a low bell may win or the role may be missed, depending on the timing of the stop switch operation. The stop results (a combination of symbols on an active line, also called "missing symbols") that are displayed when the role is missed are called "pattern symbols" in this embodiment, and include pattern symbols 01 to 03.
[0018] On the other hand, when a replay is won twice (when replay B and C are won), different combinations of symbols are displayed according to the order in which the stop switch is pressed, but when a replay is won, there is no missed chance ("PB=1" described below). In this case, the press sequence that displays a combination of symbols that is advantageous to the player, such as a combination of symbols that transitions to a RT with a higher probability of winning a replay, or a combination of symbols that maintains a RT with a high probability of winning a replay, is called the "correct press sequence" or "promotion press sequence." In contrast, the press sequence that displays a combination of symbols that transitions from an RT that is advantageous to the player (such as an RT with a high probability of winning a replay) to an RT that is disadvantageous to the player (such as an RT with a low probability of winning a replay) is called the "incorrect press sequence" or "demotion (downgrade) press sequence."
[0019] The "instruction function" refers to a function that displays (informs) the player of the above-mentioned "advantageous operation mode." In other words, the "instruction function" refers to a device that makes it easier to win. On the other hand, when the "instruction function" is a device that makes it easier to win a small prize, the "instruction function" refers to displaying the correct push-button sequence for winning the correct push-button sequence (high bell) when the push-button bell is won, and does not include displaying the correct push-button sequence for winning an advantageous replay (a replay for transitioning to an advantageous RT, or a replay for maintaining an advantageous RT) when a duplicate replay is won.
[0020] In the following embodiment, the "instruction function" refers to a function that displays an "advantageous operation mode" to the player, and the "operation of the instruction function" is used to mean both displaying the correct push order when the push order bell is won, and displaying the correct push order that allows an advantageous replay to be won when a replay is won twice. Note that "display" means showing the "instruction" content to the player, and "notification" means informing the player of the instruction content. Therefore, the "instruction function" is both a "display function" and an "notification function." In addition, although "instruction" is a concept that has the meaning of "command," no penalty is imposed on the player for not following the "instruction." However, if the correct push order displayed by the operation of the instruction function is not followed, a high bell may not be won when the push order bell is won, or an unfavorable replay may be won when a replay is won twice.
[0021] Additionally, "instruction function activation game" refers to a game in which the instruction function is activated in a game having an advantageous operation mode of the stop switch (a game in which a condition device (small role group B, small role group C, replay group B, replay group C) having an advantageous operation mode of the stop switch is won). For this reason, instruction function activation game is one type of game. Instruction function activation game is also sometimes called notification game. Also, even if a game has an advantageous operation mode of the stop switch, if the instruction function is not activated, the game is not an instruction function activation game.
[0022] In this embodiment, the "game zone" includes a "normal zone", a "standby zone", and a "favorable zone". First, the "normal zone" refers to a game zone in which signals related to the instruction function, specifically, push order instruction numbers and winning and replay condition device numbers (information that can determine the correct push order) described later, are prohibited from being sent to a peripheral board (for example, a sub-control board), and which does not affect the performance related to the instruction function at all (the instruction function is not activated). However, in addition to the lottery of the condition device (role), it is possible to make a decision (lottery, etc.) as to whether or not to move to the favorable zone. In the normal zone, since the instruction function must not be activated, it is not possible to display push order instruction information on a predetermined display device (LED, etc.) electrically connected to the main control board, and since signals related to the instruction function are not sent to the peripheral board, it is also not possible to display (notify) advantageous operation modes by an image display device electrically connected to a sub-control board described later.
[0023] In the normal zone, when deciding to move to the advantageous zone, it is necessary to make the decision to move in association with (link to) the winning condition device. Here, making the decision to move to the advantageous zone in association with the winning condition device includes a case where a decision is made as to whether or not to move to the advantageous zone at the same time as the lottery for the condition device is drawn, and a case where a lottery is separately drawn as to whether or not to move to the advantageous zone on the condition that a specific condition device is drawn.
[0024] In this embodiment, it is set to determine whether to move to the advantageous zone at the same time as the lottery of the condition device. Also, the length (number of games) of the advantageous zone to be determined (won) differs depending on the condition device that has been won. For example, when it is decided to move to the advantageous zone when 1BB, which will be described later, is won, the initial value is the advantageous zone of 50 games counted from the end of 1BB game, and when it is decided to move to the advantageous zone when small role E1 is won alone, it may become the advantageous zone where only one instruction function activation game (excluding games won in small role C group, replay B group, and replay C group) is executed.
[0025] Furthermore, when determining whether to move to the advantageous zone in association with the winning condition device, the condition device that can determine to move to the advantageous zone (if a separate lottery is held to determine whether to move to the advantageous zone or not, the condition device that is the condition for holding the lottery) is set to be a condition device that does not have a setting difference in the winning probability. Here, the "setting value" determines the degree of advantage of the player, and the higher (or lower) the setting value, the more advantageous it is for the player (the higher the expected value of balls to be paid out). The setting value is set to six levels, for example, from setting 1 to setting 6. And, the "condition device that does not have a setting difference in the winning probability (common setting)" refers to a condition device in which the winning probability is the same in all settings.
[0026] In addition, it is only "possible" to determine the transition to the advantageous zone in association with the winning of a condition device that does not have a set difference in the winning probability, but it does not mean that the transition to the advantageous zone must always be made or that a lottery for transition to the advantageous zone must always be held when a condition device that does not have a set difference in the winning probability wins. Of course, it is also possible not to make any decision regarding the advantageous zone even when a condition device that does not have a set difference in the winning probability wins.
[0027] In contrast, a "condition device with a setting difference in the winning probability (by setting)" means that the winning probability is not the same for all settings. For example, in addition to the case where the winning probability is different for all setting values, the winning probability of some setting values is different from the winning probability of some other setting values (for example, the winning probability of settings 1 to 5 is "x", and the winning probability of setting 6 is "y (≠x)").
[0028] Furthermore, the "advantageous zone" refers to a play zone that has the capability related to the instruction function (the instruction function may be activated), and specifically refers to a play zone in which, when the instruction function is activated, a signal related to the instruction function may be sent to the sub-control board only when push order instruction information is displayed so that the instruction content (advantageous operation mode) can be identified on the main control board. Play during an advantageous zone is sometimes referred to as annunciable play. Conversely, play during a normal zone or a standby zone is sometimes referred to as non-announceable play. However, the sub-control board cannot output a performance that contradicts the instruction content given by the main control board or the signal related to the instruction function that it has received.
[0029] In the advantageous zone of this embodiment, in a game in which a condition device (small role B group) having an advantageous operation mode that can win the maximum payout number ("9" coins) corresponding to a specified number ("3" coins) in a game in which an instruction function activation game can be executed (when the device is not activated) is selected, it is necessary to perform at least one game or more to instruct the operation mode of the stop switch that will win the role (small role 01) related to the maximum payout number.
[0030] Specifically, in this embodiment, as a condition device of the so-called push order bell, a small role B group and a small role C group are provided. In the small role B group, when the push order is correct, the small role 01, which is a 9-piece role, is always won, and when the push order is incorrect, a 1-piece role can be won (although it may be missed). On the other hand, in the small role C group, when the push order is correct, the small role 02, which is a 3-piece role, is always won, and when the push order is incorrect, a 1-piece role is always won.
[0031] The instruction function activation game is played when the device is not activated (normal game), and the specified number (number of medals to be inserted) in this normal game is "3". Furthermore, the maximum number of medals to be paid out when the specified number is "3" is "9" (when small prize 01 is won). For this reason, in the advantageous zone of this embodiment, it is necessary to play at least one game in which the instruction function is activated when the condition device (small prize B group) that allows small prize 01 to be won is won, thereby displaying the correct button press sequence to win small prize 01.
[0032] Also, during the advantageous period, in a game in which a condition device having an advantageous operation mode is selected, the indication function may be always activated to display the advantageous operation mode of the stop switch. On the other hand, even in a game in which a condition device having an advantageous operation mode is selected during the advantageous period, the indication function may not be activated.
[0033] Furthermore, the "waiting area" is a zone that transitions to a favorable area. It refers to a game area when the game has not yet moved to the advantageous area after it has been decided to play the game. The waiting area may or may not be provided. That is, the game may move from the normal area to the advantageous area, or from the normal area to the waiting area, and then from the waiting area to the advantageous area. It is not possible to move from the advantageous area to the waiting area, and the game always moves to the normal area after the end of the advantageous area. The waiting area can be moved only when it is decided to move to the advantageous area based on the winning of a condition device including a special role that can be carried over to the next game or later, and it must end in a game in which a combination of symbols corresponding to the special role is displayed. Of course, it may end before the game in which a combination of symbols corresponding to the special role is displayed. In addition, in the waiting area, it is not possible to operate the instruction function in the main control board or to transmit a signal related to the instruction function to the sub-control board. When the instruction function is operated in the main control board and a signal related to the instruction function is transmitted to the sub-control board, it is required that the game is in the advantageous area.
[0034] In the advantageous zone of this embodiment, there are cases where one instruction function activation game (excluding games that win the small role group C, replay group B, and replay group C) is executed, and cases where a predetermined number of games are executed. In the advantageous zone where a predetermined number of games are executed, when a condition device having an advantageous operation mode of the stop switch is won, the instruction function is basically activated. Note that the condition for ending the advantageous zone does not have to determine the number of games as described above, but may be, for example, a termination (puncture) lottery is held at a predetermined timing, and the advantageous zone is terminated when this lottery is won.
[0035] Alternatively, the conditions for executing the instruction function activation game are not met simply by moving to the advantageous zone, and a lottery or the like is used to determine whether or not to execute the instruction function activation game, provided that the game is in the advantageous zone, and when it is decided to execute the instruction function activation game, the instruction function activation game is executed until a predetermined end condition is met. Also, during the advantageous zone, a decision is made (by lottery or the like) as to whether or not to add (add) the (remaining) number of games in the advantageous zone. Also, an upper limit number of games is set for the advantageous zone, and when the upper limit number of games is reached, the advantageous zone always ends at that point (activates the limiter) and the zone is entered into, even if there are remaining games in the advantageous zone.
[0036] Furthermore, when the maximum number of plays is reached, even if the player has never won the conditional device (minor role B group) having the advantageous operation mode for winning the maximum payout number ("9" coins), or even if the player has won but has never instructed the operation mode of the stop switch for winning the role related to the maximum payout number (minor role 01), the advantageous period will always end at that point (limiter activation) and the player will move to the normal period.
[0037] Although some of the above content overlaps with that described above, the advantageous zone in this embodiment is defined as follows: a) In the normal zone, the lottery for whether or not to move to the advantageous zone (even when it is decided at the same time as the lottery for the condition device) must be linked to a condition device with no setting difference. In other words, the probability of moving to the advantageous zone must not differ depending on the setting value. b) The lottery for adding the advantageous zone (even when it is decided without a lottery) must not refer to the setting value. When adding the advantageous zone based on the winning condition device, it must be linked to a condition device with no setting difference.
[0038] c) In the normal zone, during the special role (meaning a special role that carries over a winning combination. The same applies in the following paragraphs) or during the operation of the special role, the transfer lottery for the advantageous zone (also determined at the same time as the lottery for the condition device) must not be performed. In addition, during the special role, even in the advantageous zone, the additional lottery for the advantageous zone (determined without lottery) must not be performed. Furthermore, when a condition device having a setting difference that includes a special role is won in the advantageous zone and the special role is in operation, the additional lottery for the advantageous zone (determined without lottery) must not be performed during the operation of the special role. Here, since it was common to perform the AT lottery even after the zone is in the advantageous zone, it was possible to wait for the AT win while maintaining the zone in the internal zone without winning the special role. However, it has been considered desirable not to perform the AT lottery during the internal zone. Therefore, in this embodiment, when a special role is won in the normal zone and the zone is in the internal zone, it is stipulated that the zone should not be transferred from the normal zone to the advantageous zone during the internal zone. Furthermore, when a special role is won during a favorable zone and the player is in the inside zone, it is stipulated that the favorable zone cannot be added during that inside zone.
[0039] d) When it is decided to move to the advantageous zone, in principle, the next game should be moved to the advantageous zone, and the fact that the zone is advantageous should be displayed to the player (such as by lighting a lamp indicating that the zone is advantageous) until the advantageous zone starts (in this embodiment, until the bet for the next game becomes possible). Here, in the past, when the AT was won, it was common for a certain number of games to be consumed (via a premonition) from the time the AT was won until the AT win was notified to the player. Also, for example, when the AT is drawn based on the winning of a rare role, if the player misses the rare role in the game, the player does not know that the rare role was won and that the AT was drawn based on the rare role, so even if the AT was won by the winning of the rare role, there was a case where the player stopped playing before the AT win was notified. After that, when another person played on the machine, there was a problem that the other person may enjoy the benefits of the AT (drawn by the previous player). However, when it is decided to move to the advantageous zone, as a general rule, it is displayed that the player is in the advantageous zone from the next game until the advantageous zone starts (in this embodiment, until betting for the next game becomes possible), so the above-mentioned problem does not occur. Thus, whereas in the past, the AT win was notified after the AT win (particularly after the AT precursor has passed), in this embodiment, as a general rule, it is displayed that the player is in the advantageous zone before betting for the next game becomes possible and before the advantageous zone starts, which is different. Furthermore, while the conventional notification of the AT win was merely made as part of the presentation, in this embodiment, it is different in that it is displayed to the player that the player is in the advantageous zone from the next game (such as by lighting a lamp indicating that the zone is advantageous) in order to solve the above-mentioned problem.
[0040] The advantageous zone ratio refers to the ratio of time spent in the advantageous zone to the total play zone (normal zone + standby zone + advantageous zone). Specifically, for example, if the number of plays in the total play zone is "1000" and the number of plays in the advantageous zone during that time is "700", the advantageous zone ratio will be "70%". As will be described later, the advantageous zone ratio is displayed in this embodiment, but the displayed advantageous zone ratio is a numerical value obtained by rounding down the decimal point as a result of calculation.
[0041] The pull-in rate (PB) indicates the probability that the desired symbol can be stopped on a valid line from the moment the stop switch is operated until the reel stops (maximum number of frames moved). If the stop switch is not operated at the appropriate reel position (at a timing that allows the target symbol to be stopped on a valid line within the maximum number of frames moved), the target symbol cannot be stopped on a valid line (pulled into the valid line), which is called "PB (pull-in rate) ≠ 1." In contrast, if the target symbol can always be stopped (pulled into) on a valid line regardless of the position of the reel at the moment the stop switch is operated (regardless of the timing of the stop switch operation), it is called "PB = 1."
[0042] "PB=1" may refer to all reels being in that state for that role, or may refer to only specific (partial) reels. In this embodiment, the maximum number of moving frames is set to "4", and when target symbols are arranged at intervals of 5 symbols or less, "PB=1" is obtained, and when they are arranged at intervals of more than 5 symbols (6 symbols or more), "PB≠1" is obtained. In particular, the number of symbols on the reel in this embodiment is set to "20", and if 4 symbols are arranged at intervals of 5 symbols, the symbol is "PB=1".
[0043] When a game progresses from the "N-1" game, to the "N" game, to the "N+1" game, ... (where "N" is an integer of 2 or more), and the current game is the "N" game, the "N" game is called the "current game." The "N-1" game is called the "previous game." On the other hand, the "N+1" game is called the "next game."
[0044] The "payout rate" is a value calculated by the expected number of medals paid out divided by the number of medals inserted, and when it is "1", the status quo is maintained, when it is greater than "1", the number of medals is increasing, and when it is less than "1", the number of medals is decreasing. The "expected number of medals paid out" is calculated by the sum of "probability of winning the role x number of medals paid out" for all roles that are subject to lottery in that game.
[0045] Furthermore, the "difference in number" is a value calculated by "number of medals paid out (number of medals actually paid out or expected number of medals paid out) - number of medals inserted." When the number of medals inserted is "3," if the number of medals paid out (expected value) is "3," the difference in number is "±0," when the number of medals paid out (expected value) exceeds "3," the difference in number exceeds "0," and when the number of medals paid out (expected value) is less than "3," the difference in number is less than "0."
[0046] "Bet" means to bet medals (game media) to play a game. In this embodiment, when the role is not in operation (during normal play), the number of bets that can be played (prescribed number) is set to 3. On the other hand, when the role (1BB) is in operation, the number of bets that can be played (prescribed number) is set to 2. To bet medals, actual medals are inserted into the medal insertion slot, or a bet switch is operated to bet stored medals. Note that, although the "game media" is medals in this embodiment, electronic information is used as the game media in the case of, for example, an enclosed game machine. Note that, for example, when money (banknotes) is inserted into a lending machine, the "electronic information" is converted into electronic information corresponding to the money, and part or all of the electronic information can be stored in the game machine as game media for playing games on the game machine. In addition, the display of the ratio of prizes and the like, which will be described later, can be applied not only to slot machines but also to pinball gaming machines, so the "gaming medium" includes not only medals but also gaming balls.
[0047] "Storage" is different from the above-mentioned "bet" and refers to crediting medals inside the slot machine 10. Although "storage" may be used in a sense including bet, in this specification, when "storage" is used, it is used in a sense not including bet. In this embodiment, the maximum (limit) number of medals that can be stored is set to "50" regardless of the game state, etc. When a minor winning combination is won and medals are paid out, the medals are stored. Also, when medals are manually inserted through the medal insertion port and the maximum number has already been bet, the inserted medals are stored. Therefore, when medals are manually inserted through the medal insertion port, there are cases where they are bet and cases where they are stored.
[0048] Note that the slot machine 10 "paying out" medals to a player and the player "gaining" medals are equivalent. Therefore, from the perspective of the slot machine 10, it is "paying out medals," and from the perspective of the player, it is "gaining medals." For this reason, there are cases where it is called "paying out (number of medals)" (for example, the payout means 67) and cases where it is called "gaining (number of medals)" (for example, the acquisition number display LED 78), but both have the same meaning.
[0049] In this specification, the ending (especially A number with "B" at the end of a decimal number (8 bits) means a binary number. Similarly, a number with "H" at the end means a hexadecimal number. For example, the number that indicates "16" in decimal is written as "00010000(B)" in binary and "10(H)" in hexadecimal. Furthermore, a number that indicates a decimal number can be written as "16(D)" if necessary. However, when it is clear whether it is a binary, decimal, or hexadecimal number, the final symbols "B", "D", and "H" may be omitted.
[0050] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. First Embodiment Fig. 1 is a block diagram showing an outline of the control of a slot machine 10 in this embodiment. As representative control boards provided in the slot machine 10, a main control board 50 and a sub-control board 80 are provided. The main control board 50 has an input port 51 and an output port 52, and is provided with an RWM 53, a ROM 54, a main CPU 55, etc. (this does not mean that only those shown in Fig. 1 are provided).
[0051] 1, a main control board 50 and peripheral devices for game progress, including operation switches such as a bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection part where signals from operation switches and the like are input, and the output port 52 is a connection part where signals are transmitted to peripheral devices such as a motor 32. In FIG. 1, input peripheral devices are indicated by arrows pointing from the signals from the peripheral devices to the main control board 50, and output peripheral devices are indicated by arrows pointing from the main control board 50 to the peripheral devices (the same applies to the sub-control board 80).
[0052] The RWM 53 is a storage medium capable of storing (updating) various data (variables) based on the progress of a game, etc. Data (total number of games, etc.) necessary for displaying management information described later is stored in the RWM 53. The ROM 54 is a storage medium for storing programs and various data (for example, data tables) necessary for the progress of a game.
[0053] The main CPU 55 refers to a CPU provided on the main control board 50, and executes programs and calculations necessary for the progress of the game, and more specifically, executes the drawing of winning combinations, the drive control of the reels 31, and the payout when a prize is won. The main CPU 55 has a built-in register. Particularly in this embodiment, multiple registers (for example, A register to L register, a transmission register, etc.) are provided.
[0054] Further, an MPU including an RWM 53, a ROM 54, a main CPU 55, and a register is mounted on the main control board 50. The RWM 53 and ROM 54 may be provided externally instead of being mounted inside the MPU. An MPU including an RWM 83, a ROM 84, and a sub-CPU 85 is mounted on a sub-control board 80 described later. The RWM 83 and ROM 84 may be provided externally instead of being mounted inside the MPU.
[0055] In Fig. 1, a medal inserted through the medal insertion port 43 is sent to the inside of the medal selector. As shown in Fig. 1, the medal selector includes (but is not limited to) a passage sensor 43a, a blocker 45, and an insertion sensor 44, and is electrically connected to a main control board 50. When a medal is inserted through the medal insertion port 43, it is first detected by the passage sensor 43a.
[0056] Furthermore, a blocker 45 is provided downstream of the path sensor 43a. The blocker 45 is for permitting / prohibiting the insertion of medals, and when the insertion of medals is not permitted, the blocker 45 forms a medal path for returning medals inserted from the medal insertion port 43 from the payout port. On the other hand, when the insertion of medals is permitted, the blocker 45 forms a medal path for guiding medals inserted from the medal insertion port 43 to the hopper 35.
[0057] Here, the blocker 45 does not permit the insertion of medals during a game (from the start of the rotation of the reels 31 until all the reels 31 stop, and until the end of the payout corresponding to the winning combination in the case of a winning combination). In other words, the blocker 45 permits the insertion of medals at least when a game is not being played.
[0058] An insertion sensor 44 (multiple optical sensors) is provided further downstream of the blocker 45. Therefore, a medal inserted from the medal insertion port 43 is detected by the passage sensor 43a, and then further detected by the insertion sensor 44.
[0059] As shown in FIG. 1, the main control board 50 is electrically connected with a bet switch 40, a start switch 41, (left, center, right) stop switches 42, and a settlement switch 46 as operation switches operated by the player. The bet switch 40 (40a or 40b) is a switch operated by the player when placing a bet on accumulated medals for the current game. In this embodiment, the bet switch 40a is provided for inserting one medal, and a 3 bet switch 40b is provided for inserting three medals (maximum number or specified number). However, this is not limiting, and a bet switch for betting two medals may also be provided.
[0060] In addition, the specified number in this embodiment is set to three when the special feature is not in operation and two when the special feature is in operation, but two medals can be inserted by operating (pressing) the 1-bet switch 40a twice, and three medals can be inserted by operating (pressing) it three times. Also, while the special feature is in operation, two medals (specified number) can be inserted at once by operating the 3-bet switch 40b.
[0061] The start switch 41 is a switch operated by the player when starting all the reels 31 (left, center, and right). Three stop switches 42 are provided corresponding to the three reels 31 (left, center, and right), and are switches operated by the player when stopping the corresponding reel 31. The settlement switch 46 is a switch operated by the player when paying out medals bet and / or accumulated (credited) inside the slot machine 10.
[0062] As shown in FIG. 1, the main control board 50 is electrically connected to the display board 75. In reality, a relay board is provided between the main control board 50 and the display board 75, and the main control board 50 and the relay board, and the relay board and the display board 75 are connected to each other. However, the relay board is not shown in FIG. 1. In this way, the main control board 50 and the display board 75 may be directly connected to each other by a harness or the like, or another board may be interposed between the two. Furthermore, the control boards are not limited to being directly connected to each other by a harness or the like, and may be connected to each other via another board (relay board or the like). For example, one or more other boards (relay board or the like) may be interposed between the main control board 50 and the sub-control board 80.
[0063] The display board 75 is equipped with a reserved number display LED 76, an advantageous zone display LED 77, and an acquired number display LED 78. These LEDs 76-78 are provided near the operation switch operated by the player, and are provided in a position where the player can always see them. It is not necessary for all the LEDs 76-78 to be provided on one display board 75, and it is sufficient to have a plurality of display boards 75 such as display boards 75A, 75B, ..., and to provide any of the LEDs 76-78 on any of the display boards 75.
[0064] 2 is a plan view showing the actual positional relationship (arrangement) of the saved number display LED 76, the advantageous zone display LED 77, the acquired number display LED 78, the settlement switch 46, the 1-bet switch 40a, and the 3-bet switch 40b on the front side of the slot machine 10. In addition, in FIG. 2, a display board 75 (shown by a dotted line in FIG. 2) is arranged inside the slot machine 10 below the saved number display LED 76, the advantageous zone display LED 77, and the acquired number display LED 78.
[0065] The reserved number display LED 76 is an LED that displays the number of medals reserved inside the slot machine 10, and is composed of a digit 1 that displays the upper digit and a digit 2 that displays the lower digit. That is, the reserved number display LED 76 displays two digits. Here, "digit" means a display unit (display), and in this embodiment, it is composed of a seven-segment LED (a so-called 7-segment) and a segment DP (a dot-shaped LED that displays a decimal point). As shown in FIG. 2, the number of digits mounted on the display board 75 is four, digits 1 to 4, but in this embodiment, nine digits are provided, and the other digits are mounted on the main control board 60 (details will be described later).
[0066] The reserved number display LED 76 displays the number of reserved medals, and in this embodiment, displays a number between "00" and "50" (an integer). For example, when no medals are bet or reserved at all, the reserved number display LED 76 displays "00". Here, when one medal is arranged, that one medal is bet for the game. When two more medals are inserted, three medals are bet for the game (when the prescribed number is three). Therefore, when the number of arranged medals is up to three, those medals are bet and not stored. When medals continue to be arranged, medals are stored inside the slot machine 10, and the number of medals stored is displayed by the reserved number display LED 76.
[0067] In this embodiment, up to 50 medals can be stored. Therefore, when the number of stored medals reaches 50 (when the stored number display LED 76 displays "50"), no more medals can be stored. In this state, if a medal is inserted through the medal insertion slot 43, the blocker 45 returns the inserted medal through the payout slot.
[0068] Here, when a combination with a medal payout (excluding replay) is won and medals corresponding to the combination are paid out, the medals are stored inside the slot machine 10 in priority over the actual payment of the medals from the payout port. For example, if the number of stored medals before the combination is won is "10," when a 9-coin combination is won, the display on the LED 76 for displaying the number of stored medals is updated from "10" to "19."
[0069] Furthermore, when the number of reserved medals exceeds "50" when a winning combination is achieved, the amount exceeding "50" is actually paid out from the payout port. For example, when the number of reserved medals is "47" before the winning combination and 9 medals are paid out when a 9-coin combination is achieved, 3 medals are reserved and the number of reserved medals becomes "50", and the remaining 6 medals exceeding "50" are paid out from the payout port.
[0070] Furthermore, when a replay wins, medals are not stored or paid out, and the number of medals bet on that game is automatically bet for replay. For example, if a game is played with 3 bets (3 medals) and a replay wins, 3 medals are automatically bet. And since the automatic bet based on the replay win is the insertion of medals to play again, the medals cannot be settled even if a settlement (return) operation is performed afterwards.
[0071] In addition, the "Rules for the Certification and Inspection of Models of Gaming Machines (hereinafter simply referred to as the "Rules")" interprets that when a combination of symbols corresponding to a replay stops on a winning line, it is the operation of a condition device related to replay, and is not a "winning move." However, in this application (this specification, etc.), a replay is also treated as one of the roles (replay role), and the stopping of a combination of symbols corresponding to a replay on a winning line is referred to as a "winning move of a replay."
[0072] The advantageous zone display LED 77 is configured by a segment DP of digit 2. The advantageous zone display LED 77 is controlled to be turned off in the normal zone and the waiting zone, but is controlled to be turned on during the advantageous zone. Therefore, by checking the on / off state of the advantageous zone display LED 77, the player can know the current You can tell at a glance whether you are currently in a favorable zone or not.
[0073] In particular, as shown in FIG. 2, the advantageous zone display LED 77 is located near the settlement switch 46. Therefore, when the player wants to end the game and has medals stored (for example, when the stored number display LED 76 displays "10"), the player operates the settlement switch 46, but at that time, the player can easily confirm that he is not in the advantageous zone by the unlit state of the advantageous zone display LED 77. Furthermore, in this embodiment, when it is decided to move to the advantageous zone, the advantageous zone display LED 77 is turned on as a rule before the settlement switch 46 becomes operable. This makes it possible to prevent the player from ending the game against his will, even if he is in the advantageous zone (or the advantageous zone will be in the advantageous zone from the next game).
[0074] Furthermore, the acquired number display LED 78 is an LED that displays the payout number (the number of medals acquired by the player) when a winning combination is achieved, and is composed of a digit 3 that displays the upper digit and a digit 4 that displays the lower digit. Therefore, the acquired number display LED 78 displays two digits, similar to the reserved number display LED 76. When there are no medals to be paid out, the acquired number display LED 78 displays "00", but when, for example, a 9-coin combination described later is achieved and 9 medals are paid out, the display of the acquired number display LED 78 changes from "00" to "09". The acquired number display LED 78 may be controlled to turn off when there are no medals to be paid out. Alternatively, the upper digit (digit 3) may be turned off and only the lower digit (digit 4) may be displayed as "0".
[0075] Moreover, the acquisition number display LED 78 normally displays the acquisition number, but when an error occurs, it functions as an LED that displays the contents (type) of the error. For example, when the front door of the slot machine 10 is opened and a door open error is detected, the acquisition number display LED 78 displays an error number "dE". Furthermore, the acquisition number display LED 78 functions as an LED that displays an advantageous operation mode (push sequence instruction information) when the instruction function is activated. Therefore, the acquisition number display LED 78 in this embodiment is an LED that also displays the acquisition number, the error contents, and the advantageous operation mode by the operation of the instruction function. Note that the notification of the advantageous push sequence when the instruction function is activated is also executed by the image display device 23 connected to the sub-control board 80.
[0076] Here, in this specification, the display of the push order by the main control board 50 using the acquisition number display LED 78 is referred to as "activation of the instruction function", and the display of the push order by the sub-control board 80 is referred to as "notification of the push order". Also, as shown in FIG. 20 described later, a number corresponding to an advantageous push order is referred to as a "push order instruction number". Furthermore, the push order displayed on the acquisition number display LED 78 by the activation of the instruction function, for example, information such as "=1" in FIG. 20, is referred to as "push order instruction information". In other words, the push order instruction information is displayed on the acquisition number display LED 78 by the activation of the instruction function.
[0077] FIG. 3 is a plan view showing other digits (digits 5 to 9) mounted on the main control board 50. In FIG. 3, (a) shows Example 1, and (b) shows Example 2. The main control board 50 is housed in a transparent board case 16 and sealed for security reasons. The main control board 50 cannot be accessed (the board case 16 cannot be opened) unless the crimped portion 16a of the board case 16 is destroyed. Note that in FIG. 3, the main control boards 50 (50A and 50B) are illustrated so as to be visible through the board case 16 without being obstructed by it. Note that the crimped portion 16a is sometimes referred to as a sealing member.
[0078] Stickers indicating proof that the main control board 50 is genuine, a manufacturing number, and a record of opening the crimped portion 16a are affixed to the board case 16, but digits 5 to 9 are mounted on the main control board 50 so that these stickers do not obstruct visibility. Digit 5 is a setting value display LED 73, which is an LED that displays the current setting value when checking or changing the setting. Note that the setting value display LED 73 does not necessarily have to be mounted on the main control board 50, and can be mounted on the back side of the front door, or can be used in combination with the storage number display LED 76 or the acquisition number display LED 78, for example.
[0079] Digits 6 to 9 are control information display LEDs 74. In order to ensure visibility, the control information display LEDs 74 are preferably designed to have a size of, for example, width m1×length n≧36 square millimeters per digit housing in Fig. 3(a). Alternatively, when the control information display LED 74 is a single horizontally long digit housing (width m2), it is preferably designed to have a size of, width m2×length n÷4 (number of digits)≧36 square millimeters.
[0080] In FIG. 3, in Example 1 (a), there is one main control board 50, but this is not limited thereto, and as in Example 2 (b), the main control board 50 may be composed of a plurality of separate boards, and each board may be connected by a harness or the like. However, even if the main control board 50 is composed of a plurality of separate boards, it is necessary to house the whole in the board case 16 and seal it. In the example of FIG. 3(b), the main control board 50 is made up of two main control boards 50A and 50B, and each of the main control boards 50A and 50B is provided with a connector, and these connectors are connected by a harness. However, this is not limited thereto, and a connector that can directly connect the main control boards 50A and 50B may be used, and a harness may not be used (the same applies to FIG. 42(b) described later). In addition, the set value display LED 73 is provided on the main control board 50A side, but the management information display LED 74 is mounted on the main control board 50B. That is, the main control board 50B also serves as a display board on which the management information display LED 74 is mounted.
[0081] Furthermore, the management information display LEDs 74 may be arranged in a single horizontal row as shown in example 1 (a), or, for example, digits 6 and 7 may be arranged in an upper row and digits 8 and 9 in a lower row, as shown in example 2 (b).
[0082] 4 is a diagram showing the relationship between the digits 1 to 9, the segments A to G, and the segment DP. As described above, each digit is composed of seven bar-shaped segments A to G and one dot-shaped segment DP, and the segments A to G (7 pieces) form a so-called 7-segment display.
[0083] As shown in Fig. 4, for example, in digit 1, segments A to G make up the upper 7-segment digits of the LED 76 displaying the number of saved balls, and segment DP is unused. In addition, in digit 2, segments A to G make up the lower 7-segment digits of the LED 76 displaying the number of saved balls, and segment DP is used as an LED 77 displaying an advantageous zone. Furthermore, segments A to G in digits 3 and 4 make up the upper and lower 7-segment digits of the LED 78 displaying the number of acquired balls, and segment DP is unused.
[0084] Furthermore, among the digit 5, the segments A to G constitute the 7-segment of the setting value display LED 73, and the segment DP is an LED that lights up during a setting change. In other words, when only the 7-segment of the setting value display LED 73 is lit, it indicates that the setting is being confirmed, and when the 7-segment and segment DP are lit, it indicates that the setting is being changed. Note that the segment DP of the setting value display LED 73 is not necessarily limited to this use. For example, the segment DP of the setting value display LED 73 may be a segment that lights up when the setting value is confirmed during a setting change.
[0085] Segments 6 to 9 make up the management information display LED 74, with segments 6 and 7 displaying the information type of the management information. Additionally, segments 8 and 9 display a numerical value of the management information corresponding to the information type displayed by segments 6 and 7. The segments DP of digits 6 to 9 are unused. However, when lighting the management information display LED 74, it is also possible to light the segment DP of digit 7. Additionally, lighting the segment DP of digit 7 clarifies the boundary between digits 6 and 7, which indicate the information type, and digits 8 and 9, which indicate the numerical value, making it easier to confirm.
[0086] FIG. 4 also illustrates the configuration of the segment data. For example, when "0" is displayed for digit 1, segments A to F are turned on and segments G and DP are turned off, so the segment data becomes "00111111(B)". When "1" is displayed for digit 2 and the digit is in the favorable zone, segments B, C, and DP are turned on, so the segment data becomes "10000110(B)". That is, by setting the most significant bit (8th bit) of the segment data for digit 2 to "0" or "1", the favorable zone display LED 77 is turned on or off. This makes it possible to determine whether the digit is in the favorable zone by determining whether the 8th bit of the segment data for digit 2 is "0" or "1".
[0087] 1, the motor 32 of the symbol display device and the like are electrically connected to the main control board 50. The symbol display device includes reels 31 (three in this embodiment) that display symbols, motors 32 that drive each of the reels 31, and a reel sensor 33 for detecting the position of the reel 31.
[0088] The motor 32 is for rotating the reels 31, is connected to the rotation center of each reel 31, and is controlled by a reel control means 65 described later. Here, the reels 31 are made up of a left reel 31, a center reel 31, and a right reel 31, and the stop switch 42 operated to stop the left reel 31 is the left stop switch 42, the stop switch 42 operated to stop the center reel 31 is the center stop switch 42, and the stop switch 42 operated to stop the right reel 31 is the right stop switch 42.
[0089] The reel 31 is ring-shaped, and a reel tape on which a plurality of types of symbols (symbols constituting a combination of symbols corresponding to a winning combination) are printed is attached to the outer circumferential surface of the reel 31. The specific arrangement of the symbols on the reel 31 will be described later. Each reel 31 is provided with one index (it may be two or more). The index is provided in a convex shape on the circumferential surface of the reel 31, for example, and is used to detect whether the reel 31 has passed a predetermined position or whether it has made one rotation. Each index is detected by the reel sensor 33. The signal of the reel sensor 33 is electrically connected to the main control board 50. When the index detects (breaks) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.
[0090] In addition, the symbols on the reference positions at the moment when the reel sensor 33 detects the index of the reel 31 are stored in advance in the ROM 54. This makes it possible to detect the symbols on the reference positions at the moment when the index is detected.
[0091] In addition, a medal payout device is electrically connected to the main control board 50. The medal payout device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when the medals in the hopper 35 are paid out from a payout port, and a payout sensor 37 for detecting the medals paid out from the hopper motor 36.
[0092] The medals received through the medal insertion port 43 are arranged to be stored in the hopper 35 through a predetermined passage (also called a "chute section"). The payout sensors 37 are a pair of optical sensors arranged at a predetermined distance apart, and are configured so that a medal is detected by one payout sensor 37 a predetermined time after it is detected by the other payout sensor 37. Based on the timing at which the dispense sensor 37 turns on / off, it is determined whether or not the medals have been dispensed correctly.
[0093] For example, when the signals of both payout sensors 37 are off even though the hopper motor 36 is driven, it is determined that no medals have been paid out, and a hopper error (no medals) is detected. On the other hand, when at least one of the signals of the payout sensor 37 remains on, it is detected that a medal jam has occurred.
[0094] The power switch 11 is a switch that turns on / off the power of the slot machine 10. The setting key switch 12 is a switch that is turned on when a setting key is inserted into the setting key insertion slot and rotated 90 degrees to the right (clockwise), and is turned on when checking or changing settings.
[0095] The setting switch 13 is a switch that is operated when changing a setting value. For example, each time the setting switch 13 is operated during a setting change, the setting value is incremented by "1". In this embodiment, the setting values range from setting 1 to setting 6, and each time the setting switch 13 is operated during a setting change, the setting value switches as follows: "1" → "2" →... → "6" → "1" →... Note that one of the setting values is displayed during a setting change, and when the start switch 41 is operated, the displayed setting value is confirmed.
[0096] When the power switch 11 is turned on while the reset switch 14 is on, a reset, i.e., initialization process is performed and predetermined data stored in the RWM 53 is cleared. The door switch 15 is a switch that is turned on when a front door (not shown) of the slot machine 10 is opened, and is used to detect the open / closed state of the front door.
[0097] Furthermore, an external signal (outer end signal) is output from a part of the output port 52 to the external centralized terminal board 100. Here, the "external signal" is a signal to be output to the outside of the slot machine 10 (such as the hall computer 200 or a data counter installed in the hall) via the external centralized terminal board 100. In this embodiment, external signals (1BB signal, RB signal, advantageous zone signal), external signals indicating an error or power outage that has occurred in the slot machine 10, an external signal indicating the opening of the front door of the slot machine 10, a medal insertion signal, a medal payout signal, etc. are provided.
[0098] In Fig. 1, the sub-control board 80 controls the selection and output of effects (information) during play and during game standby. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71 described later) transmits information (control commands) required for outputting effects unidirectionally to the sub-control board 80 by parallel communication. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, and may be connected using optical communication means. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, and may be serial communication, or serial communication and parallel communication may be used in combination.
[0099] The sub-control board 80, like the main control board 50, is equipped with an input port 81, an output port 82, an RWM 83, a ROM 84, and a sub-CPU 85. The sub-control board 80 is electrically connected to the following performance peripherals such as the performance lamps 21 as shown in FIG. 1 via the input port 81 or the output port 82. However, the performance peripherals are not limited to these. The RWM 83 is a storage medium capable of temporarily storing data etc. captured when the sub-CPU 85 controls the performance. The ROM 84 is a storage medium that stores programs and various data etc. for performing a lottery for the performance as performance data.
[0100] The effect lamps 21 are, for example, LEDs, and light up in a predetermined pattern when a predetermined condition is met. The effect lamps 21 include a back lamp arranged on the inner circumference of each reel 31 to illuminate the symbols displayed on the reel 31 (three consecutive symbols vertically visible through the display window 17) from behind, a fluorescent lamp that illuminates the symbols on the reel 31 from above the reel 31, and a frame lamp arranged in front of the front door of the slot machine 10 to flash when a winning combination is achieved.
[0101] The speaker 22 outputs a predetermined sound when a predetermined condition is satisfied in order to perform various effects during a game. The image display device 23 is composed of a liquid crystal display, an organic EL display, a dot display, etc., and displays various effect images (correct button press order, effects corresponding to lottery results of a condition device, etc.) and game information (number of games played during operation of a reel or during an advantageous zone, number of coins won, etc.) during a game. The cross key 24 and the menu button 25 are used when displaying information intended by the player (including a two-dimensional code that is the game history of the player) or when the hall manager (store manager, etc.) changes various settings.
[0102] Next, the combination of roles and symbols in this embodiment will be described. FIG. 5 is a diagram showing the arrangement of symbols on the reel 31 in this embodiment. In FIG. 5, symbol numbers are also shown. For example, on the left reel 31, the symbol with symbol number 0 is "Bell A". As shown in FIG. 5, in this embodiment, each reel 31 is equally divided into 20 frames, and a predetermined symbol is displayed in each frame. In addition, in the figure, "blank" does not mean that no symbol is displayed at all, but a predetermined symbol corresponding to the "blank" is displayed. In addition, "Bell A", "Bell B", and "Bell C" are symbols that have similar appearances, but are different symbols.
[0103] FIG. 6(A) is a diagram showing the display window (transparent window) 17 provided on the front door (front door, not shown) of the slot machine 10, the relative positions of the reels 31, and the pay lines (display lines that display symbol combinations). In this embodiment, three reels 31 (left reel 31, center reel 31, and right reel 31) are provided in parallel in the horizontal direction. Furthermore, each reel 31 is arranged so that three consecutive symbols can be seen from the display window 17. Thus, a total of nine symbols (frames) are arranged so that they can be seen from the display window 17 of the slot machine 10. The numbers in the lower right corner of each symbol indicate the symbol number.
[0104] Also, Fig. 6(B) illustrates the designations of the symbol positions in this specification. In this specification, the symbol positions when stopped as seen through the display window 17 for each reel 31 are referred to as the "upper row", "middle row", and "lower row" from the top, and for the left reel 31, they are referred to as the "upper left row", "middle left row", and "lower left row", respectively. Furthermore, as shown in Fig. 6(A), pay lines are set for the nine symbols seen through the display window 17.
[0105] Here, the "active line" refers to a line of symbols arranged when the reels 31 stop, which is a symbol combination line (display line) that forms a symbol combination, and which will win a prize when a symbol combination corresponding to any winning combination stops on that line. In this embodiment, one active line (a straight line passing through the "lower left" - "middle middle" - "upper right") is defined, and all other symbol combination lines are invalid lines.
[0106] An invalid line is a line that is not set as an effective line among the symbol combination lines, and even if a symbol combination corresponding to any role stops on that line, the line does not provide any benefit (such as a payout of medals) according to that role. In other words, an invalid line is a line that is not a target for the formation of a symbol combination in the first place.
[0107] Also, conventionally, slot machines are known in which the number of effective lines varies depending on the number of medals inserted. For example, when the number of medals inserted is one, the number of effective lines is set to one, when the number of medals inserted is two, the number of effective lines is set to three, and when the number of medals inserted is three, the number of effective lines is set to five. In contrast, in this embodiment, as described above, a game is played by inserting three or two medals, and in all games, one effective line shown in FIG. 6(A) is the effective line, and the number of effective lines does not change depending on the number of medals inserted. Therefore, in this specification, the term "effective line" refers to the line shown in FIG. 6(A).
[0108] 7 to 12 are diagrams showing the types of roles (roles included in the condition device drawn by the role drawing means 61 described later), payout numbers, etc., and combinations of symbols in this embodiment. Note that, although not roles, Fig. 12 shows pattern symbols 01 to 03 (numbers "101" to "120") as combinations of symbols that are displayed when a specific condition device is won and the winning role is missed.
[0109] The roles in this embodiment are broadly divided into special roles, replays (replay roles), and small roles. The symbol combinations corresponding to each role and the number of coins to be paid out when a winning combination is achieved are determined. When all reels 31 stop, if a symbol combination corresponding to any role stops on an active line (the role wins; the same applies below), the number of coins corresponding to that role is paid out. However, the number of coins to be paid out when a special role wins is set to 0. For replays, coins are automatically inserted (replay).
[0110] In Figures 7 to 12, "prescribed number 3" displayed in the payout number etc. indicates the payout number etc. when the prescribed number is 3 (when the special feature is not activated, i.e., the number of coins inserted during normal play), and "prescribed number 2" indicates the payout number etc. when the prescribed number is 2 (when the special feature is activated, i.e., the number of coins inserted during special play). For example, Replay 01 with the number "3" indicates that a replay will be performed if the prescribed number is 3 coins, and "-" for the prescribed number of 2 coins indicates that no selection will be made.
[0111] In FIG. 7, the numbers "1" and "2" correspond to special roles (gimmicks). In this embodiment, only 1BB is provided as a special role, and there are two types of 1BB (1BBA and 1BBB). The special role is a role that transitions from normal play to special play. If 1BB is won, no medals will be paid out in the current play, but from the next play, the game will transition to 1BB play, which corresponds to special play (operation of the gamble). During 1BB play (when the gamble is activated), the payout rate is set to exceed "1", so that players can expect to win more medals than when the gamble is not activated, making it an advantageous game for players.
[0112] Moreover, a replay (replay role) is a role that allows a replay with the number of medals inserted in the current game maintained (medals are automatically bet). As shown in FIG. 7, the replays in this embodiment include replays 01 to 06 (numbers "3" to "13"). Replays 02 and 03 are replays that, if won in a specific RT, will transition to another RT. Therefore, these replays are also called transition replays.
[0113] More specifically, if Replay 02 wins in RT2, the next game will be shifted to RT3 (RT more favorable to the player). For this reason, Replay 02 is also called a promotion replay. Also, if Replay 03 wins in RT3, the next game will be shifted to RT2 (RT less favorable to the player than the previous RT). For this reason, Replay 03 is also called a downgrade (demotion) replay.
[0114] In addition, replays 04 and 05 are primarily used as control replays aimed at increasing the variety of condition devices by overlapping multiple replays, and in this embodiment, are replays included in replays B2, B3, C2, C3, or E in the condition devices described below. When replays B2, B3, C2, or C3 are selected, replays 04 or 05 as control replays will not stop on an active line.
[0115] Furthermore, Replays 04 and 05 are used secondarily as rare replays and are included in Replay E of the condition device described later. When Replay E is won during the favorable zone, The interval is added. Note that the addition is not always performed, and an addition lottery may be held. Replay 06 is a replay that is drawn during 1BB operation, and is included in Replay D of the condition device described below. When Replay D is won during the advantageous interval, the advantageous interval is added. Note that the addition is not always performed, and an addition lottery may be held.
[0116] As shown in Figs. 7 to 11, the small prizes include small prizes 01 to 40 (numbers "14" to "100"). Small prizes 01 and 02 are small prizes (small prizes corresponding to high-value bells) that are awarded when the push order bell is won in the correct push order, as described below. Small prizes 03 to 34 are small prizes (small prizes corresponding to low-value bells) that can be awarded when the push order bell is won in the incorrect push order (PB ≠ 1). Furthermore, small prizes 35 to 38 are rare small prizes (small prizes corresponding to watermelon or cherry). Small prizes 39 and 40 are small prizes that can be awarded only when the specified number is two, that is, when the special feature is activated.
[0117] As described above, the pattern symbols 01 to 03 are not the roles themselves, but are combinations of symbols that appear when the winning role is missed (when the winning role does not win) when the push order is incorrect when the push order bell is won. Furthermore, the pattern symbols are combinations of symbols that shift the RT (shift to RT2 in this embodiment) when the combination of symbols stops on an active line in a specific RT (non-RT, RT1, or RT3 in this embodiment). In this embodiment, when the winning role is missed (when the winning role does not win) when the push order is incorrect when the small role B group is won, the pattern symbols 01 to 03 always appear, but other combinations of symbols (not the roles themselves) may appear.
[0118] In each of the above-mentioned roles, when the combination of symbols corresponding to the role does not stop on the pay line in a game in which the role is won, roles that are carried over to the next game and roles that are not carried over are determined. In this embodiment, the role that is carried over is 1 BB. When 1 BB is won, the winning information of the 1 BB is controlled to be carried over to the next game and thereafter in the game until the 1 BB is won.
[0119] On the other hand, while a win of 1BB is carried over, small wins other than 1BB and replays are not carried over. When a small win or replay is won in the lottery of the condition device, the winning combination is valid only for the current game, and the winning is not carried over to the next game or later. In other words, in a game in which such a combination is won, the reels 31 are controlled to stop so that the combination of symbols corresponding to the winning combination can win, but regardless of whether the winning combination wins or not, the right to the winning combination will be extinguished at the end of the game.
[0120] When starting a game, the player inserts medals stored in advance by operating the bet switch 40 (stored bet) or manually inserts medals through the medal insertion slot 43 (manual bet). When the start switch 41 is operated with a specified number of medals bet, a signal generated at that time is input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65 described later) performs a role selection by the role selection means 61 and controls the drive of all the motors 32 to rotate all the reels 31. In this way, the reels 31 are rotated by the motors 32, and the symbols on the reels 31 are displayed moving up and down within the display window 17 at a predetermined speed.
[0121] Then, the player presses a stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, a signal generated at that time is input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65 described later) drives and controls the motor 32 corresponding to that stop switch 42, and performs stop control of the reel 31 related to that motor 32 so as to correspond to the role selection result of the role selection means 61.
[0122] The game result of the current game is displayed based on the symbol combination when all reels 31 stop. Furthermore, when a symbol combination corresponding to any winning combination stops on an active line (when that winning combination is won), the medals corresponding to the winning combination are paid out.
[0123] Next, a specific configuration of the main control board 50 will be described. As shown in Fig. 1, the main CPU 55 of the main control board 50 includes the following role selection means 61, etc. Each of the following means in this embodiment is an example, and is not limited to the means shown in this embodiment.
[0124] The role selection means 61 selects (determines, selects) the condition device (winning role). Therefore, the role selection means 61 is also called the condition device determination (selection or selection) means, the winning role determination (selection or selection) means, etc. In addition, the "winning of the condition device" is also called the role selection result, the lottery result, the winning number, the winning result, etc.
[0125] The role selection means 61 includes, for example, a random number generation means for the lottery (such as a hardware random number), a random number extraction means for extracting the random numbers generated by the random number generation means, and a determination means for determining whether or not a condition device has won and which condition device has won based on the random number value extracted by the random number extraction means.
[0126] The random number generating means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal). The random numbers are generated by a counter that performs one count every 200 n (nano) sec, and continues to count the range of "0" to "65535" as one cycle, and continues to count random numbers while the slot machine 10 is powered on.
[0127] The random number extraction means extracts the random number generated by the random number generation means at a predetermined time, in this embodiment, when the start switch 41 is operated (turned on) by the player. The determination means determines the condition device corresponding to the area to which the random number value belongs by comparing the random number value extracted by the random number extraction means with a condition device lottery table described later. For example, if the extracted random number value belongs to the area of the winning and replay condition device number "1" (Replay A), it is determined that Replay A has been won.
[0128] 13 to 16 are diagrams showing the types of condition devices selected by the role selection means 61 and the contents of the winning roles included in each condition device. Note that in the following explanation, the explanation of the condition devices will be mainly given, and the details of the stop control of the reel 31 based on the pressing order and operation timing of the stop switch 42 when each condition device is selected will be explained in the reel control means 65.
[0129] As described above, the condition device of this embodiment is composed of a "gimmick condition device" which is a condition device including any of the special roles that can carry over winning information to the next game, and a "winning and replay condition device" which is a condition device including any of the minor roles or replays that do not carry over winning information to the next game. In this embodiment, the winning of the gimmick condition device corresponds to the winning of 1BB, and has gimmick condition device numbers "1" and "2". The gimmick condition device number "0" corresponds to a non-winning of the special role, the gimmick condition device number "1" corresponds to the winning of 1BBA, and the gimmick condition device number "2" corresponds to the winning of 1BBB.
[0130] For example, when Replay A is won, the device number for the condition of the special feature is "0", and the device number for the condition of the prize and replay is "1". On the other hand, when 1BBA is won alone, the device number for the condition of the special feature is "1", and the device number for the condition of the prize and replay is "0".
[0131] Furthermore, in this embodiment, there are cases where 1BB and small winning combinations are won simultaneously. For example, when 1BBA and small winning combination D are won simultaneously, the device number for the condition of the device for the role is "1", and the device number for the winning and replay condition is "26". When 1BB and small winning combinations or replay are won simultaneously, the winning of small winning combinations or replays is given priority in the current game (the priority order can be set arbitrarily). Also, since the winning of small winning combinations or replays is only valid in the current game, the winning is not carried over to the next game, but the winning information for 1BB is carried over to the next game unless a winning combination is won.
[0132] The following is an explanation of the winning and replay condition devices. The condition device number "0" corresponds to a non-winning combination (a so-called miss). Also, Replay A with the condition device number "1" is a single winning combination of Replay 01. When Replay A is won, Replay 01 will win regardless of the pressing order (any pressing order).
[0133] Replays B1 to B3 (hereinafter collectively referred to as "Replay B group") with condition device numbers "2" to "4" and replays C1 to C3 (hereinafter collectively referred to as "Replay C group") with condition device numbers "5" to "7" are all overlapping wins of multiple types of replays, and overlapping wins including at least one of Replay 01 or 02. The type of replay that wins is set to differ depending on the order in which the stop switch 42 is pressed. For example, in the case of Replay B1 with condition device number "2", if the first stop on the left is pressed in the order, Replay 02 wins, and if the first stop on the left is pressed in the order other than the first stop on the center or right, Replay 01 wins.
[0134] In addition, in the case of multiple replay wins, a replay (replay role) will win regardless of the push order, so there is no concept of high / low coin payouts. However, for example, if Replay B1 is won in RT2, Replay 02 will win on the first stop on the left, promoting the RT (shifting from RT2 to RT3). On the other hand, Replay 01 will win on any stop other than the first stop on the left, maintaining RT2. Also, if Replay C1 is won in RT3, Replay 01 will win on the first stop on the left, maintaining RT3. On the other hand, Replay 03 will win on any stop other than the first stop on the left, causing the RT to fall (demotion) (shifting from RT3 to RT2).
[0135] Replay D with condition device number "8" is a single winning combination of Replay 06. When Replay D is a winning combination, Replay 06 will win regardless of the order in which the buttons are pressed. Similarly, Replay E with condition device number "9" is a double winning combination of Replay 04 and 05. When Replay E is a winning combination, Replay 04 or 05 will win regardless of the order in which the buttons are pressed. These Replays 04 and 05 serve as rare replays. In particular, in this embodiment, a lottery is held during RT1, and if Replay E is won during RT1 and the favorable zone, the favorable zone is added. Note that the addition is not necessarily executed, and an addition lottery may be held.
[0136] In FIG. 14, the small prize A with the condition device number "10" is set to a so-called common bell, and is a single win of the small prize 01. When the small prize A is won, the small prize 01 always wins (PB=1) regardless of the order in which the stop switch 42 is pressed. Also, in FIG. 14 to FIG. 15, the small prizes B1 to B12 with the condition device numbers "11" to "22" (hereinafter collectively referred to as "small prize B group") correspond to the so-called push order bell, and are overlapping wins including at least one of the small prizes 01 (9-piece bell, 9-piece prize) and the small prizes 03 to 34 (1-piece prize).
[0137] When these condition devices are won, depending on the order in which the stop switch 42 is pressed, if the order is correct, the small prize 01, which is a high-value bell (9-piece bell, 9-piece role), will be won with "PB=1". On the other hand, if the order is incorrect, depending on the operation timing of the stop switch 42 (the position of the reel 31 at the moment the stop switch 42 is operated), the small prize 03 to 34, which is a low-value bell (1-piece role), may be won, or none of the small prizes may be won (when a pattern symbol is displayed due to a missed win).
[0138] In FIG. 16, the small roles C1 to C3 (hereinafter collectively referred to as "small role C group") of the condition device numbers "23" to "25" correspond to the so-called push order bell, similar to the above-mentioned small role B group, and are overlapping wins including small role 02 (3-piece bell, 3-piece role) and small roles 03 to 10 (1-piece role). When these condition devices are won, "PB=1" is displayed according to the push order of the stop switch 42 if the push order is correct. If the button press sequence is incorrect, "PB=1" will result in the winning of small prize 02, which is a high-value bell (3-coin bell, 3-coin role). On the other hand, if the button press sequence is incorrect, "PB=1" will result in the winning of any of the small prizes 03-10, which are low-value bells (1-coin role). Therefore, when the small prize group C is won, unlike the winning of the small prize group B, there is no case where a pattern design is displayed (missed prize). However, this is not limited to this, and there may be cases where none of the small prizes are won.
[0139] When the small role B group is won, 9 coins are paid out when the high bell is won, so when the push order is correct, the in (number of coins inserted) is 3 coins and the out (number of coins paid out) is 9 coins, and the difference in the current game is "+6 coins". Therefore, when the push order is correct, the number of medals increases, and when the push order is incorrect (the number of coins paid out is 1 or 0 coins), the number of medals decreases. In contrast, the small role C group pays out 3 coins when the high bell is won, so when the push order is correct, the in (number of coins inserted) is 3 coins and the out (number of coins paid out) is 3 coins, and the difference in the current game is "±0 coins". Therefore, when the push order is correct, the number of medals remains the same, and when the push order is incorrect (the number of coins paid out is 1 coin), the number of medals decreases.
[0140] In addition, the reason why both the push order bell that pays out 9 coins when the push order is correct and the push order bell that pays out 3 coins are provided is to adjust the payout rate. In particular, in this embodiment, as shown in Figs. 14 and 15, when the push order is incorrect when the small role B group is won, the probability of winning a 1-coin role is set to 25%, and the other 75% are set to display a pattern pattern (no payout when the pattern pattern is displayed). In contrast, as shown in Fig. 16, when the push order is incorrect when the small role C group is won, a 1-coin role is won with "PB=1". In this way, two types of push order bells that pay out different amounts of coins when the push order is correct and when it is incorrect are provided, and the winning probability is appropriately set, so that the payout rate can be set within an appropriate range.
[0141] The small win D of the condition device number "26" corresponds to a rare small win (watermelon). The small win D is a single win of the small win 35, and is set to "PB ≠ 1". In addition, the small win E1 of the condition device number "27" and the small win E2 of the condition device number "28" correspond to a rare small win (cherry), just like the above small win D1. The small win E1 is a double win of the small wins 36 and 38, and the small win E2 is a double win that includes the above small wins 36 and 38 as well as the small win 37. When the small win E1 or E2 is won, a 2-coin win (small win 36 or 38) will be awarded regardless of the pressing order.
[0142] The small role F with the condition device number "29" is a role that is drawn only when 1BB is in operation (during 1BB play), and is a double win of small roles 01 to 39. When small role F is won, small role 39, which is a 10-coin role, wins with "PB=1". The small role G with the condition device number "30" is a role that is drawn only when 1BB is in operation (during 1BB play), and is a single win of small role 40. When small role G is won, small role 40, which is a 9-coin role, wins with "PB=1".
[0143] 17 and 18 are diagrams showing the winning probability determined by the lottery table when the lottery means 61 selects the condition device, and the number of the role condition device and the winning and replay condition device for each RT. The numbers shown in FIG. 17 and FIG. 18 are divided by "65536" to obtain the winning probability. For example, the number of the single winning 1BBA is set to "20" and "10" (total of "30") in all of non-RT and RT1 to RT3. Therefore, the single winning probability of 1BBA is "30 / 65536".
[0144] FIG. 17 is a number table of condition devices that have a common setting and can decide to move to an advantageous zone, or execute an add-on to an advantageous zone (or can hold a lottery for an add-on). Here, "common setting" refers to having no setting difference, that is, having the same number of settings for settings 1 to 6. When a common setting condition device is won, it may always decide to move to an advantageous zone (decide to add on during an advantageous zone), or it may be decided by lottery whether to move to an advantageous zone (decide to add on during an advantageous zone). Alternatively, a condition device that decides to move to an advantageous zone (decide to add on during an advantageous zone) and a condition device that decides not to move to an advantageous zone (decide not to add on during an advantageous zone) may be provided.
[0145] In this embodiment, the common setting condition device shown in FIG. 17 includes a condition device that determines to move to an advantageous zone and a condition device that determines not to move to an advantageous zone. Furthermore, during an advantageous zone, the condition device is always set to determine to add an advantageous zone. In FIG. 17, in the normal zone, "○" means to determine to move to an advantageous zone, and "×" means to determine not to move to an advantageous zone. Also, in an advantageous zone, "△" means to determine to add an advantageous zone, and "×" means to determine not to add an advantageous zone. Note that in FIG. 17, "○" means to determine to move to an advantageous zone, and "△" means to determine to add an advantageous zone, but this is not limited thereto, and "○" means to draw a lottery as to whether to move to an advantageous zone or not, and "△" may mean to draw a lottery as to whether to add an advantageous zone or not.
[0146] Also, FIG. 18 shows the condition devices that do not decide to move to the advantageous zone and do not decide to add the advantageous zone and the number of settings. In this embodiment, the condition devices that decide to move to the advantageous zone or decide to add the advantageous zone are limited to the winning of the condition device shown in FIG. 17, and in the winning of the condition device shown in FIG. 18, none of them decide to move to the advantageous zone and do not decide to add the advantageous zone. Note that FIG. 18 shows the number of settings for setting 1 and setting 6 as a representative example, but in reality, as described above, the setting value has six stages from setting 1 to setting 6, and the number of settings is determined for each setting value.
[0147] In FIG. 17 and FIG. 18, the condition device including 1BBA or 1BBB is drawn only in the non-internal area, so it is drawn in non-RT, RT1 to RT3. Also, 1BBA and 1BBB may win alone or may win together with small role D, E1 or E2. On the other hand, small role D, E1 or E2 may win alone. The condition device including 1BBA or 1BBB drawn in RT4 is treated as small role D, E1 or E2 winning alone. Therefore, the number of small role D winning alone in RT4 is "580" to "585" in total, the number of small role E1 winning alone in RT4 is "1030" in total, and the number of small role E2 winning alone in RT4 is "310" to "370" in total. In addition, 1BBB is set as the winning role when a condition device having a setting difference wins, and it is not decided to move to a favorable zone or to add to the favorable zone based on the winning of 1BBB.
[0148] Furthermore, Replay D is drawn only when 1BB is in operation. Furthermore, Replay E is drawn only in RT1. Details will be described later, but in this embodiment, after the operation of 1BBB ends, the system transitions to RT1. If Replay E is won in this RT1, the advantageous zone is added (only during the advantageous zone). Therefore, Replay E is drawn only in RT1 so that it does not appear in other RTs. Furthermore, small roles D and E1 are drawn only when the role is not in operation, and are not drawn when the role is in operation. On the other hand, small roles F and G are not drawn when the role is not in operation, and are drawn only when the role is in operation.
[0149] In addition, in FIG. 17, the total number of the single winning 1BBA is "30", but in this embodiment, it is divided into a number of "20" that determines the transition to the advantageous zone in the normal zone and a number of "10" that determines the transition not to the advantageous zone. In other words, when a single winning 1BBA occurs, if the number of "20" is won, when the game is in the normal zone, it will also be a win in the advantageous zone. On the other hand, when a single winning 1BBA occurs, if the number of "10" is won, it will not be a win in the advantageous zone.
[0150] In addition, when 1BBA is won alone during the advantageous zone, it is decided to add the advantageous zone whether the number of pieces is "20" or "10". Similarly, the number of pieces that will be won alone for the small role E1 is "1000" in total, but in this embodiment, it is divided into the number of pieces "250" that is decided to move to the advantageous zone in the normal zone and the number of pieces "750" that is decided not to move to the advantageous zone.
[0151] In addition, the number of winning small wins of the small win E1 may be set as one number "1000" (not divided into number "250" and number "750"), and when the small win E1 is won, whether or not to move to the advantageous zone may be determined by a separate lottery. For example, it may be determined to move to the advantageous zone with a probability of 25% and not to move to the advantageous zone with a probability of 75%. In this way, it is possible to set a number that wins the advantageous zone from the beginning and a number that does not win the advantageous zone, but the number itself may be a single value, and when that number is won, a lottery (two-stage lottery) may be performed to determine whether or not to move to the advantageous zone. Also, as described above, in this embodiment, when RT4 (inside) is selected, there is no case where it is determined to move to the advantageous zone, and the advantageous zone is not added. Therefore, even when the small win D or E1 is selected, when RT4 is selected, it is not determined to move to the advantageous zone, and the advantageous zone is not added (in FIG. 17, "*3").
[0152] In FIG. 18, when 1BBB is won alone, or when 1BBB and small win D are won together, no determination is made regarding the advantageous zone. However, as described below, after the operation of 1BBB ends (after transition to RT1), an opportunity to add to the advantageous zone is provided. Small win E2 may be won together with 1BBB or won alone, but in either case, no determination is made regarding the advantageous zone. In contrast, as shown in FIG. 17, when small win E1 is won, a determination regarding the advantageous zone may be made in both the case of a single win of small win E1 and a double win of 1BBA.
[0153] Also, as shown in FIG. 18, the condition devices of Replay A, Replay B group, and Replay C group have a common setting, but do not decide to move to an advantageous zone, and do not decide to add to the advantageous zone. However, not limited to the examples of FIG. 17 and FIG. 18, when the condition devices of these replays are selected, it may be possible to decide to move to an advantageous zone (including a lottery) or decide to add to the advantageous zone (including a lottery). Alternatively, in FIG. 18, the number of settings may be slightly different (for example, by "1") between setting 1 and setting 6 in Replay A, Replay B group, and Replay C group, and Replay A, Replay B group, and Replay C group may be different settings.
[0154] In FIG. 18, Replay A is drawn in all RTs when the reel is not in operation. Replay B1 is drawn only in RT2. Replay C is drawn only in RT3. Small role A, small role B, and small role C all have a setting difference between setting 1 and setting 6, but the number of small roles is the same in all RTs.
[0155] Also, as shown in the table of "Special Roles and Small Roles" in FIG. 18, the probability of winning 1BB and small roles is set higher in setting 6 than in setting 1. Therefore, in this respect, setting 6 is more advantageous than setting 1. Furthermore, as shown in the table of "Replay," the probability of winning a replay is highest in RT3. And since the advantageous zone is basically set to stay in RT3, not only does the instruction function when the push order bell is won increase the number of medals, but the game state is also such that medals are reduced by winning a replay.
[0156] In addition, the small role A, the small role B group, and the small role C group are all set to a condition device having a setting difference. Here, the difference in the number of settings between setting 1 and setting 6 of the small role A is "250", and the setting 1 and setting of the small role B group (overall) are "250". The difference in number of places with the fixed number 6 is "240 (20 x 12)". Therefore, the difference in number of places of the small role A is larger than that of the small role B group. This makes it possible to reliably set the difference in the payout rate according to the set value by making the number of places of the small role A, which does not have a winning difference depending on the pressing order, a larger value. In addition, the combination of symbols that can win when the small role A is won and the combination of symbols that can win when the pressing order is correct when the small role B group is won are set to the same (described later), so the set value cannot be guessed by counting the number of times the small role A is won (winning).
[0157] Furthermore, as shown in FIG. 18, the probability of winning the small role B group is set higher than the probability of winning the small role C group. Here, the maximum payout number when the specified number is 3 is 9, and during the advantageous zone, it is necessary to execute at least one instruction function activation game in which the payout number is 9 (the maximum payout number when the specified number is 3). Therefore, in the advantageous zone, it is necessary to execute the instruction function activation game at least once when the small role B group is won. Therefore, by setting the winning probability of the small role B group higher than the winning probability of the small role C group, it is possible to reduce the expected number of games in the advantageous zone that ends with only one instruction function activation game (excluding games in which the small role C group, the replay B group, and the replay C group are won). Furthermore, it is possible to reduce the occurrence of the advantageous zone being unable to end because the small role B group was not won even once during the specified number of games, despite the advantageous zone being ended by executing a predetermined number of games.
[0158] Returning to Fig. 1 for explanation, the winning flag control means 62 controls the on / off of the winning flag corresponding to each role based on the lottery result by the role selection means 61. In this embodiment, a winning flag is provided for each role for all roles. Then, when any of the condition devices is selected in the lottery by the role selection means 61, the winning flag of the role included in that condition device is turned on (the winning flag is set).
[0159] For example, in a non-internal game, when Replay B1 is won, the two winning flags of Replay 01 and Replay 02 included in the condition device are turned on, and the winning flags of other roles are turned off. Similarly, in a non-internal game, when a small role B1 is won, the seven winning flags of small role 01, small role 03, small role 10, small role 11, small role 18, small role 19, and small role 26 included in the condition device are turned on, and the winning flags of other roles are turned off.
[0160] Furthermore, as mentioned above, the winning of small roles other than 1 BB and replays are not carried over, so even if a small role or replay is won in the current game and the winning flag of these roles is turned on, the winning flag is turned off at the end of the current game. On the other hand, the winning of 1 BB is carried over, so when 1 BB is won in the current game and the winning flag for the won 1 BB is turned on, the on state is maintained until the 1 BB is won, and the winning flag is turned off at the time the 1 BB is won.
[0161] Also, for example, when 1BBA and small role D are both won by the role selection means 61, the winning flag of the small role 35 corresponding to 1BBA and small role D is turned on, and since there is no case in which both roles win in the game, for example, when 1BBA does not win, regardless of whether the small role 35 wins or not, the winning flag of 1BBA is maintained on and the winning flag of the small role 35 is turned off.
[0162] Furthermore, for example, when 1BBA is selected alone in the role selection means 61, the winning flag of 1BBA is turned on in the current game, and when 1BBA does not win in the current game, the winning flag of 1BBA is maintained on. Furthermore, when the small role A1 is selected in the next game, in addition to 1BBA, which has been carried over, the winning flag of small role 01 is turned on, and when 1BBA does not win at the end of the current game, the winning flag of 1BBA is maintained on and the winning flag of small role 01 is turned off.
[0163] The push order instruction number selection means 63 selects the push order instruction number based on the lottery result of the condition device by the role selection means 61. FIG. 19 is a diagram showing a push order instruction number table. The push order instruction number selection means 63 may select the push order instruction number in either the advantageous zone or the normal zone, but is not limited to this, and may select the push order instruction number only during the advantageous zone. In such a case, the push order instruction number is always "A0" during the normal zone. In addition, the selected push order instruction number can be transmitted to the sub-control board 80 only during the advantageous zone (excluding the transmission of the push order instruction number "A0" during the normal zone). Therefore, even if the push order instruction number is selected by the push order instruction number selection means 63 in the normal zone, the push order instruction number is not transmitted to the sub-control board 80. In this embodiment, as shown in FIG. 19, each condition device has its own unique push order instruction number. For example, the push order instruction number corresponding to the replay A is "A0", and the push order instruction number corresponding to the replay C3 is "A3". The push order instruction numbers range from "A0" to "A3".
[0164] FIG. 20 is a diagram showing the relationship between push order numbers, the push order corresponding to the push order numbers, and display contents 1 and 2. The push order number "A0" does not have a push order that is advantageous to the player (the push order does not result in an advantage / disadvantage, i.e. the push order does not matter). Additionally, the push order numbers "A1" to "A3" each have a push order that is advantageous to the player. For example, the advantageous push order corresponding to the push order number "A2" is the first stop in the middle.
[0165] The push order corresponding to the push order instruction numbers in the Replay B group is set to a push order that will result in Replay 02 winning (a push order that will increase RT). Also, the push order corresponding to the push order instruction numbers in the Replay C group is set to a push order that will result in Replay 01 winning (maintaining RT). Similarly, the push order corresponding to the push order instruction numbers in the Small Winning Group B is set to a push order that will result in Small Winning 01 (9 coins) winning. Also, the push order corresponding to the push order instruction numbers in the Small Winning Group C is set to a push order that will result in Small Winning 02 (3 coins) winning.
[0166] Also, in FIG. 20, "display content 1" indicates the content displayed by the operation of the instruction function (control of the main control board 50), and in this embodiment, indicates the push order instruction information displayed on the acquisition number display LED 78. In this embodiment, the push order instruction numbers "A" and "0" to "3" correspond to the LED (7-segment) display of "=" and "0" to "3", respectively. When "=" is displayed, segments D and G of the 7-segment in FIG. 4 are lit up (see FIG. 26 described later). Also, when the push order instruction number is "A0", no display (no segments are lit up) is acceptable.
[0167] Furthermore, "display content 2" indicates the content displayed by the control of the sub-control board 80, and in this embodiment, it is the correct push order displayed on the image display device 23. Note that "operation of the instruction function" means the display using the acquisition number display LED 78 by the main control board 50, and the display by the control of the sub-control board 80 is not included in the "operation of the instruction function" of the present invention. For example, when the winning and replay condition device "11" is won during the advantageous zone, the push order instruction number "A1" is selected, and the acquisition number display LED 78 displays "=1" due to the operation of the instruction function. Also, the image display device 23 displays an image of content that the player can understand that the first stop on the left is, such as "1 ○○".
[0168] In FIG. 19, the push order instruction number (*1) when the small win A is won is as follows. When the small win A is won, the push order does not matter, so there is no advantageous push order. However, during the advantageous zone, one of "A1" to "A3" is selected as the dummy push order instruction number. The selection rate is "1 / 3" for each. By setting it in this way, when the small win A is won during the advantageous zone, the instruction function is activated and push order instruction information is displayed. As a result, the player cannot tell whether he or she has won the small win A or the small win B group in that game. The reason for setting it in this way is as follows.
[0169] As shown in FIG. 18, the winning probability (number of places) of the small role A is higher in the setting 6 than in the setting 1. Therefore, it is possible to guess the set value by counting the number of times the small role 01 wins in a game in which the instruction function is not activated during the advantageous zone. In order to avoid such an attack, when the small role A wins in the advantageous zone, the instruction function is activated to display dummy push order instruction information. Of course, it is not impossible to guess the set value by counting the number of times the small role 01 wins in a game in which the instruction function is activated, but more attempts are required than when the set value is guessed by counting the number of times the small role 01 wins in a game in which the instruction function is not activated.
[0170] Furthermore, in FIG. 19, the push order instruction information (*2) when the small wins E1 and E2 are won is as follows. As shown in FIG. 17, when the small win E1 is won during the favorable zone, the favorable zone is added. However, as described above, when 1BB is won during the favorable zone and the zone is inside, the favorable zone is not added. Therefore, if the small win E1 is won during the favorable zone and inside (during the game zone where the favorable zone is not added), and the combination of symbols corresponding to the small win E1 (the middle cherry, which is a combination of symbols that expects the favorable zone to be added) stops, the player may feel that he has made a wasteful pull. Therefore, when the small win E1 is won during the favorable zone and inside, the push order instruction number "A3" is selected, the instruction function is activated, and "right first stop" is displayed.
[0171] When the stop switch 42 is operated at the first stop on the right when the small win E1 is won, the so-called middle cherry does not stop, as shown in Fig. 16. This makes it difficult to notice the winning of the small win E1. In addition, since the payout amount of the small wins 36 and 38 that can be won when the small win E1 is won is two coins, even if the first stop on the right is instructed, it is not disadvantageous to the player.
[0172] Furthermore, as described above, the advantageous zone has an upper limit of the number of games played, which is set within 1500 games in this embodiment. Therefore, even if there is a remaining number of games in the advantageous zone, when the number of games played from the start of the advantageous zone reaches 1500 games, the advantageous zone is forced to end unconditionally. In the case of such a game, for example, if the small role E1 is won when the advantageous zone is close to 1500 games and a middle cherry is displayed, the player will expect the advantageous zone to be added. Therefore, in this embodiment, after 1400 games or more from the start of the advantageous zone, even if the small role E1 is won, the right first stop is displayed so that the middle cherry is not displayed, as in the case of winning inside.
[0173] When the small win E2 is won, no determination is made regarding the advantageous zone as shown in FIG. 18. However, when the small win E2 is won, if the stop switch 42 is operated at the first left or middle stop, a middle cherry may be displayed. Therefore, if a middle cherry is displayed when the inside or 1400 games have passed since the start of the advantageous zone, it may be misleading to the player, so in this case as well, the instruction function is activated to display the first right stop. However, this is not limited to this, and since no determination is made regarding the advantageous zone in the first place when the small win E2 is won, it is also possible to display a middle cherry without activating the instruction function as described above.
[0174] In FIG. 1, the effect group number selection means 64 selects the effect group number corresponding to the winning condition device, which is to be transmitted to the sub-control board 80. As a result of the lottery for the condition devices, it is also possible to transmit the winning prize and replay condition device numbers themselves to the sub-control board 80. However, in this embodiment, the winning prize and replay condition device numbers themselves are not transmitted to the sub-control board 80. As a result, the sub-control board 80 cannot know the winning prize and the replay condition device number of the current game.
[0175] Meanwhile, the main control board 50 predetermines the performance group number corresponding to the winning condition device. After the lottery for the condition device, the main control board 50 selects the performance group number corresponding to the winning condition device and transmits the performance group number to the sub-control board 80. When the sub-control board 80 receives the performance group number selected in the current game, it becomes possible to select and output the performance corresponding to the performance group number.
[0176] FIG. 21 is a diagram showing a performance group number table. In this embodiment, as shown in FIG. 21, each condition device has its own performance group number. For example, the performance group number corresponding to the winning of small role A, small role B group, and small role C group is set to "5". The performance group numbers corresponding to the winning of small role A, small role B group, and small role C group may be different, such as "5", "6", and "7".
[0177] Therefore, when the result of the lottery of the condition device is that the small role A, the small role B group, or the small role C group is won, the main control board 50 selects "5" as the performance group number. Then, the information of the selected performance group number "5" is transmitted to the sub-control board 80. When the sub-control board 80 receives the information that the performance group number is "5", it can know that either the small role A, the small role B group, or the small role C group has been won in the current game. This allows the winning performance of the bell to be output.
[0178] However, even if the sub-control board 80 receives information indicating that the performance group number "5" has been won, it cannot know the correct push order even if, for example, one of the small role group B has been won in the game. In this embodiment, the push order instruction number corresponding to the correct push order is transmitted to the sub-control board 80 during the advantageous period, but is not transmitted during the normal period or standby period. Therefore, during the advantageous period, the sub-control board 80 can output the information indicating that the small role group A, the small role group B, or the small role group C has been won and the correct push order corresponding to the push order instruction number as a performance. In contrast, during the normal period or standby period, the sub-control board 80 only outputs the information indicating that one of the small roles A, the small role group B, or the small role group C (bell) has been won, and cannot output the correct push order as a performance.
[0179] Also, even if the same push order instruction number is sent to the sub-control board 80, different effects can be output by using different performance group numbers. For example, the push order instruction number when winning Replay B1 is "A1" (first on the left), and the push order instruction number when winning Minor Role C1 is "A1" (first on the left), so in either case, the same push order instruction number is sent to the sub-control board 80.
[0180] However, when the replay B1 is won, the performance group number "2" is sent, and when the minor role C1 is won, the performance group number "5" is sent. Therefore, when the performance group number "2" is sent, it is possible to notify the correct button press sequence using, for example, blue, which indicates a replay, and when the performance group number "5" is sent, it is possible to notify the correct button press sequence using, for example, yellow, which indicates a bell.
[0181] 1, when a command to start the rotation of the reels 31 is received, particularly when the start switch 41 is operated in this embodiment, the reel control means 65 controls all (three) reels 31 to start rotating. Furthermore, after the role selection means 61 selects a lottery for the condition device, the reel control means 65 refers to the on / off state of the winning flag in the current game and selects a stop position determination table corresponding to the on / off state of the winning flag, and when the stop switch 42 is operated, the reel control means 65 determines the stop position of the reel 31 corresponding to the stop switch 42 based on the timing when the stop switch 42 is operated, and drives and controls the motor 32 to stop the reel 31 at the determined position.
[0182] For example, in a game in which at least one winning flag is on, the reel control means 65 controls the reel 31 to stop within the range of the reel 31 stop control so that a combination of symbols corresponding to a winning role (a role for which the winning flag is on) can be stopped on an active line, and also controls the reel 31 to stop so that a combination of symbols corresponding to a role other than the winning role (a role for which the winning flag is off) is not stopped on an active line.
[0183] Here, "within the range of the stop control of the reel 31" means the range of the time from the moment the stop switch 42 is operated until the reel 31 actually stops or the range of the amount of rotation of the reel 31 (the number of moving frames (symbols)). In this embodiment, the reel 31 rotates at a constant speed of about 80 rotations per minute. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set to within 190 ms. As a result, in this embodiment, the maximum number of moving frames from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to four frames.
[0184] For example, in Fig. 5, when the left stop switch 42 is operated at the moment when the No. 1 "REPLAY" on the left reel 31 is located in the lower left row (on the active line), the symbols that can be stopped in the lower left row are the symbols four frames ahead, i.e., the No. 5 "BELL B". Therefore, with the above operation timing, the symbols that can be stopped in the lower left row are the symbols from No. 1 (perfect stop) to No. 5 (four-frame skip).
[0185] However, it is not limited to the above, and it is also possible to set the maximum number of frames to be moved to four frames from the next symbol located on the pay line at the moment the stop switch 42 is operated. In this case, for example, when the left stop switch 42 is operated at the moment when the No. 1 "REPLAY" on the left reel 31 is located at the lower left row, the symbols that can be stopped at the lower left row are the symbols that can be stopped from the next symbol, that is, the No. 2 "BLANK" to the No. 6 "REPLAY" which is four frames ahead. Therefore, at the above operation timing, the symbols No. 2 to No. 6 are the symbols that can be stopped at the lower left row. In the following description, the maximum number of frames to be moved from the symbol located on the pay line at the moment the stop switch 42 is operated is set to four frames.
[0186] First, at the moment when the operation of the stop switch 42 is detected, if any of the symbols within the range of the stop control of the reel 31 is a symbol that should be stopped on a predetermined winning line, the symbol is controlled to stop on the predetermined winning line when the stop switch 42 is operated.
[0187] In other words, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated, and the symbol related to the winning combination does not stop on the specified effective line, the reel 31 is controlled to rotate and move within the range of the reel 31's stop control until the reel 31 is stopped, so that the symbol related to the winning combination is stopped on the specified effective line as much as possible (pull-in stop control).
[0188] Conversely, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated, and a combination of symbols corresponding to a non-winning combination stops on an active line, the reel 31 is controlled to rotate and move within the range of the reel 31's stop control when the reel 31 stops, so that the combination of symbols corresponding to a non-winning combination does not stop on an active line (kick-off stop control). Furthermore, in a game in which multiple winning combinations are won, the priority of winning combinations is predetermined according to the order of pressing the stop switch 42 and the timing of operating the stop switch 42, and the pull-in stop control of the most prioritized symbol is performed according to the predetermined priority.
[0189] Furthermore, the reel control means 65 detects the order in which the stop switches 42 are pressed (the order of operation). When the stop switch 42 is operated by the player, the reel control means 65 detects which of the left, middle, or right stop switch 42 has been operated. When the stop switch 42 is operated, a signal indicating that the stop switch 42 has been operated is input to the reel control means 65. By determining this signal, the reel control means 65 detects which stop switch 42 has been operated. Then, it executes stop control of the reel 31 corresponding to the operated stop switch 42.
[0190] Furthermore, the reel control means 65 has a stop position determination table for each condition device. The stop position determination table determines the stop position of the reel 31 relative to the position of the reel 31 at the moment the stop switch 42 is operated. In each stop position determination table, the stop position is determined in advance, for example, when the stop switch 42 is operated at the moment when the number 1 symbol (for the left reel 31, "replay") passes through the lower left row (on the active line), how many symbols are moved (how many frames) and which number of symbols are stopped at the lower left row.
[0191] Here, the symbol arrangement in this embodiment will be described. First, as shown in FIG. 5, in all reels 31, four "replays" are arranged at intervals of five symbols. As a result, the "replays" of all reels 31 are arranged in a "PB=1" arrangement. Similarly, in the left reel 31, four of either "Bell A" or "Bell B" are arranged at intervals of five symbols. As a result, the sum of these two symbols is arranged in a "PB=1" arrangement. Furthermore, in the center reel 31, four "Bell C" are arranged at intervals of five symbols. As a result, the "Bell C" of the center reel 31 is arranged in a "PB=1" arrangement. Furthermore, in the right reel 31, four of either "Bell A" or "Bell B" are arranged at intervals of five symbols. As a result, the sum of these two symbols is arranged in a "PB=1" arrangement.
[0192] Furthermore, on the right reel 31, four "cherries" are arranged at intervals of five symbols. As a result, the "cherries" on the right reel 31 are arranged as "PB=1". Also, on the left reel 31, four of either "black 7" or "watermelon" are arranged at intervals of five symbols. As a result, the sum of these two symbols is arranged as "PB=1". Similarly, on the center reel 31, four of either "blue 7" or "cherry" are arranged at intervals of five symbols. As a result, the sum of these two symbols is arranged as "PB=1". Similarly, on the right reel 31, four of either "black 7", "blue 7", "blank", or "red 7" are arranged at intervals of five symbols. As a result, the sum of these four symbols is arranged as "PB=1".
[0193] In contrast, on the left reel 31, "cherries" are arranged at positions 3, 8, and 13, and therefore are not in a "PB=1" arrangement. Similarly, for "watermelon," the left and center reels 31 are in a "PB≠1" arrangement, and the right reel 31 is in a "PB=1" arrangement.
[0194] The stop position determination table corresponding to each condition device will be described below with reference to the above-mentioned Figs. 13 to 16. First, the stop position determination table when the winning and replay condition devices are won will be described. The non-winning table is used in a game when no winning combination is obtained, and determines the combination of symbols when the reel 31 stops so that no combination of symbols corresponding to any winning combination stops on a winning line.
[0195] The Replay A table is used when Replay A is won (when Replay 01 is the only winner), and determines the stop position of the reel 31 so that Replay 01 is stopped on an active line within the range of the stop control of the reel 31, regardless of the order in which the stop switch 42 is pressed. The symbols on each reel 31 relating to Replay 01 and Replays 02 to 06, which will be described later, are arranged in a "PB=1" configuration on all reels 31. Therefore, when a replay is won, the winning replay (when multiple replays are won in a duplicated manner, any of the duplicated winning replays) always wins.
[0196] The Replay B1 table is used in a game when the Replay B1 is won, and within the range of the stop control of the reel 31, The stopping positions of reel 31 are determined so that when the reel stops first on the left (when the button press sequence is correct), Replay 02 stops on a valid line, and when the reel stops other than first on the left (when the button press sequence is incorrect), Replay 01 stops on a valid line (see Figure 13).
[0197] First, in a game using the Replay B1 table, when the first left stop occurs, a "Black 7" or "Watermelon" is stopped in the lower left row ("PB=1" as described above). In this case, a "Replay" is stopped in the upper left row. Next, when the second center stop occurs, a "Replay" is stopped in the middle center row. Then, when the third right stop occurs, a "Cherry" is stopped in the upper right row. In this case, a "Replay" is stopped in the lower right row. As a result, "Black 7 / Watermelon"-"Replay"-"Cherry" are stopped on the active line, resulting in a Replay 02 win. Furthermore, "Replay"-"Replay"-"Replay" are stopped in the "upper left row"-"middle center"-"lower right row".
[0198] On the other hand, in a game using the Replay B1 table, when the first center reel stops, "Blue 7" or "Cherry" is stopped in the center middle row ("PB=1"). In this case, "Replay" is stopped in the upper center row. After that, when the left reel 31 stops, "Black 7" or "Watermelon" is stopped in the lower left row ("PB=1"). In this case, as described above, "Replay" is stopped in the upper left row. Also, when the right reel 31 stops, "Replay" is stopped in the upper right row ("PB=1"). As a result, "Black 7 / Watermelon"-"Blue 7 / Cherry"-"Replay" stops on the active line, and Replay 01 is won. Furthermore, "Replay"-"Replay"-"Replay" are stopped in the "upper left row"-"upper middle row"-"upper right row".
[0199] In a game using the Replay B1 table, the same control is applied when the replay stops on the right as when the replay stops on the center. Furthermore, the same control is applied to the Replay B2 table when the Replay B2 is won, and the Replay B3 table when the Replay B3 is won, so that Replay 02 is awarded when the button press order is correct, and Replay 01 is awarded when the button press order is incorrect.
[0200] The Replay C1 table is used in play when Replay C1 is won, and determines the stopping position of reel 31 so that, within the range of reel 31 stopping control, Replay 01 is stopped on a valid line when the reel stops first on the left (when the button press sequence is correct), and Replay 03 is stopped on a valid line other than when the reel stops first on the left (when the button press sequence is incorrect) (see Figure 13).
[0201] First, in a game using the Replay C1 table, the control for stopping Replay 01 on the pay line when the first reel stops on the left is the same as that of the Replay B1 table, so the explanation will be omitted. Also, in a game using the Replay C1 table, when the first reel stops on the center, "Replay" is stopped on the center middle row ("PB=1"). After that, when the left reel 31 stops, "Bell A" or "Bell B" is stopped on the lower left row ("PB=1"). In this case, "Replay" is stopped on the left middle row. Also, when the right reel 31 stops, "Watermelon" is stopped on the upper right row ("PB=1"). In this case, "Replay" is stopped on the right middle row. As a result, "Bell A / Bell B"-"Replay"-"Watermelon" stops on the pay line, and Replay 03 wins. Furthermore, "Replay"-"Replay"-"Replay" are stopped on the "left middle row"-"middle middle row"-"right middle row".
[0202] In a game using the Replay C1 table, the same control is applied when the replay stops on the right as when the replay stops on the center. Furthermore, the same control is applied to the Replay C2 table when the Replay C2 is won, and the Replay C3 table when the Replay C3 is won, so that Replay 01 is awarded when the button press order is correct, and Replay 03 is awarded when the button press order is incorrect.
[0203] The Replay D table is used in a game when Replay D is won, and determines the stop position of the reel 31 so that Replay 06 is stopped on an active line within the range of the reel 31 stop control, regardless of the order in which the stop switch 42 is pressed. Replay 06 is "PB=1". The Replay E table is used in a game when Replay E is won, and determines the stop position of the reel 31 so that Replay 04 or 05 is stopped on an active line within the range of the reel 31 stop control, regardless of the order in which the stop switch 42 is pressed. In this case, either Replay 04 or 05 can be stopped with "PB=1".
[0204] The small win A table is used in a game when the small win A is won, and determines the stop position of the reel 31 so that the small win 01 is stopped on an effective line within the range of the stop control of the reel 31, regardless of the order in which the stop switch 42 is pressed. The combination of the symbols of the small win 01 is "Black 7 / Watermelon"-"Bell C"-"Replay", and "PB=1" is set for all the reels 31. When "Black 7 / Watermelon" stops in the lower left row, "Bell A / Bell B" stops in the middle left row. Furthermore, when "Replay" stops in the upper right row, "Bell A / Bell B" stops in the middle right row. Therefore, when the small win 01 is won, "Bell A / Bell B"-"Bell C"-"Bell A / Bell B" stop in the "middle left row"-"middle middle row"-"middle right row".
[0205] The small win B1 table is used in play when the small win B1 is won, and determines the stopping position of the reel 31 so that, within the range of the stopping control of the reel 31, when it stops first on the left (when the push order is correct), the small win 01 is stopped on a valid line, and when it stops other than first on the left (when the push order is incorrect), a 1-coin role included in the winning role (when the small win B1 is won, any of the small wins 03, 10, 11, 18, 19, or 26) is stopped on a valid line, or any of the pattern symbols 01 to 03 is stopped.
[0206] The left first stop (when the push order is correct) in a game using the small win B1 table is the same as the small win A table, so the explanation will be omitted. In addition, when the following small win B2 table to small win B12 table are used, the same stop control as the small win A table is performed when the push order is correct. As a result, when the small win A is won and when the push order is correct when the small win B group is won, the small win 01 is always won, and "Bell A / Bell B"-"Bell C"-"Bell A / Bell B" are stopped in the "left middle row"-"middle middle row"-"right middle row". Therefore, even if the small win 01 is won in a game where the instruction function is not activated, the player cannot tell whether it is a win of the small win A or the push order when the small win B group is won.
[0207] Also, even during the advantageous zone, if the instruction function is operated as a dummy when the small win A is won, the player cannot tell whether the small win A or the small win B group is won. As described above, in this embodiment, since there is a set difference in the number of winning small wins A, it is possible to estimate the set value by counting the number of winning small wins A. However, if the stop results are the same when the small win A is won and when the push order is correct when the small win B group is won, it will not be possible to count only the number of winning small wins A, and it will not be possible to estimate the set value.
[0208] In addition, in a game in which the small win B1 table is used, more specifically, the following stop control is executed. First, when the small win B1 is won, as shown in FIG. 14, seven small wins are made: small wins 01, 03, 10, 11, 18, 19, and 26, and the combinations of the symbols are as follows. Small win 01: "Black 7 / Watermelon" - "Bell C" - "Replay" (9 coins) Small win 03: "Bell A" - "Bell A" - "Bell A" (1 coin) Small win 10: "Bell B" - "Bell B" - "Bell B" (1 coin) Small win 11: "Bell C" - "Bell A" - "Blue 7" (1 coin) Small win 18: "Red 7" - "Bell B" - "Red 7" (1 coin) Small win 19: "Bell C" - "Blue 7" - "Bell A" (1 coin) Small win 26: "Red 7" - "Red 7" - "Bell B" (1 coin)
[0209] The following methods can be used to control the stopping of the reel 31 when multiple minor combinations with different payout amounts are won. As a first priority, when all of the symbols (on the reel 31) that make up the winning symbol combination can be stopped on an active line, the reel 31 is stopped at that position.
[0210] Next, when it is not possible to "stop all of the symbols constituting the winning symbol combination on an active line" (when the first priority cannot be adopted), the reel 31 is controlled to stop according to either "number priority" or "number priority" as the second priority. Here, "number priority" means that the symbols on the reel 31 constituting the combination of symbols with the largest number of payouts among the combinations of symbols that are overlappingly winning are stopped (pulled in) on an active line with priority. Therefore, when the small role B group is won, the small role 01 corresponds to the combination of symbols with the largest number of payouts (9 pieces). On the other hand, "number priority" means that the symbols on the reel 31 are stopped on an active line so that the number of combinations of symbols that can be stopped on an active line is the largest.
[0211] For example, when the small win B1 is won and the middle reel 31 is stopped at the middle first position, all of the middle reels 31 related to the winning combination cannot be stopped on the active line at the same time. This is because there are multiple types of symbols on the middle reel 31 of the winning small win, but there is only one active line, so only one type of symbol can be stopped on the active line.
[0212] Therefore, when the small role B group is won, the reel 31 is stopped and controlled by either number priority or number priority. In this embodiment, the reel is stopped and controlled by number priority when the push order is correct, and when the push order is incorrect, the reel 31 is stopped and controlled by number priority. When the reel is stopped and controlled by number priority, the small role 01 (9-piece role) is not won, and a 1-piece role can be won (so that there is a possibility of missing out). In this way, the number priority is given in a specific push order (the correct push order in this embodiment), and the number priority is given in other push orders (the incorrect push order in this embodiment), and the number priority is given in accordance with the operation mode of the stop switch 42.
[0213] In the above example, when the number of symbols is prioritized at the first stop of the middle reel (when the push order is incorrect), if either "Bell A" or "Bell B" is stopped on a valid line, the number of combinations of symbols that can be stopped on a valid line will be maximum, 2 each. For example, if "Bell A" is stopped on a valid line when the middle reel 31 stops, small prize 03 or 11 can be won. Since the sum of the two symbols of "Bell A" or "Bell B" on the middle reel 31 is "PB=1", either "Bell A" or "Bell B" can always be stopped when the middle reel 31 stops. Here, it is assumed that "Bell A" is stopped when the middle reel 31 stops. In this case, small prize 03 or 11 can be won at this point.
[0214] Next, when stopping the left reel 31, priority is given to stopping "Bell A" or "Bell C" on an active line. As shown in FIG. 5, on the left reel 31, "Bell A" is located at number 15 and number 0, and "Bell C" is located at number 18. For this reason, when the symbols on the left reel 31 at the moment the stop switch 42 is operated are number 11 to number 19 and number 0, "Bell A" or "Bell C" can be stopped on an active line, but when the symbols are number 1 to number 10, "Bell A" or "Bell C" cannot be stopped on an active line.
[0215] Therefore, when the left reel 31 is stopped randomly (without aiming for a specific symbol), there is a 1 / 2 probability that either "Bell A" or "Bell C" will stop on a winning line. In particular, in this embodiment, since "Bell A" can be stopped without stopping "Bell C", when the symbols on the left reel 31 at the moment the stop switch 42 is operated are number 11 to number 19 and number 0, "Bell A" is always stopped on a winning line. Note that the reason why "Bell A" is stopped without stopping "Bell C" in this manner is so that a pattern symbol, which will be described later, can be displayed if a winning combination is missed at the third stop (if "Bell C" is stopped when the left reel 31 is stopped, the pattern symbol will be displayed). (This is because the game pattern cannot be displayed.)
[0216] On the other hand, when the "Bell A" cannot be stopped on the pay line when the left reel 31 stops, the system controls to stop any of the pattern symbols on the pay line. As shown in FIG. 12, among the pattern symbols in which the symbol on the center reel 31 is "Bell A", the symbol on the left reel 31 is "Black 7" or "Watermelon". Since the sum of the two symbols of "Black 7" or "Watermelon" on the left reel 31 is "PB=1", any of these symbols can always be stopped.
[0217] Therefore, when the first center stop and the second left stop, the result is "Bell A"-"Bell A"-"Spinning" or "Black 7 / Watermelon"-"Bell A"-"Spinning". Furthermore, when "Bell A"-"Bell A"-"Spinning" is in the state before the third right stop, when "Bell A" can be stopped on the active line when the right reel 31 stops, "Bell A" is stopped. As shown in FIG. 5, in order to stop "Bell A" on the active line, if the pattern on the active line at the moment when the stop switch 42 is operated is in the range of 4 to 13, "Bell A" can be stopped, and if it is in any other range, "Bell A" cannot be stopped. Therefore, when the right reel 31 is stopped randomly, "Bell A" stops on the active line with a probability of "1 / 2". When "Bell A" is stopped on the active line when the right reel 31 stops, the result is "Bell A"-"Bell A"-"Bell A", and the small prize 03 is won.
[0218] On the other hand, in the case of "Bell A"-"Bell A"-"Spinning", if "Bell A" cannot be stopped on the active line when the right reel 31 stops, "Cherry" is stopped on the active line ("PB=1"). As a result, the symbol combination on the active line becomes "Bell A"-"Bell A"-"Cherry", and pattern symbol 03 is stopped. Also, in the case of "Black 7 / Watermelon"-"Bell A"-"Spinning", "Bell A" or "Bell B" is stopped on the active line when the right reel 31 stops ("PB=1"). As a result, the symbol combination on the active line becomes "Black 7 / Watermelon"-"Bell A"-"Bell A / Bell B", and pattern symbol 01 is stopped.
[0219] Next, assume that "Bell B" is stopped on the effective line at the first stop (when the push order is incorrect) when the small win B1 is won. In this case, at this point, the small win 10 or 18 can be won. Next, when the left reel 31 is stopped, priority is given to stopping "Bell B" or "Red 7", which are the symbols related to the small win 10 or 18, on the effective line. As shown in FIG. 5, on the left reel 31, "Bell B" is arranged at the 5th and 10th positions, and "Red 7" is arranged at the 7th position. Therefore, when the symbols on the left reel 31 at the moment when the stop switch 42 is operated are the 1st to 10th positions, "Bell B" or "Red 7" can be stopped on the effective line, and otherwise "Bell B" or "Red 7" cannot be stopped on the effective line.
[0220] Therefore, when the left reel 31 is stopped randomly (without targeting a specific symbol), there is a 1 / 2 probability that the "Bell B" or the "Red 7" will stop on an active line. In particular, in this embodiment, since the "Bell B" can be stopped without stopping the "Red 7", when the symbols on the left reel 31 at the moment the stop switch 42 is operated are 1 to 10, the "Bell B" is always stopped on an active line.
[0221] On the other hand, if the "Bell B" cannot be stopped on the pay line when the left reel 31 stops, the system controls to stop any of the pattern symbols on the pay line. As shown in FIG. 12, the pattern symbols when the symbol on the center reel 31 is "Bell B" are "Black 7" or "Watermelon". Since the sum of the two symbols of "Black 7" or "Watermelon" on the left reel 31 is "PB=1", any of these symbols can always be stopped.
[0222] Therefore, when the first center stop and the second left stop, it will be "Bell B"-"Bell B"-"Spinning" or "Black 7 / Watermelon"-"Bell B"-"Spinning". Furthermore, when "Bell B"-"Bell B"-"Spinning" is in the state before the third right stop, when "Bell B" can be stopped on the active line when the right reel 31 stops, "Bell B" is stopped. As shown in FIG. 5, in order to stop "Bell B" on the active line, if the symbols on the active line at the moment when the stop switch 42 is operated are in the range of 14 to 18 or 19 to 3, "Bell B" can be stopped, and if they are in any other range, "Bell B" cannot be stopped. Therefore, when the right reel 31 is stopped randomly, "Bell B" stops on the active line with a probability of "1 / 2". When "Bell B" is stopped on the active line when the right reel 31 stops, it will be "Bell B"-"Bell B"-"Bell B", and a small prize of 10 will be won.
[0223] On the other hand, in the case of "Bell B"-"Bell B"-"Spinning", if "Bell B" cannot be stopped on the active line when the right reel 31 stops, "Cherry" is stopped on the active line ("PB=1"). As a result, the symbol combination on the active line becomes "Bell B"-"Bell B"-"Cherry", and pattern symbol 03 is stopped. Also, in the case of "Black 7 / Watermelon"-"Bell B"-"Spinning", "Bell A" or "Bell B" is stopped on the active line when the right reel 31 stops ("PB=1"). As a result, the symbol combination on the active line becomes "Black 7 / Watermelon"-"Bell B"-"Bell A / Bell B", and pattern symbol 01 is stopped.
[0224] From the above, when the first middle stop occurs when the small win B1 is won, the center reel 31 can stop the symbol related to the 1-coin role with "PB=1", and both the left and right reels 31 can stop the symbol related to the 1-coin role with a probability of "1 / 2". Furthermore, when the symbol related to the 1-coin role cannot be stopped, the pattern symbol can always be stopped. Therefore, when the first middle stop occurs when the small win B1 is won (when the push order is incorrect), the 1-coin role: wins with a 1 / 4 probability Pattern symbol: stops with a 3 / 4 probability Furthermore, when the 1-coin role is won, it will be either "Bell A"-"Bell A"-"Bell A" (small win 03) or "Bell B"-"Bell B"-"Bell B" (small win 10).
[0225] Next, the case of the right first stop when the small win B1 is won will be explained. When the number of pieces is prioritized when the right reel 31 stops, if either "Bell A" or "Bell B" is stopped on a valid line, the number of combinations of symbols that can be stopped on a valid line will be maximum, 2 each. For example, if "Bell A" is stopped on a valid line when the right reel 31 stops, small win 03 or 19 can be won. Since "Bell A" or "Bell B" on the right reel 31 are "PB=1" in total for the two symbols, "Bell A" or "Bell B" can always be stopped when the right reel 31 stops. First, assume that "Bell A" is stopped on a valid line when the right reel 31 stops. In this case, small win 03 or 19 can be won at this point.
[0226] Next, when stopping the left reel 31, priority is given to stopping "Bell A" or "Bell C", which are symbols related to minor prizes 03 or 19, on an active line. Here, as above, priority is given to stopping "Bell A". "Bell A" can be stopped with a probability of "1 / 2". Also, if "Bell A" cannot be stopped, "Black 7" or "Watermelon" is stopped (the two symbols combined make "PB=1").
[0227] Therefore, when the first right stop and the second left stop are performed, the result is "Bell A"-"Spinning"-"Bell A" or "Black 7 / Watermelon"-"Spinning"-"Bell A". Furthermore, in the case of "Bell A"-"Spinning"-"Bell A" before the third middle stop, when "Bell A" can be stopped on the active line when the middle reel 31 stops, "Bell A" is stopped. As shown in FIG. 5, in order to stop "Bell A" on the active line, if the pattern on the active line at the moment when the stop switch 42 is operated is in the range of 5 to 14, "Bell A" can be stopped, and if it is in any other range, "Bell A" cannot be stopped. Therefore, when the middle reel 31 is stopped randomly, "Bell A" stops on the active line with a probability of "1 / 2". When "Bell A" is stopped on the active line when the middle reel 31 stops, the result is "Bell A"-"Bell A"-"Bell A", and the small prize 03 is won.
[0228] On the other hand, in the case of "Bell A"-"Spinning"-"Bell A", if "Bell A" cannot be stopped on the active line when the center reel 31 stops, then "Blue 7" or "Cherry" is stopped on the active line (the two symbols combined make "PB=1"). As a result, pattern symbol 02 is stopped on the active line. Also, in the case of "Black 7 / Watermelon"-"Spinning"-"Bell A", when the center reel 31 stops, "Bell A" or "Bell B" is stopped on the active line ("PB=1"). As a result, pattern symbol 01 is stopped on the active line.
[0229] Also, assume that when the right reel 31 first stops, "Bell B" is stopped on an active line. In this case, at this point, a minor win of 10 or 26 is possible. Next, when the left reel 31 is stopped, priority is given to stopping "Bell B" or "Red 7", which are symbols related to minor wins 10 or 26, on an active line. Here, priority is given to stopping "Bell B". "Bell B" can be stopped with a probability of "1 / 2". Furthermore, if "Bell B" cannot be stopped, "Black 7" or "Watermelon" is stopped (the two symbols combined make "PB=1").
[0230] Therefore, when the first right stop and the second left stop occurs, the result is "Bell B"-"Spinning"-"Bell B", or "Black 7 / Watermelon"-"Spinning"-"Bell B". Furthermore, in the case of "Bell B"-"Spinning"-"Bell B" before the third middle stop, if "Bell B" can be stopped on a valid line when the middle reel 31 stops, "Bell B" will be stopped. Here, when the middle reel 31 is stopped randomly, there is a 1 / 2 probability that "Bell B" will stop on a valid line. When "Bell B" is stopped on a valid line when the middle reel 31 stops, the result will be "Bell B"-"Bell B"-"Bell B", and a minor prize of 10 will be awarded.
[0231] On the other hand, in the case of "Bell B"-"Spinning"-"Bell B", if "Bell B" cannot be stopped on the active line when the center reel 31 stops, then "Blue 7" or "Cherry" is stopped on the active line (the two symbols combined make "PB=1"). As a result, pattern symbol 02 is stopped on the active line. Also, in the case of "Black 7 / Watermelon"-"Spinning"-"Bell B", when the center reel 31 stops, "Bell A" or "Bell B" is stopped on the active line ("PB=1"). As a result, pattern symbol 01 is stopped on the active line.
[0232] From the above, when the right reel stops first when the small role B1 is won, the right reel 31 can stop the pattern related to the 1-coin role with "PB=1", and both the left and right reels 31 can stop the pattern related to the 1-coin role with a probability of "1 / 2". Furthermore, when the pattern related to the 1-coin role cannot be stopped, the pattern pattern can always be stopped. Therefore, when the right reel stops first when the small role B1 is won (when the push order is incorrect), the following will occur: 1-coin role: 1 / 4 probability of winning Pattern pattern: 3 / 4 probability of stopping Furthermore, when the 1-coin role is won, it will be either "Bell A"-"Bell A"-"Bell A" (small role 03) or "Bell B"-"Bell B"-"Bell B" (small role 10). This winning rate and the stopping rate of the pattern pattern are the same as when the middle reel stops first. Therefore, when the left reel stops first when the small role B1 is won (when the push order is correct), the small role 01 will win with "PB=1". On the other hand, when the first button in the middle or right stops (when the button press sequence is incorrect), there is a 1 / 4 probability that a 1-coin role will be won, and a 3 / 4 probability that a pattern symbol will stop.
[0233] For the small win B2, a small win B2 table is provided, just like the small win B1. The selected roles are: Minor role 01: "Black 7 / Watermelon" - "Bell C" - "Replay" (9 pieces) Minor role 04: "Bell A" - "Bell A" - "Bell B" (1 piece) Minor role 09: "Bell B" - "Bell B" - "Bell A" (1 piece) Minor role 12: "Bell C" - "Bell A" - "Red 7" (1 piece) Minor role 17: "Red 7" - "Bell B" - "Blue 7" (1 piece) Minor role 20: "Bell C" - "Blue 7" - "Bell B" (1 piece) Minor role 25: "Red 7" - "Red 7" - "Bell A" (1 piece).
[0234] Then, when the button stops first on the left (when the button is pressed correctly), the small prize 01 is awarded. Next, when the button stops first in the middle (when the button is pressed incorrectly), "Bell A" or "Bell B" is stopped on the valid line based on the number of pieces. First, when "Bell A" is stopped at the first stop in the middle, when the button stops on the left, priority is given to stopping either "Bell A" or "Bell C". Here, when "Bell C" can be stopped, "Bell A" can also be stopped, so "Bell A" is stopped without stopping "Bell C". Also, when "Bell A" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell A"-"Bell A"-"Spinning" or "Black 7 / Watermelon"-"Bell A"-"Spinning".
[0235] When the situation is "Bell A" - "Bell A" - "Spinning", if "Bell B" can be stopped when the right hand stops, "Bell B" is stopped. This results in the winning of minor prize 04. Also, if "Bell B" cannot be stopped when the right hand stops, "Cherry" is stopped. This causes pattern symbol 03 to stop. On the other hand, when the situation is "Black 7 / Watermelon" - "Bell A" - "Spinning", "Bell A" or "Bell B" is stopped when the right hand stops. This causes pattern symbol 01 to stop.
[0236] Next, suppose that "Bell B" is stopped during the first center stop. In this case, during a left stop, priority is given to stopping either "Bell B" or "Red 7". Here, if "Red 7" can be stopped, "Bell B" can also be stopped, so "Bell B" is stopped without stopping "Red 7". Also, if "Bell B" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell B"-"Bell B"-"Spinning" or "Black 7 / Watermelon"-"Bell B"-"Spinning".
[0237] When the situation is "Bell B" - "Bell B" - "Spinning", if "Bell A" can be stopped when the right hand stops, "Bell A" is stopped. This results in the winning of minor prize 09. Also, if "Bell A" cannot be stopped when the right hand stops, "Cherry" is stopped. This causes pattern symbol 03 to stop. On the other hand, when the situation is "Black 7 / Watermelon" - "Bell B" - "Spinning", "Bell A" or "Bell B" is stopped when the right hand stops. This causes pattern symbol 01 to stop.
[0238] Next, when the first button stops on the right when the minor win B2 is won (when the push order is incorrect), "Bell A" or "Bell B" is stopped on the active line based on the number of buttons. First, when "Bell A" is stopped on the first button stop on the right, when it stops on the left, priority is given to stopping either "Bell B" or "Red 7". Here, if "Red 7" can be stopped, "Bell B" can also be stopped, so "Bell B" is stopped without stopping "Red 7". Also, if "Bell B" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell B"-"Spinning"-"Bell A", or "Black 7 / Watermelon"-"Spinning"-"Bell A".
[0239] When the sequence is "Bell B" - "Spinning" - "Bell A", if it is possible to stop "Bell B" during the middle stop, then "Bell B" will be stopped. This will result in the winning of minor symbol 09. Also, if it is not possible to stop "Bell B" during the middle stop, then "Blue 7 / Cherry" will be stopped. This will cause pattern symbol 02 to stop. On the other hand, when the sequence is "Black 7 / Watermelon" - "Spinning" - "Bell A", then "Bell A" or "Bell B" will be stopped during the middle stop. This will cause pattern symbol 01 to stop.
[0240] Next, suppose that "Bell B" is stopped during the first stop on the right. In this case, when stopping on the left, priority is given to stopping either "Bell A" or "Bell C". Here, if "Bell C" can be stopped, then "Bell A" can also be stopped, so "Bell A" is stopped without stopping "Bell C". Also, if "Bell A" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell A"-"Spinning"-"Bell B" or "Black 7 / Watermelon"-"Spinning"-"Bell B".
[0241] When the sequence is "Bell A" - "Spinning" - "Bell B", if it is possible to stop "Bell A" during the middle stop, then "Bell A" will be stopped. This will result in the winning of minor prize 04. Also, if "Bell A" cannot be stopped during the middle stop, then "Blue 7 / Cherry" will be stopped. This will cause pattern symbol 02 to stop. On the other hand, when the sequence is "Black 7 / Watermelon" - "Spinning" - "Bell B", then "Bell A" or "Bell B" will be stopped during the middle stop. This will cause pattern symbol 01 to stop.
[0242] From the above, when the small prize B2 is won, if the push order is incorrect, 1 coin prize: 1 / 4 probability of winning Pattern design: 3 / 4 probability of stopping. Furthermore, when a 1 coin prize is won, it will be either "Bell A"-"Bell A"-"Bell B" (small prize 04) or "Bell B"-"Bell B"-"Bell A" (small prize 09).
[0243] For the small win B3, the small win B3 table is provided, just like for the small win B1. The winning combinations included in the small win B3 are: Small win 01: "Black 7 / Watermelon" - "Bell C" - "Replay" (9 coins) Small win 05: "Bell A" - "Bell B" - "Bell A" (1 coin) Small win 08: "Bell B" - "Bell A" - "Bell B" (1 coin) Small win 13: "Bell C" - "Bell B" - "Blue 7" (1 coin) Small win 16: "Red 7" - "Bell A" - "Red 7" (1 coin) Small win 21: "Bell C" - "Red 7" - "Bell A" (1 coin) Small win 24: "Red 7" - "Blue 7" - "Bell B" (1 coin).
[0244] Then, when the button stops first on the left (when the button is pressed correctly), the small prize 01 is awarded. Next, when the button stops first in the middle (when the button is pressed incorrectly), "Bell A" or "Bell B" is stopped on the valid line based on the number of pieces. First, when "Bell A" is stopped at the first stop in the middle, when the button stops on the left, priority is given to stopping either "Bell B" or "Red 7". Here, as above, "Bell B" is stopped without stopping "Red 7". Also, when "Bell B" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell B"-"Bell A"-"Spinning" or "Black 7 / Watermelon"-"Bell A"-"Spinning".
[0245] When the situation is "Bell B" - "Bell A" - "Spinning", if it is possible to stop "Bell B" when the reel stops to the right, "Bell B" is stopped. This results in the winning of minor prize 08. Also, if it is not possible to stop "Bell B" when the reel stops to the right, "Cherry" is stopped. This causes pattern symbol 03 to stop. On the other hand, when the situation is "Black 7 / Watermelon" - "Bell A" - "Spinning", "Bell A" or "Bell B" is stopped when the reel stops to the right. This causes pattern symbol 01 to stop.
[0246] Next, suppose that "Bell B" is stopped during the first center stop. In this case, when stopping on the left, priority is given to stopping either "Bell A" or "Bell C". Here, as above, "Bell A" is stopped without stopping "Bell C". Also, if "Bell A" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell A"-"Bell B"-"Spinning" or "Black 7 / Watermelon"-"Bell B"-"Spinning".
[0247] When the situation is "Bell A" - "Bell B" - "Spinning", if it is possible to stop "Bell A" when the reel stops to the right, "Bell A" will be stopped. This will result in the winning of minor prize 05. Also, if it is not possible to stop "Bell A" when the reel stops to the right, "Cherry" will be stopped. This will cause pattern symbol 03 to stop. On the other hand, when the situation is "Black 7 / Watermelon" - "Bell B" - "Spinning", "Bell A" or "Bell B" will be stopped when the reel stops to the right. This will cause pattern symbol 01 to stop.
[0248] Next, when the button stops first on the right when the minor win B2 is won (when the push order is incorrect), "Bell A" or "Bell B" is stopped on the valid line based on the number of pieces. First, when "Bell A" is stopped when the button stops first on the right, and when the button stops on the left, priority is given to stopping either "Bell A" or "Bell C". Here, "Bell A" is stopped in the same way as above. Also, if "Bell A" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result will be either "Bell A"-"Spinning"-"Bell A", or "Black 7 / Watermelon"-"Spinning"-"Bell A".
[0249] When the sequence is "Bell A" - "Spinning" - "Bell A", if "Bell B" can be stopped during the middle stop, "Bell B" is stopped. This results in the winning of minor prize 05. Also, if "Bell B" cannot be stopped during the middle stop, "Blue 7 / Cherry" is stopped. This causes pattern symbol 02 to stop. On the other hand, when the sequence is "Black 7 / Watermelon" - "Spinning" - "Bell A", "Bell A" or "Bell B" is stopped during the middle stop. This causes pattern symbol 01 to stop.
[0250] Next, suppose that "Bell B" is stopped at the first stop on the right. In this case, when stopping on the left, priority is given to stopping either "Bell B" or "Red 7". Here, "Bell B" is stopped in the same way as above. Also, if "Bell B" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell B"-"Spinning"-"Bell B", or "Black 7 / Watermelon"-"Spinning"-"Bell B".
[0251] When the sequence is "Bell B" - "Spinning" - "Bell B", if "Bell A" can be stopped during the middle stop, "Bell A" will be stopped. This will result in the winning of minor prize 08. Also, if "Bell B" cannot be stopped during the middle stop, "Blue 7 / Cherry" will be stopped. This will cause pattern symbol 02 to stop. On the other hand, when the sequence is "Black 7 / Watermelon" - "Spinning" - "Bell B", "Bell A" or "Bell B" will be stopped during the middle stop. This will cause pattern symbol 01 to stop.
[0252] From the above, when the small prize B3 is won, if the push order is incorrect, 1 coin prize: 1 / 4 probability of winning Pattern design: 3 / 4 probability of stopping Furthermore, when a 1 coin prize is won, it will be either "Bell A" - "Bell B" - "Bell A" (small prize 05) or "Bell B" - "Bell A" - "Bell B" (small prize 08).
[0253] When the small win B4 is won, the small win B4 table is also provided, just like when the small win B1 is won. The winning combinations included in the small win B4 are: Small win 01: "Black 7 / Watermelon" - "Bell C" - "Replay" (9 coins) Small win 06: "Bell A" - "Bell B" - "Bell B" (1 coin) Small win 07: "Bell B" - "Bell A" - "Bell A" (1 coin) Small win 14: "Bell C" - "Bell B" - "Red 7" (1 coin) Small win 15: "Red 7" - "Bell A" - "Blue 7" (1 coin) Small win 22: "Bell C" - "Red 7" - "Bell B" (1 coin) Small win 23: "Red 7" - "Blue 7" - "Bell A" (1 coin).
[0254] Then, when the button stops first on the left (when the button is pressed correctly), the small prize 01 is awarded. Next, when the button stops first in the middle (when the button is pressed incorrectly), "Bell A" or "Bell B" is stopped on the valid line based on the number of pieces. First, when "Bell A" is stopped at the first stop in the middle, when the button stops on the left, priority is given to stopping either "Bell B" or "Red 7", but here, as above, "Bell B" is stopped. Also, when "Bell B" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell B"-"Bell A"-"Spinning" or "Black 7 / Watermelon"-"Bell A"-"Spinning".
[0255] When "Bell B" - "Bell A" - "Rotating", "Bell A" stops when the right side stops If possible, "Bell A" is stopped. This results in the winning of minor prize 07. Also, if "Bell B" cannot be stopped when the right hand stops, "Cherry" is stopped. This stops pattern symbol 03. On the other hand, when "Black 7 / Watermelon" - "Bell A" - "Spinning", "Bell A" or "Bell B" is stopped when the right hand stops. This stops pattern symbol 01.
[0256] Next, suppose that "Bell B" is stopped during the first center stop. In this case, when stopping on the left, priority is given to stopping either "Bell A" or "Bell C". Here, "Bell A" is stopped in the same way as above. Also, if "Bell A" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell A"-"Bell B"-"Spinning" or "Black 7 / Watermelon"-"Bell B"-"Spinning".
[0257] When the situation is "Bell A" - "Bell B" - "Spinning", if it is possible to stop "Bell B" when the reel stops to the right, "Bell B" will be stopped. This will result in the winning of minor prize 06. Also, if it is not possible to stop "Bell B" when the reel stops to the right, "Cherry" will be stopped. This will cause pattern symbol 03 to stop. On the other hand, when the situation is "Black 7 / Watermelon" - "Bell B" - "Spinning", "Bell A" or "Bell B" will be stopped when the reel stops to the right. This will cause pattern symbol 01 to stop.
[0258] Next, when the button stops first on the right when the minor win B4 is won (when the push order is incorrect), "Bell A" or "Bell B" is stopped on the valid line based on the number of pieces. First, when "Bell A" is stopped when the button stops first on the right, when the button stops on the left, priority is given to stopping either "Bell B" or "Red 7". Here, "Bell B" is stopped in the same way as above. Also, if "Bell B" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result will be either "Bell B"-"Spinning"-"Bell A", or "Black 7 / Watermelon"-"Spinning"-"Bell A".
[0259] When the sequence is "Bell B" - "Spinning" - "Bell A", if it is possible to stop "Bell A" during the middle stop, "Bell A" will be stopped. This will result in the winning of minor symbol 07. Also, if "Bell A" cannot be stopped during the middle stop, "Blue 7 / Cherry" will be stopped. This will cause pattern symbol 02 to stop. On the other hand, when the sequence is "Black 7 / Watermelon" - "Spinning" - "Bell A", "Bell A" or "Bell B" will be stopped during the middle stop. This will cause pattern symbol 01 to stop.
[0260] Next, suppose that "Bell B" is stopped when the first right stop occurs. In this case, when the left stop occurs, priority is given to stopping either "Bell A" or "Bell C". Here, "Bell A" is stopped in the same way as above. Also, if "Bell A" cannot be stopped, "Black 7 / Watermelon" is stopped. Therefore, the result is either "Bell A"-"Spinning"-"Bell B", or "Black 7 / Watermelon"-"Spinning"-"Bell B".
[0261] When the sequence is "Bell A" - "Spinning" - "Bell B", if it is possible to stop "Bell B" during the middle stop, "Bell B" will be stopped. This will result in the winning of minor prize 06. Also, if it is not possible to stop "Bell B" during the middle stop, "Blue 7 / Cherry" will be stopped. This will cause pattern symbol 02 to stop. On the other hand, when the sequence is "Black 7 / Watermelon" - "Spinning" - "Bell B", "Bell A" or "Bell B" will be stopped during the middle stop. This will cause pattern symbol 01 to stop.
[0262] From the above, when the small role B4 is won, if the push order is incorrect, 1 coin role: 1 / 4 probability of winning Pattern pattern: 3 / 4 probability of stopping Furthermore, when a 1 coin role is won, it will be either "Bell A" - "Bell B" - "Bell B" (small role 06) or "Bell B" - "Bell A" - "Bell A" (small role 07).
[0263] Hereinafter, detailed explanations of the small prize B5 table to the small prize B12 table when the small prize B5 to B12 are won will be omitted, and only the outline will be explained. In the small prize B5 table used when the small prize B5 is won, the small prize 01 is won when the first middle stop is reached when the push order is correct, and the small prize 03 or the small prize 10 is won with a probability of "1 / 4" when the push order is incorrect, and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B1 is won. In addition, in the small prize B6 table used when the small prize B6 is won, the small prize 01 is won when the first middle stop is reached when the push order is correct, and the small prize 04 or the small prize 09 is won with a probability of "1 / 4" when the push order is incorrect, and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B2 is won.
[0264] Furthermore, in the small prize B7 table used when the small prize B7 is won, when the first stop of the middle hand is the correct push order, the small prize 01 is won, and when the push order is incorrect, the small prize 05 or small prize 08 is won with a probability of "1 / 4", and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B3 is won. Furthermore, in the small prize B8 table used when the small prize B8 is won, the small prize 01 is won when the first stop of the middle hand is the correct push order, and when the push order is incorrect, the small prize 06 or small prize 07 is won with a probability of "1 / 4", and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B4 is won.
[0265] In the small prize B9 table used when the small prize B9 is won, the small prize 01 is won when the first right stop is reached when the push order is correct, and when the push order is incorrect, the small prize 03 or small prize 10 is won with a probability of "1 / 4", and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B1 is won. In addition, in the small prize B10 table used when the small prize B10 is won, the small prize 01 is won when the first right stop is reached when the push order is correct, and when the push order is incorrect, the small prize 04 or small prize 09 is won with a probability of "1 / 4", and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B2 is won.
[0266] Furthermore, in the small prize B11 table used when the small prize B11 is won, when the first stop on the right is the correct push order, the small prize 01 is won, and when the push order is incorrect, the small prize 05 or small prize 08 is won with a probability of "1 / 4", and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B3 is won. Furthermore, in the small prize B12 table used when the small prize B12 is won, the small prize 01 is won when the first stop on the right is the correct push order, and when the push order is incorrect, the small prize 06 or small prize 07 is won with a probability of "1 / 4", and the pattern symbol is stopped with a probability of "3 / 4". In other words, the small prize that can be won when the push order is incorrect is the same as when the small prize B4 is won.
[0267] As is clear from the above, when the push order is incorrect when the small win group B is won, the 1-piece role that can be won is small win 03 to small win 10. Therefore, the small wins other than the above included in each condition device will not win. This setting is related to the 1-piece role that can be won when the small win group C is won, which will be described later.
[0268] The small win C1 table is used in play when the small win C1 is won, and determines the stopping position of the reel 31 so that, within the range of the stopping control of the reel 31, when it stops first on the left (when the push order is correct), the small win 02 is stopped on a valid line, and when it stops other than first on the left (when the push order is incorrect), a 1-coin role included in the winning role (when the small win C1 is won, any of the small wins 03 to 10) is stopped on a valid line.
[0269] When the small prize C1 (also small prizes C2 and C3 described later) is won, if the pressing order is correct, the number of coins is prioritized, and the small prize 02 (3 coins) is won, just like when the small prize B group is won. The combination of symbols corresponding to the small prize 02 is "Bell A / Bell B"-"Blue 7 / Cherry"-"Watermelon" as shown in FIG. 7, and "PB=1" is set for all reels 31. Therefore, if the pressing order is correct, the small prize 02 can always be won.
[0270] In addition, when the small prize C1 is won, if the push order is incorrect (when the middle or right first button is stopped), the system controls so that a 1-coin prize (small prize 03-10) is won by number priority. Here, the combination of symbols for small prize 03-10 is a combination of symbols for "Bell A" or "Bell B" for each reel 31, as shown in FIG. 8. Furthermore, among the combinations of symbols for small prize 03-10, for each reel 31, there are four "Bell A" and four "Bell B", and the condition of number priority is met even if either "Bell A" or "Bell B" is stopped. In particular, when small prize C2 and small prize C3 are won, they include small prize 21 and small prize 22, respectively, but even if these small prizes are included in the winning prize, the type of symbols for which number priority is given does not change. In addition, for all reels 31, the combination of two symbols for "Bell A" or "Bell B" is "PB=1". Therefore, you can always win one of the small prizes 03 to 10.
[0271] From the above, when the small prize C1 is won, if the button presses are correct, the small prize 02 (3-coin prize) will be won ("PB=1"), and if the button presses are incorrect, one of the small prizes 03 to 10 (1-coin prize) will be won ("PB=1"), and there will be no misses (stopping of the pattern symbol) like when the small prize group B is won.
[0272] The small prize C2 table and the small prize C3 table used when the small prize C2 and the small prize C3 are respectively won are the same as the small prize C1 table. As shown in FIG. 16, when the small prize C2 is won, the first stop in the middle is the correct push order, and when the small prize C3 is won, the first stop on the right is the correct push order. The stop control for winning the small prize 02 or the small prize 03-10 is the same as when the small prize C1 is won, so the explanation is omitted.
[0273] Therefore, the 1-piece role (small role 03-10) that can be stopped when the push order is incorrect when the small role B group is won and the 1-piece role (small role 03-10) that can be stopped when the push order is incorrect when the small role C group is won are the same. This makes it impossible to determine whether the small role B group or the small role C group has been won in the game just by looking at the winning of the small role 03-10.
[0274] The small win D table is used in a game when the small win D is won, and determines the stop position of the reel 31 so that the small win 35 is stopped on a winning line within the range of the stop control of the reel 31. The order in which the stop switch 42 is pressed does not matter in the small win D table. The combination of the symbols of the small win 35 is a "watermelon" combination, as shown in FIG. 9. The "watermelon" is arranged in "PB≠1" on the left and center reels 31, and in "PB=1" on the right reel 31. Therefore, in a game using the small win D table, if the stop switch 42 is operated at the timing when the "watermelon" stops on the winning line on the left and center reels 31, the "watermelon" will stop on the winning line, but if the stop switch 42 is operated at the timing when the "watermelon" does not stop on the winning line, the "watermelon" will not stop on the winning line, and the small win 35 will be missed.
[0275] The small win E1 table is used in a game when the small win E1 is won, and determines the stop position of the reel 31 so that the small win 36 or 38 is stopped on the pay line within the range of the stop control of the reel 31. Here, as shown in Fig. 16, when the stop switch 42 is operated at the first stop on the left or center, the stop position of the reel 31 is determined so that the stop shape of the so-called middle cherry is obtained (so that the "cherry" stops at the left middle). On the other hand, when the stop switch 42 is operated at the first stop on the right, the stop position of the reel 31 is determined so that the middle cherry does not stop.
[0276] In addition, the winning of the small prize E1 includes the small prizes 36 and 38 (and the small prize 37 when the small prize E2 described later is won), but since these small prizes are all two-coin prizes, the number / number priority described above is not applied, and the reel 31 can be stopped by any predetermined stop control. For this reason, when the left or center first stops, the control is performed to prioritize the winning of the small prize 36, and when the right At the first stop, control is performed so that the winning of the small prize 38 takes priority.
[0277] In FIG. 5, the "Cherry" on the left reel 31 is the number 3, 8, and 13 ("PB ≠ 1"). When the "Cherry" stops on the left middle row, the "Blank" or "Red 7" stops on the activated line on the left bottom row. Therefore, in this case, the symbol related to the minor win 36 is stopped on the left reel 31.
[0278] For example, when the number 7 "red 7" is stopped on the lower left row when the first reel on the left stops ("cherry" stops on the middle left row), when the center reel 31 stops, "blue 7" or "cherry" is stopped on the effective line ("PB=1"), and when the right reel 31 stops, either "black 7", "blue 7", "red 7", or "blank" (4 symbols total "PB=1") is stopped on the effective line. This results in the winning of the small prize 36. Also, when the number 2 or number 12 "blank" is stopped on the lower left row when the left reel 31 stops ("cherry" stops on the middle left row), similarly to the above, when the center reel 31 stops, either "blue 7" or "cherry" is stopped on the effective line, and when the right reel 31 stops, either "black 7", "blue 7", "red 7", or "blank" is stopped on the effective line. This results in the winning of the small prize 36.
[0279] The same stopping control is performed for the first center stop. Therefore, the center and right reels 31 stop with a symbol related to the small win 36 at "PB=1", and the left reel 31 may or may not stop with a "red 7" or a "blank" ("PB ≠ 1"). However, when the left or center stop is the first, if it is not possible to stop a "red 7" or a "blank" in the lower left row, a "bell A" or a "bell B" is stopped. "Bell A" or "bell B" can be stopped at "PB=1". In this case, the stopping pattern is "bell A / bell B"-"blue 7 / cherry"-"black 7 / blue 7 / red 7 / blank", and the small win 38 is won.
[0280] On the other hand, in a game using the small win E1 table, when the reel stops first on the right, priority is given to the winning of the small win 38. Therefore, in this case, "Bell A / Bell B"-"Blue 7 / Cherry"-"Black 7 / Blue 7 / Red 7 / Blank" stops, and the small win 38 wins with "PB=1". Furthermore, when the reel stops first on the right, even if "Cherry" can stop in the middle left row when the left reel 31 stops, "Cherry" is not stopped in the middle left row, and "Bell A" or "Bell B" (in this case, "Cherry" is not stopped in the middle left row) is stopped in the lower left row.
[0281] The small win E2 table is used in a game when the small win E1 is won, and determines the stop position of the reel 31 so that the small win 36 or 38 (or the small win 37) is stopped on the pay line within the range of the stop control of the reel 31. Therefore, the small win E2 table can perform the same stop control as the small win E1 table, so it is possible to use the same stop position determination table.
[0282] Alternatively, in the case of the first left stop, only when "red 7" or "blank" can be stopped in the lower left row (when a middle cherry stops), a "replay" may be stopped on the active line for the center reel 31 ("PB=1"), and either "black 7", "blue 7", "red 7" or "blank" may be stopped for the right reel 31. This results in a small win 37. If the stop control is performed in this way, it becomes possible to determine whether a small win E1 or a small win E2 has been won when a middle cherry stops.
[0283] The small win F table is used in a game when the small win F is won, and determines the stop position of the reel 31 so that any of the small wins 01 to 39 is stopped on a winning line within the range of the stop control of the reel 31. In this embodiment, the small win F is drawn only during 1BB operation. Furthermore, the small win F table performs stop control by prioritizing the number of coins, regardless of the order in which the stop switch 42 is pressed. This ensures that the small win 39 is always won. In addition, since the left reel 31 has a "PB=1" arrangement with the combination of two symbols, "cherry" or "bell C", the small win 39 is won with "PB=1".
[0284] The small win G table is used in a game when the small win G is won, and determines the stop position of the reel 31 so that the small win 40 is stopped on an active line within the range of the stop control of the reel 31. Since the small win 40 is made up of a combination of symbols arranged in "PB=1" for all the reels 31, the small win 40 can always be won in the game.
[0285] The 1BBA table is used in a game when the reel condition device number "1" is won (1BBA only win), or when 1BBA has been won in a previous game or before, but is not won in the current game, and determines the combination of symbols when the reel 31 stops so that within the range of the stop control of the reel 31, a combination of symbols corresponding to 1BBA is stopped on an active line, and a combination of symbols corresponding to roles other than 1BBA is not stopped on an active line. Since the symbol of 1BBA is "red 7" on all reels 31 (PB ≠ 1), the "red 7" cannot be stopped on an active line without careful eye pressing.
[0286] Similarly, the 1BBB table is used in a game in which the reel condition device number "2" is won (1BBB is the only win), or when 1BBB has been won in the previous game or before, but is not won in the current game, and determines the combination of symbols when the reel 31 stops so that within the range of the stop control of the reel 31, a combination of symbols corresponding to 1BBB is stopped on an active line, and a combination of symbols corresponding to roles other than 1BBB is not stopped on an active line. As the symbols of 1BBB are "PB ≠ 1" on all reels 31, just like 1BBA, "red 7" and "black 7" cannot be stopped on an active line unless the player presses the button with the right eye.
[0287] Although detailed explanation is omitted, in a game in which 1BB and a small win or a replay are both won, or in a game in which 1BB was won in the previous game or before and a small win or a replay is won in the current game, the following stopping control can be performed.
[0288] For example, first, there is a stop control that prioritizes stopping both the winning 1BB and small role or replay symbols on a valid line, and when both symbols cannot be stopped on a valid line, prioritizes stopping the winning small role or replay symbol on a valid line. Note that the stop control that stops both the 1BB and small role or replay symbols on a valid line is limited to the second stop, and when the third stop is reached, control is performed to make the 1BB, small role or replay win, and multiple roles do not win at the same time. Second, there is a stop control that prioritizes stopping both the winning 1BB and small role or replay symbols on a valid line, and when both symbols cannot be stopped on a valid line, prioritizes stopping the winning 1BB symbol on a valid line (opposite to the above).
[0289] A third type of stopping control is one in which priority is given to stopping the winning minor win or replay symbol on a valid line, but when stopping the winning minor win or replay symbol on a valid line, if it is also possible to stop the winning 1BB symbol on a valid line at the same time, the stopping control is one in which the winning 1BB symbol is stopped at that position.
[0290] In addition, when 1BB ("PB ≠ 1") and "PB = 1" small win or replay are won at the same time (when they are won at the same time), there is no need to control both the winning 1BB symbol and the small win or replay symbol to stop on an effective line, and it is also possible to control only the "PB = 1" small win or replay symbol to stop on an effective line. Therefore, since the small wins E1 and E2 are "PB = 1", when 1BBA and small win E1 of this embodiment are won at the same time, or when 1BBB and small win E2 are won at the same time, it is also possible to execute stop control to win only the small win E1 or E2, respectively.
[0291] Returning to Fig. 1 for explanation, the winning determination means 66 determines whether or not the combination of symbols on the reels 31 stopped on the winning line matches a combination of symbols corresponding to any winning combination (whether or not any winning combination has been won). The winning determination means 66 determines the symbols on the winning line by detecting, for example, the angle or number of steps when the motor 32 is stopped.
[0292] The payout means 67 pays out a predetermined number of medals to the player according to the winning combination or adds credits, etc., when the winning determination means 66 determines that the combination of symbols stopped on the pay line when the reels 31 stop matches a combination of symbols corresponding to any winning combination, resulting in a winning combination. In addition, when a replay wins, the payout means 67 controls so as to automatically insert the number of medals inserted in the current game without paying out medals.
[0293] The RT control means 68 judges whether the RT transition condition is satisfied or not when all reels 31 are stopped for each game, and controls to transition to RT when it judges that the RT transition condition is satisfied. FIG. 22 is a diagram showing an RT transition diagram in this embodiment. As described above, the RT in this embodiment includes non-RT, RT1 to RT4, 1BBA operation (1BBA game), and 1BBB operation (1BBB game). And, as shown in FIG. 17 and FIG. 18, the type (number) of the condition device to be selected and the probability of winning are different for each RT.
[0294] In this embodiment, the timing of RT transition is set when the combination of symbols is displayed or when an RT transition role is won, that is, when all reels stop (when all reels 31 stop). Therefore, for example, during RT1, when a pattern symbol stops when all reels 31 stop, RT transitions from RT1 to RT2 when all reels stop. Note that transitions from non-RT, RT1 to RT3 to RT4 may be made based on the winning of 1 BB, or may be made based on the fact that 1 BB is not won in a game in which 1 BB is won. In this embodiment, transitions to RT4 are made based on the fact that 1 BB is not won in a game in which 1 BB is won.
[0295] Non-internal play corresponds to non-RT, RT1, RT2, and RT3. Internal play corresponds to RT4. During the advantageous zone, the slot machine 10 basically controls the player to stay in RT3, but when the player makes a mistake in the order of pressing the stop switch 42, the player may stay in RT2. In the case of an advantageous zone that ends with only one instruction function activation game (excluding games in which the small role C group, replay B group, and replay C group are won), the player may not stay in RT3. In other words, the advantageous zone may end with one instruction function activation game (excluding games in which the small role C group, replay B group, and replay C group are won) in RT2. Of course, the player may basically stay in RT3.
[0296] In non-RT and non-internal play of RT1 to RT3, a lottery is performed for the accessory condition device. Then, when 1BB is won in these RTs and 1BB is not won, the RT control means 68 judges that the RT transition condition is met and transitions to RT4, which corresponds to the internal play. Also, when 1BB is won in a play in which 1BB is won, the operation of 1BBA or 1BBB starts when the current play stops, so in this case, RT4 (internal play) is not passed through.
[0297] RT4 continues until the winning 1BB is won. When the RT control means 68 determines that 1BBA or 1BBB has been won in RT4, it determines that the RT transition conditions are met, and transitions to 1BBA operation (1BBA game) or 1BBB operation (1BBB game), respectively. Once 1BBA is in operation, it continues until the 1BBA operation termination condition is met. In this embodiment, the 1BBA operation termination condition is set to the number of payout coins exceeding 150 coins.
[0298] The RT control means 68 judges whether or not more than 150 medals have been paid out during the operation of 1BBA for each game, and when it judges that more than 150 medals have been paid out, it determines that the end condition of 1BBA operation is met. It is determined that the game is played in a non-RT mode from the next game onwards, and control is performed so that the game is played in a non-RT mode from the next game onwards.
[0299] The same applies to the 1BBB operation. Once the transition is made to the 1BBB operation, it will continue until the 1BBB operation end condition is met. In this embodiment, the end condition of the 1BBB operation is set to the payout of more than 200 medals. The RT control means 68 judges whether or not more than 200 medals have been paid out for each game, and when it is determined that more than 200 medals have been paid out, it determines that the 1BBB operation end condition is met, and controls to transition to RT1 from the next game.
[0300] Note that replays are not included in the count of 150 or 200 coins during 1BB operation. As shown in FIG. 17, replay D may be won during 1BB operation, but the automatic bet when a replay wins is not counted in the number of coins paid out. Therefore, the more replay D is won, the more games are played during 1BB operation. In particular, in this embodiment, as shown in FIG. 17, the probability of winning replay D during 1BBA operation is set to 10 times that during 1BBB operation, so the expected number of games played during 1BBA operation is greater than the expected number of games played during 1BBB operation.
[0301] During the operation of 1BBA and 1BBB, as described above, RB operates continuously. RB ends when either two winning combinations or two games are satisfied, and after the end, RB is operated again on the condition that the end condition of 1BB operation is not satisfied. Also, as shown in FIG. 18, the winning probability of small winning combination E2 during 1BBA operation is set higher in setting 6 than in setting 1. The number of coins paid out when small winning combination E2 is won and small winning combination 36 or 38 is won is 2 coins. As a result, the number of games until the end condition (exceeding 150 coins) is reached during 1BBA operation is greater in setting 6 than in setting 1. Therefore, during the operation of 1BBA during the advantageous zone, the expected value of winning replay D is higher in setting 6 than in setting 1, so the probability of the advantageous zone being added is higher. Details of this point will be explained in the control of the advantageous zone described later.
[0302] When the RWM 53 is initialized, a game starts from non-RT. However, this is not limited to this, and even when the RWM 53 is initialized, the RT may be maintained. Here, for example, when the RWM 53 is initialized while a 1 BB win is carried over, the 1 BB win is also maintained (carried over).
[0303] In non-RT, the RT control means 68 continues non-RT until a pattern symbol is displayed. In non-RT, a small role group B is drawn, and if one of the small roles group B is won and the winning small role is missed, a pattern symbol is displayed. When a pattern symbol is displayed in non-RT, the RT control means 68 determines that the RT transition condition is met, and transitions to RT2 from the next game. In RT1, RT1 is maintained until a pattern symbol is displayed, as in non-RT. Then, when a pattern symbol is displayed in RT1, transitions to RT2 are made.
[0304] RT2 is the RT with the highest stay rate in the normal section. In RT2, if Replay B group is won and Replay 02 is won, it is determined that the RT transition conditions are met and the game will transition to RT3 from the next game. On the other hand, RT3 continues until a pattern symbol is displayed or Replay C group is won and Replay 03 is won. In RT3, if a pattern symbol is displayed or Replay 03 is won, it is determined that the RT transition conditions are met and the game will transition to RT2 from the next game.
[0305] In this way, in the normal section (and not in the internal section), most players will go back and forth between RT2 and RT3, but the probability of staying in RT2 is the highest. If you win 1BB in RT2 or RT3 (including non-RT and RT1), you will move to RT4 (in the internal section) from the next game, as mentioned above.
[0306] Also, when it is decided to move to the advantageous zone during the normal zone, and the game decided to move to the advantageous zone is RT3, in order to maintain RT3, the instruction function is activated when Replay C group is won, and the correct button press sequence for winning Replay 01 is displayed. This prevents a fall to RT2. Also, when Small Win Group B is won, the instruction function is activated to display the correct button press sequence for winning Small Win 01. Similarly, when Small Win Group C is won, the instruction function is activated to display the correct button press sequence for winning Small Win 02.
[0307] On the other hand, when the game that has been decided to move to the advantageous zone is RT2, the instruction function as described above is operated, and when the replay B group is won, the instruction function is operated to display the correct push order to win the replay 02, and the game is controlled to move to RT3. Also, when it is decided to move to the advantageous zone in non-RT or RT1, the game moves to the advantageous zone even in non-RT or RT1, but until the pattern symbol is displayed, the instruction function is not operated in the game in which the instruction function can be operated (for example, when the small role B group is won), and the game waits until the pattern symbol is displayed. Then, when the pattern symbol is displayed in non-RT or RT1 and the game moves to RT2, the instruction function is operated as described above.
[0308] The advantageous zone control means 69 is a means for executing the transition from the normal zone to the advantageous zone (including the standby zone), the decision as to whether or not to end the advantageous zone, the addition during the advantageous zone, the operation control of the instruction function, etc. First, the advantageous zone control means 69 determines whether or not to transition to the advantageous zone during a normal zone and a non-internal play. Also, the advantageous zone control means 69 determines whether or not to add on the number of plays in the advantageous zone during a beneficial zone and a non-internal play.
[0309] In this embodiment, as shown in Fig. 17, when a specific condition device is selected in the lottery by the role selection means 61, it is determined to move to the advantageous zone during the normal zone. In addition, when it is determined to move to the advantageous zone, it is limited to when it is not inside, and it is not determined to move from the normal zone to the advantageous zone during inside.
[0310] In addition, as described above, when deciding the transition to the advantageous zone according to the result of the lottery (the winning condition device), the winning of the condition device having the setting difference cannot be set as a condition. Therefore, in this embodiment, as shown in FIG. 17, there are cases where the transition from the normal zone to the advantageous zone is set as a condition when the common setting condition device is won.
[0311] As shown in FIG. 17, for example, when 1BBA is won alone, there are cases where it is decided to move to the favorable zone and cases where it is not decided to move. When a random number value included in the range of the number of places "20" out of the number of places "30" allocated to the single win of 1BBA is extracted, it is decided to move to the favorable zone, and when a random number value included in the range of the number of places "10" is extracted, it is decided not to move to the favorable zone. The same applies to the single win of "1BBA + small role D", "1BBA + small role E1", and small role E1.
[0312] In addition, when the condition device shown in Fig. 17 is won during the advantageous zone, the advantageous zone is added. Note that when these condition devices are won, instead of adding the advantageous zone uniformly, it is possible to hold a lottery for adding the advantageous zone, or to hold a lottery to decide whether to hold a lottery for adding the advantageous zone or not. However, in this embodiment, in order to simplify the explanation, the advantageous zone is added uniformly.
[0313] When it is decided to move to the advantageous zone in the normal zone, the advantageous zone may be set with a predetermined number of plays, or the number of plays in the advantageous zone may be determined by a lottery or the like. Alternatively, the end condition of the advantageous zone may not be determined by the number of plays, but may be determined by an end condition other than the number of plays (for example, the number of coins paid out, the difference in number of coins, the number of wins of the small role group B, the number of times the instruction function is activated, etc.). In this embodiment, when the condition device shown in FIG. 17 is won in the normal zone, the zone moves to an advantageous zone whose end conditions are set as follows. Specifically, for example, the following may be set: When 1BBA is won alone (number of entries: "20"): The initial value is counted from the end of 1BB play and moves to the advantageous zone of 100 play. When 1BBA + small role D are won together (number of entries: "5"): The initial value is counted from the end of 1BB play and moves to the advantageous zone of 250 play. When 1BBA + small role E1 are won together (number of entries: "20"): The initial value is counted from the end of 1BB play and moves to the advantageous zone of 200 play. When small role D is won alone (number of entries: "50"): The initial value is the advantageous zone of 150 play. When the small role E1 is won alone (number of places "250"): Either an advantageous zone with an initial value of 100 play, or an advantageous zone that ends with the operation of the instruction function when the small role B group is won once (which one to choose may be determined by lottery. Alternatively, when a random number value included in the range of the number of places "120" is extracted from the number of places "250", the initial value may be set as an advantageous zone with a value of 100 play, and when a random number value included in the range of the number of places "130" is extracted, the advantageous zone that ends with the operation of the instruction function when the small role B group is won once)
[0314] In addition, since the probability of winning the small role D is lower than the probability of winning the small role E1, in order to create a sense of premium when the small role D is won, the number of times of play in the advantageous zone when the small role D is won is set to be more than when the small role E1 is won. The number of times of play in the advantageous zone when the small role E1 is won may be set to be more than when the small role D is won. Also, when the condition device shown in FIG. 17 is won during the advantageous zone, for example, when 1BBA alone is won, the number of times of play in the advantageous zone is added by "30", when the small role E1 alone is won (number of places "250"), the number of times of play is added by "50", when the small role E1 alone is won (number of places "750"), the number of times of play is added by "20", etc.
[0315] Furthermore, as shown in FIG. 17, in the normal zone, when the small role E1 is won alone, it is determined that the transition to the advantageous zone will occur with a probability of "1 / 4" (out of the total number of "1000" set, "250"). On the other hand, as shown in FIG. 18, the probability of winning the small role E2 alone is set higher in setting 6 than in setting 1.
[0316] Therefore, the higher the setting, the higher the appearance rate of the middle cherry, but the probability of deciding to move to the advantageous zone when the middle cherry appears is higher in setting 1 than in setting 6. In other words, even though there is no difference in the setting in the probability of deciding to move to the advantageous zone, the player can be given the impression that there is a difference in the setting. In addition, contrary to this embodiment, the single winning probability of the small role E2 in FIG. 18 may be higher in setting 1 than in setting 6. In this way, the lower the setting, the higher the appearance probability of the middle cherry, but the lower the probability of deciding to move to the advantageous zone when the middle cherry appears. Also, during the advantageous zone, when the small role E1 is single-winning, the advantageous zone is always added. In contrast, when the small role E2 is single-winning during the advantageous zone, the advantageous zone is not added. Therefore, the higher the setting, the higher the appearance rate of the middle cherry, but the probability of adding the advantageous zone when the middle cherry appears is higher in setting 1 than in setting 6. Therefore, even though there is no setting difference in the probability of the advantageous zone being added, the player can be given the impression that there is a setting difference.
[0317] In addition, 1BBA is a special role with a common winning number (except when 1BBA and small role D are won in duplicate), and 1BBB is a special role with a setting difference in the winning number. In this case, when 1BBA, which has a common setting, is won during the favorable zone and 1BBA is in operation, it is possible to add to the favorable zone while 1BBA is in operation. In contrast, when 1BBB, which has a setting difference, is won during the favorable zone and 1BBB is in operation, it is stipulated that the favorable zone cannot be added while 1BBB is in operation. When 1BBA and small role D, which have a setting difference, are won in the favorable zone and 1BBA is in operation, it is stipulated that the favorable zone cannot be added while 1BBA is in operation.
[0318] On the other hand, when comparing settings 1 and 6 during 1BBA operation, the probability of winning small role A is lower in setting 6 than in setting 1. Moreover, the probability of winning the minor win E2 is higher in setting 6 than in setting 1. For this reason, the condition for ending the operation of 1BBA is set to a payout of more than 150 coins, so the number of times (expected value) played while 1BBA is in operation is greater in setting 6 than in setting 1. Therefore, for example, if you set it so that the advantageous zone is added when Replay D is won, the expected value of the number of times Replay D is won while 1BBA is in operation will be higher in setting 6 than in setting 1, so the higher the setting, the easier it is to add the advantageous zone.
[0319] Furthermore, when the number of games reaches a predetermined number during 1BBA operation, the advantageous zone may be set to be added. As described above, the expected number of games during 1BBA operation is greater in setting 6 than in setting 1. As described above, the condition for terminating the operation of 1BBA is set to be that more than 150 coins have been paid out. Meanwhile, the expected number of coins paid out per game during 1BBA operation is about "8.664" coins in setting 1 and about "8.557" coins in setting 6. Therefore, the expected number of games until the number of coins paid out reaches 150 coins is about "17.3" in setting 1 and about "17.5" in setting 6. Therefore, if it is determined that the advantageous zone is to be added unconditionally when the number of games reaches, for example, the 18th game during 1BBA operation, the higher the setting value, the easier it is to add the advantageous zone. Furthermore, when 1BBA operation, the advantageous zone may be set to be added every time a certain number of games have passed. By doing this, the higher the set value, the easier it is to add on the advantageous zone.
[0320] On the other hand, since 1BBB is a special role with a setting difference, the advantageous zone cannot be added during 1BBB operation. Also, as shown in Figure 22, after 1BBA operation ends, it transitions to non-RT, and when it transitions to non-RT, it stays in non-RT until the pattern symbol is displayed, and when the pattern symbol is displayed, it transitions to RT2. In other words, after 1BBA operation ends, it does not go through RT1.
[0321] In contrast, after the operation of 1BBB ends, the game moves to RT1 and stays in RT1 until the pattern symbol is displayed. In RT1, Replay E is drawn, and as shown in FIG. 17, if it is RT1 during the favorable zone, the favorable zone is added when Replay E is won. This makes the probability of the favorable zone being added higher after the operation of 1BBB ends than after the operation of 1BBA ends. And if the number of games of the favorable zone being added when Replay E is won is set to an appropriate value, it is possible to achieve a balance between the number of games after the operation of 1BBA ends and the number of games after the operation of 1BBB ends.
[0322] Then, when the advantageous zone is maintained and the game is shifted to RT1, the instruction function is not activated in the game in which the instruction function can be activated (for example, when the small role B group is won) until the pattern pattern is displayed, and the game waits until the pattern pattern is displayed. Then, when the pattern pattern is displayed in RT1 and the game is shifted to RT2, the instruction function is activated. When the advantageous zone is maintained and the game is shifted to RT1, the instruction function is activated when the small role B group is won during the advantageous zone, and the pattern pattern is not displayed (unless there is a mistake in the push order). Therefore, when the game is shifted to RT1 during the advantageous zone, the game can be made to stay in RT1 until the advantageous zone ends. The instruction function is activated when the small role B group is won until the advantageous zone ends, and after the advantageous zone ends, the instruction function is not activated in the game in which the instruction function can be activated (for example, when the small role B group is won), and the game waits until the pattern pattern is displayed.
[0323] In addition, when it is decided to move from the normal zone to the advantageous zone, the advantageous zone control means 69 controls the advantageous zone display LED 77 to be turned on by the arrival of a predetermined timing, and when it is not the advantageous zone (normal zone or standby zone), controls the advantageous zone display LED 77 to be turned off. First, when it is decided to move to the advantageous zone, the advantageous zone control means 69 controls the advantageous zone display LED 77 to be turned on until it becomes possible to insert medals (bet) for the next game after the end of the game in which it was decided to move to the advantageous zone (after all reels 31 stop and, if there is a payout, after the medals are paid out), and until it becomes possible to operate the settlement switch 46 (settlement processing operation) if there are stored medals.
[0324] Secondly, when a transition to the advantageous zone is determined based on a winning condition device including 1BB that can carry over winning information to the next game or later, the advantageous zone display LED 77 is controlled to light up before the combination of symbols corresponding to 1BB stops. Therefore, if a transition to the advantageous zone is determined based on a winning condition device including a special role, for example, when the special role is a special role that carries over winning information to the next game such as 1BB, 2BB, and RB, the advantageous zone display LED 77 may be turned on before the combination of symbols corresponding to the special role stops (only when a standby zone is provided).
[0325] On the other hand, when the special role is a special role such as SB or CB, which is only valid in the game in which it is won and does not carry over the winning information to the next game, the advantageous zone display LED 77 must be lit until it is possible to insert medals (bet) for the next game and until it is possible to operate the settlement switch 46, just as when a transition to the advantageous zone is determined based on a win on a condition device that includes only minor roles or replays.
[0326] FIG. 23 is a diagram showing timing 1 and timing 2 as the timing for lighting the advantageous zone display LED 77. In this embodiment, when it is decided to move to the advantageous zone, the advantageous zone display LED 77 is lit up as follows: first, from the time when it is decided to move to the advantageous zone until medals for the next game can be inserted (bet) after the end of the current game (after all reels 31 stop and, if there is a payout, after the medal is paid out), and the settlement switch 46 can be operated (hereinafter, this timing is referred to as "predetermined timing"). Then, when the start switch 41 for the next game is operated, the advantageous zone starts. That is, in this embodiment, in principle, the advantageous zone display LED 77 is lit up before the advantageous zone starts. This makes it possible to prevent the player from stopping the game without knowing it after deciding to move to the advantageous zone.
[0327] In FIG. 23, timing 1 shows an example of this case. In this example, when the small win E1 (single) is won and it is decided to move to the advantageous zone based on the winning of the small win E1, the advantageous zone display LED 77 is turned on by a predetermined timing. As in this example, when it is decided to move to the advantageous zone based on the winning of the condition device that does not include 1 BB that can be carried over to the next game or later, it is always applied.
[0328] Secondly, when it is decided to move to the advantageous zone based on the winning of the condition device including 1BB that can be carried over to the next game, the advantageous zone display LED 77 is turned on before the combination of symbols corresponding to 1BB is displayed. Then, when the start switch 41 of the next game of the game in which the combination of symbols corresponding to 1BB is displayed is operated, the advantageous zone starts. In this embodiment, the advantageous zone display LED 77 is turned on before the advantageous zone starts. In FIG. 23, timing 2 shows an example of this case. In this example, when 1BBA and small role E1 are double-won and it is decided to move to the advantageous zone based on this double winning, the advantageous zone display LED 77 is turned on by the time the combination of symbols corresponding to 1BBA is displayed. Therefore, as long as it is until the moment when the combination of symbols corresponding to 1BBA is displayed, it may be turned on before that, for example, at timing 1 (such as when no waiting zone is provided).
[0329] Therefore, when it is decided to move to the advantageous zone based on the winning of a condition device including a special role that can be carried over to the next game or later, it may be set so that the advantageous zone display LED 77 is uniformly turned on when the combination of symbols corresponding to the special role is displayed. Alternatively, even when the move to the advantageous zone is based on the winning of a condition device including the special role, the advantageous zone display LED 77 may be uniformly turned on by a predetermined timing in the same manner as when it is decided to move to the advantageous zone based on the winning of a condition device not including the special role.
[0330] Alternatively, when it is decided to shift the winning information to the advantageous zone based on the winning of a condition device including a special role that can be carried over to the next game or later, the lighting timing may be determined by lottery, etc. Also, when it is decided to shift the winning information to the advantageous zone based on the winning of a condition device including a special role that can be carried over to the next game or later, the lighting timing may be determined by a lottery, etc., other than the timing 1 and timing 2 shown in Fig. 23, for example, when the start switch 41 is operated, during the rotation of at least a part of the reels 31, or when the third stop switch 42 is operated (regardless of whether the role is won or not), etc., in the next game of the game in which the special role is won.
[0331] In this case, the advantageous zone will start when the start switch 41 of the next game of that game is operated (the standby zone will end in the next game of the game in which the special role is won). In addition, it may be when the start switch 41 is operated in the next game of the game in which the special role is won and after, in a game in which it becomes possible to win the special role, during the rotation of at least a part of the reels 31, or when the third stop switch 42 is operated (regardless of whether the role is won). In this case, the advantageous zone will start when the start switch 41 of the next game of that game is operated (the standby zone will end in the game in which it becomes possible to win the special role).
[0332] Here, for example, when the small win E1 is won, the 59th small win, "Red 7" - "Cherry" - "Red 7" (Fig. 9) can be stopped among the small wins 36. Then, assume that as a result of pinch-hitting in a game when 1BBA is won, "Red 7" - "Spinning" - "Red 7" stops. Next, if the player aims for "Cherry" when the middle reel 31 stops, but "Cherry" does not stop on the effective line (kick-off control is performed), it is understood that the small win E1 has not been won in that game. In this case, if the advantageous zone display LED 77 is turned on by a predetermined timing, the player will know that 1BBA is the sole winning, and it will be possible to press the combination of symbols of 1BBA in the next game after the game when 1BBA is won. In other words, the lighting of the advantageous zone display LED 77 functions as a winning notification of 1BBA. This is because it is not determined to move to the advantageous zone when a miss occurs (when not winning). Conventionally, when 1 BB is won, the tendency is to announce the winning of 1 BB after a continuous performance (a performance to tease whether or not 1 BB has been won), but if the advantageous zone display LED 77 is turned on by a specified timing, such continuous performance will be wasted. Therefore, when it is decided to move to the advantageous zone based on the winning of a condition device including 1 BB that can be carried over to the next game, there is a case where the advantageous zone display LED 77 is not turned on until the winning 1 BB is won.
[0333] On the other hand, if it is decided to move to the advantageous zone based on the winning of "1BBA + small win E1", and priority is given to the winning of the small win E1 in that game, 1BBA will not be won in that game. In contrast, when it is decided to move to the advantageous zone based on the winning of the small win E1 alone, it is necessary to light up the advantageous zone display LED 77 by a specified timing (because it is not possible to provide a waiting zone). Therefore, when it is decided to move to the advantageous zone based on the winning of "1BBA + small win E1", the winning 1BBA will be uniformly given to the winning 1BBA. If the advantageous zone display LED 77 is not turned on until BBA wins, when the small win E1 is won, the advantageous zone display LED 77 will light up by the specified timing, and the player will know that 1BBA has not won twice.
[0334] Therefore, when it is decided to move to the advantageous zone based on the winning of "1BBA+small role E1", there are two cases: the case where the advantageous zone display LED77 is turned on by a predetermined timing (timing 1 shown in FIG. 23), and the case where the advantageous zone display LED77 is not turned on even after the predetermined timing has passed (timing 2 shown in FIG. 23). Which one is adopted can be determined, for example, by allocating according to the number of pieces placed when "1BBA+small role E1" is won, or by holding a lottery (two-stage lottery) on whether or not to immediately turn on the advantageous zone display LED77 (whether or not to set a waiting zone) when "1BBA+small role E1" is won (only when it is decided to move to the advantageous zone). As a result, even if the advantageous zone display LED77 is turned on by the predetermined timing, it does not mean that 1BBA has not been won twice, and the player's sense of expectation can be continued.
[0335] In addition, in this embodiment, the small win E1 is set to "PB=1", so whether "1BBA+small win E1" is won or the small win E1 is won alone, the small win E1 (small win 36 or 38) always wins in the game. However, it is also possible to set the small win included in the condition device of the small win E1 to "PB≠1". And when the small win included in the condition device of the small win E1 is set to "PB≠1", if it is decided to move to the advantageous zone when "1BBA+small win E1" is won, the advantageous zone display LED 77 is turned on by a predetermined timing when the small win E1 wins, but when the small win E1 does not win, the advantageous zone display LED 77 is not turned on even after the predetermined timing has passed.
[0336] However, not limited to the above, when it is decided to move to the advantageous zone based on a winning of a condition device including a special role that can be carried over to the next play or later, the advantageous zone display LED 77 may always be turned on by a specified timing (always timing 1 shown in Figure 23), or the advantageous zone display LED 77 may never be turned on even after the specified timing has passed (always timing 2 shown in Figure 23).
[0337] In addition, when it is decided to move to the advantageous zone when the small win D is won alone and when the small win E1 is won alone, it is necessary to light up the advantageous zone display LED 77 by a predetermined timing (it is not possible to provide a standby zone), so that it becomes a so-called immediate notice, and it is not possible to stimulate the player's expectations. Therefore, as described above, when the small win E1 is won alone, two types of advantageous zones are provided: an advantageous zone that continues until a predetermined number of games are played, and an advantageous zone that ends with the operation of the instruction function when the small win B group is won once. Then, if a performance that stimulates the expectation level (such as a continuous performance that indicates whether or not the advantageous zone continues until the predetermined number of games is played as a final result) is output between the time when the advantageous zone display LED 77 is turned on and the time when the first small win B group is won, it is possible to stimulate the player's expectations even if the advantageous zone display LED 77 is turned on by a predetermined timing. This is because even if the advantageous zone display LED 77 is turned on, it is not known at the time when it is turned on whether the advantageous zone will continue until the predetermined number of games are played.
[0338] In addition, even when the small win E1 is won alone, if the player does not move to the advantageous zone, the advantageous zone display LED 77 does not light up in the first place, so there is no need to output a continuous performance (such as a performance that teases whether or not the player will move to the advantageous zone). In addition, when the above condition device is won, instead of setting one win of the small win group B (one instruction function activation game) or a predetermined number of games, it is also possible to determine the number of times the instruction function is activated when the small win group B is won by lottery, for example, within the range of 1 to 50 times.
[0339] The specific process for lighting up the advantageous zone display LED 77 is to change the 8th bit of the segment data for displaying digit 2 from "0" to "1." Since the segment data for displaying digit 2 is stored in the RWM 53, this segment data is changed. For example, the data obtained by ORing the previous segment data with "10000000" can be stored as new data in the RWM 53. As a result, the value corresponding to the segment DP in the segment data for digit 2 becomes "1."
[0340] As described above, the digits in this embodiment are nine in total, digits 1 to 9, and the following control can be used to light up these digits. In addition to the "(game progress) main process" which is a process repeated every game, the main control board 50 executes an "interrupt process" every 2.235 ms in parallel with the main process. In this interrupt process, the LED lighting control, the drive control of the reel 31, and the transmission process of an external signal are performed. In this embodiment, dynamic lighting is performed for the digits 1 to 9, lighting one digit for each interrupt process. For example, only digit 1 is lit in the current interrupt process, and digit 2 is lit in the next interrupt process. By repeating this, one digit is lit once every nine interrupt processes. In addition to such dynamic lighting, static lighting may be performed by connecting a signal line to each digit.
[0341] Therefore, when it is time to light up the advantageous zone display LED 77, the segment data is changed as described above. After the change, the advantageous zone display LED 77 is turned on by interrupt processing when the timing for turning on digit 2 arrives.
[0342] In addition, in a game in which the instruction function should be activated during the advantageous zone, the advantageous zone control means 69 activates the instruction function to display push order instruction information on the acquisition number display LED 78, separately from the notification of the correct push order by the sub-control board 80 described later. For example, when the minor win B1 is won, the push order instruction information "=1" corresponding to the push order instruction number "A1" is displayed on the acquisition number display LED 78. This control corresponds to "activation of the instruction function" in this embodiment.
[0343] The instruction function will be activated during the advantageous zone when: 1) Non-RT and RT1: When small winning group C is won (when small winning group B is won, the instruction function is not activated as it is desired to display the pattern symbol.) 2) RT2: When replay group B, small winning group B, and small winning group C are won. 3) RT3: When replay group C, small winning group B, and small winning group C are won.
[0344] Furthermore, as described above, when the small win A is won, the instruction function is activated as a dummy. When the small win A is won, the small win 01 is won regardless of the push order, so no matter which push order is instructed, it will not be disadvantageous to the player, and therefore displaying a specific push order will not harm the fairness of the game. Specifically, when the small win A is won, one of the push order instruction numbers "A1" to "A3" is selected by lottery using random numbers, etc.
[0345] In addition, when the small win E1 is won when approaching the upper limit of the advantageous zone, the advantageous zone control means 69 selects the push order instruction number "A3" and displays the push order of the right first stop. This makes it possible to prevent the middle row cherry from appearing when approaching the upper limit of the advantageous zone.
[0346] In this embodiment, during the advantageous zone, when the small win E1 is won, the advantageous zone is added, and when the small win E2 is won, the advantageous zone is not added, so when the small win E2 is won during the advantageous zone, the right first stop is always displayed so that the middle cherry is not displayed. In particular, when the small win E1 is won during the advantageous zone, the advantageous zone is always added, so that the middle cherry is displayed, it is possible to give the player the impression that the advantageous zone is added. Therefore, when the advantageous zone is not added in a game (when the small win E2 is won), when it is not desired to display the middle cherry, the right first stop is displayed.
[0347] In addition, for example, when approaching the upper limit of the advantageous zone (when the advantageous zone cannot be added), in order to prevent the middle cherry from being displayed, the instruction function is activated to display the first stop on the right and not display the middle cherry, regardless of whether the small win E1 or the small win E2 is won.
[0348] In this embodiment, the upper limit of the number of plays in the advantageous zone is set to "1500 plays." For this reason, for example, when the number of plays from the start of the advantageous zone reaches "1400 plays" or more and the minor win E1 (and E2) is won, the instruction function is activated to display the right first stop. As described above, "activation of the instruction function" in this invention refers to the display of the operation mode of the stop switch 42 that is advantageous to the player, but in this embodiment, the "activation of the instruction function" also includes the display of the push order that avoids the appearance of a middle cherry. Of course, such a case may not be included in the "activation of the instruction function" and the push order may be displayed only on the image display device 23.
[0349] In this embodiment, the advantageous zone counter 69a and the upper limit counter 69b are provided as counters for counting the number of games related to the advantageous zone (see FIG. 1). When it is decided to move to the advantageous zone, the advantageous zone counter 69a sets an initial value of the number of games (for example, "100") determined at that time. Then, the count value is decremented every time one game is played, and when it becomes "0", the advantageous zone ends. Note that the decrement may be performed from the game that moved to the advantageous zone, or after the end of 1BB game. In addition, the advantageous zone counter 69a may not be set to an initial value of the number of games (for example, "100") determined at that time when it is decided to move to the advantageous zone, and may set the initial value after the end of 1BB game. Furthermore, when the advantageous zone is added during the advantageous zone, a value corresponding to the added value is added to the current count value of the advantageous zone counter 69a.
[0350] For example, when the count value of the advantageous zone counter 69a is "55", it is decided to add the advantageous zone, and when the number of added games is "30", the count value is updated from "55" to "85". Then, each time one game is played, the count value is decremented by one game, to "84", "83", and so on.
[0351] In addition, when 1BBA is in operation (excluding those based on overlapping wins of 1BBA and small role D), the counting by the advantageous zone counter 69a continues, but when 1BBB is in operation, the counting by the advantageous zone counter 69a is interrupted. This setting is because in this embodiment, the addition of the advantageous zone can be executed during 1BBA operation (excluding those based on overlapping wins of 1BBA and small role D), but the addition of the advantageous zone is not executed during 1BBB operation, so that the above setting is made to balance the two (so that the operation of 1BBB during the advantageous zone is not extremely disadvantageous to the player compared to the operation of 1BBBA). However, this is not limited to this, and the counting by the advantageous zone counter 69a may be continued regardless of whether 1BBA or 1BBB is in operation, or the counting by the advantageous zone counter 69a may be interrupted regardless of whether 1BBA or 1BBB is in operation.
[0352] On the other hand, after winning 1BBA or 1BBB during the advantageous zone, the advantageous zone counter 69a continues counting until 1BBA or 1BBB is won, respectively (inside). When 1BB is won or when winning 1BB is announced, the counting by the advantageous zone counter 69a may be interrupted at that point. Even if the counting by the advantageous zone counter 69a is interrupted when 1BB is won, the remaining number of plays in the advantageous zone displayed on the image display device 23 is decremented by one play until winning 1BB is announced. It may be arranged so that the
[0353] In addition, there are cases where a condition device containing 1 BB is won during the normal zone (such as a double win of 1BBA and minor role E1), and a transition to a favorable zone occurs based on the winning of this condition device. In this case, the waiting zone will start from the next play (only if a waiting zone is provided), and the player will be within 1 BB. In contrast, when a condition device containing 1 BB is won during a favorable zone, the player will be within the favorable zone and within 1 BB, and the favorable zone will not be added while the player is within 1 BB of the favorable zone.
[0354] Therefore, when a condition device including 1 BB is won in the normal zone and the zone has moved to the standby zone, and the zone has not yet moved to the advantageous zone, it is not considered to be disadvantageous to the player to output a longer promotion effect (a performance to inform the player whether or not 1 BB has been won, for example, a continuous performance over multiple games). This is because the zone is not an advantageous zone during the standby zone, so counting (decrement) by the advantageous zone counter 69a and counting (decrement) by the upper limit counter 69b, which will be described later, are not performed. In contrast, when a condition device including 1 BB is won during the advantageous zone and the zone is in the inside zone, counting (decrement) by the advantageous zone counter 69a and counting (decrement) by the upper limit counter 69b, which will be described later, are performed even after the zone is in the inside zone. In this case, since the advantageous zone cannot be added, it is preferable to notify the player of the winning of 1 BB early without performing a promotion effect that is longer than necessary. Specifically, for example, the average number of games of the former promotion effect is set to 4 games, and the average number of games of the latter promotion effect is set to 2 games.
[0355] In contrast, when the small win E1 is won alone and it is decided to move to the advantageous zone where the instruction function is activated when the small win group B is won once, in this embodiment, the count value is not set in the advantageous zone counter 69a. In this case, regardless of the count value of the advantageous zone counter 69a, the advantageous zone continues until the small win group B is won. Then, when the small win group B is won and the instruction function is activated, it is determined that the end condition of the advantageous zone is met in the current game, and the advantageous zone is ended.
[0356] In addition, when the number of times the instruction function is activated when the small winning group B is won is set as the end condition of the advantageous zone in advance, a counter (decrement counter) that counts the number of times the game is played when the small winning group B is won may be provided and this counter may be set to "1". Then, when the instruction function is activated once when the small winning group B is won, the count value becomes "0", and it may be determined that the end condition of the advantageous zone is met.
[0357] It should be noted that by providing something like a favorable zone flag and keeping it "on" during the favorable zone, it is possible to determine whether the current game is in the favorable zone or not. However, in this embodiment, the 8th bit in the segment data of digit 2 plays the role of the favorable zone flag. As described above, when it is determined that the end condition of the favorable zone is met in the current game, or when the count value of the favorable zone counter 69a becomes "0", a process is executed to set the 8th bit in the segment data of digit 2 to "0".
[0358] In addition, when the small role E1 is won alone and it is decided to move to the advantageous zone, a lottery is held to see whether to move to the advantageous zone with a fixed number of games or to move to the advantageous zone (so-called fake advantageous zone) that ends when the instruction function is activated when the small role B group is won once. Here, how to allocate the probability between the former and latter is arbitrary.
[0359] Then, for example, when the small win E1 is won alone and it is decided to move to the advantageous zone, the advantageous zone display LED 77 is turned on by a predetermined timing, and an effect is output to indicate which advantageous zone the player has moved to (it may continue until the small win B group is won). Next, when the small win B group is won, if the advantageous zone is one that ends with one operation of the instruction function after the instruction function is activated in the game, the advantageous zone ends with this game (the advantageous zone display LED 77 is turned off). On the other hand, when the advantageous zone has been moved to a predetermined number of games, the advantageous zone continues from the next game onwards (the advantageous zone display LED 77 is kept lit). In the above example, it is assumed that the small win B group is won before the predetermined number of games have been played since the start of the advantageous zone.
[0360] Furthermore, the upper limit counter 69b always starts counting when the advantageous zone starts (it is set to "1500" when it is decided to move to the advantageous zone or at the start of the advantageous zone), and thereafter, under any circumstances, the counting is not interrupted until the advantageous zone ends, and the count value is decremented by "1" for each game. Also, for example, the counting continues even during 1BB operation. This point differs from the advantageous zone counter 69a. Note that the advantageous zone counter 69a and the upper limit counter 69b may increment the count value by "1" from "0" for each game.
[0361] Then, when the value of the upper limit counter 69b becomes "0", the advantageous zone control means 69 (forcibly) ends the advantageous zone in the current game (updates the count value of the advantageous zone counter 69a to "0") and turns off the advantageous zone display LED 77 (updates the 8th bit in the segment data of digit 2 to "0") even if the count value of the advantageous zone counter 69a exceeds "0". In this way, the count value of the upper limit counter 69b has the highest priority in the advantageous zone, and when the count value of the upper limit counter 69b becomes "0", the advantageous zone ends even if 1BB is in operation.
[0362] In addition, during the advantageous zone, it is necessary to execute at least one instruction function activation game in which the payout number is 9 (the maximum payout number with the specified number of 3). Therefore, in the advantageous zone, it is necessary to execute the instruction function activation game at least once when the small role B group is won, but when the value of the upper limit counter 69b becomes "0", even if the instruction function activation game has not been executed even once when the small role B group is won, or even if the small role B group has not been won even once, the advantageous zone is (forced) ended in the current game, and the advantageous zone display LED 77 is turned off. Also, the remaining number of games or the number of games consumed may be displayed on the image display device 23 by referring to the values of the advantageous zone counter 69a and the upper limit counter 69b.
[0363] In Fig. 1, external signal transmitting means 70 transmits an external signal to external centralized terminal board 100. This external signal is a signal indicating the start of an advantageous zone, the end of an advantageous zone, the start of 1BB operation, the end of 1BB operation, etc. The main control board 50 executes a game end check process for each game, and updates the external signal control number during this game end check process. In this embodiment, the "external signal control number" is a number that takes a different value depending on the start of an advantageous zone, the end of an advantageous zone, the start of 1BB operation, and the end of 1BB operation.
[0364] Furthermore, when the start switch 41 is operated, the external signal flag is updated to a value corresponding to the external signal control number. After the external signal flag is updated, the external signal transmitting means 70 transmits an external signal corresponding to the external signal flag from the output port 52. When this external signal is input to the external centralized terminal board 100, it is transmitted to the hall computer 200. The external signal is then output to, for example, a data counter.
[0365] The control command transmitting means 71 transmits to the sub-control board 80 information (control commands) required for the performance to be output by the sub-control board 80. The control commands consist of, for example, a first control command and a second control command. The first control command and the second control command are each, for example, 1-byte data of 8 bits. One control command is a pair of the first control command and the second control command. Furthermore, the first control command is data indicating the type of the control command, and the second control command is data indicating a parameter (variable).
[0366] For example, in the case of a control command indicating RT, the first control command is "33(H)" (00110011(B)) in this embodiment. Also, in the case of a parameter of RT, for example, RT1, it is "00000001(B)" in this embodiment. Therefore, the two-byte data "00110011 / 00000001" (" / " indicates the interval between the first control command and the second control command, and does not actually exist) combining these is transmitted from the main control board 50 to the sub-control board 80 as a control command for RT. As for the push order instruction number (only during the advantageous zone), the performance group number, and the role condition device number, the first control command is type data, and the second control command is data stored in the RWM 53, just like the above RT.
[0367] The control command transmission means 71 does not transmit the winning and replay condition device numbers to the sub-control board 80. This is because, for example, when the push order bell is won, there is a risk that the correct push order may be revealed through fraud based on the winning and replay condition device numbers. In contrast, there is no risk of such fraud with the reel condition device numbers. Therefore, for example, when 1BBA is won, the reel condition device number "1" is transmitted to the sub-control board 80.
[0368] In addition, when a condition device having a correct push order is won during an advantageous period, a push order instruction number corresponding to the correct push order is acquired and stored in the RWM53. In contrast, when a condition device not having a correct push order is won during an advantageous period, the push order instruction number is not acquired or stored in the RWM53. Here, at the start of each game, the push order instruction number data in the RWM53 is cleared, and the data after clearing is "A0". Therefore, except when a condition device having a correct push order is won during an advantageous period, the push order instruction number data in the RWM53 is "A0". In addition, even if a condition device having a correct push order is won during a normal period or a standby period, the push order instruction number is not acquired or stored in the RWM53.
[0369] Then, when the condition device having the correct push order is selected during the advantageous zone, the control command transmission means 71 transmits the push order instruction number to the sub-control board 80. Also, when the condition device having the correct push order is selected during the advantageous zone, the control command transmission means 71 transmits the information "A0" as the push order instruction number. Furthermore, when the player is not in the advantageous zone, the control command transmission means 71 does not transmit the push order instruction number to the sub-control board 80. Note that, when the player is not in the advantageous zone, the control command transmission means 71 could uniformly transmit the push order instruction number "A0", but in this embodiment, when the player is not in the advantageous zone, the control command transmission means 71 does not transmit the push order instruction number to the sub-control board 80.
[0370] 1, the sub-CPU 85 of the sub-control board 80 includes a performance output control means 91. As described above, the performance output control means 91 determines by lottery the specific performance contents, such as what timing (when the start switch 41 is operated or when each stop switch 42 is operated, etc.) and what kind of performance is to be output (how the lamp 21 is turned on, blinked or turned off, what kind of sound is to be output from the speaker 22, and what kind of image is to be displayed on the image display device 23, etc.), based on each control command, specifically, the RT number, the push order instruction number, the performance group number, the role condition device number, etc., transmitted from the main control board 50.
[0371] Then, the effect output control means 91 controls the output of the effect lamp 21, speaker 22, and image display device 23 according to the decision. Also, during 1BB operation or during the advantageous zone, the number of coins won and the number of games played (remaining number of games played or number of games played) are displayed as images. Furthermore, during the advantageous zone, when the instruction function is activated, the correct button press sequence is notified (image display). For example, when the minor win B1 is won during a game during the advantageous zone and a control command corresponding to the button press sequence instruction number "A1" is received, the correct button press sequence, such as "first stop on the left" or "1-○-○", is notified of the correct button press sequence, and the like is displayed. The system will announce information that allows the player to easily know the correct push order. Note that if the push order instruction number "A0" is received during the advantageous zone, the push order will not be announced.
[0372] Furthermore, the control command for the performance group number does not include information on which condition device has actually been won, but it can be said to include rough winning information. For example, when a control command corresponding to the performance group number "5" is received, the sub-control board 80 cannot know which of the small role A, the small role B group, or the small role C group has been won. However, it can know which of the small role A, the small role B group, or the small role C group has been won. Therefore, it is possible to output a performance such as displaying a "bell" pattern or lighting up the frame lamp in "yellow", which is the color corresponding to the "bell".
[0373] Here, when the small win A is won, the small win 01 always wins regardless of the pressing order of the stop switch 42, so it is possible to perform the bell (yellow) effect immediately after the start switch 41 is operated, that is, before the first stop switch is operated. On the other hand, when the small win B group or the small win C group is won during the normal section, it is preferable to perform the bell (yellow) effect at the time when the winning of the small win 01 is confirmed, that is, after the first stop switch 42 is operated. Of course, it may be performed after the second stop switch 42 or the third stop switch 42 is operated.
[0374] However, if the output timing of the performance when the small win A is won is different from the output timing of the performance when the small win B group or the small win C group is won, it is possible to determine whether the small win A is won, the small win B group or the small win C group is won based on the difference in timing, so it is possible to count the number of times the small win A is won, and it is possible to estimate the set value. Therefore, when the small win A is won in the normal section, if the output of the bell performance is started at the same timing as when the push order is correct when the small win B group or the small win C group is won, for example, immediately after the operation of the first stop switch 42, it is possible to make it impossible to determine whether the small win A, the small win B group, or the small win C group is won. In particular, in this embodiment, when the small win A, the small win B group, or the small win C group is won, a control command corresponding to the same performance group number "5" is transmitted. In this way, if the performance group numbers of small role A, small role B group, and small role C group are made the same ("5") and the sub-control board 80 that receives this performance group number is designed to output a performance, for example, immediately after the operation of the first stop switch 42, this will be a more efficient design than if the performance group numbers of small role A, small role B group, and small role C group were made different ("5" to "7") (in the latter case, it would be less efficient because it would have to be designed to output a performance, for example, immediately after the operation of the first stop switch 42, regardless of whether a performance group number of "5" to "7" is received).
[0375] Figures 24 and 25 are time charts showing the timing of sending control commands for the push order instruction number, performance group number, and role condition device number, the display of the push order instruction information by the winning number display LED 78 (operation of the instruction function (display on the main side)), and the notification of the correct push order by the image display device 23 (notification on the sub side). Figures 24 and 25 show four examples 1 to 4. In Figures 24 and 25, first, when the start switch 41 is operated by the player, the role selection means 61 selects the condition device and determines the performance group number corresponding to the winning condition device. Also, when in the advantageous zone, the push order instruction number corresponding to the winning condition device is determined.
[0376] Furthermore, the main control board 50 transmits control commands of the push order instruction number (only during the advantageous zone), the performance group number, and the role condition device number to the sub-control board 80. When in the advantageous zone, the sub-control board 80 notifies the correct push order based on the received push order instruction number. On the other hand, when in the advantageous zone, the main control board 50 displays push order instruction information corresponding to the push order instruction number by activating the instruction function.
[0377] In "Example 1" of Figure 24, when the push order instruction number is determined, first the push order instruction information is displayed by the operation of the instruction function of the main control board 50. After that, the push order instruction number is transmitted, followed by the performance group number and the reel condition device number. Next, upon receiving the reel condition device number, the sub-control board 80 determines that the start switch 41 has been operated, and notifies the correct push order based on the received push order instruction number. The display of the push order instruction information and the notification of the correct push order are both performed before the reel 31 reaches a constant speed rotation.
[0378] Furthermore, when the correct button press sequence is a so-called three-choice (first stop) sequence, as in this embodiment, the image display device 23 continues to notify the correct button press sequence until the first (initial) stop switch 42 is operated. In contrast, when the correct button press sequence is a so-called six-choice sequence, the image display device 23 continues to notify the correct button press sequence until the third (final) stop switch 42 is operated. Of course, even if the correct button press sequence is a so-called three-choice sequence, as in this embodiment, the correct button press sequence may continue to be notified until the third (final) stop switch 42 is operated.
[0379] In this embodiment, when the first stop switch 42 is operated, a control command is sent from the main control board 50 to the sub-control board 80 as described above, and the sub-control board 80 can determine that the first stop switch 42 has been operated by receiving this control command. When the first stop switch 42 is operated, the notification of the correct button press sequence by the image display device 23 ends. Of course, effects other than the correct button press sequence, such as image displays specific to advantageous zones (such as character displays), can continue.
[0380] Furthermore, the push order instruction information is displayed by the number of winnings display LED 78 until a winning determination is made by the main control board 50. However, this is not limited to the above, and when the correct push order is one of three options as in this embodiment, the push order instruction information may be displayed until the first stop switch 42 is operated. The number of winnings display LED 78 may display, after displaying the push order instruction information, "00" (the upper and lower digits display "0"), "*0" (the upper digits are turned off (*) and the lower digits display "0"), "**" (the upper and lower digits are turned off), "--" (only the G segment is lit for both the upper and lower digits), etc.
[0381] In "Example 2" of Fig. 24, the main control board 50 transmits the push order instruction number to the sub-control board 80, and then the instruction function is activated to display the push order instruction information on the winning number display LED 78, and then the performance group number and the reel condition device number are transmitted. After receiving the performance group number and the reel condition device number, the sub-control board 80 notifies the correct push order.
[0382] In addition, in "Example 3" of FIG. 25, after the main control board 50 transmits the push order instruction number, the performance group number, and the role condition device number, the sub-control board 80 notifies the correct push order on the image display device 23, and then, at the moment (or just before) when the reel 31 starts to rotate at a constant speed, the main control board 50 displays the push order instruction information by activating the instruction function. In the above Examples 1 and 2, the instruction function by the main control board 50 (display of push order instruction information) is activated earlier than the notification of the correct push order by the sub-control board 80. In contrast, in Example 3, the notification of the correct push order by the sub-control board 80 is activated earlier than the instruction function by the main control board 50 (display of push order instruction information).
[0383] In "Example 4" of Fig. 25, the main control board 50 activates the instruction function (displays push order instruction information) and the sub-control board 80 notifies the correct push order at almost the same time. When controlling in this manner, for example, the instruction function is activated (starts displaying push order instruction information) "N" ms after the main control board 50 transmits the push order instruction number or the role condition device number to the sub-control board 80, and the sub-control board 80 starts notifying the correct push order "N" ms after receiving the push order instruction number or the role condition device number.
[0384] Although four examples are shown in FIG. 24 and FIG. 25, it is preferable that the instruction function (display of push order instruction information) is activated before the reel 31 starts rotating at a constant speed after the start switch 41 is operated. It is also preferable that the sub-control board 80 notifies the push order after the instruction function is activated by the main control board 50. By setting in this way, even if the main control board 50 transmits an incorrect push order instruction number to the sub-control board 80 or the sub-control board 80 notifies a push order different from the received push order instruction number, the main control board 80 has already displayed the push order instruction information, so the player will notice the error in the notification by the sub-control board 80 and will not suffer any disadvantage. Also, the instruction function (display of push order instruction information) by the main control board 50 is activated until the winning determination is made, but it may be activated until the third reel 31 stops.
[0385] Next, the operation of the instruction function (display of push order instruction information) and the notification of the correct push order will be explained in more detail. Figure 26 is a diagram explaining the flow of the game (flow from top to bottom in the figure), the display of the number of acquisitions display LED 78, and an example of notification by the image display device 23. The example in Figure 26 is the timing equivalent to "Example 1" in Figure 24.
[0386] In a game in which the instruction function is activated during a favorable zone, first, when the start switch 41 is operated, the main control board 50 activates the instruction function to display push order instruction information on the winning number display LED 78. The example in FIG. 26 shows an example in which the small win B1 is won. Therefore, the winning number display LED 78 displays the push order instruction information corresponding to the push order instruction number "A1", that is, "=1". Then, before the reel 31 reaches the constant speed rotation, the image display device 23 notifies the player of the correct push order. The example in FIG. 26 shows an example in which "1 ○○" is displayed.
[0387] Next, when the first (initial) stop switch 42 is operated and the left stop switch 42 is operated, i.e., if the button press sequence is correct, the image display device 23 outputs a presentation indicating that the button press sequence is correct (correct presentation). In contrast, if the button press sequence is incorrect, the image display of the correct button press sequence is erased. In this embodiment, since the correct / incorrect button press sequence is determined by the operation of the first stop switch 42, the notification (image display) regarding the correct button press sequence ends when the first stop switch 42 is operated, but, for example, if the button press sequence has six options, the notification of the correct button press sequence may continue until the second stop switch 42 is operated or the third stop switch 42 is operated.
[0388] Also, in the example of FIG. 26, the operation of the instruction function (display of push order instruction information) continues to be displayed until a winning determination is made (the same applies to example 1 of FIG. 24). However, this is not limited to this, and for example, when the push order is incorrect, the operation of the instruction function (display of the winning number display LED 78) may be terminated in the same manner as when the image display device 23 notifies the correct push order. Also, when the correct push order is one of three options, as in this embodiment, the operation of the instruction function may be terminated when the first stop switch 42 is operated (even if the first stop switch 42 is operated with the correct push order).
[0389] However, it is preferable to end the operation of the instruction function after the notification by the image display device 23 has been stopped. This is to prevent the sub-control board 80 from providing a push order notification even though the instruction function is not in operation on the main control board 50 side. However, it is of course possible to end the operation of the instruction function at the same time as the notification by the image display device 23 ends, or to end the operation of the instruction function before the notification by the image display device 23 ends.
[0390] Of course, even if the push order is incorrect, the image display device 23 may continue to display the correct push order. However, if the image display device 23 stops displaying the push order when the push order is incorrect, the presentation can be switched to another presentation.
[0391] When all the reels 31 have stopped, a winning determination is made. Here, when the small win 01 wins and nine medals are paid out, the display on the winning number display LED 78 changes from the push order instruction information display "=1" to "09" indicating that nine medals have been paid out. If a one-coin win wins due to a push order mistake or the like, the display will show "01", and if the win is missed, the display will show "00" (or "**"). Note that between the display of the push order instruction information "=1" and the display of the number of medals paid out "09", the display may change from "=1" to "00" (displaying "00" to reset the display) to "09".
[0392] Alternatively, "=1" may be displayed as "**" (the upper and lower digits are turned off to reset the display) and then "09." Furthermore, when the player operates the bet switch 40 or inserts medals to bet, the display content is changed to "00" (or may be changed to "**") to clear the content of the number of medals acquired displayed on the acquired number display LED 78.
[0393] In Fig. 1, the management information control means 72 is a means for controlling (storing, calculating, displaying, etc.) the management information to be displayed on the management information display LED 74. In this embodiment, the information to be displayed on the management information display LED 74 is the following five items (see Fig. 38 described later): (1) advantageous zone ratio (cumulative); (2) consecutive role ratio (6000 games (total of 15 sets)); (3) role ratio (6000 games (total of 15 sets)); (4) consecutive role ratio (cumulative); and (5) role ratio (cumulative).
[0394] First, the "advantageous zone ratio (proportion of time spent in the advantageous zone)" refers to the ratio of the advantageous zone to the entire play zone (normal zone + standby zone + advantageous zone) (the ratio of time spent in the advantageous zone to the entire play zone). For example, in a play zone of "10,000" play times, when the number of play times in the advantageous zone is "7,000", the advantageous zone ratio is "70(%)". In this embodiment, one set is "400" play times. Then, the total of 15 sets, that is, "6,000" play times, is set as the "total", and each ratio is calculated for "6,000" play times.
[0395] Furthermore, the "cumulative total" refers to the sum of the values that have been counted up to that point, and in this embodiment, the count is performed with the aim of reaching at least 175,000 games played. When the cumulative total is less than 175,000 games played, the cumulative total value is displayed, for example, by blinking, and when it is 175,000 games played or more, the cumulative total value is displayed, for example, by lighting up. Even after the cumulative total reaches 175,000 games played or more, it continues to be added until it reaches a value that can be stored in a specified address of the RWM 53 (upper limit value).
[0396] "Continuous feature ratio" refers to the ratio of the number of medals acquired when the first type special feature (RB) is activated to the total number of medals acquired. Therefore, in this embodiment, it refers to the "number of medals acquired during 1BB activation to the total number of medals acquired. For example, if the number of medals acquired in "6000" games is "2000", and of those, the number of medals acquired when the "first type special feature (RB)" is activated is "500", the "continuous feature ratio (6000 games)" is "25(%)".
[0397] Moreover, the "role ratio" refers to the ratio of the number of medals acquired when the role is activated to the total number of medals acquired. Here, the "role" includes the above-mentioned first type special role, as well as the second type special role (CB), 2BB (second type role continuous operation device, CB operates continuously), and SB (single bonus). In this embodiment, since CB, 2BB, and SB are not provided, the role ratio is the same value as the continuous role ratio.
[0398] 27 to 31 (FIG. 31 shows a modified example of FIG. 29) are diagrams showing some of the storage areas of the RWM 53 controlled by the management information control means 72. In the diagrams, a four-digit number beginning with "F" indicates an address of the RWM 53. A buffer (storage area) of 1-byte (8-bit) data is provided for each address.
[0399] First, Fig. 27 shows a buffer that stores data related to advantageous zones. Information related to advantageous zones includes three storage areas: advantageous zone play count corresponding value, total play count, and advantageous zone ratio. The storage area for the advantageous zone play count corresponding value is 4 bytes ("F004" to "F001"), the storage area for the total play count is 3 bytes ("F007" to "F005"), and the storage area for the advantageous zone ratio is 1 byte ("F008").
[0400] In this embodiment, the total number of plays is updated by incrementing the value of the total number of plays by +1 each time one play is completed. In contrast, during the advantageous zone, the value of the advantageous zone play count is updated by adding a value 100 times larger (referred to as the "advantageous zone play count corresponding value") each time one play is completed. For this reason, a 3-byte memory area is provided for the total number of plays, and a 4-byte memory area is provided for the advantageous zone play count corresponding value.
[0401] In this embodiment, the total number of plays is intended to be stored as at least 175,000 or more. This is to display the advantageous zone ratio, consecutive feature ratio, and feature ratio when the total number of plays is 175,000 or more. Here, "175,000(D)" is an 18-digit binary number, so it can be stored in 3 bytes with 24 digits.
[0402] Also, if we assume that the entire total number of plays, "175000 (D)", is in the advantageous zone, then the advantageous zone play count corresponding value is "175000 x 100" (D), which is a "25 digit" value in binary, so although 3 bytes for "24" digits are not enough, it can be stored in 4 bytes for "32" digits. For these reasons, the storage area for the total number of plays is 3 bytes, and the storage area for the advantageous zone play count corresponding value is 4 bytes.
[0403] The total number of plays is incremented by "1" for each play, but it is not limited to this and may be incremented by a value other than "1" (a value corresponding to the total number of plays). On the other hand, the maximum value of the advantageous zone ratio is "100(D)", which is a "7" digit binary number and can be stored in a memory capacity of 1 byte.
[0404] The total number of plays continues to be updated with each play, and when the 3-byte memory area reaches the upper limit (3 full bytes, or "FFFFFF(H)", approximately 16.78 million in decimal), counting ends at that point, and the number of plays will not be updated from the next play. The advantageous zone play count corresponding value adds "+100" for each play during the advantageous zone, but even if it is assumed that all plays are in the advantageous zone, it is possible to count until the total number of plays reaches 3 full bytes. And when counting of the total number of plays ends, counting of the advantageous zone play count corresponding value also ends.
[0405] The advantageous zone ratio is a value calculated by "Advantageous Zone Play Count Corresponding Value / Total Play Count" (as described later, subtraction is actually performed, not division). Since the advantageous zone play count corresponding value is a value obtained by multiplying the advantageous zone play count by 100, the ratio itself can be calculated by the above calculation. The main CPU 55 of this embodiment uses an assembler, cannot handle decimal points, and cannot perform division using values exceeding 2 bytes, so the calculation is made possible by adopting the above calculation method. In addition, in this embodiment, the advantageous zone ratio is stored as an integer, and the decimal point is truncated. For example, when the total play count is "1100(D)" and the advantageous zone play count corresponding value is "56000(D)", the advantageous zone ratio becomes "50(D)", and "00110010(B)" is stored in "F008".
[0406] The advantageous zone ratio can be updated every time a game is played, but for example, when a request to display the advantageous zone ratio is made, the advantageous zone ratio may be calculated from the advantageous zone play count corresponding value and the total number of games played, and stored in "F008." Then, a decimal number based on the value stored in "F008" is displayed as the advantageous zone ratio.
[0407] FIG. 28 is a diagram showing a buffer that stores data on the total number of coins paid out. When medals are paid out due to the winning of a minor role, the value stored in a predetermined storage area of the RWM 53 is updated. As shown in FIG. 28, a ring buffer is provided with 15 storage areas (01 set to 15 set) each consisting of 2-byte data (for example, "F012 (higher digit)" and "F011 (lower digit)"). The number of coins paid out during 400 games is stored in each 2-byte data. For example, when a 9-coin role is won and 9 coins are paid out, "9 (D)" is added to the total number of coins paid out. Here, in a slot machine according to the regulations, the maximum number of coins paid out in one game is set to "15" or less, and if 15 coins are paid out in each game, the number of coins paid out in 400 games will be "6000". Since "6000 (D)" is 13 digits in binary, it can be stored in 2 bytes (16 digits).
[0408] Furthermore, from the first game to the 400th game, when a payout occurs, the number of coins paid out is stored in the 01st set ("F012" and "F011"). From the 401st game to the 800th game, the number of coins paid out is stored in the 02nd set ("F014" and "F013"). In this way, 400 games are counted as one set, and values are stored in different buffers for each set.
[0409] Also, a memory area (3 bytes) is provided for the total number of coins paid out over 15 sets (6000 games) ("F031" to "F02F" in FIG. 28). This memory area is for storing the total number of coins paid out over 15 sets, i.e., 6000 games. If we assume that 15 coins were paid out over all 6000 games, it would be necessary to store up to the value "90000(D)". However, since "90000(D)" is a 17-digit binary number, it can be stored in 3 bytes (24 digits).
[0410] For example, up to the first 15 sets, the total payout number for the number of games less than 6000 games is stored in "F031" to "F02F". Then, when the 6000th game is reached, the payout number for 400 games is stored in all of the buffers for the 01st to 15th sets (2 bytes each), so the total payout number for the 15 sets (6000 games) is also the total value for 6000 games. Next, when moving to the 6001st game, the 2-byte data ("F012" and "F011") of the 01st set is cleared, and the total payout number from the 6001st game to the 6400th game is stored in this buffer. Note that from the 6000th game to the 6399th game, the total payout number for the 15 sets (3-byte data) is maintained without change.
[0411] Then, when the 6400th game is reached and the addition to the 2-byte data of the 01st set is completed, the total number of payouts for the 15 sets is calculated (the 2-byte data of the 01st to 15th sets is added), and the calculated total number of payouts for the 15 sets is updated. As with the above, from the 6401st game onwards, when moving to the 6401st game, the 2-byte data of the 02nd set ("F014" and "F013") is cleared, and the total number of payouts from the 6401st game to the 6800th game is stored in this buffer. Note that the total number of payouts for the 15 sets is updated every 400 games in the above method, but when all 15 sets are replaced with new data, the total number of payouts for the 15 sets may be calculated and updated to that value.
[0412] The total number of coins paid out (cumulative) ("F034" to "F032") is a 3-byte memory area that stores the cumulative number of coins paid out. The cumulative number of coins paid out is calculated for each coin when the number of coins paid out is 175,000 or more. This is to calculate the ratio (continuous feature operation ratio, etc., described later). However, this cumulative payout number continues to be stored even after 175,000 games have passed, and updating stops when the 3-byte memory capacity reaches the upper limit (3 bytes full). If we assume that 15 medals are paid out for each of the 175,000 games, this will be 22 digits in binary, so it can be stored in a 3-byte memory capacity.
[0413] Fig. 29 is a diagram showing a buffer that stores data on the payout amount for consecutive bonuses in the RWM 53. As shown in Fig. 29, a ring buffer is provided with 15 memory areas each consisting of 3-byte data (for example, the 01st set is "F043 (the most significant digit)" to "F041 (the least significant digit)").
[0414] Each 3-byte data stores a value (called the "payout number corresponding value") that is 100 times the number of medals paid out when the consecutive feature is activated. For example, when a 10-coin role is won and 10 medals are paid out when the consecutive feature is activated, the payout number corresponding value is set to "+1000." The reason that the 100-times value is stored instead of the actual number of medals paid out is the same as for the advantageous zone play count corresponding value, and is so that when the consecutive feature ratio, described later, is calculated, the ratio is calculated as an integer.
[0415] Furthermore, each 3-byte data stores a payout number corresponding value when the consecutive role is activated for 400 games. Specifically, from the 1st game to the 400th game, when there is a payout number when the consecutive role is activated, the payout number corresponding value is stored in the 01st set ("F043" to "F041"). From the 401st game to the 800th game, the payout number corresponding value is stored in the 02nd set ("F046" to "F044"). In this way, 400 games are considered as one set, and values are stored in different buffers for each set. Note that, assuming that 15 medals are paid out for each game for 400 consecutive games, the payout number corresponding value is "600000 (D)", which is 20 digits in binary and can be stored in 3 bytes.
[0416] Also, a memory area (3 bytes) is provided for the payout number corresponding value when consecutive features are activated for a total of 15 sets (6000 plays) ("F070" to "F06E"). This memory area is for storing the payout number corresponding value for 15 sets, that is, 6000 plays. If it is assumed that 15 medals are paid out for each play in 6000 plays, the payout number corresponding value will be "9000000(D)", which is a 24-digit binary value and can be stored in 3 bytes.
[0417] For example, up to the first 15 sets, "F070" to "F06E" store the payout number corresponding value when consecutive games are activated for less than 6000 games. Then, when the 6000th game is reached, the payout number corresponding value for 400 games is stored in all of the buffers for the 01st to 15th sets (3 bytes each). Also, the payout number corresponding value when consecutive games are activated for the total of 15 sets (6000 games) is the total value for 6000 games. Then, when the 6001st game is reached, the 3-byte data ("F043" to "F041") of the 01st set is cleared, and the payout number corresponding value when consecutive games are activated from the 6001st to 6400th games is stored in this buffer. In addition, from the 6000th game to the 6399th game, the value corresponding to the number of coins to be paid out when the consecutive gimmicks are activated for the total of 15 sets remains unchanged.
[0418] Then, when the 6,400th game has been played and the 3-byte data for the 01st set has been confirmed, a value corresponding to the number of coins to be paid out when the consecutive features are activated for the total of 15 sets is calculated (the 3-byte data for each of the 01st to 15th sets is added), and the calculated value corresponding to the number of coins to be paid out when the consecutive features are activated for the total of 15 sets is updated.
[0419] After the 6401st game, the 3-byte data of the 02nd set ("F046" to "F044") is cleared when the game moves to the 6401st game, and the 3-byte data of the 02nd set is updated in this buffer from the 6401st game to the 6800th game. Note that the value corresponding to the number of coins to be paid out when the consecutive feature is activated for the total of 15 sets is updated every 400 games in the above method, but when all 15 sets are replaced with new data, the value corresponding to the number of coins to be paid out when the consecutive feature is activated for the total of 15 sets may be calculated and updated.
[0420] The cumulative payout number corresponding value when consecutive features are activated ("F074" to "F071") is a storage area that stores the cumulative payout number corresponding value when consecutive features are activated, and the cumulative payout number corresponding value is calculated in order to calculate the consecutive feature activation ratio when there are 175,000 games or more. However, the cumulative payout number corresponding value when consecutive features are activated continues to be stored even after 175,000 games have passed, and updating stops when the 4-byte storage capacity reaches the upper limit (4 bytes full). If we assume that 15 medals continue to be paid out every game, "1500 (D)" continues to be added every game, so up to about 2.86 million games can be stored in 4 bytes.
[0421] In addition, the consecutive feature operation ratio (6000 games) ("F075") is a buffer that stores the value of "the value corresponding to the number of coins paid out when consecutive features are operated for 6000 games ("F070" to "F06E") / the total number of coins paid out for 6000 games ("F031" to "F02F" in Figure 28)."
[0422] The consecutive feature operation ratio (cumulative) ("F076") is a buffer that stores the value of "cumulative consecutive feature operation payout number corresponding value ("F074" to "F071") / cumulative total payout number (in FIG. 28, "F034" to "F032"). The above ratios are stored up to the maximum value "100 (D)" in decimal, so they can be stored in 1 byte. The consecutive feature operation ratio (6000 games) and consecutive feature operation ratio (cumulative) can be updated every game, but for example, calculations can be performed when a display request for these ratios is made, and the calculation results can be stored in each memory area ("F075" and "F076") and the values can be displayed.
[0423] Figure 30 is a diagram showing a buffer that stores data on the payout number of reels in the RWM 53. As is clear from comparing Figure 30 with Figure 29, a buffer that stores the payout number corresponding value of a reel is also provided, similar to the buffer that stores the payout number corresponding value of a continuous reel. The buffer that stores the payout number corresponding value of a reel has the same configuration as the buffer that stores the payout number corresponding value of a continuous reel.
[0424] That is, it is provided with a memory area for 15 sets capable of storing 3-byte data for each of 400 games as a value corresponding to the number of coins to be paid out when the special device is activated, a 3-byte buffer for storing the total value corresponding to the number of coins to be paid out when the special device is activated for 6000 games (15 sets), and a 4-byte buffer for storing the cumulative value corresponding to the number of coins to be paid out when the special device is activated. Furthermore, it is provided with two types of buffers (1 byte) for storing the ratio of the operation of the special device, one for 6000 games and one for the cumulative use. The method of storing data in each of these buffers is the same as when the special device is activated continuously, so a description thereof will be omitted.
[0425] In addition, since the continuous reel corresponds to 1BB (including RB) in this embodiment, when medals are paid out during 1BB operation, the value is stored in the value corresponding to the number of medals to be paid out when the continuous reel is activated, as shown in Figure 29. Also, when medals are paid out during operation of all reels, including the continuous reel, the value is stored in the value corresponding to the number of medals to be paid out when the reel is activated, as shown in Figure 30. Here, in this embodiment, the reel is provided with only the continuous reel, 1BB (and RB), so in such a case, the value stored in the buffer shown in Figure 29 and the value stored in the buffer shown in Figure 30 will be the same value.
[0426] Fig. 31 is a diagram showing a modified example of the ring buffer, and in this example, a modified example of Fig. 29 is shown. In Fig. 29, a ring buffer consisting of 3 bytes for each of the 01st set to the 15th set is provided, and further, the total value of the 15 sets is stored. In contrast, in the example of Fig. 31, although the total value of the 15 sets is calculated as in Fig. 29, 16 sets are provided as the ring buffer.
[0427] In Fig. 31, from the 1st game to the 6000th game, the payout number corresponding value is stored in each of the 3 bytes of the 01st set to the 15th set, as in Fig. 29. Here, when you want to calculate the total payout number corresponding value from the 1st game to the 6000th game, you calculate it by adding up each of the 3 bytes of the 01st set to the 15th set.
[0428] Next, the payout number corresponding values from the 6001st game to the 6400th game are stored in the 16th set of 3-byte buffers ("F070" to "F06E"). Then, when the 6401st game is reached, the 01st set of 3-byte data ("F043" to "F041") is cleared, and the payout number corresponding values from the 6401st game to the 6800th game are stored in the 01st set of 3-byte data.
[0429] When calculating the value corresponding to the total number of payout coins for 6000 games (15 sets) between the 6401st game and the 6800th game, the 3-byte data of sets 02 to 16 is added together. Furthermore, when calculating the value corresponding to the total number of payout coins for 6000 games (15 sets) at the 6800th game, the 3-byte data of sets 1 to 15 is added together. In this way, the 3-byte buffer of one of the 16 sets is set as the 3-byte buffer currently being updated, and the 3-byte buffers of the other 15 sets are used to calculate the value corresponding to the total number of payout coins for the 15 sets.
[0430] The data stored in the storage area of the RWM 53 shown in Figs. 27 to 30 is not initialized by simply turning the power switch 11 on / off, and the data is maintained. Also, when initializing a predetermined storage area when changing settings (when clearing the RAM), the storage area of the RWM 53 shown in Figs. 27 to 30 is an exception to the initialization, and the data is maintained without being initialized. Here, transition to the setting change mode is possible when the power switch 11 is turned on while the setting key switch 12 is turned on (rotated 90 degrees to the right) when the power switch 11 is off. Also, the initialization of the predetermined storage area when changing settings described above is performed before the setting value becomes changeable (setting change mode) based on the operation of the setting switch 13.
[0431] However, when an irrecoverable error occurs, the above data is initialized when the error is recovered. On the other hand, when a recoverable error occurs, the above data is not initialized and is maintained. Here, an "irrecoverable error" refers to a serious error that cannot be recovered unless the power is turned off and an operation to move to the setting change mode described above is performed. For example, the following may occur: 1) when the loaded setting value is not within the range of settings 1 to 6 (abnormal setting value), 2) when a pattern that should not be displayed (kick-off pattern) is displayed as a result of determining the stopping pattern (abnormal pattern combination error), 3) when there is an abnormality in updating the random number determined for each interrupt process, 4) when the power interruption recovery data is not a normal value, etc.
[0432] When an unrecoverable error occurs, turn off the power switch 11, insert the setting key and rotate it 90 degrees clockwise to turn on the setting key switch 12, and then turn on the power switch 11. This clears the predetermined range of the RWM 53 (data in each buffer in Figures 27 to 30, setting value information, RT information, and winning condition device information). Then, set the setting value, and if there are no other errors, recovery processing is performed.
[0433] In contrast, a "recoverable error" refers to an error that can be recovered from without turning the power switch 11 on or off. Examples include medal jamming errors, medal retention errors, improper medal passage errors, abnormalities in the passage sensor 43a, abnormalities in the insertion sensor 44, abnormalities in the payout sensor 37, and abnormal medal insertion errors. When a recoverable error occurs, the details of the error are displayed and the main processing is stopped, but the hall staff performs an error release operation (removes the cause of the error) and operates the reset switch 14. Then, it is determined whether the error has been cleared, and if it is determined that the error has been cleared, the processing is resumed.
[0434] Next, the update process of the advantageous zone play count corresponding value and the total play count will be described. In the following flowcharts of Figs. 32 to 37, the advantageous zone play count corresponding value is abbreviated as "advantageous zone corresponding value". Fig. 32 is an example of updating the advantageous zone play count corresponding value and the total play count using a register. Fig. 33 is a flowchart showing a specific example 1 of the part enclosed by the dotted line in Fig. 32, Fig. 34 is a flowchart showing a specific example 2 of the dotted line part, and Fig. 35 is a flowchart showing a specific example 3 of the dotted line part. Fig. 36 is an example of updating the advantageous zone play count corresponding value and the total play count without using a register.
[0435] FIG. 32 is executed every time a game is played, for example, at the end of the game. Also, in the method using registers, the chip of this embodiment allows the A, B, C, D, E, H, and L registers (seven registers) to be used during calculation. In particular, the advantageous zone play count corresponding value ("F004" to "F001") is four bytes, and the total play count ("F007" to "F005") is three bytes, for a total of seven bytes, and the number of available registers matches the number of bytes.
[0436] In FIG. 32, in step S101, the most significant byte of the total number of plays (data "F007" in FIG. 27) is set in the A register. In the next step S102, the least significant 2 bytes of the total number of plays (data "F006" and "F005" in FIG. 27) are set in the DE register. Furthermore, in step S103, the most significant 2 bytes of the value corresponding to the number of plays in the advantageous zone (data "F004" and "F003" in FIG. 27) are set in the BC register. In the next step S104, the least significant 2 bytes of the value corresponding to the number of plays in the advantageous zone (data "F002" and "F001" in FIG. 27) are set in the HL register.
[0437] In step S105, "1" is added to the lowest 2 byte register of the total number of games, that is, the DE register value in this example. In the next step S106, it is determined whether or not an overflow has occurred in the lowest 2 bytes of the total number of games due to the addition of "1" in step S105. For example, if the data of the lowest 2 bytes is "FFFF (H)" before the start of this flowchart, an overflow occurs due to the addition of "1" in step S105 (the carry flag of the flag register (F register) built in the main CPU 55 becomes "1"). If it is determined that an overflow has occurred, the process proceeds to step S107, and if it is determined that an overflow has not occurred (the carry flag ≠ "1"), the process proceeds to step S109. Note that, since it is determined in step S106 whether or not an overflow has occurred after adding "1" in step S105, the DE register value when an overflow has occurred at the time of step S106 is "0". Note that in this embodiment, the "0" bit of the F register (flag register) is set to the carry flag. The carry flag is a flag that becomes "1" when a carry over or a carry over (also called an overflow) occurs during an operation using a register.
[0438] In step S107, "1" is added to the upper 1 byte register of the total number of games, that is, the A register value in this example. In the next step S108, it is determined whether the total number of games has reached the upper limit. Here, "upper limit" means the upper limit of the count. Since the total number of games in this embodiment is counted in 3 bytes, when the 3 bytes are full, specifically when the value becomes "FFFFFF (H)", it is determined that the upper limit has been reached because no more additions can be made. Note that after adding "1" to the A register value in step S107, it is determined that the upper limit has been reached when an overflow actually occurs in the A register value (when the carry flag is "1"). Note that this can also be rephrased as when the A register value becomes "0" (when the zero flag is "1"). If it is determined that the upper limit has been reached, the process according to this flowchart is terminated, and if it is determined that the upper limit has not been reached, the process proceeds to step S109.
[0439] Therefore, in this embodiment, when the total number of games is 3 bytes full, or about 16.78 million times in decimal, the total number of games is not added any more. However, even when the total number of games is 3 bytes full, the flow of Fig. 32 is executed every game, but every game, step S108 is judged as "Yes" and this flow chart is ended.
[0440] When proceeding to step S109 from step S106 or step S108, it is determined whether or not the current game is in an advantageous zone. Incidentally, a favorable zone flag is provided which is turned on when the game is in an advantageous zone, and by determining whether the favorable zone flag is on or off, it is possible to determine whether or not the current game is in an advantageous zone. Also, in this embodiment, as described above, it is possible to determine whether or not the game is in an advantageous zone by determining whether or not the 8th bit of the segment data of digit 2 is "1". If it is determined in step S109 that the game is in an advantageous zone, the process proceeds to step S110, and if it is determined that the game is not in an advantageous zone, the advantageous zone game count corresponding value is not updated and the process proceeds to step S114.
[0441] In step S110, "100(D)" is added to the lower 2 byte register value of the advantageous zone play count corresponding value, that is, in this example, the HL register value. Then, proceed to step S111 to determine whether or not overflow has occurred. In this embodiment, since "100(D)" is added at a time during the advantageous zone, overflow occurs in 2 bytes when "100(D)" is added to "FFDC(H)(65500(D))" and becomes "0040(H)(65600(D))". If it is determined that overflow has occurred, proceed to step S112, and if it is determined that overflow has not occurred, proceed to step S113.
[0442] In step S112, "1" is added to the upper two byte register of the advantageous zone play count corresponding value, that is, in this example, the BC register. Then, proceeding to step S113, the updated BC register value and HL register value are written to "F004" to "F001" in FIG. 27. This updates the advantageous zone play count corresponding value (RWM53). In the next step S114, the updated A register value and DE register value are written to "F007" to "F005" in FIG. 27. This updates the total play count (RWM53). Then, the processing according to this flowchart ends.
[0443] In the flowchart of FIG. 32, the advantageous zone play count corresponding value will not reach 4 bytes full before the total number of plays reaches 3 bytes full. As described above, the total number of plays can be counted to be about 16.78 million plays, but even if the total number of plays is assumed to be all in the advantageous zone and the value of about 16.78 million is multiplied by 100, it will not reach 4 bytes full. For this reason, even if "1" is added to the upper 2 byte register value of the advantageous zone play count corresponding value in step S112, it is possible to realize correct arithmetic processing without determining whether an overflow has occurred, and it is also possible to realize simplified arithmetic processing.
[0444] 32, each data of RWM 53 is set (copied) to a register and an operation is executed, and when it is determined in step S108 that the total number of games has reached the upper limit, the processing according to this flowchart is terminated without returning the register value in which the total number of games has been set to RWM 53. Therefore, the total number of games stored in RWM 53, that is, the 3-byte data stored in "F007" to "F005" of RWM 53, remains "FFFFFF(H)", and no change occurs in the data of the total number of games in RWM 53 before and after the start of this flowchart.
[0445] Next, a specific example o...
Claims
[Claim 1] A display means capable of displaying game history information, The gaming history information is composed of information on the type of gaming history and numerical information on the gaming history, As the game history information, there are a case where the information on the ratio of the reels for a predetermined number of games is displayed, a case where the information on the ratio of the reels for a cumulative number of games is displayed, and a case where the information on the ratio of the reels for a cumulative number of games is displayed. The numerical information on the game history corresponding to the bonus ratio information for the predetermined number of games is the bonus ratio for the predetermined number of games (the ratio of the number of game media paid out when the bonus is activated for the predetermined number of games to the total number of game media paid out for the predetermined number of games), The numerical information on the gaming history corresponding to the cumulative feature ratio information is the cumulative feature ratio (the ratio of the number of game media paid out when the feature is activated to the total number of game media paid out), The numerical information on the game history corresponding to the cumulative consecutive feature ratio information is a cumulative first-class special feature ratio (the ratio of the number of game media paid out when the first-class special feature is activated to the total number of game media paid out), When displaying the cumulative feature ratio information, if the cumulative number of games is less than a specific value, information regarding the type of game history corresponding to the cumulative feature ratio information can be displayed in a flashing manner; When displaying the information on the ratio of the features for a predetermined number of games, if the cumulative number of games is less than a predetermined value (the predetermined value is a value smaller than a specific value), information on the type of game history corresponding to the information on the ratio of the features for the predetermined number of games can be displayed in a flashing manner. When the total number of game media to be paid out reaches a predetermined upper limit, updating of the total number of game media to be paid out is terminated; When the cumulative number of plays reaches a specific upper limit (the specific upper limit may be the same as the predetermined upper limit), updating of the cumulative number of plays is terminated. A slot machine characterized by:
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