Gaming Machines

By designing multi-functional wheels and operation detection methods in the game console, the shortcomings of existing game consoles in notification of important events are solved, and accurate notification of events and smooth control of game progress is achieved.

JP7657498B2Active Publication Date: 2025-04-07KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024003167
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 gaming consoles to accurately notify relevant events when important events occur.

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. By detecting start and stop operations, the wheel rotation and stop is controlled, and the stop and set value change process is triggered when the game value information reaches a specific value. At the same time, it includes clear game value, count game value and notification functions.

Benefits of technology

It realizes accurate notification of relevant events when important events occur, ensuring the smooth progress of the game process and improving 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 reporting an appropriate event.SOLUTION: When a value of a shooting-stop MY counter 103ba reaches "19,000," a shooting-stop function operates, and a sub-control board 300 performs notification regarding the shooting-stop function. According to opening of a front door 3, notification of a door opening error is performed by the sub-control board 300. When a game value possessed by a player reaches "16,369" or larger, the sub-control board 300 performs notification regarding a game value arrival error. Notification priority is higher in notification of a door opening error than in notification regarding a shooting-stop function, and notification priority is higher in notification regarding a game value number arrival error than in notification regarding a 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 that the player owns.

[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 (for example, errors) occur at the same time (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-087493 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the gaming machine described above 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 aims to provide a gaming machine that can notify appropriate events. [Means for solving the problem]

[0007] In order to solve such problems, the gaming machine according to the present invention: a reel on which a plurality of symbols are arranged, 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 relating to the game value; door opening detection means capable of detecting the opening of a door; a setting change operation detection means capable of detecting a setting change operation relating to a change of a setting value; a calculation means for calculating a gaming value information value using a gaming value acquired through a game; a counting operation detecting means for detecting a counting operation of the game value; The game control means comprises: a reel control process for starting the rotation of the reels when the start operation is detected and stopping the rotation of the reels when the stop operation is detected; When the gaming value information value calculated by the calculation means reaches a specific value, A stop process for transitioning to a game stop state in which game progress is impossible, and a setting value change process for changing the setting value; 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; is executable, The game stop state 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, and the setting value change process is transitioned to when the setting change operation is detected in a state where the door opening detection means detects that the door is open, and is not transitioned to when the setting change operation is detected in a state where the door opening detection means does not detect that the door is open, The presentation control means is capable of executing a game end notification in response to the game value information value calculated by the calculation means reaching the specific value, a door opening error notification in response to detection of the door opening, and a game value number reaching notification in response to the game value value updated and stored by the game value update storage process reaching a predetermined value, and a notification priority of the game end notification. and, Notification priority of the door open error notification And Notification priority is While being different, Notification priority of the end notification and, Notification priority of the game value number reaching notification And Notification priority is different It is characterized by:

[0008] In addition, the gaming machine according to the present invention includes: a reel on which a plurality of symbols are arranged, 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 relating to the game value; door opening detection means capable of detecting the opening of a door; a setting change operation detection means capable of detecting a setting change operation relating to a change of a setting value; a calculation means for calculating a gaming value information value using a gaming value acquired through a game; a counting operation detecting means for detecting a counting operation of the game value; The game control means comprises: a reel control process for starting the rotation of the reels when the start operation is detected and stopping the rotation of the reels when the stop operation is detected; When the gaming value information value calculated by the calculation means reaches a specific value, A stop process for transitioning to a game stop state in which game progress is impossible, and a setting value change process for changing the setting 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, and a counting process for counting the stored game value when the counting operation is detected; is executable, The game stop state 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, and the setting value change process is transitioned to when the setting change operation is detected in a state where the door opening detection means detects that the door is open, and is not transitioned to when the setting change operation is detected in a state where the door opening detection means does not detect that the door is open,The presentation control means is capable of executing a game end notification in response to the game value information value calculated by the calculation means reaching the specific value, a door opening error notification in response to detection of the door opening, and a game value number reaching notification in response to the game value value updated and stored by the game value update storage process reaching a predetermined value, and a notification priority of the game end notification. and, Notification priority of the door open error notification And Notification priority is While being different, Notification priority of the end notification and, Notification priority of the game value number reaching notification And Notification priority is different It is characterized by: [Effects of the Invention]

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

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

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

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

[0013] (Gaming machine 1) The gaming machine 1 in this embodiment is composed of a cabinet 2, a front door 3, etc. Furthermore, 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 game media (for example, medals).

[0014] (Cabinet 2) The cabinet 2 is a substantially rectangular box body with an opening on the front side. A plurality of parts are attached to the cabinet 2. The provision of 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. A number of parts are attached to the front door 3. Incidentally, the provision of the front door 3 makes it possible to attach a stop button 10 and the like.

[0016] (Handle part 4) The handle portion 4 is attached to make it easier for a store clerk or the like to carry the gaming machine 1. The provision of the handle portion 4 makes it possible to easily carry the gaming machine 1.

[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). Here, when a store employee of the gaming parlor or the like performs maintenance work or changes to setting values, 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 clockwise a predetermined angle, and work such as maintenance work or changes to setting values ​​can be performed. Then, when work such as maintenance work or changes to setting values ​​is completed, the front door 3 is closed, and the locking device is locked. 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 larger the setting value, the more advantageous it is to the player. In this embodiment, there are six levels: setting "0", setting "1", setting "3", setting "4", setting "5", and setting "6". In this embodiment, setting "2" is not provided, 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 the 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 the 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 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 the 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 between "1" and "3". Incidentally, by providing the settlement button 8, it becomes possible to accept a settlement operation to settle the game value that has been bet.

[0022] (Start lever 9) The start lever 9 is provided for the player to perform a start operation which triggers the start of rotation of the reels 20, which will be described later. When the player performs the start operation, the following processes are performed: obtaining a random number value, determining a winning combination using the obtained random number value, and starting the rotation of the reels 20, which will be described later. The provision of the start lever 9 makes it 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 reels 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 reels 20, which will be described later, is performed. Incidentally, by providing the stop buttons 10, it is possible to accept a stop operation corresponding to the reels 20, which will be described later.

[0024] (Left stop button 11) The left stop button 11 is provided to detect a left stop operation, which is a trigger to stop the rotation of the left reel 21, which will be described later. When the player performs a left stop operation, 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 is 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, which is 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 is 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, which is 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 is 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 types 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 is possible to display various types of information.

[0028] (Game Value Indicator 24) The gaming value display 24 is provided to display the value of the gaming value owned by the player. Here, the gaming value display 24 in this embodiment is capable of displaying a five-digit value. Incidentally, by providing the gaming value display 24, it is possible to display the value of the gaming value owned by the player.

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

[0030] (D-pad 26) The cross key 26 is composed of an up button, a down button, a left button, a right button, and an enter button, and is provided to detect selection operations and enter operations 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. The provision of the cross key 26 makes it possible to receive selection operations and enter operations.

[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 is 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 flash in accordance with the effects executed when a game is played. Here, the frame lamp 28 can light up or flash in a lighting pattern or flashing pattern corresponding to the effects to be executed or detected errors. Incidentally, by providing the frame lamp 28, it is possible to execute effects that appeal to the player's visual sense.

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

[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. The provision of the reel display area 30 makes it 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. Incidentally, 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, consisting of the symbols displayed on the upper row, the middle row, and the lower row, among the symbols arranged on the center reel 22. Incidentally, 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 middle row, and the lower row, among the symbols arranged on the right reel 23. Incidentally, 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. As will be described in more detail later, the lower panel 34 has the words "equipped with a stop function" printed on it.

[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 is possible to accept a counting operation by the player.

[0040] (Internal structure 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 has a cylindrical structure and is made up of a left reel 21, a center reel 22, and a right reel 23. 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. The provision of the reel 20 makes it possible for the player to see multiple symbols.

[0042] (Left reel 21) The left reel 21 has a cylindrical structure, and a translucent sheet is attached to the periphery. A plurality of types of symbols are arranged in a row on this sheet. The provision of the left reel 21 allows the player to see a plurality of symbols.

[0043] (Middle reel 22) The center reel 22 has a cylindrical structure, and a translucent sheet is attached to its periphery. A plurality of types of symbols are arranged in a row on this sheet. The presence of the center reel 22 allows the player to see a plurality of symbols.

[0044] (Right reel 23) The right reel 23 has a cylindrical structure, and a translucent sheet is attached to its periphery. A plurality of types of symbols are arranged in a row on this sheet. The right reel 23 allows the player to see a plurality of symbols.

[0045] (Reset Door 40) The reset door 40 is provided to shield the reset button 41. The reset door 40 is switchable between a shielded state in which the reset button 41 is shielded and an exposed state in which the reset button 41 is exposed. When the reset door 40 is in the shielded 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 the shielded state, and the locking is restricted when it is in the 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 a player performs an error release operation, the main control board 100 performs a process to release the specific error. In addition, when a 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 is possible to accept an error release operation or a setting change operation performed 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 shielded state in which the setting keyhole 43 is shielded and an exposed state in which the setting keyhole 43 is exposed. When the setting door 42 is in the shielded state, 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 an inserted setting key. Incidentally, by providing the setting door 42, it is possible to prevent fraudulent acts such as unauthorized changes to the setting values.

[0049] Here, the setting door 42 may be made lockable. Specifically, the setting door 42 can be locked when it is in the closed state, and the locking is restricted when it is in the exposed state. This makes it possible to further prevent fraudulent acts 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 gaming 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 displays 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 upon winning. Here, the acquisition display unit 16 is composed of a higher-ranked acquisition display unit 16a and a lower-ranked acquisition display unit 16b, and the value of the game value acquired upon winning is displayed using the higher-ranked acquisition display unit 16a and the lower-ranked acquisition display unit 16b. The acquisition display unit 16 is also capable of displaying error information when an error in the gaming machine 1 is detected. Specifically, the error information can be displayed using the higher-ranked acquisition display unit 16a and the lower-ranked acquisition display unit 16b. The acquisition display unit 16 is also capable of displaying a set value, and specifically, the set value is displayed on the lower-ranked acquisition display unit 16b. Incidentally, by providing the acquisition display unit 16, it is possible to display the value of the game value acquired upon 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 is possible to display instruction information to the player.

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

[0057] Here, the "game period" is made up of a "specific period" and a "non-specific period." The "specific period" is a period during which the instruction function is performed, specifically, a period during which the operation mode of the stop button 10 (e.g., the operation sequence of the stop button 10) can be notified. The "instruction function" refers to a function that makes it easier to win a prize, and in this embodiment, refers to the function of notifying the operation sequence of the stop button 10. On the other hand, the "non-specific period" is a period during which the transmission of signals related to the instruction function to a peripheral board (e.g., the sub-control board 300 described later) is prohibited, specifically, a period during which notification of the operation mode of the stop button 10 (e.g., the operation sequence of the stop button 10) is restricted. Note that processing related to the instruction function is performed without referring to the value of the stop MY counter 103ba described later.

[0058] (Gem operation display unit 19) The role operation display unit 19 is composed of a higher role operation display unit 19a and a lower role operation display unit 19b, and is provided to display whether it is a role operation period or a role non-operation period. Specifically, when it is a role operation period, the higher role operation display unit 19a and the lower role operation display unit 19b light up. On the other hand, when it is a role non-operation period, the higher role operation display unit 19a and the lower role operation display unit 19b light up. Incidentally, by providing the role operation display unit 19, it is possible to display whether it is a role operation period or a role non-operation period.

[0059] Here, "period of device operation" refers to the period during which a device (for example, a first-class special device, a second-class special device, a device continuous operation device for a first-class special device, a device continuous operation device for a second-class special device, or a normal device) is in operation, and more specifically, refers to the period during which a bonus is in operation (for example, the "bonus operation state" described below). On the other hand, "period of device non-operation" refers to the period during which a device is not in operation (for example, 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 has 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 BET switch 6sw detects the operation of the BET button 6, 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 MAXBET switch 7sw detects the operation of the MAXBET button 7, a gaming value of "3" is bet from the gaming value owned by the player. By providing the MAXBET switch 7sw, it becomes possible to detect the operation of the MAXBET button 7 by the player.

[0064] (Settlement switch 8sw) The settlement switch 8sw is a switch for detecting the operation of the settlement button 8. When the settlement switch 8sw detects the operation of the settlement button 8, the bet game value is settled. By providing the settlement switch 8sw, it becomes possible to detect the operation of the settlement button 8 by the player.

[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. Incidentally, 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 stop switch 10sw detects the operation of the stop button 10, a process for stopping the rotation of the reels 20 is performed. Incidentally, 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 such as stopping the rotation of the left reel 21 is performed. Incidentally, 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 such as stopping the rotation of the middle reel 22 is performed. Incidentally, 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 such as stopping the rotation of the right reel 23 is performed. Incidentally, 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 open / close sensor 14s is provided to detect whether the front door 3 is open or closed. The door open / close 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, the locking unit (not shown) rotates, and the light-receiving unit is no longer able to receive light emitted from the light-emitting unit. This turns the door open / close sensor 14s ON, making it possible to detect whether the front door 3 is open. On the other hand, when the front door 3 is closed, the light-receiving unit can receive light emitted from the light-emitting unit, so the door open / close sensor 14s turns OFF. Incidentally, the provision of the door open / close sensor 14s makes it possible to detect whether the front door 3 is open or closed.

[0071] Furthermore, the door open / close sensor 14s performs a process to clear a predetermined error when the door key is rotated counterclockwise by a predetermined angle while inserted into the door keyhole 5. Therefore, by providing the door open / close sensor 14s, it becomes possible to clear 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 is performed to switch the predetermined effect image displayed on the image display device 27 to a specific effect image, or a process is performed to display a menu image on the image display device 27. Incidentally, by providing the effect switch 25sw, it becomes possible to detect the operation of the effect button 25 by the player.

[0073] (cross key switch 26sw) The cross key switch 26sw is provided to detect the operation of the cross key 26. Here, when the cross key switch 26sw detects the operation of the cross key 26, control such as moving and displaying the cursor image CUR is performed. Note that 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 reset switch 41sw detects the operation of the reset button 41, it performs a process of switching the display of the setting value displayed on the acquisition display unit 16, a process of clearing an error, etc. 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 provision of 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 instructed role ratio, the role ratio over 6,000 games, the consecutive role ratio over 6,000 games, the role ratio in cumulative play, the consecutive role ratio in cumulative play, and the role status ratio. Incidentally, by providing the monitor display 44, it is possible to display the ratio information.

[0077] (ratio of instructions included) The instruction-inclusive role ratio is the sum of the value of the game value awarded when the role is activated and the value of the game value awarded when the instruction function is activated, and the sum divided by the value of the game value awarded in all games (hereinafter referred to as the "total awarded value"). In this embodiment, (the value of the game value awarded when the role is activated during the most recent "175,000" games + the value of the game value awarded when the instruction function is activated during the most recent "175,000" games) / the total awarded value during the most recent "175,000" games is displayed on the monitor display 44 as the instruction-inclusive role ratio. Specifically, identification information (e.g., "7P") indicating the instruction-inclusive role ratio is displayed in the first two digits of the monitor display 44, and the instruction-inclusive role ratio is displayed in the last two digits of the monitor display 44.

[0078] (Ratio of winning combinations among 6,000 games) The combination ratio over "6,000" games is the value obtained by dividing the value of the game value awarded when the combination was activated during the most recent "6,000" games by the total value awarded during the most recent "6,000" games. In other words, the value of the game value awarded when the combination was activated during the most recent "6,000" games / the total value awarded during the most recent "6,000" games is displayed on the monitor display 44 as the combination ratio over "6,000" games. Specifically, identification information (e.g., "7Y") indicating the combination ratio over "6,000" games is displayed in the first two digits of the monitor display 44, and the combination ratio over "6,000" games is displayed in the last two digits of the monitor display 44.

[0079] (Ratio of consecutive winning combinations among "6,000" games) The consecutive feature ratio over "6,000" games is the value obtained by dividing the value of the game value awarded when the feature continuous operating device was activated during the most recent "6,000" games by the total value awarded during the most recent "6,000" games. In other words, the value of the game value awarded when the consecutive feature was activated during the most recent "6,000" games / the total value awarded during the most recent "6,000" games is displayed on the monitor display 44 as the feature ratio over "6,000" games. Specifically, identification information (e.g., "6Y") indicating the consecutive feature ratio over "6,000" games is displayed in the first two digits of the monitor display 44, and the consecutive feature ratio over "6,000" games is displayed in the last two digits of the monitor display 44.

[0080] (Ratio of winning devices to cumulative play) The role ratio in cumulative play is the value obtained by dividing the value of the game value awarded when the role was activated during the most recent 17,500 games by the total value awarded during the most recent 17,500 games. In other words, the value of the game value awarded when the role was activated during the most recent 17,500 games / the total value awarded during the most recent 17,500 games is displayed on the monitor display 44 as the role ratio in cumulative play. Specifically, identification information (e.g., "7A") indicating the role ratio in cumulative play is displayed in the first two digits of the monitor display 44, and the role ratio in cumulative play is displayed in the last two digits of the monitor display 44.

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

[0082] (Ratio of accessories, etc.) The reel state ratio is the value obtained by dividing the number of games in which 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 reels operation during the most recent "175,000" games divided by the total number of games, which is "175,000," is displayed on the monitor display 44. Specifically, identification information indicating the reel state ratio (for example, "5H") is displayed in the first two digits of the monitor display 44, and the reel state ratio is displayed in the last two digits of the monitor display 44.

[0083] (Power button 50) The power button 50 is provided to detect a power-on operation that supplies 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. Incidentally, the provision of the power button 50 makes it possible to accept a 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 switch 60sw detects the counting operation of the counting button 60, 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 game value number clear button 61 is provided to detect a game value number clear operation performed when clearing the game value owned by the player. Here, when the game value number clear operation is performed by the player, a process is performed to set the value of the game value owned by the player displayed on the game value display 24 to "0". Incidentally, by providing the game value number clear button 61, it becomes possible for a store clerk at the gaming facility to accept the game value number clear operation.

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

[0088] (Rental device connection terminal board 62) The lending device connection terminal board 62 is provided to connect to an external lending device 700 of the gaming machine 1. When the counting switch 60sw detects 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 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 gaming 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 element and a light-receiving element. Note that the provision of the reel sensor 70s makes it possible to detect the reel index that indicates when 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 one rotation. Here, the left reel sensor 71s is provided inside the left reel 21 and includes a light-emitting element and a light-receiving element. Note that the provision of the left reel sensor 71s makes it possible to detect the reel index indicating that the left reel 21 has made one rotation.

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

[0092] (Right reel sensor 73s) The right reel sensor 73s is provided to detect when the right reel 23 has made one rotation. Here, the right reel sensor 73s is provided inside the right reel 23 and includes a light-emitting element and a light-receiving element. Note that the provision of the right reel sensor 73s makes it possible to detect the reel index indicating that the right reel 23 has made one 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 control the acceleration, constant speed, deceleration, and stopping of the reels 20. The provision of the stepping motor 75 makes it possible to rotate and stop the reels 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. As a result, the left reel 21 rotates 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 is possible to rotate and stop the left reel 21.

[0095] (medium stepping motor 77) The middle stepping motor 77 is provided to control the acceleration, constant speed, deceleration, and stopping of the middle reel 22. The middle stepping motor 77 is also configured to be able to stop the rotation axis 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 is possible to rotate and stop the middle reel 22.

[0096] (Right stepping motor 78) The right stepping motor 78 is provided to control the acceleration, constant speed, deceleration, and stopping of the right reel 23. The right stepping motor 78 is also configured to be able to stop the rotation axis at a specified angle. As a result, the right reel 23 rotates 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. Note that the provision of the right stepping motor 78 makes it possible to rotate and stop the right reel 23.

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

[0098] (80sw 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 game value to the player is performed. By providing the lending switch 80sw in the lending device 700, it becomes possible to detect the lending operation of the lending button 80 by the player.

[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 carried out. Incidentally, 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 calculated gaming value, etc. By providing the liquid crystal display 82 in the lending device 700, it is 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 program 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, etc. Incidentally, by providing the main ROM 102, it becomes possible to store the control program, tables, etc.

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

[0109] (Sub-CPU301) The sub-CPU 301 reads the program stored in the sub-ROM 302, performs predetermined calculations in response to command information received from the main control board 100 and the game value control board 400, and signals input from the effect switch 25sw and 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 calculations. Note that the provision of the sub-CPU 301 makes it possible to execute control in response to commands received from the main control board 100 and 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. Incidentally, 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 effects 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 effects. Incidentally, by providing the sub-random number generator 304, it is possible to generate random numbers used in the lottery for determining the effects.

[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 also includes a game value CPU 401, a game value ROM 402, and a game value RAM 403, and is connected to a game value display 24, a counting switch 60sw, a game value number clear switch 61sw, a lending device connection terminal board 62, a main control board 100, a power supply board 200, and a sub-control board 300. The inclusion of the game value control board 400 makes it 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 in response 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 based on the results of the calculation. Note that the inclusion of the game value CPU 401 makes it possible to execute control in response to commands received from the main control board 100.

[0115] (Game Value ROM402) The game value ROM 402 is provided to store control programs, data tables, etc. executed by the game value CPU 401. Incidentally, by providing the game value ROM 402, it becomes possible to store control programs, data tables, 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, MAXBET switch 7sw, settlement switch 8sw, start switch 9sw, left stop switch 11sw, center stop switch 12sw, right stop switch 13sw, door open / close sensor 14s, acquisition display unit 16, instruction information display unit 17, game period display unit 18, role-play operation display unit 19, and main control board 100. Incidentally, 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 reels 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 is possible to control the rotation and stopping of the reels 20.

[0119] (Rental device 700) The lending device 700 is provided to lend gaming value to a player. The lending device 700 is also 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 in which predetermined information received from the gaming value control board 400 is encrypted and transmitted to a gaming machine information center 820 (described later). The unit board 710 is also capable of executing a decryption transmission process in which specific information received from the gaming machine information center 820 (described later) is decrypted and transmitted 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 (for example, the prepaid card ID and monetary information) 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] 5A, the main ROM 102 has a continuous storage area of ​​"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 usage area 102a is a storage area in which programs related to the progress of a game are stored, and has a control area and a data area. Specifically, the main ROM usage area 102a stores programs related to the progress of a 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 usage area 102a is a storage area from "0000(H)" to "2FFF(H)".

[0127] The control area within 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 within 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 storage area from "2000(H)" to "2FFF(H)", which is a storage area that stores only information other than programs, and is an area that stores data used when executing programs.

[0129] The area outside the 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 on the gaming machine 1. Similarly to the area inside the main ROM use area 102a, the area outside the main ROM use area 102b has a control area and a data area. In this embodiment, the area outside the 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 where 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)", which is a memory area where only information other than programs is stored, and is an area where data used when a program is executed is stored.

[0132] A program management area is provided in the main ROM outside 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 located between the main ROM used area 102a and the main ROM outside used area 102b (specifically, the memory area from "3000(H)" to "3FFF(H)"), and after the main ROM outside used area 102b (specifically, the memory area from "6000(H)" to "EFFF(H)").

[0134] As shown in Figure 5(A), the main RAM 103 has a continuous memory area from "F000(H)" to "FFFF(H)". The main RAM 103 also has a main RAM used area 103a, a main RAM outside used area 103b, and a main RAM unused area 103c. The gaming machine 1 has a backup function, which makes it possible to retain information stored in the main RAM 103.

[0135] The main RAM 103a is a storage area from "F000(H)" to "F3FF(H)." Of the main RAM 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] The area outside the main RAM usage area 103b is the storage area from "F500(H)" to "F8FF(H)". Of the area outside the main RAM usage area 103b, the storage area from "F500(H)" to "F6FF(H)" is the working area, and the storage area from "F700(H)" to "F8FF(H)" is the stack area.

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

[0138] As shown in FIG. 5(B), 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] 5(B), the game value ROM 402 has a continuous storage 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 outside used area 402b, and a game value ROM unused area 402c.

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

[0141] The game value ROM outside use area 402b is a storage area from "4000(H)" to "5FFF(H)". Here, of the game value ROM outside 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 located between the game value ROM use area 402a and the game value ROM use area outside 402b (specifically, the memory area from "3000(H)" to "3FFF(H)"), and after the game value ROM use area outside 402b (specifically, the memory area from "6000(H)" to "EFFF(H)").

[0143] As shown in Figure 5 (B), the gaming value RAM 403 has a continuous memory area of ​​"F000 (H)" to "FFFF (H)". The gaming value RAM 403 also has a gaming value RAM used area 403a, a gaming value RAM outside used area 403b, and a gaming value RAM unused area 403c. The gaming machine 1 has a backup function, which makes it possible to retain information stored in the gaming value RAM 403.

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

[0145] Additionally, the gaming value RAM outside use area 403b is a storage area of ​​"F500(H)" to "F8FF(H)." Of the gaming value RAM outside use area 403b, the storage area of ​​"F500(H)" to "F6FF(H)" is a working area, and the storage area of ​​"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 outside used area 403b (specifically, the memory area from "F400(H)" to "F4FF(H)"), and after the game value RAM outside used area 403b (specifically, the memory area from "F900(H)" to "FFFF(H)").

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

[0148] Each reel 20 has 20 symbols arranged thereon, including 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 detected by the operation of the stop button 10 to the symbol "5." For example, if the left stop button 11 is operated just before the "10" replay symbol FIGj crosses the pay line, the symbols can stop within the range of the "10" replay symbol FIGj, the "09" second plum symbol FIGi, the "08" bar symbol FIGb, the "07" cherry symbol FIGc, and the "06" fourth bell symbol FIGg. The stop position of the symbols is determined according to the winning combination.

[0151] (Valid line) In this embodiment, the "active line" is a line (middle line) connecting the symbols displayed in the middle row of the left reel 21, the symbols displayed in the middle row of the middle reel 22, and the symbols displayed in the middle row 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] (Bottom line) The lower line refers to a line connecting the symbols displayed on the lower row of the left reel 21, the symbols displayed on the lower row of the center reel 22, and the symbols displayed on 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 upward-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] (Sloping line to the right) The downward-right line refers to a line connecting the symbols displayed on the top 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.

[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 four of the specific symbols are arranged at intervals of five, the specific symbols 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] Information relating to the symbols arranged on the reels 20 shown in FIG. 6 is stored in the main ROM use area 102a.

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

[0161] As shown in Figure 7, in this embodiment, the symbol combinations related to winning are defined 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 player is awarded a profit. The profits awarded to the player include transition to a bonus activation state, awarding of a game value, activation of a replay, etc.

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

[0163] (Second Bonus) The "Second Bonus" is awarded when the BAR symbols FIGb are aligned on an active line. When the "Second Bonus" is awarded, the game shifts to the bonus activation state.

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

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

[0166] In this embodiment, a replay is activated when the replay symbols FIGj are displayed in alignment on any of the upper line, lower line, upward-to-right line, and downward-to-right line. For example, a replay is activated when a red seven symbol FIGa with the number "03" stops in the middle of the left reel 21, a BAR symbol FIGb with the number "03" stops in the middle of the center reel 22, a second plum symbol FIGi with the number "05" stops in the middle of the right reel 23, and the replay symbols FIGj are displayed in alignment on the bottom line. In the display determination process of step S8000, which will be described later, it is determined that a replay win has been achieved when it is determined that the red seven symbol FIGa, the BAR symbol FIGb, and the replay symbol FIGj are displayed in alignment.

[0167] (plum) A "Plum" win is achieved when the "Plum symbols" are displayed in alignment on an active 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 center 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 symbol" is displayed on any of the other lines. Specifically, when the "plum symbol" is displayed on the lower line, upper line, right-upward line, right-downward line, or small mountain-shaped line, the "plum" winning is achieved and a 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 symbol" is displayed.

[0169] (Bell) A "bell" win is achieved when the "bell symbols" are displayed in a line on an active line. For example, a "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 a "bell" win is achieved, a game value of "1" is awarded to the player.

[0170] In this embodiment, a 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 any of the lower line, upper line, right-upward line, and right-downward 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] Furthermore, in the gaming machine 1 of this embodiment, a combination of symbols (not shown) relating to a blank is specified, and when a "blank" win is achieved, a game value of "1" is awarded to the player. Information relating to the combination of symbols and the value of the game value to be awarded is stored in the main ROM usage area 102a of the main ROM 102.

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

[0173] As shown in FIG. 8, in this embodiment, a total of three gaming states are provided: a normal gaming state, a bonus carryover state, and a bonus activation state.

[0174] (Normal gameplay) The normal gaming state is a gaming state in which the probability of winning a "replay" is determined by lottery with a first probability. The normal gaming state is also a gaming state that is unfavorable to the player. Here, if the "first BB" or the "second BB" is won in the normal gaming state, the game shifts from the normal gaming state to the bonus carryover state. Furthermore, if a "bonus" is won in the normal gaming state, the game shifts from the normal 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 a "replay" is determined by lottery at a second probability, which is higher than the first probability. If a "bonus" is won in the bonus carryover state, the game shifts from the bonus carryover state to the bonus activation state.

[0176] (Bonus activated) The bonus activation state is a gaming state in which a "bonus" is activated. Here, if a gaming value exceeding a predetermined threshold is awarded in the bonus activation state, the bonus activation state transitions to a normal gaming state. Note that in this embodiment, "91" is used as the predetermined threshold, but this is not limited to this, 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 explained using FIG.

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

[0179] Here, as will be described in detail later, 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 lottery for transitioning 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 transitioning to the CZ state or the AT state can be executed. In addition, in the normal state, the player remains in the general gaming state. Here, if "BB" is won in the normal state, the player will transition from the normal state to the bonus preparation state. In addition, if a "bonus" is won in the normal state, the player will transition from the normal state to the bonus state. In addition, in the normal state, if the player wins the lottery for transitioning to the CZ state, the player will transition from the normal state to the CZ state. In addition, in the normal state, if the player wins the lottery for transitioning to the AT state or if the number of games until the ceiling, which will be described later, becomes "0", the player will transition from the normal state to the AT state.

[0181] In addition, if you win the lottery to transition to the CZ state in the normal state, you may transition to the CZ premonition state. In this case, if the number of premonition games is played in the CZ premonition state, the state will transition from the CZ premonition state to the CZ state.

[0182] In addition, in the CZ precursor state, effects that can make the player look forward to the 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 look forward to the transition to the CZ state.

[0183] In addition, if the conditions for executing the CZ fake premonition effect are met in the normal state, the game may transition to the CZ fake premonition state. In this case, if the number of fake premonition games is played in the CZ fake premonition state, the game will transition from the CZ fake premonition state to the normal state.

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

[0185] In addition, in the CZ fake precursor state, effects that can make the player expect a transition to the CZ state and effects that notify the player that they 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 they do not win the transition to the CZ state.

[0186] In addition, if the lottery for transitioning to the AT state is won in the normal 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 will transition 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, if the execution conditions for the AT fake premonition effect are met in the normal state, the state may transition to the AT fake premonition state. In this case, if the number of fake premonition games is played in the AT fake premonition state, the state will transition from the AT fake premonition state to the normal state.

[0189] The conditions for executing the AT fake precursor effect can be, for example, when a specific winning role (for example, the "strong cherry" described below) is determined and the lottery for transitioning to the AT state is not won.

[0190] In addition, in the AT fake precursor state, effects that can make the player expect a transition to the AT state and effects that notify the player that the game 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. Also, in the CZ state, the player remains in the normal gaming state. Here, if "BB" is won in the CZ state, the player will transition from the CZ state to the bonus preparation state. Also, if a "bonus" is won in the CZ state, the player will transition from the CZ state to the bonus state. Also, in the CZ state, if the lottery for transitioning to the AT state is won, the player will transition from the CZ state to the AT state. Also, in the CZ state, if the termination conditions for the CZ state are met, the player will transition from the CZ state to the normal state.

[0192] (Bonus ready) The bonus preparation state is a state to which the player transitions when a "BB" is won in the normal state or the CZ state, and is a state in which a "bonus" can be won. Also, 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 transitions 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 for the player to receive game value compared to 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 below is higher compared to the normal state, and the order of operation of the stop buttons 10 required to win the "plum" is notified. Also, in the bonus state, the player remains in the bonus activation state. In addition, in the bonus state, a lottery for transitioning 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 transition to the AT state, the state will transition 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 transition to the AT state, the state will transition from the bonus state to the normal state.

[0195] (AT state) The AT state is advantageous to the player in that it is easier for the player to receive game value compared to the normal state. As will be described in detail later, the AT state is a state in which the order of operation of the stop buttons 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 state is won in the AT state, the state will transition from the AT state to the added state. Also, if the conditions for terminating 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. Also, in the AT bonus preparation state, the player will remain in the bonus carryover state. Here, if a "bonus" is won in the AT bonus preparation state, the player will transition from the AT bonus preparation state to the AT bonus state.

[0198] (AT bonus state) The bonus state during AT is advantageous to 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 has a higher probability of winning the "push order plum" compared to the normal state, and is a state in which the order of operation of the stop buttons 10 required to win the "plum" is notified. Also, in the bonus state during AT, the player remains in the bonus activation state. In addition, in the bonus state during AT, a lottery for transitioning to the added state can be executed.

[0199] Here, when the value of the game value granted to the player in the bonus AT state exceeds "91," if the player wins the lottery to transition to the added-on state, the player will transition from the bonus AT 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 player will transition from the bonus AT state to the AT state. Also, when the end condition for the "specific period" is met in the bonus AT state, the player will transition from the bonus AT state to the "non-specific period."

[0200] (Top-up state) The bonus state is a state in which the number of games that can be played in the AT state is added. As will be described in detail later, the bonus state is a state in which the operation sequence of the stop buttons 10 required to win a plum is notified. In addition, in the bonus state, the player remains 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 bonus preparation state during AT. Also, if a "bonus" is won in the added state, the state will transition from the added state to the bonus state during AT. Also, if the termination conditions for the added state are met in the added state, the state will transition from the added state to the AT state. Also, if the termination conditions for the "specific period" are 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 facility 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, thereby enabling a game to be played. In other words, if the gaming machine 1 and the rental device 700 are not connected to each other, a game cannot be played.

[0205] Here, the gaming machine 1 and the rental device 700 have a configuration that allows them to communicate with each other. Specifically, the gaming machine 1 has a configuration that allows it to transmit gaming value counting information, gaming machine installation information, gaming machine performance information, fraud error information, and hall control information to the rental device 700. In addition, the gaming machine 1 has a configuration that allows it to input a gaming value rental signal from the rental device 700.

[0206] The lending device 700 is configured to be able to communicate with the gaming machine 1, the hall computer 801, and the management computer 802. Specifically, the lending device 700 is configured to be able to output a gaming value lending signal to the gaming machine 1, and is configured to be able to send hall computer information to the hall computer 801. The lending device 700 is also configured to be able to receive a secret key and a verification security result notification from the management computer 802.

[0207] (Hall Computer 801) The hall computer 801 is configured to be able to communicate with the rental device 700. Specifically, the hall computer 801 is configured to be able to receive hall computer information from the rental device 700.

[0208] (management computer 802) The management computer 802 is configured to be able to communicate with the rental device 700, the card company data center 810, and the gaming machine information center 820. Specifically, the management computer 802 is configured to be able to receive gaming machine installation information, gaming machine performance information, fraud error information, prepaid card information, and player information related to addiction countermeasures from the rental device 700. The management computer 802 is also configured to be able to receive a personal identification key 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 verification 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 that allows it to communicate with the management computer 802 and the gaming machine information center 820. Specifically, the card company data center 810 has a configuration that allows it to transmit the PIN and verification security result information received from the gaming machine information center 820 to the management computer 802. The card company data center 810 also has a configuration that allows it to transmit 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 that allows it to receive prepaid card information transmitted from the management computer 802.

[0211] (Gaming 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 that allows it to collect information received from the management computer 802 installed in the gaming establishment 800, the unit board manufacturer 870, and the 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 gaming machine 1 transfer information, and disposal information of the gaming machine 1. 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 time 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 information related to fraudulent errors that have occurred in the gaming machine 1, unit board manufacturing information, unit board installation information, security result information, etc. This makes it possible to prevent fraudulent replacement of the unit board 710.

[0214] The fraud monitoring server 822 is also configured to be able to generate encryption keys and communication keys, which makes it possible to prevent tampering when transmitting encryption keys and verification security result information 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 players, information about the amount of money used by players, information about the number of times played by players, and the like.

[0217] Here, the gaming machine information center 820 has a configuration that allows it to communicate 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 that allows it to transmit a secret key and verification 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 the 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 the 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 of gaming machines 1 belong. Here, the association 830 has a configuration that allows it to communicate with the gaming machine information center 820. Specifically, the association 830 has a configuration that allows it to acquire the shipping information of the gaming machine 1, the gaming machine installation information, the used gaming machine 1 transfer information, and the gaming machine 1 disposal information 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 that allows it to acquire 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 that takes measures to prevent addiction to playing on the gaming machine 1. Here, the addiction countermeasure agency 840 has a configuration that allows it to communicate with the gaming machine information center 820. Specifically, the addiction countermeasure agency 840 has a configuration that allows it to acquire 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 that allows it to communicate with the gaming machine information center 820. Specifically, the card company organization 850 has a configuration that allows it 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.

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

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

[0227] (Amusement machine manufacturer 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] (890, a supplier of control chips for gaming machines) The gaming machine management control chip supplier 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 manufacturer 880 .

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

[0230] (Game value counting information) The gaming value count information is information relating to the value of the gaming value owned by the player. Here, when the count button 60 of the gaming machine 1 is operated, the gaming 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 gaming value owned by the player, which is included in the received gaming value count information, in the prepaid card.

[0231] (Gaming machine installation information) The gaming machine installation information is information relating to the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, and the gaming value chip manufacturer code, gaming value chip product code, and gaming value chip ID number of the gaming value control board 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 obtained illegally.

[0233] (Gaming machine performance information) The gaming machine performance information is mainly information regarding the balls dispensed by the gaming machine 1, and includes information regarding the ratio of special features, information regarding the ratio of consecutive special features, information regarding the state ratio of special features, 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 obtained illegally.

[0235] (Invalid error information) The fraud error information is information indicating the state of the gaming machine 1, and specifically, information regarding an error occurring in the gaming machine 1 and information regarding fraud detected by the gaming machine 1. Here, when an error or fraud is detected in the gaming machine 1, the fraud error information is transmitted from the gaming machine 1 to the rental device 700. Next, the fraud error information is encrypted by the rental device 700 and transmitted to the management computer 802. Next, the encrypted fraud 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 a process of decrypting the fraudulent error information, it is possible to prevent the fraudulent error information from being obtained fraudulently.

[0237] (Hall Con Information) The hall computer information is information that mainly indicates the state of the gaming machine 1, and specifically, information such as bonus activation information indicating that a "bonus" has been activated and AT transition information indicating that the gaming machine has transitioned to an AT state. Here, the hall computer 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 completed, and the main loop process (see FIG. 23) described later begins to be performed. The hall computer 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 the process of decrypting the encrypted hall control information and the process of storing the decrypted hall control information. By performing the process of encrypting and decrypting the hall control information in this way, it is possible to prevent the hall control information from being obtained illegally.

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

[0240] (Prepaid card information) 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 prevention measures) Player information related to addiction countermeasures includes information regarding the member number of a registered player, information regarding the playing time spent by the player, information regarding the amount of money spent by the player, and information regarding the number of times the player has played.

[0242] Here, when a game is played on the gaming machine 1 or when gaming value is lent by the lending device 700, the player information related to the addiction countermeasures is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted player information related to the addiction countermeasures 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 addiction countermeasures, it performs a process of decrypting the encrypted player information related to the addiction countermeasures and stores the decrypted player information related to the addiction countermeasures in the player information server 824. In this way, by performing a process of encrypting player information related to the addiction countermeasures and a process of decrypting player information related to the addiction countermeasures, it is possible to prevent player information related to the addiction countermeasures from being obtained illegally.

[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 the game, 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 rental device 700. Specifically, upon receiving the encrypted gaming machine installation information, the gaming machine information center 820 performs a process of decrypting the encrypted gaming machine installation information, a process of verifying the information against 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 rental device 700.

[0246] Furthermore, upon receiving the encrypted gaming machine performance information, the gaming machine information center 820 performs a process of decrypting the encrypted gaming machine performance information, a process of comparing it with 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 comparing it with 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, upon receiving the encrypted player information related to the addiction countermeasures, the gaming machine information center 820 performs a process of decrypting the encrypted player information related to the addiction countermeasures, a process of comparing the player information related to the addiction countermeasures with player information related to the addiction countermeasures stored in the player information server 824, and a process of accumulating and storing the decrypted player information related to the addiction countermeasures 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 relating 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 gaming machine management control chip supplier 890 supplies the main control chip of the main control board 100 and the gaming value control chip of the gaming value control board 400. Then, when the manufactured gaming machine 1 is ready to be shipped to the gaming facility 800, the gaming machine manufacturer 880 transmits the shipping information to the gaming machine information center 820.

[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 facility 800.

[0251] As a result, when the gaming machine information center 820 receives gaming machine installation information after the gaming machine 1 has been installed in the gaming establishment 800, it can compare the information with the shipping information registered in the machine history server 821 to determine whether the main control chip and gaming value control chip of the gaming machine 1 installed in the gaming establishment 800 are the same as those at the time of shipment.

[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 the unit board 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 information or signal is able to execute a process to record information regarding the date and time of transmission, and the party receiving each information or signal is able to execute a process to record information regarding the date and time of reception.

[0255] (Details of sending and receiving each piece of information) Next, 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 verification phase and a status communication phase, so the verification phase and the status communication phase will be explained 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 gaming value control board 400. Next, the gaming value control board 400 transmits the main control chip ID number and the gaming 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 game value control chip ID number, it performs a process of decrypting the encrypted main control chip ID number and game 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 game value control chip ID number with the gaming machine installation information stored in the machine history server 821, thereby determining whether the decrypted main control chip ID number and game 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. If it is determined that the decrypted verification security result information is normal, the verification phase ends and the system transitions to the status communication phase. If it is determined that the decrypted verification security result information is not normal, the system enters a state in which it is 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 processing to transmit a game value lending signal including information regarding the number of lending game values ​​to the game value control board 400. Then, upon receiving the game value lending signal from the unit board 710, the game value control board 400 performs processing such as adding the number of lending game values ​​to the value displayed on the game value display 24 and displaying the result.

[0265] (2) Counting Information When the count button 60 is operated in a state 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 count 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 on a prepaid card.

[0266] Then, 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 when the return button 81 is operated. 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 players from leaving their seats 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 made to the player to wait until the counting of the game value is completed on 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] The notification to have the player wait until the counting of the game value is completed may be made by outputting a sound from a rental speaker (not shown) provided on the rental device 700, or by turning on or flashing a rental lamp (not shown) provided on the rental device 700, or by a combination of these.

[0269] Furthermore, 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 game values ​​is transmitted from the game value control board 400 to the unit board 710 at predetermined intervals (for example, 300 ms). The unit board 710 also transmits information regarding the game values ​​owned by the player to the rental device control board 720. Here, the number of game values ​​is the uncounted game value, and is the value of the game value displayed on the game value display 24. This enables the rental device 700 to recognize the number of game 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 (for example, 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 rental device control board 720. This allows the rental device 700 to recognize the number of bets.

[0272] (5) Number of winning game 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 predetermined intervals (for example, 1.564 ms). The game value control board 400 then transmits the information to the unit board 710 at predetermined intervals (for example, 300 ms). This allows the lending device 700 to recognize the game value awarded for winning.

[0273] (6) Hall Con 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] The unit board 710 also performs a process of encrypting the error information received from the gaming value control board 400. The unit board 710 then 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 Foul play information regarding the fraud 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 fraud information received from the main control board 100 and / or the fraud information regarding the fraud detected by the gaming value control board 400 to the unit board 710. Then, the unit board 710 transmits the fraud information received from the gaming 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 rental 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 to determine winning combinations by the internal lottery process in step S4000, which will be described later. The winning combination determination table defines winning combinations and the lottery values ​​corresponding to the winning combinations for each game state.

[0282] 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 Figure 12, when the game state managed by the main control board 100 is a general game state, the lottery values ​​are specified for "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 center press order," "Plum PCb in center press order," "Plum PRa in right press order," "Plum PRb in right press order," "Weak Cherry," "Strong Cherry," and "Bell."

[0284] Furthermore, when the game state managed by the main control board 100 is the "bonus carryover 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 middle press order," "plum PCb in the middle 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 "Plum PLa in the left push order," "Plum PLb in the left push order," "Plum PLc in the left push order," "Plum PCa in the middle push order," "Plum PCb in the middle push order," "Plum PRa in the right push order," and "Plum PRb in the right push order."

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

[0287] (The relationship between winning combinations, the order in which the stop button 10 is pressed, and winnings, etc.) Next, the relationship between the winning combination, the operation order of the stop button 10, and the winning will be explained with reference to FIG.

[0288] FIG. 13 shows the relationship between winning combinations and symbol combinations that can be displayed on the pay line depending on the order in which the stop buttons 10 are operated.

[0289] In this embodiment, the combination of symbols that can be used to win a prize varies depending on the winning combination. For example, if the winning combination is "replay," a "replay" prize is allowed.

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

[0291] In addition, in this embodiment, there are provided winning combinations 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, if another winning combination is determined while "BB" is carried over, "BB" and the other winning combination will be won at the same time.

[0293] Here, in this embodiment, if "BB" and "Replay" are won, "Replay" will be displayed on the valid 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 with 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 with 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. Furthermore, the first stop operation sequence is an operation sequence in which the lottery result of the ball output state described below is reflected. Here, in this embodiment, the first stop operation sequence corresponds to the operation sequence in which the left stop button 11 is operated first. Specifically, the first stop operation sequence corresponds to the operation sequence in which the left stop button 11 is operated first, then the center stop button 12, and finally the right stop button 13 (hereinafter referred to as "left-center-right"), and the operation sequence in which the left stop button 11 is operated first, then the right stop button 13, and finally the center stop button 12 (hereinafter referred to as "left-right-center").

[0298] (Second stop operation order) The second stop operation sequence is an operation sequence that has a higher expected value of game value acquisition compared to the first stop operation sequence. Also, the second stop operation sequence is an operation sequence that does not reflect the lottery result of the ball output state described below. Note that, examples of not reflecting the lottery result of the ball output state include not performing a process to reflect the lottery result of the ball output state, or performing a process to clear the lottery result of the ball output 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 order of the stop button 10 is the second stop operation order, the lottery results regarding the ball output state described below are not reflected, but when the operation order of the stop button 10 is the second stop operation order, the lottery results regarding the ball output state may be given less favor than when the operation order of the stop button 10 is the first stop operation order.

[0301] First, when the winning combination is "Plum PLb in Left Press Order," if the operation order of the stop buttons 10 is the first stop operation order, "Plum" will win with a probability of 1 / 2. Specifically, if the operation order of the stop buttons 10 is "Left, Center, Right," "Plum" will win. In this case, the game value awarded to the player is 6. Also, if the operation order of the stop buttons 10 is "Left, Right, Center," "Blank" will win with a probability of 1 / 4. On the other hand, if the operation order of the stop buttons 10 is the second stop operation order, "Blank" will win with a probability of 1 / 4. When "Blank" wins, the game value awarded to the player is 1.

[0302] Next, when the winning combination is "Plum PLc in Left Press Order," if the operation order of the stop buttons 10 is the first stop operation order, "Plum" will win with a probability of "1 / 2." Specifically, if the operation order of the stop buttons 10 is "Left, Right, Middle," "Plum" will win. In this case, the game value awarded to the player is "6." Also, if the operation order of the stop buttons 10 is "Left, Middle, Right," "Blank" will win with a probability of "1 / 4." On the other hand, if the operation order of the stop buttons 10 is the second stop operation order, "Blank" will win with a probability of "1 / 4." When "Blank" wins, the game value awarded to the player is "1."

[0303] Next, when the winning combination is "Plum PCa in the center press order," if the operation order of the stop buttons 10 is the second stop operation order, "Plum" wins with a probability of 1 / 4. Specifically, if the operation order of the stop buttons 10 is "center left right," "Plum" wins. In this case, the game value awarded to the player is 13. Also, if the operation order of the stop buttons 10 is "center right left," "right left center," or "right center left," "Blank" wins with a probability of 1 / 4. On the other hand, if the operation order of the stop buttons 10 is the first stop operation order, "Blank" wins with a probability of 1 / 4. When "Blank" wins, the game value awarded to the player is 1.

[0304] Next, when the winning combination is "Middle Press Order Plum PCb," if the operation order of the stop buttons 10 is the second stop operation order, "Plum" will win with a probability of 1 / 4. Specifically, if the operation order of the stop buttons 10 is "middle right left," "Plum" will win. In this case, the game value awarded to the player is 13. Also, if the operation order of the stop buttons 10 is "middle left right," "right left middle," or "right middle left," "blank" will win with a probability of 1 / 4. On the other hand, if the operation order of the stop buttons 10 is the first stop operation order, "blank" will win with a probability of 1 / 4. When "blank" wins, the game value awarded to the player is 1.

[0305] Next, when the winning combination is "Plum PRa in the right press order," if the operation order of the stop buttons 10 is the second stop operation order, "Plum" will win with a probability of 1 / 4. Specifically, if the operation order of the stop buttons 10 is "Right Left Center," "Plum" will win. In this case, the game value awarded to the player is 13. Also, if the operation order of the stop buttons 10 is "Center Left Right," "Center Right Left," or "Right Center Left," "Blank" will win with a probability of 1 / 4. On the other hand, if the operation order of the stop buttons 10 is the first stop operation order, "Blank" will win with a probability of 1 / 4. When "Blank" wins, the game value awarded 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 buttons 10 is the second stop operation order, "Plum" will win with a probability of 1 / 4. Specifically, if the operation order of the stop buttons 10 is "Right-Centre-Left," "Plum" will win. In this case, the game value awarded to the player is 13. Also, if the operation order of the stop buttons 10 is "Centre-Left-Right," "Centre-Right-Left," or "Right-Left-Centre," "Blank" will win with a probability of 1 / 4. On the other hand, if the operation order of the stop buttons 10 is the first stop operation order, "Blank" will win with a probability of 1 / 4. When "Blank" wins, the game value awarded to the player is 1.

[0307] Here, in the first stop operation sequence, if 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, if the operation order of the stop buttons 10 is "left, right, center," 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")."

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

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

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

[0312] In other words, when the ball output status managed by the main control board 100 is in the normal state, the operation order of the stop buttons 10 is not notified, so the player cannot tell whether a "Plum" will be won if the operation order of the stop buttons 10 is "Left, Middle, Right," or whether a "Plum" will be won if the operation order of the stop buttons 10 is "Left, Middle, 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 according to the notified operation sequence.

[0314] Furthermore, since the combined probability of winning "Plum in 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 winning "Plum" 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 value of the game value to be acquired 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 "65,536" in Figure 12)".

[0317] 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 value of the game value acquired for these 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," if the winning combination is determined to be "Plum PLb in the left-push order" and the operation order of the stop buttons 10 is "left-center-right," the expected value of the game value to be acquired is "4,982 x 6 x 1 / 65,536 = 0.45 (for ease of explanation, this is rounded to the third decimal place)."

[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 "Plum PCa in the middle 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 "9,000 x 1 x 0.25 / 65,536 = 0.03."

[0321] Similarly, if the winning combination is determined to be "Plum PCb in the middle press 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 "9,000 x 1 x 0.25 / 65,536 = 0.03."

[0322] Similarly, if the winning combination is determined to be "Plum PRa in the right press 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 "9,000 x 1 x 0.25 / 65,536 = 0.03."

[0323] Similarly, if the winning combination is determined to be "Right Press 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 order of the stop buttons 10 is "left, middle, right," the expected gain of the gaming value is "0.61."

[0325] Here, the expected value of game value to be acquired when the operation order of the stop buttons 10 is "left, right, middle" is "0.61", the same as the expected value of game value to be acquired 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 to be "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 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 value of winning the game value is higher when the operation order of the stop buttons 10 is the second stop operation order than when the operation order of the stop buttons 10 is the first stop operation order.

[0328] In addition, it can be said that 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, are both values ​​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 order of the stop button 10 is the first stop operation order and the expected value of game value to be acquired when a lottery for transition of the ball output state managed by the main control board 100 is conducted is greater than the expected value of game value to be acquired when the operation order of the stop button 10 is the second stop operation order.

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

[0331] In this case, even if the main control board 100 sends 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 ratio of the combinations including instructions.

[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 to determine 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 is provided with 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 to determine 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 in 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 conducted to determine whether or not to transition to the AT state when the ball output state is in 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 in 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 setting value is "1" and when the setting value is "6," and does not illustrate 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 AT state transition lottery table specifies the lottery values ​​so that the higher the setting 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] The CZ state transition lottery table specifies the lottery value corresponding to the winning role for each setting value. For example, if the setting value is "1" and the winning role is determined to be "Weak Cherry," 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 does not illustrate 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". Furthermore, 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 lottery table) Next, the additional game number lottery table will be described 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 lottery table is provided with an additional game number lottery table for the AT state (see Figure 17(A)) and an additional game number lottery table for the additional state (see Figure 17(B)).

[0350] (AT state extra game number lottery table) The AT state add-on game number lottery table is a table used when a lottery is conducted to determine the number of games that can be played in the AT state when the payout state is the AT state. Here, the AT state add-on game number lottery table specifies the lottery value corresponding to the number of games to be added for each winning combination. For example, if a "bell" is determined as the winning combination, "50" games will be added with a probability of "2,048 / 65,536," "100" games will be added with a probability of "1,024 / 65,536," and "300" games will be 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 additional games in the additional state is a table used when a lottery is held to determine the number of additional games that can be played in the AT state when the payout state is the additional state. Here, the lottery table for the number of additional games in the additional state specifies the lottery value corresponding to the number of additional games for each winning combination. For example, if a "bell" is determined as the winning combination, "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] In this embodiment, the number of games to be added is determined when a lottery using the table for determining the number of added games is won, but this is not limited to this. For example, a predetermined number of games (e.g., "30" games) may be defined as "1" set, and the number of sets may be added, or the amount of game value to be awarded 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 bonus state transition lottery table will be explained using FIG.

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

[0356] Here, in this embodiment, the added state transition lottery table is provided with an added state transition lottery table for the AT state (see Figure 18(A)), an added state transition lottery table for the bonus preparation state during AT (see Figure 18(B)), and an added state transition lottery table for the bonus state during 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 the add-on state when the payout state is in the 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 transitioning 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 in the bonus state during AT. Here, the lottery table for transitioning 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 "weak cherry" is determined as the winning role, the probability of winning the lottery for transitioning to the bonus state is "328 / 65,536".

[0359] (AT bonus state transition lottery table) The bonus state transition lottery table for AT bonus state is a table used when a lottery is held to determine whether or not to transition to the bonus state when the payout state is in the bonus state during AT. Here, the bonus state transition lottery table for AT 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 lottery to transition to the bonus state is "163 / 65,536".

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

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

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

[0363] (Storage 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 usage area 103a is provided with a plurality of storage areas, from 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 setting value storage area 103aa is a 1-byte storage area that can store a setting value that indicates the degree of advantage to the player. For example, if the setting value is 1, then 00000001B is stored in the setting value storage area 103aa, and if the setting value is 6, then 00000110B is stored in the setting 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 about the "BB" win can be carried over and stored until the bonus is won. For example, if the "first BB" is carried over, the value of the bonus memory area 103ab is "00000001B", if the "second 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 winning combinations. For example, if a "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 1-byte storage area that can store information related to the bet game value. For example, if 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 capable of storing information for counting the minimum game time. In this embodiment, the value set in the wait timer 103ae is decremented by 1 each time the main interrupt process (see FIG. 57) described later 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 memory area 103af is a 1-byte memory 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 memory area 103af becomes "00000001B," and when the replay operation flag is OFF, the value of the replay operation flag memory area 103af becomes "00000000B."

[0371] (Assigned value storage area 103ag) The award 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 award value storage area 103ag will be 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 activation state. For example, if the game value that can be awarded in the bonus activation 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 memory area of ​​"1" byte, and is a memory area that can store information about the number of times that "RB (first type special feature)" can be won. For example, if the number of times that "RB" can be won is "1", the value of the RB winning count counter 103ai will be "00000001B".

[0374] (RB game counter 103aj) The RB game number counter 103aj is a 1-byte memory area that can store information about the number of games that can be played with the RB. For example, if the number of games that can be played with the 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 regular 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 status memory area 103al is a 1-byte memory area that can store information about the ball output status in the current game. For example, if the current ball output status is normal, the value of the ball output status memory area 103al will be "00000001B".

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

[0378] (Ceiling Game Counter 103an) The ceiling game number counter 103an is a 2-byte memory area that can store the ceiling game number. Here, for example, if the number of games until the ceiling is 1, the value of the upper byte of the ceiling game number counter 103an will be "00000000B" and the value of the lower byte will be "00000001B".

[0379] (CZ game 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 will be 00000001B.

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

[0381] (Additional game count counter 103aq) The bonus game counter 103aq is a 1-byte memory area that can store the number of games that can be played in the bonus state. For example, if the number of games that can be played in the bonus state is 1, the value of the bonus game 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, if the CZ winning flag is ON, the value of the CZ winning flag memory area 103ar becomes "00000001B", and if the CZ winning flag is OFF, the value of the CZ winning flag memory area 103ar becomes "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 becomes "00000001B", and when the AT winning flag is OFF, the value of the AT winning flag memory area 103as becomes "00000000B".

[0384] (Add-on winning flag storage area 103at) The bonus state winning flag memory area 103at is a memory area of ​​"1" byte, and is a memory area that can store a bonus state winning flag that indicates that the bonus state transition lottery has been won. Here, when the bonus state winning flag is ON, the value of the bonus state winning flag memory area 103at is "00000001B", and when the bonus state winning flag is OFF, the value of the bonus 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", this means that the first operated stop button 10 is the left stop button 11, and the first stop is the left reel 21.

[0386] (Push reference position memory area 103av) The press reference position memory area 103av is a three-byte memory area that can store the symbol position when the stop button 10 corresponding to the spinning reel 20 is operated. Specifically, the first byte of the press reference position memory area 103av is a memory area that can store the symbol position when the left stop button 11 is operated, the second byte of the press reference position memory area 103av is a memory area that can store the symbol position when the center stop button 12 is operated, and the third byte of the press reference position memory area 103av is a memory area that can store the symbol position when the right stop button 13 is operated. For example, if the press reference position of the left reel 21 is "01", the value of the first byte of the press reference position memory area 103av is "00000001B".

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

[0388] (Difference counter 103ax) The difference counter 103ax is a 2-byte memory area that can store information about the difference in game value during the specific period. The difference counter 103ax can store both positive and negative values. Specifically, if 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, if 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. If the difference in game value during the specific period is 0, the values ​​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 that can store 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 that can store a specific period flag that is turned ON when the user is staying 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 that can store 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 that can store error information detected by the main control board 100. Specifically, the main error information storage area 103zb stores information related to setting change device operation abnormality errors, which will be described later.

[0393] (Stop position storage area 103zc) The stop position memory area 103zc is a three-byte memory area capable of storing the stop positions of the reel 20. Specifically, the first byte of the stop position memory area 103zc is a memory area capable of storing the stop position of the left reel 21, the second 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 third 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, if the number of sliding symbols on the left reel 21 is one, the value of the first 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 commands 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 below, information related to a rental device unconnected error (constant monitoring) described below, and the like.

[0395] In this embodiment, a "main stop" refers to an error that is monitored during play. Specifically, as will be described later, this includes an internal gaming machine communication abnormality error (main stop), a game value number reaching error (main stop), a lending device communication no response error (main stop), a lending device unconnected error (main stop), and a door open error (main stop).

[0396] On the other hand, "constant monitoring" refers to errors that are monitored when not being played. Specifically, as will be described later, these include abnormal communication errors within the gaming machine (constant monitoring), error when the number of play values ​​has been reached (constant monitoring), no response from the rental device (constant monitoring), no connection error from the rental device (constant monitoring), and door open error (constant monitoring).

[0397] (Storage area 103b outside the main RAM area) Next, the storage area outside the main RAM use 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 103ba for stoppage) The limit MY counter 103ba is a "2" byte storage area, and is a storage area capable of storing the maximum increase (also referred to as "maximum MY") from the time power was supplied to the gaming machine 1 until the present. For example, if the value of the game value awarded from the time 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 parlor 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 betted game value from the value of the game value awarded for the win is added to the value of the limit MY counter 103ba. On the other hand, when a win is not established, the value of the betted 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 limiting 103ba becomes a negative value, the value of the MY counter for limiting 103ba becomes "0." For example, when the value of the MY counter for limiting 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 awarded to the player is "1," then "0 (value of the MY counter for limiting 103ba before calculation)" - "3 (value of the game value bet)" + "1 (value of the game value awarded as a result of the win)" = "-2," but the value of the MY counter for limiting 103ba becomes "0."

[0402] Also, when the value of the limiting MY counter 103ba is "0", if the MAXBET button 7 is operated and a game is played but no winning occurs, "0 (value of limiting MY counter 103ba before calculation)" - "3 (value of the game value bet)" = "-3", but the value of the limiting MY counter 103ba will be "0".

[0403] Here, when the game transitions to a state advantageous to the player (for example, an AT state or a bonus activation state), the value of the MY counter 103ba for limiting the number of hits changes significantly. For example, suppose the game transitions to the AT state when the value of the MY counter 103ba for limiting the number of hits is "0." In the AT state, if the "Push Order Plum" is won, the operation order of the stop buttons 10 is notified, and if the stop buttons 10 are operated in the notified operation order of the stop buttons 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 bet game value)" + "13 (value of the game value awarded by winning)" = "10". Here, since the AT state involves a lottery to add the number of games in addition to the initial number of games, the value of the limit MY counter 103ba will remain over multiple games, and the value of the limit MY counter 103ba will change significantly. For example, suppose the AT state continues for a predetermined period of time and the value of the limit MY counter 103ba becomes "1,500".

[0405] Here, in the calculation process of the limiting MY counter in step S14103, which will be 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 greater, the maximum increase is not updated. After that, by transitioning to the AT state or the bonus activation state multiple times before the value of the limiting MY counter 103ba is subtracted to "0," the value of the limiting MY counter 103ba gradually increases until it reaches "19,000" or greater, and the limiting 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 value can be stored with a range up to "19,009," and values ​​exceeding "19,009" are not stored. The reason for the range 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 when the value of the limit MY counter 103ba becomes "19,000" or greater, and due to differences in the value of the game value awarded upon 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 betted 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 betted game value)" + "13 (value of the game value awarded upon winning ≒ maximum value of the game value awarded in one game in the gaming machine 1 in 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 configured to be able 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 betted game value is "1" and the value of the game value awarded upon winning is "15," which is the maximum value for one win defined by the rules of the gaming machine, then "18,999 (value of the limit MY counter 103ba before calculation)" - "1 (value of the betted game value)" + "15 (value of the game value awarded upon winning)" = "19,013," and therefore the upper limit value of the limit MY counter 103ba is sufficient as "19,013" regardless of the gaming machine 1.

[0409] This reduces the time and effort required to change the upper limit of the MY counter 103ba for limiting play every time a gaming machine 1 is developed. Of course, the upper limit of the MY counter 103ba for limiting play 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, an upper limit value of the limit MY counter 103ba may not be set. For example, if the value of the limit MY counter 103ba is "18,999" and the game is shifted to the bonus activation state, the value of the limit MY counter 103ba may be updated and stored even after the value of the limit MY counter 103ba exceeds "19,000" until the bonus activation 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 count has reached 18,500 or more, and in the process of determining whether the count has reached 19,000 or more, but it can count 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 used area 102b is executed.

[0414] (End flag storage area 103bc) The stop flag memory area 103bc is a 1-byte memory 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 memory area 103bc becomes "00000001B," and when the stop flag is OFF, the value of the stop flag memory area 103bc becomes "00000000B."

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

[0416] (Performance information total bet counter 103be) The performance information total bet number counter 103be is a storage area of ​​"3" bytes, and is a storage area capable of storing the total bet number of the game 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 "3" byte storage area, and is a storage area capable of storing the total awarded number of game values ​​used when calculating gaming machine performance information.

[0418] (Performance information MY counter 103bg) The performance information MY counter 103bg is a storage area of ​​"3" bytes, and is a storage 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 granted items counter 103bi) The performance information feature total number of granted counters 103bi is a 3-byte memory area that can store the value of the game value granted by the operation of the feature used when calculating the gaming machine performance information.

[0421] (Performance information for consecutive bonuses total number counter 103bj) The total number of consecutive special features awarded counter 103bj for performance information is a memory area of ​​3 bytes, and is a memory area that can store 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 1-byte memory area and is a pointer for specifying whether to aggregate 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 awarded 103yb) (400 games) Total Award 103yb has 15 (sets) of 2-byte memory areas, and is a buffer for storing the aggregated value of the award value of the game value due to winning, with 400 games being one set.

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

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

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

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

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

[0429] ((6,000 games) Total winnings 103yh) The (6,000 games) total winning combination 103yh is a 3-byte memory area, and is a buffer for storing the total sum of the (400 games) total winning combination 103yd, totaling 15 sets.

[0430] ((Cumulative) Total awarded: 103yi) The (cumulative) 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 saving the award value of the game value due to the operation of the first kind special device 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 saving 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-inclusive gadgets) The (cumulative) instruction-included accessory grant 103yl is a 4-byte storage area, and is a buffer for storing the granted value of the game value due to the operation of the accessory and instruction function in the total number of games counter 103yu.

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

[0435] ((6,000 games) Ratio of bonus items: 103yn) The (6,000 game) bonus feature ratio 103yn is a memory area of ​​"1" byte, and is a buffer for saving 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 (cumulative) instruction-inclusive role ratio 103yo is a memory area of ​​"1" byte, and is a buffer for saving the instruction-inclusive role ratio in the cumulative total displayed on the monitor display 44.

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

[0438] ((Cumulative) Ratio of special features: 103yq) The (cumulative) reel ratio 103yq is a memory area of ​​"1" byte, and is a buffer for saving the reel ratio in the cumulative total to be displayed on the monitor display 44.

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

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

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

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

[0443] (Gem status game counter 103yv) The reel state play number counter 103yv is a memory area of ​​"4" bytes, and is a memory area for storing the reel state play number.

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

[0445] (Memory area of ​​gaming value RAM 403) Next, the storage area of ​​the gaming 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 gaming value RAM use area 403a is provided with a plurality of storage areas, from a gaming value storage area 403aa to a lending gaming 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 value of the game value owned by the player. For example, if the game value owned by the player is 200, the value of the upper byte of the game value storage area 403aa will be 00000000B, and the value of the lower byte will be 11001000B.

[0449] (Game value error information storage area 403ab) The gaming value error information storage area 403ab is a 2-byte storage area that can store 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 the rental device communication no-response error (main stop) described below and information related to the 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, if the bet game value is 3, the value of the bet number storage area 403ac becomes 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 when the next main periodic command is received.

[0454] (Rental Device 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 rental device 700.

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

[0457] (Loan serial number buffer 403ai) The lending serial 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 the player is set.

[0459] The game value RAM outside area 403b will not be described in detail. The game limit MY counter 103ba to the ratio calculation game number counter 103yw stored in the main RAM outside area 103b may be stored in a storage area provided in the game value RAM outside 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 of determining whether or not the gaming machine 1 is currently powered down. Specifically, the main CPU 101 performs a process of determining whether or not the gaming machine 1 is currently powered down by inspecting the power-down signal terminal. If it is determined that the gaming machine 1 is currently powered down (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 currently powered down (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 that is 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. Note that 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 of determining whether or not the setting key signal is ON. Specifically, the main CPU 101 performs a process of determining 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 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. 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 for a setting change device operation abnormality error. Specifically, the main CPU 101 performs processing for storing information about the setting change device operation abnormality error in the main error information storage area 103zb. Here, since power-on operations and setting change operations cannot be performed unless the front door 3 is open, it is normal for the front door 3 to be 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). Therefore, if the setting key switch 43sw is ON (step S4=YES) when the power is turned on 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 is completed, the processing proceeds to step S7.

[0468] (Step S7) In step S7, the main CPU 101 performs a process of determining whether the reset button 41 has been operated. Specifically, the main CPU 101 performs a process of determining whether 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. 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 a program from the main ROM outside use area 102b, and if 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] In this embodiment, the display mode of the ratio monitor test information is a flashing display mode that alternates between lighting for about 5 seconds, lighting for about 0.3 seconds, and turning off for about 0.3 seconds. However, any display mode can be adopted for 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 the setting value confirmation 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 setting 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, the ratio monitor test information may be displayed on the monitor display 44 even when a setting value is being changed or checked. Even in this case, the ratio monitor test information is displayed on the monitor display 44, and then the ratio information is displayed.

[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 is completed, 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 the checksum value is normal. Specifically, the main CPU 101 performs a process to determine whether 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 used 102b and performs a process to initialize a predetermined area in the main RAM outside area used 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 the reset button 41 has been operated. Specifically, the main CPU 101 performs a process of determining whether 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 that is 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 of clearing a predetermined area in the main RAM usage 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 a program from the main ROM outside use area 102b, and if 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 usage 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 memory area in the outside main RAM usage area 103b. Then, in accordance with the program in the inside main ROM usage area 102a, the main CPU 101 references the predetermined memory area in the outside main RAM usage 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 ends, the process proceeds to step S18.

[0483] Here, the "main gaming machine installation information command" is a command that includes 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 that is sent 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 determining whether or not a response has been received 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 determining whether or not a response has been received from the gaming value control board 400. Then, if it is determined that a response has been received from the gaming value control board 400 (step S18=YES), the process proceeds to step S20. On the other hand, if it is determined that no response has been received 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 the internal gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Here, in the event of an internal gaming machine communication abnormality error (main stop), processing by the main control board 100 will not proceed until the termination (cancellation) conditions for the internal gaming machine communication abnormality error (main stop) are satisfied. In other words, if there is no response to the main gaming machine installation information command, processing by the main control board 100 will not proceed, and therefore the setting value cannot be changed.

[0486] (Step S20) In step S20, the main CPU 101 performs a process of determining whether or not it is time to change the settings. Specifically, the main CPU 101 performs a process of determining 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 that is sent when it becomes possible to start changing the setting value, and is a command that is sent 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 sent 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.

[0489] (Step S100) In step S100, the main CPU 101 performs a set 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 proceeds to the main loop process of step S1000.

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

[0492] (Setting value change processing) 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 determining whether or not the setting value is a normal value. Specifically, the main CPU 101 performs a process of determining whether or not the setting value stored in the setting value storage area 103aa is a normal value (for example, any of setting "0," setting "1," setting "3," setting "4," setting "5," and setting "6"). If it is determined that the setting value is a normal value (step S101=YES), the process proceeds to step S103. On the other hand, if it is determined that the setting 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 a register. Specifically, the main CPU 101 performs a process of setting "0", which is the initial setting value, 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 a 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 sent when the reset button 41 is operated after the setting value change has started, and is a command that is sent 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 sent 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 setting value update process. Specifically, the main CPU 101 performs a process of adding a predetermined value to the setting value set in the register. More specifically, if the current setting value is other than "1," the main CPU 101 performs a process of adding "1" to the setting value set in the register, and if the current setting value is "1," the main CPU 101 performs a process of adding "2" to the setting 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 of determining whether or not the set value is greater than "6". Specifically, the main CPU 101 performs a process of determining 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 set value to "0." Specifically, the main CPU 101 performs a process of setting the set 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 the setting key signal has been turned OFF. Specifically, the main CPU 101 performs a process to determine whether 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 values ​​set in the registers in the setting value storage area 103aa. The main CPU 101 also performs a process of clearing a predetermined area in 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 symbols 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 in detail later 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 gaming value management process, which will be described in detail later with reference to Figure 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 the number of bets is "3". Specifically, the main CPU 101 performs a process of determining whether the number of bets is "3" by referring to the value of the bet counter 103ad. If it is determined that the number of bets is "3" (step S1002=YES), the process proceeds to step S1003. On the other hand, if it is determined that the number of bets is not "3" (step S1002=NO), the process proceeds to step S2000.

[0510] (Step S1003) In step S1003, the main CPU 101 performs processing to determine whether the start lever 9 has been operated. Specifically, the main CPU 101 performs processing to determine whether 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 Figure 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 payout state management process, which will be described in detail later with reference to Figure 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 in detail later 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 in detail later 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 in detail later 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 awarding 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 all the calls are stopped, 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 post-all-stop ball dispensing state management processing, which will be described in detail later using Figure 44. Then, when the processing of step S11000 ends, the processing 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 in detail later with reference to Fig. 54. Then, when the processing of step S13000 ends, the processing proceeds 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 using 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 when a game starts, 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 processing to determine whether or not a response has been received from the gaming value control board 400. Specifically, after transmitting a game start command to the gaming value control board 400, the main CPU 101 performs processing to determine whether or not a response has been received from the gaming value control board 400. If it is determined that a response has been received from the gaming value control board 400 (step S2002=YES), the processing proceeds to step S2004. On the other hand, if it is determined that no response has been received from the gaming value control board 400 (step S2002=NO), the processing proceeds to step S2003.

[0526] (Step S2003) In step S2003, 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 the internal gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the processing of step S2003 ends, the processing proceeds to step S2004.

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

[0528] (Step S2005) In step S2005, the main CPU 101 performs processing to determine whether or not a game value number arrival error (main stop) has occurred. Specifically, the main CPU 101 performs processing to determine whether or not a game value error command, described later, received from the game value control board 400 contains information regarding a game value number arrival error (main stop). If it is determined that a game value number arrival error (main stop) has occurred (step S2005=YES), the main CPU 101 proceeds to processing in step S2006. On the other hand, if it is determined that a game value number arrival error (main stop) has not occurred (step S2005=NO), the main CPU 101 proceeds to processing in 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 related to 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 processing to determine whether or not a rental device communication no-response error (main stop) has occurred. Specifically, the main CPU 101 performs processing to determine whether or not a gaming value error command, described later, received from the gaming value control board 400 contains information regarding a rental device communication no-response error (main stop). If it is determined that a rental device communication no-response error (main stop) has occurred (step S2007=YES), the main CPU 101 proceeds to step S2008. On the other hand, if it is determined that a rental device communication no-response error (main stop) has not occurred (step S2007=NO), the main CPU 101 proceeds to step S2009.

[0531] (Step S2008) In step S2008, the main CPU 101 performs a rental device communication no-response error (main stop) process. Specifically, the main CPU 101 performs a process to store information related to the rental 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 processing to determine whether or not there is a lending device unconnected error (main stop). Specifically, the main CPU 101 performs processing to determine whether or not the game value error command received from the game value control board 400 contains information regarding 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 main CPU 101 shifts processing 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 main CPU 101 shifts processing 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 of determining whether the front door 3 is open. Specifically, the main CPU 101 performs a process of determining whether the door open / close sensor 14s is turned ON and whether a door open signal has been 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 of the game start error check process is terminated.

[0535] (Step S2012) In step S2012, the main CPU 101 performs door open error (main stop) processing. Specifically, the main CPU 101 performs processing to store information related to the door open error (main stop) in the main error information storage area 103zb. Then, when the processing of step S2012 ends, the processing 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 that contains information about an error in the main control board 100, 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 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 main stop processing. Specifically, since information on an in-game machine communication abnormality error (main stop), a game value number reach error (main stop), a lending device communication no-response error (main stop), a lending device unconnected error (main stop), or a door open error (main stop) is stored in the main error information storage area 103zb, the main CPU 101 prevents processing by the main control board 100 from proceeding until the termination (cancellation) condition for each error is satisfied. Then, when the processing of step S2014 ends, the processing proceeds to step S2015.

[0539] (Step S2015) In step S2015, the main CPU 101 performs a process of determining whether the error has been cleared. Specifically, the main CPU 101 performs a process of determining 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 main CPU 101 ends the subroutine of the error check process at the start of a game. 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 processing to determine whether or not the replay operation flag is ON. Specifically, the main CPU 101 performs processing to determine whether or not the replay operation flag is ON by referencing 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 processing proceeds to step S3002. On the other hand, if it is determined that the replay operation flag is not ON (step S3001=NO), the processing proceeds to step S3006.

[0542] (Step S3002) In step S3002, the main CPU 101 performs an automatic injection number command transmission process. Specifically, the main CPU 101 performs a process of transmitting an automatic injection 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 containing information regarding the automatic insertion of gaming values, and is a command transmitted from the main control board 100 to the sub-control board 300 and the gaming value control board 400. Note that the automatic insertion number command may be transmitted from the main control board 100 to the gaming value control board 400, and then transmitted from the gaming value control board 400 to the sub-control board 300.

[0544] (Step S3003) In step S3003, the main CPU 101 performs processing to determine whether or not a response has been received from the gaming value control board 400. Specifically, after transmitting the automatic injection number command to the gaming value control board 400 by the automatic injection number command transmission processing in step S3002, the main CPU 101 performs processing to determine whether or not a response has been received from the gaming value control board 400. Then, if it is determined that a response has been received from the gaming value control board 400 (step S3003=YES), the processing proceeds to step S3005. On the other hand, if it is determined that no response has been received from the gaming value control board 400 (step S3003=NO), the processing proceeds to step S3004.

[0545] (Step S3004) In step S3004, 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 the internal gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the processing of step S3004 ends, the processing 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 in 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 processing to determine whether the settlement button 8 has been operated. Specifically, the main CPU 101 performs processing to determine whether operation of the settlement button 8 has been detected by the settlement switch 8sw. If it is determined that the settlement button 8 has been operated (step S3006=YES), the processing 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 processing 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 equal to or greater than "1." Specifically, the main CPU 101 refers to the value of the BET counter 103ad and performs a process of determining whether or not the value of the BET counter 103ad is equal to or greater than "1." If it is determined that the value of the BET counter 103ad is equal to or greater than "1" (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 equal to or greater than "1" (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 containing 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 processing to determine whether or not a response has been received from the game value control board 400. Specifically, after transmitting a settlement command to the game value control board 400 through the settlement command transmission processing of step S3008, the main CPU 101 performs processing to determine whether or not a response has been received from the game value control board 400. If it is determined that a response has been received from the game value control board 400 (step S3009=YES), the processing proceeds to step S3011. On the other hand, if it is determined that no response has been received from the game value control board 400 (step S3009=NO), the processing proceeds to step S3010.

[0552] (Step S3010) In step S3010, 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 the internal gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the processing of step S3010 ends, the processing proceeds to step S3011.

[0553] (Step S3011) In step S3011, the main CPU 101 performs settlement processing. Specifically, the main CPU 101 performs processing to clear the value of the BET counter 103ad. Then, when the processing 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. 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 that includes information regarding the operation of the BET button 6, 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 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 processing to determine whether or not a response has been received from the gaming value control board 400. Specifically, after transmitting a BET command to the gaming value control board 400 through the BET command transmission processing in step S3013, the main CPU 101 performs processing to determine whether or not a response has been received from the gaming value control board 400. If it is determined that a response has been received from the gaming value control board 400 (step S3014=YES), the processing proceeds to step S3016. On the other hand, if it is determined that no response has been received from the gaming value control board 400 (step S3014=NO), the processing proceeds to step S3015.

[0558] (Step S3015) In step S3015, 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 the internal gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the processing of step S3015 ends, the processing 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 equal to or less than "2", 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 operation of the MAXBET button 7 has been detected by the MAXBET switch 7sw. 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 gaming 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 that contains information regarding the operation of the MAXBET button 7, 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 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 processing to determine whether or not a response has been received from the gaming value control board 400. Specifically, after transmitting a MAXBET command to the gaming value control board 400 through the MAXBET command transmission processing in step S3018, the main CPU 101 performs processing to determine whether or not a response has been received from the gaming value control board 400. If it is determined that a response has been received from the gaming value control board 400 (step S3019=YES), the processing proceeds to step S3021. On the other hand, if it is determined that no response has been received from the gaming value control board 400 (step S3019=NO), the processing proceeds to step S3020.

[0564] (Step S3020) In step S3020, 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 the internal gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the processing of step S3020 ends, the processing proceeds to step S3021.

[0565] (Step S3021) In step S3021, the main CPU 101 performs MAXBET processing. Specifically, if the value of the game value owned by the player is "3" or more, the main CPU 101 performs processing to set the value of the BET counter 103ad to "3." Furthermore, if the value of the game value owned by the player is "2" or less, the main CPU 101 performs processing to set the value of the BET counter 103ad to the value of the game value owned by the player. Specifically, if the value of the game value owned by the player is "2," the main CPU 101 performs processing to set 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 processing to set the value of the BET counter 103ad to "1." Then, when the processing of step S3021 ends, the main CPU 101 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 using 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 the current gaming state is a bonus activation state. Specifically, the main CPU 101 performs a process of determining whether the current gaming state is a bonus activation state by referring to the value of the gaming state storage area 103ak. If it is determined that the current gaming state is a bonus activation 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 activation 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. 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 won "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 dispensing state setting process. Specifically, the main CPU 101 performs a process of storing the information stored in the next ball dispensing state storage area 103am in the ball dispensing state storage area 103al. Then, when the process of step S4006 is completed, the subroutine of the internal lottery process is terminated.

[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, which is performed in step S5000 of the main loop process.

[0575] (Step S5001) In step S5001, the main CPU 101 performs a process of determining whether or not it is a "non-specific period." Specifically, the main CPU 101 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. 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 process for a non-specific period, 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 Figure 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 bonus preparation state process, which will be described in detail later 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 of determining whether the current ball dispensing state is a CZ state. Specifically, the main CPU 101 performs a process of determining 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 using 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. 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 in detail later 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 of determining whether the current ball dispensing state is an AT state. Specifically, the main CPU 101 performs a process of determining 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 dispensing state is an AT bonus preparation state. Specifically, the main CPU 101 performs a process of determining whether the current ball dispensing state is an AT 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 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 dispensing 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 using 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 dispensing state is a bonus state during AT. Specifically, the main CPU 101 performs a process of determining whether the current ball dispensing state is a bonus state during AT 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 during AT (step S5008=YES), the process proceeds to step S5800. On the other hand, if it is determined that the current ball dispensing 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 processing for a bonus state during AT, which will be described in detail later using Figure 35. Then, when the processing 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 of determining whether the current ball-dispensing state is a specific ball-dispensing state. Specifically, the main CPU 101 performs a process of determining 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, a "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] Furthermore, the same grouping command is sent if the winning combination is one of the "specific groups." For example, whether the winning combination is "Plum PCa in the left-press order" or "Plum PRa in the right-press order," the same command is generated and sent. This prevents fraudulent behavior, such as fraudulent acquisition of grouping commands, because the order in which the stop buttons 10 are operated to win cannot be known, even if the grouping command is fraudulently acquired.

[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 about the values ​​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 about the operation order 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 a response has been received from the game value control board 400. Specifically, after transmitting a push order command to the game value control board 400 by the push order command transmission process of step S5011, the main CPU 101 performs a process to determine whether or not a response has been received from the game value control board 400. Then, if it is determined that a response has been received from the game value control board 400 (step S5012=YES), the subroutine of the ball payout state management process at the time of lever operation is terminated. On the other hand, if it is determined that there has been 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 gaming machine communication abnormality error (main stop) process. Specifically, the main CPU 101 performs a process of storing information about the gaming machine communication abnormality error (main stop) in the main error information storage area 103zb. Then, when the process of step S5013 ends, the subroutine of the lever operation payout state management process ends.

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

[0601] (Step S5101) In step S5101, the main CPU 101 performs a process of determining whether the winning combination is either "Replay" or "BB." Specifically, the main CPU 101 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. 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 neither "Replay" nor "BB" (step S5101=NO), the subroutine for the non-specific period process is terminated.

[0602] (Step S5102) In step S5102, the main CPU 101 performs processing to turn on the specific period start flag. Specifically, the main CPU 101 performs processing to turn on the specific period start flag by updating the value of the specific period start flag storage area 103ay. Then, when the processing of step S5102 ends, the processing 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 count setting process. Specifically, the main CPU 101 performs a process of setting the ceiling game count counter 103an to "800." The value set in the ceiling game count counter 103an by the ceiling game count 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 is completed, the process proceeds to the normal state process of step S5200.

[0606] (Normal state processing) Next, using Figure 29, we will explain the normal state processing performed in step S5200 of the ball output state management processing when the lever is operated.

[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 if the winning combination is one of "weak cherry," "strong cherry," or "bell," it 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 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 processing to determine whether or not the AT lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not a transition to the AT state has been decided as a result of the normal state AT lottery processing in step S5201. Then, if it is determined that the AT lottery has been won (step S5202=YES), the main CPU 101 proceeds to processing in step S5203. On the other hand, if it is determined that the AT lottery has not been won (step S5202=NO), the main CPU 101 proceeds to processing in step S5204.

[0609] (Step S5203) In step S5203, the main CPU 101 performs processing to turn on the AT hit flag. Specifically, the main CPU 101 performs processing to turn on the AT hit flag by updating the value of the AT hit flag storage area 103as. Then, when the processing of step S5203 ends, the subroutine for the normal state processing 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," or "bell," it extracts a random number value generated by the main random number generator 104, and performs a process of drawing lots to determine whether 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 processing to determine whether or not the CZ lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not a transition to the CZ state has been decided as a result of the CZ lottery processing in step S5204. If it is determined that the CZ lottery has been won (step S5205=YES), the processing 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 processing for the normal state is terminated.

[0612] (Step S5206) In step S5206, the main CPU 101 performs processing to turn ON the CZ win flag. Specifically, the main CPU 101 performs processing to turn ON the CZ win flag by updating the value of the CZ win flag storage area 103ar. Then, when the processing of step S5206 ends, the subroutine for the normal state processing ends.

[0613] (Bonus preparation state processing) Next, with reference to FIG. 30, the bonus preparation state processing performed in step S5300 of the lever operation ball output state management processing will be explained.

[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," or "bell," it 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 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 processing to determine whether or not the AT lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not a transition to the AT state has been decided as a result of the AT lottery processing for the bonus preparation state in step S5301. Then, if it is determined that the AT lottery has been won (step S5302=YES), the processing 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 processing is terminated.

[0616] (Step S5303) In step S5303, the main CPU 101 performs a process of turning on the AT hit flag. Specifically, the main CPU 101 performs a process of turning on the AT hit flag by updating the value of the AT hit 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 an AT lottery process for the CZ state. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and if the winning combination is one of "weak cherry," "strong cherry," or "bell," it 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 AT state according to the extracted random number value and the AT state transition lottery table for the CZ state (see Figure 15 (C)). Then, when the processing of step S5402 is completed, the process proceeds to step S5403.

[0620] (Step S5403) In step S5403, the main CPU 101 performs processing to determine whether or not the AT lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not a transition to the AT state has been decided as a result of the AT lottery processing for the CZ state in step S5402. Then, if it is determined that the AT lottery has been won (step S5403=YES), the processing 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 processing is terminated.

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

[0622] (Bonus state processing) Next, with reference to FIG. 32, the bonus state processing performed in step S5500 of the ball output state management processing at the time of lever operation will be explained.

[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 process of drawing lots 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 processing to determine whether or not the AT lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not a transition to the AT state has been decided as a result of the AT lottery processing for the bonus state in step S5501. Then, if it is determined that the AT lottery has been won (step S5502=YES), the processing 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 processing is terminated.

[0625] (Step S5503) In step S5503, the main CPU 101 performs processing to turn on the AT hit flag. Specifically, the main CPU 101 performs processing to turn on the AT hit flag by updating the value of the AT hit flag storage area 103as. Then, when the processing of step S5503 ends, the subroutine for the bonus state processing 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 additional lottery process. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and if the winning combination is one of "weak cherry," "strong cherry," or "bell," it 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 playable in the AT state according to the extracted random number value and the AT state additional game number lottery table (see FIG. 17(A)), and adds the result of the lottery 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 an added state for the AT state. Specifically, the main CPU 101 refers to the value of the winning combination memory area 103ac, and if the winning combination is one of "weak cherry," "strong cherry," or "bell," it 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 added state according to the extracted random number value and the added state transition lottery table 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 a transition to the additional state has been decided 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 processing to turn on the bonus state win flag. Specifically, the main CPU 101 performs processing to turn on the bonus state win flag by updating the value of the bonus state win flag storage area 103at. Then, when the processing of step S5605 ends, the subroutine for the AT state processing ends.

[0632] (AT bonus preparation processing) Next, using Figure 34, we will explain the processing for the bonus preparation state during AT, which is 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 transitioning to an added bonus state for the bonus preparation state during the 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," or "bell," it 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 an added bonus state based on this extracted random number value and the added bonus state transition lottery table for the bonus preparation state during the 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 bonus state transition lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not a transition to the bonus state has been decided as a result of the bonus state transition lottery processing for the bonus preparation state during AT in step S5701. Then, if it is determined that the bonus 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 bonus state transition lottery has not been won (step S5702=NO), the subroutine for the processing for the bonus preparation state during AT is terminated.

[0635] (Step S5703) In step S5703, the main CPU 101 performs processing to turn on the bonus state hit flag. Specifically, the main CPU 101 performs processing to turn on the bonus state hit flag by updating the value of the bonus state hit flag storage area 103at. Then, when the processing of step S5703 ends, the subroutine for the processing for the bonus preparation state during 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 transitioning to an added 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 an added bonus state based on the extracted random number value and the added bonus state transition lottery table for transitioning to an added 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 bonus state transition lottery has been won. Specifically, the main CPU 101 performs processing to determine whether or not a transition to the bonus state has been decided as a result of the bonus state transition lottery processing for the bonus state during AT in step S5801. Then, if it is determined that the bonus 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 bonus state transition lottery has not been won (step S5802=NO), the subroutine for the processing for the bonus state during AT is terminated.

[0639] (Step S5803) In step S5803, the main CPU 101 performs processing to turn on the bonus state hit flag. Specifically, the main CPU 101 performs processing to turn on the bonus state hit flag by...

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 door opening detection means capable of detecting the opening of a door; 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 setting value changing process capable of changing the setting 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 setting value change process includes: The process proceeds when the setting change operation is detected while the door opening detection means detects the opening of the door, If the setting change operation is detected in a state where the door opening detection means does not detect the opening of the door, the process does not proceed. 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 door open error notification in response to detection of the opening of the door; 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 door opening error notification, and the notification priority of the limit notification is different from the notification priority of the game 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 door opening detection means capable of detecting the opening of a door; 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 setting value changing process capable of changing the setting 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 setting value change process includes: The process proceeds when the setting change operation is detected while the door opening detection means detects the opening of the door, If the setting change operation is detected in a state where the door opening detection means does not detect the opening of the door, the process does not proceed. 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 door open error notification in response to detection of the opening of the door; 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 door opening error notification, and the notification priority of the limit notification is different from the notification priority of the game value number reaching notification.

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