Gaming Machines

By designing a multi-function module and wheel control system in the game console, the shortcomings of existing game consoles in notification of important events have been solved, and accurate and timely information transmission and smooth game progress have been achieved.

JP7657497B2Active Publication Date: 2025-04-07KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024003166
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-12
Publication Date
2025-04-07
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

It is difficult for existing game consoles to accurately notify relevant events when important events occur, resulting in untimely or incorrect information transmission.

Method used

A gaming machine is designed, including multiple designed wheels, start and stop operation detection means, game control, game value control and performance control modules. Through the collaborative work of these modules, the wheel start and stop control is realized, and notifications are made to inform and set value changes when the game value information reaches a specific value.

Benefits of technology

It realizes accurate notification of relevant events when important events occur, improves the timeliness and accuracy of information transmission, and ensures the smooth progress of the game process and the improvement of player experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of executing appropriate notification of an event.SOLUTION: When a value of an MY counter 103Ba for shooting stop reaches "19,000", a shooting-stop function is activated, and notification on the shooting-stop function is executed by a sub-control board 300. When a setting key switch 43sw is turned on at the time of power activation or the setting key switch 43sw is turned on, notification during setting change and notification during setting value confirmation display are executed by the sub-control board 300. When a game value owned by a player reaches "16,369" or more, notification on a game value attainment error is executed by the sub-control board 300. The notification priority of the notification during the setting change and the notification during the setting value confirmation display is higher than the notification priority of the notification on the shooting-stop function, and the notification priority of the notification on the game value number attainment error is higher than the notification priority of the notification on the shooting-stop function.SELECTED DRAWING: Figure 93
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Among conventional gaming machines, there are gaming machines in which a player plays a game using a gaming value owned by the player.

[0003] Recently, among such gaming machines, there is known a gaming machine that notifies the occurrence of a plurality of errors simultaneously when a plurality of events (eg, errors) occur at the same time (eg, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2014-087493 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the above-mentioned gaming machine has a problem in that, for example, when an important event occurs, there is a risk that the event may not be properly notified.

[0006] In view of the above problems, the present invention has an object to provide a gaming machine capable of notifying appropriate events. [Means for solving the problem]

[0007] In order to solve such problems, the gaming machine according to the present invention is A reel having a plurality of symbols arranged thereon, a start operation detection means capable of detecting a start operation, and a stop operation detection means capable of detecting a stop operation, A game control means capable of executing a process related to a game, a game value control means capable of executing a process related to a game value, and a performance control means capable of executing a process related to a performance, A clear operation detection means capable of detecting a clear operation related to the game value, and a setting change operation detection means capable of detecting a setting change operation related to a change of a setting value; A calculation means for calculating a game value information value using a game value acquired through a game; A counting operation detection means capable of detecting a counting operation of the game value; The game control means includes: a reel control process for starting the rotation of the reel when the start operation is detected, and for stopping the rotation of the reel when the stop operation is detected;When the gaming value information value calculated by the calculation means reaches a specific value, A stop processing for transitioning to a stop state of the game in which the game cannot proceed; The game value control means is capable of executing a game value update storage process for updating and storing the value of the game value owned by the player. a game value clearing process for clearing the stored game value when the clearing operation is detected; and a counting process for counting the stored game value when the counting operation is detected. It is possible to execute The stop state of the game is not released even when the counting process is executed, and is not released even when the game value clear process is executed, but is released when the setting change operation is detected by the setting change operation detection means, The presentation control means is a stop notification in response to the game value information value calculated by the calculation means reaching the specific value. A setting value change notification in response to the setting change operation; and a notification of a game value reaching number in response to the value of the game value updated and stored by the game value update storage process reaching a predetermined value; and and, The set value change Notification priority And Notification priority Different and Notification priority of the end notification and, Notification priority of the game value number reaching notification And Notification priority different It is characterized by:

[0008] In addition, the gaming machine according to the present invention includes: A reel having a plurality of symbols arranged thereon, a start operation detection means capable of detecting a start operation, and a stop operation detection means capable of detecting a stop operation, A game control means capable of executing a process related to a game and a process related to a game value, and a performance control means capable of executing a process related to a performance; A clear operation detection means capable of detecting a clear operation related to the game value, and a setting change operation detection means capable of detecting a setting change operation related to a change of a setting value; A calculation means for calculating a game value information value using a game value acquired through a game; A counting operation detection means capable of detecting a counting operation of the game value; The game control means includes: a reel control process for starting the rotation of the reel when the start operation is detected, and for stopping the rotation of the reel when the stop operation is detected; When the gaming value information value calculated by the calculation means reaches a specific value, A stop processing for transitioning to a stop state of the game in which the game cannot proceed; a game value update storage process for updating and storing the value of the game value owned by the player; a game value clearing process for clearing the stored game value when the clearing operation is detected, and a counting process for counting the stored game value when the counting operation is detected; It is possible to execute The stop state of the game is not released even when the counting process is executed, and is not released even when the game value clear process is executed, but is released when the setting change operation is detected by the setting change operation detection means, The presentation control means is a stop notification in response to the game value information value calculated by the calculation means reaching the specific value. A setting value change notification in response to the setting change operation; and a notification of a game value reaching number in response to the value of the game value updated and stored by the game value update storage process reaching a predetermined value; and and, The set value change Notification priority And Notification priority Different andNotification priority of the end notification and, Notification priority of the game value number reaching notification And Notification priority different It is characterized by: Effect of the Invention

[0009] According to the present invention, it is possible to provide a gaming machine capable of notifying appropriate events. [Brief description of the drawings]

[0010] [Figure 1] FIG. 2 is an external perspective view of the gaming machine. [Diagram 2] FIG. 2 is a diagram showing the internal structure of the gaming machine. [Diagram 3] FIG. [Figure 4] FIG. 2 is a block diagram of the entire gaming machine. [Diagram 5] A diagram showing a memory area of ​​a main control board and a memory area of ​​a game value control board. [Figure 6] FIG. 2 is a diagram showing the arrangement of symbols on the reels. [Figure 7] FIG. 13 is a diagram showing the combination of symbols and the awarded gaming value. [Figure 8] A diagram showing the transition of the game state. [Figure 9] A diagram showing the transition of the ball output state. [Figure 10] FIG. 1 is a diagram showing the flow of materials and information. [Figure 11] FIG. 2 is a diagram showing details of transmission and reception of each piece of information. [Figure 12] FIG. 13 is a diagram showing a winning combination determination table. [Figure 13] FIG. 13 is a diagram showing the relationship between winning combinations, the order in which stop buttons are operated, and winnings. [Figure 14] FIG. 13 is a diagram showing characteristics of winning roles. [Figure 15] A figure showing an AT state transition lottery table. [Figure 16] A figure showing a CZ state transition lottery table. [Figure 17]A figure showing an additional game number lottery table. [Figure 18] A figure showing a top-up state transition lottery table. [Figure 19] FIG. 2 is a diagram showing storage areas of a main RAM. [Figure 20] A diagram showing the storage area of ​​a game value RAM. [Figure 21] FIG. 11 is a diagram showing a main program start process. [Figure 22] FIG. 13 is a diagram illustrating a setting value change process. [Figure 23] FIG. 13 is a diagram illustrating a main loop process. [Figure 24] A figure showing an error check process at the start of a game. [Diagram 25] A diagram showing a gaming value management process. [Figure 26] FIG. 13 is a diagram showing an internal lottery process. [Figure 27] A diagram showing the ball output status management process when the lever is operated. [Figure 28] FIG. 13 is a diagram showing a process for a non-specific period. [Figure 29] FIG. 13 is a diagram showing a normal state process. [Diagram 30] A diagram showing processing for the bonus preparation state. [Diagram 31] FIG. 13 is a diagram showing a process for the CZ state. [Diagram 32] A diagram showing processing for a bonus state. [Diagram 33] A diagram showing processing for AT state. [Diagram 34] A diagram showing processing for the bonus preparation state during AT. [Diagram 35] A diagram showing processing for the bonus state during AT. [Diagram 36] FIG. 13 is a diagram showing processing for an added state. [Figure 37] FIG. 13 is a diagram showing a reel spin start preparation process. [Figure 38] FIG. 13 is a diagram showing processing during reel rotation. [Figure 39] FIG. 11 is a diagram illustrating a display determination process. [Diagram 40] FIG. 13 is a diagram showing a gaming value granting process. [Diagram 41] FIG. 13 is a diagram showing a call process after a full stop. [Diagram 42] FIG. 13 is a diagram illustrating a ratio calculation process. [Diagram 43] A diagram showing a gaming machine performance information calculation process. [Diagram 44] A diagram showing the ball output status management process after all balls are stopped. [Diagram 45] FIG. 13 is a diagram showing a normal state process after a full stop. [Diagram 46] A diagram showing the processing for the bonus preparation state after full stop. [Figure 47] FIG. 13 is a diagram showing processing for the CZ state after a full stop. [Figure 48] A diagram showing processing for the bonus state after full stop. [Figure 49] A diagram showing processing for AT state after full stop. [Figure 50] A diagram showing the processing for the bonus preparation state during AT after full stop. [Figure 51] A diagram showing processing for the bonus state during AT after full stop. [Figure 52] FIG. 13 is a diagram showing the processing for the added state after a full stop. [Figure 53] A diagram showing a game state transition process. [Figure 54] FIG. 13 is a diagram showing a specific period related process. [Figure 55] FIG. 13 is a diagram showing a stop-related process. [Figure 56] FIG. 13 is a diagram illustrating a limit calculation process. [Figure 57] FIG. 11 is a diagram illustrating a main interrupt process. [Figure 58] FIG. 11 is a diagram illustrating a main interrupt error check process. [Figure 59] A diagram showing the game value program start processing. [Figure 60] A diagram showing the game value main processing. [Figure 61] A figure showing a game value command analysis process. [Figure 62]FIG. 13 is a diagram showing a process performed when a setting value command is received. [Figure 63] FIG. 13 is a diagram showing a process to be performed when a main error command is received. [Figure 64] FIG. 13 is a diagram showing the process performed when a settlement command is received. [Figure 65] FIG. 11 is a diagram showing a process performed when a BET command is received. [Figure 66] A diagram showing the processing performed when a game value granting command is received. [Figure 67] FIG. 13 is a diagram showing the process performed when a stop command is received. [Figure 68] FIG. 13 is a diagram showing a process at the time of lending notification. [Figure 69] A diagram showing a game value interrupt process. [Figure 70] FIG. 11 is a diagram illustrating a time-over error check process. [Figure 71] A figure showing a game value interrupt error check process. [Figure 72] FIG. 13 is a diagram showing a process performed when a counting button is operated. [Figure 73] FIG. 13 is a diagram showing a gaming machine information notification process. [Figure 74] FIG. 13 is a diagram illustrating a sub-main process. [Figure 75] FIG. 11 is a diagram showing main control board communication processing. [Figure 76] FIG. 13 is a diagram showing a main / sub command analysis process. [Figure 77] A diagram showing the game value control board communication processing. [Figure 78] A figure showing a game value sub-command analysis process. [Figure 79] 10 is a diagram showing the data structure of data communicated between the gaming machine and the rental device. FIG. [Figure 80] A figure showing a list of messages communicated between the gaming machine and the rental device. [Figure 81] FIG. 13 is a diagram showing a list of gaming machine information. [Figure 82] 13A to 13C are diagrams showing details of the counting notification, the loan notification, and the loan receipt result response. [Figure 83]FIG. 1 is a diagram showing a basic communication sequence. [Figure 84] A diagram showing a startup sequence when the gaming machine is started first. [Figure 85] 13 is a diagram showing a start-up sequence in the case where the rental device is started up first. FIG. [Figure 86] A diagram showing a sequence when gaming machine installation information and gaming machine performance information overlap. [Figure 87] A diagram showing the sequence when hall control fraud monitoring information and gaming machine installation information overlap. [Figure 88] FIG. 13 is a diagram showing a counting notification sequence. [Figure 89] FIG. 13 is a diagram showing a lending notification sequence. [Figure 90] FIG. 11 is a diagram showing a recovery sequence when a dedicated IF is disconnected. [Figure 91] FIG. 13 is a diagram showing a communication abnormality sequence during counting. [Figure 92] FIG. 13 is a diagram showing a communication abnormality sequence during lending. [Figure 93] FIG. 13 is a diagram showing a list of event priorities. [Figure 94] FIG. 13 is a diagram showing a time chart during setting change. [Figure 95] FIG. 13 is a diagram showing an animation during a setting change. [Figure 96] FIG. 13 is a timing chart showing a setting change device operation abnormality error. [Figure 97] FIG. 13 is a diagram showing an animation of a setting change device operation abnormality error. [Figure 98] FIG. 13 is a diagram showing a time chart during setting confirmation display. [Figure 99] FIG. 13 is a diagram showing an animation during a setting confirmation display. [Figure 100] A figure showing a time chart of an abnormal communication error within the gaming machine (main control notification TO). [Figure 101] A figure showing an animation of an abnormal communication error within a gaming machine (main control notification TO). [Figure 102]A figure showing a time chart of an internal communication abnormality error (main stop) in the gaming machine. [Figure 103] A figure showing an animation of an abnormal communication error within the gaming machine (main stop). [Figure 104] A figure showing a time chart of a game value number reaching error (main stop). [Figure 105] A figure showing an animation of a game value number reaching error (main stop). [Fig. 106] FIG. 13 is a diagram showing a time chart of a rental device communication no-response error (main stop). [Figure 107] FIG. 13 is a diagram showing an animation of a rental device communication no-response error (main unit stopped). [Figure 108] FIG. 13 is a diagram showing a time chart of a rental device unconnected error (main stop). [Fig. 109] FIG. 13 is a diagram showing an animation of a rental device unconnected error (main unit stopped). [Figure 110] A figure showing a time chart for clearing the number of game values. [Figure 111] A figure showing an animation of clearing the number of play values. [Figure 112] FIG. 13 is a diagram showing a time chart for determining a specific set value. [Figure 113] FIG. 13 is a diagram showing an animation of a specific setting value confirmation. [Fig. 114] FIG. 13 is a diagram showing a time chart of a door open error (main stop). [Fig. 115] FIG. 13 shows an animation of a door open error (main stop). [Fig. 116] FIG. 13 is a diagram showing a time chart of a reset start. [Fig. 117] FIG. 13 is a diagram showing a reset start animation. [Fig. 118] A figure showing a time chart of an abnormal communication error (constant monitoring) within the gaming machine. [Figure 119] A figure showing a time chart of a gaming value number reaching error (constant monitoring). [Figure 120] A figure showing an animation of a game value number reaching error (constant monitoring). [Figure 121] FIG. 13 is a diagram showing a time chart of a rental device no-response communication error (constant monitoring). [Figure 122] FIG. 13 is a diagram showing an animation of a rental device no-response communication error (constant monitoring). [Figure 123] FIG. 13 is a diagram showing a time chart of a rental device unconnection error (constant monitoring). [Figure 124] FIG. 13 is a diagram showing an animation of a rental device unconnected error (constant monitoring). [Fig. 125] FIG. 13 is a diagram showing a time chart of a door open error (constant monitoring). [Fig. 126] FIG. 13 is a diagram showing an animation of a door open error (constant monitoring). [Figure 127] FIG. 13 is a diagram showing a time chart of the stop function. [Figure 128] FIG. 13 is a diagram showing an animation of the stop function. [Figure 129] FIG. 13 is a diagram showing a time chart for completing the counting process. [Fig. 130] FIG. 13 is a diagram showing an animation of the completion of counting processing. [Fig. 131] FIG. 13 is a diagram showing a time chart during counting processing. [Fig. 132] FIG. 13 is a diagram showing an animation during counting processing. [Fig. 133] FIG. 13 is a diagram showing a time chart before the number of game values ​​is reached. [Fig. 134] FIG. 13 shows an animation before the game value number is reached. [Fig. 135] A figure showing a time chart for settling the gaming value number. [Fig. 136] A figure showing an animation of game value settlement. [Fig. 137] FIG. 13 is a diagram showing a time chart for advance notification of termination. [Figure 138] FIG. 13 is a diagram showing an animation of advance notification of limit. [Figure 139]FIG. 13 is a diagram showing a time chart of a stop-standby notification. [Fig. 140] FIG. 13 is a diagram showing an animation of a limit wait notification. [Fig. 141] FIG. 13 shows an animation after the stop function is activated. [Fig. 142] FIG. 13 shows an animation after the number of play values ​​is cleared. [Fig. 143] FIG. 13 shows an animation after advance notification of the limit. [Fig. 144] FIG. 13 shows an animation after a limit wait notification. [Fig. 145] FIG. 13 is a diagram showing an animation from a pre-stop warning to the start of a stop function. [Fig. 146] FIG. 13 is a diagram showing an animation from a stop standby notification to activation of the stop function. [Fig. 147] FIG. 11 is a diagram showing a second embodiment from a pre-stop notification to activation of the stop function. [Fig. 148] FIG. 13 is a diagram showing a third embodiment from a pre-stop notification to activation of the stop function. [Figure 149] 13A and 13B are diagrams showing modified examples of an explanation display section and a limit display. [Fig. 150] A diagram showing a list of functions and implementation areas of the gaming machine. [Fig. 151] FIG. 13 is a detailed diagram showing the awarding of gaming value. [Fig. 152] FIG. 13 is a detailed diagram of a bet on gaming value. [Fig. 153] FIG. 13 is a detailed diagram of the MAXBET of the gaming value. [Fig. 154] A detailed diagram regarding the settlement of gaming value. [Fig. 155] A detailed diagram regarding clearing of the game value RAM. [Fig. 156] A detailed diagram regarding clearing the number of play values. [Fig. 157] FIG. [Fig. 158] FIG. 11 is a detailed diagram showing the setting change. [Fig. 159] A detailed diagram regarding the lending of gaming value. [Fig. 160] FIG. 13 is a block diagram of a fourth embodiment. [Fig. 161] FIG. 13 is a diagram illustrating a main loop process in the fifth embodiment. [Fig. 162] FIG. 13 is a diagram showing an error check process after a complete stop. [Fig. 163] FIG. 13 is a diagram showing a timing chart in the fifth embodiment. [Fig. 164] FIG. 13 is a diagram showing an animation in the fifth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.

[0012] (External perspective view of the gaming machine 1) First, an external perspective view of the gaming machine 1 will be described with reference to FIG.

[0013] (Amusement machine 1) The gaming machine 1 in this embodiment is composed of a cabinet 2, a front door 3, etc. In addition, the gaming machine 1 in this embodiment is capable of executing a game using electromagnetically stored game value. In other words, the gaming machine 1 in this embodiment is capable of executing a game without using a game medium (for example, a medal).

[0014] (Cabinet 2) The cabinet 2 is a substantially rectangular box having an opening on the front side. A plurality of parts are attached to the cabinet 2. The cabinet 2 makes it possible to store a reel 20, which will be described later, and the like.

[0015] (Front door 3) The front door 3 is attached so as to close the opening on the front side of the cabinet 2. In addition, a number of parts are attached to the front door 3. Incidentally, by providing the front door 3, it becomes possible to attach a stop button 10 and the like.

[0016] (Handle 4) The handle portion 4 is attached so that the gaming machine 1 can be easily transported when a store clerk of a gaming establishment transports the gaming machine 1. By providing the handle portion 4, the gaming machine 1 can be easily transported.

[0017] (Door keyhole 5) The door keyhole 5 is provided on the right side of the center of the front door 3 when viewed from the front, and is provided for unlocking the front door 3 with a locking device (not shown). When a store clerk of the game arcade performs maintenance work or changes a set value, the locking device (not shown) provided on the front door 3 is unlocked. Specifically, the front door 3 is opened by inserting a door key (not shown) into the door keyhole 5 and rotating it a predetermined angle in a clockwise direction, and maintenance work or changes to a set value can be performed. When maintenance work or changes to a set value are completed, the front door 3 is closed to lock the locking device. Incidentally, the provision of the door keyhole 5 makes it possible to open and close the front door 3.

[0018] (Setting value) The setting value indicates the degree of advantage to the player, and the higher the setting value, the more advantageous it is for the player. In this embodiment, there are six settings: setting "0", setting "1", setting "3", setting "4", setting "5", and setting "6". In this embodiment, there is no setting "2", and setting "0" is a setting value that is significantly disadvantageous to the player.

[0019] (BET button 6) The BET button 6 is provided for betting "1" of the game value owned by the player on a game. By providing the BET button 6, it becomes possible to accept a BET operation for betting "1" of the game value owned by the player on a game.

[0020] (MAXBET button 7) The MAXBET button 7 is provided for betting the maximum gaming value that can be bet in one game ("1" game) from among the gaming value owned by the player. Here, in this embodiment, the maximum gaming value that can be bet in one game is "3". Incidentally, by providing the MAXBET button 7, it becomes possible to accept a MAXBET operation to bet the gaming value of "3" owned by the player on a game.

[0021] (Payment button 8) The settlement button 8 is provided for settling the game value bet by the player. In this embodiment, since the maximum game value that can be bet in one game is "3", the value of the game value that can be settled is any value from "1" to "3". By providing the settlement button 8, it becomes possible to accept a settlement operation for settling the bet game value.

[0022] (Start lever 9) The start lever 9 is provided for the player to perform a start operation which triggers the start of the rotation of the reel 20 described later. When the player performs the start operation, a process of acquiring a random number value, a process of determining a winning combination using the acquired random number value, a process of starting the rotation of the reel 20 described later, and the like are performed. Incidentally, by providing the start lever 9, it is possible to accept the start operation by the player.

[0023] (Stop button 10) The stop buttons 10 are provided to detect a stop operation that triggers stopping the rotation of the reel 20, which will be described later. The stop buttons 10 are composed of a left stop button 11, a center stop button 12, and a right stop button 13. When a stop operation is performed by the player, a process of stopping the rotation of the reel 20, which will be described later, is performed. The provision of the stop buttons 10 makes it possible to accept a stop operation corresponding to the reel 20, which will be described later.

[0024] (Left stop button 11) The left stop button 11 is provided to detect a left stop operation that serves as a trigger to stop the rotation of the left reel 21, which will be described later. When a left stop operation is performed by a player, a process to stop the rotation of the left reel 21, which will be described later, is performed. Incidentally, by providing the left stop button 11, it becomes possible to accept a left stop operation corresponding to the left reel 21, which will be described later.

[0025] (Medium stop button 12) The center stop button 12 is provided to detect a center stop operation that serves as a trigger to stop the rotation of the center reel 22, which will be described later. When the center stop operation is performed by the player, a process to stop the rotation of the center reel 22, which will be described later, is performed. Incidentally, by providing the center stop button 12, it becomes possible to accept a center stop operation corresponding to the center reel 22, which will be described later.

[0026] (Right stop button 13) The right stop button 13 is provided to detect a right stop operation that serves as a trigger to stop the rotation of the right reel 23, which will be described later. When the player performs a right stop operation, a process to stop the rotation of the right reel 23, which will be described later, is performed. Incidentally, by providing the right stop button 13, it becomes possible to accept a right stop operation corresponding to the right reel 23, which will be described later.

[0027] (Various indicators 15) The various displays 15 are provided to display various pieces of information. Here, the various displays 15 will be described in detail with reference to Fig. 3. Incidentally, by providing the various displays 15, it becomes possible to display various pieces of information.

[0028] (Game value indicator 24) The game value display 24 is provided to display the value of the game value owned by the player. Here, the game value display 24 in this embodiment is capable of displaying a "5" digit value. By providing the game value display 24, it becomes possible to display the value of the game value owned by the player.

[0029] (Performance button 25) The effect button 25 is provided to detect effect operations performed when a predetermined effect image is displayed on the image display device 27 and menu display operations performed when no game is being played. When the player performs an effect operation, a process is performed to switch the predetermined effect image displayed on the image display device 27 to a specific effect image. When the player performs a menu display operation, a process is performed to display a menu image on the image display device 27. The provision of the effect button 25 makes it possible to accept effect operations and menu display operations by the player.

[0030] (Directional pad 26) The cross key 26 is composed of an up button, a down button, a left button, a right button, and a decision button, and is provided to detect a selection operation and a decision operation performed when a menu image is displayed on the image display device 27. When the cross key 26 is operated, a process of moving and displaying a cursor image CUR, which will be described later, is performed. Incidentally, the provision of the cross key 26 makes it possible to accept a selection operation and a decision operation.

[0031] (Image display device 27) The image display device 27 is provided to display moving images, still images, etc. corresponding to the effects executed when a game is played. Here, the image display device 27 is capable of displaying effect images that are displayed when an effect is being executed, and error images that are displayed when an error is detected in the gaming machine 1. Incidentally, by providing the image display device 27, it becomes possible to execute effects that appeal to the player's visual sense.

[0032] (Frame Lamp 28) The frame lamp 28 is provided to light up or blink in response to the effects executed when a game is played. Here, the frame lamp 28 can light up or blink in a lighting pattern or blinking pattern corresponding to the effects executed or the detected errors. By providing the frame lamp 28, it is possible to execute effects that appeal visually to the player.

[0033] (Speaker 29) The speaker 29 is composed of an upper right speaker 29a, an upper left speaker 29b, a lower right speaker 29c, and a lower left speaker 29d, and is provided to output background music, voice, sound effects, etc. corresponding to the effects executed when a game is played. Here, the speaker 29 is capable of outputting background music, voice, sound effects, etc. corresponding to the effects to be executed and errors detected. Incidentally, by providing the speaker 29, it is possible to execute effects that appeal to the player's hearing.

[0034] (Reel display area 30) The reel display area 30 is made up of a left reel display area 31, a center reel display area 32, and a right reel display area 33, and is a display area for displaying symbols arranged on the reels 20, which will be described later. By providing the reel display area 30, it becomes possible for the player to visually recognize the symbols arranged on the reels 20, which will be described later.

[0035] (Left reel display area 31) The left reel display area 31 is a display area for displaying symbols arranged on the left reel 21, which will be described later. Here, the left reel display area 31 is capable of displaying "3" symbols, consisting of the symbols displayed on the upper row, the symbols displayed on the middle row, and the symbols displayed on the lower row, among the symbols arranged on the left reel 21. By providing the left reel display area 31, it becomes possible for the player to visually recognize the symbols arranged on the left reel 21, which will be described later.

[0036] (Middle reel display area 32) The center reel display area 32 is a display area for displaying symbols arranged on the center reel 22, which will be described later. Here, the center reel display area 32 is capable of displaying "3" symbols, which are the symbols displayed on the upper row, the symbols displayed on the middle row, and the symbols displayed on the lower row, among the symbols arranged on the center reel 22. By providing the center reel display area 32, it becomes possible for the player to visually recognize the symbols arranged on the center reel 22, which will be described later.

[0037] (Right reel display area 33) The right reel display area 33 is a display area for displaying symbols arranged on the right reel 23, which will be described later. Here, the right reel display area 33 is capable of displaying "3" symbols, consisting of the symbols displayed on the upper row, the symbols displayed on the middle row, and the symbols displayed on the lower row, among the symbols arranged on the right reel 23. By providing the right reel display area 33, it becomes possible for the player to visually recognize the symbols arranged on the right reel 23, which will be described later.

[0038] (bottom panel 34) The lower panel 34 is provided below the stop button 10, and has a picture drawn on it to help the player recognize the model name and motif of the gaming machine 1. The front door 3 is also provided with a light (not shown), which lights up to make it easier to recognize the model name and motif of the gaming machine 1. The lower panel 34 has the words "equipped with a play-stop function" printed on it, which will be described in detail later.

[0039] (Counting button 60) The counting button 60 is provided to detect a counting operation performed when counting the game value owned by the player. When the player performs a counting operation, a process of counting the game value owned by the player and a process of updating the value displayed on the game value display 24 toward "0" are performed. Incidentally, by providing the counting button 60, it becomes possible to accept a counting operation by the player.

[0040] (Internal structure diagram of gaming machine 1) Next, the internal structure of the gaming machine 1 will be described with reference to FIG.

[0041] (Reel 20) The reel 20 is made up of a left reel 21, a center reel 22, and a right reel 23, and has a cylindrical structure. A translucent sheet is attached to the periphery of the reel 20, and multiple types of symbols are arranged in a row on this sheet. By providing the reel 20, it becomes possible for the player to visually recognize multiple symbols.

[0042] (Left reel 21) The left reel 21 has a cylindrical structure, and a light-transmitting sheet is attached to the periphery. A plurality of different symbols are arranged in a row on this sheet. By providing the left reel 21, it is possible for the player to visually recognize a plurality of symbols.

[0043] (Middle reel 22) The center reel 22 has a cylindrical structure, and a translucent sheet is attached to the periphery. A plurality of different symbols are arranged in a row on the sheet. By providing the center reel 22, it is possible for the player to visually recognize a plurality of symbols.

[0044] (Right reel 23) The right reel 23 has a cylindrical structure, and a translucent sheet is attached to the periphery. A plurality of different symbols are arranged in a row on this sheet. By providing the right reel 23, it is possible for the player to visually recognize a plurality of symbols.

[0045] (Reset Door 40) The reset door 40 is provided to cover the reset button 41. The reset door 40 is switchable between a covered state in which the reset button 41 is covered and an exposed state in which the reset button 41 is exposed. When the reset door 40 is in the covered state, operation of the reset button 41 is restricted. On the other hand, when the reset door 40 is in the exposed state, operation of the reset button 41 is possible. Incidentally, by providing the reset door 40, it is possible to prevent unauthorized operation of the reset button 41.

[0046] Here, the reset door 40 may be made lockable. Specifically, the reset door 40 can be locked when it is in a covered state, and the locking is restricted when it is in an exposed state. This makes it possible to further prevent unauthorized operation of the reset button 41.

[0047] (Reset button 41) The reset button 41 is provided to detect an error release operation performed when a specific error occurs, or a setting change operation performed when changing a setting value. Here, when the player performs an error release operation, the main control board 100 performs a process to release the specific error. In addition, when the player performs a setting change operation, the main control board 100 performs a process to switch the display of the current setting value displayed on the acquisition display unit 16, which will be described later. Incidentally, by providing the reset button 41, it becomes possible to accept an error release operation or a setting change operation by the player.

[0048] (Setting Door 42) The setting door 42 is provided to cover the setting keyhole 43. The setting door 42 is switchable between a covered state in which the setting keyhole 43 is covered and an exposed state in which the setting keyhole 43 is exposed. When the setting door 42 is in the covered state, the insertion of a setting key (not shown) into the setting keyhole 43 is restricted. On the other hand, when the setting door 42 is in the exposed state, it is possible to insert a setting key into the setting keyhole 43 and to rotate the inserted setting key. Incidentally, by providing the setting door 42, it is possible to prevent fraudulent acts such as fraudulently changing the setting value.

[0049] Here, the setting door 42 may be made lockable. Specifically, the setting door 42 can be locked when it is in a closed state, and the locking is restricted when it is in an exposed state. This makes it possible to further prevent fraudulent actions such as unauthorized changes to the setting values.

[0050] (Setting keyhole 43) The setting keyhole 43 is provided to detect a setting change operation in which a setting key (not shown) is inserted and rotated a predetermined angle. Here, when the power is turned ON with a setting change operation performed, the main control board 100 performs a process to display the current setting value on the acquisition display unit 16, which will be described later. The provision of the setting keyhole 43 makes it possible to accept setting change operations.

[0051] The main control board 100, the power supply board 200, and the game value control board 400 will be described in detail with reference to FIG.

[0052] (Detailed diagram of various indicators 15) Next, the various indicators 15 will be described in detail with reference to FIG.

[0053] As shown in FIG. 3, the various display devices 15 include an acquisition display section 16, an instruction information display section 17, a game period display section 18, and a role operation display section 19.

[0054] (Acquisition display section 16) The acquisition display unit 16 is provided to display the value of the game value acquired by winning. Here, the acquisition display unit 16 is composed of a high-ranking acquisition display unit 16a and a low-ranking acquisition display unit 16b, and displays the value of the game value acquired by winning using the high-ranking acquisition display unit 16a and the low-ranking acquisition display unit 16b. In addition, the acquisition display unit 16 can display error information when an error of the gaming machine 1 is detected. Specifically, the high-ranking acquisition display unit 16a and the low-ranking acquisition display unit 16b can display error information. In addition, the acquisition display unit 16 can display a set value, and specifically, the set value is displayed on the low-ranking acquisition display unit 16b. Incidentally, by providing the acquisition display unit 16, it is possible to display the value of the game value acquired by winning, error information, and the set value to the player.

[0055] (Instruction information display section 17) The instruction information display unit 17 is provided to display "instruction information" that indicates the operation sequence of the stop buttons 10. Here, the instruction information display unit 17 is composed of a higher-level instruction information display unit 17a and a lower-level instruction information display unit 17b, and displays instruction information using the higher-level instruction information display unit 17a and the lower-level instruction information display unit 17b. Incidentally, by providing the instruction information display unit 17, it becomes possible to display instruction information to the player.

[0056] (Play period display section 18) The play period display unit 18 is composed of an upper play period display unit 18a and a lower play period display unit 18b, and is provided to display the play period. Specifically, when the current play period is a specific period, the upper play period display unit 18a and the lower play period display unit 18b are lit, and when the current play period is a non-specific period, the upper play period display unit 18a and the lower play period display unit 18b are turned off. Incidentally, by providing the play period display unit 18, it is possible to display the current play period.

[0057] Here, the "game period" is composed of a "specific period" and a "non-specific period". The "specific period" is a period having a function related to the instruction function, specifically, a period during which the operation mode of the stop button 10 (for example, the operation sequence of the stop button 10) can be notified, and the "instruction function" refers to a function that makes it easy to win a prize, and in this embodiment, refers to a function that notifies the operation sequence of the stop button 10. On the other hand, the "non-specific period" is a period during which the signal related to the instruction function is prohibited from being sent to a peripheral board (for example, the sub-control board 300 described later), specifically, a period during which the notification of the operation mode of the stop button 10 (for example, the operation sequence of the stop button 10) is restricted. Note that the processing related to the instruction function is performed without referring to the value of the stop MY counter 103ba described later.

[0058] (Feature operation display unit 19) The reel operation display unit 19 is composed of a higher-level reel operation display unit 19a and a lower-level reel operation display unit 19b, and is provided to display whether the reel is in operation or non-operation. Specifically, when the reel is in operation, the higher-level reel operation display unit 19a and the lower-level reel operation display unit 19b are lit. On the other hand, when the reel is in non-operation, the higher-level reel operation display unit 19a and the lower-level reel operation display unit 19b are turned off. Incidentally, by providing the reel operation display unit 19, it is possible to display whether the reel is in operation or non-operation.

[0059] Here, the "period of device operation" refers to the period during which the device (e.g., first type special device, second type special device, device continuous operation device for first type special device, device continuous operation device for second type special device, normal device) is in operation, and more specifically, refers to the period during which the bonus is in operation (e.g., the "bonus operation state" described below). On the other hand, the "period of device non-operation" refers to the period during which the device is not in operation (e.g., the "general game state" and "bonus carryover state" described below).

[0060] (Block diagram of the entire gaming machine) Next, an overall block diagram of the gaming machine 1 will be described with reference to FIG.

[0061] The gaming machine 1 includes a main control board 100 that controls the main operations of the gaming machine 1, to which a power supply board 200, a sub-control board 300, a game value control board 400, a status board 500, and a reel control board 600 are connected.

[0062] (BET switch 6sw) The BET switch 6sw is a switch for detecting the operation of the BET button 6. When the operation of the BET button 6 is detected by the BET switch 6sw, a game value of "1" is bet from the game value owned by the player. By providing the BET switch 6sw, the operation of the BET button 6 by the player can be detected.

[0063] (MAXBET switch 7sw) The MAXBET switch 7sw is a switch for detecting the operation of the MAXBET button 7. When the operation of the MAXBET button 7 is detected by the MAXBET switch 7sw, a game value of "3" is bet from the game value owned by the player. By providing the MAXBET switch 7sw, the operation of the MAXBET button 7 by the player can be detected.

[0064] (Settlement switch 8sw) The settlement switch 8sw is a switch for detecting the operation of the settlement button 8. When the operation of the settlement button 8 is detected by the settlement switch 8sw, the bet game value is settled. By providing the settlement switch 8sw, the operation of the settlement button 8 by the player can be detected.

[0065] (Start switch 9sw) The start switch 9sw is a switch for detecting the operation of the start lever 9. When the start switch 9sw detects the operation of the start lever 9, a process for starting the rotation of the reels 20 is performed. By providing the start switch 9sw, the operation of the start lever 9 by the player can be detected.

[0066] (Stop switch 10sw) The stop switch 10sw is a switch for detecting the operation of the stop button 10. The stop switch 10sw is composed of a left stop switch 11sw, a center stop switch 12sw, and a right stop switch 13sw. When the operation of the stop button 10 is detected by the stop switch 10sw, a process for stopping the rotation of the reel 20 is performed. By providing the stop switch 10sw, the operation of the stop button 10 can be detected.

[0067] (Left stop switch 11sw) The left stop switch 11sw is a switch for detecting the operation of the left stop button 11. When the left stop switch 11sw detects the operation of the left stop button 11, a process for stopping the rotation of the left reel 21 is performed. By providing the left stop switch 11sw, the left stop operation of the left stop button 11 can be detected.

[0068] (Medium stop switch 12sw) The middle stop switch 12sw is a switch for detecting the operation of the middle stop button 12. When the middle stop switch 12sw detects the operation of the middle stop button 12, a process for stopping the rotation of the middle reel 22 is performed. By providing the middle stop switch 12sw, the middle stop operation of the middle stop button 12 can be detected.

[0069] (Right stop switch 13sw) The right stop switch 13sw is a switch for detecting the operation of the right stop button 13. When the right stop switch 13sw detects the operation of the right stop button 13, a process for stopping the rotation of the right reel 23 is performed. By providing the right stop switch 13sw, the right stop operation of the right stop button 13 can be detected.

[0070] (Door opening / closing sensor 14s) The door opening / closing sensor 14s is provided to detect whether the front door 3 is open or not. The door opening / closing sensor 14s includes a light emitting unit and a light receiving unit. When a door key (not shown) is inserted into the door keyhole 5 and rotated clockwise by a predetermined angle, a locking unit (not shown) rotates and the light receiving unit cannot receive the light emitted from the light emitting unit. This causes the door opening / closing sensor 14s to turn ON, making it possible to detect the opening of the front door 3. On the other hand, when the front door 3 is closed, the light receiving unit can receive the light emitted from the light emitting unit, so the door opening / closing sensor 14s turns OFF. Incidentally, by providing the door opening / closing sensor 14s, it becomes possible to detect whether the front door 3 is open or not.

[0071] Furthermore, the door opening / closing sensor 14s performs a process to reset a predetermined error when the door key is rotated a predetermined angle in the counterclockwise direction with the door key inserted in the door keyhole 5. Therefore, by providing the door opening / closing sensor 14s, it becomes possible to reset a predetermined error.

[0072] (Performance switch 25sw) The effect switch 25sw is provided to detect the operation of the effect button 25. Here, when the effect switch 25sw detects the operation of the effect button 25, a process of switching a predetermined effect image displayed on the image display device 27 to a specific effect image and displaying the image, a process of displaying a menu image on the image display device 27, and the like are performed. Incidentally, by providing the effect switch 25sw, the operation of the effect button 25 by the player can be detected.

[0073] (Cross-key switch 26sw) The cross key switch 26sw is provided to detect the operation of the cross key 26. When the operation of the cross key 26 is detected by the cross key switch 26sw, control such as moving and displaying the cursor image CUR is performed. Incidentally, by providing the cross key switch 26sw, the operation of the cross key 26 by the player can be detected.

[0074] (Reset switch 41sw) The reset switch 41sw is provided to detect the operation of the reset button 41. Here, when the operation of the reset button 41 is detected by the reset switch 41sw, a process of switching the display of the setting value displayed on the acquisition display unit 16 and a process of canceling an error are performed. Incidentally, by providing the reset switch 41sw, the operation of the reset button 41 can be detected.

[0075] (Setting key switch 43sw) The setting key switch 43sw is a switch for detecting a setting change operation. When the power is turned ON while a setting change operation has been performed, a process is performed to display the current setting value on the acquisition display unit 16, which will be described later. The setting key switch 43sw makes it possible to detect a setting change operation.

[0076] (Monitor display 44) The monitor display 44 is made up of a 4-digit 7-segment LED and is provided to display ratio information. Here, "ratio information" refers to the ratio of the device with instructions, the ratio of the device among "6,000" games, the ratio of consecutive devices among "6,000" games, the ratio of the device in the cumulative play, the ratio of consecutive devices in the cumulative play, and the device state ratio. By providing the monitor display 44, it is possible to display the ratio information.

[0077] (Ratio of accessories including instructions) The instruction-included role ratio is a value obtained by adding the value of the game value provided when the role is operated and the value of the game value provided when the instruction function is operated, and dividing the sum by the value of the game value provided in all games (hereinafter referred to as the "total provided value"). Here, in this embodiment, (the value of the game value provided when the role is operated during the most recent "175,000" games + the value of the game value provided when the instruction function is operated during the most recent "175,000" games) / the total provided value during the most recent "175,000" games is displayed on the monitor display 44 as the instruction-included role ratio. Specifically, the identification information (e.g., "7P") indicating the instruction-included role ratio is displayed on the upper "2" digits of the monitor display 44, and the instruction-included role ratio is displayed on the lower "2" digits of the monitor display 44.

[0078] (Ratio of 6,000 games) The ratio of the reel among "6,000" games is the value of the game value granted when the reel is operated during the most recent "6,000" games divided by the total value granted during the most recent "6,000" games. In other words, the value of the game value granted when the reel is operated during the most recent "6,000" games / the total value granted during the most recent "6,000" games is displayed on the monitor display 44 as the ratio of the reel among "6,000" games. Specifically, the identification information (e.g., "7Y") indicating the ratio of the reel among "6,000" games is displayed in the upper "2" digits of the monitor display 44, and the ratio of the reel among "6,000" games is displayed in the lower "2" digits of the monitor display 44.

[0079] (Ratio of consecutive roles among "6,000" games) The consecutive feature ratio for "6,000" games is the value obtained by dividing the value of the game value granted when the feature consecutive operating device is operated during the most recent "6,000" games by the total value granted during the most recent "6,000" games. In other words, the value of the game value granted when the consecutive feature is operated during the most recent "6,000" games / the total value granted during the most recent "6,000" games is displayed on the monitor display 44 as the feature ratio for "6,000" games. Specifically, the identification information (e.g., "6Y") indicating the consecutive feature ratio for "6,000" games is displayed in the upper "2" digits of the monitor display 44, and the consecutive feature ratio for "6000" games is displayed in the lower "2" digits of the monitor display 44.

[0080] (Ratio of gimmicks to cumulative play) The ratio of the reel in the cumulative play is the value of the game value granted when the reel is operated during the most recent "17,500" games divided by the total value granted during the most recent "17,500" games. In other words, the value of the game value granted when the reel is operated during the most recent "17,500" games / the total value granted during the most recent "17,500" games is displayed on the monitor display 44 as the ratio of the reel in the cumulative play. Specifically, the identification information (e.g., "7A") indicating the ratio of the reel in the cumulative play is displayed in the upper "2" digits of the monitor display 44, and the ratio of the reel in the cumulative play is displayed in the lower "2" digits of the monitor display 44.

[0081] (Ratio of consecutive games in cumulative play) The consecutive feature ratio in the cumulative play is the value of the game value granted when the feature continuous operating device is operated during the most recent "17,500" games divided by the total granted value during the most recent "17,500" games. In other words, the value of the game value granted when the feature continuous operating device is operated during the most recent "17,500" games / the total granted value during the most recent "17,500" games is displayed on the monitor display 44 as the consecutive feature ratio in the cumulative play. Specifically, the identification information (e.g., "6A") indicating the consecutive feature ratio in the cumulative play is displayed on the upper "2" digits of the monitor display 44, and the consecutive feature ratio in the cumulative play is displayed on the lower "2" digits of the monitor display 44.

[0082] (Ratio of parts condition) The ratio of the state of the reels, etc. is the value obtained by dividing the number of games in which the reels are in operation during the most recent "175,000" games by the total number of games, which is "175,000". In other words, the value of the game value awarded during the operation of the reels during the most recent "175,000" games / the total number of games, which is "175,000", is displayed on the monitor display 44. Specifically, the identification information (for example, "5H") indicating the ratio of the state of the reels, etc. is displayed in the upper "2" digits of the monitor display 44, and the ratio of the state of the reels, etc. is displayed in the lower "2" digits of the monitor display 44.

[0083] (Power button 50) The power button 50 is provided to detect a power-on operation for supplying power to the gaming machine 1. When the power button 50 is operated to power on, the main control board 100 performs a main program start process (see FIG. 21) described later, and the gaming value control board 400 performs a gaming value program start process (see FIG. 59) described later. The provision of the power button 50 makes it possible to accept the power-on operation.

[0084] (Power switch 50sw) The power switch 50sw is a switch for detecting the operation of the power button 50. When the power switch 50sw detects the operation of the power button 50, a process for supplying power to the gaming machine 1 is performed. Incidentally, by providing the power switch 50sw, the operation of the power button 50 can be detected.

[0085] (Counting switch 60sw) The counting switch 60sw is a switch for detecting the counting operation of the counting button 60. When the counting operation of the counting button 60 is detected by the counting switch 60sw, a process of counting the game value owned by the player and a process of updating the value displayed on the game value display 24 toward "0" are performed. Incidentally, by providing the counting switch 60sw, the counting operation of the counting button 60 can be detected.

[0086] (Play value number clear button 61) The play value number clear button 61 is provided to detect a play value number clear operation performed when clearing the play value owned by the player. When the play value number clear operation is performed by the player, a process is performed to reset the value of the play value owned by the player displayed on the play value display 24 to "0". Incidentally, by providing the play value number clear button 61, it becomes possible for a staff member of the gaming establishment to accept the play value number clear operation.

[0087] (Play value number clear switch 61sw) The play value number clear switch 61sw is a switch for detecting the operation of the play value number clear button 61. Here, when the play value number clear switch 61sw detects the operation of the play value number clear button 61, a process is performed to reset the value of the play value owned by the player displayed on the play value display 24 to "0" and a process is performed to reset the value displayed on the play value display 24 before the power was turned off to "0". Incidentally, by providing the play value number clear switch 61sw, the operation of the play value number clear button 61 can be detected.

[0088] (Rental device connection terminal board 62) The lending device connection terminal board 62 is provided for connection to a lending device 700 outside the gaming machine 1. When the counting switch 60sw detects the operation of the counting button 60, information that the counting button 60 has been operated is transmitted to the lending device 700 via the lending device connection terminal board 62, and when the lending switch 80sw detects the operation of the lending button 80, information that the lending button 80 has been operated is received from the lending device 700 via the lending device connection terminal board 62. Incidentally, by providing the lending device connection terminal board 62, communication between the gaming machine 1 (specifically, the game value control board 400) and the lending device 700 is possible.

[0089] (Reel Sensor 70s) The reel sensor 70s is composed of a left reel sensor 71s, a center reel sensor 72s, and a right reel sensor 73s, and is provided to detect when the reel 20 has made one rotation. Here, the reel sensor 70s is provided inside the reel 20, and includes a light-emitting portion and a light-receiving portion. The provision of the reel sensor 70s makes it possible to detect the reel index indicating that the reel 20 has made one rotation.

[0090] (Left reel sensor 71s) The left reel sensor 71s is provided to detect when the left reel 21 has made "1" rotation. Here, the left reel sensor 71s is provided inside the left reel 21, and includes a light-emitting portion and a light-receiving portion. By providing the left reel sensor 71s, it becomes possible to detect the reel index indicating that the left reel 21 has made "1" rotation.

[0091] (Middle reel sensor 72s) The center reel sensor 72s is provided to detect that the center reel 22 has made "1" rotation. Here, the center reel sensor 72s is provided inside the center reel 22, and includes a light-emitting portion and a light-receiving portion. By providing the center reel sensor 72s, it becomes possible to detect the reel index indicating that the center reel 22 has made "1" rotation.

[0092] (Right reel sensor 73s) The right reel sensor 73s is provided to detect when the right reel 23 has made "1" rotation. Here, the right reel sensor 73s is provided inside the right reel 23, and includes a light-emitting portion and a light-receiving portion. By providing the right reel sensor 73s, it becomes possible to detect the reel index indicating that the right reel 23 has made "1" rotation.

[0093] (Stepping motor 75) The stepping motor 75 is composed of a left stepping motor 76, a center stepping motor 77, and a right stepping motor 78, and is provided to perform acceleration, constant speed, deceleration, and stopping control of the reel 20. By providing the stepping motor 75, it becomes possible to rotate and stop the reel 20.

[0094] (Left stepping motor 76) The left stepping motor 76 is provided to control the acceleration, constant speed, deceleration, and stopping of the left reel 21. The left stepping motor 76 is also configured to be able to stop the rotation axis at a specified angle. This causes the left reel 21 to rotate at a fixed angle each time a pulse signal is output to the left stepping motor 76. Here, the rotation angle of the left reel 21 is managed by counting the number of times a pulse signal is output to the left stepping motor 76 after the reel index is detected by the left reel sensor 71s. Incidentally, by providing the left stepping motor 76, it becomes possible to rotate and stop the left reel 21.

[0095] (Medium Stepping Motor 77) The middle stepping motor 77 is provided to perform acceleration, constant speed, deceleration, and stopping control of the middle reel 22. The middle stepping motor 77 is also configured to be able to stop the rotation shaft at a specified angle. As a result, the middle reel 22 rotates at a fixed angle each time a pulse signal is output to the middle stepping motor 77. Here, the rotation angle of the middle reel 22 is managed by counting the number of times a pulse signal is output to the middle stepping motor 77 after the reel index is detected by the middle reel sensor 72s. Incidentally, by providing the middle stepping motor 77, it becomes possible to rotate and stop the middle reel 22.

[0096] (Right stepping motor 78) The right stepping motor 78 is provided to perform acceleration, constant speed, deceleration, and stop control of the right reel 23. The right stepping motor 78 is also configured to be able to stop the rotation shaft at a specified angle. This causes the right reel 23 to rotate at a fixed angle each time a pulse signal is output to the right stepping motor 78. Here, the rotation angle of the right reel 23 is managed by counting the number of times a pulse signal is output to the right stepping motor 78 after the reel index is detected by the right reel sensor 73s. Incidentally, by providing the right stepping motor 78, it becomes possible to rotate and stop the right reel 23.

[0097] (Lending button 80) The lending button 80 is provided to detect a lending operation of a game value to a player. When the player operates the lending button 80, a process of lending the game value is performed. Incidentally, by providing the lending button 80 to the lending device 700, it becomes possible to accept a lending operation by a player.

[0098] (80 sw rental switch) The lending switch 80sw is provided to detect the operation of the lending button 80. When the lending switch 80sw detects the operation of the lending button 80, a process of lending a game value to a player is performed. By providing the lending switch 80sw in the lending device 700, the lending operation of the lending button 80 by a player can be detected.

[0099] (Return button 81) The return button 81 is provided for returning to the player a prepaid card (e.g., a membership card, a visitor card) having electronic information corresponding to the money inserted into the lending device 700. When the player operates the return button 81, a process for returning the prepaid card is performed. By providing the return button 81 on the lending device 700, it becomes possible to accept a return operation by the player.

[0100] (Return switch 81sw) The return switch 81sw is provided to detect the operation of the return button 81. When the return switch 81sw detects the operation of the return button 81, a process of returning the prepaid card to the player is performed. By providing the return switch 81sw in the lending device 700, the operation of the return button 81 by the player can be detected.

[0101] (LCD display 82) The liquid crystal display 82 is provided to display electronic information corresponding to the money inserted into the lending device 700. The liquid crystal display 82 is also capable of displaying information related to the money inserted into the lending device 700, the value of the counted game value, etc. By providing the lending device 700 with the liquid crystal display 82, it becomes possible to display electronic information corresponding to the money inserted into the lending device 700 to the player.

[0102] (Main control board 100) The main control board 100 is provided to perform control related to games. The main control board 100 also includes a main CPU 101, a main ROM 102, a main RAM 103, and a main random number generator 104, and is connected to a reset switch 41sw, a setting key switch 43sw, a monitor display 44, a power supply board 200, a sub-control board 300, a game value control board 400, a status board 500, and a reel control board 600. The provision of the main control board 100 makes it possible to execute control related to games.

[0103] (Main CPU 101) The main CPU 101 reads the programs stored in the main ROM 102 and performs predetermined arithmetic processing in accordance with the progress of the game, thereby transmitting predetermined signals to the sub-control board 300, the game value control board 400, the status board 500, and the reel control board 600. Incidentally, the provision of the main CPU 101 makes it possible to execute predetermined arithmetic processing in accordance with the progress of the game.

[0104] (Main ROM 102) The main ROM 102 is provided to store the control program executed by the main CPU 101, various tables, data for sending commands to the sub-control board 300 and the game value control board 400, and the like. By providing the main ROM 102, it becomes possible to store the control program, tables, and the like.

[0105] (Main RAM 103) The main RAM 103 is provided to store various data determined by the execution of the program by the main CPU 101. Specifically, the main RAM 103 includes various counters, various timers, and various storage areas. Incidentally, the main RAM 103 makes it possible to store various data determined by the execution of the program by the main CPU 101.

[0106] (Main Random Number Generator 104) The main random number generator 104 is provided to generate random numbers used in the lottery. The main random number generator 104 is capable of generating random numbers in the range of "0" to "65535" and generates random numbers used to determine winning combinations. The provision of the main random number generator 104 makes it possible to generate random numbers used in the lottery.

[0107] (Power supply board 200) The power supply board 200 is provided to control the supply of power to the gaming machine 1. In addition, the power switch 50sw, the main control board 100, the sub-control board 300, and the game value control board 400 are connected to the power supply board 200. By providing the power supply board 200, it becomes possible to supply power to the gaming machine 1.

[0108] (Sub-control board 300) The sub-control board 300 is provided mainly for controlling the presentation. The sub-control board 300 also includes a sub-CPU 301, a sub-ROM 302, a sub-RAM 303, and a sub-random number generator 304, and is connected to the presentation switch 25sw, the cross key switch 26sw, the image display device 27, the frame lamp 28, the speaker 29, the main control board 100, the power supply board 200, and the game value control board 400. The provision of the sub-control board 300 makes it possible to execute control related to presentation.

[0109] (Sub-CPU301) The sub-CPU 301 reads the program stored in the sub-ROM 302, performs a predetermined calculation in response to command information received from the main control board 100 or the game value control board 400, or signals input from the performance switch 25sw or the cross key switch 26sw, and controls the image display device 27, the frame lamp 28, and the speaker 29 based on the results of the calculation. Incidentally, by providing the sub-CPU 301, it becomes possible to execute control in response to commands received from the main control board 100 or the game value control board 400.

[0110] (SubROM302) The sub ROM 302 is provided to store the control programs, data tables, etc. executed by the sub CPU 301. By providing the sub ROM 302, it becomes possible to store the control programs, data tables, etc. executed by the sub CPU 301.

[0111] (Sub RAM 303) The sub-RAM 303 is provided to store various data determined by the execution of a program by the sub-CPU 301. By providing the sub-RAM 303, it is possible to store various data determined by the execution of a program by the sub-CPU 301.

[0112] (Sub-random number generator 304) The sub-random number generator 304 is provided to generate random numbers used when determining the performance by lottery. In this embodiment, the sub-random number generator 304 is capable of generating random numbers in the range of "0" to "65535" and generates the random numbers used when determining the performance. By providing the sub-random number generator 304, it is possible to generate random numbers used in the lottery for determining the performance.

[0113] (Game value control board 400) The game value control board 400 is provided to control the game value owned by the player. The game value control board 400 is provided with a game value CPU 401, a game value ROM 402, and a game value RAM 403, and is connected to the game value display 24, the counting switch 60sw, the game value number clear switch 61sw, the lending device connection terminal board 62, the main control board 100, the power supply board 200, and the sub-control board 300. By providing the game value control board 400, it is possible to execute control over the game value owned by the player.

[0114] (Game Value CPU 401) The game value CPU 401 reads the program stored in the game value ROM 402, performs a predetermined calculation according to command information received from the main control board 100 and signals input from the counting switch 60sw, the game value number clear switch 61sw, and the lending device connection terminal board 62, and controls the game value display 24 according to the result of the calculation. Incidentally, by providing the game value CPU 401, it becomes possible to execute control according to commands received from the main control board 100.

[0115] (Game Value ROM402) The game value ROM 402 is provided to store the control program, data table, etc. executed by the game value CPU 401. By providing the game value ROM 402, it becomes possible to store the control program, data table, etc. executed by the game value CPU 401.

[0116] (Game value RAM403) The game value RAM 403 is provided to store various data determined by the execution of a program by the game value CPU 401. By providing the game value RAM 403, it becomes possible to store various data determined by the execution of a program by the game value CPU 401.

[0117] (Status board 500) The status board 500 is provided to relay various switches and various display units to the main control board 100. In addition, the status board 500 is connected to the BET switch 6sw, the MAXBET switch 7sw, the settlement switch 8sw, the start switch 9sw, the left stop switch 11sw, the center stop switch 12sw, the right stop switch 13sw, the door opening / closing sensor 14s, the acquisition display unit 16, the instruction information display unit 17, the game period display unit 18, the role operation display unit 19, and the main control board 100. By providing the status board 500, it is possible to execute control that relays various switches and various display units to the main control board 100.

[0118] (Reel control board 600) The reel control board 600 is provided to control the rotation and stopping of the reel 20. In addition, the left reel sensor 71s, the center reel sensor 72s, the right reel sensor 73s, the left stepping motor 76, the center stepping motor 77, the right stepping motor 78, and the main control board 100 are connected to the reel control board 600. Incidentally, by providing the reel control board 600, it becomes possible to execute control of the rotation and stopping of the reel 20.

[0119] (Rental device 700) The lending device 700 is provided to lend gaming value to a player. The lending device 700 is connected to a lending device connection terminal board 62, a lending switch 80sw, a return switch 81sw, a liquid crystal display 82, and a hall control output unit 730. The lending device 700 makes it possible to lend gaming value to a player.

[0120] (Unit board 710) The unit board 710 is capable of executing an encryption transmission process for encrypting predetermined information received from the gaming value control board 400 and transmitting the information to a gaming machine information center 820 (described later). The unit board 710 is also capable of executing a decryption transmission process for decrypting specific information received from the gaming machine information center 820 (described later) and transmitting the information to the gaming value control board 400.

[0121] (Rental device control board 720) The lending device control board 720 comprises a lending device CPU 721, a lending device ROM 722, and a lending device RAM 723. Here, the lending device control board 720 is capable of executing a prepaid card information storage process that reads and stores information (e.g., a prepaid card ID and information related to money) stored on a prepaid card inserted into the lending device 700. The lending device control board 720 is also capable of executing a prepaid card information transmission process that transmits prepaid card information to a management computer 802, which will be described later.

[0122] (Hall capacitor output section 730) The hall computer output unit 730 is provided to output hall computer information, which will be described later, to the hall computer 801. The hall computer output unit 730 also includes a plurality of pulse output signal terminals for supplying pulses.

[0123] (Memory area of ​​the main control board 100 and memory area of ​​the game value control board 400) Next, the storage area of ​​the main control board 100 and the storage area of ​​the game value control board 400 will be described with reference to FIG.

[0124] (Storage area of ​​main control board 100) As shown in FIG. 5A, the storage area of ​​the main control board 100 is composed of a main ROM 102 and a main RAM 103.

[0125] 5(A), the main ROM 102 has a continuous storage area from "0000(H)" to "EFFF(H)." The main ROM 102 also has a main ROM used area 102a, a main ROM outside used area 102b, and a main ROM unused area 102c.

[0126] The main ROM use area 102a is a storage area in which programs related to the progress of the game are stored, and has a control area and a data area. Specifically, the main ROM use area 102a stores programs related to the progress of the game (for example, a main loop process (see FIG. 23) described later and a main interrupt process (see FIG. 57) described later). In this embodiment, the main ROM use area 102a is a storage area from "0000(H)" to "2FFF(H)".

[0127] The control area of ​​the main ROM usage area 102a is a memory area from "0000(H)" to "2FFF(H)", and is a memory area other than the data area of ​​the main ROM usage area 102a, where various programs executed by the main control board 100 are stored.

[0128] In addition, the data area within the main ROM usage area 102a is a memory area from "2000(H)" to "2FFF(H)", which is a memory area in which only information other than programs is stored, and which stores data used when executing programs.

[0129] The outside main ROM use area 102b is a storage area in which information unrelated to the progress of the game is stored, such as a program used in a test firing test of the gaming machine 1 and a program for preventing cheating of the gaming machine 1. Similarly to the inside main ROM use area 102a, the outside main ROM use area 102b has a control area and a data area. In this embodiment, the outside main ROM use area 102b is a storage area from "4000(H)" to "5FFF(H)".

[0130] The control area of ​​the area outside the main ROM usage area 102b is a memory area from "4000(H)" to "4FFF(H)", and is a memory area other than the data area of ​​the area outside the main ROM usage area 102b, and is an area in which various programs executed by the main control board 100 are stored.

[0131] The data area outside the main ROM usage area 102b is a memory area from "5000(H)" to "5FFF(H)", and is a memory area in which only information other than programs is stored, and is an area in which data used when a program is executed is stored.

[0132] A program management area is provided outside the main ROM area 102b. Here, the "program management area" stores a manufacturer code, a product code, and the like.

[0133] The main ROM unused area 102c is provided between the main ROM used area 102a and the main ROM used area outside 102b (specifically, the memory area from "3000(H)" to "3FFF(H)"), and after the main ROM used area outside 102b (specifically, the memory area from "6000(H)" to "EFFF(H)").

[0134] As shown in Fig. 5(A), the main RAM 103 has a continuous memory area from "F000(H)" to "FFFF(H)". The main RAM 103 also has an inside main RAM used area 103a, an outside main RAM used area 103b, and an unused main RAM area 103c. The gaming machine 1 has a backup function, and is capable of retaining information stored in the main RAM 103.

[0135] The main RAM 103 usage area 103a is a storage area from "F000(H)" to "F3FF(H)." Of the main RAM 103 usage area 103a, the storage area from "F000(H)" to "F1FF(H)" is a working area, and the storage area from "F200(H)" to "F3FF(H)" is a stack area.

[0136] Outside the main RAM area 103b is the storage area from "F500(H)" to "F8FF(H)." Of the outside the main RAM area 103b, the storage area from "F500(H)" to "F6FF(H)" is a working area, and the storage area from "F700(H)" to "F8FF(H)" is a stack area.

[0137] The unused main RAM area 103c is located between the area inside the main RAM 103a and the area outside the main RAM 103b (specifically, the memory area from "F400(H)" to "F4FF(H)"), and after the area outside the main RAM 103b (specifically, the memory area from "F900(H)" to "FFFF(H)").

[0138] As shown in FIG. 5B, the storage area of ​​the game value control board 400 is composed of a game value ROM 402 and a game value RAM 403.

[0139] 5B, the game value ROM 402 has a continuous memory area of ​​"0000(H)" to "EFFF(H)". The game value ROM 402 also has a game value ROM used area 402a, a game value ROM used area outside 402b, and a game value ROM unused area 402c.

[0140] The game value ROM use area 402a is a storage area from "0000(H)" to "2FFF(H)." Here, within the game value ROM use area 402a, the storage area from "0000(H)" to "1FFF(H)" is a control area, and the storage area from "2000(H)" to "2FFF(H)" is a data area.

[0141] The game value ROM use area 402b is a storage area from "4000(H)" to "5FFF(H)". Here, of the game value ROM use area 402b, the storage area from "4000(H)" to "4FFF(H)" is a control area, and the storage area from "5000(H)" to "5FFF(H)" is a data area.

[0142] The unused game value ROM area 402c is provided between the game value ROM used area 402a and the game value ROM used area outside 402b (specifically, the memory area from "3000(H)" to "3FFF(H)"), and after the game value ROM used area outside 402b (specifically, the memory area from "6000(H)" to "EFFF(H)").

[0143] As shown in Fig. 5(B), the game value RAM 403 has a continuous memory area of ​​"F000(H)" to "FFFF(H)". The game value RAM 403 also has a game value RAM used area 403a, a game value RAM outside used area 403b, and a game value RAM unused area 403c. The gaming machine 1 has a backup function, and is capable of retaining information stored in the game value RAM 403.

[0144] The game value RAM use area 403a is a storage area from "F000(H)" to "F3FF(H)." Here, within the game value RAM use area 403a, the storage area from "F000(H)" to "F1FF(H)" is a working area, and the storage area from "F200(H)" to "F3FF(H)" is a stack area.

[0145] Moreover, the game value RAM use area 403b is a storage area from "F500(H)" to "F8FF(H)". Here, of the game value RAM use area 403b, the storage area from "F500(H)" to "F6FF(H)" is a working area, and the storage area from "F700(H)" to "F8FF(H)" is a stack area.

[0146] The unused game value RAM area 403c is located between the game value RAM used area 403a and the game value RAM used area outside 403b (specifically, the memory area from "F400(H)" to "F4FF(H)"), and after the game value RAM used area outside 403b (specifically, the memory area from "F900(H)" to "FFFF(H)").

[0147] (20 reel symbol arrangement) Next, the symbol arrangement of the reel 20 will be described with reference to FIG.

[0148] Each reel 20 has 20 symbols arranged thereon: a red seven symbol FIGa, a BAR symbol FIGb, a cherry symbol FIGc, a first bell symbol FIGd, a second bell symbol FIGe, a third bell symbol FIGf, a fourth bell symbol FIGg, a first plum symbol FIGh, a second plum symbol FIGi, and a replay symbol FIGj.

[0149] In the following, the first bell design FIGd, the second bell design FIGe, the third bell design FIGf, and the fourth bell design FIGg will be collectively referred to as the "bell designs", and the first plum design FIGh and the second plum design FIGi will be collectively referred to as the "plum designs".

[0150] In this embodiment, the stop switch 10sw can stop within the range of the symbol that detects the operation of the stop button 10 to the symbol "5". For example, if the left stop button 11 is operated just before the replay symbol FIGj of "10" passes through the pay line, the replay symbol FIGj of "10", the second plum symbol FIGi of "09", the BAR symbol FIGb of "08", the cherry symbol FIGc of "07", the fourth bell symbol FIGg of "06" can stop within the range. The stop position of the symbol is determined according to the winning combination.

[0151] (Valid line) In this embodiment, the "active line" is a line (middle line) that connects the symbols displayed in the middle of the left reel 21, the symbols displayed in the middle of the middle reel 22, and the symbols displayed in the middle of the right reel 23. Note that other lines may be used as the active line. For example, the active line may be a lower line, an upper line, a right-upward line, a right-downward line, a small mountain-shaped line, or the like, which will be described below.

[0152] (Lower line) The lower line refers to a line connecting the symbols displayed in the lower row of the left reel 21, the symbols displayed in the lower row of the center reel 22, and the symbols displayed in the lower row of the right reel 23.

[0153] (Top line) The upper line refers to a line connecting the symbols displayed on the upper row of the left reel 21, the symbols displayed on the upper row of the center reel 22, and the symbols displayed on the upper row of the right reel 23.

[0154] (Rising line) The right-sloping line refers to a line connecting the symbols displayed on the bottom row of the left reel 21, the symbols displayed on the middle row of the center reel 22, and the symbols displayed on the top row of the right reel 23.

[0155] (Downward line) The right downward line refers to a line connecting the symbols displayed on the upper row of the left reel 21, the symbols displayed on the middle row of the center reel 22, and the symbols displayed on the lower row of the right reel 23.

[0156] (Small hill type line) The small mountain-shaped line refers to a line connecting the symbols displayed on the bottom row of the left reel 21, the symbols displayed on the middle row of the center reel 22, and the symbols displayed on the bottom row of the right reel 23.

[0157] Although the number of active lines is "1", there may be multiple active lines.

[0158] In this embodiment, if "4" of a specific symbol are arranged at intervals of "5", the specific symbol can be stopped and displayed on an active line regardless of when the stop button 10 is operated. For example, the center reel 22 has replay symbols FIGj arranged at numbers "04", "09", "14", and "19", so the replay symbols FIGj can be stopped and displayed on an active line regardless of when the center stop button 12 is operated. This type of symbol arrangement is called "PB=1".

[0159] It should be noted that information regarding the symbols arranged on the reel 20 shown in FIG. 6 is stored in the main ROM use area 102a.

[0160] (Pattern combinations and game value) Next, the symbol combination and the awarded game value will be described with reference to FIG.

[0161] As shown in Fig. 7, in this embodiment, the symbol combinations related to winning are specified as "first bonus", "second bonus", "replay", "plum", "cherry" and "bell". When this symbol combination is displayed on an active line, a winning is achieved and a profit is awarded to the player. The profits awarded to the player include a transition to a bonus activation state, the awarding of a play value, and the activation of a replay.

[0162] (First Bonus) The "First Bonus" is won when the red sevens FIGa are displayed on an active line. When the "First Bonus" is won, the game will transition to a bonus activation state.

[0163] (Second Bonus) The "Second Bonus" is won when the BAR symbols FIGb are displayed on the pay line. When the "Second Bonus" is won, the game will transition to a bonus activation state.

[0164] The "First Bonus" and the "Second Bonus" are collectively referred to as "Bonus."

[0165] (Replay) In the "replay", a winning combination is achieved when the replay symbols FIGj are displayed on the winning line. When the "replay" combination is achieved, the replay function is activated and a single game can be played without betting any game value.

[0166] Here, in this embodiment, the replay is activated even when the replay symbol FIGj is displayed on any of the upper line, the lower line, the upward-right line, and the downward-right line. For example, the replay is activated when the red seven symbol FIGa of the number "03" stops on the middle of the left reel 21, the BAR symbol FIGb of the number "03" stops on the middle of the center reel 22, the second plum symbol FIGi of the number "05" stops on the middle of the right reel 23, and the replay symbol FIGj is displayed on the lower line. In the display determination process of step S8000 described later, it is determined that the red seven symbol FIGa, the BAR symbol FIGb, and the replay symbol FIGj are displayed on the lower line, and thus the replay is determined to have been won.

[0167] (plum) A "Plum" win is achieved when the "Plum symbols" are displayed in a line. For example, a "Plum" win is achieved when the first plum symbol FIGh is displayed in the middle of the left reel 21, the first plum symbol FIGh is displayed in the middle of the middle reel 22, and the first plum symbol FIGh is displayed in the middle of the right reel 23. When a "Plum" win is achieved, a game value of "6" is awarded to the player.

[0168] In this embodiment, the "plum" winning is also achieved when the "plum symbols" are displayed on other lines. Specifically, when the "plum symbols" are displayed on the lower line, upper line, right-upward line, right-downward line, or small mountain-shaped line, the "plum" winning is achieved and the game value of "13" is awarded. In other words, the value of the game value awarded to the player varies depending on the line on which the "plum symbols" are displayed.

[0169] (Bell) The "Bell" win is achieved when the "Bell symbols" are displayed in a line on the pay line. For example, the "Bell" win is achieved when the first bell symbol FIGd is displayed in the middle of the left reel 21, the first bell symbol FIGd is displayed in the middle of the center reel 22, and the fourth plum symbol FIGg is displayed in the middle of the right reel 23. When the "Bell" win is achieved, the player is awarded a game value of "1".

[0170] In this embodiment, the game value is also awarded to the player when the "bell symbols" are aligned on other lines. Specifically, when the "bell symbols" are aligned on either the lower line, the upper line, the upward-right line, or the downward-right line, a "bell" win is achieved. In this case, the game value awarded for the "bell" win is "1". In other words, the game value awarded to the player is the same regardless of which line the "bell symbols" are aligned on.

[0171] In addition, in the gaming machine 1 of this embodiment, a combination of symbols related to the blank (not shown) is specified, and when a "blank" win is achieved, a game value of "1" is awarded to the player. Information on the combination of symbols and the value of the awarded game value is stored in the main ROM use area 102a of the main ROM 102.

[0172] (Game state transition) Next, the transition of the game state will be described with reference to FIG.

[0173] As shown in FIG. 8, in this embodiment, a total of "3" gaming states are provided: a general gaming state, a bonus carryover state, and a bonus operating state.

[0174] (Normal game state) The general gaming state is a gaming state in which the probability of winning "Replay" is determined by lottery with the first probability. The general gaming state is also a gaming state that is disadvantageous to the player. If the "1st BB" or the "2nd BB" is won in the general gaming state, the state transitions from the general gaming state to the bonus carryover state. If the "bonus" is won in the general gaming state, the state transitions from the general gaming state to the bonus activation state.

[0175] (Bonus carried over) The bonus carryover state is a gaming state in which the winning probability of the "replay" is selected at a second probability that is higher than the first probability. If a "bonus" is won in the bonus carryover state, the game state transitions from the bonus carryover state to the bonus activation state.

[0176] (Bonus activated) The bonus operating state is a gaming state in which a "bonus" is operating. When a gaming value exceeding a predetermined threshold is awarded in the bonus operating state, the bonus operating state transitions to a general gaming state. In this embodiment, the predetermined threshold is set to "91", but this is not limiting, and other values ​​may be used as the predetermined threshold.

[0177] (Ball output state transition) Next, the transition of the ball dispensing state will be described with reference to FIG.

[0178] As shown in Fig. 9, during a "specific period", there are multiple ball output states managed by the main control board 100. Specifically, there are a total of "8" ball output states, including a normal state, a CZ state, a bonus preparation state, a bonus state, an AT state, a bonus preparation state during an AT, a bonus state during an AT, and an added state.

[0179] Here, as will be described later in detail, if a replay is determined as a winning combination during the "non-specific period", a transition to the "specific period" occurs. Here, other conditions may be adopted as the transition condition for transitioning from the "non-specific period" to the "specific period". For example, the transition condition for the "specific period" may be winning a transition lottery to the "specific period" during the "non-specific period", or the transition condition for the "specific period" may be playing a predetermined number of games during the "non-specific period".

[0180] (Normal state) The normal state is a disadvantageous state for the player, and is a state in which a lottery for transition to the CZ state or the AT state can be executed. In addition, in the normal state, the player remains in the general game state. Here, if "BB" is won in the normal state, the state transitions from the normal state to the bonus preparation state. In addition, in the normal state, if "bonus" is won, the state transitions from the normal state to the bonus state. In addition, in the normal state, if the lottery for transition to the CZ state is won, the state transitions from the normal state to the CZ state. In addition, in the normal state, if the lottery for transition to the AT state is won or if the number of games to the ceiling, which will be described later, becomes "0", the state transitions from the normal state to the AT state.

[0181] In addition, in the normal state, if the lottery for transition to the CZ state is won, the state may transition to the CZ premonition state. In this case, when the premonition game number is played in the CZ premonition state, the state transitions from the CZ premonition state to the CZ state.

[0182] In addition, in the CZ precursor state, effects that can make the player expect a transition to the CZ state and effects that notify the player of the transition to the CZ state are executed. This makes it possible to make the player expect a transition to the CZ state.

[0183] In addition, in the normal state, if the execution conditions for the CZ fake premonition performance are satisfied, the state may transition to the CZ fake premonition state. In this case, when the number of fake premonition games is played in the CZ fake premonition state, the state transitions from the CZ fake premonition state to the normal state.

[0184] In addition, the condition for executing the CZ fake premonition effect can be, for example, when a specific winning role (such as the "strong cherry" described below) is determined and the transition lottery to the CZ state is not won.

[0185] In addition, in the CZ fake precursor state, a performance that can make the player expect a transition to the CZ state and a performance that notifies the player that the game will transition to the normal state without transitioning to the CZ state are executed. This makes it possible to make the player expect a transition to the CZ state even if the player does not win the transition to the CZ state.

[0186] In addition, in the normal state, if the player wins the lottery for transition to the AT state, the game may transition to the AT precursor state. In this case, when the number of precursor games is played in the AT precursor state, the game transitions from the AT precursor state to the AT state.

[0187] In addition, in the AT precursor state, effects that can make the player expect a transition to the AT state and effects that notify the player of the transition to the AT state are executed. This makes it possible to make the player expect a transition to the AT state.

[0188] In addition, in the normal state, when the execution condition of the AT fake premonition performance is satisfied, the state may be shifted to the AT fake premonition state. In this case, when the number of fake premonition games is played in the AT fake premonition state, the state will shift from the AT fake premonition state to the normal state.

[0189] In addition, the condition for executing the AT fake premonition effect can be, for example, when a specific winning role (such as the "strong cherry" described below) is determined and the lottery for transition to the AT state is not won.

[0190] In addition, in the AT fake precursor state, a performance that can make the player expect a transition to the AT state and a performance that notifies the player that the state will transition to the normal state without transitioning to the AT state are executed. This makes it possible to make the player expect a transition to the AT state even if the transition to the AT state is not won.

[0191] (CZ state) The CZ state is a state in which it is easier to transition to the AT state compared to the normal state, and is a state in which a lottery for transitioning to the AT state can be executed. In addition, in the CZ state, the player will remain in the general game state. Here, if "BB" is won in the CZ state, the player will transition from the CZ state to the bonus preparation state. In addition, if "bonus" is won in the CZ state, the player will transition from the CZ state to the bonus state. In addition, if the lottery for transitioning to the AT state is won in the CZ state, the player will transition from the CZ state to the AT state. In addition, if the termination condition of the CZ state is met in the CZ state, the player will transition from the CZ state to the normal state.

[0192] (Bonus preparation state) The bonus preparation state is a state to which the player is shifted when a "BB" is won in the normal state or the CZ state, and is a state in which a "bonus" can be won. In addition, in the bonus preparation state, the player remains in the bonus carryover state. Here, if a "bonus" is won in the bonus preparation state, the player will shift from the bonus preparation state to the bonus state.

[0193] (Bonus state) The bonus state is advantageous to the player in that it is easier to award game value to the player than in the normal state. As will be described later in detail, the bonus state is a state in which the probability of winning the "push order plum" described later is higher than in the normal state, and the operation sequence of the stop button 10 required to win the "plum" is notified. In addition, in the bonus state, the player will remain in the bonus operation state. In addition, in the bonus state, a lottery for transition to the AT state can be executed.

[0194] Here, when the value of the game value given to the player in the bonus state exceeds "91", if the player wins the lottery to switch to the AT state, the state will switch from the bonus state to the AT state. On the other hand, when the value of the game value given to the player exceeds "91", if the player does not win the lottery to switch to the AT state, the state will switch from the bonus state to the normal state.

[0195] (AT state) The AT state is an advantageous state for the player in that game value is more easily awarded to the player than in the normal state. As will be described later in detail, the AT state is a state in which the operation sequence of the stop button 10 required to win a "Plum" is notified. In addition, in the AT state, the player remains in the normal game state.

[0196] Here, if "BB" is won in the AT state, the state will transition from the AT state to the AT bonus preparation state. Also, if a "bonus" is won in the AT state, the state will transition from the AT state to the AT bonus state. Also, if the lottery for transitioning to the added-on state is won in the AT state, the state will transition from the AT state to the added-on state. Also, if the conditions for ending the AT state are met in the AT state, the state will transition from the AT state to a non-specific period.

[0197] (AT bonus preparation state) The AT bonus preparation state is the state to which the player transitions when a "BB" is won in the AT state, and is a state in which a "bonus" can be won. In addition, in the AT bonus preparation state, the player remains in the bonus carryover state. Here, if a "bonus" is won in the AT bonus preparation state, the player transitions from the AT bonus preparation state to the AT bonus state.

[0198] (AT bonus state) The bonus state during AT is an advantageous state for the player in that it is easier for the player to be awarded game value compared to the normal state. As will be described in detail later, the bonus state during AT is a state in which the probability of winning the "push order plum" is higher compared to the normal state, and the operation sequence of the stop buttons 10 required to win the "plum" is notified. Also, in the bonus state during AT, the player will remain in the bonus operation state. In addition, in the bonus state during AT, a lottery for transition to the added state can be executed.

[0199] Here, when the value of the game value granted to the player in the AT bonus state exceeds "91", if the player wins the lottery to transition to the added-on state, the state will transition from the AT bonus state to the added-on state. On the other hand, when the value of the game value granted to the player exceeds "91", if the player does not win the lottery to transition to the added-on state, the state will transition from the AT bonus state to the AT state. Also, when the end condition of the "specific period" is met in the AT bonus state, the state will transition from the AT bonus state to the "non-specific period".

[0200] (Top-up state) The added state is a state in which the number of games that can be played in the AT state is added. As will be described later in detail, the added state is a state in which the operation sequence of the stop button 10 required to win a plum is notified. In addition, in the added state, the player will stay in the normal game state.

[0201] Here, if "BB" is won in the added state, the state will transition from the added state to the AT bonus preparation state. Also, if a "bonus" is won in the added state, the state will transition from the added state to the AT bonus state. Also, if the end condition of the added state is met in the added state, the state will transition from the added state to the AT state. Also, if the end condition of the "specific period" is met in the added state, the state will transition from the added state to the "non-specific period".

[0202] (Flow of goods and information) Next, the flow of goods and information will be explained using Figure 10.

[0203] Figure 10 shows a gaming machine 1, a rental device 700, an amusement store 800, a card company data center 810, a gaming machine information center 820, a union 830, an addiction countermeasure agency 840, a card company organization 850, a rental device manufacturer 860, a unit board manufacturer 870, a gaming machine manufacturer 880, and a gaming machine management control chip supplier 890.

[0204] (800 gaming establishments) The gaming establishment 800 is equipped with a gaming machine 1, a rental device 700, a hall computer 801, and a management computer 802. In this embodiment, the gaming machine 1 and the rental device 700 are connected to each other, so that a game can be played. In other words, if the gaming machine 1 and the rental device 700 are not connected to each other, it is impossible to play a game.

[0205] Here, the gaming machine 1 and the lending device 700 have a configuration capable of communicating with each other. Specifically, the gaming machine 1 has a configuration capable of transmitting gaming value counting information, gaming machine installation information, gaming machine performance information, fraud error information, and hall control information to the lending device 700. In addition, the gaming machine 1 has a configuration capable of inputting a gaming value lending signal from the lending device 700.

[0206] The lending device 700 has a configuration capable of communicating with the gaming machine 1, the hall computer 801, and the management computer 802. Specifically, the lending device 700 has a configuration capable of outputting a game value lending signal to the gaming machine 1, and has a configuration capable of transmitting hall computer information to the hall computer 801. In addition, the lending device 700 has a configuration capable of receiving a secret key and a verification security result notification from the management computer 802.

[0207] (Hall Computer 801) The hall computer 801 has a configuration capable of communicating with the rental device 700. Specifically, the hall computer 801 has a configuration capable of receiving hall computer information from the rental device 700.

[0208] (Management Computer 802) The management computer 802 has a configuration capable of communicating with the lending device 700, the card company data center 810, and the gaming machine information center 820. Specifically, the management computer 802 has a configuration capable of receiving gaming machine installation information, gaming machine performance information, fraud error information, prepaid card information, and player information related to addiction countermeasures from the lending device 700. In addition, the management computer 802 has a configuration capable of receiving a PIN and verification security result information from the gaming machine information center 820 via the card company data center 810.

[0209] The management computer 802 is also configured to be able to notify the lending device 700 of the encryption key and the collation security result. The management computer 802 is also configured to be able to transmit prepaid card information to the card company data center 810. The management computer 802 is also configured to be able to transmit gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures to the gaming machine information center 820 via the card company data center 810.

[0210] (Card Company Data Center 810) The card company data center 810 has a configuration capable of communicating with the management computer 802 and the gaming machine information center 820. Specifically, the card company data center 810 has a configuration capable of transmitting the secret key and the verification security result information received from the gaming machine information center 820 to the management computer 802. In addition, the card company data center 810 has a configuration capable of transmitting the gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures received from the management computer 802 to the gaming machine information center 820. On the other hand, the card company data center 810 has a configuration capable of receiving the prepaid card information transmitted from the management computer 802.

[0211] (Game Machine Information Center 820) The gaming machine information center 820 is equipped with a machine history server 821, a fraud monitoring server 822, a performance information server 823, and a player information server 824. As a result, the gaming machine information center 820 has a configuration capable of collecting information received from a management computer 802 installed in a gaming facility 800, a unit board manufacturer 870, and a gaming machine manufacturer 880.

[0212] (Machine History Server 821) The machine history server 821 has a configuration capable of accumulating and storing information related to the gaming machine 1. Specifically, the machine history server 821 has a configuration capable of storing shipping information of the gaming machine 1, gaming machine installation information, used transfer information of the gaming machine 1, disposal information of the gaming machine 1, etc. This makes it possible to manage the gaming machine 1 from the time the gaming machine 1 is installed in the gaming facility 800 until the gaming machine 1 is disposed of.

[0213] (Fraud monitoring server 822) The fraud monitoring server 822 has a configuration capable of accumulating and storing information related to fraud and errors in the gaming machine 1. Specifically, the fraud monitoring server 822 has a configuration capable of storing fraud error information, unit board manufacturing information, unit board installation information, security result information, and the like that has occurred in the gaming machine 1. This makes it possible to prevent fraudulent replacement of the unit board 710.

[0214] In addition, the fraud monitoring server 822 has a configuration capable of generating an encryption key and a communication key. This makes it possible to prevent tampering with the encryption key and the verification security result information when they are transmitted from the gaming machine information center 820 to the management computer 802.

[0215] (Performance Information Server 823) The performance information server 823 has a configuration capable of accumulating and storing gaming machine performance information.

[0216] (Player information server 824) The player information server 824 has a configuration capable of accumulating and storing information about players. Specifically, the player information server 824 has a configuration capable of storing information about the membership numbers of registered players, information about the playing time played by the players, information about the amount of money used by the players, information about the number of times the players have played, and the like.

[0217] Here, the gaming machine information center 820 has a configuration capable of communicating with the card company data center 810, the association 830, the addiction countermeasure agency 840, the card company organization 850, the unit board manufacturer 870, and the gaming machine manufacturer 880. Specifically, the gaming machine information center 820 has a configuration capable of transmitting a secret key and collation security result information to the management computer 802 via the card company data center 810.

[0218] The gaming machine information center 820 is also configured to be able to transmit information stored in the machine history server 821, information stored in the fraud monitoring server 822, and information stored in the performance information server 823 to the association 830. The gaming machine information center 820 is also configured to be able to transmit information stored in the fraud monitoring server 822 to a card company organization 850. The gaming machine information center 820 is also configured to be able to transmit information stored in the player information server 824 to an addiction countermeasure agency 840.

[0219] On the other hand, the gaming machine information center 820 has a configuration capable of receiving gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures from the management computer 802 via the card company data center 810. The gaming machine information center 820 also has a configuration capable of receiving unit board manufacturing information from a unit board manufacturer 870. The gaming machine information center 820 also has a configuration capable of receiving shipping information from a gaming machine manufacturer 880.

[0220] (Union 830) The association 830 is an association to which multiple manufacturers related to the gaming machine 1 belong. Here, the association 830 has a configuration capable of communicating with the gaming machine information center 820. Specifically, the association 830 has a configuration capable of acquiring the shipping information, gaming machine installation information, used transfer information, and disposal information of the gaming machine 1 stored in the machine history server 821 by communicating with the gaming machine information center 820.

[0221] In addition, the combination 830 is configured to be able to acquire fraud error information, unit board manufacturing information, unit board installation information, and security result information stored in the fraud monitoring server 822 by communicating with the gaming machine information center 820.

[0222] In addition, the combination 830 has a configuration capable of acquiring gaming machine performance information stored in the performance information server 823 by communicating with the gaming machine information center 820.

[0223] (Addiction Prevention Agency 840) The addiction countermeasure agency 840 is an agency for countering addiction to playing the gaming machine 1. Here, the addiction countermeasure agency 840 has a configuration capable of communicating with the gaming machine information center 820. Specifically, the addiction countermeasure agency 840 has a configuration capable of acquiring information on the membership numbers of registered players stored in the player information server 824, information on playing time, information on the amount of money used, and information on the number of times played, by communicating with the gaming machine information center 820.

[0224] (850 card company groups) The card company organization 850 has a configuration capable of communicating with the gaming machine information center 820. Specifically, the card company organization 850 has a configuration capable of acquiring fraud error information, unit board manufacturing information, unit board installation information, and security result information stored in the fraud monitoring server 822 by communicating with the gaming machine information center 820.

[0225] (860 rental equipment manufacturers) The rental device manufacturer 860 is a company that manufactures the rental device 700 using the unit board 710 shipped from the unit board manufacturer 870. The manufactured rental device 700 is then shipped to an amusement facility 800 or the like.

[0226] (Unit board manufacturing company 870) The unit board manufacturer 870 is a company that manufactures the unit board 710 and ships the manufactured unit board 710 to the rental device manufacturer 860. Here, the unit board manufacturer 870 is capable of communicating with the gaming machine information center 820. Specifically, the unit board manufacturer 870 has a configuration that allows it to transmit manufacturing information of the unit board 710 to the gaming machine information center 820.

[0227] (Amusement machine manufacturers 880) The gaming machine manufacturer 880 is a company that manufactures the gaming machine 1 using the main control chip of the main control board 100 shipped from the gaming machine management control chip supply company 890 and the gaming value control chip of the gaming value control board 400. Here, the gaming machine manufacturer 880 is capable of communicating with the gaming machine information center 820. Specifically, the gaming machine manufacturer 880 has a configuration that allows it to transmit shipping information of the gaming machine 1 to the gaming machine information center 820.

[0228] (Amusement machine control chip supplier 890) The gaming machine management control chip supplying company 890 is a company that ships the main control chip of the main control board 100 and the gaming value control chip of the gaming value control board 400 to the gaming machine manufacturing company 880 .

[0229] (Details of the information and signals communicated) The information and signals communicated (transmitted) will be described in detail below.

[0230] (Gaming value counting information) The game value count information is information on the value of the game value owned by the player. When the count button 60 of the gaming machine 1 is operated, the game value count information is transmitted from the gaming machine 1 to the lending device 700. This enables the lending device 700 to perform a process of storing the value of the game value owned by the player, which is included in the received game value count information, in the prepaid card.

[0231] (Amusement machine installation information) The gaming machine installation information is information related to the main control chip manufacturer code, main control chip product code, main control chip ID number of the main control board 100, and the gaming value chip manufacturer code, gaming value chip product code, and gaming value chip ID number of the gaming value control board 400. Here, the gaming machine installation information is transmitted from the gaming machine 1 to the lending device 700 when power is supplied to the gaming machine 1 by the power supply board 200. Next, the gaming machine installation information is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted gaming machine installation information is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0232] Then, when the gaming machine information center 820 receives the encrypted gaming machine installation information, it performs a process of decrypting the encrypted gaming machine installation information, and stores the decrypted gaming machine installation information in the machine history server 821. In this way, by performing a process of encrypting the gaming machine installation information and a process of decrypting the gaming machine installation information, it is possible to prevent the gaming machine installation information from being illegally obtained.

[0233] (Amusement machine performance information) The gaming machine performance information is mainly information regarding balls dispensed by the gaming machine 1, information regarding the ratio of handicap devices, information regarding the ratio of consecutive handicap devices, information regarding the state ratio of handicap devices, etc. Here, when power is supplied to the gaming machine 1 by the power supply board 200, the gaming machine performance information is transmitted from the gaming machine 1 to the lending device 700. Next, the gaming machine performance information is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted gaming machine performance information is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0234] Then, when the gaming machine information center 820 receives the encrypted gaming machine performance information, it performs a process of decrypting the encrypted gaming machine performance information, and stores the decrypted gaming machine performance information in the performance information server 823. In this way, by performing a process of encrypting the gaming machine performance information and a process of decrypting the gaming machine performance information, it is possible to prevent the gaming machine performance information from being illegally obtained.

[0235] (Invalid error information) The fraudulent error information is information indicating the state of the gaming machine 1, and specifically, is information relating to an error occurring in the gaming machine 1 and information relating to fraud detected by the gaming machine 1. Here, when an error or fraud is detected in the gaming machine 1, the fraudulent error information is transmitted from the gaming machine 1 to the lending device 700. Next, the fraudulent error information is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted fraudulent error information is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0236] Then, when the gaming machine information center 820 receives the encrypted fraudulent error information, it performs a process of decrypting the encrypted fraudulent error information, and stores the decrypted fraudulent error information in the fraud monitoring server 822. In this way, by performing a process of encrypting and decrypting the fraudulent error information, it is possible to prevent the fraudulent error information from being obtained fraudulently.

[0237] (Hall Con Information) The hall control information is information that mainly indicates the state of the gaming machine 1, and specifically, is information such as bonus operation information indicating that a "bonus" has been activated, and AT transition information indicating a transition to an AT state. Here, the hall control information is transmitted from the gaming machine 1 to the rental device 700 when power is supplied to the gaming machine 1 by the power supply board 200, the main program start process (see FIG. 21) described later is terminated, and the main loop process (see FIG. 23) described later is performed. The hall control information is then encrypted by the rental device 700 and transmitted to the hall computer 801.

[0238] As a result, the hall computer 801 performs a process of decrypting the encrypted hall control information and a process of storing the decrypted hall control information. In this way, the process of encrypting the hall control information and the process of decrypting the hall control information are performed, so that it is possible to prevent the hall control information from being obtained illegally.

[0239] (Game value loan signal) The game value lending signal is a signal related to lending of game value. When the lending button 80 is operated, the game value lending signal is transmitted from the lending device 700 to the gaming machine 1. This makes it possible to lend game value to a player.

[0240] (Prepaid card information) The prepaid card information is information recorded on a prepaid card. When a prepaid card is inserted into the lending device 700, the prepaid card information is transmitted from the lending device 700 to the management computer 802. The prepaid card information is then transmitted from the management computer 802 to the card company data center 810. This enables the card company data center 810 to collect the prepaid card information.

[0241] (Player information related to addiction countermeasures) The player information related to addiction countermeasures includes information relating to the membership number of a registered player, information relating to the playing time played by the player, information relating to the amount of money used by the player, and information relating to the number of times the player has played.

[0242] Here, when a game is played on the gaming machine 1 or when a gaming value is lent by the lending device 700, the player information related to the addiction countermeasure is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted player information related to the addiction countermeasure is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0243] Then, when the gaming machine information center 820 receives the encrypted player information related to the dependency countermeasure, it performs a process of decrypting the encrypted player information related to the dependency countermeasure, and stores the decrypted player information related to the dependency countermeasure in the player information server 824. In this way, by performing a process of encrypting the player information related to the dependency countermeasure and a process of decrypting the player information related to the dependency countermeasure, it is possible to prevent the player information related to the dependency countermeasure from being illegally obtained.

[0244] In addition, the "player information related to addiction countermeasures" may be information regarding the number of times the player has visited the gaming establishment 800, information regarding the value of the gaming value used in playing, or the like.

[0245] (Encryption key and verification security result information) The encryption key and the verification security result information are information transmitted from the gaming machine information center 820 to the lending device 700. Specifically, when the gaming machine information center 820 receives the encrypted gaming machine installation information, it performs a process of decrypting the encrypted gaming machine installation information, a process of verifying the gaming machine installation information with the gaming machine installation information stored in the machine history server 821, and a process of accumulating and storing the decrypted gaming machine installation information in the machine history server 821. Next, the gaming machine information center 820 transmits the encryption key and the verification security result information to the management computer 802 via the card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and the verification security result information to the lending device 700.

[0246] Furthermore, when the gaming machine information center 820 receives the encrypted gaming machine performance information, it performs a process of decrypting the encrypted gaming machine performance information, a process of checking the gaming machine performance information against the gaming machine performance information stored in the performance information server 823, and a process of accumulating and storing the decrypted gaming machine performance information in the performance information server 823. Next, the gaming machine information center 820 performs a process of transmitting an encryption key and verification security result information to the management computer 802 via the card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and verification security result information to the lending device 700.

[0247] Furthermore, when the gaming machine information center 820 receives the encrypted fraud error information, it performs a process of decrypting the encrypted fraud error information, a process of checking the information against fraud error information stored in the fraud monitoring server 822, and a process of accumulating and storing the decrypted fraud error information in the fraud monitoring server 822. Next, the gaming machine information center 820 performs a process of transmitting an encryption key and verification security result information to the management computer 802 via the card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and verification security result information to the lending device 700.

[0248] Furthermore, when the gaming machine information center 820 receives the encrypted player information related to the dependency countermeasure, it performs a process of decrypting the encrypted player information related to the dependency countermeasure, a process of checking the player information related to the dependency countermeasure against the player information related to the dependency countermeasure stored in the player information server 824, and a process of accumulating and storing the decrypted player information related to the dependency countermeasure in the player information server 824. Next, the gaming machine information center 820 performs a process of transmitting an encryption key and verification security result information to the management computer 802 via the card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and verification security result information to the lending device 700.

[0249] (Shipping Information) The shipping information is information related to the shipment of the gaming machine 1, and is transmitted from the gaming machine manufacturer 880 to the gaming machine information center 820. Specifically, the gaming machine manufacturer 880 manufactures the gaming machine 1 when the main control chip of the main control board 100 and the gaming value control chip of the gaming value control board 400 are supplied from the gaming machine management control chip supply company 890. Then, the gaming machine manufacturer 880 transmits the shipping information to the gaming machine information center 820 when the manufactured gaming machine 1 becomes ready to be shipped to the gaming establishment 800.

[0250] Here, when the gaming machine information center 820 receives shipping information from the gaming machine manufacturer 880, it links the main control chip manufacturer code, main control chip product code, main control chip ID number of the main control board 100, the gaming value chip manufacturer code, gaming value chip product code, gaming value chip ID number of the gaming value control board 400, and information regarding the shipping date and time of the gaming machine 1, and registers them in the machine history server 821. Then, the gaming machine manufacturer 880 registers each piece of information in the machine history server 821, and then ships the gaming machine 1 to the gaming establishment 800.

[0251] As a result, when the gaming machine information center 820 receives gaming machine installation information after the gaming machine 1 is installed in the gaming establishment 800, it is able to determine whether the main control chip and the gaming value control chip of the gaming machine 1 installed in the gaming establishment 800 are the ones at the time of shipment by comparing the gaming machine installation information with the shipping information registered in the machine history server 821.

[0252] (Unit board manufacturing information) The unit board manufacturing information is information transmitted from the unit board manufacturer 870 to the gaming machine information center 820. Specifically, the unit board manufacturer 870 manufactures the unit board 710, and when it is ready to be shipped to the rental device manufacturer 860, transmits the unit board manufacturing information to the gaming machine information center 820.

[0253] Here, when the gaming machine information center 820 receives the unit board manufacturing information from the unit board manufacturer 870, it links the product code of the unit board 710, the ID number of the unit board 710, and information related to the manufacturing date and time of the unit board 710, and registers them in the fraud monitoring server 822. Then, after each piece of information has been registered in the fraud monitoring server 822, the unit board manufacturer 870 ships the unit board 710 to the rental device manufacturer 860. Then, the rental device manufacturer 860 will manufacture the rental device 700 using the unit board 710 shipped from the unit board manufacturer 870.

[0254] In addition, when transmitting and receiving the above-mentioned information and signals, the party transmitting each piece of information or signal is capable of executing a process to record information regarding the date and time of transmission, and the party receiving each piece of information or signal is capable of executing a process to record information regarding the date and time of reception.

[0255] (Details of sending and receiving each piece of information) Next, the details of transmission and reception of each piece of information will be described with reference to FIG.

[0256] 11, the phases are divided into a comparison phase and a status communication phase, so the comparison phase and the status communication phase will be described separately.

[0257] (Matching phase) First, the matching phase will be described.

[0258] In the collation phase, when power is supplied to the gaming machine 1 from the power supply board 200, the main control board 100 transmits the main control chip ID number to the game value control board 400. Next, the game value control board 400 transmits the main control chip ID number and the game value control chip ID number to the unit board 710.

[0259] Here, the main control chip ID number and the gaming value control chip ID number are encrypted by the unit board 710 and then transmitted to the gaming machine information center 820 via the rental device control board 720, the management computer 802, and the card company data center 810.

[0260] Then, when the gaming machine information center 820 receives the encrypted main control chip ID number and the gaming value control chip ID number, it performs a process of decrypting the encrypted main control chip ID number and the gaming value control chip ID number. Next, the gaming machine information center 820 performs a process of collating the decrypted main control chip ID number and the gaming value control chip ID number with the gaming machine installation information stored in the machine history server 821 to determine whether the decrypted main control chip ID number and the gaming value control chip ID number are normal or not.

[0261] The gaming machine information center 820 also performs a process of generating verification security result information and a process of encrypting the generated verification security result information. Next, the gaming machine information center 820 performs a process of transmitting the encrypted verification security result information to the unit board 710 via the card company data center 810, the management computer 802, and the rental device control board 720.

[0262] Then, when the unit board 710 receives the encrypted verification security result information, it performs a process of decrypting the encrypted verification security result information. Next, the unit board 710 performs a process of determining whether the decrypted verification security result information is normal or not. Here, if it is determined that the decrypted verification security result information is normal, the verification phase ends and the state transitions to the status communication phase. Note that if it is determined that the decrypted verification security result information is not normal, it becomes impossible to play the game.

[0263] (Status communication phase) Next, the status communication phase will be described.

[0264] (1) Loan information When the lending button 80 is operated with a prepaid card having electronic information corresponding to money inserted into the lending device 700, or when the lending button 80 is operated with money inserted into the lending device 700, the lending device control board 720 transmits information regarding the number of lending game values ​​(e.g., "47") to the unit board 710. Next, the unit board 710 performs a process of transmitting a game value lending signal including information regarding the number of lending game values ​​to the game value control board 400. Then, when the game value control board 400 receives the game value lending signal from the unit board 710, it performs a process of adding the number of lending game values ​​to the value displayed on the game value display 24 and displaying the result.

[0265] (2) Quantitative information When the counting button 60 is operated in a case where the game value owned by the player is displayed on the game value display 24, the game value control board 400 transmits information regarding the counted game value to the unit board 710. For example, when the game value owned by the player is "50", and the counting button 60 is operated, the information regarding the counted game value becomes "50". Next, the unit board 710 transmits information regarding the counted game value to the rental device control board 720. In addition, the rental device control board 720 performs a process of storing information regarding the counted game value in a prepaid card.

[0266] Then, when the return button 81 is operated after the process of storing information about the counted gaming value in the prepaid card is completed, the lending device control board 720 performs a process of returning the prepaid card. In other words, even if the return button 81 is operated before the process of storing information about the counted gaming value in the prepaid card is completed, the prepaid card will not be returned. This makes it possible to prevent a player from leaving the seat before the counting of the gaming value is completed.

[0267] Furthermore, if the return button 81 is operated before the process of storing information about the counted game value in the prepaid card is completed, a notification is given to the player to wait until the counting of the game value is completed by the liquid crystal display 82. For example, a text image saying "Counting" is displayed on the liquid crystal display 82 to notify the player to wait until the counting of the game value is completed.

[0268] In addition, the notification to have the player wait until the counting of the game value is completed may be made by outputting sound from a rental speaker (not shown) provided on the rental device 700, or by turning on or blinking a rental lamp (not shown) provided on the rental device 700, or by a combination of these.

[0269] The notification to have the player wait until the counting of the game value is completed may be made by the gaming machine 1, or may be made by the gaming machine 1 and the rental device 700. Here, when the gaming machine 1 makes a notification to have the player wait until the counting of the game value is completed, the notification may be made by the image display device 27, the frame lamp 28, or the speaker 29.

[0270] (3) Number of gaming values Information regarding the number of play values ​​is transmitted from the play value control board 400 to the unit board 710 at a predetermined cycle (for example, "300" ms). The unit board 710 also transmits information regarding the play values ​​owned by the player to the lending device control board 720. Here, the play value number is uncounted play value, and is the value of the play value displayed on the play value display 24. This enables the lending device 700 to recognize the number of play values ​​owned by the player.

[0271] (4) Number of Bets Information regarding the number of BETs placed on the gaming machine 1 is transmitted from the main control board 100 to the game value control board 400 at predetermined intervals (e.g., 300 ms). Next, information regarding the number of BETs is transmitted from the game value control board 400 to the unit board 710. Then, information regarding the number of BETs is transmitted from the unit board 710 to the lending device control board 720. This enables the lending device 700 to recognize the number of BETs.

[0272] (5) Number of winning play points In the gaming machine 1, the number of game values ​​awarded for winning is transmitted from the main control board 100 to the game value control board 400 at a predetermined cycle (e.g., 1.564 ms). Next, the game value control board 400 transmits the number of game values ​​to the unit board 710 at a predetermined cycle (e.g., 300 ms). This allows the lending device 700 to recognize the game value awarded for winning.

[0273] (6) Hall control information The hall control information is transmitted from the main control board 100 to the rental device control board 720 via the game value control board 400 and the unit board 710. The rental device control board 720 then transmits the hall control information to the hall computer 801. This enables the hall computer 801 to recognize the hall control information.

[0274] (7) Gaming machine performance information The gaming machine performance information is transmitted from the main control board 100 to the gaming value control board 400. Then, the gaming value control board 400 transmits the gaming machine performance information to the unit board 710. Here, the unit board 710 encrypts the received gaming machine performance information and transmits it to the gaming machine information center 820 via the rental device control board 720, the management computer 802, and the card company data center 810.

[0275] (8) Gaming machine installation information The gaming machine installation information is transmitted from the main control board 100 to the gaming value control board 400. Then, the gaming value control board 400 transmits the gaming machine installation information to the unit board 710. Here, the unit board 710 encrypts the received gaming machine installation information and transmits it to the gaming machine information center 820 via the rental device control board 720, the management computer 802, and the card company data center 810.

[0276] (9) Error information Main control board error information regarding an error detected by the main control board 100 is transmitted from the main control board 100 to the gaming value control board 400. Next, the gaming value control board 400 transmits the main control board error information received from the main control board 100 and / or the gaming value control board error information detected by the gaming value control board 400 to the unit board 710. Next, the unit board 710 transmits the main control board error information and / or the gaming value control board error information to the rental device control board 720. Then, the rental device control board 720 transmits the error information received from the unit board 710 to the management computer 802.

[0277] Furthermore, the unit board 710 performs a process of encrypting the error information received from the gaming value control board 400. Then, the unit board 710 transmits the encrypted error information to the gaming machine information center 820 via the rental device control board 720, the management computer 802, and the card company data center 810.

[0278] (10) Fraudulent information The fraud information regarding the fraud detected by the main control board 100 is transmitted from the main control board 100 to the game value control board 400. Next, the game value control board 400 transmits the fraud information received from the main control board 100 and / or the fraud information regarding the fraud detected by the game value control board 400 to the unit board 710. Then, the unit board 710 transmits the fraud information received from the game value control board 400 to the rental device control board 720. Then, the rental device control board 720 transmits the fraud information received from the unit board 710 to the management computer 802.

[0279] Furthermore, the unit board 710 performs a process of encrypting the fraudulent information received from the gaming value control board 400. Then, the unit board 710 transmits the encrypted fraudulent information to the gaming machine information center 820 via the lending device control board 720, the management computer 802, and the card company data center 810.

[0280] (Winning Role Determination Table) Next, the winning combination determination table will be described with reference to FIG.

[0281] The winning combination determination table is stored in the main ROM use area 102a, and is used when determining a winning combination by the internal lottery process in step S4000 described later. In addition, the winning combination determination table specifies winning combinations and lottery values ​​corresponding to the winning combinations for each game state.

[0282] Here, in this embodiment, the winning combination determination table illustrates the lottery value when the set value is "1" and the lottery value when the set value is "6", and does not illustrate the lottery value when the set value is "0", the lottery value when the set value is "3", the lottery value when the set value is "4", and the lottery value when the set value is "5". Note that in this embodiment, the winning combination determination table specifies the lottery value so that the higher the set value, the more advantageous it is for the player.

[0283] As shown in FIG. 12, when the game state managed by the main control board 100 is a general game state, the lottery values ​​are set to "1st BB", "2nd BB", "Replay", "Plum PLa in left press order", "Plum PLb in left press order", "Plum PLc in left press order", "Plum PCa in middle press order", "Plum PCb in middle press order", "Plum PRa in right press order", "Plum PRb in right press order", "Weak Cherry", "Strong Cherry", and "Bell".

[0284] In addition, when the game status managed by the main control board 100 is the "bonus carry-over state," the lottery values ​​are set to "Replay," "Plum PLa in the left press order," "Plum PLb in the left press order," "Plum PLc in the left press order," "Plum PCa in the center press order," "Plum PCb in the center press order," "Plum PRa in the right press order," "Plum PRb in the right press order," "Weak Cherry," "Strong Cherry," and "Bell."

[0285] In addition, when the game status managed by the main control board 100 is the "bonus activation status", lottery values ​​are specified for "left push order plum PLa", "left push order plum PLb", "left push order plum PLc", "middle push order plum PCa", "middle push order plum PCb", "right push order plum PRa", and "right push order plum PRb".

[0286] In addition, "Left push order plum PLa" to "Left push order plum PLc" are collectively called "Left push order plum", "Middle push order plum PCa" to "Middle push order plum PCb" are collectively called "Middle push order plum", and "Right push order plum PRa" to "Right push order plum PRb" are collectively called "Right push order plum". In addition, "Left push order plum", "Middle push order plum", and "Right push order plum" are collectively called "push order plum".

[0287] (The relationship between the winning combination, the operation order of the stop button 10, and the winning combination) Next, the relationship between the winning combination, the operation sequence of the stop button 10, and the winning will be described with reference to FIG.

[0288] FIG. 13 shows the relationship between winning combinations and symbol combinations that can be displayed on the pay lines depending on the operation sequence of the stop buttons 10.

[0289] In this embodiment, the combination of symbols that is allowed to win varies depending on the winning combination. For example, when the winning combination is "replay", the winning of "replay" is allowed.

[0290] In this embodiment, a winning combination that is allowed to win a prize is provided, which differs depending on which stop button 10 is operated first. For example, when the winning combination is "Plum PLa in the left-push order," if the left stop button 11 is operated first, "Plum" wins. On the other hand, when the winning combination is "Plum PLa in the left-push order," if the center stop button 12 is operated first, or if the right stop button 13 is operated first, "Blank" wins depending on the operation timing of the stop button 10. In other words, depending on the operation timing of the stop button 10, the winning of "Blank" is not achieved, resulting in a non-winning prize.

[0291] In this embodiment, a winning combination is provided that may or may not be awarded depending on the timing of operation of the stop button 10. For example, if the winning combination is "Bell," and the stop button 10 is operated at an appropriate timing, the "Bell" will be awarded. On the other hand, if the stop button 10 is operated at an inappropriate timing, the "Bell" will not be awarded and the player will not win.

[0292] In this embodiment, "BB" and another winning combination may be won at the same time. Specifically, when "BB" is carried over and another winning combination is determined, "BB" and the other winning combination are won at the same time.

[0293] Here, in this embodiment, if "BB" and "Replay" are winning, "Replay" will be displayed on the active line with priority over "Bonus", and the replay will win.

[0294] Also, if "BB" and "Plum" are winning, "Plum" will be displayed on the active line in priority over "Bonus", and "Plum" will win. Similarly, if "BB" and "Cherry" are winning, or if "BB" and "Bell" are winning, "Cherry" and "Bell" will be displayed on the active line in priority over "Bonus".

[0295] (Characteristics of winning roles) Next, the characteristics of the winning combination will be described with reference to FIG.

[0296] In this embodiment, among the operation sequences of the stop button 10, there is an operation sequence that is unilaterally advantageous to the player (hereinafter referred to as the "first stop operation sequence"), and an operation sequence that is unilaterally disadvantageous to the player (hereinafter referred to as the "second stop operation sequence").

[0297] (1st stop operation order) The first stop operation sequence is an operation sequence in which the expected value of game value acquisition is lower than that of the second stop operation sequence. The first stop operation sequence is an operation sequence in which the lottery result of the ball output state described later is reflected. Here, in this embodiment, the first stop operation sequence corresponds to an operation sequence in which the left stop button 11 is operated first. Specifically, the first stop operation sequence corresponds to an operation sequence in which the left stop button 11 is operated first, then the center stop button 12 is operated, and finally the right stop button 13 is operated (hereinafter referred to as "left, center, right"), and an operation sequence in which the left stop button 11 is operated first, then the right stop button 13 is operated, and finally the center stop button 12 is operated (hereinafter referred to as "left, right, center").

[0298] (Second stop operation order) The second stop operation sequence is an operation sequence in which the expected value of the game value to be acquired is higher than that of the first stop operation sequence. The second stop operation sequence is also an operation sequence in which the lottery result of the ball-out state described below is not reflected. Examples of the lottery result of the ball-out state not being reflected include not performing a process to reflect the lottery result of the ball-out state, and performing a process to clear the lottery result of the ball-out state.

[0299] Here, the second stop operation sequence corresponds to an operation sequence in which the center stop button 12 is operated first, or an operation sequence in which the right stop button 13 is operated first. Specifically, the second stop operation sequence corresponds to an operation sequence in which the center stop button 12 is operated first, then the left stop button 11, and finally the right stop button 13 (hereinafter referred to as "center left / right"), an operation sequence in which the center stop button 12 is operated first, then the right stop button 13, and finally the left stop button 11 (hereinafter referred to as "center right left"), an operation sequence in which the right stop button 13 is operated first, then the left stop button 11, and finally the center stop button 12 (hereinafter referred to as "right left center"), and an operation sequence in which the right stop button 13 is operated first, then the center stop button 12, and finally the left stop button 11 (hereinafter referred to as "right center left").

[0300] In this embodiment, when the operation sequence of the stop button 10 is the second stop operation sequence, the lottery results regarding the ball output state described below are not reflected. However, when the operation sequence of the stop button 10 is the second stop operation sequence, the lottery results regarding the ball output state may be given less favor than when the operation sequence of the stop button 10 is the first stop operation sequence.

[0301] First, in the case where the winning combination is "Plum PLb in the left press order," if the operation order of the stop button 10 is the first stop operation order, "Plum" wins with a probability of "1 / 2." Specifically, if the operation order of the stop button 10 is "Left, Center, Right," "Plum" wins. At this time, the value of the game value granted to the player is "6." Also, if the operation order of the stop button 10 is "Left, Right, Center," "Blank" wins with a probability of "1 / 4." On the other hand, if the operation order of the stop button 10 is the second stop operation order, "Blank" wins with a probability of "1 / 4." When "Blank" wins, the value of the game value granted to the player is "1."

[0302] Next, in the case where the winning combination is "Plum PLc in the left press order," if the operation order of the stop button 10 is the first stop operation order, "Plum" wins with a probability of "1 / 2." Specifically, if the operation order of the stop button 10 is "left, right, center," "Plum" wins. At this time, the value of the game value granted to the player is "6." Also, if the operation order of the stop button 10 is "left, center, right," "Blank" wins with a probability of "1 / 4." On the other hand, if the operation order of the stop button 10 is the second stop operation order, "Blank" wins with a probability of "1 / 4." When "Blank" wins, the value of the game value granted to the player is "1."

[0303] Next, when the winning combination is "Plum PCa in the middle press order," if the operation order of the stop button 10 is the second stop operation order, "Plum" wins with a probability of "1 / 4." Specifically, if the operation order of the stop button 10 is "middle left right," "Plum" wins. At this time, the value of the game value granted to the player is "13." Also, if the operation order of the stop button 10 is "middle right left," "right left middle," or "right middle left," "blank" wins with a probability of "1 / 4." On the other hand, if the operation order of the stop button 10 is the first stop operation order, "blank" wins with a probability of "1 / 4." When "blank" wins, the value of the game value granted to the player is "1."

[0304] Next, when the winning combination is "middle push order plum PCb", if the operation order of the stop button 10 is the second stop operation order, "plum" wins with a probability of "1 / 4". Specifically, if the operation order of the stop button 10 is "middle right left", "plum" wins. At this time, the value of the game value granted to the player is "13". Also, if the operation order of the stop button 10 is "middle left right", "right left middle", or "right middle left", "blank" wins with a probability of "1 / 4". On the other hand, if the operation order of the stop button 10 is the first stop operation order, "blank" wins with a probability of "1 / 4". When "blank" wins, the value of the game value granted to the player is "1".

[0305] Next, in the case where the winning combination is "Right Push Order Plum PRa", if the operation order of the stop button 10 is the second stop operation order, "Plum" wins with a probability of "1 / 4". Specifically, if the operation order of the stop button 10 is "Right Left Center", "Plum" wins. At this time, the value of the game value granted to the player is "13". Also, if the operation order of the stop button 10 is "Center Left Right", "Center Right Left", "Right Center Left", "Blank" wins with a probability of "1 / 4". On the other hand, if the operation order of the stop button 10 is the first stop operation order, "Blank" wins with a probability of "1 / 4". When "Blank" wins, the value of the game value granted to the player is "1".

[0306] Next, when the winning combination is "Plum PRb in the right press order," if the operation order of the stop button 10 is the second stop operation order, "Plum" wins with a probability of "1 / 4." Specifically, if the operation order of the stop button 10 is "Right-middle-left," "Plum" wins. At this time, the value of the game value granted to the player is "13." Also, if the operation order of the stop button 10 is "middle-left-right," "middle-right-left," or "right-left-middle," "Blank" wins with a probability of "1 / 4." On the other hand, if the operation order of the stop button 10 is the first stop operation order, "Blank" wins with a probability of "1 / 4." When "Blank" wins, the value of the game value granted to the player is "1."

[0307] Here, in the first stop operation sequence, when the operation sequence of the stop button 10 is "left, center, right," the probability that the player will be awarded a game value of "6" is "(4,596+4,982) / 65,536 (setting "1") to (5,800+4,380) / 65,536 (setting "6")," which is "9,578 / 65,536 (setting "1") to 10,180 / 65,536 (setting "6").

[0308] Similarly, when the operation sequence of the stop buttons 10 is "left, right, middle," the probability that the player will be awarded a gaming value of "6" is "(4,596+4,982) / 65,536 (setting "1") to (5,800+4,380) / 65,536 (setting "6")," which is 9,578 / 65,536 (setting "1") to 10,180 / 65,536 (setting "6").

[0309] Specifically, the winning probability of "Left Push Order Plum PLa" in setting "1" is "4,596 / 65,536," while the winning probability of "Left Push Order Plum PLa" in setting "6" is "5,800 / 65,536." Therefore, it is easier to win "Left Push Order Plum PLa" in setting "6" than in setting "1."

[0310] On the other hand, the combined probability of winning "Left Push Order Plum PLb" to "Left Push Order Plum PLc" in the setting "1" is "9,964 / 65536", while the combined probability of winning "Left Push Order Plum PLb" to "Left Push Order Plum PLc" in the setting "6" is "8,760 / 65,536". Therefore, it is easier to win "Left Push Order Plum PLb" to "Left Push Order Plum PLc" in the setting "1" than in the setting "6".

[0311] In this embodiment, the combined probability of winning "Left Push Order Plum PLa" to "Left Push Order Plum PLc" in the setting "1" is the same as the combined probability of winning "Left Push Order Plum PLa" to "Left Push Order Plum PLc" in the setting "6". Specifically, the combined probability of winning "Left Push Order Plum PLa" to "Left Push Order Plum PLc" in the setting "1" is "14,560 / 65,536" for both the setting "1" and the setting "6".

[0312] In other words, when the ball output status managed by the main control board 100 is in the normal state, the operation sequence of the stop buttons 10 is not notified, and therefore the player cannot tell whether a "plum" will win if the operation sequence of the stop buttons 10 is "left, center, right," or whether a "plum" will win if the operation sequence of the stop buttons 10 is "left, center, right."

[0313] On the other hand, when the ball output state managed by the main control board 100 is in the AT state, the operation sequence of the stop button 10 is notified, and the player can win a "Plum" by operating the stop button 10 in accordance with the notified operation sequence.

[0314] In addition, since the combined probability of winning "Plum in the Left Push Order" is the same for both the setting of "1" and the setting of "6," when the ball output state managed by the main control board 100 is in the AT state, it can be said that the probability of "Plum" winning is the same for both the setting of "1" and the setting of "6."

[0315] (Expected value of game value obtained according to the operation order of the stop button 10) The expected gain of the gaming value according to the operation order of the stop buttons 10 will be described below.

[0316] The expected value of the game value to be acquired according to the operation order of the stop button 10 can be calculated by "lottery value according to the winning role x value of the game value to be awarded x winning rate / total value of all lottery values ​​(the denominator in Figure 12, "65,536")".

[0317] Here, in this embodiment, "Plum in left push order PLb" to "Plum in left push order PLc", "Plum in center push order", and "Plum in right push order" are grouped when they are winning roles. Therefore, the expected acquisition value of these game values ​​will be explained. In the following, "Plum in left push order PLb" to "Plum in left push order PLc", "Plum in center push order", and "Plum in right push order" are referred to as "specific groups".

[0318] For example, when the setting is "1", the winning role is determined to be "Plum PLb in the left press order" and the operation order of the stop buttons 10 is "left, middle, right", the expected value of the game value to be gained is "4,982 x 6 x 1 / 65,536 = 0.45 (for ease of explanation, this is rounded to two decimal places)".

[0319] In addition, if the winning combination is determined to be "Plum PLc in the left push order" and the operation order of the stop buttons 10 is "left, middle, right," the expected value of the game value to be acquired is "4,982 x 1 x 0.25 / 65,536 = 0.02."

[0320] In addition, if the winning combination is determined to be "middle push order plum PCa" and the operation order of the stop buttons 10 is "left, middle, right," the expected value of the game value to be acquired is "9,000 x 1 x 0.25 / 65,536 = 0.03."

[0321] Similarly, when the winning combination is determined to be "middle press order plum PCb" and the operation order of the stop buttons 10 is "left, middle, right," the expected value of the game value to be acquired is "9,000 x 1 x 0.25 / 65,536 = 0.03."

[0322] Similarly, when the winning combination is determined to be "Right Push Order Plum PRa" and the operation order of the stop buttons 10 is "Left, Middle, Right," the expected gain in game value is "9,000 x 1 x 0.25 / 65,536 = 0.03."

[0323] Similarly, when the winning combination is determined to be "Right Push Order Plum PRb" and the operation order of the stop buttons 10 is "Left, Middle, Right," the expected value of the game value to be acquired is "9,000 x 1 x 0.25 / 65,536 = 0.03."

[0324] Therefore, when the operation sequence of the stop buttons 10 is "left, middle, right," the expected gain of the gaming value is "0.61."

[0325] Here, the expected gain of the game value when the operation order of the stop buttons 10 is "left, right, middle" is "0.61", which is the same as the expected gain of the game value when the operation order of the stop buttons 10 is "left, middle, right".

[0326] On the other hand, when the operation order of the stop buttons 10 is "middle, left, right", the expected value of the game value to be acquired is calculated as "1.93". Similarly, the expected value of the game value to be acquired when the operation order of the stop buttons 10 is "middle, right, left", the expected value of the game value to be acquired when the operation order of the stop buttons 10 is "right, left, middle", and the expected value of the game value to be acquired when the operation order is "right, middle, left" are also "1.93".

[0327] From these facts, it can be said that the expected acquisition value of the gaming value is higher when the operation sequence of the stop button 10 is the second stop operation sequence than when the operation sequence of the stop button 10 is the first stop operation sequence.

[0328] In addition, the expected value of the game value to be acquired when the operation sequence of the stop button 10 is the first stop operation sequence, and the expected value of the game value to be acquired when the operation sequence of the stop button 10 is the second stop operation sequence, can both be said to be a value less than the BET number "3".

[0329] In addition, in this embodiment, the sum of the expected value of game value to be acquired when the operation sequence of the stop button 10 is the first stop operation sequence and the expected value of game value to be acquired in response to the holding of a ball output state transition lottery managed by the main control board 100 is greater than the expected value of game value to be acquired when the operation sequence of the stop button 10 is the second stop operation sequence.

[0330] In this way, when a winning combination of a "specific group" is won, the advantages and disadvantages of the first stop operation sequence of the stop button 10 and the second stop operation sequence are offset in terms of both the expected value of game value gained and the probability of transition of the ball output state.

[0331] In this case, even if the main control board 100 transmits information (a grouping command described below) to the sub-control board 300 indicating that a winning role of a "specific group" has been won, the display mode of the instruction information display unit 17 will be hidden.

[0332] In addition, under normal circumstances, the value of the game value acquired by winning a winning combination of a "specific group" is not added to the calculation of the instruction-included combination ratio.

[0333] (AT state transition lottery table) Next, the AT state transition lottery table will be explained using FIG.

[0334] The AT state transition lottery table is a table used when conducting a lottery as to whether or not to transition to the AT state, and is stored in the main ROM usage area 102a.

[0335] Here, in this embodiment, the AT state transition lottery table includes an AT state transition lottery table for the normal state (see Figure 15(A)), an AT state transition lottery table for the bonus preparation state (see Figure 15(B)), an AT state transition lottery table for the CZ state (see Figure 15(C)), and an AT state transition lottery table for the bonus state (see Figure 15(D)).

[0336] (AT state transition lottery table for normal state) The normal state AT state transition lottery table is a table used when a lottery is conducted as to whether or not to transition to the AT state when the ball output state is normal. Here, the normal state AT state transition lottery table specifies the lottery value corresponding to the winning role for each set value. For example, when the set value is "1" and "Weak Cherry" is determined as the winning role, the probability of winning the AT state transition lottery is "655 / 65,536".

[0337] (AT state transition lottery table for bonus preparation state) The AT state transition lottery table for the bonus preparation state is a table used when a lottery is held to determine whether or not to transition to the AT state when the ball output state is the bonus preparation state. Here, the AT state transition lottery table for the bonus preparation state specifies the lottery value corresponding to the winning role for each set value. For example, when the set value is "1" and "weak cherry" is determined as the winning role, the probability of winning the AT state transition lottery is "655 / 65,536".

[0338] (AT state transition lottery table for CZ state) The AT state transition lottery table for CZ state is a table used when a lottery is performed to determine whether or not to transition to the AT state when the ball output state is the CZ state. Here, the AT state transition lottery table for CZ state specifies the lottery value corresponding to the winning role for each set value. For example, when the set value is "1" and "weak cherry" is determined as the winning role, the probability of winning the AT state transition lottery is "16,384 / 65,536".

[0339] (AT state transition lottery table for bonus state) The AT state transition lottery table for bonus state is a table used when a lottery is conducted to determine whether or not to transition to the AT state when the ball output state is the bonus state. Here, the AT state transition lottery table for bonus state specifies the lottery value corresponding to the winning role for each set value. For example, when the set value is "1" and "push order plum" is determined as the winning role, the probability of winning the AT state transition lottery is "655 / 65,536".

[0340] 15, the AT state transition lottery table illustrates the lottery values ​​when the set value is "1" and when the set value is "6," and does not illustrate the lottery values ​​when the set value is "0," when the set value is "3," when the set value is "4," and when the set value is "5." Also, the AT state transition lottery table specifies the lottery values ​​so that the higher the set value, the more advantageous it is for the player.

[0341] In addition, the lottery values ​​specified in the AT state transition lottery table are not limited to the lottery values ​​shown in Figure 15 and can be set as appropriate.

[0342] (CZ state transition lottery table) Next, using Figure 16, we will explain the CZ state transition lottery table.

[0343] The CZ state transition lottery table is a table used when conducting a lottery to determine whether or not to transition to the CZ state when the ball output state is in the normal state, and is stored in the main ROM usage area 102a.

[0344] In the CZ state transition lottery table, the lottery value corresponding to the winning role is specified for each setting value. For example, when the setting value is "1" and "weak cherry" is determined as the winning role, the probability of winning the CZ state transition lottery is "655 / 65,536".

[0345] Here, as shown in Figure 16, the CZ state transition lottery table illustrates the lottery values ​​when the setting value is "1" and when the setting value is "6", and omits the illustration of the lottery values ​​when the setting value is "0", when the setting value is "3", when the setting value is "4", and when the setting value is "5". Also, the CZ state transition lottery table specifies the lottery values ​​so that the higher the setting value, the more advantageous it is for the player.

[0346] In addition, the lottery values ​​specified in the CZ state transition lottery table can be set as appropriate, not limited to the lottery values ​​shown in Figure 16.

[0347] (Additional Game Number Drawing Table) Next, the additional game number lottery table will be explained with reference to FIG.

[0348] The additional game number lottery table is a table used when performing an additional lottery for the number of games that can be played in the AT state, and is stored in the main ROM usage area 102a.

[0349] Here, in this embodiment, the additional game number selection table is provided with an additional game number selection table for the AT state (see Figure 17(A)) and an additional game number selection table for the additional state (see Figure 17(B)).

[0350] (AT state extra game number lottery table) The AT state additional game number lottery table is a table used when the ball output state is the AT state and an additional lottery is performed for the number of games that can be played in the AT state. Here, the AT state additional game number lottery table specifies the lottery value corresponding to the number of games to be added for each winning role. For example, when "bell" is determined as the winning role, "50" games are added with a probability of "2,048 / 65,536", "100" games are added with a probability of "1,024 / 65,536", and "300" games are added with a probability of "512 / 65,536".

[0351] (Additional game number lottery table for additional game status) The lottery table for the number of games to be added for the added state is a table used when the number of games that can be played in the AT state is added when the ball output state is the added state. Here, the lottery table for the number of games to be added for the added state specifies the lottery value corresponding to the number of games to be added for each winning role. For example, when "bell" is determined as the winning role, "50" games will be added with a probability of "65,000 / 65,536", "100" games will be added with a probability of "500 / 65,536", and "300" games will be added with a probability of "36 / 65,536".

[0352] Here, in this embodiment, the number of games to be added is determined when the lottery using the added game number lottery table is won, but this is not limited to this. For example, a predetermined number of games (e.g., "30" games) may be set as "1" set, and the number of sets may be added, the amount of game value to be given to the player may be added, or the number of times the operation sequence of the stop button 10 is notified may be added.

[0353] In addition, the lottery values ​​specified in the additional game number lottery table are not limited to the lottery values ​​shown in Figure 17 and can be set as appropriate.

[0354] (Add-on state transition lottery table) Next, the add-on state transition lottery table will be explained using Figure 18.

[0355] The top-up state transition lottery table is a table used when conducting a lottery as to whether or not to transition to the top-up state, and is stored in the main ROM usage area 102a.

[0356] Here, in this embodiment, the added-on state transition lottery table is provided with an added-on state transition lottery table for the AT state (see Figure 18(A)), an added-on state transition lottery table for the bonus preparation state during the AT (see Figure 18(B)), and an added-on state transition lottery table for the bonus state during the AT (see Figure 18(C)).

[0357] (AT state extra state transition lottery table) The AT state add-on state transition lottery table is a table used when a lottery is held to determine whether or not to transition to an add-on state when the ball output state is in an AT state. Here, the AT state add-on state transition lottery table specifies the lottery value corresponding to the winning role for each set value. For example, when the set value is "1" and "weak cherry" is determined as the winning role, the probability of winning the lottery to transition to the add-on state is "328 / 65,536".

[0358] (AT bonus preparation state extra state transition lottery table) The lottery table for transition to the bonus-ready state during AT is a table used when a lottery is held to see whether or not to transition to the bonus-ready state when the ball output state is the bonus-ready state during AT. Here, the lottery table for transition to the bonus-ready state during AT specifies the lottery value corresponding to the winning role for each set value. For example, when the set value is "1" and "weak cherry" is determined as the winning role, there is a probability of "328 / 65,536" of winning the lottery for transition to the bonus-ready state.

[0359] (AT bonus state transition lottery table) The lottery table for transition to the bonus state during AT is a table used when a lottery is held to determine whether or not to transition to the bonus state when the ball output state is the bonus state during AT. Here, the lottery table for transition to the bonus state during AT specifies the lottery value corresponding to the winning role for each set value. For example, when the set value is "1" and "push order plum" is determined as the winning role, the probability of winning the lottery for transition to the bonus state is "163 / 65,536".

[0360] 18, the add-on state transition lottery table illustrates the lottery values ​​when the set value is "1" and when the set value is "6," and does not illustrate the lottery values ​​when the set value is "0," "3," "4," and "5." Also, the add-on state transition lottery table specifies the lottery values ​​so that the higher the set value, the more advantageous it is for the player.

[0361] In addition, the lottery values ​​specified in the added state transition lottery table are not limited to the lottery values ​​shown in Figure 18 and can be set as appropriate.

[0362] (Main RAM 103 storage area) Next, the storage area of ​​the main RAM 103 will be described with reference to FIG.

[0363] (Memory area 103a in the main RAM area) First, the storage area in the main RAM use area 103a will be described.

[0364] 19, the main RAM use area 103a is provided with a plurality of storage areas including a set value storage area 103aa to a gaming value error storage area 103zd. Each storage area will be described below.

[0365] (Setting value storage area 103aa) The set value storage area 103aa is a 1-byte storage area that can store a set value indicating the degree of advantage to the player. For example, when the set value is 1, 00000001B is stored in the set value storage area 103aa, and when the set value is 6, 00000110B is stored in the set value storage area 103aa.

[0366] (Bonus storage area 103ab) The bonus memory area 103ab is a "1" byte memory area, and when "BB" is won, the information on the winning of "BB" can be carried over and stored until the bonus is won. Here, for example, if "1st BB" is carried over, the value of the bonus memory area 103ab is "00000001B", if "2nd BB" is carried over, the value of the bonus memory area 103ab is "00000010B", and if "BB" is not carried over, the value of the bonus memory area 103ab is "00000000B".

[0367] (Winning role memory area 103ac) The winning combination memory area 103ac is a "2" byte memory area that can store information about the winning combination. For example, when "replay" is determined as the winning combination, the value of the upper byte of the winning combination memory area 103ac becomes "00000000B" and the value of the lower byte becomes "00000001B".

[0368] (BET counter 103ad) The BET counter 103ad is a memory area of ​​"1" byte, and is a memory area capable of storing information related to the bet game value. For example, when the bet game value is "3", the value of the BET counter 103ad becomes "00000011B".

[0369] (Wait timer 103ae) The wait timer 103ae is a 2-byte memory area that can store information for counting the minimum game time. In this embodiment, the value set in the wait timer 103ae is decremented by 1 each time a main interrupt process (see FIG. 57) is executed. The minimum game time in this embodiment is approximately 4.1 seconds.

[0370] (Replay in progress flag storage area 103af) The replay operation flag storage area 103af is a "1" byte storage area that can store a replay operation flag that is turned ON when a replay is won. When the replay operation flag is ON, the value of the replay operation flag storage area 103af becomes "00000001B", and when the replay operation flag is OFF, the value of the replay operation flag storage area 103af becomes "00000000B".

[0371] (Assigned value storage area 103ag) The awarded value storage area 103ag is a 1-byte storage area that can store information about the game value awarded to the player. For example, if the game value awarded to the player is 13, the value of the awarded value storage area 103ag is 00001101B.

[0372] (Bonus end value counter 103ah) The bonus end value counter 103ah is a 1-byte memory area that can store information about the game value that can be awarded in the bonus operating state. For example, when the game value that can be awarded in the bonus operating state is "13", the value of the bonus end value counter 103ah becomes "00001101B".

[0373] (RB winning count counter 103ai) The RB winning count counter 103ai is a storage area of ​​"1" byte, and is a storage area capable of storing information regarding the number of times that "RB (first type special role)" can be won. For example, when the number of times that "RB" can be won is "1", the value of the RB winning count counter 103ai becomes "00000001B".

[0374] (RB game count counter 103aj) The RB game number counter 103aj is a storage area of ​​"1" byte, and is a storage area capable of storing information regarding the number of games that can be played in "RB." For example, when the number of games that can be played in "RB" is "1," the value of the RB game number counter 103aj is "00000001B."

[0375] (Game status memory area 103ak) The game status memory area 103ak is a 1-byte memory area that can store information about the game status of the current game. If the current game status is a normal game status, the value of the game status memory area 103ak is "00000000B." If the current game status is a bonus carryover status, the value of the game status memory area 103ak is "00000001B." If the current game status is a bonus activation status, the value of the game status memory area 103ak is "00000010B."

[0376] (Ball output status memory area 103al) The ball output state memory area 103al is a "1" byte memory area that can store information about the ball output state in the current game. For example, when the current ball output state is the normal state, the value of the ball output state memory area 103al is "00000001B".

[0377] (Next ball output status memory area 103am) The next ball output state memory area 103am is a "1" byte memory area that can store information about the ball output state in the next game. For example, if the ball output state in the next game is the normal state, the value of the next ball output state memory area 103am becomes "00000001B".

[0378] (Ceiling Game Number Counter 103an) The ceiling game number counter 103an is a memory area of ​​"2" bytes, and is a memory area capable of storing the ceiling game number. Here, for example, when the number of games up to the ceiling is "1", the value of the upper byte of the ceiling game number counter 103an is "00000000B", and the value of the lower byte is "00000001B".

[0379] (CZ game number counter 103ao) The CZ game number counter 103ao is a 1-byte memory area that can store the number of games that can be played in the CZ state. For example, if the number of games that can be played in the CZ state is 1, the value of the CZ game number counter 103ao is 00000001B.

[0380] (AT game number counter 103ap) The AT game number counter 103ap is a "2" byte storage area that can store the number of games that can be played in the AT state. For example, when the number of games that can be played in the AT state is "1", the upper byte value of the AT game number counter 103ap is "00000000B" and the lower byte value is "00000001B".

[0381] (Additional game count counter 103aq) The number of games in the added state counter 103aq is a memory area of ​​"1" byte, and is a memory area capable of storing the number of games that can be played in the added state. For example, when the number of games that can be played in the added state is "1", the value of the number of games in the added state counter 103aq becomes "00000001B".

[0382] (CZ winning flag storage area 103ar) The CZ winning flag memory area 103ar is a "1" byte memory area that can store a CZ winning flag indicating that the CZ state transition lottery has been won. Here, when the CZ winning flag is ON, the value of the CZ winning flag memory area 103ar is "00000001B", and when the CZ winning flag is OFF, the value of the CZ winning flag memory area 103ar is "00000000B".

[0383] (AT winning flag storage area 103as) The AT winning flag memory area 103as is a "1" byte memory area that can store an AT winning flag indicating that the AT state transition lottery has been won. Here, when the AT winning flag is ON, the value of the AT winning flag memory area 103as is "00000001B", and when the AT winning flag is OFF, the value of the AT winning flag memory area 103as is "00000000B".

[0384] (Additional status winning flag storage area 103at) The added-on state winning flag memory area 103at is a "1" byte memory area that can store an added-on state winning flag indicating that the added-on state transition lottery has been won. Here, when the added-on state winning flag is ON, the value of the added-on state winning flag memory area 103at is "00000001B", and when the added-on state winning flag is OFF, the value of the added-on state winning flag memory area 103at is "00000000B".

[0385] (1st stop storage area 103au) The first stop memory area 103au is a "1" byte memory area that can store information about the first operated stop button 10 when all reels 20 are spinning. Here, if the value of the first stop memory area 103au is "00000001B", it means that the first operated stop button 10 is the left stop button 11, and the first stop is the left reel 21.

[0386] (Press reference position memory area 103av) The pressing reference position memory area 103av is a "3" byte memory area, and is a memory area capable of storing the symbol position when the stop button 10 corresponding to the spinning reel 20 is operated. Specifically, the "1" byte of the pressing reference position memory area 103av is a memory area capable of storing the symbol position when the left stop button 11 is operated, the "2" byte of the pressing reference position memory area 103av is a memory area capable of storing the symbol position when the center stop button 12 is operated, and the "3" byte of the pressing reference position memory area 103av is a memory area capable of storing the symbol position when the right stop button 13 is operated. For example, when the pressing reference position of the left reel 21 is "01", the value of the "1" byte of the pressing reference position memory area 103av is "00000001B".

[0387] (Slide frame count memory area 103aw) The slip frame count memory area 103aw is a 3-byte memory area capable of storing information regarding the number of slip frames. Specifically, the first byte of the slip frame count memory area 103aw is a memory area capable of storing the number of slip frames of the left reel 21, the second byte of the slip frame count memory area 103aw is a memory area capable of storing the number of slip frames of the center reel 22, and the third byte of the slip frame count memory area 103aw is a memory area capable of storing the number of slip frames of the right reel 23. For example, when the number of slip frames of the left reel 21 is "1", the value of the first byte of the slip frame count memory area 103aw is "00000001B".

[0388] (Difference Counter 103ax) The difference counter 103ax is a storage area of ​​"2" bytes, and is a storage area capable of storing information regarding the difference in game value during the "specific period". The difference counter 103ax can store positive and negative values. Specifically, when the difference in game value during the "specific period" is "200", the value of the upper byte of the difference counter 103ax is "11001000B", and the value of the lower byte is "00000000B". On the other hand, when the difference in game value during the "specific period" is "-200", the value of the upper byte of the difference counter 103ax is "00000000B", and the value of the lower byte is "11001000B". When the difference in game value during the "specific period" is "0", the value of both the upper byte and the lower byte of the difference counter 103ax are "00000000B".

[0389] (Specific period start flag storage area 103ay) The specific period start flag storage area 103ay is a 1-byte storage area capable of storing a specific period start flag that is turned ON at the start of a specific period. When the specific period start flag is ON, the value of the specific period start flag storage area 103ay becomes "00000001B," and when the specific period start flag is OFF, the value of the specific period start flag storage area 103ay becomes "00000000B."

[0390] (Specific period flag storage area 103az) The specific period flag storage area 103az is a "1" byte storage area capable of storing a specific period flag that is ON during a stay in a "specific period." When the specific period flag is ON, the value of the specific period flag storage area 103az is "00000001B," and when the specific period flag is OFF, the value of the specific period flag storage area 103az is "00000000B."

[0391] (Specific period end flag storage area 103za) The specific period end flag storage area 103za is a 1-byte storage area capable of storing a specific period end flag that is turned ON at the end of a specific period. When the specific period end flag is ON, the value of the specific period end flag storage area 103za becomes "00000001B," and when the specific period end flag is OFF, the value of the specific period end flag storage area 103za becomes "00000000B."

[0392] (Main error information storage area 103zb) The main error information storage area 103zb is a 2-byte storage area capable of storing error information detected by the main control board 100. Specifically, the main error information storage area 103zb stores information related to a setting change device operation abnormality error, which will be described later.

[0393] (Stop position storage area 103zc) The stop position memory area 103zc is a "3" byte memory area capable of storing the stop position of the reel 20. Specifically, the "1" byte of the stop position memory area 103zc is a memory area capable of storing the stop position of the left reel 21, the "2" byte of the stop position memory area 103zc is a memory area capable of storing the stop position of the center reel 22, and the "3" byte of the stop position memory area 103zc is a memory area capable of storing the stop position of the right reel 23. For example, when the number of sliding frames of the left reel 21 is "1", the value of the "1" byte of the stop position memory area 103zc is "00000001B".

[0394] (Game value error memory area 103zd) The gaming value error memory area 103zd is a 2-byte memory area that can store error information detected by the gaming value control board 400 in response to a command received from the gaming value control board 400. Specifically, the gaming value error memory area 103zd stores information related to a rental device unconnected error (main stop) described later and information related to a rental device unconnected error (constant monitoring) described later.

[0395] In this embodiment, the "main stop" refers to an error that is monitored during play. Specifically, as described later, this includes an error in communication abnormality within the gaming machine (main stop), an error in reaching the number of play values ​​(main stop), a no-response error in communication with the lending device (main stop), an unconnected error with the lending device (main stop), and an open door error (main stop).

[0396] On the other hand, "constant monitoring" refers to errors that are monitored while not being played. Specifically, as described later, these include abnormal communication errors within the gaming machine (constant monitoring), game value number arrival errors (constant monitoring), no response error from the rental device (constant monitoring), unconnected rental device errors (constant monitoring), and door open errors (constant monitoring).

[0397] (Memory area 103b outside the main RAM area) Next, the storage area outside the main RAM area 103b will be described.

[0398] 19, the main RAM outside area 103b is provided with a plurality of storage areas from a limit MY counter 103ba to a ratio calculation number of plays counter 103yw. Each storage area will be described below.

[0399] (MY counter for limiting 103ba) The limit MY counter 103ba is a "2" byte storage area, and is a storage area capable of storing the maximum increase (also called "maximum MY") from when power was supplied to the gaming machine 1 until the present. For example, if the value of the game value granted from when power was supplied to the gaming machine 1 until the present is "200", the value of the upper byte of the limit MY counter 103ba will be "00000000B" and the value of the lower byte will be "11001000B". Note that the limit MY counter 103ba is not designed to store negative values.

[0400] Here, when the gaming establishment opens (when the gaming machine 1 is powered on), the value of the limit MY counter 103ba is "0" and the value of the maximum increase number is also "0". Then, when the MAXBET button 7 is operated to play a game and a win is established, the value obtained by subtracting the value of the bet game value from the value of the game value awarded upon winning is added to the value of the limit MY counter 103ba. On the other hand, when no win is established, the value of the bet game value is subtracted from the value of the limit MY counter 103ba.

[0401] At this time, when the value of the MY counter for limit 103ba becomes a negative value, the value of the MY counter for limit 103ba becomes "0." For example, when the value of the MY counter for limit 103ba is "0," if the MAXBET button 7 is operated to play a game, a win is established, and the value of the game value granted to the player is "1," then "0 (value of the MY counter for limit 103ba before calculation)" - "3 (value of the game value bet)" + "1 (value of the game value granted by the win)" = "-2," but the value of the MY counter for limit 103ba becomes "0."

[0402] In addition, when the value of the cap-down MY counter 103ba is "0", if the MAXBET button 7 is operated and a game is played without any winning, "0 (value of the cap-down MY counter 103ba before calculation)" - "3 (value of the game value bet)" = "-3", but the value of the cap-down MY counter 103ba will be "0".

[0403] Here, when the state transitions to one advantageous to the player (for example, AT state, bonus activation state), the value of the limit MY counter 103ba changes significantly. For example, assume that the state transitions to the AT state when the value of the limit MY counter 103ba is "0." In the AT state, if the "push order plum" is won, the operation order of the stop button 10 is notified, and if the stop button 10 is operated according to the notified operation order of the stop button 10, the "plum" will be won.

[0404] At this time, the value of the limit MY counter 103ba is "0 (value of the limit MY counter 103ba before calculation)" - "3 (value of the game value bet)" + "13 (value of the game value awarded by winning)" = "10". Since the AT state continues over multiple games because a lottery is held to add the number of games to the initial number of games, the value of the limit MY counter 103ba changes significantly. For example, suppose that the AT state continues for a predetermined period and the value of the limit MY counter 103ba becomes "1,500".

[0405] Here, in the cap MY counter calculation process in step S14103 described later, if the maximum increase is less than "1,500", the maximum increase is updated to "1,500". On the other hand, if the maximum increase is "1,500" or more, the maximum increase is not updated. After that, before the value of the cap MY counter 103ba is subtracted to "0", by transitioning to the AT state or the bonus activation state multiple times, the value of the cap MY counter 103ba gradually increases until it reaches "19,000" or more, and the cap function is activated.

[0406] Here, the upper limit of the value that can be stored in the limit MY counter 103ba is "19,009", and the limit can be stored with a margin up to "19,009", and values ​​exceeding "19,009" are not stored. The reason for the margin of "19,009" as the upper limit of the value that can be stored in the limit MY counter 103ba is that the condition for activating the limit function is that the value of the limit MY counter 103ba is "19,000" or more, and due to differences in the value of the game value granted by winning, there are cases where the value of the limit MY counter 103ba becomes "19,000" and the limit function is activated, and cases where the value of the limit MY counter 103ba exceeds "19,000" and the limit function is activated.

[0407] For example, when the value of the cap MY counter 103ba is "18,999", the value of the bet game value is "3", and a "Plum" win is achieved, "18,999 (value of the cap MY counter 103ba before calculation)" - "3 (value of the bet game value)" + "13 (value of game value awarded upon winning ≒ maximum value of game value awarded in one game in the gaming machine 1 of this embodiment)" = "19,009", so the upper limit value of the cap MY counter 103ba is sufficient as "19,009".

[0408] The limit MY counter 103ba can also be made to store a range up to "19,013." Specifically, when the value of the limit MY counter 103ba is "18,999," if the value of the bet game value is "1" and the value of the game value granted by winning is "15," which is the maximum value for one winning set by the rules of the gaming machine, then "18,999 (value of the limit MY counter 103ba before calculation)" - "1 (value of the bet game value)" + "15 (value of the game value granted by winning)" = "19,013," so that the upper limit value of the limit MY counter 103ba is sufficient as "19,013" regardless of the gaming machine 1.

[0409] This can reduce the effort of changing the upper limit of the MY counter 103ba for limiting every time a gaming machine 1 is developed. Of course, the upper limit of the MY counter 103ba for limiting every time a gaming machine 1 is developed may be set to the maximum value of the game value awarded in one game of the gaming machine 1.

[0410] Also, the upper limit of the MY counter 103ba may not be set. For example, when the value of the MY counter 103ba is "18,999", if the bonus operation state is entered, the value of the MY counter 103ba may be updated and stored even after the value of the MY counter 103ba exceeds "19,000" until the bonus operation state ends.

[0411] In this embodiment, the value of the limiting MY counter 103ba is initialized when the power is turned on and off.

[0412] As will be explained in detail later, the limit MY counter 103ba is referenced in the process of determining whether the counter has reached 18,500 or more, and in the process of determining whether the counter has reached 19,000 or more, but is capable of counting up to 20,000.

[0413] (Internal stack pointer storage area 103bb) The internal stack pointer storage area 103bb is a storage area capable of storing a stack pointer when a program stored in the outside main ROM use area 102b is executed.

[0414] (Limit flag storage area 103bc) The stop flag storage area 103bc is a 1-byte storage area that can store a stop flag indicating that a stop function that makes it impossible to continue playing has been activated. When the stop flag is ON, the value of the stop flag storage area 103bc becomes "00000001B," and when the stop flag is OFF, the value of the stop flag storage area 103bc becomes "00000000B."

[0415] (Performance information game count counter 103bd) The performance information game play count counter 103bd is a memory area of ​​"2" bytes, and is a memory area capable of storing the game play count used when calculating the gaming machine performance information.

[0416] (Performance information total BET number counter 103be) The performance information total BET number counter 103be is a memory area of ​​"3" bytes, and is a memory area capable of storing the total BET number of the gaming value used when calculating the gaming machine performance information.

[0417] (Performance information total number counter 103bf) The performance information total awarded number counter 103bf is a memory area of ​​"3" bytes, and is a memory area capable of storing the total awarded number of gaming values ​​used when calculating the gaming machine performance information.

[0418] (Performance information MY counter 103bg) The performance information MY counter 103bg is a memory area of ​​"3" bytes, and is a memory area capable of storing the current MY used when calculating the gaming machine performance information.

[0419] (Maximum MY counter for performance information: 103bh) The performance information maximum MY counter 103bh is a storage area of ​​"3" bytes, and is a storage area capable of storing the maximum value of the performance information MY counter 103bg.

[0420] (Performance information total number of items given counter 103bi) The performance information feature total number of awarded counters 103bi is a 3-byte memory area capable of storing the value of the game value awarded by the operation of the feature used when calculating the gaming machine performance information.

[0421] (Performance information continuous role total number counter 103bj) The performance information consecutive feature total award count counter 103bj is a 3-byte memory area capable of storing the value of the game value awarded by the operation of the first type special feature used when calculating the gaming machine performance information.

[0422] (Ring Pointer 103ya) The ring pointer 103ya is a memory area of ​​"1" byte, and is a pointer for specifying whether to tally up sets such as (400 games) total award 103yb, (400 games) consecutive role total award 103yc, and (400 games) role ratio total award 103yd.

[0423] ((400 games) Total award 103yb) The (400 plays) total award 103yb is a buffer that has 15 (sets) of 2-byte memory areas, and stores the total value of the award of game value due to winning, with 400 plays being one set.

[0424] ((400 games) Total consecutive wins awarded: 103yc) The (400 games) consecutive win total award 103yc is a buffer having 15 (sets) of 2-byte memory areas for storing the total value of the game value awarded by the operation of the first type special device, with 400 games being one set.

[0425] ((400 games) Total winnings 103yd) (400 plays) The total awarded value of 103 yards is a buffer that has 15 (sets) of 2-byte memory areas, and stores the total value of the awarded value of the game value due to the operation of the reels, with 400 plays being one set.

[0426] ((400 games) Instructions included 103ye) The (400 games) instruction-included device granting 103ye is a buffer having 15 (sets) of 2-byte memory areas for storing the aggregated value of the game value granted by the operation of the devices and instruction functions, with 400 games being one set.

[0427] ((6,000 games) Total awarded 103yf) The (6,000 play) total award 103yf is a memory area of ​​"3" bytes, and is a buffer for storing the sum of the total of "15" sets of the (400 play) total award 103yb.

[0428] ((6,000 games) Total consecutive wins awarded: 103yg) The (6,000 games) consecutive win total award 103yg is a memory area of ​​"3" bytes, and is a buffer for storing the sum of the total of "15" sets of the (400 games) consecutive win total award 103yc.

[0429] ((6,000 games) Total winnings 103yh) The (6,000 game) role ratio total award 103yh is a memory area of ​​"3" bytes, and is a buffer for storing the sum of the total of "15" sets of the (400 game) role ratio total award 103yd.

[0430] ((Cumulative) Total awarded: 103yi) The (accumulated) total award 103yi is a memory area of ​​"4" bytes, and is a buffer for storing the award value of the game value in the total number of games counter 103yu.

[0431] ((Cumulative) Total Consecutive Awards 103yj) The (cumulative) consecutive total award 103yj is a memory area of ​​"4" bytes, and is a buffer for storing the award value of the game value due to the operation of the first type special role in the total number of games counter 103yu.

[0432] ((Cumulative) Total award ratio: 103yk) The (cumulative) winning ratio total award 103yk is a memory area of ​​"4" bytes, and is a buffer for storing the award value of the game value due to the operation of the winning device in the total number of games counter 103yu.

[0433] ((Cumulative) 103 years of instruction-included roles) The (cumulative) instruction-included role-granting 103yl is a 4-byte memory area, and is a buffer for storing the granted value of the game value resulting from the operation of the role and instruction function in the total number-of-plays counter 103yu.

[0434] ((6,000 games) consecutive win ratio 103ym) The (6,000 games) consecutive win ratio 103ym is a memory area of ​​"1" byte, and is a buffer for storing the consecutive win ratio in the "6,000" game to be displayed on the monitor display 44.

[0435] ((6,000 games) Role ratio 103yn) The (6,000 game) bonus feature ratio 103yn is a memory area of ​​"1" byte, and is a buffer for storing the bonus feature ratio in the "6,000" game to be displayed on the monitor display 44.

[0436] ((Cumulative) Ratio of accessories including instructions 103yo) The (accumulated) instructed feature ratio 103yo is a memory area of ​​"1" byte, and is a buffer for saving the instructed feature ratio in the accumulated total displayed on the monitor display 44.

[0437] ((Cumulative) consecutive role ratio 103yp) The (accumulated) consecutive role ratio 103yp is a memory area of ​​"1" byte, and is a buffer for storing the consecutive role ratio in the cumulative total displayed on the monitor display 44.

[0438] ((Cumulative) Role ratio 103yq) The (accumulated) reel ratio 103yq is a memory area of ​​"1" byte, and is a buffer for saving the reel ratio in the accumulated amount displayed on the monitor display 44.

[0439] ((Cumulative) Status ratio of accessories, etc. 103yr) The (accumulated) reel etc. state ratio 103yr is a memory area of ​​"1" byte, and is a buffer for storing the reel etc. state ratio in the accumulated state displayed on the monitor display 44.

[0440] (Total number of games upper limit flag storage area 103ys) The total game count upper limit flag storage area 103ys is a 1-byte storage area for storing a total game count upper limit flag used when determining whether the value of the total game count counter 103yu has reached the upper limit.

[0441] (Total number of granted upper limit flag storage area 103yt) The total given number upper limit flag storage area 103yt is a 1-byte storage area that stores a total given number upper limit flag used when determining whether the (cumulative) total given number 103yi value has reached the upper limit.

[0442] (Total number of games played: 103yu) The total number of games counter 103yu is a memory area of ​​"4" bytes, and is a memory area for storing the total number of games used when calculating the ratio.

[0443] (Number of games played with special features, etc. counter 103yv) The reel state play count counter 103yv is a "4" byte memory area, and is a memory area for storing the reel state play count.

[0444] (Ratio calculation game counter 103yw) The ratio calculation game number counter 103yw is a memory area of ​​"2" bytes, and is a memory area for managing the number of games played every "400".

[0445] (Memory area of ​​gaming value RAM 403) Next, the storage area of ​​the game value RAM 403 will be described with reference to FIG.

[0446] (Memory area 403a in the game value RAM usage area) First, the storage area in the game value RAM use area 403a will be described.

[0447] 20, the game value RAM use area 403a is provided with a plurality of storage areas including a game value storage area 403aa to a lending game value number buffer 403aj. Each storage area will be described below.

[0448] (Game value storage area 403aa) The game value storage area 403aa is a 2-byte storage area that can store the game value owned by the player. For example, if the game value owned by the player is 200, the upper byte value of the game value storage area 403aa is 00000000B, and the lower byte value is 11001000B.

[0449] (Game value error information storage area 403ab) The gaming value error information storage area 403ab is a 2-byte storage area capable of storing error information that has occurred in the main control board 100 and error information that has occurred in the gaming value control board 400. Specifically, the gaming value error information storage area 403ab stores information related to a rental device communication no-response error (main stop) described below and information related to a rental device communication no-response error (constant monitoring).

[0450] (BET number storage area 403ac) The BET number storage area 403ac is a 1-byte storage area capable of storing information related to the bet game value. For example, when the bet game value is 3, the value of the BET number storage area 403ac is 00000011B.

[0451] In this embodiment, the bet value is stored in the BET counter 103ad and the BET number storage area 403ac. Therefore, the BET counter 103ad and the BET number storage area 403ac have the same value.

[0452] (Gaming machine installation information storage area 403ad) The gaming machine installation information storage area 403ad is a storage area capable of storing the main gaming machine installation information received from the main control board 100.

[0453] (Main periodic command reception timer 403ae) The main periodic command reception timer 403ae is a storage area capable of storing information for measuring the time from when a main periodic command is received from the main control board 100 until the next main periodic command is received.

[0454] (Rental Equipment Communication Timer 403af) The rental device communication timer 403af is a memory area of ​​“1” byte, and is a memory area capable of storing information for measuring the communication time between the game value control board 400 and the rental device 700.

[0455] (Receive buffer 403ag) The receiving buffer 403ag is a storage area for storing serial reception data received from the lending device 700.

[0456] (Receive counter 403ah) The reception counter 403ah is a storage area for storing a reception counter used for determining a process to be executed when a rental notification is received from the rental device 700.

[0457] (Lending sequence number buffer 403ai) The lending sequence number buffer 403ai is a storage area in which received data is set when the value of the reception counter 403ah is "2".

[0458] (Loaned game value buffer 403aj) The loaned game value number buffer 403aj is a storage area in which the game value to be loaned to a player is set.

[0459] The game value RAM outside use area 403b will not be described. The MY counter 103ba for limiting the number of plays to be used for ratio calculation counter 103yw stored in the main RAM outside use area 103b may be stored in a storage area provided in the game value RAM outside use area 403b.

[0460] (Main program start processing) Next, the main program start process performed by the main control board 100 will be described with reference to FIG.

[0461] (Step S1) In step S1, the main CPU 101 performs a process to determine whether or not the power is off. Specifically, the main CPU 101 performs a process to determine whether or not the gaming machine 1 is in a power-off state by inspecting the power-off signal terminal. If it is determined that the gaming machine 1 is in a power-off state (step S1=YES), the process of step S1 is repeated. On the other hand, if it is determined that the gaming machine 1 is not in a power-off state (step S1=NO), the process proceeds to step S2.

[0462] (Step S2) In step S2, the main CPU 101 performs a startup command transmission process. Specifically, the main CPU 101 performs a process of transmitting a startup command to the sub-control board 300 and the game value control board 400. Then, when the process of step S2 ends, the process proceeds to step S3.

[0463] Here, the "start-up command" is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400 when power is supplied to the gaming machine 1. The start-up command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0464] (Step S3) In step S3, the main CPU 101 performs a checksum calculation process. Specifically, the main CPU 101 sets an address for starting calculation of the checksum of the main RAM 103 in a register, calculates the checksum of the main RAM 103, and sets the calculated checksum in the register. Then, when the process of step S3 ends, the process proceeds to step S4.

[0465] (Step S4) In step S4, the main CPU 101 performs a process to determine whether or not the setting key signal is ON. Specifically, the main CPU 101 performs a process to determine whether or not the setting key switch 43sw is ON and the setting key signal has been input. Here, if the setting key signal is ON (step S4=YES), the main CPU 101 performs a process of step S5. On the other hand, if the setting key signal is OFF (step S4=NO), the process proceeds to step S7.

[0466] (Step S5) In step S5, the main CPU 101 performs a process to determine whether or not the front door 3 is open. Specifically, the main CPU 101 performs a process to determine whether or not the door open / close sensor 14s is turned ON and a door open signal is input from the status board 500. If it is determined that the front door 3 is open (step S5=YES), the process proceeds to step S11. On the other hand, if it is determined that the front door 3 is not open (step S5=NO), the process proceeds to step S6.

[0467] (Step S6) In step S6, the main CPU 101 performs processing when a setting change device operation abnormality error occurs. Specifically, the main CPU 101 performs processing to store information about the setting change device operation abnormality error in the main error information storage area 103zb. Here, since the power-on operation and the setting change operation cannot be performed unless the front door 3 is opened, it is normal that the front door 3 is open (step S5=YES) when the power is turned on (step S1=NO) and the setting key switch 43sw is ON (step S4=YES) when the power is turned on (step S1=NO) and the front door 3 is not open (step S5=NO). Therefore, when the power is turned on (step S1=NO), and the setting key switch 43sw is ON (step S4=YES) and the front door 3 is not open (step S5=NO), a setting change device operation abnormality error occurs. Then, when the processing of step S6 ends, the processing proceeds to step S7.

[0468] (Step S7) In step S7, the main CPU 101 performs a process of determining whether or not the reset button 41 has been operated. Specifically, the main CPU 101 performs a process of determining whether or not the reset switch 41sw has been turned ON and a reset switch signal has been input. If it is determined that the reset button 41 has been operated (step S7=YES), the process proceeds to step S8. On the other hand, if it is determined that the reset button 41 has not been operated (step S7=NO), the process proceeds to step S9.

[0469] (Step S8) In step S8, the main CPU 101 performs a process of determining whether or not the front door 3 is open. Specifically, the main CPU 101 performs a process of determining whether or not the door open / close sensor 14s is turned ON and a door open signal is input from the status board 500. Then, if it is determined that the front door 3 is open (step S8=YES), the process proceeds to step S11. On the other hand, if it is determined that the front door 3 is not open (step S8=NO), the process proceeds to step S9.

[0470] (Step S9) In step S9, the main CPU 101 performs a ratio monitor test display request process. Specifically, the main CPU 101 reads out a program from the main ROM outside area 102b, and when there is a ratio monitor test display request, performs a process to display ratio monitor test information on the monitor display 44. Then, when the process of step S9 ends, the process proceeds to step S10.

[0471] Here, the display mode of the ratio monitor test information in this embodiment is a flashing display mode by repeating lighting for about "5" seconds, lighting for about "0.3" seconds, and turning off for about "0.3" seconds. Note that any display mode can be adopted as the display mode of the ratio monitor test information.

[0472] The ratio monitor test information is also displayed on the monitor display 44 when the setting value change process in step S100 is completed or when confirmation of the setting value is completed. After the ratio monitor test information is displayed on the monitor display 44, the monitor display 44 switches to displaying ratio information.

[0473] In this embodiment, when a set value is being changed or checked, the ratio monitor test information is not displayed on the monitor display 44. At this time, all of the monitor displays 44 are turned off. Of course, even when a set value is being changed or checked, the ratio monitor test information may be displayed on the monitor display 44. Even in this case, the monitor display 44 will display the ratio information after displaying the ratio monitor test information.

[0474] (Step S10) In step S10, the main CPU 101 performs a power interruption recovery process. Specifically, the main CPU 101 performs a process to restore the register values ​​saved before the power interruption and the values ​​stored in the stack pointer. Then, when the process of step S10 ends, the gaming machine 1 returns to the state it was in when the power was turned off.

[0475] (Step S11) In step S11, the main CPU 101 performs a process to determine whether or not the checksum value is normal. Specifically, the main CPU 101 performs a process to determine whether or not the checksum value set in the register by the checksum calculation process in step S3 is normal. If it is determined that the checksum is normal (step S11=YES), the process proceeds to step S13. On the other hand, if it is determined that the checksum is not normal (step S11=NO), the process proceeds to step S12.

[0476] (Step S12) In step S12, the main CPU 101 performs a monitor RAM initialization process. Specifically, the main CPU 101 reads a program from the main ROM outside area 102b, and performs a process of initializing a predetermined area in the main RAM outside area 103b. Then, when the process of step S12 ends, the process proceeds to step S13.

[0477] (Step S13) In step S13, the main CPU 101 performs a process of determining whether or not the reset button 41 has been operated. Specifically, the main CPU 101 performs a process of determining whether or not the reset switch 41sw has been turned ON when the power is turned on and a reset switch signal has been input. If it is determined that the reset button 41 has been operated (step S13=YES), the process proceeds to step S14. On the other hand, if it is determined that the reset button 41 has not been operated (step S13=NO), the process proceeds to step S16.

[0478] (Step S14) In step S14, the main CPU 101 performs a reset start command transmission process. Specifically, the main CPU 101 performs a process of transmitting a reset start command to the sub-control board 300 and the game value control board 400. Then, when the process of step S14 ends, the process proceeds to step S15.

[0479] Here, the "reset start command" is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400 when the operation of the reset button 41 is detected by the reset switch 41sw when the gaming machine 1 is powered on. Note that the reset command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0480] (Step S15) In step S15, the main CPU 101 performs a main RAM clear process. Specifically, the main CPU 101 performs a process to clear a predetermined area in the main RAM use area 103a. Then, when the process of step S15 ends, the process proceeds to step S16.

[0481] (Step S16) In step S16, the main CPU 101 performs a ratio monitor test display request process. Specifically, the main CPU 101 reads out a program from the main ROM outside area 102b, and when there is a ratio monitor test display request, performs a process to display ratio monitor test information on the monitor display 44. Then, when the process of step S16 ends, the process proceeds to step S17.

[0482] (Step S17) In step S17, the main CPU 101 performs a main gaming machine installation information command transmission process. Specifically, the main CPU 101 reads the program in the outside main ROM use area 102b, extracts the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, and stores them in a predetermined storage area in the outside main RAM use area 103b. Then, in accordance with the program in the inside main ROM use area 102a, the main CPU 101 refers to a predetermined storage area in the outside main RAM use area 103b to generate a gaming machine installation information command and transmits it to the gaming value control board 400. Then, when the process of step S17 is completed, the process proceeds to step S18.

[0483] Here, the "main gaming machine installation information command" is a command having information on the main control chip manufacturer code of the main control board 100, information on the main control chip product code, and information on the main control chip ID number, and is a command transmitted from the main control board 100 to the gaming value control board 400.

[0484] (Step S18) In step S18, the main CPU 101 performs a process of judging whether or not there has been a response from the gaming value control board 400. Specifically, after transmitting the main gaming machine installation information command by the main gaming machine installation information command transmission process in step S17, the main CPU 101 performs a process of judging whether or not there has been a response from the gaming value control board 400. Then, if it is judged that there has been a response from the gaming value control board 400 (step S18=YES), the process proceeds to step S20. On the other hand, if it is judged that there has been no response from the gaming value control board 400 (step S18=NO), the process proceeds to step S19.

[0485] (Step S19) In step S19, the main CPU 101 performs processing for an internal gaming machine communication abnormality error (main stop). Specifically, the main CPU 101 performs processing for storing information related to an internal gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Here, in the case of an internal gaming machine communication abnormality error (main stop), processing by the main control board 100 does not proceed until a termination (cancellation) condition for the internal gaming machine communication abnormality error (main stop) is satisfied. In other words, if there is no response to the main gaming machine installation information command, processing by the main control board 100 does not proceed, and therefore the setting value cannot be changed.

[0486] (Step S20) In step S20, the main CPU 101 performs a process to determine whether or not it is time to change the settings. Specifically, the main CPU 101 performs a process to determine whether or not the setting key switch 43sw is ON and the door open / close sensor 14s is ON. If it is determined that it is time to change the settings (step S20=YES), the process proceeds to step S21. On the other hand, if it is determined that it is not time to change the settings (step S20=NO), the process proceeds to step S22.

[0487] (Step S21) In step S21, the main CPU 101 performs a setting change start command transmission process. Specifically, the main CPU 101 performs a process of transmitting a setting change start command to the sub-control board 300 and the game value control board 400. Then, when the process of step S21 ends, the process proceeds to step S100.

[0488] Here, the "setting change start command" is a command transmitted when it becomes possible to start changing the setting value, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the setting change start command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0489] (Step S100) In step S100, the main CPU 101 performs a setting value change process, which will be described in detail later with reference to Fig. 22. Then, when the process of step S100 ends, the process proceeds to step S22.

[0490] (Step S22) In step S22, the main CPU 101 performs a setting value determination command transmission process. Specifically, the main CPU 101 performs a process of transmitting a setting value determination command to the sub-control board 300 and the game value control board 400. Then, when the process of step S22 ends, the process shifts to the main loop process of step S1000.

[0491] Here, the "setting value determination command" is a command transmitted when the change of the setting value is completed, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. The setting value determination command is a command having information stored in the setting value storage area 103aa. The setting value determination command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0492] (Setting value change process) Next, the setting value change process performed in step S100 of the main program start process will be described with reference to FIG.

[0493] (Step S101) In step S101, the main CPU 101 performs a process of judging whether or not the set value is a normal value. Specifically, the main CPU 101 performs a process of judging whether or not the set value stored in the set value storage area 103aa is a normal value (for example, any one of setting "0", setting "1", setting "3", setting "4", setting "5", and setting "6"). If it is judged that the set value is a normal value (step S101=YES), the process proceeds to step S103. On the other hand, if it is judged that the set value is not a normal value (step S101=NO), the process proceeds to step S102.

[0494] (Step S102) In step S102, the main CPU 101 performs a process of setting an initial setting value in the register. Specifically, the main CPU 101 performs a process of setting the initial setting value, "0", in the register. The initial setting value may be any value as long as it is a normal value (for example, any of setting "0", setting "1", setting "3", setting "4", setting "5", and setting "6"). Then, when the process of step S102 ends, the process proceeds to step S104.

[0495] (Step S103) In step S103, the main CPU 101 performs a process of setting the current setting value in the register. Specifically, the main CPU 101 performs a process of setting the setting value stored in the setting value storage area 103aa in the register. Then, when the process of step S103 ends, the process proceeds to step S104.

[0496] (Step S104) In step S104, the main CPU 101 performs a process of determining whether or not the reset button 41 has been operated. Specifically, the main CPU 101 performs a process of determining whether or not the reset switch 41sw has been turned ON and a reset switch signal has been input. If it is determined that the reset button 41 has been operated (step S104=YES), the process proceeds to step S105. On the other hand, if it is determined that the reset button 41 has not been operated (step S104=NO), the process proceeds to step S109.

[0497] (Step S105) In step S105, the main CPU 101 performs a setting value change command transmission process. Specifically, the main CPU 101 performs a process of transmitting a setting value change command to the sub-control board 300 and the game value control board 400. Then, when the process of step S105 ends, the process proceeds to step S106.

[0498] Here, the "setting value change command" is a command that is transmitted when the reset button 41 is operated after the setting value change has started, and is a command that is transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the setting value change command may be transmitted from the main control board 100 to the game value control board 400, and then from the game value control board 400 to the sub-control board 300.

[0499] (Step S106) In step S106, the main CPU 101 performs a set value update process. Specifically, the main CPU 101 performs a process of adding a predetermined value to the set value set in the register. More specifically, if the current set value is other than "1", the main CPU 101 performs a process of adding "1" to the set value set in the register, and if the current set value is "1", the main CPU 101 performs a process of adding "2" to the set value set in the register. Then, when the process of step S106 ends, the process proceeds to step S107.

[0500] (Step S107) In step S107, the main CPU 101 performs a process to determine whether or not the set value is greater than "6". Specifically, the main CPU 101 performs a process to determine whether or not the set value set in the register has become greater than "6" as a result of the set value update process in step S106. If it is determined that the set value is greater than "6" (step S107=YES), the process proceeds to step S108. On the other hand, if it is determined that the set value is not greater than "6" (step S107=NO), the process proceeds to step S109.

[0501] (Step S108) In step S108, the main CPU 101 performs a process of setting the setting value to "0." Specifically, the main CPU 101 performs a process of changing the setting value set in the register to "0." Then, when the process of step S108 ends, the process proceeds to step S109.

[0502] (Step S109) In step S109, the main CPU 101 performs a process of determining whether or not the start lever 9 has been operated. Specifically, the main CPU 101 performs a process of determining whether or not the operation of the start lever 9 has been detected by the start switch 9sw. If it is determined that the start lever 9 has been operated (step S109=YES), the process proceeds to step S110. On the other hand, if it is determined that the start lever 9 has not been operated (step S109=NO), the process proceeds to step S104.

[0503] (Step S110) In step S110, the main CPU 101 performs a process to determine whether or not the setting key signal has been turned OFF. Specifically, the main CPU 101 performs a process to determine whether or not the setting key switch 43sw has been turned OFF and the setting key signal has been turned OFF when the inserted setting key (not shown) is rotated a predetermined angle. If it is determined that the setting key signal has been turned OFF (step S110=YES), the process proceeds to step S111. On the other hand, if it is determined that the setting key signal has not been turned OFF (step S110=NO), the process of step S110 is repeatedly executed.

[0504] (Step S111) In step S111, the main CPU 101 performs a setting value saving process. Specifically, the main CPU 101 performs a process of storing the setting value set in the register in the setting value storage area 103aa. The main CPU 101 also performs a process of clearing a predetermined area of ​​the main RAM 103. Then, when the process of step S111 ends, the subroutine of the setting value change process ends.

[0505] (Main loop processing) Next, the main loop process performed in step S1000 of the program start process will be described with reference to FIG.

[0506] (Step S1001) In step S1001, the main CPU 101 performs RAM initialization processing. Specifically, the main CPU 101 sets the initialization start address and initialization end address of the main RAM 103, and then performs processing to initialize the area from the initialization start address to the initialization end address area of ​​the main RAM 103. This initializes the winning combination memory area 103ac, the pressed reference position memory area 103av, the number of sliding pieces memory area 103aw, etc. Then, when the processing of step S1001 is completed, the processing proceeds to step S2000.

[0507] (Step S2000) In step S2000, the main CPU 101 performs a game start error check process, which will be described later in detail with reference to Figure 24. Then, when the process of step S2000 ends, the process proceeds to step S3000.

[0508] (Step S3000) In step S3000, the main CPU 101 performs a game value management process, which will be described in detail later with reference to Fig. 25. Then, when the process of step S3000 ends, the process proceeds to step S1002.

[0509] (Step S1002) In step S1002, the main CPU 101 performs a process of determining whether or not the bet number is "3". Specifically, the main CPU 101 performs a process of determining whether or not the bet number is "3" by referring to the value of the bet counter 103ad. If it is determined that the bet number is "3" (step S1002=YES), the process proceeds to step S1003. On the other hand, if it is determined that the bet number is not "3" (step S1002=NO), the process proceeds to step S2000.

[0510] (Step S1003) In step S1003, the main CPU 101 performs a process of determining whether or not the start lever 9 has been operated. Specifically, the main CPU 101 performs a process of determining whether or not the operation of the start lever 9 has been detected by the start switch 9sw. If it is determined that the start lever 9 has been operated (step S1003=YES), the process proceeds to step S4000. On the other hand, if it is determined that the start lever 9 has not been operated (step S1003=NO), the process proceeds to step S2000.

[0511] (Step S4000) In step S4000, the main CPU 101 performs an internal lottery process, which will be described in detail later with reference to Fig. 26. Then, when the process of step S4000 ends, the process proceeds to step S5000.

[0512] (Step S5000) In step S5000, the main CPU 101 performs a lever operation time ball output state management process, which will be described later in detail with reference to Fig. 27. Then, when the process of step S5000 ends, the process proceeds to step S6000.

[0513] (Step S6000) In step S6000, the main CPU 101 performs a reel spin start preparation process, which will be described later in detail with reference to Figure 37. Then, when the process of step S6000 ends, the process proceeds to step S7000.

[0514] (Step S7000) In step S7000, the main CPU 101 performs a reel spinning process, which will be described later in detail with reference to Figure 38. Then, when the process of step S7000 ends, the process proceeds to step S8000.

[0515] (Step S8000) In step S8000, the main CPU 101 performs a display determination process, which will be described later in detail with reference to Fig. 39. Then, when the process of step S8000 ends, the process proceeds to step S9000.

[0516] (Step S9000) In step S9000, the main CPU 101 performs a game value granting process, which will be described in detail later with reference to Figure 40. Then, when the process of step S9000 ends, the process proceeds to step S10000.

[0517] (Step S10000) In step S10000, main CPU 101 performs a call process after full stop, which will be described in detail later with reference to Fig. 41. Then, when the process of step S10000 ends, the process proceeds to step S11000.

[0518] (Step S11000) In step S11000, the main CPU 101 performs a post-all-stop ball dispense state management process, which will be described in detail later with reference to Figure 44. Then, when the process of step S11000 ends, the process proceeds to step S12000.

[0519] (Step S12000) In step S12000, the main CPU 101 performs a game state transition process, which will be described in detail later with reference to Figure 53. Then, when the process of step S12000 ends, the process proceeds to step S13000.

[0520] (Step S13000) In step S13000, the main CPU 101 performs specific period-related processing, which will be described later in detail with reference to Fig. 54. Then, when the processing in step S13000 ends, the process returns to step S13000.

[0521] (Step S14000) In step S14000, the main CPU 101 performs a stop-related process, which will be described in detail later with reference to Figure 55. Then, when the process of step S14000 ends, the process proceeds to step S1001.

[0522] (Error check process at the start of the game) Next, the error check process at the start of a game, which is performed in step S2000 of the main loop process, will be described with reference to FIG.

[0523] (Step S2001) In step S2001, the main CPU 101 performs a game start command transmission process. Specifically, the main CPU 101 performs a process of transmitting a game start command to the game value control board 400. Then, when the process of step S2001 ends, the process proceeds to step S2002.

[0524] Here, the "game start command" is a command sent at the start of a game, and is a command sent from the main control board 100 to the game value control board 400.

[0525] (Step S2002) In step S2002, the main CPU 101 performs a process to determine whether or not a response has been received from the game value control board 400. Specifically, the main CPU 101 performs a process to determine whether or not a response has been received from the game value control board 400 after transmitting a game start command to the game value control board 400. If it is determined that a response has been received from the game value control board 400 (step S2002=YES), the process proceeds to step S2004. On the other hand, if it is determined that there has been no response from the game value control board 400 (step S2002=NO), the process proceeds to step S2003.

[0526] (Step S2003) In step S2003, the main CPU 101 performs a process for an abnormal communication error (main stop) in the gaming machine. Specifically, the main CPU 101 performs a process for storing information about the abnormal communication error (main stop) in the gaming machine in the main error information storage area 103zb. Then, when the process of step S2003 ends, the process proceeds to step S2004.

[0527] (Step S2004) In step S2004, the main CPU 101 performs a process to determine whether or not the error is an internal gaming machine communication abnormality error (main stop). Specifically, the main CPU 101 performs a process to determine whether or not information related to an internal gaming machine communication abnormality error (main stop) is stored in the main error information storage area 103zb. Then, if it is determined that the error is an internal gaming machine communication abnormality error (main stop) (step S2004=YES), the process proceeds to step S2013. On the other hand, if it is determined that the error is not an internal gaming machine communication abnormality error (main stop) (step S2004=NO), the process proceeds to step S2005.

[0528] (Step S2005) In step S2005, the main CPU 101 performs a process to determine whether or not a game value number reaching error (main stop) has occurred. Specifically, the main CPU 101 performs a process to determine whether or not a game value error command, which will be described later, received from the game value control board 400 has information regarding a game value number reaching error (main stop). Then, if it is determined that a game value number reaching error (main stop) has occurred (step S2005=YES), the process proceeds to step S2006. On the other hand, if it is determined that a game value number reaching error (main stop) has not occurred (step S2005=NO), the process proceeds to step S2007.

[0529] (Step S2006) In step S2006, the main CPU 101 performs a game value number reaching error (main stop) process. Specifically, the main CPU 101 performs a process of storing information about the game value number reaching error (main stop) in the main error information storage area 103zb. Then, when the process of step S2006 ends, the process proceeds to step S2013.

[0530] (Step S2007) In step S2007, the main CPU 101 performs a process to determine whether or not it is a rental device no-response communication error (main stop). Specifically, the main CPU 101 performs a process to determine whether or not a later-described game value error command received from the game value control board 400 has information on a rental device no-response communication error (main stop). Then, if it is determined that it is a rental device no-response communication error (main stop) (step S2007=YES), the process proceeds to step S2008. On the other hand, if it is determined that it is not a rental device no-response communication error (main stop) (step S2007=NO), the process proceeds to step S2009.

[0531] (Step S2008) In step S2008, the main CPU 101 performs a lending device communication no-response error (main stop) process. Specifically, the main CPU 101 performs a process of storing information about the lending device communication no-response error (main stop) in the main error information storage area 103zb. Then, when the process of step S2008 ends, the process proceeds to step S2013.

[0532] (Step S2009) In step S2009, the main CPU 101 performs a process to determine whether or not there is a lending device unconnected error (main stop). Specifically, the main CPU 101 performs a process to determine whether or not the game value error command received from the game value control board 400 has information on a lending device unconnected error (main stop). Then, if it is determined that there is a lending device unconnected error (main stop) (step S2009=YES), the process proceeds to step S2010. On the other hand, if it is determined that there is not a lending device unconnected error (main stop) (step S2009=NO), the process proceeds to step S2011.

[0533] (Step S2010) In step S2010, the main CPU 101 performs a lending device unconnected error (main stop) process. Specifically, the main CPU 101 performs a process of storing information related to the lending device unconnected error (main stop) in the main error information storage area 103zb. Then, when the process of step S2010 ends, the process proceeds to step S2013.

[0534] (Step S2011) In step S2011, the main CPU 101 performs a process to determine whether or not the front door 3 is open. Specifically, the main CPU 101 performs a process to determine whether or not the door open / close sensor 14s is ON and a door open signal is input from the status board 500. If it is determined that the front door 3 is open (step S2011=YES), the process proceeds to step S2012. On the other hand, if it is determined that the front door 3 is not open (step S2011=NO), the subroutine for the game start error check process is terminated.

[0535] (Step S2012) In step S2012, the main CPU 101 performs a door open error (main stop) process. Specifically, the main CPU 101 performs a process of storing information about the door open error (main stop) in the main error information storage area 103zb. Then, when the process of step S2012 ends, the process proceeds to step S2013.

[0536] (Step S2013) In step S2013, the main CPU 101 performs a main error command transmission process. Specifically, the main CPU 101 performs a process of transmitting a main error command to the sub-control board 300 and the game value control board 400. Then, when the process of step S2013 ends, the process proceeds to step S2014.

[0537] Here, the "main error command" is a command having information regarding an error in the main control board 100, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the main error command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0538] (Step S2014) In step S2014, the main CPU 101 performs a main stop process. Specifically, since the information of the game machine internal communication abnormality error (main stop), game value number arrival error (main stop), lending device communication no response error (main stop), lending device unconnected error (main stop), or door open error (main stop) is stored in the main error information storage area 103zb, the main CPU 101 does not allow the processing by the main control board 100 to proceed until the termination (cancellation) condition of each error is satisfied. Then, when the processing of step S2014 is completed, the processing proceeds to step S2015.

[0539] (Step S2015) In step S2015, the main CPU 101 performs a process to determine whether the error has been cleared. Specifically, the main CPU 101 performs a process to determine whether the above-mentioned error termination (clearance) condition stored in the main error information storage area 103zb has been satisfied. If it is determined that the error has been cleared (step S2015=YES), the subroutine of the error check process at the start of the game is terminated. On the other hand, if it is determined that the error has not been cleared (step S2015=NO), the process proceeds to step S2014.

[0540] (Game value management processing) Next, the gaming value management process performed in step S3000 of the main loop process will be described with reference to FIG.

[0541] (Step S3001) In step S3001, the main CPU 101 performs a process of determining whether or not the replay operation flag is ON. Specifically, the main CPU 101 performs a process of determining whether or not the replay operation flag is ON by referring to the value of the replay operation flag storage area 103af. If it is determined that the replay operation flag is ON (step S3001=YES), the process proceeds to step S3002. On the other hand, if it is determined that the replay operation flag is not ON (step S3001=NO), the process proceeds to step S3006.

[0542] (Step S3002) In step S3002, the main CPU 101 performs an automatic insertion number command transmission process. Specifically, the main CPU 101 performs a process of transmitting an automatic insertion number command to the sub-control board 300 and the game value control board 400. Then, when the process of step S3002 ends, the process proceeds to step S3003.

[0543] Here, the "automatic insertion number command" is a command having information regarding the automatic insertion of game values, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the automatic insertion number command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0544] (Step S3003) In step S3003, the main CPU 101 performs a process of judging whether or not there has been a response from the game value control board 400. Specifically, the main CPU 101 performs a process of judging whether or not there has been a response from the game value control board 400 after transmitting an automatic insertion number command to the game value control board 400 by the automatic insertion number command transmission process in step S3002. Then, if it is judged that there has been a response from the game value control board 400 (step S3003=YES), the process proceeds to step S3005. On the other hand, if it is judged that there has been no response from the game value control board 400 (step S3003=NO), the process proceeds to step S3004.

[0545] (Step S3004) In step S3004, the main CPU 101 performs a process for an abnormal communication error (main stop) in the gaming machine. Specifically, the main CPU 101 performs a process for storing information about the abnormal communication error (main stop) in the gaming machine in the main error information storage area 103zb. Then, when the process of step S3004 ends, the process proceeds to step S3005.

[0546] (Step S3005) In step S3005, the main CPU 101 performs a replay operation process. Specifically, the main CPU 101 performs a process of setting the value of the game value bet in the previous game to the BET counter 103ad. Then, when the process of step S3005 ends, the subroutine of the game value management process ends.

[0547] (Step S3006) In step S3006, the main CPU 101 performs a process to determine whether or not the settlement button 8 has been operated. Specifically, the main CPU 101 performs a process to determine whether or not operation of the settlement button 8 has been detected by the settlement switch 8sw. Then, if it is determined that the settlement button 8 has been operated (step S3006=YES), the process proceeds to step S3007. On the other hand, if it is determined that the settlement button 8 has not been operated (step S3006=NO), the process proceeds to step S3012.

[0548] (Step S3007) In step S3007, the main CPU 101 performs a process of determining whether or not the value of the BET counter 103ad is "1" or more. Specifically, the main CPU 101 performs a process of determining whether or not the value of the BET counter 103ad is "1" or more, by referring to the value of the BET counter 103ad. If it is determined that the value of the BET counter 103ad is "1" or more (step S3007=YES), the process proceeds to step S3008. On the other hand, if it is determined that the value of the BET counter 103ad is not "1" or more (step S3007=NO), the process proceeds to step S3012.

[0549] (Step S3008) In step S3008, the main CPU 101 performs a settlement command transmission process. Specifically, the main CPU 101 performs a process of transmitting a settlement command to the sub-control board 300 and the game value control board 400. Then, when the process of step S3008 ends, the process proceeds to step S3009.

[0550] Here, the "settlement command" is a command having information regarding the settlement of the bet game value, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the settlement command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0551] (Step S3009) In step S3009, the main CPU 101 performs a process of judging whether or not there has been a response from the game value control board 400. Specifically, the main CPU 101 performs a process of judging whether or not there has been a response from the game value control board 400 after transmitting a settlement command to the game value control board 400 by the settlement command transmission process in step S3008. Then, if it is judged that there has been a response from the game value control board 400 (step S3009=YES), the process proceeds to step S3011. On the other hand, if it is judged that there has been no response from the game value control board 400 (step S3009=NO), the process proceeds to step S3010.

[0552] (Step S3010) In step S3010, the main CPU 101 performs a process for an internal communication abnormality error (main stop). Specifically, the main CPU 101 performs a process for storing information about an internal communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the process of step S3010 ends, the process proceeds to step S3011.

[0553] (Step S3011) In step S3011, the main CPU 101 performs a settlement process. Specifically, the main CPU 101 performs a process of clearing the value of the BET counter 103ad. Then, when the process of step S3011 ends, the process proceeds to step S3022.

[0554] (Step S3012) In step S3012, the main CPU 101 performs a process of determining whether or not the BET button 6 has been operated. Specifically, the main CPU 101 performs a process of determining whether or not the operation of the BET button 6 has been detected by the BET switch 6sw. Then, if it is determined that the BET button 6 has been operated (step S3012=YES), the process proceeds to step S3013. On the other hand, if it is determined that the BET button 6 has not been operated (step S3012=NO), the process proceeds to step S3017.

[0555] (Step S3013) In step S3013, the main CPU 101 performs a BET command transmission process. Specifically, the main CPU 101 performs a process of transmitting a BET command to the sub-control board 300 and the game value control board 400. Then, when the process of step S3013 ends, the process proceeds to step S3014.

[0556] Here, the "BET command" is a command having information regarding the operation of the BET button 6, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the BET command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0557] (Step S3014) In step S3014, the main CPU 101 performs a process of judging whether or not there has been a response from the game value control board 400. Specifically, the main CPU 101 performs a process of judging whether or not there has been a response from the game value control board 400 after transmitting a BET command to the game value control board 400 by the BET command transmission process in step S3013. Then, if it is judged that there has been a response from the game value control board 400 (step S3014=YES), the process proceeds to step S3016. On the other hand, if it is judged that there has been no response from the game value control board 400 (step S3014=NO), the process proceeds to step S3015.

[0558] (Step S3015) In step S3015, the main CPU 101 performs a process for processing an internal communication abnormality error (main stop). Specifically, the main CPU 101 performs a process for storing information about an internal communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the process of step S3015 ends, the process proceeds to step S3016.

[0559] (Step S3016) In step S3016, the main CPU 101 performs a bet process. Specifically, the main CPU 101 performs a process of updating the value of the BET counter 103ad. Here, if the value of the BET counter 103ad is "2" or less, the main CPU 101 performs a process of adding "1" to the value of the BET counter 103ad. Also, if the value of the BET counter 103ad is "3", the main CPU 101 performs a process of updating the value of the BET counter 103ad to "1". Then, when the process of step S3016 ends, the process proceeds to step S3022.

[0560] (Step S3017) In step S3017, the main CPU 101 performs a process of determining whether or not the MAXBET button 7 has been operated. Specifically, the main CPU 101 performs a process of determining whether or not the operation of the MAXBET button 7 has been detected by the MAXBET switch 7sw. Then, if it is determined that the MAXBET button 7 has been operated (step S3017=YES), the process proceeds to step S3018. On the other hand, if it is determined that the MAXBET button 7 has not been operated (step S3017=NO), the subroutine of the game value management process is terminated.

[0561] (Step S3018) In step S3018, the main CPU 101 performs a MAXBET command transmission process. Specifically, the main CPU 101 performs a process of transmitting a MAXBET command to the sub-control board 300 and the game value control board 400. Then, when the process of step S3018 ends, the process proceeds to step S3019.

[0562] Here, the "MAXBET command" is a command having information regarding the operation of the MAXBET button 7, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. The MAXBET command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0563] (Step S3019) In step S3019, the main CPU 101 performs a process to determine whether or not there has been a response from the game value control board 400. Specifically, the main CPU 101 performs a process to determine whether or not there has been a response from the game value control board 400 after transmitting a MAXBET command to the game value control board 400 by the MAXBET command transmission process in step S3018. Then, if it is determined that there has been a response from the game value control board 400 (step S3019=YES), the process proceeds to step S3021. On the other hand, if it is determined that there has been no response from the game value control board 400 (step S3019=NO), the process proceeds to step S3020.

[0564] (Step S3020) In step S3020, the main CPU 101 performs a process for processing an internal communication abnormality error (main stop). Specifically, the main CPU 101 performs a process for storing information about an internal communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the process of step S3020 ends, the process proceeds to step S3021.

[0565] (Step S3021) In step S3021, the main CPU 101 performs a MAXBET process. Specifically, if the value of the game value owned by the player is "3" or more, the main CPU 101 performs a process of setting the value of the BET counter 103ad to "3". Also, if the value of the game value owned by the player is "2" or less, the main CPU 101 performs a process of setting the value of the game value owned by the player to the value of the BET counter 103ad. Specifically, if the value of the game value owned by the player is "2", the main CPU 101 performs a process of setting the value of the BET counter 103ad to "2", and if the value of the game value owned by the player is "1", the main CPU 101 performs a process of setting the value of the BET counter 103ad to "1". Then, when the process of step S3021 ends, the process proceeds to step S3022.

[0566] (Step S3022) In step S3022, the main CPU 101 performs a process of setting the hall control fraud monitoring information (prescribed number (IN)). Specifically, the main CPU 101 performs a process of setting the value of the prescribed number (IN) of the hall control fraud monitoring information, which will be described later with reference to FIG. 150, according to the value of the betted game value. Then, when the process of step S3022 ends, the subroutine of the game value management process ends.

[0567] (Internal lottery processing) Next, the internal lottery process performed in step S4000 of the main loop process will be described with reference to FIG.

[0568] (Step S4001) In step S4001, the main CPU 101 performs a winning combination determination process. Specifically, the main CPU 101 extracts a random number value generated by the main random number generator 104, and performs a process of determining a winning combination according to the extracted random number value and a winning combination determination table (see FIG. 12). Here, information related to the determined winning combination is stored in the winning combination memory area 103ac. Then, when the process of step S4001 ends, the process proceeds to step S4002.

[0569] (Step S4002) In step S4002, the main CPU 101 performs a process of determining whether or not the current gaming state is a bonus operating state. Specifically, the main CPU 101 performs a process of determining whether or not the current gaming state is a bonus operating state by referring to the value of the gaming state storage area 103ak. Then, if it is determined that the current gaming state is a bonus operating state (step S4002=YES), the process proceeds to step S4006. On the other hand, if it is determined that the current gaming state is not a bonus operating state (step S4002=NO), the process proceeds to step S4003.

[0570] (Step S4003) In step S4003, the main CPU 101 performs a process of determining whether or not "BB" has been won. Specifically, the main CPU 101 performs a process of determining whether or not "BB" has been won by referring to the value of the winning combination memory area 103ac. Then, if it is determined that "BB" has been won (step S4003=YES), the process proceeds to step S4004. On the other hand, if it is determined that "BB" has not been won (step S4003=NO), the process proceeds to step S4005.

[0571] (Step S4004) In step S4004, the main CPU 101 performs a process when the BB is won. Specifically, the main CPU 101 performs a process of storing information about the winning "BB" in the bonus memory area 103ab. Then, when the process of step S4004 ends, the process proceeds to step S4006.

[0572] (Step S4005) In step S4005, the main CPU 101 performs a BB setting process. Specifically, the main CPU 101 performs a process of setting the value of the bonus memory area 103ab to the winning combination memory area 103ac. Then, when the process of step S4005 ends, the process proceeds to step S4006.

[0573] (Step S4006) In step S4006, the main CPU 101 performs a ball output state setting process. Specifically, the main CPU 101 performs a process of storing the information stored in the next ball output state storage area 103am in the ball output state storage area 103al. Then, when the process of step S4006 ends, the subroutine of the internal lottery process ends.

[0574] (Ball output status management process when lever is operated) Next, using Figure 27, we will explain the ball output state management process at the time of lever operation performed in step S5000 of the main loop process.

[0575] (Step S5001) In step S5001, the main CPU101 performs a process of determining whether or not it is a "non-specific period". Specifically, the main CPU101 performs a process of determining whether or not the current "game period" is a "non-specific period" by referring to the value of the specific period flag storage area 103az. Then, if it is determined that the current "game period" is a "non-specific period" (step S5001=YES), the process proceeds to step S5100. On the other hand, if it is determined that the current "game period" is not a "non-specific period" (step S5001=NO), the process proceeds to step S5002.

[0576] (Step S5100) In step S5100, the main CPU 101 performs a non-specific period process, which will be described in detail later with reference to Fig. 28. Then, when the process of step S5100 ends, the process proceeds to step S5009.

[0577] (Step S5002) In step S5002, the main CPU 101 performs a process of determining whether the current ball dispensing state is a normal state. Specifically, the main CPU 101 performs a process of determining whether the current ball dispensing state is a normal state by referring to the value of the ball dispensing state storage area 103al. Then, if it is determined that the current ball dispensing state is a normal state (step S5002=YES), the process proceeds to step S5200. On the other hand, if it is determined that the current ball dispensing state is not a normal state (step S5002=NO), the process proceeds to step S5003.

[0578] (Step S5200) In step S5200, the main CPU 101 performs normal state processing, which will be described in detail later with reference to Fig. 29. Then, when the processing in step S5200 ends, the process proceeds to step S5009.

[0579] (Step S5003) In step S5003, the main CPU 101 performs a process of determining whether the current ball dispensing state is a bonus preparation state. Specifically, the main CPU 101 performs a process of determining whether the current ball dispensing state is a bonus preparation state by referring to the value of the ball dispensing state storage area 103al. Then, if it is determined that the current ball dispensing state is a bonus preparation state (step S5003=YES), the process proceeds to step S5300. On the other hand, if it is determined that the current ball dispensing state is not a bonus preparation state (step S5003=NO), the process proceeds to step S5004.

[0580] (Step S5300) In step S5300, the main CPU 101 performs a process for a bonus preparation state, which will be described later in detail with reference to Figure 30. Then, when the process of step S5300 ends, the process proceeds to step S5009.

[0581] (Step S5004) In step S5004, the main CPU 101 performs a process to determine whether the current ball dispensing state is a CZ state. Specifically, the main CPU 101 performs a process to determine whether the current ball dispensing state is a CZ state by referring to the value of the ball dispensing state storage area 103al. Then, if it is determined that the current ball dispensing state is a CZ state (step S5004=YES), the process proceeds to step S5400. On the other hand, if it is determined that the current ball dispensing state is not a CZ state (step S5004=NO), the process proceeds to step S5005.

[0582] (Step S5400) In step S5400, the main CPU 101 performs processing for the CZ state, which will be described in detail later with reference to Figure 31. Then, when the processing of step S5400 ends, the process proceeds to step S5009.

[0583] (Step S5005) In step S5005, the main CPU 101 performs a process of determining whether the current ball dispensing state is a bonus state. Specifically, the main CPU 101 performs a process of determining whether the current ball dispensing state is a bonus state by referring to the value of the ball dispensing state storage area 103al. Then, if it is determined that the current ball dispensing state is a bonus state (step S5005=YES), the process proceeds to step S5500. On the other hand, if it is determined that the current ball dispensing state is not a bonus state (step S5005=NO), the process proceeds to step S5006.

[0584] (Step S5500) In step S5500, the main CPU 101 performs a bonus state process, which will be described later in detail with reference to Figure 32. Then, when the process of step S5500 ends, the process proceeds to step S5009.

[0585] (Step S5006) In step S5006, the main CPU 101 performs a process to determine whether the current ball dispensing state is an AT state. Specifically, the main CPU 101 performs a process to determine whether the current ball dispensing state is an AT state by referring to the value of the ball dispensing state storage area 103al. Then, if it is determined that the current ball dispensing state is an AT state (step S5006=YES), the process proceeds to step S5600. On the other hand, if it is determined that the current ball dispensing state is not an AT state (step S5006=NO), the process proceeds to step S5007.

[0586] (Step S5600) In step S5600, the main CPU 101 performs processing for the AT state, which will be described in detail later with reference to Figure 33. Then, when the processing of step S5600 ends, the process proceeds to step S5009.

[0587] (Step S5007) In step S5007, the main CPU 101 performs a process of determining whether the current ball output state is an AT bonus preparation state. Specifically, the main CPU 101 performs a process of determining whether the current ball output state is an AT bonus preparation state by referring to the value of the ball output state storage area 103al. Then, if it is determined that the current ball output state is an AT bonus preparation state (step S5007=YES), the process proceeds to step S5700. On the other hand, if it is determined that the current ball output state is not an AT bonus preparation state (step S5007=NO), the process proceeds to step S5008.

[0588] (Step S5700) In step S5700, the main CPU 101 performs processing for a bonus preparation state during AT, which will be described in detail later with reference to Figure 34. Then, when the processing of step S5700 ends, the process proceeds to step S5009.

[0589] (Step S5008) In step S5008, the main CPU 101 performs a process of determining whether the current ball output state is a bonus state during AT. Specifically, the main CPU 101 performs a process of determining whether the current ball output state is a bonus state during AT by referring to the value of the ball output state storage area 103al. Then, if it is determined that the current ball output state is a bonus state during AT (step S5008=YES), the process proceeds to step S5800. On the other hand, if it is determined that the current ball output state is not a bonus state during AT (step S5008=NO), the process proceeds to step S5900.

[0590] (Step S5800) In step S5800, the main CPU 101 performs a process for a bonus state during AT, which will be described later in detail with reference to Figure 35. Then, when the process of step S5800 ends, the process proceeds to step S5009.

[0591] (Step S5900) In step S5900, the main CPU 101 performs processing for the added state, which will be described in detail later with reference to Fig. 36. Then, when the processing in step S5900 ends, the process proceeds to step S5009.

[0592] (Step S5009) In step S5009, the main CPU 101 performs a process to determine whether the current ball-dispensing state is a specific ball-dispensing state. Specifically, the main CPU 101 performs a process to determine whether the current ball-dispensing state is a specific ball-dispensing state by referring to the value of the ball-dispensing state storage area 103al. Here, the "specific ball-dispensing state" refers to a state in which the operation sequence of the stop button 10 is notified, specifically, a bonus state, an AT state, a bonus state during AT, and an added state. Then, if it is determined that the current ball-dispensing state is a specific ball-dispensing state (step S5009=YES), the process proceeds to step S5010. On the other hand, if it is determined that the current ball-dispensing state is not a specific ball-dispensing state (step S5009=NO), the process proceeds to step S5011.

[0593] (Step S5010) In step S5010, the main CPU 101 performs a grouping command transmission process. Specifically, the main CPU 101 performs a process of transmitting a grouping command to the sub-control board 300 and the game value control board 400. Then, when the process of step S5010 ends, the process proceeds to step S5011.

[0594] Here, the "grouping command" is a command having information about a winning combination, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. The grouping command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0595] In addition, the same grouping command is sent if the winning combination is one of the "specific groups." For example, even if the winning combination is "Plum PCa in the left-hand press order" or "Plum PRa in the right-hand press order," the same command is generated and sent. As a result, even if the grouping command is obtained illegally, the order of operation of the stop button 10 required for winning cannot be known, so that the illegal act of obtaining the grouping command illegally can be suppressed.

[0596] (Step S5011) In step S5011, the main CPU 101 performs a push order command transmission process. Specifically, the main CPU 101 performs a process of transmitting a push order command to the sub-control board 300 and the game value control board 400. Then, when the process of step S5011 ends, the process proceeds to step S5012.

[0597] Here, the "push order command" is a command having information on the value to be displayed on the instruction information display unit 17, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. In other words, the push order command is a command having information on the operation sequence of the stop buttons 10. Note that the push order command may be transmitted from the main control board 100 to the game value control board 400, and then transmitted from the game value control board 400 to the sub-control board 300.

[0598] (Step S5012) In step S5012, the main CPU 101 performs a process to determine whether or not there is a response from the game value control board 400. Specifically, the main CPU 101 performs a process to determine whether or not there is a response from the game value control board 400 after transmitting a push order command to the game value control board 400 by the push order command transmission process in step S5011. Then, if it is determined that there is a response from the game value control board 400 (step S5012=YES), the subroutine of the ball output state management process at the time of lever operation is terminated. On the other hand, if it is determined that there is no response from the game value control board 400 (step S5012=NO), the process proceeds to step S5013.

[0599] (Step S5013) In step S5013, the main CPU 101 performs a process for an abnormal communication error (main stop) in the gaming machine. Specifically, the main CPU 101 performs a process for storing information about an abnormal communication error (main stop) in the gaming machine in the main error information storage area 103zb. Then, when the process of step S5013 ends, the subroutine of the ball output state management process at the time of lever operation ends.

[0600] (Non-specific period processing) Next, with reference to FIG. 28, the non-specific period processing performed in step S5100 of the ball output state management processing during lever operation will be explained.

[0601] (Step S5101) In step S5101, the main CPU101 performs a process of determining whether the winning combination is either "replay" or "BB". Specifically, the main CPU101 performs a process of determining whether the winning combination is either "replay" or "BB" by referring to the value of the winning combination memory area 103ac. Then, if it is determined that the winning combination is either "replay" or "BB" (step S5101=YES), the process proceeds to step S5102. On the other hand, if it is determined that the winning combination is not either "replay" or "BB" (step S5101=NO), the subroutine of the non-specific period process is terminated.

[0602] (Step S5102) In step S5102, the main CPU 101 performs a process of turning on the specific period start flag. Specifically, the main CPU 101 performs a process of turning on the specific period start flag by updating the value of the specific period start flag storage area 103ay. Then, when the process of step S5102 ends, the process proceeds to step S5103.

[0603] (Step S5103) In step S5103, the main CPU 101 performs a difference counter setting process. Specifically, the main CPU 101 performs a process of setting the value of the difference counter 103ax to "0." Then, when the process of step S5103 ends, the process proceeds to step S5104.

[0604] (Step S5104) In step S5104, the main CPU 101 performs a process to set the next payout state to the normal state. Specifically, the main CPU 101 performs a process to store information about the normal state in the next payout state storage area 103am. Then, when the process of step S5104 is completed, the process proceeds to step S5105.

[0605] (Step S5105) In step S5105, the main CPU 101 performs a ceiling game number setting process. Specifically, the main CPU 101 performs a process of setting the ceiling game number counter 103an to "800". The value set in the ceiling game number counter 103an by the ceiling game number setting process can be set appropriately. For example, it may be another predetermined value, or it may be a value determined by lottery. Then, when the process of step S5105 ends, the process proceeds to the normal state process of step S5200.

[0606] (Normal state processing) Next, with reference to FIG. 29, the normal state processing performed in step S5200 of the ball output state management processing during lever operation will be explained.

[0607] (Step S5201) In step S5201, the main CPU 101 performs a normal state AT lottery process. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and when the winning combination is one of "weak cherry", "strong cherry", and "bell", extracts a random number value generated by the main random number generator 104, and performs a lottery process to determine whether or not to transition to the AT state according to the extracted random number value and the normal state AT state transition lottery table (see FIG. 15(A)). Then, when the process of step S5201 ends, the process proceeds to step S5202.

[0608] (Step S5202) In step S5202, the main CPU 101 performs a process of determining whether or not the AT lottery has been won. Specifically, the main CPU 101 performs a process of determining whether or not it has been decided to transition to the AT state as a result of the normal state AT lottery process in step S5201. Then, if it is determined that the AT lottery has been won (step S5202=YES), the process proceeds to step S5203. On the other hand, if it is determined that the AT lottery has not been won (step S5202=NO), the process proceeds to step S5204.

[0609] (Step S5203) In step S5203, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value of the AT winning flag storage area 103as. Then, when the process of step S5203 ends, the subroutine for the normal state process ends.

[0610] (Step S5204) In step S5204, the main CPU 101 performs a CZ lottery process. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and when the winning combination is one of "weak cherry", "strong cherry", and "bell", extracts a random number value generated by the main random number generator 104, and performs a process of drawing lots to determine whether or not to transition to the CZ state according to the extracted random number value and the CZ state transition lottery table (see FIG. 16). Then, when the process of step S5204 ends, the process proceeds to step S5205.

[0611] (Step S5205) In step S5205, the main CPU 101 performs a process to determine whether or not the CZ lottery has been won. Specifically, the main CPU 101 performs a process to determine whether or not it has been decided to transition to the CZ state as a result of the CZ lottery process in step S5204. If it is determined that the CZ lottery has been won (step S5205=YES), the process proceeds to step S5206. On the other hand, if it is determined that the CZ lottery has not been won (step S5205=NO), the subroutine for the normal state process is terminated.

[0612] (Step S5206) In step S5206, the main CPU 101 performs a process of turning on the CZ winning flag. Specifically, the main CPU 101 performs a process of turning on the CZ winning flag by updating the value of the CZ winning flag storage area 103ar. Then, when the process of step S5206 ends, the subroutine for the normal state process ends.

[0613] (Bonus preparation state processing) Next, the bonus preparation state process performed in step S5300 of the lever operation ball output state management process will be described with reference to FIG.

[0614] (Step S5301) In step S5301, the main CPU 101 performs a lottery process for the AT for the bonus preparation state. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and when the winning combination is one of "weak cherry", "strong cherry", and "bell", extracts a random number value generated by the main random number generator 104, and performs a lottery process to determine whether or not to transition to the AT state according to the extracted random number value and the AT state transition lottery table for the bonus preparation state (see FIG. 15(B)). Then, when the process of step S5301 ends, the process proceeds to step S5302.

[0615] (Step S5302) In step S5302, the main CPU 101 performs a process to determine whether or not the AT lottery has been won. Specifically, the main CPU 101 performs a process to determine whether or not it has been decided to transition to the AT state as a result of the AT lottery process for the bonus preparation state in step S5301. If it is determined that the AT lottery has been won (step S5302=YES), the process proceeds to step S5303. On the other hand, if it is determined that the AT lottery has not been won (step S5302=NO), the subroutine for the bonus preparation state process is terminated.

[0616] (Step S5303) In step S5303, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value of the AT winning flag storage area 103as. Then, when the process of step S5303 ends, the subroutine for the bonus preparation state process ends.

[0617] (CZ state treatment) Next, using Figure 31, we will explain the CZ state processing performed by step S5400 of the ball output state management processing when the lever is operated.

[0618] (Step S5401) In step S5401, the main CPU 101 performs a CZ game number counter subtraction process. Specifically, the main CPU 101 performs a process of subtracting "1" from the value of the CZ game number counter 103ao. Then, when the process of step S5401 ends, the process proceeds to step S5402.

[0619] (Step S5402) In step S5402, the main CPU 101 performs a lottery process for the AT for the CZ state. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and when the winning combination is one of "weak cherry", "strong cherry", and "bell", extracts a random number value generated by the main random number generator 104, and performs a lottery process to determine whether or not to transition to the AT state according to the extracted random number value and the AT state transition lottery table for the CZ state (see FIG. 15(C)). Then, when the process of step S5402 is completed, the process proceeds to step S5403.

[0620] (Step S5403) In step S5403, the main CPU 101 performs a process to determine whether or not the AT lottery has been won. Specifically, the main CPU 101 performs a process to determine whether or not it has been decided to transition to the AT state as a result of the AT lottery process for the CZ state in step S5402. If it is determined that the AT lottery has been won (step S5403=YES), the process proceeds to step S5404. On the other hand, if it is determined that the AT lottery has not been won (step S5403=NO), the subroutine for the CZ state process is terminated.

[0621] (Step S5404) In step S5404, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value of the AT winning flag storage area 103as. Then, when the process of step S5404 ends, the subroutine for the CZ state process ends.

[0622] (Bonus state processing) Next, the bonus state processing performed in step S5500 of the ball output state management processing at the time of lever operation will be explained with reference to FIG.

[0623] (Step S5501) In step S5501, the main CPU 101 performs a bonus state AT lottery process. Specifically, the main CPU 101 extracts a random number value generated by the main random number generator 104, and performs a lottery process to determine whether or not to transition to the AT state based on the extracted random number value and the bonus state AT state transition lottery table (see FIG. 15(D)). Then, when the process of step S5501 ends, the process proceeds to step S5502.

[0624] (Step S5502) In step S5502, the main CPU 101 performs a process to determine whether or not the AT lottery has been won. Specifically, the main CPU 101 performs a process to determine whether or not it has been decided to transition to the AT state as a result of the AT lottery process for the bonus state in step S5501. If it is determined that the AT lottery has been won (step S5502=YES), the process proceeds to step S5503. On the other hand, if it is determined that the AT lottery has not been won (step S5502=NO), the subroutine for the bonus state process is terminated.

[0625] (Step S5503) In step S5503, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value of the AT winning flag storage area 103as. Then, when the process of step S5503 ends, the subroutine for the bonus state process ends.

[0626] (AT state processing) Next, using Figure 33, we will explain the AT state processing performed in step S5600 of the ball output state management processing when the lever is operated.

[0627] (Step S5601) In step S5601, the main CPU 101 performs an AT game number counter subtraction process. Specifically, the main CPU 101 performs a process of subtracting "1" from the value of the AT game number counter 103ap. Then, when the process of step S5601 ends, the process proceeds to step S5602.

[0628] (Step S5602) In step S5602, the main CPU 101 performs an add-on lottery process. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and when the winning combination is one of "weak cherry", "strong cherry", and "bell", extracts a random number value generated by the main random number generator 104, and performs a process of drawing a number of games to be added to the number of games that can be played in the AT state according to the extracted random number value and the AT state add-on game number drawing table (see FIG. 17(A)), and performs a process of adding the result of the drawing to the AT game number counter 103ap. Then, when the process of step S5602 ends, the process proceeds to step S5603.

[0629] (Step S5603) In step S5603, the main CPU 101 performs a lottery process for transition to the added state for the AT state. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and when the winning combination is one of "weak cherry", "strong cherry", and "bell", extracts a random number value generated by the main random number generator 104, and performs a lottery process for whether or not to transition to the added state according to the extracted random number value and the lottery table for transition to the added state for the AT state (see FIG. 18(A)). Then, when the process of step S5603 ends, the process proceeds to step S5604.

[0630] (Step S5604) In step S5604, the main CPU 101 performs processing to determine whether or not the additional state transition lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not it has been decided to transition to the additional state as a result of the additional state transition lottery processing for the AT state in step S5603. Then, if it is determined that the additional state transition lottery has been won (step S5604=YES), the processing proceeds to step S5605. On the other hand, if it is determined that the additional state transition lottery has not been won (step S5604=NO), the subroutine for the AT state processing is terminated.

[0631] (Step S5605) In step S5605, the main CPU 101 performs a process of turning on the added-on state winning flag. Specifically, the main CPU 101 performs a process of turning on the added-on state winning flag by updating the value of the added-on state winning flag storage area 103at. Then, when the process of step S5605 ends, the subroutine for the AT state process ends.

[0632] (Processing for bonus preparation state during AT) Next, using Figure 34, we will explain the processing for the bonus preparation state during AT performed by step S5700 of the ball output state management processing when the lever is operated.

[0633] (Step S5701) In step S5701, the main CPU 101 performs a lottery process for transition to an added-on state for a bonus preparation state during an AT. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and when the winning combination is one of "weak cherry", "strong cherry", and "bell", extracts a random number value generated by the main random number generator 104, and performs a lottery process for whether or not to transition to an added-on state according to the extracted random number value and the lottery table for transition to an added-on state for a bonus preparation state during an AT (see FIG. 18(B)). Then, when the process of step S5701 ends, the process proceeds to step S5702.

[0634] (Step S5702) In step S5702, the main CPU 101 performs processing to determine whether or not the addition state transition lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not it has been decided to transition to the addition state as a result of the addition state transition lottery processing for the bonus preparation state during the AT in step S5701. Then, if it is determined that the addition state transition lottery has been won (step S5702=YES), the processing proceeds to step S5703. On the other hand, if it is determined that the addition state transition lottery has not been won (step S5702=NO), the subroutine for the processing for the bonus preparation state during the AT is terminated.

[0635] (Step S5703) In step S5703, the main CPU 101 performs a process of turning on the bonus state winning flag. Specifically, the main CPU 101 performs a process of turning on the bonus state winning flag by updating the value of the bonus state winning flag storage area 103at. Then, when the process of step S5703 ends, the subroutine for the process for the bonus preparation state during the AT ends.

[0636] (Processing for bonus state during AT) Next, using Figure 35, we will explain the processing for the bonus state during AT performed by step S5800 of the ball output state management processing when the lever is operated.

[0637] (Step S5801) In step S5801, the main CPU 101 performs a lottery process for transition to the bonus state during the AT. Specifically, the main CPU 101 extracts a random number value generated by the main random number generator 104, and performs a process of drawing lots to determine whether or not to transition to the bonus state based on the extracted random number value and the lottery table for transition to the bonus state during the AT (see FIG. 18(C)). Then, when the process of step S5801 ends, the process proceeds to step S5802.

[0638] (Step S5802) In step S5802, the main CPU 101 performs processing to determine whether or not the added-on state transition lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not it has been decided to transition to the added-on state as a result of the added-on state transition lottery processing for the bonus state during the AT in step S5801. Then, if it is determined that the added-on state transition lottery has been won (step S5802=YES), the processing proceeds to step S5803. On the other hand, if it is determined that the added-on state transition lottery has not been won (step S5802=NO), the subroutine for the processing for the bonus state during the AT is terminated.

[0639] (Step S5803) In step S5803, the main CPU 101 performs a process of turning on the bonus state winning flag. Specifically, the main CPU 101 performs a process of turning on the bonus state winning flag by updating the value of the bonus state winning flag storage area 103at. Then, when the process of step S5803 ends, the subroutine for the process for the bonus state during the AT ends.

[0640] (Processing for top-up state) Next, using Figure 36, we will explain the processing for the added state performed in step S5900 of the ball output state management processing when the lever is operated.

[0641] (Step S5901) In step S5901, the main CPU 101 performs an add-on state game number counter subtraction process. Specifically, the main CPU 101 performs a process of subtracting "1" from the value of the add-on state game number counter 103aq. Then, when the process of step S5901 ends, the process proceeds to step S5902.

[0642] (Step S5902) In step S5902, the main CPU 101 performs an add-on lottery process for the add-on state. Specifically, the main CPU 101 extracts a random number value generated by the main random number generator 104, and performs a process of drawing lots for the number of games to be added to the number of games that can be played in the AT state, based on the extracted random number value and the add-on game number lottery table for the add-on state (see FIG. 17(B)). Then, when the process of step S5902 ends, the subroutine for the add-on state process ends.

[0643] (Reel spin start preparation process) Next, the reel spin start preparation process performed in step S6000 of the main loop process will be described with reference to FIG.

[0644] (Step S6001) In step S6001, the main CPU 101 performs a process to determine whether or not the minimum game time has elapsed. Specifically, the main CPU 101 performs a process to determine whether or not the value of the wait timer 103ae has become "0". If it is determined that the minimum game time has elapsed (step S6001=YES), the process proceeds to step S6002. On the other hand, if it is determined that the minimum game time has not elapsed (step S6001=NO), the process of step S6001 is repeatedly executed.

[0645] (Step S6002) In step S6002, the main CPU 101 performs a minimum play time setting process. Specifically, the main CPU 101 performs a process of setting a predetermined value in the wait timer 103ae. In this embodiment, the value set in the wait timer 103ae by the minimum play time setting process is "2,622". Then, when the process of step S6002 ends, the process proceeds to step S6003.

[0646] (Step S6003) In step S6003, the main CPU 101 performs a reel spin start command transmission process. Specifically, the main CPU 101 performs...

Claims

1. A reel on which a plurality of symbols are arranged, A start operation detection means capable of detecting a start operation; A stop operation detection means capable of detecting a stop operation; A game control means capable of executing a process related to a game; a game value control means capable of executing a process related to the game value; A performance control means capable of executing a process related to the performance; A clear operation detection means capable of detecting a clear operation related to the game value; A setting change operation detection means capable of detecting a setting change operation related to a change of a setting value; A calculation means for calculating a game value information value using a game value acquired through a game; A counting operation detection means capable of detecting a counting operation of the game value; Equipped with The game control means includes: a reel control process for starting the rotation of the reel when the start operation is detected, and for stopping the rotation of the reel when the stop operation is detected; a stop processing for transitioning to a stop state of the game in which the game cannot proceed when the game value information value calculated by the calculation means reaches a specific value; It is possible to execute The game value control means includes: a game value update storage process for updating and storing the value of the game value owned by the player; a game value clearing process for clearing the stored game value when the clearing operation is detected; a counting process for counting the stored game value when the counting operation is detected; It is possible to execute The stop state of the game is Even if the counting process is performed, it is not canceled. Even if the game value clearing process is executed, the game value is not released. The setting change operation is released when the setting change operation detection means detects the setting change operation, The performance control means includes: a stop notification in response to the game value information value calculated by the calculation means reaching the specific value; A setting value change notification in response to the setting change operation; and a game value number reaching notification in response to the value of the game value updated and stored by the game value update storage process reaching a predetermined value; It is possible to execute The gaming machine is characterized in that the notification priority of the limit notification is different from the notification priority of the setting value change notification, and the notification priority of the limit notification is different from the notification priority of the playing value number reaching notification.

2. A reel on which a plurality of symbols are arranged, A start operation detection means capable of detecting a start operation; A stop operation detection means capable of detecting a stop operation; a game control means capable of executing a process related to a game and a process related to a game value; A performance control means capable of executing a process related to the performance; A clear operation detection means capable of detecting a clear operation related to the game value; A setting change operation detection means capable of detecting a setting change operation related to a change of a setting value; A calculation means for calculating a game value information value using a game value acquired through a game; A counting operation detection means capable of detecting a counting operation of the game value; Equipped with The game control means includes: a reel control process for starting the rotation of the reel when the start operation is detected, and for stopping the rotation of the reel when the stop operation is detected; a stop processing for transitioning to a stop state of the game in which the game cannot proceed when the game value information value calculated by the calculation means reaches a specific value; a game value update storage process for updating and storing the value of the game value owned by the player; a game value clearing process for clearing the stored game value when the clearing operation is detected; a counting process for counting the stored game value when the counting operation is detected; It is possible to execute The stop state of the game is Even if the counting process is performed, it is not canceled. Even if the game value clearing process is executed, the game value is not released. The setting change operation is released when the setting change operation detection means detects the setting change operation, The performance control means includes: a stop notification in response to the game value information value calculated by the calculation means reaching the specific value; A setting value change notification in response to the setting change operation; and a game value number reaching notification in response to the value of the game value updated and stored by the game value update storage process reaching a predetermined value; It is possible to execute The gaming machine is characterized in that the notification priority of the limit notification is different from the notification priority of the setting value change notification, and the notification priority of the limit notification is different from the notification priority of the playing value number reaching notification.

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