Gaming Machines

The gaming machine addresses the issue of mismatched operation and reel stop orders in slot machines by using a main and sub-control board system to manage a pseudo game and execute accurate presentations based on temporary reel stops, thereby improving the gaming experience.

JP7659797B2Active Publication Date: 2025-04-10OLYMPIA KK
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Patent Information

Application Number
JP2020159937
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-09-24
Publication Date
2025-04-10
Estimated Expiration
2040-09-24

AI Technical Summary

Technical Problem

In slot machines using the slide push feature, the operation order of the stop switch and the stop order of the reel may differ, leading to a distorted notification effect and player discomfort due to the mismatch between the operation order and the actual reel stop order.

Method used

The gaming machine incorporates a main control board and a sub-control board, with reel control means that manage a pseudo game by temporarily stopping reels, and performance control means that execute presentations based on the temporary stop design, ensuring accurate performance when the reel is stopped.

Benefits of technology

This solution ensures proper performance when the reel is stopped, addressing the issue of player discomfort caused by the mismatch between operation order and reel stop order, and enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To appropriately execute a performance when stopping a reel.SOLUTION: A game machine includes a main control board for controlling progress of a game and a sub-control board for controlling a performance in a game on the basis of a control instruction of the main control board, the main control board includes reel control means for performing rotary control of plural reels in which each of plural kinds of patterns is disposed, and for performing a pseudo game for performing temporary stop control of each of reels corresponding to temporarily stopped stop switches according to temporary stop operation of stop switches corresponding to rotating reels, the sub-control board includes performance control means for executing a performance on the basis of a command received from the main control board, and the performance control means executes a performance based on a temporarily stopped pattern on the basis of stop order and stop positions of temporarily stopped reels (S5) when acquiring commands for showing execution of stopping of reels (YES in S3).SELECTED DRAWING: Figure 35
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]

[0002] In a slot machine as a gaming machine, a lottery is held for a winning combination in response to a player's bet of medals (gaming media) and operation of a start switch, and multiple reels marked with various symbols are controlled to rotate. The reels are stopped sequentially in response to the lottery result and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line that is the line that is the subject of a payout, a predetermined number of medals is paid out, and other gaming benefits (hereinafter simply referred to as gaming benefits) are awarded to the player.

[0003] In such slot machines, in order to limit the speed at which the player progresses through the game, the machine is set up so that, for example, the player must wait at least a specified wait time from when the stop switch is activated in the previous game until when the stop switch can be activated in the next game.

[0004] Also, a technology has been disclosed in which, when a stop switch is operated, the operation of other stop switches is temporarily disabled based on the stop control of the reel corresponding to that stop switch, and the operation of other stop switches is enabled after the reel has completely stopped (for example, Patent Document 1). Also, there are gaming machines that employ a so-called slide push, which allows the player to effectively operate all stop switches in succession without waiting for the reels to stop. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2011-010960 A Summary of the Invention [Problem to be solved by the invention]

[0006] In a slot machine, when a player operates the stop switch, not only the operating position of the reels but also the stopping position of the reels is determined. Therefore, the performance control means in charge of the performance in the slot machine can grasp the operating order of the stop switches and the stopping position of the reels in response to the command that the stop switch has been operated.

[0007] However, in a slot machine using the slide push mechanism, the operation order of the stop switch may differ from the stopping order of the reels. In such a case, the notification effect that is executed in response to the command that the stop switch has been operated, based on the operation order of the stop switch and the stopping positions of the reels, may differ from the actual stopping order of the reels, which may cause the player to feel uncomfortable.

[0008] In view of the above problems, the present invention has an object to provide a gaming machine capable of appropriately executing effects when the reels stop. [Means for solving the problem]

[0009] In order to solve the above problems, the gaming machine of the present invention comprises a main control board which controls the progress of a game, and a sub-control board which controls the presentation of the game based on control commands from the main control board, the main control board comprises reel control means which controls the rotation of a plurality of reels on which a plurality of types of symbols are arranged, and which performs a pseudo game by temporarily stopping each of the reels corresponding to the stop switches which have been temporarily stopped in response to a temporary stop operation of a stop switch corresponding to a rotating reel, the sub-control board comprises presentation control means which executes presentation based on commands received from the main control board, and when the presentation control means receives a command indicating the execution of stopping the reels, Extracted from the command Based on the stopping order and stopping positions of the provisionally stopped reels, an effect based on the provisionally stopped symbols is performed.

[0010] The reel control means may control the rotation of the reels in response to an operation of a start switch, and may stop the reel corresponding to the operated stop switch in response to an operation of the stop switch. The reel control means may interrupt a basic game and perform the pseudo game, and when the performance control means obtains a command indicative of stopping the reels in the pseudo game, Extracted from the command An effect based on the temporarily stopped symbols may be produced based on the stopping order and stopping positions of the temporarily stopped reels, and when a command is obtained in the basic game that the stop switch has been operated, an effect based on the stopping symbols may be produced based on the operating order of the operated stop switches and the stopping positions of the reels corresponding to the operated stop switches. Effect of the Invention

[0012] According to the present invention, it is possible to appropriately execute effects when the reels stop. [Brief description of the drawings]

[0013] [Figure 1] FIG. 1 is an external view for explaining a schematic mechanical configuration of a slot machine. [Diagram 2] 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. FIG. [Diagram 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Diagram 5] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 13 is a diagram showing a winning type lottery table. [Figure 7] FIG. 13 is a diagram showing a winning type lottery table. [Figure 8] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 9] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 10]13 is a flowchart illustrating a CPU initialization process in the main control board. [Figure 11] 11 is a flowchart illustrating a cold start process in a main control board. [Figure 12] 11 is a flowchart illustrating an error stop process in the main control board. [Figure 13] 13 is a flowchart illustrating a setting value switching process in a main control board. [Figure 14] 11 is a flowchart illustrating an initialization start process in the main control board. [Figure 15] 13 is a flowchart illustrating a state restoration process in a main control board. [Figure 16] 13 is a flowchart explaining game start processing on the main control board. [Figure 17] 13 is a flowchart explaining the game medal insertion processing on the main control board. [Figure 18] 13 is a flowchart illustrating an internal lottery process in the main control board. [Figure 19] 13 is a flowchart illustrating a pattern code setting process in the main control board. [Figure 20] 13 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 21] 13 is a flowchart explaining non-favorable section processing executed in state-specific module execution processing. [Figure 22] 13 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Diagram 23] This is a flowchart explaining the CZ performance state processing executed in the state-specific module execution processing. [Figure 24] A flowchart explaining the non-advantageous waiting presentation state processing and the advantageous waiting presentation state processing executed in the state-specific module execution processing. [Diagram 25] 13 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 26]13 is a flowchart explaining the reel stop processing in the main control board. [Figure 27] 13 is a flowchart illustrating a display determination process in a main control board. [Figure 28] 13 is a flowchart explaining the payout process in the main control board. [Figure 29] 13 is a flowchart explaining game transition processing on the main control board. [Diagram 30] This is a flowchart explaining the normal AT presentation state processing executed in the state-specific module execution processing. [Diagram 31] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Diagram 32] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Diagram 33] FIG. 13 is an explanatory diagram for explaining reel stop control in a basic game. [Diagram 34] FIG. 13 is an explanatory diagram for explaining the temporary stop control of the reels in a pseudo game. [Diagram 35] 13 is a flowchart for explaining a performance process based on reel stop of a performance control means. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0015] (Mechanical Configuration of Slot Machine 100) 1 and 2, a slot machine 100 as a gaming machine is provided with a housing 102 with an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided at approximately the center of the lower part of the upper front door 104, and three reels 110 (left reel 110a, center reel 110b, right reel 110c) are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal areas on the outer peripheral surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.

[0016] An operation unit installation stand 112 is formed on the upper part of the front lower door 106, and the operation unit installation stand 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, etc. The medal insertion unit 114 accepts insertion of medals as game value through a medal insertion port 114a. The bet switch 116 inserts (bet) a specified number of medals required for one game from among the medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits).

[0017] The start switch 118 is, for example, a lever that can detect tilting operation, and detects the start operation of the game by the player. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the stop operation by the player. In addition, when the stop switch 120 can be stopped, the first stop operation by the player of one of the stop switches 120a, 120b, and 120c is called the first stop, the second stop operation after the first stop, and the third stop operation after the second stop. The effect switch 122 is, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the push operation and rotation operation by the player.

[0018] A liquid crystal display unit 124 that displays various images associated with the performance is provided approximately in the center of the upper part of the front upper door 104. Performance lamps 126, for example, composed of high-brightness light-emitting diodes (LEDs), are provided at the upper part and on the left and right sides of the front upper door 104. Speakers 128 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the front upper door 104 and at the left and right positions on the rear surface of the front lower door 106.

[0019] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of medals credited (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals paid out.

[0020] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the lower front part of the front lower door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.

[0021] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, and the power is turned on via the power switch 144, the slot machine 100 transitions to a setting change mode, and the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages, for example, from 1 to 6. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six setting values, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position), the setting change mode ends, and the game becomes possible. The settings can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.

[0022] In the slot machine 100, when a game can be started and a specified number of medals are bet, the active line A is activated and the operation of the start switch 118 is activated. Here, the bet includes any of the following cases: inserting medals credited through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay combination on the active line A, which will be described in detail later. The active line A is a line for determining whether a winning combination has been won, and in this embodiment, there is one active line. As shown in FIG. 3(b), the active line A is set to a line connecting positions corresponding to the symbols stopped on the top row of the left reel 110a, the middle row of the center reel 110b, and the bottom row of the right reel 110c among the nine symbols (three reels × three rows: top, middle, and bottom) facing the symbol display window 108. An invalid line is a line other than the valid line A that is not used to determine whether a winning role has been won and that displays other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from only the pattern combination displayed on the valid line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed.

[0023] When the start switch 118 is operated by the player, the game is started, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for a winning type is executed. After that, the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. When a winning combination that can receive a medal payout is achieved based on the result of the lottery for a winning type and the combination of the symbols displayed on the pay line A, the medal is paid out. When a winning combination that can receive a medal payout is not achieved or when a winning combination that can receive a medal payout is achieved but not won, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c are all stopped.

[0024] In this embodiment, the above-mentioned one game refers to a game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on a replay role being displayed on the pay line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in response to the operation of the start switch 118 by the player, and the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, and when a winning role that may be awarded with a medal is won, the medal is paid out. In addition, when a player does not win a prize type that can receive a medal payout or wins a prize but does not win, one game ends when the left reel 110a, the center reel 110b, and the right reel 110c all stop. However, the start of one game may be interpreted as the operation of the start switch 118 by the player instead of the insertion of a medal or the winning of a replay role. The number of times such one game is repeated is defined as the number of games. In addition, such a one game in which a prize type lottery is performed and a payout can be received once is sometimes called a basic game to distinguish it from a pseudo game (simulated game) described later. Here, whether the basic game is played alone or in combination with the pseudo game, the completion of the basic game is considered as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.

[0025] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Moreover, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to only one direction, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.

[0026] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c which functions as a work area, and the like, and generally controls the entire slot machine 100. Note that even if the power is cut off, the main RAM 200c retains data without erasing it, unless a setting change is made and the RAM is cleared.

[0027] The main control board 200 also has functional sections such as an initialization means 300, a betting means 302, a winning type selection means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command transmission means 316, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.

[0028] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of a medal into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a executes various processes based on the received detection signals.

[0029] The initialization means 300 executes initialization processing in the main control board 200. The betting means 302 bets medals to be used in a game. The winning type selection means 304 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.

[0030] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. In addition, the reel control means 306 may extend the time from enabling the operation of the stop switches 120a, 120b, 120c in the previous game to enabling the operation of the stop switches 120a, 120b, 120c by the player to display the lottery result of the winning type lottery (which is disabled by the completion of the operation of the stop switches 120a, 120b, 120c in the previous game) to a specified time in response to the operation of the start switch 118, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should be enabled for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving a signal of any switch that should be transmitted or received for a predetermined time. In this embodiment, as a reel effect, a pseudo game similar to a basic game may be performed in which the basic game is interrupted in response to the operation of the start switch 118 in the basic game, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c are controlled to stop (temporarily stop) in response to the operation of the stop switches 120a, 120b, and 120c. The pseudo game ends when the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of the pseudo game, a predetermined pattern (for example, a pattern constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically temporarily stopped in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping patterns similar to those in the basic game or different rotation control and stopping patterns, thereby increasing the interest of the game.The temporary stop indicates a state where the reels 110a, 110b, and 110c appear to be stopped, but are not completely stopped by continuing to change the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates a control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop and the temporary stop are treated simply as stop in the sense that the reels do not rotate in one direction but maintain their positions, and both the stop control and the temporary stop control are treated simply as stop control in the sense that the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, the center reel 110b, and the right reel 110c.

[0031] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c transmitted from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c and detection signals from the rotation position detection circuit 154 transmitted from the reel control means 306 in response to an operation signal from the stop switch 120.

[0032] The determination means 308 determines whether or not a symbol combination corresponding to a winning role is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as winning. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (winning). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.

[0033] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. The presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.

[0034] The command sending means 316 sequentially determines game-related commands associated with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.

[0035] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value, loops it within a predetermined numerical range, and extracts the count value at a predetermined time point to obtain a random number. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a winning type lottery random number) is used to determine a gaming profit to be given to a player, for example, a winning type by the winning type lottery means 304.

[0036] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls performances in particular based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power supply is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random numbers generated by the random number generator 202d (hereinafter referred to as performance selection random numbers) are mainly used to determine the mode of performance.

[0037] In addition, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334 that function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.

[0038] The initialization determination means 330 executes initialization processing in the sub-control board 202. The command receiving means 332 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122, and determines the performance of the game performed by each device of the liquid crystal display unit 124, the speaker 128, and the performance lamp 126 based on the received command. Specifically, the performance control means 334 determines image data to be displayed on the liquid crystal display unit 124, and illumination data for the performance through illumination devices such as the performance lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and determines audio data constituting the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined performance of the game. The performance also includes auxiliary performance. The auxiliary performance is a performance that notifies the player of the correct operation mode of the stop switches 120a, 120b, and 120c, which is the winning condition of the correct role, when the selected winning type in which the correct role and the incorrect role overlap is won in the winning type lottery. With such an auxiliary performance, the player can easily display the symbol combination corresponding to the correct role on the pay line A. The performance state in which such an auxiliary performance is executed is called an AT (assist time) performance state. In addition, a so-called ART game state in which the AT performance state and the RT (replay time) game state, in which the probability of winning a replay role is high, are progressed in parallel, may also be used.

[0039] In the following, notification means managed by boards other than the main control board 200 including the sub-control board 202, such as the liquid crystal display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). In addition, the main notification means and other notification means capable of executing auxiliary performance may be collectively referred to as auxiliary performance execution means. The performance state control means 314 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state.

[0040] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIG. 6 and FIG. 7 are explanatory diagrams for explaining the winning type lottery table.

[0041] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts a corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the winning type lottery random number obtained according to the operation signal of the start switch 118 based on the extracted winning type lottery table.

[0042] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. The replay combination is a combination that allows the player to play again without placing a new bet of medals when a symbol combination corresponding to the replay combination is displayed on the active line A. The small combination is a combination that allows the player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. The bonus combination is a combination that allows the game state managed by the game state control means 312 to be shifted to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.

[0043] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination, "RBB". In addition, the winning combinations "Replay 1" to "Replay 7" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 45" are provided as small combinations. In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 1" to "Small combination 17" may be abbreviated as "15-piece combination", the winning combination "Small combination 18" as "14-piece combination", the winning combinations "Small combination 19" and "Small combination 20" as "3-piece combination", and the winning combinations "Small combination 21" to "Small combination 45" as "1-piece combination".

[0044] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 306 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 306 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 306 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.

[0045] For example, the symbols constituting the symbol combinations corresponding to the winning role "Replay 1" and the winning role "Small role 17" are arranged on each reel 110 so that they can be displayed on the pay line A by the above-mentioned stop control. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning role "Replay 2", the winning roles "Small role 1" to "Small role 16", and the winning role "RBB" are not necessarily arranged on each reel 110 so that they can be displayed on the pay line A by the above-mentioned stop control, so that so-called missed wins may occur. Such a winning role may be expressed as PB≠1.

[0046] As shown in Fig. 6 and Fig. 7, in the winning type lottery table, multiple winning areas are partitioned, and the winning types to be selected by lottery differ depending on each game state, and the presence or absence of non-winning (missing) differs. In Fig. 6 and Fig. 7, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), game state during RBB (internal RBB), game state during RBB operation (operating RBB)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of multiple game states is stored in the main ROM 200b. "◎" indicates that the winning type is a winning type that allows the lottery to move to the advantageous zone and allows the lottery to be performed, and "○" indicates that the winning type is a winning type that does not allow the lottery to move to the advantageous zone and does not allow the lottery to be performed.

[0047] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 304 sequentially obtains the number of pieces of pieces from the winning area with the highest number in the winning type lottery table based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. In addition, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.

[0048] Here, we will supplement the winning role "RBB" that constitutes the winning type "RBB". The predetermined first type special role RB is a role that increases the number of combinations of symbols related to winning for each specified number, or increases the probability that a condition device related to winning for each specified number will operate, and is capable of operating in a predetermined case and continuing to operate until a game result not exceeding 12 times is obtained. Here, the condition device is a device whose operation is a necessary condition for a combination of symbols related to winning, replay, operation of a role, or operation of a role continuous operation device to be displayed, and is activated when a winning type lottery (a lottery by a computer performed in a gaming machine) is won, that is, it means a winning flag. And the role continuous operation device related to the first type special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously operate the first type special role RB, and is activated when a specific combination of symbols is displayed, and ends its operation in a predetermined case.

[0049] According to the winning type lottery tables in Figures 6 and 7, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the pay line A, and no medals will be paid out, etc.

[0050] In addition, winning area 1 is associated with a winning type "small win ALL" which includes (wins) the winning roles "small win 1" to "small win 45" in duplicate, winning area 2 is associated with a winning type "3-coin ALL" which includes (wins) the winning roles "small win 19" and "small win 20" in duplicate, and winning area 3 is associated with a winning type "1-coin ALL" which includes (wins) the winning roles "small win 21" to "small win 45" in duplicate.

[0051] In addition, the winning types "Replay 1" to "Replay 4" that overlap the winning combinations "Replay 1" to "Replay 7" are associated with the winning regions 4 to 7. In the following, the four winning types of the winning regions 4 to 7 may be simply referred to as the winning type "Replay".

[0052] In addition, the winning regions 8 to 31 are associated with the selected winning types (winning types "batting order bell A blue 1" to "batting order bell A blue 4", "batting order bell A red 1" to "batting order bell A red 4", "batting order bell B blue 1" to "batting order bell B blue 4", "batting order bell B red 1" to "batting order bell B red 4", "batting order bell A1" to "batting order bell A4", "batting order bell B1" to "batting order bell B4") that overlap with either of the correct combinations (winning combinations "small combination 1" to "small combination 16") with a payout of 15 coins and either of the incorrect combinations (winning combinations "small combination 21" to "small combination 40") with a payout of 1 coin. In the following, the 24 winning types of the winning regions 8 to 31 may be simply referred to as the winning type "batting order bell".

[0053] In addition, the winning regions 32 to 41 are associated with the winning types "batting order chance 1" to "batting order chance 10" that overlap the winning combination "small win 18" with a payout of 14 coins, the winning combination "small win 17" with a payout of 15 coins, and the winning combination "small win 21", "small win 22", "small win 27", "small win 28", "small win 35", "small win 36", and "small win 43" with a payout of 1 coin. In the following, the 10 winning types in the winning regions 32 to 41 may be simply abbreviated as the winning type "batting order chance".

[0054] In addition, the winning areas 42 and 43 are associated with the winning types "Common 3 coins 1" and "Common 3 coins 2", which include the winning combination "Small prize 20" with a payout of 3 coins and any of the winning combinations "Small prize 25", "Small prize 26", "Small prize 27", and "Small prize 28" with a payout of 1 coin. In the following, the two winning types in the winning areas 42 and 43 may be simply referred to as the winning type "Common 3 coins".

[0055] In addition, the winning area 44 is associated with the winning type "common 1 coin" which includes the winning combination "RBB" and the winning combinations "small combination 21", "small combination 23", "small combination 24", and "small combination 45" in overlapping fashion. In addition, the winning area 45 is associated with the winning type "watermelon" which includes the winning combination "RBB" and the winning combination "small combination 43" in overlapping fashion. In addition, the winning area 46 is associated with the winning type "chance eye A" which includes the winning combination "RBB" and the winning combination "small combination 44" in overlapping fashion. In addition, the winning area 47 is associated with the winning type "chance eye B" which includes the winning combination "RBB" and the winning combination "small combination 19" in overlapping fashion. In the following, the two winning types of the winning areas 46 and 47 may be simply abbreviated as the winning type "chance eye".

[0056] In addition, the winning area 48 is associated with the winning type "weak cherry" which includes the winning role "RBB" and the winning role "small role 41" in overlapping fashion. In addition, the winning area 49 is associated with the winning type "strong cherry" which includes the winning role "RBB" and the winning role "small role 42" in overlapping fashion. In addition, the winning area 50 is associated with the winning type "RBB" which includes the winning role "RBB" alone. In addition, if the winning areas 44 to 49 are won in the RBB internal play state, only the small role will be won.

[0057] In addition, when a winning type that includes multiple overlapping winning roles is won, the winning conditions for which winning role corresponding to the symbol combination to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0058] In the following description, the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0059] In addition, in "batting order 3", the operation of the stop switch 120b when the symbols with symbol numbers 1 to 10 arranged on the center reel 110b are located on the effective line A is referred to as "batting order 3 blue (blue in the figure)", and the operation of the stop switch 120b when the symbols with symbol numbers 0 and 11 to 19 arranged on the center reel 110b are located on the effective line A is referred to as "batting order 3 red (red in the figure)". Similarly, in "batting order 4", the operation of the stop switch 120b when the symbols with symbol numbers 1 to 10 arranged on the center reel 110b are located on the effective line A is referred to as "batting order 4 blue", and the operation of the stop switch 120b when the symbols with symbol numbers 0 and 11 to 19 arranged on the center reel 110b are located on the effective line A is referred to as "batting order 4 red". In addition, in "batting order 5" and "batting order 6", when the stop switch 120c is operated when the symbols with symbol numbers 1 to 10 arranged on the right reel 110c are located on the valid line A, this will be referred to as "batting order 5 blue" and "batting order 6 blue", respectively, and when the stop switch 120c is operated when the symbols with symbol numbers 0 and 11 to 19 arranged on the right reel 110c are located on the valid line A, this will be referred to as "batting order 5 red" and "batting order 6 red", respectively.

[0060] For example, in the RBB internal game state described below, if the winning type "Batting Order Bell A Blue 1" in winning area 8 is won and an operation is performed using the correct operation mode (Batting Order 3 Blue), the stop control is performed so that the pattern combination corresponding to the winning role "Small Role 1", which is the correct role with a payout of 15 coins, is preferentially displayed on the valid line A. In addition, when operations are performed by batting order 1 and batting order 2, stopping control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the valid line A with a probability of 1 / 2 when operations are performed by batting order 3 red and batting order 4 (batting order 4 blue and batting order 4 red), stopping control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the valid line A with a probability of 1 / 4 when operations are performed by batting orders 5 and 6.

[0061] The winning probability (number of pieces placed) of each winning type in the winning areas 8 to 23 is set to be equal. The winning probability (number of pieces placed) of each winning type in the winning areas 24 to 31 is set to be equal. Since a player usually cannot know which winning type he / she has won, the above-mentioned winning areas 8 to 31 are provided to make it difficult for a correct combination to win. Also, as described above, even if the stop switches 120a, 120b, and 120c are operated in an operation mode in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB ≠ 1).

[0062] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned off after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.

[0063] (Game state transition) Here, the transition of the game state will be explained using Fig. 8. Here, multiple game states such as a non-internal game state, an RBB internal game state, and an RBB operation game state are prepared. As described later, each game state is transitioned according to the winning of a bonus role, winning (operation), and the end of the game.

[0064] The non-internal gaming state is a gaming state that corresponds to the initial state in a plurality of gaming states. In such a non-internal gaming state, the winning probability of the replay role is set to about 1 / 7.3. In addition, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 10).

[0065] The game state control means 312 transitions the game state in response to the winning of the winning combination "RBB." For example, in a game in which the winning combination "RBB" is won, when a symbol combination corresponding to the winning combination "RBB" is displayed on the pay line A, the game state control means 312 transitions the game state to an RBB operating game state (1).

[0066] In the game state during RBB operation, the winning probability of the replay role is set to 0. In addition, in the game state during RBB operation, the winning type "small role ALL" is set in the winning area 1, the winning type "3 pieces ALL" is set in the winning area 2, and the winning type "1 piece ALL" is set in the winning area 3 as the winning type that can be won. When the winning type "small role ALL" is won, a symbol combination corresponding to any of the winning roles "small role 1" to "small role 45" is displayed on the effective line A, when the winning type "3 pieces ALL" is won, a symbol combination corresponding to any of the winning roles "small role 19" and "small role 20" is displayed on the effective line A, and when the winning type "1 piece ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 21" to "small role 45" is displayed on the effective line A. Here, the expected number of coins per unit game in the game state during RBB operation is lowered by the configuration of such small roles.

[0067] When the condition for terminating the RBB operation gaming state is met, that is, when the number of winning coins reaches a predetermined number, the gaming state control means 312 transitions the gaming state to a non-internal gaming state (2).

[0068] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 transitions the game state to an RBB internal game state (3).

[0069] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 5.9. Also, in the RBB internal game state, the winning type "miss" cannot be won. In other words, if the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A in the winning game of the winning role "RBB", the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A after that, since the minor role and the replay role are controlled to stop on the effective line A in priority to the winning role "RBB". Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any transition of the game state. Here, while maintaining such an RBB internal game state, the AT performance state is realized in the RBB internal game state.

[0070] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing auxiliary performance in the AT performance state in the RBB internal game state, medals can be easily won. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, so that there are fewer chances of winning the correct combination than in the AT performance state in other game states, and it is difficult for the player to increase the medals he owns. Therefore, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal winning performance.

[0071] (Transition of performance state) 9 is an explanatory diagram for explaining the transition of the presentation state. Below, the presentation state transitioned by the presentation state control means 314 in the main control board 200 will be described in detail. Note that, below, the case where the game state is the RBB internal game state will be described.

[0072] Here, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, a game zone having a performance related to the instruction function, that is, a game zone advantageous to a player, including a game zone in which an auxiliary performance (instruction function) is executed, is defined as an advantageous zone. Note that the advantageous zone is a game zone in which, when an auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance in the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 only when the content of the instruction is displayed on the main notification means so that the main control board 200 can identify it. Also, unlike the advantageous zone, a game zone in which the auxiliary performance (instruction function) cannot be executed is defined as a non-advantageous zone. Therefore, a plurality of performance states belong to either an advantageous zone or a non-advantageous zone, which are game zones. In this embodiment, almost all performance states belong to an advantageous zone, and a non-advantageous zone is realized in some performance states (here, the first game in the non-advantageous waiting performance state).

[0073] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selected winning type in which the payout for the correct role is the maximum (here, 15 coins), when an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in the winning of the correct role, the fact must be notified, for example, by lighting up the zone indicator 160.

[0074] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.

[0075] Therefore, the presentation state control means 314 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, regardless of such management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, the zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (for example, the number of games played during the game reaches 1500 games or the net increase in the number of coins exceeds 2400 coins). In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.

[0076] (Non-AT performance state, AT performance state) In the non-AT performance state, the frequency of the auxiliary performance is extremely low compared to the AT performance state, and the number of medals that can be won is limited because the auxiliary performance is almost not performed. Here, six performance states are provided as non-AT performance states, including the normal performance state, the CZ performance state (chance zone performance state), the special zone performance state, the advantageous waiting performance state, the non-advantageous waiting performance state, and the pull-back performance state.

[0077] In the AT performance state, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by transitioning to the AT performance state, the player can proceed with the game more advantageously than in the non-AT performance state. Here, four performance states are provided as the AT performance state: the OP performance state (opening performance state), the normal AT performance state, the continuation performance state, and the special specialized zone performance state. Each performance state will be explained individually below.

[0078] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among multiple presentation states. The presentation state control means 314 performs a CZ lottery in the normal presentation state. The CZ lottery is a lottery that determines the transition to the CZ presentation state, and the presentation state control means 314 performs a CZ lottery with different probabilities for each winning type determined by the winning type lottery, as will be described in detail later. Then, when the CZ lottery is won in the normal presentation state, the presentation state control means 314 transitions the presentation state to the CZ presentation state (1).

[0079] In the CZ presentation state, the presentation state control means 314 performs an AT lottery. The AT lottery is a lottery that determines the transition to the AT presentation state (normal AT presentation state), and the presentation state control means 314 performs the AT lottery with different probabilities for each winning type determined by the winning type lottery. Then, if the AT lottery is won in the CZ presentation state, the presentation state control means 314 transitions the presentation state to the OP presentation state, which is the AT presentation state (2). Note that the CZ presentation state can be said to be a more advantageous presentation state than the normal presentation state, since a transition to the normal AT presentation state in which the auxiliary presentation is executed may be determined.

[0080] On the other hand, when a predetermined termination condition is met in the CZ presentation state (for example, a predetermined number of plays has elapsed without winning the AT lottery), the presentation state control means 314 transitions the presentation state to a normal presentation state (3).

[0081] In addition, when a predetermined ceiling condition (for example, the ceiling number of plays passes consecutively through the normal presentation state, CZ presentation state, and pull-back presentation state (collectively referred to as the first state) without transitioning to any other presentation state) is met in the normal presentation state or CZ presentation state without transitioning to the OP presentation state or special specialized zone presentation state (so-called reaching the ceiling), the presentation state control means 314 transitions the presentation state to the OP presentation state (2), (4).

[0082] In the OP presentation state, the auxiliary presentation is executed until a predetermined end condition (for example, five wins in the correct winning type are obtained and five auxiliary presentations are executed) is met. Then, when a predetermined end condition is met in the OP presentation state, the presentation state control means 314 transitions the presentation state to a specialized zone presentation state (5). In the specialized zone presentation state, the difference in number of coins (net increase in number of coins) that can be acquired in the normal AT presentation state to which the state is subsequently transitioned is determined by lottery. The specialized zone presentation state continues for, for example, 15 games, and when 15 games have elapsed, the presentation state control means 314 transitions the presentation state to the normal AT presentation state (6).

[0083] In the normal AT presentation state (second state), the auxiliary presentation is executed until a predetermined end condition (for example, winning the difference in the number of medals determined in the specialized zone) is met. In other words, the normal AT presentation state is a difference-in-number-managed AT presentation state. Then, when a predetermined end condition is met in the normal AT presentation state, the presentation state control means 314 transitions the presentation state to the standby presentation state indicated by the dashed dotted lines (7), (8).

[0084] The standby presentation state is provided with an advantageous standby presentation state, which is an advantageous section, and a non-advantageous standby presentation state, which is a non-advantageous section. Although a detailed explanation will be given later, in the final game of the normal AT presentation state, the presentation state control means 314 performs a continuation lottery to determine whether or not to transition (continue) to the normal AT presentation state again. Then, if the continuation lottery is won, the presentation state control means 314 continues the advantageous section and temporarily transitions the presentation state to the advantageous standby presentation state (7). In addition, even if the continuation lottery is not won, the presentation state control means 314 performs an advantageous continuation lottery when a specific condition is established, and if the advantageous continuation lottery is won, the presentation state control means 314 continues the advantageous section and transitions the presentation state to the advantageous standby presentation state (7). On the other hand, if the continuation lottery is not won and the specific condition is not established, or if the specific condition is established but the advantageous continuation lottery is not won, the presentation state control means 314 temporarily transitions the advantageous section to the non-advantageous section and transitions the presentation state to the non-advantageous standby presentation state (8).

[0085] The standby presentation state continues for two games whether it is an advantageous standby presentation state or a non-advantageous standby presentation state. When the continuation lottery is won and the state is shifted to an advantageous standby presentation state, the presentation state control means 314 shifts the presentation state to a continuation presentation state after two games have elapsed (9).

[0086] In addition, if the continuation lottery is not won and the advantageous continuation lottery is won, and the state transitions to the advantageous standby presentation state, the presentation state control means 314 performs a continuation lottery for each of the two games. Then, after the two games have elapsed, the presentation state control means 314 transitions the presentation state to the continuation presentation state regardless of whether the continuation lottery is won or not (9).

[0087] On the other hand, when the state is shifted to a non-advantageous waiting presentation state, the presentation state control means 314 performs a favorable zone transition lottery in the first game to determine whether or not to shift to an advantageous zone. The favorable zone transition lottery in this embodiment is always won. Therefore, the presentation state control means 314 shifts the play zone to an advantageous zone when the first game in the non-advantageous waiting presentation state ends. Also, when the state is shifted to a non-advantageous waiting presentation state, the presentation state control means 314 performs a continuation lottery in each of the two games. Then, after two games have elapsed, the presentation state control means 314 shifts the presentation state to a continuation presentation state regardless of whether or not the continuation lottery is won (10).

[0088] The continuation presentation state continues until a predetermined end condition (for example, the passage of 10 games) is met, during which the presentation control means 334 notifies the result of the continuation selection. If the continuation selection is won, the presentation state control means 314 transitions again to the specialized zone presentation state (11). On the other hand, if the continuation selection is not won, the presentation state control means 314 transitions the presentation state to the pullback presentation state (12). Note that in the continuation presentation state, when the continuation selection is not won, a so-called rewrite lottery may be held to determine by lottery whether to transition to the normal AT presentation state.

[0089] The pull-back presentation state continues until a predetermined end condition (for example, the passage of 30 games) is met, during which the presentation state control means 314 performs a pull-back lottery for the normal AT presentation state. If the pull-back lottery is won, the presentation state control means 314 transitions the presentation state to the specialized zone presentation state (13). On the other hand, if the pull-back lottery is not won and the end condition is met, the presentation state control means 314 transitions the presentation state to the normal presentation state (14).

[0090] Incidentally, in the normal presentation state, CZ presentation state, and pull-back presentation state shown by the dashed lines, when a predetermined winning type (for example, the winning types "Replay 3" and "Replay 4") is won by the winning type lottery, the presentation state control means 314 determines by lottery whether or not to execute a locked 3 reel presentation (freeze presentation), which will be described in detail later. Then, when it is determined that a locked 3 reel presentation is to be executed, the reel control means 306 executes the locked 3 reel presentation, and the presentation state control means 314 transitions the presentation state to a special specialized zone presentation state for the next game (15).

[0091] The special specialized zone presentation state is more advantageous to the player than the specialized zone presentation state. Specifically, in the special specialized zone presentation state, the difference in number of coins (net increase in number of coins) that can be acquired in the normal AT presentation state to which the player is subsequently transferred is determined by lottery, as in the specialized zone presentation state, but the difference in number of coins that is determined is more likely to be determined to be a value larger than that in the specialized zone presentation state. For example, in the special specialized zone presentation state, the maximum net increase in number of coins that can be acquired in one advantageous zone is determined in total as 2400 coins. In addition to the case where the execution of the lock 3 reel presentation is determined, the special specialized zone presentation state may be entered when a specific condition, which will be described in detail later, is met.

[0092] Then, when the special specialized zone presentation state ends, the presentation state control means 314 transitions the presentation state to the normal AT presentation state (16).

[0093] Specific processing in the main control board 200 and the sub-control board 202 will be described below with reference to a flowchart.

[0094] (CPU initialization process of main control board 200) 10 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0095] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required for executing various processes.

[0096] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0097] (Step S100-5) The main CPU 200a judges whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0098] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.

[0099] (Step S100-9) The main CPU 200a executes the processes required to permit access to the main RAM 200c.

[0100] (Step S100-11) The main CPU 200a executes a checksum confirmation process. Here, the main CPU 200a calculates a checksum, and judges whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power off, and whether the backup is abnormal. If the main CPU 200a judges that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag, and if it judges that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.

[0101] (Step S100-13) The main CPU 200a judges whether the backup abnormality flag is on. If it is judged that the backup abnormality flag is on, the process proceeds to step S110, and if it is judged that the backup abnormality flag is not on, the process proceeds to step S120.

[0102] (Step S110) The main CPU 200a executes a cold start process, which will be described later.

[0103] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0104] (Step S130) The main CPU 200a executes a state restoration process to restore the state immediately before the power was turned off, as will be described later.

[0105] FIG. 11 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0106] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c, and executes a used area RAM check process to detect any abnormality in the used area.

[0107] (Step S110-3) The main CPU 200a clears the separate area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the separate area. If an abnormality is detected in the separate area in the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.

[0108] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0109] (Step S110-7) The main CPU 200a judges whether an abnormality has been detected in the above step S110-1. If it is judged that an abnormality has been detected in the above step S110-1, the process proceeds to step S112, and if it is judged that an abnormality has not been detected in the above step S110-1, the process proceeds to step S110-9.

[0110] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.

[0111] (Step S110-11) The main CPU 200a judges whether the RAM read / write error flag is on. If it is judged that the RAM read / write error flag is on, the process proceeds to step S112, and if it is judged that the RAM read / write error flag is not on, the process proceeds to step S120.

[0112] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0113] (Step S110-13) The main CPU 200a sets an error code "E7" which indicates a backup error.

[0114] (Step S112) The main CPU 200a executes an error stop process for stopping the progress of the game due to an error, which will be described later.

[0115] FIG. 12 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0116] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0117] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and an alarm sound.

[0118] (Step S112-5) The main CPU 200a sets external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.

[0119] (Step S112-7) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S112-5 above.

[0120] (Step S112-9) The main CPU 200a goes into a permanent loop, which stops the progress of the game.

[0121] FIG. 13 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0122] (Step S120-1) The main CPU 200a acquires a signal from the input port 1, and judges whether the set value switching condition is satisfied based on the acquired signal from the input port 1. As a result, if it is judged that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is judged that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal from the input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is judged that the set value switching condition is satisfied when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.

[0123] (Step S120-3) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0124] (Step S120-5) The main CPU 200a executes a table content setting process for transferring table data of the setting value switching data table to the main RAM 200c.

[0125] (Step S120-7) The main CPU 200a sets in the transmission buffer a setting change start command, which indicates the start of changing the setting value.

[0126] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0127] (Step S120-11) The main CPU 200a obtains setting value data indicating the current setting values.

[0128] (Step S120-13) The main CPU 200a judges whether the on-edge of the setting change switch has been detected in the above step S120-9. If it is judged that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is judged that the on-edge of the setting change switch has been detected, the process proceeds to step S120-15.

[0129] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0130] (Step S120-17) The main CPU 200a judges whether the set value data is within the range (1 to 6) that can be set as a set value. If it is judged that the set value data is within the range, the process proceeds to step S120-21, and if it is judged that the set value data is not within the range, the process proceeds to step S120-19.

[0131] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0132] (Step S120-21) The main CPU 200a updates the setting value data to the value incremented or set in the above step S120-15 or step S120-19.

[0133] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value in the main credit display section 130.

[0134] (Step S120-25) The main CPU 200a judges whether the on edge of the setting change switch has been detected. If it is judged that the on edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is judged that the on edge of the setting change switch has been detected, the process proceeds to step S120-27.

[0135] (Step S120-27) The main CPU 200a judges whether the setting change switch is on. If it is judged that the setting change switch is on, the process proceeds to step S120-27, and if it is judged that the setting change switch is not on, the process proceeds to step S120-29.

[0136] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.

[0137] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer counts down to 0.

[0138] (Step S120-33) The main CPU 200a judges whether or not it has detected an on-edge of the start switch 118. As a result, if it is judged that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it is judged that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.

[0139] (Step S120-35) The main CPU 200a judges whether the setting key is off, and if it is judged that the setting key is off, the process proceeds to step S120-35, and if it is judged that the setting key is not off, the process proceeds to step S120-37.

[0140] (Step S120-37) The main CPU 200a judges whether the setting key is on or not, and if it is judged that the setting key is on, the process proceeds to step S120-37, and if it is judged that the setting key is not on, the process proceeds to step S122.

[0141] (Step S122) The main CPU 200a executes an initialization start process to start the initialization start, which will be described later.

[0142] FIG. 14 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0143] (Step S122-1) The main CPU 200a sets in the transmission buffer a setting change end command indicating that the change of the setting value has been completed.

[0144] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command indicating the state when the change of the setting value is completed.

[0145] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0146] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.

[0147] (Step S122-9) The main CPU 200a executes a setting change RAM clear process for clearing another area of ​​the main RAM 200c.

[0148] (Step S122-11) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0149] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in a transmission buffer.

[0150] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0151] FIG. 15 is a flowchart illustrating the state restoration process (S130) in main control board 200.

[0152] (Step S130-1) The main CPU 200a restores the stack pointer.

[0153] (Step S130-3) The main CPU 200a executes an unused area clear process to clear unused areas in the main RAM 200c.

[0154] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0155] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0156] (Step S130-9) The main CPU 200a executes a port input process for updating the image of the input port.

[0157] (Step S130-11) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit, based on the image of the input port updated in step S130-9.

[0158] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.

[0159] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operation state of the reels 110a, 110b, and 110c, that is, accelerating, rotating steadily, stopped, and waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating=3, rotating steadily=2, stopped=1, and waiting=0 according to the operation state of the stepping motor 152.

[0160] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it is determined that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-19.

[0161] (Step S130-19) The main CPU 200a executes a rotation error process that performs settings when an error is detected in the reels 110a, 110b, and 110c.

[0162] (Step S130-21) The main CPU 200a restores the saved register group.

[0163] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, whereby the main CPU 200a restores to the state it was in immediately before the power was turned off.

[0164] FIG. 16 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0165] (Step S200-1) The main CPU 200a executes a re-play state identification signal output setting process for outputting a re-play state identification signal indicating whether or not a re-play is being performed.

[0166] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bets).

[0167] (Step S200-5) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S200-3 above.

[0168] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0169] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer counts down to 0.

[0170] (Step S200-11) The main CPU 200a executes a one-game RAM clear process for clearing an area to be cleared for each game among the used areas in the main RAM 200c.

[0171] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0172] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0173] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0174] FIG. 17 is a flow chart for explaining the medal insertion process (S210) in the main control board 200. As shown in FIG.

[0175] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0176] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0177] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.

[0178] (Step S210-7) The main CPU 200a judges whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in the above step S210-5. If it is judged that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-17, and if it is judged that at least one of the front upper door 104 and the front lower door 106 is not closed, the process proceeds to step S210-9.

[0179] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.

[0180] (Step S210-11) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0181] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0182] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0183] (Step S210-17) When a credit switch (not shown) for paying back the accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back the accumulated medals.

[0184] (Step S210-19) The main CPU 200a executes a process related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the reserved number is subtracted by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, the amount is added to the reserved number.

[0185] (Step S210-21) The main CPU 200a executes a medal acquisition process for checking whether the number of inserted medals is a specified number.

[0186] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a judges whether the number of inserted coins is equal to the specified number. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-1. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-25.

[0187] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.

[0188] (Step S210-27) The main CPU 200a judges whether or not it has detected a falling edge (pressing) of the start switch 118. As a result, if it is judged that the falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it is judged that the falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.

[0189] (Step S210-29) The main CPU 200a clears the main payout display unit buffer to clear the display of the main payout display unit 132.

[0190] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process for clearing the re-play state identification signal.

[0191] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing for turning off (extinguishing) the start indicator.

[0192] (Step S210-35) The main CPU 200a sets a lever press command, which indicates that the start switch 118 has been pressed, in the transmission buffer.

[0193] (Step S220) The main CPU 200a executes an internal lottery process for carrying out a lottery for determining the type of winning, which will be described later.

[0194] FIG. 18 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0195] (Step S220-1) The main CPU 200a acquires the setting value data.

[0196] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0197] (Step S220-5) The main CPU 200a judges whether the setting value data acquired in the above step S220-1 is abnormal. If it is judged that the setting value data is abnormal, the process proceeds to step S112, and if it is judged that the setting value data is not abnormal, the process proceeds to step S220-7.

[0198] (Step S220-7) The main CPU 200a obtains the winning type lottery random number updated by the random number generator 200d.

[0199] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a gaming state.

[0200] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0201] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.

[0202] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes a lottery data acquisition process for shifting the winning area by one.

[0203] (Step S220-17) The main CPU 200a judges whether or not to hold a prize type lottery. If it is judged that a prize type lottery will not be held, the process proceeds to step S220-21. If it is judged that a prize type lottery will be held, the process proceeds to step S220-19.

[0204] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0205] (Step S220-21) The main CPU 200a judges whether the subtraction result in the above step S220-19 is negative, that is, whether the winning area has been won by the winning type lottery. If it is judged that the winning type lottery has been won, the process proceeds to step S230, and if it is judged that the winning type lottery has not been won, the process proceeds to step S220-23.

[0206] (Step S220-23) The main CPU 200a judges whether the winning type lottery has ended. If it is judged that the winning type lottery has not ended, the process proceeds to step S220-15. If it is judged that the winning type lottery has ended, the process proceeds to step S220-25.

[0207] (Step S220-25) The main CPU 200a clears the trigger role type.

[0208] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0209] FIG. 19 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0210] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process for setting the game state to an internal game state if the acquired winning area includes a bonus combination.

[0211] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0212] (Step S230-5) The main CPU 200a determines (sets) the type of winning based on the winning area acquired in step S230-1. Depending on the determined type of winning, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.

[0213] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in the above step S230-3.

[0214] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0215] (Step S231) The main CPU 200a executes an execution flag setting process which sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.

[0216] (Step S230-13) The main CPU 200a sets a presentation command, which is a command related to the advantageous zone, in a transmission buffer.

[0217] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0218] (Step S230-17) The main CPU 200a checks the timer for one game.

[0219] (Step S230-19) The main CPU 200a sets in the transmission buffer a pre-reel spin command indicating that the reels 110a, 110b, and 110c have not yet spun.

[0220] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.

[0221] (Step S236) The main CPU 200a executes a reel performance process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls a provisional stop of a predetermined symbol (for example, a symbol constituting a bonus role) on each of the reels 110a, 110b, and 110c, and turns off a pseudo game execution flag when all the reels 110a, 110b, and 110c are provisionally stopped or when they start rotating through a random delay process after the provisional stop ends.

[0222] (Step S230-23) The main CPU 200a judges whether the 1-game timer is not 0. As a result, if it is judged that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is judged that the 1-game timer is 0, the process proceeds to step S230-25.

[0223] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set to accelerating to start the rotation of each reel, and the one-play timer is set to a value equivalent to 4.1 seconds.

[0224] (Step S230-27) The main CPU 200a sets in the transmission buffer a reel start command indicating that the reels 110a, 110b, and 110c have started spinning.

[0225] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.

[0226] FIG. 20 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0227] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.

[0228] (Steps S232 to S235) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being shifted to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0229] 21 is a flowchart explaining the non-advantageous zone process (S232) executed in the state-specific module execution process. The non-advantageous zone process is executed when the game zone is a non-advantageous zone.

[0230] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.

[0231] (Step S232-3) The main CPU 200a judges whether the advantageous zone lottery has been won in the above step S232-1. If it is judged that the advantageous zone lottery has been won, the process proceeds to step S232-5, and if it is judged that the advantageous zone lottery has not been won, the non-advantageous zone process is terminated.

[0232] (Step S232-5) The main CPU 200a turns on the advantageous zone flag indicating that the zone is an advantageous zone, and ends the non-advantageous zone processing. As a result, the zone is transitioned to an advantageous zone in the advantageous zone update processing of step S280-7 described later.

[0233] 22 is a flowchart illustrating the normal presentation state process (S233) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.

[0234] (Step S233-1) The main CPU 200a increments the continued play counter for counting the number of continued plays by 1. The continued play counter is also incremented by 1 for each play in the CZ presentation state process described below and the pull-back presentation state process (not shown) executed in the pull-back presentation state. The continued play counter is reset when the state transitions to the OP presentation state or the special specialized zone presentation state.

[0235] (Step S233-3) When a predetermined winning type is won, the main CPU 200a executes a reel effect lottery process for determining by lottery whether or not a reel effect can be executed.

[0236] (Step S233-5) The main CPU 200a judges whether the value of the continued play counter is equal to or greater than the ceiling play number. If it is judged that the value of the continued play counter is equal to or greater than the ceiling play number, the process proceeds to step S233-7. If it is judged that the value of the continued play counter is not equal to or greater than the ceiling play number, the process proceeds to step S233-9.

[0237] (Step S233-7) The main CPU 200a sets the next AT flag to a value corresponding to the special specialized zone presentation state, and transfers the process to step S233-15.

[0238] (Step S233-9) The main CPU 200a conducts a CZ lottery based on the winning type determined by the winning type lottery.

[0239] (Step S233-11) The main CPU 200a determines whether the CZ lottery was won in step S233-9. If it is determined that the CZ lottery was won, the process proceeds to step S233-13. If it is determined that the CZ lottery was not won, the process proceeds to step S233-15.

[0240] (Step S233-13) The main CPU 200a sets the next AT flag to a value corresponding to the CZ performance state.

[0241] (Step S233-15) The main CPU 200a judges whether execution of the reel effect has been decided in the above step S233-3. As a result, if it is judged that the reel effect has been won, the process proceeds to step S233-17, and if it is judged that the reel effect has not been won, the normal effect state process is terminated.

[0242] (Step S233-17) The main CPU 200a executes the reel effect determined in step S233-3, and ends the normal effect state processing.

[0243] Figure 23 is a flowchart explaining the CZ presentation state processing (S234) executed in the state-specific module execution processing. The CZ presentation state processing is executed when the presentation state is the CZ presentation state processing. Note that among the processes in the CZ presentation state processing, the same processes as those in the normal presentation state processing are given the same symbols, and their explanations are omitted.

[0244] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.

[0245] (Step S234-3) The main CPU 200a judges whether the AT lottery has been won in the above step S234-1. If it is judged that the AT lottery has been won, the process proceeds to step S234-5. If it is judged that the AT lottery has not been won, the process proceeds to step S234-7.

[0246] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the OP performance state, and transfers the process to step S233-15.

[0247] (Step S234-7) The main CPU 200a judges whether the game is the final game in the CZ presentation state. If it is judged to be the final game in the CZ presentation state, the process proceeds to step S234-9. If it is judged not to be the final game in the CZ presentation state, the process proceeds to step S233-15.

[0248] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0249] 24 is a flowchart explaining the non-advantageous standby presentation state processing and the advantageous standby presentation state processing (S235) executed in the state-specific module execution processing. The non-advantageous standby presentation state processing and the advantageous standby presentation state processing are executed when the presentation state is the non-advantageous presentation state or the advantageous standby presentation state.

[0250] (Step S235-1) The main CPU 200a judges whether the continuation flag is on. The continuation flag is turned on when a transition (continuation) to a normal AT performance state is determined. As a result, if it is judged that the continuation flag is on, the process proceeds to step S235-9, and if it is judged that the continuation flag is not on, the process proceeds to step S235-3.

[0251] (Step S235-3) The main CPU 200a performs the continuation lottery by referring to a continuation lottery table (not shown).

[0252] (Step S235-5) The main CPU 200a judges whether the continuation lottery has been won. If it is judged that the continuation lottery has been won, the process proceeds to step S235-7. If it is judged that the continuation lottery has not been won, the process proceeds to step S235-9.

[0253] (Step S235-7) The main CPU 200a turns on the continuation flag.

[0254] (Step S235-9) The main CPU 200a judges whether or not it is the final game (second game) in the non-advantageous waiting presentation state. As a result, if it is judged to be the final game, the process proceeds to step S235-11, and if it is judged not to be the final game, the non-advantageous waiting presentation state process is terminated.

[0255] (Step S235-11) The main CPU 200a sets the next AT flag to a value corresponding to the continuing presentation state, and ends the non-advantageous waiting presentation state processing or the advantageous waiting presentation state.

[0256] FIG. 25 is a flow chart for explaining the process during reel rotation (S240) in the main control board 200.

[0257] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light emission color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue=1 and red=0.

[0258] (Step S240-3) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S240-1 above.

[0259] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0260] (Step S240-7) The main CPU 200a refers to the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c reach a steady rotation speed. In other words, the fact that the index flag is set indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.

[0261] (Step S240-9) The main CPU 200a judges whether all index flags of the reels 110a, 110b, and 110c have been detected. If it is judged that all index flags have not been detected, the process proceeds to step S240-1. If it is judged that all index flags have been detected, the process proceeds to step S240-11.

[0262] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a 3-bit bit string, and each bit corresponds to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.

[0263] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0264] (Step S240-15) The main CPU 200a sets a stop indicator output bit on (output image) to turn on (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, and 120c.

[0265] (Step S240-17) The main CPU 200a acquires an image of the input port 0, and executes an operation target bit extraction process to extract an operation target bit from the acquired image. Here, the operation target bit is composed of a bit string of 3 bits, each bit corresponding to one of the three stop switches 120a, 120b, 120c, and is represented as operated=1 and not operated=0.

[0266] (Step S240-19) The main CPU 200a calculates the logical product of the reel spinning flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is spinning effectively, the logical product becomes 1.

[0267] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the process proceeds to step S240-23.

[0268] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in the above step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.

[0269] (Step S240-25) The main CPU 200a judges whether the logical product calculated in the above step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is judged that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.

[0270] (Step S240-27) The main CPU 200a judges whether the operated stop switch 120 is valid. As a result, if it is judged that the operated stop switch 120 is not valid, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is judged whether or not one stop switch 120 is operated. Then, if it is judged that one stop switch 120 is operated, the process proceeds to step S240-29, and if it is judged that not one stop switch 120 is operated, that is, two or more stop switches 120 are operated, the process proceeds to step S240-1.

[0271] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0272] (Step S240-31) The main CPU 200a disables interrupts.

[0273] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.

[0274] (Step S240-35) The main CPU 200a executes a sliding frame number acquisition process for determining the number of sliding frames of the reel 110.

[0275] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0276] FIG. 26 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0277] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in the above step S240-35.

[0278] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of sliding symbols determined in the above step S240-37 with respect to the pressed reference position acquired in the above step S250-1.

[0279] (Step S250-5) The main CPU 200a sets a stop request flag (sets it to 1). The stop request flag is a flag for requesting a program operating in parallel to perform a stop process for the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read out by the program operating in parallel, and the reel 110 is stopped. When the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.

[0280] (Step S250-7) The main CPU 200a permits interrupts.

[0281] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping sequence of the reels 110 in a transmission buffer.

[0282] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0283] (Step S250-13) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S250-11 above.

[0284] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0285] (Step S250-17) The main CPU 200a executes a next cylinder setting pre-processing for stopping the next reel 110.

[0286] (Step S250-19) The main CPU 200a judges whether or not the stop process has been completed for all of the reels 110. As a result, if it is judged that the stop process has not been completed for all of the reels 110, the process proceeds to step S240, and if it is judged that the stop process has been completed for all of the reels 110, the process proceeds to step S250-21.

[0287] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have been stopped. If it is determined that all of the reels 110 have not been stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have been stopped, the main CPU 200a proceeds to step S250-23.

[0288] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0289] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit.

[0290] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23. If it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.

[0291] (Step S260) The main CPU 200a executes a display determination process for determining the winning combination that has been achieved. This display determination process will be described later.

[0292] FIG. 27 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0293] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0294] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.

[0295] (Step S260-5) The main CPU 200a sets an error code "EE" which indicates that a display determination abnormality (error) has occurred.

[0296] (Step S260-7) The main CPU 200a judges whether or not the display judgment is abnormal based on the judgment result of the above step S260-3. As a result, if it is judged that the display judgment is abnormal, the process proceeds to step S112, and if it is judged that the display judgment is not abnormal, the process proceeds to step S260-9.

[0297] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.

[0298] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0299] (Step S260-13) The main CPU 200a judges whether a small win has been won. If it is judged that a small win has been won, the process proceeds to step S260-15. If it is judged that a small win has not been won, the process proceeds to step S260-35.

[0300] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0301] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0302] (Step S260-19) The main CPU 200a judges whether the zone is favorable or not. If it is judged that the zone is not favorable, the process proceeds to step S270, and if it is judged that the zone is favorable, the process proceeds to step S260-21.

[0303] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts the net increase in the number of coins during the advantageous zone.

[0304] (Step S260-23) The main CPU 200a adds the number of coins to be paid out to the value of the advantageous zone MY counter obtained in step S260-23 above.

[0305] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0306] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.

[0307] (Step S260-29) The main CPU 200a judges whether the result of the subtraction in step S260-27 is negative. If it is judged that the result of the subtraction is not negative, the process proceeds to step S260-33, and if it is judged that the result of the subtraction is negative, the process proceeds to step S260-31.

[0308] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0309] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.

[0310] (Step S260-35) The main CPU 200a judges whether or not the replay role has been won. As a result, if it is judged that the replay role has not been won, the process proceeds to step S270, and if it is judged that the replay role has been won, the process proceeds to step S260-37.

[0311] (Step S260-37) The main CPU 200a sets the number of coins inserted as the number of coins to be paid out.

[0312] (Step S260-39) The main CPU 200a turns on the replay operation flag.

[0313] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.

[0314] (Step S270) The main CPU 200a executes a payout process for paying out medals, which will be described later.

[0315] FIG. 28 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0316] (Step S270-1) The main CPU 200a acquires a re-play operation flag.

[0317] (Step S270-3) The main CPU 200a sets in the transmission buffer a payout start command indicating that the payout of medals has started.

[0318] (Step S270-5) The main CPU 200a judges whether or not a replay has been won based on the replay operation flag acquired in the above step S270-1. If it is judged that a replay has been won, the process proceeds to step S270-41, and if it is judged that a replay has not been won, the process proceeds to step S270-7.

[0319] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0320] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payout coins is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.

[0321] (Step S270-11) The main CPU 200a judges whether the number of stored sheets is 50 or more. If it is judged that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is judged that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.

[0322] (Step S270-13) The main CPU 200a executes a medal payout device control process for causing the medal payout device 142 to pay out one medal, and moves the process to step S270-23.

[0323] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0324] (Step S270-17) The main CPU 200a judges whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is judged that it is the first payout time, the process proceeds to step S270-21, and if it is judged that it is not the first payout time, the process proceeds to step S270-19.

[0325] (Step S270-19) The main CPU 200a executes a timer wait process for waiting until the payout start interval timer counts down to 0.

[0326] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.

[0327] (Step S270-23) The main CPU 200a sets in the transmission buffer a payout execution command indicating that one medal has been paid out.

[0328] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.

[0329] (Step S270-27) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S270-31. If it is judged that the bonus game state is in effect, the process proceeds to step S270-29.

[0330] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.

[0331] (Step S270-31) The main CPU 200a judges whether the payout of the payout number of medals has been completed. If it is judged that the payout has not been completed, the process proceeds to step S270-11. If it is judged that the payout has been completed, the process proceeds to step S270-33.

[0332] (Step S270-33) The main CPU 200a executes a payout end process for ending the payout of medals.

[0333] (Step S270-35) The main CPU 200a judges whether an over error has been detected. If it is judged that an over error has not been detected, the process proceeds to step S270-41, and if it is judged that an over error has been detected, the process proceeds to step S270-37.

[0334] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0335] (Step S270-39) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0336] (Step S270-41) The main CPU 200a sets in the transmission buffer a payout end command indicating that the payout of medals has ended.

[0337] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.

[0338] FIG. 29 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0339] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, executes a replay display control process which sets a stop display output bit off (output image) to turn on or off a bit corresponding to a replay display (not shown) indicating that the next play is a replay, and updates the output bit of the set output image.

[0340] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.

[0341] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the presentation state being transitioned to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0342] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.

[0343] (Step S280-7) The main CPU 200a executes advantageous zone update processing to manage advantageous zones.

[0344] (Step S280-9) The main CPU 200a judges whether the next game is in an AT presentation state. If it is judged that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is judged that the next game is in an AT presentation state, the process proceeds to step S280-11.

[0345] (Step S280-11) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S280-15. If it is judged that the bonus game state is in effect, the process proceeds to step S280-13.

[0346] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0347] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to the advantageous zone, in a transmission buffer.

[0348] (Step S280-17) The main CPU 200a sets a game end command, which indicates that one game has ended, in the transmission buffer.

[0349] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.

[0350] (Step S280-21) The main CPU 200a judges whether the effect wait timer, which is set when the advantageous zone is ended in the above step S280-7, is 0. As a result, if it is judged that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is judged that the effect wait timer is 0, the process proceeds to step S280-23.

[0351] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0352] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and shifts the process to step S200.

[0353] 30 is a flowchart explaining the normal AT presentation state processing (S281) executed in the state-specific module execution processing. The normal AT presentation state processing is executed when the presentation state is the normal AT presentation state.

[0354] (Step S281-1) The main CPU 200a judges whether the game is the final game of the normal AT presentation state based on the net increase in the number of coins in the normal AT presentation state. As a result, if it is judged to be the final game of the normal AT presentation state, the process proceeds to step S281-3, and if it is judged not to be the final game of the normal AT presentation state, the normal AT presentation state process is terminated.

[0355] (Step S281-3) The main CPU 200a performs the continuation lottery by referring to a continuation lottery table (not shown).

[0356] (Step S281-5) The main CPU 200a judges whether the continuation lottery has been won. If it is judged that the continuation lottery has been won, the process proceeds to step S281-7. If it is judged that the continuation lottery has not been won, the process proceeds to step S281-9.

[0357] (Step S281-7) The main CPU 200a turns on the continuation flag, and moves the process to step S281-17.

[0358] (Step S281-9) The main CPU 200a judges whether the value of the advantageous zone MY counter is less than 400. As a result, if it is judged that the value of the advantageous zone MY counter is less than 400, the process proceeds to step S281-11, and if it is judged that the value of the advantageous zone MY counter is not less than 400, the process proceeds to step S281-15.

[0359] (Step S281-11) The main CPU 200a performs an advantageous continuation lottery by referring to an advantageous continuation lottery table (not shown).

[0360] (Step S281-13) The main CPU 200a judges whether the advantageous continuation lottery has been won. If it is judged that the advantageous continuation lottery has been won, the process proceeds to step S281-17. If it is judged that the advantageous continuation lottery has not been won, the process proceeds to step S281-15.

[0361] (Step S281-15) The main CPU 200a sets the next AT flag to a value corresponding to the non-advantageous waiting presentation state, and sets a flag for setting the game area to a non-advantageous area in the above step S280-7, and terminates the normal AT presentation state processing.

[0362] (Step S281-17) The main CPU 200a sets the next AT flag to a value corresponding to the advantageous waiting presentation state, and terminates the normal AT presentation state processing.

[0363] One game is executed through a series of processes from step S200 to step S280. After that, steps S200 to S280 are repeated.

[0364] Next, the power-off save process and timer interrupt process in the main control board 200 will be described.

[0365] (Evacuation process when power is turned off for the main control board 200) 31 is a flowchart explaining the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, interrupts and executes the power-off save processing.

[0366] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0367] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0368] (Step S300-5) The main CPU 200a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0369] (Step S300-7) The main CPU 200a restores the registers.

[0370] (Step S300-9) The main CPU 200a performs processing for permitting an interrupt, and ends the power-off save processing.

[0371] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0372] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0373] (Step S300-15) The main CPU 200a executes a RAM protect setting process required to prohibit access to the main RAM 200c.

[0374] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 200a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter.

[0375] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by one.

[0376] (Step S300-21) The main CPU 200a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S1000).

[0377] In addition, if a power outage actually occurs, the operation of the slot machine 100 stops while steps S300-19 to S300-21 are being looped.

[0378] (Timer interrupt processing of main control board 200) 32 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.

[0379] (Step S400-1) The main CPU 200a saves the registers.

[0380] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0381] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0382] (Step S400-7) The main CPU 200a outputs the set output image to the output port, and executes dynamic port output processing which controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators of the stop switches 120a, 120b, 120c, the replay indicator, and the section indicator 160.

[0383] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.

[0384] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .

[0385] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0386] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.

[0387] (Step S400-17) The main CPU 200a executes a random number update process for updating various random numbers.

[0388] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.

[0389] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so that one module is executed once every four timer interrupt processing times (every 5.96 ms). For example, a module that executes a time monitoring process that subtracts from various timers is associated with one timer interrupt processing phase.

[0390] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0391] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0392] (Step S400-27) The main CPU 200a restores the registers.

[0393] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0394] <Performance based on reel stop control> As described above, in this embodiment, the main control board 200 controls the progress of the game, and the sub-control board 202 controls the presentation of the game based on the control command of the main control board 200. Specifically, the reel control means 306 of the main control board 200 controls the reels 110 and transmits the control results to the sub-control board 202 as commands via the command transmission means 316, and the presentation control means 334 of the sub-control board 202 executes presentations such as notifications based on the commands received from the main control board 200.

[0395] For example, suppose that a player operates the stop switch 120 in a basic game to perform the first stop and the second stop. The reel control means 306 controls and stops the reels 110 corresponding to the stop switch 120 that has been first stopped and the second stopped. Then, in the symbol display window 108, only two reels 110 are stopped.

[0396] At this time, it is assumed that the same symbols are displayed linearly on the pay line A or the inactive lines B1, B2, B3, and C. When the last reel 110 is stopped, the same three symbols are displayed linearly on the pay line A or the inactive lines B1, B2, B3, and C. This state is sometimes called "tenpai" because it is the state one step before. When the second stop results in tenpai, the player expects the same symbols to be displayed on the pay line A or the inactive lines B1, B2, B3, and C on the last reel 110. Therefore, the performance control means 334 may output a so-called tenpai sound at the second stop to inform the player that a predetermined gaming profit can be obtained depending on the stopped symbols on the last reel 110.

[0397] 33 is an explanatory diagram for explaining the stop control of the reel 110 in the basic game. Here, a so-called slide push is adopted, which allows the player to effectively operate all the stop switches 120a, 120b, and 120c in succession without waiting for the reel 110 to stop.

[0398] 33, when the player operates the start switch 118, the reel control means 306 performs 1-2 phase excitation on the stepping motors 152 corresponding to the reels 110a, 110b, and 110c, and starts the rotation of each of the reels 110a, 110b, and 110c. Then, when the reels 110a, 110b, and 110c pass through an acceleration state and reach a predetermined speed (less than 80 rpm / min) at time (b) after 167 msec, for example, the reel control means 306 continues the 1-2 phase excitation to transition the reels 110a, 110b, and 110c to a steady state. In this way, after the reels 110a, 110b, and 110c reach a steady state, when all of the indexes of the reels 110a, 110b, and 110c are detected, the reel control means 306 validates the operation of the stop switches 120a, 120b, and 120c.

[0399] Then, when the player operates the stop switch 120a at time (c) in FIG. 33, the reel control means 306 disables the operated stop switch 120a. However, since the slide push is adopted in this embodiment, the reel control means 306 does not disable the operation of the stop switches 120b and 120c corresponding to the reels 110b and 110c for which the stop process has not yet been performed. In addition, the reel control means 306 determines the symbols present within the reel-in range at the time of operation as the stop symbols (stop positions) (determines the number of sliding frames), and maintains rotation for the number of sliding frames so as to reel in the stopped symbols onto the activated line A. Therefore, it takes 0 to 189 msec (a predetermined time within 190 msec) to rotate the number of sliding frames from the operation of the stop switch 120a, including the reaction time for operation detection and interrupt processing.

[0400] Next, when the left reel 110a reaches a stop position where the determined stop symbol can be stopped on the pay line A at time (d) in Figure 33, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the left reel 110a, and starts the stop process of the left reel 110a so that the excited phase does not change. Thus, the rotation speed of the left reel 110a decreases, and the left reel 110a stops (stopped) at time (e) about 13 msec after the start of the stop process, and maintains the stopped state. Such all-phase excitation continues for 200 msec, and is then released at time (f).

[0401] In parallel with the above, when the player operates the stop switch 120b at time (g) in Figure 33, the reel control means 306 invalidates the operation of the operated stop switch 120b, just as when the stop switch 120a is operated, and determines the pattern that is within the reel-in range at the time of operation as the stopped pattern, and maintains rotation for the number of sliding frames so as to reel the stopped pattern onto the pay line A.

[0402] Then, when the center reel 110b reaches a stop position where the determined stop symbol can be stopped on the activated line A at time (h) in Figure 33, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the center reel 110b, and starts the stopping process of the center reel 110b so that the excited phase does not switch. Thus, the center reel 110b stops at time (i) in Figure 33, about 13 msec after the start of the stopping process. Then, the excitation of all phases continues for 200 msec, and is released at time (j).

[0403] Similarly, when the player operates the stop switch 120c at time (k) in Figure 33, the reel control means 306 invalidates the operation of the operated stop switch 120c, determines the pattern that is within the reel-in range at the time of operation as the stopped pattern, and maintains rotation for the number of sliding frames so as to reel the stopped pattern onto the pay line A.

[0404] Then, when the reel 110c reaches a stop position where the determined stop symbol can be stopped on the pay line A at time (l) in Figure 33, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the reel 110c and starts a stop process for the reel 110c so that the excited phase does not switch. Thus, the reel 110c stops at time (m) in Figure 33, about 13 msec after the start of the stop process. Then, the all-phase excitation continues for 200 msec, and is released at time (n).

[0405] The reel control means 306 grasps the operating position of the reel 110 at the time when the player operates the stop switch 120. Then, the reel control means 306 determines the symbol that exists within the reel pull-in range at the time of operation as the stopped symbol. Therefore, the reel control means 306 determines the stop position of the reel 110 in addition to the operating position of the reel 110 at the time when the stop switch 120 is operated.

[0406] In response to the player's operation of the stop switch 120, the reel control means 306 generates a stop information command (for convenience of explanation, referred to here simply as an "operation command") set, for example, in step S250-9 of Figure 26, and transmits it to the sub-control board 202 via the command transmitting means 316. An operation command is composed of four bytes, the first byte (first message) indicating an identifier (A0H) that the command is an operation command, the second byte (second message) indicating the processed reel bit, i.e., the reel 110 corresponding to the operated stop switch 120, as a bit (left reel 110a="01H", middle reel 110b="02H", right reel 110c="04H"), the third byte (third message) indicating the stop number, i.e., the order in which the stop switch 120 was operated, as a bit (first stop="01H", second stop="02H", third stop="04H"), and the fourth byte (fourth message) indicating the stop position (pattern number 0-19="00H"-"13H"), which is the position of the reel 110 that finally stops.

[0407] The performance control means 334 of the sub-control board 202 determines the performance based on the operation order in the operation commands and the stop positions. For example, when the above-mentioned two reels 110a and 110b are stopped and the same symbols are displayed linearly on the activated line A or the inactive lines B1, B2, B3, and C, the performance control means 334 outputs a ready sound.

[0408] Specifically, at time (c) in Fig. 33, in response to the operation of the stop switch 120a, the performance control means 334 receives an operation command indicating that the stop switch 120a has been operated. Based on the operation command, the performance control means 334 recognizes that the stop switch 120a is at the first stop and the stop position of the left reel 110a corresponding to the stop switch 120a. Next, at time (g) in Fig. 33, in response to the operation of the stop switch 120b, the performance control means 334 receives an operation command indicating that the stop switch 120b has been operated. Based on the operation command, the performance control means 334 recognizes that the stop switch 120b is at the second stop and the stop position of the center reel 110b corresponding to the stop switch 120b. Then, the performance control means 334 can grasp that the two reels 110a, 110b have stopped (the two stop switches 120a, 120b have been operated) and that the same symbols will be ready on the activated line A or the inactive lines B1, B2, B3, C based on the stopped positions of the two reels 110a, 110b. Therefore, the performance control means 334 can output a ready sound at the time when it receives an operation command indicating that the stop switch 120b has been operated.

[0409] However, since the present embodiment employs a slide push, there may be cases where the operation order of the stop switch 120 differs from the stopping order of the reels 110. For example, in the example of Fig. 33, as can be understood by referring to time points (c) and (g), the order in which the stop switch 120 is operated is stop switch 120a → stop switch 120b, but the order in which the reels 110 stop is center reel 110b → left reel 110a, as can be understood by referring to time points (i) and (e). This is because the number of sliding frames until each reel 110a, 110b stops is different.

[0410] In this case, when the performance control means 334 outputs a ready sound upon receiving an operation command indicating that the stop switch 120b has been operated, the ready sound is output with only the center reel 110b stopped, and then the left reel 110a stops. However, in the basic game, the reel slides only up to four frames, so the time difference is a maximum of 189 msec, and considering the difference between the timing of operating the stop switch 120a and the timing of operating the stop switch 120b, some players may not be able to grasp the difference. Therefore, in the basic game, the difference between the operation order of the stop switch 120 and the stopping order of the reel 110 is not noticeable.

[0411] However, in this embodiment, as described above, in addition to the basic game, a pseudo game is adopted. The pseudo game is one aspect of reel presentation, and has looser restrictions on stop control than the basic game. For example, in the basic game, the reel 110 can only maintain rotation for a maximum of four frames from when the stop switch 120 is operated until it stops, but in the pseudo game, there is no such restriction, and it can maintain rotation for, for example, 20 frames before stopping. Even in this case, if the slide push is made to function effectively, the difference between the operation sequence of the stop switch 120 and the stop sequence of the reel 110 becomes noticeable.

[0412] 34 is an explanatory diagram for explaining the temporary stop control of the reel 110 in the pseudo game. Here, too, like FIG. 33, the slide push is adopted.

[0413] 34, when the player operates the start switch 118, the reel control means 306 interrupts the basic game and starts a pseudo game, and performs 1-2 phase excitation on the stepping motors 152 corresponding to the reels 110a, 110b, and 110c, causing each of the reels 110a, 110b, and 110c to start rotating. Then, when the reels 110a, 110b, and 110c pass through an acceleration state and reach a predetermined speed (less than 80 rpm / min) at time (b) after 167 msec, for example, the reel control means 306 continues the 1-2 phase excitation to cause the reels 110a, 110b, and 110c to transition to a steady state. In this way, after the reels 110a, 110b, and 110c reach a steady state, when all of the indexes of the reels 110a, 110b, and 110c are detected, the reel control means 306 activates the pseudo game stop operation (here, for ease of explanation, simply referred to as a "temporary stop operation") of the stop switches 120a, 120b, and 120c.

[0414] Then, when the player operates the stop switch 120a to perform a temporary stop operation at time (c) in Figure 34, the reel control means 306 determines the symbol that exists within the pull-in range at the time of the temporary stop operation as the stopped symbol, and continues rotation for the number of sliding frames so as to pull the stopped symbol onto the pay line A. However, here, it is assumed that the number of sliding frames is determined to be 20.

[0415] Then, when the left reel 110a reaches a stop position where the determined stop symbol can be stopped on the pay line A at time (d) in FIG. 34, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the left reel 110a, and starts a temporary stop process for the left reel 110a so that the excited phase is not switched. Thus, the left reel 110a temporarily stops at time (e) in FIG. 34, about 13 msec after the start of the temporary stop process. Then, the excitation of all phases continues for 200 msec, and from time (f), the phase signal is switched sequentially every 500 msec. Here, the number of slip frames of the left reel 110a is set to 20 frames, so as shown in FIG. 34, it takes a long time for the left reel 110a to temporarily stop after the stop switch 120a is operated to temporarily stop.

[0416] In parallel with the above, when the player operates the stop switch 120b for a temporary stop at time (g) in Fig. 34, the reel control means 306 invalidates the temporary stop operation of the operated stop switch 120b, as in the case of the temporary stop operation of the stop switch 120a, and determines the symbols that exist within the pull-in range at the time of the temporary stop operation as the stopped symbols, and continues rotation for the number of sliding frames so as to pull the stopped symbols onto the pay line A. Here, it is assumed that the number of sliding frames is determined to be 2.

[0417] Then, when the center reel 110b reaches a stop position where the determined stop symbol can be stopped on the pay line A at time (h) in FIG. 34, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the center reel 110b, and starts a temporary stop process for the center reel 110b so that the excited phase is not switched. Thus, the center reel 110b is temporarily stopped at time (i) in FIG. 34, about 13 msec after the start of the temporary stop process. Then, the excitation of all phases continues for 200 msec, and from time (j), the phase signal is switched sequentially every 500 msec. Here, the number of slip frames of the center reel 110b is set to 2 frames, so that the center reel 110b is temporarily stopped in a short time after the stop switch 120b is operated to temporarily stop, as shown in FIG. 34.

[0418] Similarly, when the player operates the stop switch 120c to temporarily stop at time (k) in Figure 34, the reel control means 306 invalidates the temporary stop operation of the stop switch 120c that was temporarily stopped, and determines the pattern that is within the pull-in range at the time of the temporary stop operation as the stopped pattern, and maintains rotation for the number of sliding frames so as to pull the stopped pattern onto the pay line A.

[0419] Then, when the reel 110c reaches a stop position where the determined stop symbol can be stopped on the activated line A at time (l) in Fig. 34, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the reel 110c, and starts a temporary stop process for the reel 110c so that the excited phase is not switched. Thus, the reel 110c temporarily stops at time (m) in Fig. 34, about 13 msec after the start of the temporary stop process. Then, the all-phase excitation continues for 200 msec, and from time (n), the phase signals are switched sequentially every 500 msec.

[0420] In such a pseudo game, the difference between the operation sequence of the stop switch 120 and the stopping sequence of the reels 110 may become noticeable due to the slide push. For example, in the example of Fig. 34, as can be understood by referring to time points (c) and (g), the order in which the stop switch 120 is operated to temporarily stop is stop switch 120a → stop switch 120b, but as can be understood by referring to time points (i) and (e), the order in which the reels 110 temporarily stop is the center reel 110b, and after a long time has passed, the left reel 110a temporarily stops.

[0421] In this case, if the presentation control means 334 outputs a ready-to-win sound at the time when it receives a pseudo game stop operation command (for convenience of explanation, simply referred to as a "temporary stop operation command" here) indicating that the stop switch 120b has been temporarily stopped, the ready-to-win sound will be output with only the center reel 110b temporarily stopped, and then, after a long time has passed, the left reel 110a will be temporarily stopped. In this case, the player may feel uncomfortable because, even though the stop switch 120a was first stopped, the center reel 110b stopped first, not the left reel 110a, and in addition, the ready-to-win sound was output based on the fact that only the center reel 110b has temporarily stopped, even though the left reel 110a has not temporarily stopped.

[0422] In order to eliminate such discomfort felt by the player, it is conceivable that the presentation control means 334 executes a presentation when the reel 110 is temporarily stopped, rather than when the stop switch 120 is temporarily stopped. However, in the specifications of this embodiment, since the temporary stop operation command already includes the stop position, the pseudo game reel stop command (here, for convenience of explanation, simply referred to as the "temporary stop command") transmitted when the reel 110 stops can only specify the reel 110 to be stopped. Specifically, the temporary stop operation command is composed of 4 bytes, the first byte (first message) indicates an identifier (B7H) that the command is a temporary stop operation command, and the second byte (second message) indicates the pseudo-stop reel bit, that is, the bit of the reel 110 corresponding to the stop switch 120 that has been temporarily stopped (left reel 110a = "01H", center reel 110b = "02H", right reel 110c = "04H") and the bit of the reel 110 that is undergoing or has already been temporarily stopped (left reel 110a = "01H", center reel 110b = "02H", right reel 110c = "04H"), The third byte (third message) indicates the logical sum of the first reel 110a and the second reel 110b (third message) (representing the current pattern number, i.e., the pattern position currently appearing in a specified position (for example, on the valid line A) (pattern number 0 to 19 = "00H" to "13H"), and the fourth byte (fourth message) indicates the pseudo game stop pattern number, i.e., the stop position (pattern number 0 to 19 = "00H" to "13H") which is the position at which the reel 110 will finally temporarily stop. The temporary stop command is composed of 4 bytes, the first byte (first message) indicates an identifier (B6H) indicating that the command is a temporary stop command, the second byte (second message) indicates a pseudo-stop reel bit, the third byte (third message) indicates the controlled reel, i.e., the reel 110 that is the target of the temporary stop control, in ascending order of numerical values ​​(left reel 110a="01H", center reel 110b="02H", right reel 110c="03H"), and the fourth byte (fourth message) indicates the phase flag, i.e., the reel 110 that is the target of the temporary stop control, in bits (left reel 110a="01H", center reel 110b="02H", right reel 110c="04H"). The temporary stop operation command is set in the reel performance process S236 of FIG. 19.Moreover, the temporary stop command is set in the timer interrupt process S400 in FIG.

[0423] Therefore, when the performance control means 334 receives a temporary stop operation command indicating that the stop switch 120 has been temporarily stopped, the performance control means 334 does not execute a performance based on the temporarily stopped stop switch 120 and the stop positions of the reels 110, but executes a performance based on the stop order and stop positions of the temporarily stopped reels 110 when it receives a temporary stop command indicating the execution of stopping the reels 110. Specifically, the performance control means 334 executes a performance based on the temporarily stopped symbols, based on the stop positions of the reels 110 obtained from the command indicating that the stop switch 120 has been temporarily stopped and the stop order of the reels 110 obtained from the command indicating that the reels 110 have been temporarily stopped.

[0424] Fig. 35 is a flow chart for explaining the performance processing based on the reel stop of the performance control means 334. This flow chart is repeatedly executed at every predetermined interruption period. Note that, here, the processing related to the features of this embodiment will be explained in detail, and the explanation of the configuration unrelated to the features of this embodiment will be omitted. Also, the numerical values ​​of step S in Fig. 35 will be used only in the explanation of this figure.

[0425] (Step S1) The performance control means 334 judges whether or not a temporary stop operation command has been received. As a result, if a temporary stop operation command has been received, the process proceeds to step S2, and if a temporary stop operation command has not been received, the process proceeds to step S3.

[0426] (Step S2) If a temporary stop operation command is received, the presentation control means 334 extracts the reel 110 corresponding to the stop switch 120 that has been temporarily stopped as indicated by the pseudo stop reel bit in the second byte (second message) of the temporary stop operation command, and the stop position indicated by the pseudo game stop pattern number in the fourth byte (fourth message), and associates and retains the stop position with that reel 110.

[0427] (Step S3) The performance control means 334 judges whether or not a temporary stop command has been received. If a temporary stop command has been received, the process proceeds to step S4. If a temporary stop operation command has not been received, the performance process based on the reel stop is terminated.

[0428] (Step S4) If a temporary stop command has been received, the performance control means 334 extracts the temporarily stopped reels 110 indicated by the pseudo-stop reel bit in the second byte (second message) of the temporary stop command, and identifies the stopping order in which the reels 110 temporarily stopped.

[0429] (Step S5) The performance control means 334 executes a performance based on the reel stop based on the stop order identified in step S4 and the stop position of the reel 110 associated in step S2, and ends the performance processing based on the reel stop.

[0430] With this configuration, the effects that occur when the reels are temporarily stopped can be executed appropriately, thereby eliminating any sense of incongruity felt by the player.

[0431] For example, as shown in FIG. 34, assume that a pseudo game is executed and a player operates the stop switch 120a → the stop switch 120b in that order to temporarily stop the game. At the time (c) when the stop switch 120a is temporarily stopped, the reel control means 306 generates a temporary stop operation command indicating that the stop switch 120a has been operated, and transmits it to the sub-control board 202 through the command transmission means 316. Then, the performance control means 334 extracts the left reel 110a corresponding to the stop switch 120a that has been temporarily stopped and the stop position of the left reel 110a from the temporary stop operation command, and associates the stop position with the left reel 110a and holds it. After that, at the time (g) when the stop switch 120b is temporarily stopped, the reel control means 306 generates a temporary stop operation command indicating that the stop switch 120b has been operated, and transmits it to the sub-control board 202 through the command transmission means 316. Then, the performance control means 334 extracts the center reel 110b corresponding to the stop switch 120b that has been temporarily stopped from the temporary stop operation command, and the stop position of the center reel 110b, and associates and holds the stop position with the center reel 110b.

[0432] Then, as shown in FIG. 34, the center reel 110b is temporarily stopped, and after a considerable time has passed, the left reel 110a is temporarily stopped. At time (h) when the determined stop symbol for the center reel 110b reaches a stop position on the pay line A where the center reel 110b can be stopped (the stop request number and the currently appearing symbol number match), and all-phase excitation starts, the reel control means 306 generates a temporary stop command indicating the execution of stopping the center reel 110b, and transmits it to the sub-control board 202 via the command transmission means 316. Then, the performance control means 334 extracts the temporarily stopped center reel 110b from the temporary stop command, and specifies that the center reel 110b was the first to be temporarily stopped. The performance control means 334 executes a performance based on reel stop, based on the fact that the center reel 110b was temporarily stopped first, and the stop position of the center reel 110b associated based on the temporary stop operation command at time (g). However, since only the center reel 110b has been temporarily stopped at this time, the performance control means 334 does not output at least a ready-to-win sound. After that, at time (d) when the determined stop symbol for the left reel 110a reaches a stop position on the pay line A where it can be stopped and all phase excitation begins, the reel control means 306 generates a temporary stop command indicating the execution of stopping the left reel 110a and transmits it to the sub-control board 202 via the command transmission means 316. Then, the performance control means 334 extracts the temporarily stopped left reel 110a from the temporary stop command and specifies that the left reel 110a was temporarily stopped second. The performance control means 334 executes a performance based on reel stop based on the fact that the left reel 110a was temporarily stopped second (the temporary stop was performed in the order of the center reel 110b → the left reel 110a) and the stop position of the left reel 110a associated based on the temporary stop operation command at time (c). For example, when the same symbols are displayed on the activated line A or the inactive lines B1, B2, B3, and C based on the stopped positions of the left reel 110a and the center reel 110b, the performance control means 334 outputs a ready sound.

[0433] Here, the presentation control means 334 executes the presentation based on the provisional stopping of the left reel 110a and the center reel 110b, so that the player hears the ready sound while seeing the same symbols displayed on the active line A or the inactive lines B1, B2, B3, and C, and therefore does not feel any discomfort.

[0434] In addition, the configuration in which the timing for executing the reel stop-based effect is the timing when the reel 110 is temporarily stopped can be applied not only to the pseudo game but also to the basic game. However, the temporary stop operation, temporary stop operation command, temporary stop, and temporary stop command in the pseudo game correspond to the operation, operation command, stop, and stop command in the basic game.

[0435] For example, as shown in FIG. 33, a basic game is executed, and the player operates the stop switch 120a and then the stop switch 120b. At the time (c) when the stop switch 120a is operated, the reel control means 306 generates an operation command indicating that the stop switch 120a has been operated, and transmits the command to the sub-control board 202 via the command transmission means 316. The performance control means 334 then extracts the left reel 110a corresponding to the operated stop switch 120a from the operation command, and the stop position of the left reel 110a, and associates the stop position with the left reel 110a and holds it. After that, at the time (g) when the stop switch 120b is operated, the reel control means 306 generates an operation command indicating that the stop switch 120b has been operated, and transmits the command to the sub-control board 202 via the command transmission means 316. Then, the performance control means 334 extracts the center reel 110b corresponding to the operated stop switch 120b from the operation command and the stop position of the center reel 110b, and associates and holds the stop position with the center reel 110b.

[0436] Then, as shown in FIG. 33, it is assumed that the center reel 110b and the left reel 110a are stopped in this order. At time (h) when the determined stop symbol for the center reel 110b reaches a stop position on the pay line A where the reel can be stopped and starts full-phase excitation, the reel control means 306 generates a stop command indicating that the center reel 110b has stopped, and transmits the command to the sub-control board 202 via the command transmission means 316. Then, the performance control means 334 extracts the stopped center reel 110b from the stop command, and specifies that the center reel 110b has stopped first. The performance control means 334 executes a performance based on the reel stop, based on the fact that the center reel 110b has stopped first and the stop position of the center reel 110b associated based on the operation command at time (g). However, since only the center reel 110b has stopped at this time, the performance control means 334 does not output at least a ready-to-win sound. Then, at time (d) when the determined stop symbol for the left reel 110a reaches a stop position on the pay line A where it can be stopped and starts full-phase excitation, the reel control means 306 generates a stop command indicating that the left reel 110a has stopped, and transmits it to the sub-control board 202 via the command transmission means 316. The performance control means 334 then extracts the stopped left reel 110a from the stop command, and specifies that the left reel 110a stopped second. The performance control means 334 executes a performance based on the reel stop, based on the fact that the left reel 110a stopped second (the center reel 110b stopped in the order of left reel 110a), and the stop position of the left reel 110a associated based on the operation command at time (c). For example, when the same symbols are displayed on the activated line A or the inactive lines B1, B2, B3, and C based on the stopped positions of the left reel 110a and the center reel 110b, the performance control means 334 outputs a ready sound.

[0437] In the basic game, as in the pseudo game, the presentation control means 334 executes the presentation based on the stopping of the left reel 110a and the center reel 110b, so that the player does not feel any discomfort as he hears the ready sound while seeing the same pattern displayed on the active line A or the inactive lines B1, B2, B3, and C.

[0438] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0439] For example, in the above-described embodiment, an example was given in which the reel control means 306 generates a stop command or a temporary stop command indicating the execution of stopping the reel 110 at the timing when the reel 110 is temporarily stopped or stopped and all-phase excitation begins (time point (h), time point (d), time point (l)), and transmits the command to the sub-control board 202 via the command transmitting means 316. However, the present invention is not limited to this case, and the reel control means 306 may generate a command indicating the execution of stopping the reel 110 at the timing when the reel 110 is temporarily stopped or stopped (time point (e), time point (i), time point (m)) and transmit it to the sub-control board 202 via the command transmitting means 316, or may generate a command indicating the execution of stopping the reel 110 at the timing when all-phase excitation is released (time point (f), time point (j), time point (n)) and transmit it to the sub-control board 202 via the command transmitting means 316.

[0440] In the above-described embodiment, in both the basic game and the pseudo game, when the stop switch 120 receives a command to temporarily stop or to have been operated, a presentation based on the symbols to be temporarily stopped or stopped is performed based on the operation sequence of the temporary stop operation or operation of the stop switch 120 and the stop position of the reel 110 corresponding to the temporary stop operation or operation of the stop switch 120, and when a command to temporarily stop or have stopped is received, a presentation based on the symbols to be temporarily stopped or stopped is performed based on the stop sequence and stop position of the reel 110 that has been temporarily stopped or stopped. However, the combination of the basic game and the pseudo game is not limited to such cases. For example, in the pseudo game, when the effect control means 334 receives a command to the effect that the reel 110 has been temporarily stopped, the effect based on the temporarily stopped symbols is performed based on the stop order and stop position of the temporarily stopped reel 110, and in the basic game, when the effect control means 334 receives a command to the effect that the stop switch 120 has been operated, the effect based on the temporarily stopped or stopped symbols is performed based on the operation order of the operated stop switch 120 and the stop position of the reel corresponding to the operated stop switch 120. In this case, the stop command is not transmitted in the basic game. Also, in the basic game, when the effect control means 334 receives a command to the effect that the reel 110 has been temporarily stopped or stopped, the effect based on the stopped symbols is performed based on the stop order and stop position of the temporarily stopped or stopped reel 110, and in the pseudo game, when the effect control means 334 receives a command to the effect that the stop switch 120 has been temporarily stopped, the effect based on the temporarily stopped symbols is performed based on the operation order of the temporarily stopped stop switch 120 and the stop position of the reel 110 corresponding to the temporarily stopped stop switch 120. In this case, no temporary stop command is sent in the pseudo game.

[0441] In the above embodiment, as an effect based on a provisionally stopped or stopped symbol, a three-reel machine having three reels 110 is described as outputting a ready sound when two reels 110 are provisionally stopped or stopped, but the present invention is not limited to such a case. For example, in a three-reel machine or a four-reel machine having four reels 110, various effects can be applied, such as outputting a sure sound indicating that some gaming profit is confirmed when only one reel 110 is provisionally stopped or stopped, outputting a chance sound indicating that some gaming profit is expected when two or more reels 110 are provisionally stopped or stopped, or outputting a confirmed notification sound indicating that some gaming profit is obtained when all reels 110 are provisionally stopped or stopped.

[0442] For example, in the above-described embodiment, the reel 110 has three reels (reels 110a, 110b, 110c) and there are three corresponding stop switches 120 (stop switches 120a, 120b, 120c). However, this is not limited to the above case, and the above-described embodiment can also be applied to cases where there are two or four or more reels 110 and there are two or four or more corresponding stop switches 120.

[0443] In addition, in the above-mentioned embodiment, an example was given in which a pseudo game was executed before controlling the rotation of the multiple reels 110a, 110b, 110c in the basic game, but this is not the only case. A pseudo game can be executed at various triggers as long as it is consecutive to the basic game, and multiple pseudo games can also be executed for one basic game.

[0444] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional units for progressing the game, but the functional units of the main control board 200 may be arranged on the sub-control board 202, or the functional units of the sub-control board 202 may be arranged on the main control board 200, or all the functional units may be arranged together on a single control board.

[0445] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be given to the player in the form of electronic information.

[0446] Furthermore, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0447] 100 Slot Machines (Amusement Machines) 200 Main control board 202 Sub-control board 306 Reel control means 334 Production Control Means

Claims

1. A main control board that controls the progress of the game; A sub-control board that controls the presentation in the game based on a control command from the main control board; Equipped with the main control board includes a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged, and for temporarily stopping the reels corresponding to the stop switches temporarily operated in response to a temporary stop operation of the stop switches corresponding to the rotating reels, thereby performing a pseudo game; The sub-control board includes a performance control means for executing a performance based on a command received from the main control board, When the presentation control means receives a command indicating the execution of stopping the reels, the gaming machine performs a presentation based on the provisionally stopped symbols, based on the stopping order and stopping positions of the provisionally stopped reels extracted from the command.

2. the reel control means controls the rotation of the reels in response to an operation of a start switch, and controls the stop of a reel corresponding to the operated stop switch in response to an operation of the stop switch, and may interrupt a basic game to perform the pseudo game; The performance control means includes: In the pseudo game, when a command indicating the execution of stopping the reels is acquired, a performance based on the provisionally stopped symbols is performed based on the stopping order and stopping positions of the provisionally stopped reels extracted from the command; 2. The gaming machine according to claim 1, wherein, when a command is received in the basic game that the stop switch has been operated, a presentation is performed based on the stopped symbols, based on the order in which the stop switches were operated and the stopping positions of the reels corresponding to the operated stop switches.

Citation Information

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