Gaming Machines
The gaming machine's advanced timer interrupt handling and game state preservation mechanisms address performance limitations in existing machines, resulting in improved operational reliability and efficiency.
Patent Information
- Application Number
- JP2024002998
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-12
- Publication Date
- 2025-04-23
- Estimated Expiration
- 2040-10-20
AI Technical Summary
Existing gaming machines lack efficient mechanisms to improve performance, particularly in managing timer interrupts and maintaining game state information during setting changes.
The gaming machine incorporates a main control unit capable of performing main processing and timer interrupt processing, with a counter and registers that allow for specific timer interrupt handling, ensuring that game state information is preserved during setting changes.
This solution enhances the gaming machine's performance by ensuring accurate and efficient timer interrupt management and maintaining critical game state information, thereby improving overall operational reliability.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as one of gaming machines, a slot machine is known (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to improve the performance as a gaming machine.
Means for Solving the Problems
[0005] The present invention The main control means can execute main processing and timer interrupt processing, A predetermined counter is provided, a first register; The timer interrupt processing A given counter times out is executable when In the main processing, The interrupt disabled section is the section from the instruction that disables interrupts to the instruction that enables interrupts. has Even if a specified counter times out, the timer interrupt process is not executed in the interrupt disabled section. When a predetermined condition is satisfied, a setting change mode that can be changed is executable, Let the time required for one timer interrupt processing be S, A given counter times out When the period is T and the period of the interrupt inhibition section is U, U < T - S is satisfied, After power is turned on, when a specific value is stored in the first register, updating of the value of the predetermined counter can be started; After storing a specific value in the first register, a process for determining whether an RWM abnormality has occurred is executed, and after the process for determining whether the RWM abnormality has occurred is executed, an instruction for permitting an interrupt is executable; The sub-control means is capable of storing information relating to the number of game media awarded between setting changes for a plurality of times, The sub-control means is capable of storing information relating to the number of bets of gaming media between setting changes for a plurality of times; Even if the setting change mode is executed by satisfying the predetermined conditions, the information about the number of game media awarded between the multiple setting changes stored in the sub-control means is not cleared, Even if the setting change mode is executed when a predetermined condition is satisfied, the sub-control means stores the time between multiple setting changes. Gaming media Do not clear information about bet numbers It is characterized by: [Effects of the Invention]
[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a block diagram showing an outline of control of a slot machine, which is an example of a gaming machine in the first embodiment. [Figure 2] FIG. 2 is a diagram showing the arrangement of symbols on a reel 31 in the first embodiment. [Figure 3] 3A and 3B are diagrams showing display windows, effective lines, etc. in the first embodiment. [Figure 4] FIG. 1 is a diagram (1) showing the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 5] FIG. 2 shows the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 6] FIG. 3 shows the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 7] FIG. 4 shows the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 8] FIG. 5 shows the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 9]FIG. 6 shows the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 10] FIG. 7 shows the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 11] FIG. 8 shows the types of winning combinations, symbol combinations, payout numbers, etc. in the first embodiment. [Figure 12] FIG. 10 is a diagram showing pattern design combinations in the first embodiment. [Figure 13] FIG. 1 is a diagram (1) showing condition device numbers, condition devices, winning combinations, etc. in the first embodiment. [Figure 14] FIG. 10 is a diagram (2) showing the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 15] FIG. 10 is a diagram (3) showing the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 16] FIG. 4 is a diagram (4) showing the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 17] FIG. 5 is a diagram (5) showing the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 18] FIG. 6 is a diagram (6) showing the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 19] FIG. 7 is a diagram showing the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 20] FIG. 8 shows the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 21] FIG. 9 shows the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 22] FIG. 10 is a diagram showing the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 23] FIG. 11 shows the condition device numbers, the condition devices, and winning combinations in the first embodiment. [Figure 24]FIG. 10 is a diagram showing a number table (probability of winning for each winning number) in the first embodiment, and is a diagram (1) showing non-RT and non-internal. [Figure 25] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (2) showing non-RT and non-internal. [Figure 26] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (1) showing RT1 and non-internal. [Figure 27] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (2) showing RT1 and non-internal. [Figure 28] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (1) showing non-RT and within 1BB. [Figure 29] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (2) showing non-RT and within 1BB. [Figure 30] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (1) showing RT1 and 1BB inside. [Figure 31] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (2) showing RT1 and 1BB inside. [Figure 32] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (1) showing when 1BB is in operation and when RB is not inside. [Figure 33] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (2) showing when 1BB is in operation and when RB is not inside. [Figure 34] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the first embodiment, and is a diagram (1) showing RT2 (1BB in operation and inside RB). [Figure 35] FIG. 10 is a diagram showing a number setting table (winning probability for each winning number) in the first embodiment, and is a diagram (2) showing RT2 (1BB in operation and inside RB). [Figure 36] FIG. 10 is a diagram showing a number setting table (winning probability for each winning number) in the first embodiment, and is a diagram (1) showing when 1BB is in operation and when RB is in operation. [Figure 37] FIG. 10 is a diagram showing a number setting table (winning probability for each winning number) in the first embodiment, and is a diagram (2) showing when 1BB is in operation and when RB is in operation. [Figure 38] FIG. 10 is a diagram illustrating RT transition in the first embodiment. [Figure 39] FIG. 3 is a diagram showing an instruction function in the first embodiment. [Figure 40] This is a diagram showing an example of an image display when, in the first embodiment, it is decided to execute AT during non-RT and 1BB internal play, and an attempt is made to win 1 BB. [Figure 41] FIG. 10 is a diagram showing RT transitions in the second embodiment. [Figure 42] This is a time chart showing the relationship between RT transition, the start and end of the advantageous zone, and whether or not AT is won in the second embodiment. [Figure 43] FIG. 10 is a diagram (1) showing winning symbol combinations and payout numbers in the third embodiment. [Figure 44] FIG. 10 is a diagram (2) showing winning symbol combinations and payout numbers in the third embodiment. [Figure 45] FIG. 3 shows the symbol combinations and payout numbers of winning combinations in the third embodiment. [Figure 46] FIG. 4 shows the symbol combinations and payout numbers of winning combinations in the third embodiment. [Figure 47] FIG. 5 shows the symbol combinations and payout numbers of winning combinations in the third embodiment. [Figure 48] FIG. 6 shows the symbol combinations and payout numbers of winning combinations in the third embodiment. [Figure 49] FIG. 7 shows the symbol combinations and payout numbers of winning combinations in the third embodiment. [Figure 50] FIG. 10 is a diagram (1) showing condition device numbers, condition devices, winning combinations, etc. in the third embodiment. [Figure 51]FIG. 11 is a diagram (2) showing the condition device numbers, the condition devices, and winning combinations in the third embodiment. [Figure 52] FIG. 10 is a diagram (3) showing the condition device numbers, the condition devices, and winning combinations in the third embodiment. [Figure 53] FIG. 11 is a diagram (4) showing the condition device numbers, the condition devices, and winning combinations in the third embodiment. [Figure 54] FIG. 10 is a diagram (5) showing the condition device numbers, the condition devices, and winning combinations in the third embodiment. [Figure 55] FIG. 6 is a diagram showing the condition device numbers, the condition devices, and winning combinations in the third embodiment. [Figure 56] FIG. 7 is a diagram showing the condition device numbers, the condition devices, and winning combinations in the third embodiment. [Figure 57] FIG. 10 is a diagram showing a number table (probability of winning for each winning number) in the third embodiment, and is a diagram (1) showing a non-RT and non-internal specified number "2". [Figure 58] FIG. 10 is a diagram showing a number setting table (probability of winning for each winning number) in the third embodiment, and is a diagram (2) showing a non-RT and non-internal specified number "2". [Figure 59] FIG. 10 is a diagram showing a number table (probability of winning for each winning number) in the third embodiment, and is a diagram (1) showing a non-RT and non-internal specified number "3". [Figure 60] FIG. 10 is a diagram showing a number setting table (probability of winning for each winning number) in the third embodiment, and is a diagram (2) showing a non-RT and non-internal specified number "3". [Figure 61] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (1) showing the specified number "3" within RT1 and 1BBB. [Figure 62] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (2) showing the specified number "3" within RT1 and 1BBB. [Figure 63] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (1) showing the specified number "3" in non-RT and 1BBA. [Figure 64] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (2) showing the specified number "3" in non-RT and 1BBA. [Figure 65] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (1) showing the specified number "2" in non-RT and 1BBA. [Figure 66] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (2) showing the specified number "2" in non-RT and 1BBA. [Figure 67] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (1) showing the specified number "2" within RT1 and 1BBB. [Figure 68] FIG. 10 is a diagram showing a number table (winning probability for each winning number) in the third embodiment, and is a diagram (2) showing the specified number "2" within RT1 and 1BBB. [Figure 69] FIG. 10 is a diagram showing a number table (probability of winning for each winning number) in the third embodiment, and is a diagram (1) showing the specified number "3" while the RBA is operating. [Figure 70] FIG. 10 is a diagram showing a number table (probability of winning for each winning number) in the third embodiment, and is a diagram (2) showing the specified number "3" while the RBA is operating. [Figure 71] FIG. 10 is a diagram showing a number table (probability of winning for each winning number) in the third embodiment, and is a diagram (1) showing the specified number "3" during RBB operation. [Figure 72] FIG. 10 is a diagram showing a number table (probability of winning for each winning number) in the third embodiment, and is a diagram (2) showing the specified number "3" during RBB operation. [Figure 73] FIG. 11 is a diagram illustrating RT transition in the third embodiment. [Figure 74] 11 is a flowchart showing start-up processing for each main game state in the third embodiment. [Figure 75] 11 is a flowchart showing the processing at the time of full stop according to the main game state in the third embodiment. [Figure 76]A flowchart showing the advantageous zone clear counter management processing in step S2615 of Figure 75. [Figure 77] 13 is a time chart showing an example of a slot machine in which the validity of push buttons is managed by a timer in the fourth embodiment. [Figure 78] 13 is a time chart showing an example of a slot machine in which push button validity management is performed by feedback commands in the fourth embodiment. [Figure 79] 10 is a time chart (example 1) showing push button validity management when the gaming machine is a pachinko gaming machine. [Figure 80] 10 is a time chart (example 2) showing push button validity management when the gaming machine is a pachinko gaming machine. [Figure 81] 10 is a time chart (example 3) showing push button validity management when the gaming machine is a pachinko gaming machine. [Figure 82] 10 is a time chart (example 4) showing push button validity management when the gaming machine is a pachinko gaming machine. [Figure 83] FIG. 13 is a diagram illustrating the configuration of a main CPU, a ROM, and a RWM in a fifth embodiment. [Figure 84] FIG. 13 is a diagram showing the address, label name, number of bytes, and name of data stored in the used area of the RWM in the fifth embodiment. [Figure 85] FIG. 13 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of the RWM in the fifth embodiment. [Figure 86] FIG. 85 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of the RWM in the fifth embodiment, and is a continuation of FIG. 85. [Figure 87] FIG. 10(A) is a diagram showing various LEDs on a display substrate in the fifth embodiment, and FIG. 10(B) is a diagram showing a management information display LED in the fifth embodiment. [Figure 88] FIG. 13 is a diagram showing the relationship between digits 1 to 9 and segments A to G and P in the fifth embodiment. [Figure 89] FIG. 13 is a diagram showing signals output from output ports 2 to 7 in the fifth embodiment. [Figure 90] FIG. 13 is a diagram showing the relationship between digits and segments in the fifth embodiment. [Figure 91] (A) is a diagram showing the relationship between LED display counter 1 (_CT_LED_DSP1) and the signal output from output port 3 in the fifth embodiment, (B) is a diagram showing the relationship between LED display counter 2 (_SC_LED_DSP2) and the signal output from output port 6 in the fifth embodiment, and (C) is a diagram showing the LED display request flag (_FL_LED_DSP) in the fifth embodiment. [Figure 92] 13 is a flowchart showing a program start process (M_PRG_START) in the fifth embodiment. [Figure 93] 13 is a flowchart showing a power restoration process (M_POWER_ON) in the fifth embodiment. [Figure 94] 13 is a flowchart showing an unrecoverable error process (C_ERROR_STOP) in the fifth embodiment. [Figure 95] 13 is a flowchart showing initialization processing (M_INI_SET) in the fifth embodiment. [Figure 96] 13 is a flowchart showing a setting change confirmation process (M_RANK_CTL) in the fifth embodiment. [Figure 97] 13 is a flowchart showing a main process (M_MAIN) in the fifth embodiment. [Figure 98] 13 is a flowchart showing an interrupt process (I_INTR) in the fifth embodiment. [Figure 99] 13 is a flowchart showing a power-off process (I_POWER_DOWN) in the fifth embodiment. [Figure 100] 13 is a flowchart showing an RWM checksum set process (S_SUM_SET) in the fifth embodiment. [Figure 101]13 is a flowchart showing LED display control (I_LED_OUT) in the fifth embodiment. [Figure 102] 13 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in the fifth embodiment. [Figure 103] 13 is a flowchart showing a ratio display preparation process (S_DSP_READY) in the fifth embodiment. [Figure 104] 13 is a flowchart showing a blinking request flag generation process (S_LED_FLASH) in the fifth embodiment. [Figure 105] FIG. 13 is a diagram showing a blinking / non-applicable item determination value table (TBL_SEG_FLASH) in the fifth embodiment. [Figure 106] 13 is a flowchart showing a rate display timer update process (S_RATE_TIME) in the fifth embodiment. [Figure 107] 13 is a flowchart showing a ratio display process (S_LED_OUT) in the fifth embodiment. [Figure 108] 13 is a flowchart showing a blinking bit check count table (TBL_FLASH_CHK) in the fifth embodiment. [Figure 109] 13 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in a modified example of the fifth embodiment. [Figure 110] FIG. 13 is a diagram showing signals output from output ports 2 to 5 in a modified example of the fifth embodiment. [Figure 111] 13 is a diagram showing the relationship between the LED display counter 1 (_CT_LED_DSP1) and the signals output from the output ports 3 and 6 in a modified example of the fifth embodiment. FIG. [Figure 112] 13A and 13B are diagrams showing the built-in memory of the main CPU 55 in the sixth embodiment, where (A) shows an overview of the built-in memory and (B) shows the built-in register area. [Figure 113] FIG. 10 is a diagram showing a detailed configuration of an F register. [Figure 114] FIG. 20 is a diagram illustrating a stack area in the sixth embodiment. [Figure 115] FIG. 20 is a diagram showing main instructions in the sixth embodiment. [Figure 116] FIG. 10 is a diagram illustrating aspects of an LDF instruction and an LD instruction. [Figure 117] FIG. 10 illustrates aspects of a CALLEX instruction. [Figure 118] 1A and 1B are diagrams illustrating examples of a conventional CALL instruction and a RET instruction. [Figure 119] 13 is a flowchart showing a program start (M_PRG_SET) in the sixth embodiment. [Figure 120] FIG. 10 is a diagram illustrating an example in which a CALLEX instruction and a jump instruction are used. [Figure 121] FIG. 13 is a perspective view showing the appearance of a slot machine according to a seventh embodiment. [Figure 122] FIG. 20 is a diagram showing the ratio of operation button effects in the seventh embodiment. [Figure 123] FIG. 20 is a diagram showing the ratio of operation button effects in the seventh embodiment. [Figure 124] FIG. 20 is a diagram illustrating the flow of operation button presentation in the seventh embodiment. [Figure 125] This is a continuation of Figure 124. [Figure 126] FIG. 13 is a diagram illustrating the flow of the first half of the performance (common to Examples 1 to 4) in the eighth embodiment. [Figure 127] FIG. 13 is a diagram illustrating the flow of the second half performance (example 1) in the eighth embodiment. [Figure 128] FIG. 13 is a diagram illustrating the flow of the second half performance (example 2) in the eighth embodiment. [Figure 129] FIG. 13 is a diagram illustrating the flow of the second half performance (example 3) in the eighth embodiment. [Figure 130] FIG. 13 is a diagram illustrating the flow of the second half performance (example 4) in the eighth embodiment. [Figure 131] This figure shows example 1 of a button press order image when the button press order is correct and when the button press order is incorrect in the ninth embodiment. [Figure 132]This figure shows example 2 of the button press order image when the button press order is correct and when the button press order is incorrect in the ninth embodiment. [Figure 133] This figure shows example 3 of a button press order image when the button press order is correct in the ninth embodiment. [Figure 134] FIG. 23 is a diagram showing the arrangement of symbols on the reels in the tenth embodiment. [Figure 135] FIG. 23 is a diagram showing a display window, effective lines, etc. in the tenth embodiment. [Figure 136] FIG. 13 is a diagram (1) showing the winning symbol combinations and payout numbers in the tenth embodiment. [Figure 137] FIG. 2 shows the symbol combinations and payout numbers of winning combinations in the tenth embodiment. [Figure 138] FIG. 3 shows the symbol combinations and payout numbers of winning combinations in the tenth embodiment. [Figure 139] FIG. 4 shows the symbol combinations and payout numbers of winning combinations in the tenth embodiment. [Figure 140] FIG. 16 is a diagram (1) showing the condition devices and winning combinations in the tenth embodiment. [Figure 141] FIG. 22 is a diagram showing the condition devices and winning combinations in the tenth embodiment. [Figure 142] FIG. 19 is a diagram (3) showing the condition devices and winning combinations in the tenth embodiment. [Figure 143] FIG. 19 is a diagram (4) showing the condition devices and winning combinations in the tenth embodiment. [Figure 144] FIG. 19 is a diagram (5) showing the condition devices and winning combinations in the tenth embodiment. [Figure 145] FIG. 16 is a diagram (6) showing the condition devices and winning combinations in the tenth embodiment. [Figure 146] FIG. 17 is a diagram (7) showing the condition devices and winning combinations in the tenth embodiment. [Figure 147] FIG. 23 is a diagram showing a numerical value table (non-RT(1)) in the tenth embodiment. [Figure 148] FIG. 23 is a diagram showing a numerical value table (non-RT(2)) in the tenth embodiment. [Figure 149] FIG. 23 is a diagram showing a numerical representation table (RT1(1)) in the tenth embodiment. [Figure 150] FIG. 23 is a diagram showing a numerical value table (RT1(2)) in the tenth embodiment. [Figure 151] FIG. 23 is a diagram showing a numerical value table (RT2(1)) in the tenth embodiment. [Figure 152] FIG. 23 is a diagram showing a numerical value table (RT2(2)) in the tenth embodiment. [Figure 153] FIG. 23 is a diagram showing a numerical value table (RT3(1)) in the tenth embodiment. [Fig. 154] FIG. 23 is a diagram showing a numerical value table (RT3(2)) in the tenth embodiment. [Figure 155] FIG. 23 is a diagram showing a numerical value table (RT4(1)) in the tenth embodiment. [Figure 156] FIG. 23 is a diagram showing a numerical value table (RT4(2)) in the tenth embodiment. [Figure 157] FIG. 20 is a diagram showing a numerical setting table (when 1BB-C or RB-A and RB-B condition devices are not in operation when 1BB-C is in operation (1)) in the tenth embodiment. [Figure 158] FIG. 23 is a diagram showing a numerical setting table (when 1BB-C or RB-A and RB-B condition devices are not in operation when 1BB-C is in operation (2)) in the tenth embodiment. [Figure 159] FIG. 23 is a diagram showing a numerical value table (RT5(1)) in the tenth embodiment. [Figure 160] FIG. 23 is a diagram showing a numerical value table (RT5(2)) in the tenth embodiment. [Figure 161] FIG. 23 is a diagram showing a numerical setting table (when 1BB-E is in operation and RB-C and RB-D condition devices are not in operation (1)) in the tenth embodiment. [Figure 162] FIG. 23 is a diagram showing a numerical setting table (when RB-C and RB-D condition devices are not activated when 1BB-E is activated (2)) in the tenth embodiment. [Figure 163] FIG. 23 is a diagram showing a numerical setting table (RB-C or RB-D condition device in operation when 1BB-E is in operation (1)) in the tenth embodiment. [Fig. 164]FIG. 23 is a diagram showing a numerical setting table (RB-C or RB-D condition device in operation when 1BB-E is in operation (2)) in the tenth embodiment. [Figure 165] FIG. 19 is a diagram showing a numerical value table in the tenth embodiment (when RB-A or RB-B is activated when 1BB-C or 1BB-D is activated, or when RB-C or RB-D is activated when 1BB-E is activated (1). [Figure 166] FIG. 19 is a diagram showing a numerical value table in the tenth embodiment (when RB-A or RB-B is activated when 1BB-C or 1BB-D is activated, or when RB-C or RB-D is activated when 1BB-E is activated (2)). [Figure 167] FIG. 23 is a diagram showing a number setting table (SB operation (1) during non-RT) in the tenth embodiment. [Figure 168] FIG. 23 is a diagram showing a number setting table (SB operation (2) during non-RT) in the tenth embodiment. [Figure 169] FIG. 23 is a diagram showing a numerical setting table (when SB is activated during RT1 (1)) in the tenth embodiment. [Figure 170] FIG. 23 is a diagram showing a numerical setting table (when SB is activated during RT1 (2)) in the tenth embodiment. [Figure 171] FIG. 20 is a diagram showing RT transitions in the tenth embodiment. [Figure 172] FIG. 23 is a diagram showing the RT variation conditions in the tenth embodiment. [Figure 173] In the tenth embodiment, (1) is a diagram showing the payout rate in each game state, and (2) is a diagram showing the characteristics of each game state during non-AT. [Fig. 174] This is a time chart showing the performance pattern (1) at the end of 1BB-C or 1BB-D operation in the tenth embodiment. [Figure 175] 13 is a time chart showing the effect pattern (2) at the end of 1BB-C or 1BB-D operation in the tenth embodiment. [Figure 176] 13 is a time chart showing the effect pattern (3) at the end of 1BB-C or 1BB-D operation in the tenth embodiment. [Figure 177]13 is a time chart showing the effect pattern (4) at the end of the operation of 1BB-C or 1BB-D in the tenth embodiment. [Figure 178] 13 is a time chart showing the effect pattern (5) at the end of the operation of 1BB-C or 1BB-D in the tenth embodiment. [Figure 179] 13 is a time chart showing the effect pattern (6) at the end of the operation of 1BB-C or 1BB-D in the tenth embodiment. [Figure 180] 13 is a time chart showing the effect pattern (7) at the end of the operation of 1BB-C or 1BB-D in the tenth embodiment. [Figure 181] A figure showing the operating mode when the ``Aim for blue 7!'' effect is output in the 10th embodiment. [Figure 182] FIG. 20 is a diagram showing the output mode of an image indicating the type (symbol combination) of an activated 1BB condition device in the tenth embodiment. [Figure 183] FIG. 23 is a diagram showing an output mode of an image display showing the number of medals paid out in the tenth embodiment. [Figure 184] FIG. 23 is a diagram showing an output mode of an image display showing the number of medals paid out in the tenth embodiment. [Figure 185] FIG. 23 is a diagram illustrating control during freezing in the tenth embodiment. [Figure 186] 13 is a time chart showing an output pattern (1) of an external signal when transitioning to a chance zone in the tenth embodiment. [Figure 187] 13 is a time chart showing an output pattern (2) of an external signal when transitioning to a chance zone in the tenth embodiment. [Figure 188] 13 is a time chart showing an output pattern (3) of an external signal when transitioning to a chance zone in the tenth embodiment. [Figure 189] 13 is a time chart showing an output pattern (4) of an external signal when transitioning to a chance zone in the tenth embodiment. [Figure 190] FIG. 23 is a diagram showing log items stored for each game in the eleventh embodiment. [Figure 191] A diagram showing ball payout information between setting changes in the 11th embodiment. [Figure 192] FIG. 20A is a diagram showing information related to settings, and FIG. 20B is a diagram showing information related to power outages, in the eleventh embodiment. [Figure 193] FIG. 11A is a diagram showing information about devices, and FIG. 11B is a diagram showing event information in the eleventh embodiment. [Figure 194] FIG. 23 is a diagram showing the allocation of stored bits in the log stored for each game in the eleventh embodiment (in the case of three reels). [Figure 195] FIG. 23 is a diagram showing the allocation of stored bits in the log stored for each game in the eleventh embodiment (in the case of four reels). [Figure 196] In the eleventh embodiment, (a) is a diagram showing an example of the storage mode of ball payout information and information related to settings between setting changes, and (b) is a diagram showing an example of the storage mode of information related to power outages. [Figure 197] FIG. 23 is a diagram showing the stored contents of the RWM of the sub-control board and the clearing conditions in the eleventh embodiment. [Figure 198] FIG. 23 is a diagram showing the arrangement of symbols on the reels in the twelfth embodiment. [Figure 199] FIG. 23 is a diagram showing a display window, effective lines, etc. in the twelfth embodiment. [Figure 200] FIG. 12 is a diagram (1) showing the winning symbol combinations and payout numbers in the 12th embodiment. [Figure 201] FIG. 2 shows the symbol combinations and payout numbers of winning combinations in the 12th embodiment. [Figure 202] FIG. 3 shows the symbol combinations and payout numbers of winning combinations in the 12th embodiment. [Figure 203] FIG. 4 shows the symbol combinations and payout numbers of winning combinations in the 12th embodiment. [Figure 204] FIG. 5 shows the symbol combinations and payout numbers of winning combinations in the 12th embodiment. [Figure 205] FIG. 6 shows the symbol combinations and payout numbers of winning combinations in the 12th embodiment. [Figure 206] FIG. 12 is a diagram (1) showing the condition devices and winning combinations in the twelfth embodiment. [Figure 207] FIG. 22 is a diagram showing the condition devices and winning combinations in the twelfth embodiment. [Figure 208] FIG. 12 is a diagram (3) showing the condition devices and winning combinations in the twelfth embodiment. [Figure 209] FIG. 12 is a diagram (4) showing the condition devices and winning combinations in the twelfth embodiment. [Figure 210] FIG. 12 is a diagram (5) showing the condition devices and winning combinations in the twelfth embodiment. [Figure 211] FIG. 6 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 212] FIG. 7 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 213] FIG. 8 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 214] FIG. 9 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 215] FIG. 10 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 216] FIG. 11 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 217] FIG. 12 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 218] FIG. 13 shows the condition devices and winning combinations in the twelfth embodiment. [Figure 219] FIG. 23 is a diagram showing a numerical value table (non-RT and non-internal middle (1)) in the twelfth embodiment. [Figure 220] FIG. 23 is a diagram showing a numerical value table (non-RT and non-internal middle (2)) in the twelfth embodiment. [Figure 221] FIG. 23 is a diagram showing a numerical value table (non-RT and inside MB (1)) in the twelfth embodiment. [Figure 222]FIG. 23 is a diagram showing a numerical value table (non-RT and inside MB (2)) in the twelfth embodiment. [Figure 223] A figure showing the number setting table (MB game (1)) in the 12th embodiment. [Figure 224] A figure showing the number setting table (MB game (2)) in the 12th embodiment. [Figure 225] FIG. 22 is a diagram showing RT transitions in the twelfth embodiment. [Figure 226] FIG. 23 is a diagram showing the RT variation conditions in the twelfth embodiment. [Figure 227] FIG. 23 is a block diagram showing a timer circuit and the like for executing interrupt processing in the thirteenth embodiment. [Figure 228] 13 shows examples of programs for explaining interrupt prohibition and interrupt permission in the thirteenth embodiment, where (A) and (B) show main processing programs, and (C) shows an interrupt processing program. [Figure 229] 23 is a flowchart showing a program start (M_PRG_START) in the thirteenth embodiment. [Figure 230] 23 is a flowchart showing a power restoration process (M_POWER_ON) in the thirteenth embodiment. [Figure 231] 23 is a flowchart showing initialization processing (M_INI_SET) in the thirteenth embodiment. [Figure 232] 23 is a flowchart showing an interrupt process (I_INTR) in the thirteenth embodiment. [Figure 233] 23 is a time chart showing the relationship between an 8-bit counter and interrupt processing in the thirteenth embodiment, showing an example in which there is no interrupt inhibit period in the main processing. [Figure 234] 23 is a time chart showing the relationship between an 8-bit counter and interrupt processing in the thirteenth embodiment, showing an example in which there is an interrupt disabled period in the main processing. [Figure 235] 23 is a time chart showing an example (example 1) in which the 8-bit counter times out multiple times in relation to the 8-bit counter and interrupt processing in the thirteenth embodiment. [Figure 236] 23 is a time chart showing an example (Example 2) in which the 8-bit counter times out multiple times in the relationship between the 8-bit counter and interrupt processing in the thirteenth embodiment. [Figure 237] 23 is a time chart showing an interrupt period when there is no interrupt inhibit period in the main processing in the thirteenth embodiment. [Figure 238] FIG. 23 is a diagram showing an example in which an interrupt prohibited period in the main processing is set between interrupt processing 1 and interrupt processing 2 in the thirteenth embodiment. [Figure 239] 23 is a time chart showing an example (example 1) in which the timing at which an interrupt process is scheduled to be executed is during an interrupt prohibited period in the thirteenth embodiment. [Figure 240] 23 is a time chart showing an example (Example 2) in which the timing at which an interrupt process is scheduled to be executed is during an interrupt prohibited period in the thirteenth embodiment. [Figure 241] 23 is a time chart showing an example (Example 3) in which the timing at which interrupt processing is scheduled to be executed is during an interrupt disabled period in the thirteenth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] In this specification, the meanings of terms are as follows: "Bet" refers to betting medals (game media) to play a game. To bet medals, actual medals are inserted into the medal insertion slot 47, or the bet switch 40 is operated to bet credited (stored) medals. Meanwhile, "credits (also called "reservations")" differs from the above-mentioned "bet" and refers to storing medals inside the slot machine 10. In this specification, the term "credit" does not include "bet." Furthermore, "insertion" refers to betting or crediting medals. Furthermore, "prescribed number" refers to the number of bets that can be made to start (execute) a game in question. For example, in a game with a prescribed number of "2" or "3," the game can be started with either a bet of "2" or "3," and the game cannot be played with a bet of "1." For convenience of explanation, the "prescribed number" is sometimes referred to as the "number of bets." Meanwhile, the term "number of bets" may refer to something other than the "prescribed number." For example, in a game with a specified number of "2" or "3", when one medal is inserted (before the game starts), the number of bets is "1" (the number bet at that time).
[0009] "Cleaning" refers to a player inserting medals into the medal insertion slot 47 (described below). "Cleaning bet" refers to a player betting medals by depositing medals into the medal insertion slot 47. "Cleaning credit" refers to a player crediting medals (adding credits) by depositing medals into the medal insertion slot 47.
[0010] "Bet medals" refer to medals that have been bet. "Reserved medals" refer to medals that have been credited (reserved). "Reserved bet" refers to a player operating the bet switch 40 (described below) to bet some or all of the credited medals for a game within the range available for betting in that game. "Automatic bet" refers to the automatic betting of the number of medals bet in the previous game by the control processing of the slot machine 10 when a replay is won. Here, the "winning of a minor prize" refers to the stop display of a symbol combination corresponding to a minor prize (meaning that the symbol combination stops on a pay line; the same applies below). On the other hand, the "Rules Concerning the Certification and Model Inspection of Gaming Machines (hereinafter simply referred to as the "Rules")" interprets the stop display of a symbol combination corresponding to a replay as the activation of a condition device related to a replay, not as a "winning prize." However, in this application (this specification, etc.), a replay is also treated as one of the winning combinations (replay winning combination), and the stopped display of a symbol combination corresponding to a replay may be referred to as a "winning replay." "Settlement" refers to the payment of bet medals and / or saved medals to the player. In this embodiment, the settlement process is executed when the settlement switch 43 (described later) is operated.
[0011] "Payout" refers to the payment of medals to a player based on a winning combination, or the payment of medals as a result of the settlement. When medals are paid out to a player based on a winning combination, this includes both storing the medals as credits (adding stored medals, in other words, updating the electronic data stored in the RWM 53 (described later)) and actually paying out medals from a payout port (not shown). For example, the maximum number of medals to be credited is set to "50," and any medals exceeding the credit number of "50" are actually paid out to the player. Note that "payout" may also be referred to as "awarding." Therefore, the "number of payouts" may also be referred to as the "number of awards."
[0012] In this embodiment, the "game medium" is a medal, but in the case of an enclosed (ECO) game machine, for example, electronic information (electronic medals, electronic data) is used as the game medium. Note that, for example, when money (banknotes) is inserted into a lending machine, the "electronic information" is converted into electronic information corresponding to the amount of money, and part or all of the electronic information can be credited to the game machine as game medium for playing games on the game machine. Note that the "game medium" is sometimes referred to as "game value."
[0013] Furthermore, when the gaming medium is electronic information, "paying out medals" means crediting (adding) the medals to a gaming medium credit device provided in the gaming machine. Therefore, "paying out medals" does not only mean actually paying out medals from a hopper 35 (described later), but also includes the process of crediting (adding) electronic information of a payout amount corresponding to a winning combination to the gaming medium credit device.
[0014] When a game progresses from the "N-1"th game, to the "N"th game, to the "N+1"th game, etc. ("N" is an integer of 2 or greater), and the current game is the "N"th game, the "N"th game is referred to as the "current game." The "N-1"th game is referred to as the "previous game." Furthermore, the "N+1"th game is referred to as the "next game."
[0015] In this specification, a number with "(B)" at the end (especially 8-bit) means a binary number. Similarly, a number with "(H)", "H" or "h" at the end means a hexadecimal number. Specifically, for example, a number that indicates "16" in decimal is written as "00010000(B)" in binary, and as "10(H)", "10H" or "10h" in hexadecimal. Furthermore, a number that indicates a decimal number is written as "00010000(B)" in binary, and as "10(H)", "10H" or "10h" in hexadecimal. However, when it is clear whether the number is binary, decimal, or hexadecimal, the final symbol "(B)", "(D)", "(H)", "H" or "h" may be omitted.
[0016] Furthermore, the probability that a desired symbol can be stopped on a pay line between the moment the stop switch 42 is operated and the moment the reels 31 stop (maximum number of frames moved) is called the "pull-in rate (PB)." The fact that the target symbol cannot be stopped on a pay line (pull-in to a pay line) unless the stop switch 42 is operated at an appropriate reel 31 position (at an operation timing that allows the target symbol to be stopped on a pay line within the maximum number of frames moved) is called "PB≠1." In contrast, the fact that the target symbol can always be stopped (pull-in to a pay line) regardless of the position of the reels 31 at the moment the stop switch 42 is operated (regardless of the operation timing of the stop switch 42) is called "PB=1."
[0017] Furthermore, the "operation mode" of the stop switch 42 refers to the order in which the stop switch 42 is pressed and / or the operation timing (the timing at which the stop switch is pressed to stop the target symbol on an active line). Furthermore, the "advantageous operation mode" of the stop switch 42 refers to an operation mode in which a symbol combination that has a payout or has a large number of payouts stops, an operation mode in which a symbol combination that transitions (promotes) to an advantageous RT stops, or an operation mode in which a symbol combination that does not transition (falls) to an unfavorable RT stops, in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game result (symbol combination that stops on an active line). The "advantageous operation mode" is also referred to as the correct operation mode or the correct press order.
[0018] "A game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game result" corresponds to, for example, a game in which multiple types of small roles (bells) with different payout amounts are won (a game in which the so-called "push order bell" is won), in which the type of small role (bell) won (the payout amount is different) differs depending on the operation mode of the stop switch 42. Also, for example, in a game in which multiple types of replays are won (when multiple replays are won, a game in which the so-called "push order replay" is won), the RT also corresponds to a case in which the RT shifts depending on the type of replay won.
[0019] The "instruction function" refers to a function that instructs the player on how to operate the stop switch 42. In principle, the instruction function is a function that instructs the player on the advantageous operation mode of the stop switch 42. In other words, the "instruction function" refers to a device that makes it easier to win. Note that "display" means to visibly show the content of the "instruction," and "notification" means to inform the player of the content of the instruction. Therefore, the "instruction function" is both a "display function" and an "notification function."
[0020] Furthermore, the notification of the operation mode of the stop switch 42 may not be limited to the notification of the most advantageous operation mode. Notification of the most advantageous operation mode of the stop switch 42 may be considered "activation of the instruction function," but notification of any operation mode including the most advantageous operation mode of the stop switch 42 may also be considered "activation of the instruction function." For example, assume that the push order bell has six options for pressing the push order bell, and the payout when the push order bell is won is one, three, four, ten, or no win (no prize), depending on the push order. Here, notifying the push order for winning a 10-coin combination is a notification of an advantageous operation mode of the stop switch 42, and of course, corresponds to "activation of the instruction function." On the other hand, notifying the push order for winning a 1-coin combination, a 3-coin combination, or a 4-coin combination may be considered "notification of an advantageous operation mode (activation of the instruction function)," and need not be considered "notification of an advantageous operation mode."
[0021] The button press sequence for winning a 4-coin combination is not the most advantageous operation mode because it does not result in a 10-coin combination. However, since the payout number is "4" for a bet of "3" and the difference in coins for that game is "+1," it is an operation mode that increases the difference in coins and is not necessarily an unfavorable operation mode. Similarly, the button press sequence for winning a 3-coin combination is not the most advantageous operation mode because it does not result in a 10-coin combination. However, since the payout number is "3" for a bet of "3" and the difference in coins is maintained (the difference in coins does not decrease), it is not necessarily an unfavorable operation mode.
[0022] Similarly, the pressing order to win a 1-coin combination is not the most advantageous operation because it does not result in a 10-coin combination. Furthermore, the payout is "1" for a bet of "3," which reduces the difference in the number of coins. However, since it can also be said to be an operation that does not miss out on a combination, it may not be considered an unfavorable operation.
[0023] In this embodiment, when the push order bell is won, the instruction function is activated to notify the operation mode (correct push order) that will win the role with the largest payout. However, for example, if the difference counter value (described later) in the advantageous zone approaches the upper limit value ("2400 (D)") but there is still room in the number of remaining games in the advantageous zone (advantageous zone clear counter value described later), when the push order bell is won, it is possible to notify the push order that will win, for example, a 3-piece role or a 4-piece role, as described above, and control the difference counter value so that it remains the same.
[0024] In addition, in this embodiment, the activation of the instruction function is limited to one specified number. For example, suppose the specified number for activating the instruction function is set to "3." In this case, in a game during AT with a specified number of "2" or "3," if the game is started with a bet number of "3" and the push order bell is won, the instruction function can be activated. In contrast, if the game is started with a bet number of "2," the instruction function cannot be activated even if the push order bell is won.
[0025] The "game zone" includes a "normal zone (non-advantageous zone)" and a "advantageous zone." While the 5.9 machine had a "waiting zone" (a game zone where the player has won the advantageous zone lottery but has not yet transitioned to the advantageous zone), the current 6 machine regulations do not provide for a "waiting zone." However, this is not limited to this, and game zones other than the normal zone and the advantageous zone may also be provided. The "normal zone" refers to a game zone in which signals related to the instruction function, specifically, the push order instruction number and the winning and replay condition device number (information that can determine the correct push order) described below, are prohibited from being sent to a peripheral board (e.g., the sub-control board 80), and which does not affect the performance of the instruction function (i.e., no processing related to the instruction function is executed). In other words, the normal zone is a game zone in which operation status cannot be reported. However, in addition to the lottery for winning combinations, a decision (such as a lottery) can be made as to whether to transition to the advantageous zone.
[0026] In the normal section, the instruction function must not be activated, so it is not possible to display push order instruction information on a specified display device (LED, etc.) electrically connected to the main control board 60, and since signals related to the instruction function are not transmitted to the peripheral board, it is not possible to display (notify) advantageous operation modes using the image display device 23 electrically connected to the sub-control board 80.
[0027] On the other hand, a "favourable zone" is a play zone that has the capability related to the instruction function (the instruction function may be activated), and more specifically, when the instruction function is activated, it refers to a play zone in which a signal related to the instruction function can be sent to the sub-control board 80 only when the main control board 60 displays push order instruction information so that the instruction content (operation mode of the stop switch 42) can be identified. In other words, the favourable zone is a play zone in which the instruction function can be activated (the instruction function may be activated), that is, a play zone in which the operation mode of the stop switch 42 can be displayed (may be displayed). However, the sub-control board 80 cannot output effects that contradict the instruction content given by the main control board 60 or the signal related to the instruction function that it has received.
[0028] Furthermore, during advantageous periods, the indication function does not have to be activated even in games where the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game result. On the other hand, during advantageous periods, in games where the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game result, the indication function may always be activated to display the operation mode of the stop switch 42. The AT (notification game state) is a game state that notifies the operation mode of the stop switch 42 in games where the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game result. Therefore, the AT is always executed during advantageous periods, and is never executed during non-advantageous periods.
[0029] Furthermore, the AT may always (100%) report the operation mode of the stop switch 42 in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game result, but it may not report the operation mode of the stop switch 42 even in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game result, for example, to keep the payout rate for a predetermined period within a range set by the rules. For example, if the upper limit of the difference counter is approached during the AT but there are still AT games remaining, it may be possible to temporarily not report the operation mode of the stop switch 42 (not activate the instruction function) from the perspective of extending the life of the AT.
[0030] The relationship between the advantageous zone and the AT can be set in various ways. For example, the first setting is "advantageous zone = AT." In this case, winning the advantageous zone and winning the AT are equivalent. The AT starts from the first play in the advantageous zone. The AT ends when the advantageous zone ends.
[0031] Secondly, setting "AT ≠ advantageous zone" can be mentioned. In this case, the conditions for starting (executing) the AT are not met simply by moving into the advantageous zone, and whether or not to execute the AT is decided by lottery or the like, provided that the player is in the advantageous zone. If it is decided to execute the AT, the AT is executed until the specified termination conditions for the AT are met. If the player is not in the AT when moving into the advantageous zone, the main gaming state can be set to, for example, the normal zone, premonition, CZ (chance zone (period during which it is easy to win the AT)), etc.
[0032] When transitioning to a premonition after transitioning to a favorable zone, the game may always transition to the actual premonition, and transition to the AT after the completion of a predetermined number of plays of the actual premonition. Alternatively, at the time of transition to or after transitioning to a favorable zone, whether the premonition will be actual or false may be determined by lottery or the like, and if it is determined to be actual, transition to the AT may occur after the end of the actual premonition. Furthermore, if it is determined to be a false premonition, the advantageous zone may be maintained after the end of the false premonition, or a transition to the normal zone may occur. Furthermore, when the AT termination conditions are met, both the AT and the advantageous zone may be terminated. Alternatively, the AT may end, but if the conditions for the advantageous zone termination are not met, the advantageous zone may continue (non-AT and advantageous zone). The same applies when the AT is started simultaneously with the advantageous zone.
[0033] Further, the number of times to play in the advantageous zone is determined when the advantageous zone starts, and during the advantageous zone, a lottery or the like is not conducted for the advantageous zone.Furthermore, the initial number of times to play in the advantageous zone is determined when the advantageous zone starts, and during the advantageous zone, a decision (lottery or the like) is made as to whether or not to add (add) the (remaining) number of times to play in the advantageous zone.Furthermore, a predetermined termination condition is set for the advantageous zone, and when the predetermined termination condition of the advantageous zone is met, the advantageous zone is terminated at that point even if there are remaining times to play in the advantageous zone (or remaining times to play the AT).
[0034] Here, the "predetermined end condition" of the advantageous zone is when the difference counter value described later exceeds "2400 (D)" or when the advantageous zone clear counter (number of games played during the advantageous zone) described later reaches "1500 (D)". When either of these conditions is met, the advantageous zone ends. If the conditions for completion are met, the next game will transition to the normal zone (non-advantageous zone). In this case, even if the final game is an AT, the AT will also end at the same time as the end of the advantageous zone.
[0035] In the advantageous zone, the advantageous zone display LED (also referred to as the "zone indicator") 77, which will be described later, is lit. The advantageous zone display LED 77 may be lit at all times during the advantageous zone, or may be lit when a predetermined lighting condition is met after the transition to the advantageous zone. Here, the "predetermined lighting condition" is, for example, when the instruction function is activated in a game state in which the advantageous zone is in effect and the zone Sim ball payout rate exceeds "1". Once the advantageous zone display LED 77 is lit, it remains lit during the advantageous zone.
[0036] The "interval Sim (simulation) payout rate" is the payout rate assuming that the symbol combination corresponding to the winning role always stops (even when a role with "PB≠1" is won, the symbol combination corresponding to that role stops), and assuming that when there are multiple symbol combinations corresponding to the winning role, the symbol combination most advantageous to the player (when the push-order bell is won, the high-numbered bell with the maximum payout) stops. The calculation of the interval Sim payout rate does not include the payouts (number of balls paid out) resulting from the activation of special devices (such as the activation of a single BB). In addition, in a game in which a replay is won, if the number of bets is "3," the number of payouts is counted as "0." In a replay based on a winning replay (the next game after the game in which a replay was won), the number of bets is counted as "0" and the number of payouts is "x" (where "x" is the number of payouts for that game). Alternatively, the number of payouts for the game in which a replay is won and the number of bets for the next game may not be counted. Furthermore, "a gaming state in which the interval Sim payout rate exceeds '1'" includes an RT or main gaming state in which the interval Sim payout rate is set to exceed '1'. Here, an RT in which the interval Sim payout rate exceeds '1' includes, for example, an RT in which the probability of winning a replay is set high. Also, if a normal, CZ (chance zone), AT, pull-back zone, etc. are provided as the main gaming state, an example of a main gaming state in which the interval Sim payout rate exceeds '1' is an AT.
[0037] When the advantageous zone ends, more specifically, in the final game of the advantageous zone, for example, during the game end check process described below, or during the game start set process for the next game after the final game of the advantageous zone, the advantageous zone display LED 77 is turned off. When the conditions for ending the advantageous zone are met, the advantageous zone display LED flag initialization process described below is executed, and the advantageous zone display LED 77 is turned off in the subsequent interrupt process.
[0038] Examples of "processing related to advantageous zones" include the following: 1) Drawing lots for (transition to) advantageous zones 2) Updating advantageous zone clear counters (subtracting, clearing) 3) Updating difference counters (calculating, clearing) 4) Updating advantageous zone type flags 5) Controlling advantageous zone display LED 77 (updating advantageous zone display LED flags)
[0039] Furthermore, "processing related to the instruction function" includes, for example, the following processes: 1) Display of push order instruction information (activation of instruction function) 2) AT lottery 3) In the case of a game number management type AT (a specification that ends the AT when the remaining number of plays reaches "0"), updating of the AT play count counter (subtraction, addition, clearing) 4) In the case of a difference number management type AT (a specification that ends the AT when the remaining difference number reaches "0"), updating of the AT difference number counter (subtraction, addition, clearing)
[0040] The current rules stipulate that processing related to advantageous zones and processing related to instruction functions can be executed in one specified number in one game state (RT), except for the following: In this embodiment, processing related to advantageous zones and processing related to instruction functions can be executed when the specified number is "3," and processing related to advantageous zones and processing related to instruction functions cannot be executed when the specified number is "2." However, during advantageous zones, updating of the advantageous zone clear counter and updating of the difference number counter must be executed regardless of the specified number.
[0041] Furthermore, in this embodiment, when the result of the lottery is a non-winning combination (for example, when the winning number is "0" in Figure 26 described later), in other words, when playing when the condition device is not activated, it is set that the processing related to the advantageous zone (lottery to transition to the advantageous zone) will not be executed. However, this is not limited to this, and the processing related to the advantageous zone may be executed even if the result of the lottery is a non-winning combination. On the other hand, in this embodiment, even if the result of the lottery is a non-winning combination, if the probability of not winning is equal to or greater than a predetermined value (when the probability is not extremely low, for example, equal to or greater than "1 / 17500"), the processing related to the instruction function (AT lottery processing) can be executed.
[0042] Furthermore, if the result of executing the advantageous zone transition lottery (processing related to the advantageous zone) is that the advantageous zone transition lottery is won, the advantageous zone will be entered from the next game. Therefore, in a game in which the advantageous zone transition lottery (processing related to the advantageous zone) is executed and the advantageous zone is won, notification of the correct button press order (processing related to the instruction function) cannot be executed. However, it is permissible to execute the advantageous zone transition lottery (processing related to the advantageous zone) and the AT lottery (processing related to the instruction function) in a single game. Furthermore, for example, when a specific role lottery result is obtained, the advantageous zone and AT may be determined (without executing the lottery).
[0043] The management information display LED (also called a "role ratio monitor" or "ratio display") 74 consists of, for example, four LEDs, and is composed of a two-digit identification segment (an LED that displays which of the five items below it is using a specified symbol, etc.) and a two-digit ratio segment (an LED for displaying the calculated ratio).
[0044] The management information display LED 74 displays the ratios of the following five items 1) to 5) repeatedly at predetermined intervals. 1) Either the advantageous zone ratio (cumulative) (7U.) or the instructed role ratio (cumulative) (7P.) 2) Continuous role ratio (6000 games) (6y.) 3) Role ratio (6000 games) (7y.) 4) Continuous role ratio (cumulative) (6A.) 5) Role ratio (cumulative) (7A.)
[0045] For example, when displaying the (cumulative) ratio of a reel, if the ratio is 50%, the symbol "7A." indicating the (cumulative) ratio is displayed in the identification segment, and "50" is displayed in the ratio segment. Here, "cumulative" refers to the sum of the values counted up to that point. In this embodiment, counting continues until the number of games reaches at least 175,000. If the cumulative total is less than 175,000, the ratio is displayed, for example, by flashing. If the cumulative total is 175,000 or more, the ratio is displayed, for example, by lighting. Even after the cumulative total reaches 175,000, the total continues to be added until it reaches the value (upper limit) that can be stored in a predetermined address of the RWM 53. Furthermore, "6,000 games" refers to the total number of games played over 15 sets, with one set consisting of 400 games.
[0046] The "benefit zone ratio" refers to the ratio (proportion) of time spent in the benefit zone relative to the total play zone (non-benefit zone + benefit zone). Specifically, if the total play count in the total play zone is 1000 and the total play count in the benefit zone is 700, the benefit zone ratio is 70%. The "command-inclusive feature ratio" is the sum of the number of payouts when the feature is activated and the number of payouts in games with the command function activated, divided by the total number of payouts. In slot machines without feature units, the "command-inclusive feature ratio" is the sum of the number of payouts in games with the command function activated divided by the total number of payouts. The sum of the number of payouts when the feature is activated and the number of payouts in games with the command function activated is counted by the command-inclusive feature counter.
[0047] Furthermore, the "number of payouts in a game in which the instruction function is activated" is calculated by operating the stop switch 42 in the order displayed by the instruction function, and when, for example, 10 bells are won, "10" is added to the instruction-included device counter. In contrast, when, in a game in which the instruction function is activated, the stop switch 42 is operated in a different order from the order displayed, and, for example, 1 bell is won, "1" is added to the instruction-included device counter. Similarly, when, in a game in which the instruction function is activated, the stop switch 42 is operated in a different order from the order displayed, and a winning combination is missed (when no winning combination is won), no addition is made to the instruction-included device counter. In other words, the count value from the previous game remains the same.
[0048] When a common bell is won during AT, the instruction function is activated in the same way as when a push order bell is won, and push order instruction information (dummy) is displayed on the winning number display LED 78, or the instruction function is not activated. If the instruction function is activated when a common bell is won, the number of payouts in that game is added to the instruction-included device counter.
[0049] On the other hand, if the common bell is won and the instruction function is not activated, the payout number for that game will not be added to the instruction function counter. However, the total payout number will be added to the counter. In this case, the sub-control board 80 may notify the correct button pressing order by image or sound.
[0050] In addition, special roles (roles) include BB (first-class role continuous operation device; first-class big bonus), RB (first-class special role; regular bonus), and MB (second-class role continuous operation device; second-class big bonus). Here, BB is a device that can continuously operate RB. In other words, during BB play, RB play is executed continuously. Also, during RB play, the probability of winning a small role increases. Furthermore, when the number of medals paid out during RB play exceeds a predetermined number, RB play ends. Furthermore, when the number of medals paid out during BB play exceeds a predetermined number, BB play ends.
[0051] Furthermore, MB is a device that can continuously activate CBs (type 2 special roles). In other words, CB games are continuously executed during MB games. Furthermore, during CB games, regardless of the results of the lottery by the role lottery means 61, all minor roles are won in duplicate, and for a specific reel 31 (for example, the left reel 31), the time from the moment the stop switch 42 is operated to the time the reel 31 stops is within 75 ms (the maximum number of moving frames is 1 frame). Furthermore, CB games end after one game, and when the number of medals paid out during MB games exceeds a predetermined number, the MB game ends.
[0052] Also, when a special role is won, the winning information of the special role is carried over to the next game until the symbol combination corresponding to the special role that was won stops on an active line. A game in which a special role is not won is called a "non-internal game," and when a special role is won but the symbol combination corresponding to the special role that was won does not stop on an active line, that is, a game in which the winning information of the special role is carried over is called an "internal game."
[0053] Furthermore, if BB is won and the symbol combination corresponding to BB stops on an active line (BB wins), no medals will be paid out in the current game, but BB game will start from the next game. During BB game, RB game is executed continuously, which increases the probability of winning a small prize. Then, when the number of medals paid out during BB game exceeds a predetermined number, BB game ends, and from the next game, the game returns to the game state before the transition to BB game.
[0054] Furthermore, if a BB win occurs but the symbol combination corresponding to the BB does not stop on a pay line, the BB winning information is carried over to the next game until the symbol combination corresponding to the BB stops on a pay line. The game state in which the BB winning information is carried over is called "inside BB." The timing of the transition to inside BB can be set as appropriate. For example, in a game in which the BB win occurs, the transition to inside BB may occur after all reels 31 have stopped, or the transition to inside BB may not occur in the game in which the BB win occurs, but may occur in the next game.
[0055] In addition, if you win RB and the symbol combination corresponding to RB stops on an effective line (RB wins), No medals will be paid out during this period, but RB play will begin from the next game. During RB play, the probability of winning a small prize increases. When the number of medals paid out during RB play exceeds a predetermined number, RB play ends, and from the next game, the game returns to the state it was in before the transition to RB play.
[0056] Furthermore, if an RB is won but the symbol combination corresponding to the RB does not stop on a winning line, the RB winning information is carried over to the next game until the symbol combination corresponding to the RB stops on a winning line. A game state in which the RB winning information is carried over is called "inside RB." Note that the timing of the transition to inside RB can be set appropriately, similar to the timing of the transition to inside BB. For example, in a game in which an RB is won, the transition to inside RB may be made after all reels 31 have stopped, or the transition to inside RB may not be made in the game in which an RB is won, but may be made in the next game.
[0057] Furthermore, if you win MB and the symbol combination corresponding to the MB stops on a valid line (MB wins), no medals will be paid out in this game, but MB game will start from the next game. During MB game, CB game is executed continuously. Then, if the number of medals paid out during MB game exceeds a predetermined number, MB game ends and from the next game, the game returns to the game state before switching to MB game. Furthermore, if you win MB but the symbol combination corresponding to the MB does not stop on a valid line, the MB winning information will be carried over to the next game until the symbol combination corresponding to the MB stops on a valid line. The game state in which MB winning information is carried over is called "inside MB."
[0058] "RT" means that the type (number) of winning combinations to be drawn and their winning probabilities are unique to a particular lottery state, and "RT transition" means that the winning probability of at least one replay to be drawn changes when a transition from one RT to another RT occurs. Therefore, the types of replays and their winning probabilities in one RT are values specific to that RT, and the types of replays and their winning probabilities will not all be the same between one RT and another RT. However, it is acceptable for the combined value of the winning probabilities of replays to be the same between one RT and another RT. Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0." Therefore, when referring to "RT" in this specification, non-RT is included.
[0059] "Continuous feature ratio" refers to the ratio of the number of payouts when the first-class special feature (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts during 1BB activation to the total number of payouts." For example, if the total number of payouts in "6000" games is "2000 coins," and of those, the number of payouts when the "first-class special feature (RB)" is activated is "500 coins," the "Continuous feature ratio (6000 games)" is "25 (%)."
[0060] Furthermore, the "role ratio" refers to the ratio of the payouts when a role is activated to the total payouts. Here, "role" refers to the above-mentioned first-class special role, as well as the second-class special role (CB), MB (also called 2BB. Second-class role continuous activation device. CB activates continuously), and SB (single bonus). Note that gaming machines that do not have the corresponding function for any of the above five items will display the ratio segment as "--." For example, if a gaming machine does not have an "RB (first-class special role)," there is no continuous role ratio, so when the ratio display numbers "2" and "4" are displayed, the ratio segment will display as "--." As described above, the management information display LED 74 displays five types of ratios, but also displays a test pattern at a predetermined timing when certain conditions are met.
[0061] The rules also stipulate that the advantageous zone ratio and the instructed feature ratio should be 70% or less. The rules also state that the feature ratio should be 70% or less, and that the continuous feature ratio should be 60% or less. Therefore, by looking at the information displayed on the management information display LED 74, it is possible to check whether or not the ratio is within the range stipulated by the rules.
[0062] A gaming machine with a specification that sets the advantageous zone ratio at 70% or less is called a "7U" type, and a gaming machine with a specification that sets the ratio of command-inclusive devices at 70% or less is called a "7P" type. Gaming machines with advantageous zones are either "7U" or "7P" types. In the case of a "7U" type, the advantageous zone ratio (cumulative) is displayed on the management information display LED 74, and in the case of a "7P" type, the ratio of command-inclusive devices (cumulative) is displayed. In the case of a "7U" type, the ratio of advantageous zones to the total gaming zone must be "70"% or less, but in the case of a "7P" type, the number of payouts paid out by the activation of the command function and the activation of the devices only needs to be 70% or less of the total payout number; for example, the entire gaming zone, or most of it, may be an advantageous zone.
[0063] For example, when moving to a non-advantageous zone, it can be set so that there is a 100% probability of winning the advantageous zone lottery, or so that there is a nearly 100% (for example, about 98%) probability of winning the advantageous zone lottery, or so that there is a high probability (for example, 70%) of winning the advantageous zone lottery. The "7U" type cannot refer to the set value itself to perform processing related to the instruction function (for example, AT lottery), but the "7P" type can refer to the set value itself to perform processing related to the instruction function.
[0064] The control information display LED 74 can also be applied to pachinko gaming machines as a performance display monitor. In this case, the control information display LED 74 (performance display monitor) is composed of a two-digit identification segment and a two-digit ratio segment, similar to that of a slot machine (a reel-type gaming machine). It sequentially displays the real-time (currently being measured) base value for every 60,000 out balls (the "base value" indicates the number of safe balls per 100 out balls), as well as the base values for the previous, second, and third times before every 60,000 balls. For example, the identification segment for the real-time base value is displayed as "bL.", the identification segment for the base value one time before is displayed as "b1.", the identification segment for the base value two times before is displayed as "b2.", and the identification segment for the base value three times before is displayed as "b3.". Thus, the control information display LED 74 is applicable not only to slot machines but also to pachinko gaming machines.
[0065] <First Embodiment> Hereinafter, the first embodiment will be described with reference to the drawings, etc. The first embodiment is a slot machine that allows the winning of a special role (1BB) that has been carried over to be avoided by changing the pressing order. FIG. 1 is a block diagram showing an outline of the control of a slot machine 10, which is an example of a gaming machine in the first embodiment. The slot machine 10 is provided with a main control board 50 and a sub-control board 80 as representative control boards. The main control board 50 has an input port 51 and an output port 52, and is provided with a RWM 53, a ROM 54, a main CPU 55, etc. (This does not mean that only the components shown in FIG. 1 are provided).
[0066] 1, the main control board 50 and peripheral devices for game progression, including operation switches such as the bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection part to which signals from the operation switches etc. are input, and the output port 52 is a connection part to which signals are transmitted to peripheral devices such as the motor 32. In FIG. 1, input peripheral devices are indicated by arrows pointing from the signals from the peripheral devices to the main control board 50, and output peripheral devices are indicated by arrows pointing from the main control board 50 to the peripheral devices (the same applies to the sub-control board 80).
[0067] The RWM 53 is a storage medium capable of storing (updating) various data (variables) based on the progress of the game, etc. The ROM 54 is a storage medium for storing programs and various data (for example, data tables) necessary for the progress of the game, etc. The main CPU 55 refers to a CPU (IC with calculation functions) provided on the main control board 50, and executes programs and performs calculations necessary for the progress of the game, and more specifically, performs the drawing of winning combinations, drive control of the reels 31, and payouts when a prize is won, etc.
[0068] Furthermore, an MPU including a RWM 53, a ROM 54, a main CPU 55, and a register is mounted on the main control board 50. The RWM 53 and ROM 54 may be mounted inside the MPU or may be provided externally. An MPU including a RWM 83, a ROM 84, and a sub-CPU 85 is also mounted on a sub-control board 80 (described later). The RWM 83 and ROM 84 may be mounted inside the MPU or may be provided externally.
[0069] In Fig. 1, medals inserted through medal insertion slot 47 are sent inside the medal selector. Inside the medal selector, as shown in Fig. 1, there are provided (but are not limited to) a passage sensor 46, a blocker 45, and an insertion sensor 44 (a pair of insertion sensors 44a and 44b), which are electrically connected to the main control board 50. A medal inserted through medal insertion slot 47 is configured to be detected first by the passage sensor 46.
[0070] Furthermore, a blocker 45 is provided downstream of the path sensor 46. The blocker 45 is used to permit / prohibit the insertion of medals, and when the insertion of medals is prohibited, it forms a medal path that returns medals inserted through the medal insertion port 47 from the payout port. On the other hand, when the insertion of medals is permitted, it forms a medal path that guides medals inserted through the medal insertion port 47 to the hopper 35. The blocker 45 is composed of, for example, a switching member that blocks an opening (the opening that leads to the medal return port) formed in part of the medal path in the medal selector to form a medal path for guiding medals to the hopper 35 side, and an actuator for driving the switching member, etc.
[0071] Here, the blocker 45 does not permit the insertion of medals during a game (from the time when the reels 31 start to spin until all the reels 31 stop, and until the end of the payout corresponding to the winning combination in the case of a winning combination). In other words, the blocker 45 permits the insertion of medals at least when a game is not being played.
[0072] Within the medal selector, a throw-in sensor (optical sensor) 44 is provided further downstream of the blocker 45. In this embodiment, the throw-in sensor 44 consists of a pair of throw-in sensors 44a and 44b arranged a predetermined distance apart, and is configured so that a medal is detected by one throw-in sensor 44a and then detected by the other throw-in sensor 44b a predetermined time later. Whether the correct medal has been thrown in is determined based on the timing at which the pair of throw-in sensors 44 turn on and off, respectively.
[0073] 1, the main control board 50 is electrically connected with operation switches operated by the player, including a bet switch 40 (40a or 40b), a start switch 41, a (left, center, right) stop switch 42, and a settlement switch 43. Here, the term "operation switch (or simply, "switch")" refers to a device (including an electric circuit and / or an electric component) that switches an electric signal on / off based on (receives an external force) the operation of an operation body by the player (operator), and does not limit the shape of the operation body operated by the player.
[0074] When the operation switch is in the OFF state, for example, light from the light-emitting element continues to be incident on the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the OFF state). Then, when the operation switch (operation body) is operated by a player or the like, the light from the light-emitting element does not enter the light-receiving element. When this state is detected, an electrical signal indicating that the operation switch has entered the ON state is sent to the main control board 50. Note that, conversely to the above, when the operation switch is in the OFF state, light from the light-emitting element does not enter the light-receiving element, and when light from the light-emitting element enters the light-receiving element, It may be configured to be in the ON state.
[0075] In this embodiment, the operating body of the start switch 41 is lever (rod) shaped (for this reason, it is also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, stop switch 42, and settlement switch 43 are push button shaped (for this reason, they are also referred to as the "bet button (switch) 40," "stop button (switch) 42," and "settlement button (switch) 43").
[0076] Although not shown in Fig. 1, an LED (light emitting means) is provided on the operating body of the operation switch and / or around or near it. When the operation acceptance of the operation switch is in an permitted state, the LED or the like corresponding to the operation switch emits blue light, for example, and when the operation acceptance of the operation switch is in a prohibited state, the LED or the like of the operation switch emits red light, for example, to indicate to the player the permitted / prohibited state of the operation switch.
[0077] Specifically, for example, when all reels 31 are spinning and a stop switch 42 is ready to be operated, the LEDs of all stop switches 42 are illuminated blue to indicate to the player that they are ready to be operated. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is controlled to stop. The remaining stop switches 42 then become operable after the excitation state of the motor 32 corresponding to the stopped reel 31 ends and the detection sensor 42e of the operated stop switch 42 turns off. Therefore, during this time, the LEDs of all stop switches 42 are illuminated red. When the excitation state of the motor 32 corresponding to the operated stop switch 42 ends and the detection sensor 42e corresponding to that stop switch 42 turns off, the LEDs of the stop switches 42 that have already been operated continue to emit red light, but the LEDs of the stop switches 42 that have not yet been operated emit blue light.
[0078] The bet switch 40 is an operation switch that is operated by the player when betting the stored medals for the current game. In this embodiment, it is provided with a 1-bet switch 40a for inserting one medal, and a 3-bet switch 40b for inserting three medals (the maximum number, the specified number). However, it is not limited to this, and a bet switch for betting two medals may also be provided.
[0079] The specified number is predetermined depending on, for example, whether the reel is inactive or active. Specifically, it is set to three medals when the reel is inactive, when SB is active, or when 1BB is active, and two medals when 2BB is active, etc. Operating the 1-bet switch 40a twice allows two medals to be inserted, and operating it three times allows three medals to be inserted. Also, when the specified number is three medals, operating the 3-bet switch 40b allows three medals to be inserted at once, and when the specified number is two medals, operating the 3-bet switch 40b allows two medals to be inserted at once. If the 3-bet switch 40b is operated when a number less than the specified number has already been bet, betting processing is performed so that the number of bets becomes three.
[0080] The start switch 41 is an operation switch operated by the player when starting all of the reels 31 (left, center, and right). Three stop switches 42 are provided corresponding to the three reels 31 (left, center, and right), and are operation switches operated by the player when stopping the corresponding reel 31. The settlement switch 43 is an operation switch operated by the player when paying out medals bet and / or accumulated (credited) inside the slot machine 10.
[0081] As shown in FIG. 1 , a display board 75 is electrically connected to the main control board 50. In reality, a relay board is provided between the main control board 50 and the display board 75, and the main control board 50 and the relay board, and the relay board and the display board 75 are connected to each other; however, the relay board is not shown in FIG. 1 . As described above, the main control board 50 and the display board 75 may be directly connected by a harness or the like, or another board may be interposed between them. Furthermore, the control boards are not limited to being directly connected by a harness or the like, but may be connected via another board (e.g., a relay board). For example, one or more other boards (e.g., a relay board) may be interposed between the main control board 50 and the sub-control board 80.
[0082] The display board 75 is equipped with a credit number display LED 76 and an acquired number display LED 78. The credit number display LED 76 is an LED that displays the number of medals stored (credited) inside the slot machine 10, and is composed of two digits, an upper digit and a lower digit.
[0083] The winning number display LED 78 is an LED that displays the payout number (the number of medals won by the player) when a winning combination is achieved, and is composed of two digits, an upper digit and a lower digit, just like the credit number display LED 76. The winning number display LED 78 may be controlled to turn off when there are no medals to be paid out. Alternatively, the upper digit may be turned off and only the lower digit may display "0".
[0084] Furthermore, the number of wins display LED 78 normally displays the number of wins, but when an error occurs, it functions as an LED that displays the content (type) of the error. Furthermore, in a game in which the push order is notified during the AT, the number of wins display LED 78 functions as an LED that displays push order instruction information (notifies the advantageous push order). Therefore, in this embodiment, the number of wins display LED 78 is an LED that also displays the number of wins, the error content, and the push order instruction information. However, this is not limited to this, and it is of course possible to provide a dedicated LED or the like that displays the push order instruction information. Note that during the AT, notification of the advantageous push order is also performed by the image display device 23 connected to the sub-control board 80.
[0085] 1, motors (stepping motors in this embodiment) 32 of the symbol display device and the like are electrically connected to a main control board 50. The symbol display device includes reels 31 (three in this embodiment) that display symbols, motors 32 that drive each of the reels 31, and reel sensors 33 that detect the position of the reels 31.
[0086] The motor 32 serves as a driving means for rotating the reels 31, is connected to the rotation center of each reel 31, and is controlled by a reel control means 65, which will be described later. Here, the reels 31 consist of a left reel 31, a center reel 31, and a right reel 31, and the stop switch 42 operated to stop the left reel 31 is the left stop switch 42, the stop switch 42 operated to stop the center reel 31 is the center stop switch 42, and the stop switch 42 operated to stop the right reel 31 is the right stop switch 42. The left reel 31 may be referred to as the first reel 31, the center reel 31 may be referred to as the second reel 31, and the right reel 31 may be referred to as the third reel 31.
[0087] The reels 31 are ring-shaped, and a reel tape on which multiple types of symbols (symbols constituting symbol combinations corresponding to winning combinations) are printed is attached to the outer periphery of the reels 31. Each reel 31 is provided with one index (or two or more). The index is provided in a convex shape on the outer periphery of the reel 31, for example, and is used to detect whether the reel 31 has passed a predetermined position or whether it has made one rotation. Each index is detected by a reel sensor 33. The signal from the reel sensor 33 is electrically connected to the main control board 50. When the index detects (breaks) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.
[0088] In addition, the symbols on the reference position at the moment when the reel sensor 33 detects the index of the reel 31 are stored in advance in the ROM 54. This makes it possible to detect the symbols on the reference position at the moment when the index is detected. Furthermore, it becomes possible to identify how many pulses the (stepping) motor 32 needs to be driven from the moment when the reel sensor 33 detects the index of the reel 31 to stop the symbol on the pay line, counting from the symbol on the reference position.
[0089] In addition, a medal payout device is electrically connected to the main control board 50. The medal payout device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when paying out medals from the hopper 35 through a payout opening, and a payout sensor 37 that detects medals paid out from the hopper motor 36.
[0090] Medals that are fed through the medal insertion slot 47 and accepted (determined to be normal) are stored in the hopper 35. In this embodiment, the payout sensor (optical sensor) 37 consists of a pair of payout sensors 37a and 37b arranged a predetermined distance apart. When a medal is paid out, the medal moves a predetermined moving member. The movement of the predetermined moving member turns the payout sensors 37a and 37b on and off. Whether the medal has been paid out correctly is determined based on whether the payout sensors 37a and 37b have been turned on and off, respectively, within a predetermined time range.
[0091] For example, if the pair of payout sensors 37 are not detected as being on even though the hopper motor 36 is being driven, it is determined that no medals have been paid out, and a hopper error (no medals) is detected. On the other hand, if at least one of the payout sensors 37 continues to output an on signal, it is detected that a medal jam has occurred.
[0092] When a player starts a game, he or she either inserts pre-credited medals by operating the bet switch 40 (a reserve bet) or deposits medals through the medal insertion slot 47 (a maintenance bet). When the start switch 41 is operated after the specified number of medals for the game have been bet, a signal is generated and input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, described later) performs a lottery using the winning combination lottery means 61 and controls the driving of all motors 32 to rotate all reels 31. As the reels 31 are rotated by the motors 32 in this way, the symbols on the reels 31 are displayed moving up and down within the display window at a predetermined speed.
[0093] Then, the player presses a stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, a signal is generated at that time and input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, which will be described later) drives and controls the motor 32 corresponding to that stop switch 42, and performs stop control of the reel 31 related to that motor 32 so as to correspond to the lottery result of the role lottery means 61 (the result determined by the internal lottery means).
[0094] The game result of the current game is displayed based on the symbol combination when all reels 31 stop. Furthermore, when a symbol combination corresponding to any winning combination stops on an active line (when that winning combination is won), medals corresponding to the winning combination are paid out.
[0095] Next, we will explain the specific configuration of the main control board 50. As shown in Figure 1, the main CPU 55 of the main control board 50 is equipped with the following role selection means 61, etc. The following means in this embodiment are examples, and are not limited to the means shown in this embodiment.
[0096] The winning lottery means 61 performs lottery (determination, selection) of the winning number. Here, "lottery of the winning number by the winning lottery means 61" is based on the rules of the Entertainment and Amusement Business Act (rules regarding the certification of gaming machines and the inspection of models, etc.). Hereinafter, simply referred to as " The lottery result by the role lottery means 61 is the same as the "internal lottery" in the Rules, and the lottery result by the role lottery means 61 is the same as the "result determined by internal lottery" in the Rules. Therefore, the role lottery means 61 is also referred to as the "internal lottery means 61" in accordance with the Rules. When a winning number is determined by the role lottery means 61, the winning and replay condition device number and the role condition device number are determined based on the winning number, and the winning and replay condition devices and role condition devices that will be operable in the game are determined. For this reason, the role lottery means 61 is also referred to as the condition device number determination (lottery or selection) means, winning role determination (lottery or selection) means, etc.
[0097] The winning lottery means 61 includes, for example, a random number generating means for the lottery (such as a hardware random number generator), a random number extracting means for extracting the random numbers generated by the random number generating means, and a winning number determining means for determining the winning number based on the random number value extracted by the random number extracting means.
[0098] The random number generating means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal notation). The random numbers are generated by a counter that counts one cycle, for example, every 200 n (nano) seconds, from "0" to "65535," and the counter continues to count random numbers while the slot machine 10 is powered on.
[0099] The random number extraction means extracts the random number generated by the random number generation means at a predetermined time, in this embodiment, when the player operates (turns on) the start switch 41. The determination means determines the winning number corresponding to the area to which the random number value belongs by comparing the random number value extracted by the random number extraction means with a lottery table described later.
[0100] The winning flag control means 62 controls the on / off of a winning flag corresponding to each role based on the lottery result by the role lottery means 61. In this embodiment, a winning flag is provided for each role for all roles. When any role is won in the lottery by the role lottery means 61, the winning flag for that role is turned on (the winning flag is set). Note that winning roles can be classified into two cases: when there is one winning role (single win) and when there are multiple winning roles (multiple win).
[0101] The push order instruction number selection means 63 selects (determines) a push order instruction number (a number corresponding to the correct push order) based on the result of the lottery for the winning number by the role lottery means 61 (when a push order bell or push order replay is won). The "push order" of the push order instruction number selected here refers to a push order (correct push order) that is advantageous to the player. For example, when a push order bell is won, it refers to a push order (correct push order) that will result in a high bell being won. Also, when a replay is won twice, it refers to a push order that will promote the player to an advantageous RT or a push order that will not cause the player to fall into an unfavorable RT.
[0102] In this embodiment, each winning number is provided with its own unique push order instruction number. When a push order bell or push order replay is won during the AT, the main control board 50 displays push order instruction information corresponding to the push order instruction number, specifically information such as "=*" ("*" = 1, 2, ...), on the above-mentioned winning number display LED 78. In this way, the function of displaying push order instruction information when a condition device with an advantageous push order is activated is also referred to as an instruction function. Furthermore, when a push order bell or push order replay is won during the AT, the main control board 50 sends a command corresponding to the push order instruction number to the sub-control board 80 at the start of play (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives this command, it displays an image of the correct push order on the image display device 23.
[0103] Note that the push order instruction number selected by the main control board 50 can only be transmitted to the sub-control board 80 during the advantageous zone (AT). Therefore, even if a push order instruction number is selected by the push order instruction number selection means 63 during the normal zone, that push order instruction number will not be transmitted to the sub-control board 80. Note that it is not necessary to select a push order instruction number during the normal zone.
[0104] The effect group number selection means 64 selects an effect group number corresponding to the winning number, which is to be transmitted to the sub-control board 80. The effect group number corresponding to the winning number is determined in advance. When the start switch 41 is operated to determine the winning number, the effect group number selection means 64 selects an effect group number corresponding to the winning number of the game, and the main control board 50 transmits the selected effect group number to the sub-control board 80. The sub-control board 80 outputs an effect related to the winning role based on the received effect group number. Unlike the push order instruction number described above, the effect group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.
[0105] In addition, the main control board 50 does not transmit the winning number for that game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number for that game. However, since the sub-control board 80 receives an effect group number for each game, it is able to output an effect based on the received effect group number. However, even when the push order bell or push order replay is won, the correct push order cannot be determined from the effect group number, so the sub-control board 80 does not announce the correct push order based on the effect group number. In contrast, during AT, when the push order bell or push order replay is won, the main control board 50 sends a push order instruction number to the sub-control board 80. This allows the sub-control board 80 to announce the correct push order based on the received push order instruction number.
[0106] When the reel control means 65 receives a command to start the rotation of the reels 31, particularly when it detects the operation of the start switch 41 in this embodiment, it controls all (three) reels 31 to start rotating. Furthermore, after the winning number is determined by the winning lottery means 61, the reel control means 65 references the on / off state of the winning flag for the current game and selects a stop position determination table corresponding to the on / off state of the winning flag, and when the stop switch 42 is operated, it determines the stop position of the reel 31 corresponding to the stop switch 42 based on the timing when it detects the operation of the stop switch 42, and drives and controls the motor 32 to stop the reel 31 at the determined position.
[0107] For example, in a game in which at least one winning flag is on, the reel control means 65 controls the reel 31 to stop so that a symbol combination corresponding to a winning role (a role for which the winning flag is on) can be stopped on an effective line within the range of the stop control of the reel 31, and also controls the reel 31 to stop so that a symbol combination corresponding to a role other than the winning role (a role for which the winning flag is off) cannot be stopped on an effective line.
[0108] Here, "within the range of reel 31 stop control" means the range of the time from the moment the stop switch 42 is operated until the reel 31 actually stops or the range of the amount of rotation of the reel 31 (the number of moving symbols (frames)). In this embodiment, the reel 31 rotates at a constant speed of approximately 80 rotations per minute. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set to within 190 ms, except for a predetermined reel 31 during MB operation (for example, the center reel 31). Thus, in this embodiment, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to four, except for a predetermined reel 31 during MB operation.
[0109] On the other hand, for a predetermined reel 31 during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set to within 75 ms. As a result, for a predetermined reel 31 during MB operation, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to one symbol.
[0110] Then, at the moment when the operation of the stop switch 42 is detected, if any of the symbols within the range of the stop control of the reels 31 is a symbol that should be stopped on a predetermined pay line, the symbol is controlled to stop on the predetermined pay line when the stop switch 42 is operated. In other words, if the symbol of the winning combination corresponding to the winning number does not stop on the predetermined pay line when the reels 31 are stopped immediately at the moment when the stop switch 42 is operated, the reels 31 are controlled to rotate and move within the range of the stop control of the reels 31 until the reels 31 are stopped, thereby controlling the symbol of the winning combination corresponding to the winning number to stop on the predetermined pay line as much as possible (pull-in stop control).
[0111] Conversely, if the reels 31 are stopped immediately the moment the stop switch 42 is operated, and a symbol combination of a winning combination that does not correspond to the winning number stops on an active line, when the reels 31 are stopped, the reels 31 are controlled to rotate and move within the range of the stop control of the reels 31 so that the symbol combination of a winning combination that does not correspond to the winning number does not stop on an active line (kick-off stop control). Furthermore, in a game in which multiple winning combinations are won (for example, when the push order bell is won), the priority of winning combinations is predetermined according to the push order of the stop switch 42 and the operation timing of the stop switch 42, and the pull-in stop control of the symbol corresponding to the most prioritized winning combination is performed according to the predetermined priority.
[0112] The winning determination means 66 determines whether the symbol combination of the reels 31 that has stopped on an active line when the reels 31 have stopped is a symbol combination that corresponds to any winning combination. Here, the winning determination means 66 does not actually detect whether the symbol combination that corresponds to the winning combination has stopped on an active line. Specifically, based on the condition device that has been activated in the game and the order in which the stop switch 42 is pressed and / or the operation timing of the stop switch 42, the winning determination means 66 determines in advance the symbol combination that will stop on an active line before the reels 31 actually stop, or determines in advance the symbol combination that will stop on an active line after the reels 31 have stopped.
[0113] The control command transmitting means 71 transmits to the sub-control board 80 information (control commands) required for the effects to be output by the sub-control board 80. Examples of control commands include information when the bet switch 40 is operated, information when the start switch 41 is operated, push order instruction number (only during AT and when a winning number with the correct push order is won), effect group number, RT (game status) information, information when the stop switch 42 is operated, information on the winning combination, etc.
[0114] In FIG. 1, the sub-control board 80 controls the selection and output of effects (information) during game play and game standby. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71) transmits information (control commands) required to output effects to the sub-control board 80 in one direction via parallel communication. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, but may also be connected using optical communication means. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, but may be serial communication, or a combination of serial communication and parallel communication may be used.
[0115] The sub-control board 80, like the main control board 50, is equipped with an input port 81, an output port 82, a RWM 83, a ROM 84, a sub-CPU 85, and the like. The sub-control board 80 is electrically connected to the following performance peripherals, such as the performance lamps 21 shown in FIG. 1, via the input port 81 or the output port 82. However, the performance peripherals are not limited to these. The RWM 83 is a storage medium that can temporarily store data, etc., that the sub-CPU 85 has acquired when controlling the performance. The ROM 84 also stores programs, such as those used when conducting lotteries related to the performance, and various other data, as performance data. It is a storage medium for storing seed data and the like.
[0116] The effect lamps 21 are made up of, for example, LEDs, and light up in a predetermined pattern when predetermined conditions are met. The effect lamps 21 include a back lamp that is arranged on the inner periphery of each reel 31 and illuminates the symbols displayed on the reel 31 (three consecutive symbols visible through the display window) from behind, a fluorescent lamp that illuminates the symbols on the reel 31 from above the reel 31, and a frame lamp that is arranged in front of the front door of the slot machine 10 and flashes when a winning combination is achieved.
[0117] The speaker 22 outputs a predetermined sound when a predetermined condition is met in order to perform various effects during a game. The image display device 23 is composed of a liquid crystal display, an organic EL display, a dot display, etc., and displays various effect images (correct button press order, effects corresponding to condition devices activated in the game, etc.) during a game, game information (when a role is activated, the number of games played during an advantageous zone (AT), the number of coins won, etc.), etc.
[0118] In addition, in the first embodiment, the special games (operation states of the special device) include a 1BB game (1BB operation state) and an RB game (RB operation state). The 1BB game (1BB operation state) and the RB game (RB operation state) are not strictly included in the RT, but may be considered as part of the RT. Furthermore, the RB in the first embodiment is a role drawn during the general game of the 1BB game (meaning a game other than the RB game in the 1BB game), and when the RB is won during the general game of the 1BB game and the RB is awarded, the game shifts from the general game to the RB game during the 1BB game. For this reason, the RB drawn during the general game of the 1BB game is also called an "SRB (shift RB)."
[0119] In the first embodiment, "when the device is not activated" includes a state in which a win has been won but the device has not yet been activated. For example, when the 1 BB has not been won, or when the 1 BB has been won and the 1 BB is in the 1 BB state but the 1 BB is not being played, it is referred to as "when the 1 BB is not activated," and when the 1 BB is being played, it is referred to as "when the 1 BB is activated." The same applies to RB. Furthermore, the activation of the instruction function and the suggestion of the push order can only be performed during the advantageous zone, and the activation of the instruction function and the suggestion of the push order cannot be performed in the non-advantageous zone (normal zone). Therefore, in the following, when the instruction function is activated and the suggestion of the push order is performed, it is considered to be a advantageous zone.
[0120] Furthermore, in the first embodiment, the winning combination lottery means 61 executes a lottery for a "winning number." Therefore, the winning combination lottery means 61 is also referred to as "winning number lottery (determination, selection) means." Then, when a winning number is determined, a "condition device number" corresponding to the winning number is generated. The "condition device number" (also referred to as "winning information") includes a "partner condition device number" and a "winning and replay condition device number." Then, when a winning number is determined and a condition device number is generated, a condition device corresponding to the condition device number is activated, and the symbol combination of the winning combination corresponding to the activated condition device can be stopped and displayed on an active line.
[0121] The winning numbers in the first embodiment include winning numbers "0" to "100" ("0" corresponds to a non-winning number (a so-called miss)), as shown in, for example, Figures 24 and 25 described later. When a winning number is determined, a "condition device number" corresponding to that winning number is generated. For example, in Figure 24, when the winning number is determined to be "4," a bonus condition device number "1" (Figure 13) and a winning and replay condition device number "2" (Figure 14) are generated.
[0122] FIG. 2 is a diagram showing the arrangement of symbols on the reels 31 in the first embodiment. As shown in FIG. 2, in the first embodiment, each reel 31 consists of 20 symbols. In addition, FIG. 2 also shows symbol numbers. In the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reels 31 stop is set to "4."
[0123] Therefore, for example, if four specific symbols are arranged on one reel 31 at intervals of five symbols, the specific symbols can always be stopped on an active line, regardless of the position at which the stop switch 42 is operated. Specifically, on the left reel 31, "replays" are arranged at numbers 5, 10, 15, and 0. That is, four "replays" are arranged at intervals of five symbols on the left reel 31. Therefore, for the left reel 31, the "replays" can always be stopped on an active line, regardless of the timing at which the left stop switch 42 is operated. Note that this type of symbol arrangement is sometimes referred to as a "PB=1 arrangement." On the other hand, a symbol arrangement other than this type of arrangement is sometimes referred to as a "PB≠1 arrangement."
[0124] On the left reel 31, "Replay" and "Bell A" are each in the "PB=1" configuration. On the center reel 31, "Replay," "Bell A," and "Bell B" are each in the "PB=1" configuration. On the right reel 31, "Replay," "Bell A," and "Bell B" are each in the "PB=1" configuration. On the center reel 31, the four symbols "Blank" (number 1), "Black BAR" (number 6), "Red 7" (number 11), and "Cherry" (number 16) are in the "PB=1" configuration in total. Therefore, regardless of when the center stop switch 42 is operated, any of "Blank," "Black BAR," "Red 7," or "Cherry" can be stopped on an active line. The same is true for the right reel 31.
[0125] Furthermore, on the center reel 31, the combination of the two symbols "Watermelon A" or "Watermelon B" results in a "PB=1" arrangement. Furthermore, on the right reel 31, the combination of the three symbols "Blue BAR", "Watermelon A" or "Watermelon B" results in a "PB=1" arrangement.
[0126] FIG. 3 is a diagram showing the display window (transparent window) 18, the relative positions of the reels 31, and the pay lines (display lines that display symbol combinations). The reels 31 arranged inside can be seen through the display window 18. In this embodiment, three reels 31 (left reel 31, center reel 31, and right reel 31) are arranged side by side in the horizontal direction. Furthermore, each reel 31 is arranged so that three consecutive symbols can be seen from the display window 18. Therefore, a total of nine symbols (frames) can be seen from the display window 17 of the slot machine 10.
[0127] 3 also illustrates the names of the symbol positions in this specification. In this specification, the symbol positions when the reels 31 are stopped and visible through the display window 18 are referred to as the "upper row," "middle row," and "lower row" from top to bottom for each reel 31, and for the left reel 31, they are referred to as the "upper left row," "middle left row," and "lower left row," respectively.
[0128] Furthermore, as shown in Fig. 3, a pay line is set for the nine symbols visible through the display window 18. Here, the "pay line" is a line of symbols arranged when the reels 31 stop, a symbol combination line (display line) that forms a symbol combination, and a line that will win a prize for a certain role when a symbol combination corresponding to that role stops on that line. In this embodiment, the specified number is three in any gaming state, and the pay line is set to be the same in any gaming state.
[0129] In this embodiment, the pay lines are so-called straight lines that slope downward to the right ("upper left" - "middle middle" - "lower right"). Lines other than these are invalid. The specified number may be different for each game state (for example, the specified number during 1 BB operation may be set to "2 coins"). Furthermore, the position and number of pay lines may be different for each game state or specified number (for example, multiple pay lines for a specific specified number).
[0130] 4 to 11 are diagrams showing the types of roles (roles corresponding to winning numbers drawn by the role drawing means 61, etc.), symbol combinations, payout numbers, etc. in the first embodiment. First, as shown in FIG. 4, the game states in the first embodiment include when no role is activated, when RB (role) is not activated when 1BB is activated, and when RB is activated, and the specified number for each of these game states is set to "3". In FIGS. 4 to 12, "3 (1)" corresponds to when no role is activated, and in the first embodiment in particular, corresponds to a game other than 1BB game.
[0131] Also, "3 coins (2)" corresponds to the time when 1 BB is in operation (1 BB game is in progress) but RB is not in operation. Furthermore, "3 coins (3)" corresponds to the time when 1 BB is in operation (1 BB game is in progress) and RB is in operation (RB game is in progress). For example, in Figure 4, 1 BB with the role number "001" is eligible for the lottery when the specified number is 3 coins (1) (when the role is not in operation), but is not eligible for the lottery when the specified number is 3 coins (2) or 3 coins (3).
[0132] In FIG. 4, the role numbers "001" to "003" correspond to special roles (role devices). In this embodiment, one type of 1BB and two types of RB (RBA and RBB) are provided as special roles. If 1BB is won and 1BB is awarded when the role device is not activated, no medals will be paid out in the current game, but from the next game, the game will shift to 1BB activation (1BB game), which corresponds to special game. Also, during 1BB activation (1BB game), an RB is drawn. If RB is won and RB is awarded during 1BB activation, no medals will be paid out in the current game, but from the next game, the game will shift to RB activation (RB game) during 1BB activation (1BB game).
[0133] In addition, the state when 1BB is in operation and RB is not in operation is sometimes referred to as "general game with 1BB game." Furthermore, during general game with 1BB game, the state when RB is not won is sometimes referred to as 1BB in operation and RB is not inside, and the state when RB is won is sometimes referred to as 1BB in operation and RB inside. When the termination conditions for RB operation are met, if the termination conditions for 1BB operation are met, the 1BB operation ends and the game shifts to when the device is not in operation (normal game). On the other hand, when the termination conditions for RB operation are met, if the termination conditions for 1BB operation are not met, the game shifts to when 1BB operation is in operation (and RB is not in operation).
[0134] The combination numbers "004" shown in FIG. 4 to "149" shown in FIG. 7 all correspond to replays (replay combinations). In the first embodiment, replay types include replays 01 to 15. As shown in FIGS. 4 to 7, when a special feature is not activated (3 pieces (1)), and when RB is not activated while 1BB is activated (3 pieces (2)), all of replays 01 to 15 are subject to lottery. In contrast, when RB is activated while 1BB is activated (3 pieces (3)), no replay is drawn. In addition, the symbol combination for all replays is set to "PB=1." For example, the symbol combination for replay 03 is "cherry"-"black BAR / red 7 / blank / cherry"-"bell A," but the "cherry" on the left reel 31 and the "bell A" on the right reel 31 are arranged in "PB=1." Also, the "Black BAR / Red 7 / Blank / Cherry" on the middle reel 31 is a "PB=1" arrangement for the combined total of these four symbols.
[0135] 8 to 11 show small winning combinations in the first embodiment. As small winning combinations in the first embodiment, small winning combinations 001 to 118 are provided. For small winning combinations 001 to 008, the payout number upon winning is set to 7 coins, which is set to the maximum payout number among the small winning combinations. Small winning combinations 001 to 008 are combinations that result in a high bell when the so-called push order bell is won (described later). Furthermore, for small winning combinations 009 to 117, the payout number upon winning is set to 1 coin, which is a combination that results in a low bell when the so-called push order bell is won. Furthermore, small winning combination 118 is a special combination that is drawn only when 1BB and RB are activated, and the payout number upon winning is set to 1 coin.
[0136] Among the above-mentioned winning combinations, there are some that can be carried over to the next game and some that cannot. 1BB and RB are winning combinations that can be carried over to the next game, while small winning combinations and replays are winning combinations that cannot be carried over to the next game.
[0137] 12 is a diagram showing a pattern symbol combination in the first embodiment. In the first embodiment, when the push order bell is won, if the stop switch 42 is operated in an incorrect push order, the above-mentioned 1-piece role is entered. There are cases where the winning combination is a winning combination and cases where the winning combination is not a winning combination (a miss). When the winning combination is not a winning combination, one of the pattern symbol combinations shown in FIG. 12 is displayed. The pattern symbol combination is also called a miss. As will be described in detail later, the pattern symbol combination is set as one of the RT transition conditions. In FIG. 12, the pattern symbol combination is not the winning combination itself, but for the sake of convenience of explanation, a winning combination number is also assigned to the pattern symbol combination as a serial number in FIG. 4 to FIG. 12.
[0138] 13 to 23 are diagrams showing the condition device numbers, condition devices, winning combinations, etc. First, the combination lottery means 61 draws a winning number. The winning numbers include winning numbers "0" to "100", for example, as shown in Figs. 24 and 25 described later. For example, when the winning number "4" in Fig. 24 is won, the condition device "1BB" corresponding to the bonus condition device number "1" (Fig. 13) and the condition device "Replay B" corresponding to the prize and replay condition device number "2" (Fig. 14) become operable.
[0139] FIG. 13 shows the role condition devices (particularly, 1BB and RB in the first embodiment). The 1BB condition device corresponding to role condition device number "1" is a role condition device that becomes operable when 1BB is won. When this 1BB condition device is activated, the winning role of 1BB becomes available for winning. The remarks column in FIG. 13 also shows the operation termination conditions for the role condition device. The 1BB condition device continues until the number of medals acquired exceeds 218, and when the number of medals acquired exceeds 218, the operation termination conditions for the 1BB condition device are met and the operation of the 1BB condition device is terminated. Similarly, the RBA condition device and RBB condition device both terminate when 8 wins or 12 games are played, or when the operation of the 1BB condition device is terminated.
[0140] 14 to 23 show winning and replay condition devices. Among the winning and replay condition device numbers, "1" to "19" are condition device numbers related to replays, and "20" to "98" are condition device numbers related to small wins. For example, the winning combinations of the replay A condition device corresponding to the winning and replay condition device number "1" include replays 01 to 07 (seven types of replays). In this way, when one condition device includes multiple winning combinations, when the condition device is activated, symbol combinations corresponding to all of the winning combinations may be stopped, or symbol combinations corresponding to some (at least one) of the winning combinations may be stopped. In this embodiment, even if multiple types of replays are won, only one of the replays will win. Similarly, as will be described later, multiple types of small wins may be won, but in this case, in this embodiment, the small wins will not be won, and only one of the small wins will win.
[0141] In the Replay A condition device through the Replay K condition device, the remarks column also indicates the relationship between the push order and the stop symbol combination (type of replay). In the remarks column, for example, "left 1st" means the left stop symbol. In the first embodiment, a replay wins regardless of the push order (left stop symbol, center stop symbol, right stop symbol). In the remarks column for the Replay A condition device through the Replay I condition device, during the right stop symbol, "?" and "○" indicate whether the "blue bar" can stop in the middle row ("○" indicates the "blue bar" can stop in the middle row, and "?" indicates the "blue bar" cannot stop in the middle row). While a detailed explanation is omitted, in the first embodiment, during 1BB operation, when the Replay A condition device through the Replay I condition device are activated, a presentation is output that prompts the player to push right (stop right first) and aim the "blue bar" at the middle row, and a presentation suggesting an advantage is output depending on the reel 31 and number of "blue bars" that stop in the middle row.
[0142] The Replay A condition device includes Replays 01 to 07 as winning combinations. When the Replay A condition device is activated, in this embodiment, Replay 01 or Replay 02 stops when the left or center reel stops first, and Replay 01 stops when the right reel stops first. The symbol combinations for Replay 01 are combination numbers "004" to "007" in FIG. 4. Therefore, when Replay 01 wins, "Replay" - "Black BAR / Red 7 / Blank / Cherry" - "Bell A" stops on an active line. When the center reel 31 stops and "Black BAR / Red 7 / Blank / Cherry" stops on an active line (middle-middle row), "Replay" stops on the upper-middle row. Also, when the right reel 31 stops and "Bell A" stops on an active line (lower-right row), "Replay" stops on the upper-right row. Therefore, when the symbol combination of Replay 01 stops on an active line (Replay 01 wins), "Replay"-"Replay"-"Replay" (upper replay) stops on the upper line (inactive line). On the other hand, when Replay 02 wins, "Replay"-"Replay"-"Replay" stops on the active line.
[0143] Since both Replay 01 and Replay 02 are "PB=1," either one can be stopped. Therefore, when the Replay A condition device is activated, when the left or center first stop occurs, either Replay 01 or Replay 02 is stopped depending on the order in which the stop switch 42 is pressed and the timing of the operation, thereby diversifying the stop results. This also applies to when the left or center first stop occurs when the Replay B to Replay K condition devices described below are activated.
[0144] Furthermore, when the Replay A condition device is activated, the "Blue BAR" will not stop in the middle row of either reel 31 when the right reel first stops. If the right stop switch 42 is operated with the aim of the No. 4 "Blue BAR" in the middle row when the right reel 31 stops, the No. 3 "Bell B" will not stop in the lower right row, and the No. 5 "Bell A" will stop in the lower right row. Similarly, if the center stop switch 42 is operated with the aim of the No. 19 "Blue BAR" in the middle row when the center reel 31 stops, the No. 19 "Blue BAR" will not stop in the middle-middle row, and the No. 1 "Blank" will stop in the middle-middle row. Similarly, if the left stop switch 42 is operated with the aim of the No. 16 "Blue BAR" in the middle row when the left reel 31 stops, the No. 17 "Cherry" will not stop in the upper left row, and the No. 0 "Replay" will stop in the upper left row. This stops Replay 01.
[0145] The Replay B condition device includes Replay 01 to Replay 08 as winning combinations, and the stop control is the same as when the Replay A condition device is activated. Also, when a reverse push is performed, the "blue bar" does not stop in the middle, as with the Replay A condition device. The Replay C condition device includes Replay 01 to Replay 07 and Replay 09 as winning combinations, and when the Replay C condition device is activated, Replay 01 or Replay 02 can be stopped when the first left or center stop occurs, and Replay 04 can be stopped when the first right stop occurs.
[0146] When the Replay C condition device is activated, on the first stop on the right, only the right reel 31 stops with a "Blue BAR" in the middle row, as shown in Figure 14. When the right reel 31 stops, if you operate the right stop switch 42 aiming for the No. 4 "Blue BAR" in the middle row, the right reel 31 stops at that position, and the No. 3 "Bell B" stops in the lower right row (active line). Also, the "Black BAR / Red 7 / Blank / Cherry" stops in the middle row, but the "Blue BAR" does not stop. Furthermore, the "Cherry / Bell A" stops in the upper left row, and the "Blue BAR" does not stop in the middle left row.
[0147] The Replay D condition device includes Replay 01 to Replay 07 and Replay 10 as winning combinations. When the Replay D condition device is activated, Replay 01 or Replay 02 can be stopped when the left or center first reel stops, and Replay 05 with combination number "021" can be stopped when the right first reel stops. When the Replay D condition device is activated and the right first reel stops, only the center reel 31 can stop a "Blue BAR" in the middle row. On the other hand, when the right reel 31 stops, if "Blue BAR" No. 4 is aimed at the middle row, it will not stop at this position ("Bell B" No. 3 will not stop at the bottom right row), and "Bell A" will stop at the bottom right row. Also, "Replay" will stop at the top left row, and "Blue BAR" will not stop at the middle left row. As a result, Replay 05 with combination number "021" will stop.
[0148] The Replay E condition device includes Replay 01 to Replay 07 and Replay 11 as winning combinations, and when the Replay E condition device is activated, Replay 01 or Replay 02 can be stopped when the left or center first reel stops, and Replay 03 can be stopped when the right first reel stops. When the right first reel stops when the Replay E condition device is activated, a "blue bar" can be stopped in the middle left row on the left reel 31 only. When a "blue bar" stops in the middle left row, a "cherry" will stop in the upper left row (active line). In addition, a "bell A" will stop on an active line on the right reel 31, and a "black bar / red 7 / blank / cherry" will stop on an active line on the center reel 31. The Replay F condition device includes Replay 01 to Replay 07 and Replay 12 as winning roles, and when the Replay F condition device is activated, Replay 01 or Replay 02 can be stopped when the first left or center stop occurs, and Replay 05 with role number "022" can be stopped when the first right stop occurs.
[0149] When the Replay F condition device is activated and the right reel stops first, a "Blue BAR" can stop in the middle of the right and middle reels 31. When a "Blue BAR" stops in the middle of the right reel 31, a "Bell B" stops in the lower right row. When the middle reel 31 stops, a "Blue BAR" stops in the middle row. Furthermore, when the left reel 31 stops, a "Replay" stops in the upper left row, and a "Blue BAR" does not stop in the middle left row. This causes Replay 05 with role number "022" to stop.
[0150] The Replay G Condition Device includes Replay 01 to Replay 07 and Replay 13 as winning combinations. When the Replay G Condition Device is activated, Replay 01 or Replay 02 can be stopped when the left or center first reel stops, and Replay 04 can be stopped when the right first reel stops. When the Replay G Condition Device is activated and the right first reel stops, a "Blue BAR" can be stopped in the middle row of the right and left reels 31. When the right reel 31 stops and a "Blue BAR" stops in the middle right row, a "Bell B" will stop in the lower right row. Furthermore, when the center reel 31 stops and a "Blue BAR" is aimed at the middle middle row, the "Blue BAR" will not stop, but a "Black BAR / Red 7 / Blank / Cherry" will stop. Furthermore, when the left reel 31 stops and a "Blue BAR" stops in the middle left row, a "Cherry" will stop in the upper left row.
[0151] The Replay H Condition Device includes Replay 01 to Replay 07 and Replay 14 as winning combinations. When the Replay H Condition Device is activated, Replay 01 or Replay 02 can be stopped when the left or center first reel stops, and Replay 05 can be stopped when the right first reel stops. When the Replay H Condition Device is activated and the right first reel stops, a "Blue BAR" can be stopped in the middle row of the center and left reels 31. When the right reel 31 stops, a "Bell A" stops in the lower right row, and a "Blue BAR" does not stop in the middle right row. Furthermore, when the center reel 31 stops, if a "Blue BAR" is aimed at the middle middle row, it will stop in that position. Furthermore, when the left reel 31 stops, if a "Blue BAR" is aimed at the middle left row, it will stop in that position, and a "Cherry" will stop in the upper left row. This causes Replay 05 with combination number "023" to stop.
[0152] The Replay I Condition Device includes Replay 01 through Replay 07 and Replay 15 as winning combinations. When the Replay I Condition Device is activated, Replay 01 or Replay 02 can be stopped when the left or center first reel stops, and Replay 05 can be stopped when the right first reel stops. When the Replay I Condition Device is activated and the right first reel stops, a "Blue BAR" can be stopped in the middle row of the right, center, and left reels 31. When the right reel 31 stops, if you aim for a "Blue BAR" in the middle right row, it will stop in that position, and a "Bell B" will stop in the lower right row. Furthermore, when the center reel 31 stops, if you aim for a "Blue BAR" in the middle middle row, it will stop in that position. Furthermore, when the left reel 31 stops, if you aim for a "Blue BAR" in the middle left row, it will stop in that position, and a "Cherry" will stop in the upper left row. This results in a "Blue BAR" alignment on the middle row, and Replay 05 with combination number "024" will stop.
[0153] The Replay J condition device includes Replay 01, Replay 02, and Replay 15 as winning combinations, and the Replay J condition device When this is activated, Replay 01 or Replay 02 can be stopped when the left or center reel stops first, and Replay 15 can be stopped when the right reel stops first. Also, when the right reel stops first, "Red 7" can be stopped in the middle of the right, center, and left reels 31. When "Red 7" stops in the middle of the right reel 31, "Bell A" will stop in the lower right row. Also, if you aim for "Red 7" in the middle row of the center reel 31, it will stop in that position. Furthermore, if you aim for "Red 7" in the middle row of the left reel 31, it will stop in that position, and "Bell B" will stop in the upper left row. As a result, Replay 15 with winning combination number "147" will stop, and a "Red 7" combination will stop in the middle row. For example, when a condition favorable to the player is met, such as winning a lottery related to the AT (adding to the number of AT plays, etc.), when the replay J condition device is activated, an effect is outputted that prompts the player to press the "red 7" and shows the "red 7" line up.
[0154] The Replay K condition device includes Replay 01 and Replay 02 as winning combinations. When the Replay K condition device is activated, Replay 01 or Replay 02 can be stopped when the left or center reel stops first, and Replay 01 can be stopped when the right reel stops first. Furthermore, when the right reel stops first, "Red 7" can be stopped in the middle of the right and center reels 31, but "Red 7" cannot be stopped in the middle of the left reel 31. When "Red 7" stops in the middle of the right reel 31, "Bell A" stops in the lower right. Furthermore, "Red 7" can be stopped in the middle of the center reel 31. Furthermore, when "Red 7" is aimed at the middle of the left reel 31, "Replay" No. 15 stops in the upper left, but "Red 7" does not stop in the middle left. This causes Replay 01 with combination number "005" to stop. When the replay K condition device is activated, similarly to when the replay J condition device is activated, an effect is output that prompts the player to press the "red 7" at their eye level, so that the "red 7" alignment is not shown.
[0155] When the Replay L condition device is activated, Replay 08 is stopped on an active line. Here, when Replay 08 is stopped on an active line, "Watermelon A / Watermelon B"-"Watermelon A / Watermelon B"-"Watermelon A / Watermelon B" can be stopped on the active line. Also, when the Replay M condition device is activated, Replay 09 is stopped on an active line. Here, when Replay 09 is stopped on an active line, the watermelon symbols do not line up on the active line, but "Watermelon A / Watermelon B"-"Watermelon A / Watermelon B"-"Watermelon A / Watermelon B" can be stopped in the "upper left row"-"middle middle row"-"upper right row".
[0156] When the Replay N condition device is activated, Replay 06 can be stopped, and a chance symbol consisting of "Replay" - "Bell A / Bell B" - "Bell A / Bell B" is displayed on the active line. When the Replay O condition device is activated, Replay 07 can be stopped, and a chance symbol consisting of "Replay" - "Bell A / Bell B" - "Bell A / Bell B" is displayed on the active line, just as when the Replay N condition device is activated. When the Replay P condition device is activated, Replay 10 can be stopped, and a chance symbol consisting of "Replay" - "Watermelon A / Watermelon B" - "Watermelon A / Watermelon B" is displayed on the active line. The reliability of the chance symbol is "Strong chance symbol > chance symbol A ≒ chance symbol B." In Figure 24, which will be described later, when the winning numbers "16" to "18" are selected, a chance symbol appears and an AT lottery is held. Therefore, the expected probability of winning the AT is "Winning number "18" > Winning number "16" ≒ "17."
[0157] The Replay Q condition device includes Replay 11 and Replay 12 as winning combinations, and when the Replay Q condition device is activated, Replay 11 or Replay 12 is stopped. When the left reel 31 stops, if a "Cherry" is aimed at the upper left row (Replay 11), it will stop at that position. Also, when the left reel 31 stops, if a "Bell A" is aimed at the upper left row (Replay 12), it will stop at that position, and a "Cherry" will stop at the lower left row. The "Cherry" stopped shape (corner cherry) at the upper left or lower left row represents a weak cherry. The Replay R condition device includes Replay 11 to Replay 13 as winning combinations, and when the Replay R condition device is activated, either Replay 11 or Replay 13 will stop. When the left reel 31 stops, it is possible to stop the number 8 or 18 "blank" (replay 13) or the number 3 "black BAR" (replay 13) in the upper left row, and a "cherry" in the middle left row. This stopping pattern (middle row cherry) represents a strong cherry. The Replay S condition device includes Replay 11 to Replay 14 as winning combinations, and when the Replay S condition device is activated, it stops either Replay 11, Replay 13 or Replay 14. As with the Replay R condition device, it is possible to stop a "cherry" (strong cherry) in the middle left row.
[0158] In the above replay condition devices, as shown in FIG. 24, Replay A wins alone and does not win twice with 1 BB. In contrast, Replay B to Replay S always win twice with 1 BB in non-internal play. In a game in which the 1 BB condition device and the Replay B to Replay S condition device are activated simultaneously, the reel stop control based on the Replay B to Replay S condition device takes priority, so one of the replays always wins and there is no case in which 1 BB wins. On the other hand, in an internal play after 1 BB win (FIGS. 28 and 30), in a game in which the Replay A to Replay S condition device is activated, the 1 BB condition device is also activated, but the replay wins take priority, so the replay always wins and there is no case in which 1 BB wins.
[0159] When 1BB is in operation and inside RB, as shown in Figure 34, in games where the Replay A to Replay S condition devices are in operation, there is no case where the accessory condition device is in operation at the same time (Replay A to Replay S are won individually), and the Replay always wins. When 1BB is in operation and inside RB, in games where the Replay A to Replay S condition devices are in operation, the RBA or RBB condition device also operates at the same time, but the Replay wins, and the Replay always wins, and there is no case where the RBA or RBB wins.
[0160] The so-called push order bell condition devices are composed of the following types: Small role A group condition device: Small role A01 condition device to small role A24 condition device Small role B group condition device: Small role B01 condition device to small role B24 condition device Small role C group condition device: Small role C01 condition device to small role C24 condition device For example, in the game where the winning number "22" is won in Figure 24 described below, the small role A01 condition device will be activated. First, the relationship between the small role A01 condition device to small role A24 condition device and the correct push order is as follows. Small role A01 condition device ~ Small role A04 condition device: Correct press order 123 (left center right) Small role A05 condition device ~ Small role A08 condition device: Correct press order 132 (left left center) Small role A09 condition device ~ Small role A12 condition device: Correct press order 213 (center left left) Small role A13 condition device ~ Small role A16 condition device: Correct press order 231 (center right left) Small role A17 condition device ~ Small role A20 condition device: Correct press order 312 (right left center) Small role A21 condition device ~ Small role A24 condition device: Correct press order 321 (right center left) Below, we will select several condition devices and explain the reel stop control when the condition device is activated.
[0161] In Figure 15 (the same applies to Figures 16 and subsequent figures), for example, in the remarks column of the small win A01 condition device, "123" indicates the push order 123 (left, center, right). Also, for example, "2--" indicates that the first stop is "2 (center)" and the second and third stops are optional. In Figure 15, the small win A01 condition device includes winning combinations of small wins 001, 009 to 016, 025, 026, 041, 042, 065, and 066 (a total of 15), and is a condition device that allows a predetermined small win to be won depending on the push order. When the small win A01 condition device is activated, when the push order is 123, small win 001 is won with "PB = 1 (1 / 1)". On the other hand, when the push order is 132, small wins 009 to 016 are won with a ratio of "1 / 2". In other words, when the push order is 132, there is a 1 / 2 chance that the winning combination will not be achieved, and the above-mentioned pattern symbol combination will appear. When the small win A01 condition device is activated, when the first left stop occurs, "Replay," the left reel symbol of small win 001, is stopped in the upper left row. Next, when the second center stop occurs, "Bell A" is stopped in the middle center row. Furthermore, when the third right stop occurs, "Watermelon A / Watermelon B / Blue BAR" is stopped in the lower right row. This results in "PB=1," and small win 001 is won. When small win 001 is won, "Replay"-"Bell A"-"Watermelon A / Watermelon B / Blue BAR" will stop on the active line, but "Bell A"-"Bell A"-"Bell A" will stop on the middle line.
[0162] On the other hand, after "Replay" is stopped in the upper left row at the first stop on the left, when it is the second stop on the right, "Red 7 / Black BAR / Blank / Cherry" is stopped in the lower right row to make any of the small wins 009 to 016 possible to win. Since the sum of these four symbols is a "PB = 1" arrangement, at the second stop on the right, one of these symbols is always stopped in the lower right row. Next, at the third stop in the middle, "Black BAR / Red 7 / Blank / Cherry" is stopped in the middle middle row to make any of the small wins 009 to 016 possible to win. Then, when it is not possible to stop a symbol corresponding to a small win, a symbol corresponding to a pattern symbol combination is stopped.
[0163] For example, first, when the combination is "Replay"-"Spinning"-"Black Bar", if the "Black Bar / Red 7" can be stopped in the middle-middle row, a small win 010 or a small win 012 will be won. However, if the "Black Bar / Red 7" cannot be stopped in the middle-middle row, no winning combination will be won. Furthermore, when the combination is "Replay"-"Spinning"-"Black Bar", the probability that the "Black Bar / Red 7" will stop when the middle reel 31 stops is 1 / 2. When the combination is "Replay"-"Black Bar / Red 7"-"Black Bar", a small win 010 or a small win 012 will be won. On the other hand, when the combination is "Replay"-"Spinning"-"Black Bar", if the "Black Bar / Red 7" cannot be stopped when the middle reel 31 stops, a "Bell B" will stop. This results in a stopping pattern of "Replay" - "Bell B" - "Black BAR", which is pattern 02 (role number "301").
[0164] Second, when the combination is "Replay"-"Spinning"-"Red 7", if the "Black BAR / Red 7" can be stopped in the middle-middle row, a small win 009 or small win 011 will be awarded. However, if the "Black BAR / Red 7" cannot be stopped in the middle-middle row, no winning combination will be awarded. When the combination is "Replay"-"Spinning"-"Red 7", the probability of the "Black BAR / Red 7" stopping when the middle reel 31 stops is 1 / 2. When the combination is "Replay"-"Black BAR / Red 7"-"Red 7", a small win 009 or small win 011 will be awarded. On the other hand, when the combination is "Replay"-"Spinning"-"Red 7", if the "Black BAR / Red 7" cannot be stopped when the middle reel 31 stops, a "Bell B" will be awarded. This results in a stopping pattern of "Replay" - "Bell B" - "Red 7", which is pattern 02 (role number "300").
[0165] Third, when the sequence is "Replay"-"Spinning"-"Blank," if a "Blank / Cherry" can be stopped in the middle-middle row, a small win 013 or a small win 015 will be won. However, if a "Blank / Cherry" cannot be stopped in the middle-middle row, no winning combination will be won. When the sequence is "Replay"-"Spinning"-"Blank," the probability that a "Blank / Cherry" will stop when the middle reel 31 stops is 1 / 2. When the stopping pattern is "Replay"-"Blank / Cherry"-"Blank," a small win 013 or a small win 015 will be won. On the other hand, when the sequence is "Replay"-"Spinning"-"Blank," if a "Blank / Cherry" cannot be stopped when the middle reel 31 stops, a "Bell B" will be stopped. This results in a stopping pattern of "Replay"-"Bell B"-"Blank," resulting in pattern 02 (role number "302").
[0166] Fourth, "Replay" - "Spinning" - "Cherry" When the reel is in the "Replay"-"Spinning"-"Cherry" pattern, if you can stop "Blank / Cherry" in the middle-middle row, you will win small prize 014 or small prize 016, but if you cannot stop "Blank / Cherry" in the middle-middle row, you will not win any prizes. And when the pattern is "Replay"-"Spinning"-"Cherry", the probability that "Blank / Cherry" will stop when the middle reel 31 stops is "1 / 2". When the stopping pattern is "Replay"-"Blank / Cherry"-"Cherry", you will win small prize 014 or small prize 016.
[0167] On the other hand, when the status is "Replay" - "Spinning" - "Cherry", if "Blank / Cherry" cannot be stopped when the middle reel 31 stops, "Bell B" will be stopped. As a result, the stop pattern will be "Replay" - "Bell B" - "Cherry", which will result in pattern 02 (role number "303"). From the above, when the push order is 132 when the small role A01 condition device is activated, there is a "1 / 2" chance that small roles 009 to 016 will be awarded, and there is a "1 / 2" chance that pattern 02 will stop (the role will not be awarded).
[0168] Furthermore, when the small win A01 condition device is activated, when the first center symbol stops, as shown in FIG. 15, there is a 1 / 8 chance of winning small wins 025 to 026, and a 7 / 8 chance of not winning (a pattern symbol combination stops). Specifically, when the first center symbol stops, a "bell B" stops in the middle row (PB=1). Furthermore, when the left reel stops after the first center symbol stops, a "red 7" is drawn in the upper left row. Since the "red 7" is located in only one position on the left reel 31, the draw rate, i.e., the stop rate, is "1 / 4." Furthermore, when the right reel stops after the first center symbol stops, a "red 7 / black bar" is drawn in the lower right row. Since the "red 7 / black bar" on the right reel 31 is located in one position every five symbols, the draw rate, i.e., the stop rate, is "1 / 2." On the other hand, in the case of "Spinning" - "Bell B" - "Red 7 / Black BAR", if the "Red 7" cannot be stopped when stopping on the left, "Replay" (PB=1) will be stopped.
[0169] Also, in the case of "Red 7" - "Bell B" - "Spinning", if "Red 7 / Black BAR" cannot be stopped at the right stop, "Bell A" (PB=1) will be stopped. From the above, the probability of "Red 7" - "Bell B" - "Red 7 / Black BAR" stopping at the first stop in the middle is "1 / 8". Also, the stopping pattern when small wins 025 to small wins 026 are not won will be either "Replay" - "Bell B" - "Red 7 / Black BAR" (Pattern 02) or "Red 7" - "Bell B" - "Bell A" (Pattern 03).
[0170] Furthermore, when the small win A01 condition device is activated, when the first right stop occurs, as shown in Figure 15, there is a 1 / 8 chance that small wins 041 to 042 will be won, and a 7 / 8 chance that no wins will be won (a pattern symbol combination will stop). Specifically, when the first right stop occurs, "Bell B" will stop in the lower right row (PB = 1). Also, when the left stop occurs after the first right stop, "Red 7" will be drawn in the upper left row. As mentioned above, the draw rate for "Red 7" is 1 / 4. Furthermore, when the center stop occurs after the first right stop, "Red 7 / Black BAR" will be drawn in the middle-middle row. As mentioned above, the draw rate for "Red 7 / Black BAR" is 1 / 2. On the other hand, when the combination is "Spinning" - "Red 7 / Black BAR" - "Bell B", if "Red 7" cannot be stopped when the left stop occurs, "Replay" (PB = 1) will be stopped.
[0171] Also, in the case of "Red 7" - "Spinning" - "Bell B", if "Red 7 / Black BAR" cannot be stopped at the middle stop, "Replay" (PB=1) will be stopped. From the above, the probability of "Red 7" - "Red 7 / Black BAR" - "Bell B" stopping at the first right stop is "1 / 8". Also, the stopping pattern when small win 041~small win 042 is not won will be either "Replay" - "Red 7 / Black BAR" - "Bell B" (Pattern 05) or "Red 7" - "Replay" - "Bell B" (Pattern 04).
[0172] Next, when the small win A01 condition device is activated, stop control is performed so that small win 001 is won inside the RB during 1BB play (during regular play) regardless of the order in which the stop switch 42 is pressed. The stop control when winning small win 001 is the same as when the correct press order is 123. On the other hand, when the small win A01 condition device is activated, stop control is performed so that small win 065 or small win 066 is won during regular play (not inside the RB) during 1BB play regardless of the order in which the stop switch 42 is pressed. Small win 065 and small win 066 do not stop during normal play (when the role device is not activated), but since they are winning roles included in the small win A01 condition device, small win 065 or small win 066 can only be stopped during 1BB play. This is because winning roles for small wins included in the condition device must be able to appear in any game state. The same applies to small wins 067 to 112 of the small win A02 to small win A24 condition devices. Also, like small win 065 or small win 066, the winning combination during regular play (not inside RB) in 1BB play is "PB≠1" ("Red 7" on the left reel 31 stops at "1 / 4", and the symbols on the center and right reels 31 are "PB=1". Therefore, the winning ratio is "1 / 4".).
[0173] When the small prize A02 to small prize A04 condition device is activated, as described above, when the correct pressing order is 123, small prize 001 (high bell (7-piece role)) is awarded. Also, if the first stop pressing order is correct (left) and the second stop pressing order is incorrect (right), the system controls so that a 1-piece role is awarded at a rate of "1 / 2", and a miss (pattern symbol combination display) occurs at a rate of "1 / 2". Also, if the first stop pressing order is incorrect (middle or right), the system controls so that a 1-piece role is awarded at a rate of "1 / 8", and a miss (pattern symbol combination display) occurs at a rate of "7 / 8".
[0174] When the small win A05 condition device is activated, if the correct button press sequence is 132, small win 002 will be won with "PB=1". When small win 002 is won, "Replay"-"Bell A"-"Replay" will stop on the active line, but "Bell A"-"Bell A"-"Bell B" will stop on the middle line. On the other hand, when the button press sequence is 123, small wins 009 to 016 will be won with a probability of 1 / 2, and there will be a probability of 1 / 2 that the role will not be won (the pattern symbol combination stops). When the small win A05 condition device is activated, if the first left reel stops, "Replay", which is the left reel symbol of small win 002, will stop in the upper left row. Next, if the second right reel stops, "Replay" will stop in the lower right row. Furthermore, if the middle reel stops, "Bell A" will stop in the middle middle row. This results in small win 002 being won with "PB=1".
[0175] On the other hand, after "Replay" is stopped in the upper left row at the first stop on the left, if it is stopped in the second row in the middle, "Red 7 / Black BAR / Blank / Cherry" is stopped in the middle row in order to make one of small wins 009 to 016 possible (total "PB = 1"). Next, when it is stopped in the third row on the right, a symbol corresponding to the small win that is in a tenpai state is stopped in the lower right row. If the symbol corresponding to the small win that is in a tenpai state cannot be stopped, a symbol corresponding to the pattern symbol combination is stopped. In this case, even if any of the symbols "Red 7 / Black BAR / Blank / Cherry" stops in the middle row, the probability of stopping the small win that is in a tenpai state is "1 / 2". For example, if "Replay" - "Red 7" - "Spinning" occurs, "Red 7 / Black BAR" will stop with a probability of "1 / 2", and small win 011 or small win 012 can be won. Therefore, when the small win A05 condition device is activated and the pressing sequence is 123, there is a 1 / 2 chance that small win 009 to small win 016 will be won, and there is a 1 / 2 chance that the pattern symbol combination will stop (resulting in a non-winning role).
[0176] Also, when the small win A05 condition device is activated, when the first center stop occurs, as shown in FIG. 15, there is a 1 / 8 chance that small wins 033 to 034 will be won, and a 7 / 8 chance that the win will not be won (a pattern symbol combination will stop). Specifically, when the first center stop occurs, "Bell B" will stop in the middle row (PB=1). Also, when the left stop occurs after the first center stop, "Red 7" will be drawn in the upper left row (probability "1 / 4"). Furthermore, when the right stop occurs after the first center stop, "Red 7 / Black BAR" will be drawn in the lower right row (probability "1 / 2"). Meanwhile, when small wins 033 to 034 do not win, the stop pattern will be either "Replay" - "Bell B" - "Red 7 / Black BAR" (pattern 02) or "Red 7" - "Bell B" - "Bell A" (pattern 03).
[0177] Furthermore, when the small win A05 condition device is activated, as shown in FIG. 15, when the first stop on the right, there is a 1 / 8 chance of winning small wins 049 to 050, and a 7 / 8 chance of not winning (stopping of a pattern symbol combination). Specifically, when the first stop on the right, "Bell B" stops in the lower right row (PB=1). Also, when the left stop after the first stop on the right, "Red 7" is drawn in the upper left row. As mentioned above, the draw rate of "Red 7" is 1 / 4. Furthermore, when the center stop after the first stop on the right, "Blank / Cherry" is drawn in the middle-middle row. The draw rate of "Blank / Cherry" is 1 / 2. From the above, when the first stop on the right, there is a 1 / 8 chance of "Red 7" - "Red 7 / Black BAR" - "Bell B" stopping. On the other hand, when small wins 049 to 050 do not win, the stopping pattern will be either "Replay" - "Red 7 / Black BAR" - "Bell B" (pattern 05) or "Red 7" - "Replay" - "Bell B" (pattern 04).
[0178] Furthermore, when the small win A05 condition device is activated, during 1BB play inside the RB (during regular play), stop control is performed to win small win 002 regardless of the order in which the stop switch 42 is pressed. The stop control in this case is the same as when the correct press order is 123. On the other hand, when the small win A05 condition device is activated, during 1BB play inside the regular play (not inside the RB), stop control is performed to win small win 075 or small win 076 regardless of the order in which the stop switch 42 is pressed.
[0179] When the small prize A06 to small prize A08 condition device is activated, as described above, when the correct pressing order is 132, small prize 002 (high bell (7-piece prize)) will be awarded. Also, if the first stop pressing order is correct (left) and the second stop pressing order is incorrect (center), there is a 1 / 2 chance that a 1-piece prize will be awarded, and a 1 / 2 chance that a miss will be made (pattern symbol combination display). Also, if the first stop pressing order is incorrect (center or right), there is a 1 / 8 chance that a 1-piece prize will be awarded, and a 7 / 8 chance that a miss will be made (pattern symbol combination display).
[0180] When the small win A09 condition device is activated, if the correct pressing order is 213, then "PB = 1" will result in small win 003 or small win 004. On the other hand, if the pressing order is 231, then small wins 025 to 032 will be awarded at a rate of "1 / 2", and there will be a rate of "1 / 2" where the winning combination will not be awarded (the pattern symbol combination will stop). When the small win A09 condition device is activated, if the first center stop occurs, then "Bell B", the center reel symbol for small win 003, will stop in the middle middle row (PB = 1). Next, if the second left stop occurs, then if "Blue BAR" or "Bell B" (both "PB ≠ 1") can be stopped, then "Blue BAR" or "Bell B" will stop, respectively. If "Blue BAR" or "Bell B" cannot be stopped, then "Bell A" (PB = 1) will stop. Next, when the third stop on the right is "Bell A / Blue BAR" - "Bell B" - "Spinning", stop "Bell B" at the bottom right (PB=1). This will win small prize 003.
[0181] Also, when the third stop on the right is "Bell B" - "Bell B" - "Spinning", "Bell A" will stop on the bottom right (PB = 1). This will result in small win 004.
[0182] When small win 003 is won, "Bell A / Blue BAR" - "Bell B" - "Bell B" will stop on the valid line. Also, when small win 004 is won, "Bell B" - "Bell B" - "Bell A" (a bell line) will stop on the valid line. In addition to the above-mentioned small win A09 condition device, there are two types of small wins that can be won, such as when the correct push order is 312 when the small win A17 condition device is activated, which will be described later, and only one of the small wins is "PB = 1". However, in order to diversify the winning combinations, if a small combination of "PB≠1" can be stopped, that small combination may be stopped.
[0183] On the other hand, if "Bell B" is stopped in the middle row at the first center stop, and then the second right stop, "Red 7 / Black BAR / Blank / Cherry" is stopped in the lower right row to allow one of small wins 025 to 032 to be won (total of "PB = 1"). Next, when the third left stop occurs, a symbol corresponding to the small win that is in a winning combination is stopped in the upper left row. If the symbol corresponding to the small win that is in a winning combination cannot be stopped, a symbol corresponding to the pattern symbol combination is stopped. In this case, regardless of which symbol of "Red 7 / Black BAR / Blank / Cherry" stops in the lower right row, the probability of stopping the small win that is in a winning combination is "1 / 2". For example, if the combination is "Spinning" - "Bell B" - "Red 7", there is a "1 / 2" chance that "Red 7 / Blue BAR" will stop, and small win 025 or small win 027 can be won. Therefore, when the small win A09 condition device is activated and the pressing sequence is 231, there is a 1 / 2 chance that small wins 025 to 032 will be won, and there is a 1 / 2 chance that the pattern symbol combination will stop (resulting in a non-winning role).
[0184] Also, when the small win A09 condition device is activated, when the first left stop occurs, as shown in FIG. 16, there is a 1 / 8 chance that small wins 009 to 010 will be won, and a 7 / 8 chance that the win will not be won (a pattern symbol combination will stop). Specifically, when the first left stop occurs, a "replay" will be stopped in the upper left row (PB=1). Also, when the center stop occurs after the first left stop, a "black bar" will be drawn into the middle row (probability: 1 / 4). Furthermore, when the right stop occurs after the first left stop, a "red 7 / black bar" will be drawn into the lower right row (probability: 1 / 2). Meanwhile, when small wins 009 to 010 do not win, the stop pattern will be either "replay" - "bell B" - "red 7 / black bar" (pattern 02) or "replay" - "bell B" - "bell A" (pattern 03).
[0185] Furthermore, when the small win A09 condition device is activated, at the first stop on the right, as shown in FIG. 16, there is a 1 / 8 chance that small win 057 will be won, and a 7 / 8 chance that the win will not be won (the pattern symbol combination will stop). Specifically, at the first stop on the right, "Replay" is stopped in the lower right row (PB=1). Also, at the left stop after the first stop on the right, "Watermelon A / Watermelon B" is pulled into the upper left row. The pull-in rate for "Watermelon A / Watermelon B" is 1 / 2. Furthermore, at the center stop after the first stop on the right, "Black BAR" is pulled into the middle row. The pull-in rate for "Black BAR" is 1 / 4. From the above, at the first stop on the right, the probability that "Watermelon A / Watermelon B" - "Black BAR" - "Replay" will stop is 1 / 8. On the other hand, when small win 057 does not win, the stopping pattern will be either "Watermelon A / Watermelon B / Red 7 / Blue BAR" - "Replay" - "Replay" (Pattern 04) or "Replay" - "Black BAR / Red 7 / Blank / Cherry" - "Replay" (Pattern 01).
[0186] Next, when the small win A09 condition device is activated, during 1BB play inside the RB (regular play), stop control is performed to win small win 003 or small win 004 regardless of the order in which the stop switch 42 is pressed. The stop control in this case is the same as when the correct press order is 213. On the other hand, when the small win A09 condition device is activated, during 1BB play inside the RB (regular play), stop control is performed to win small win 081 or small win 082 regardless of the order in which the stop switch 42 is pressed.
[0187] When the small prize A10 to small prize A12 condition device is activated, similarly to the above, when the correct push order is 213, small prize 003 or small prize 004 (high-point bell (7-piece role)) is awarded, and when the first stop push order is correct (center) and the second stop push order is incorrect (right), a 1-piece role is awarded at a rate of 1 / 2, and the pattern symbol combination is stopped at a rate of 1 / 2. Also, when the first stop push order is incorrect (left or right), a 1-piece role is awarded at a rate of 1 / 8, and the pattern symbol combination is stopped at a rate of 7 / 8. Furthermore, similarly to the above, when the small prize A13 to small prize A16 condition device is activated, when the correct push order is 231, small prize 005 (high-point bell (7-piece role)) is awarded, and when the first stop push order is correct (center) and the second stop push order is incorrect (left), a 1-piece role is awarded at a rate of 1 / 2, and the pattern symbol combination is stopped at a rate of 1 / 2. Also, if the first stop button press is incorrect (left or right), there is a 1 / 8 chance that a single coin will be awarded, and a 7 / 8 chance that a pattern symbol combination will stop.
[0188] When the small win A17 condition device is activated, if the correct push order is 312, "PB = 1" will result in a win of small win 006 or small win 007. On the other hand, if the push order is 321, small wins 041 to 048 will be won at a rate of "1 / 2", and the rate of the win will be "1 / 2" (the pattern symbol combination will stop). When the small win A17 condition device is activated, if the first stop on the right, "Bell B", which is the right reel symbol for small win 006 and small win 007, will stop in the lower right row. Next, if the second stop on the left, if "Blue BAR" or "Bell B" (both "PB ≠ 1") can be stopped, "Blue BAR" or "Bell B" will stop in the upper left row, and if "Blue BAR" or "Bell B" cannot be stopped, "Bell A" (PB = 1) will stop in the upper left row. Furthermore, when the middle third stop occurs, if the combination is "Blue BAR / Bell A" - "Spinning" - "Bell B", "Bell A" will be stopped in the middle middle row. This will result in small win 006. On the other hand, when the middle third stop occurs, if the combination is "Bell B" - "Spinning" - "Bell B", "Replay" will be stopped in the middle middle row. This will result in small win 007.
[0189] On the other hand, if the first right stop is "Bell B" in the lower right row, and then the second middle stop is "Red 7 / Black BAR / Blank / Cherry" is stopped in the middle middle row to allow one of small wins 041 to 048 to be won (total of "PB = 1"). Next, when the third left stop is made, a symbol corresponding to the small win that is in a tenpai state is stopped in the upper left row. If the symbol corresponding to the small win that is in a tenpai state cannot be stopped, a symbol corresponding to the pattern symbol combination is stopped. In this case, regardless of which symbol of "Red 7 / Black BAR / Blank / Cherry" stops in the middle middle row, the probability of stopping the small win that is in a tenpai state is "1 / 2". For example, if the combination is "Spinning" - "Red 7" - "Bell B", there is a "1 / 2" chance that "Red 7 / Blue BAR" will stop, and small win 042 or small win 044 can be won. Therefore, when the small win A17 condition device is activated and the pressing sequence is 321, there is a 1 / 2 chance that small wins 041 to 048 will be won, and there is a 1 / 2 chance that the pattern symbol combination will stop (resulting in a non-winning role).
[0190] Also, when the small win A17 condition device is activated, as shown in FIG. 17, when the first left stop occurs, there is a 1 / 8 chance that the small win 009 or small win 011 will win, and a 7 / 8 chance that the win will not win (a pattern symbol combination will stop). Specifically, when the first left stop occurs, a "replay" will stop in the upper left row (PB=1). Also, when the center stop occurs after the first left stop, a "black bar / red 7" will be drawn in the middle row (probability: 1 / 2). Furthermore, when the right stop occurs after the first left stop, a "red 7" will be drawn in the lower right row (probability: 1 / 4). Meanwhile, when the small win 009 or small win 011 does not win, the stop pattern will be one of the following: "replay" - "black bar / red 7 / blank / cherry" - "replay" (pattern 01) or "replay" - "bell B" - "black bar / red 7 / blank / cherry" (pattern 02).
[0191] Furthermore, when the small win A17 condition device is activated, when the first center symbol stops, as shown in FIG. 17, there is a 1 / 8 chance that small win 037 or small win 039 will be won, and a 7 / 8 chance that no winning combination will be won (a pattern symbol combination will stop). Specifically, when the first center symbol stops, "Bell B" will stop in the lower right row (PB=1). Also, when the left symbol stops after the first center symbol stops, "Watermelon A / Watermelon B" will be drawn in the upper left row (draw-in rate: 1 / 2). Furthermore, when the right symbol stops after the first center symbol stops, "Red 7" will be drawn in the lower right row (draw-in rate: 1 / 4). On the other hand, when small win 037 or small win 039 does not win, the stop pattern will be either "Watermelon A / Watermelon B / Red 7 / Blue BAR" - "Bell B" - "Bell A" (Pattern 03) or "Replay" - "Bell B" - "Red 7 / Black BAR / Blank / Cherry" (Pattern 02).
[0192] Next, when the small win A17 condition device is activated, during 1BB play inside the RB (during regular play), stop control is performed to win small win 006 or small win 007 regardless of the order in which the stop switch 42 is pressed. The stop control in this case is the same as when the press order is correct 312. On the other hand, when the small win A01 condition device is activated, during 1BB play inside the regular play (not inside the RB), stop control is performed to win small win 097 or small win 098 (winning rate "1 / 4") regardless of the order in which the stop switch 42 is pressed.
[0193] When the small prize A18 to small prize A20 condition device is activated, similarly to the above, when the correct push order is 312, small prize 006 or small prize 007 (high-point bell (7-piece role)) is awarded, and when the first stop push order is correct (right) and the second stop push order is incorrect (center), a 1-piece role is awarded at a rate of 1 / 2, and the pattern symbol combination is stopped at a rate of 1 / 2. Also, when the first stop push order is incorrect (left or center), a 1-piece role is awarded at a rate of 1 / 8, and the pattern symbol combination is stopped at a rate of 7 / 8. Also, when the small prize A21 to small prize A24 condition device is activated, when the correct push order is 321, small prize 008 (high-point bell (7-piece role)) is awarded, and when the first stop push order is correct (right) and the second stop push order is incorrect (left), a 1-piece role is awarded at a rate of 1 / 2, and the pattern symbol combination is stopped at a rate of 1 / 2. Also, if the first stop button press is incorrect (left or center), there is a 1 / 8 chance that a single coin will be awarded, and a 7 / 8 chance that a pattern symbol combination will stop.
[0194] The small prize B01 to small prize B24 condition devices are condition devices similar to the small prize A01 to small prize A24 condition devices, and like the small prize A01 to small prize A24 condition devices, a 7-piece role is awarded with a correct button press, and if the first stop button press is correct and the second stop button press is incorrect, a 1-piece role is awarded with a probability of "1 / 2", and a pattern symbol combination is stopped with a probability of "1 / 2". Also, if the first stop button press is incorrect, a 1-piece role is awarded with a probability of "1 / 8", and a pattern symbol combination is stopped with a probability of "7 / 8". The small prize B01 to small prize B24 condition devices are each the same as the small prize A01 to small prize A24 condition devices, with the addition of small prize 116 as a winning role. In addition, the small prize B01 to small prize B24 condition devices have the same correct and incorrect push orders when the special feature is not activated as the small prize A01 to small prize A24 condition devices. Furthermore, the small prize B01 to small prize B24 condition devices have the same winning combinations and winning rates when the special feature is not activated as the small prize A01 to small prize A24 condition devices.
[0195] For example, the small win B01 condition device is the same as the small win A01 condition device in that it wins small win 001 with "PB=1" in the correct button press sequence 123. Also, the small win B01 condition device is the same as the small win A01 condition device in that it can win small wins 009 to 016 at a rate of "1 / 2" in the incorrect button press sequence 132. Furthermore, the small win B01 condition device is the same as the small win A01 condition device in that it can win small wins 025 to 026 at a rate of "1 / 8" in the first stop in an incorrect button press sequence. Furthermore, the small win B01 condition device is the same as the small win A01 condition device in that it can win small wins 041 to 042 at a rate of "1 / 8" in the first stop to the right of an incorrect button press sequence.
[0196] On the other hand, the small role B01 condition device to the small role B24 condition device have different winning combinations when the small role A01 to the small role A24 condition device are activated. In the small role B01 to small role B04 condition device, when the 1BB is activated, "PB = 1" when the left first stop The small prize 001 is awarded. Also, in the small prize B05 to small prize B08 condition devices, when the first left stop is reached during 1BB operation, "PB = 1" is awarded to the small prize 002. Furthermore, in the small prize B09 to small prize B12 condition devices, when the first center stop is reached during 1BB operation, "PB = 1" is awarded to the small prize 003 or small prize 004. Furthermore, in the small prize B13 to small prize B16 condition devices, when the first center stop is reached during 1BB operation, "PB = 1" is awarded to the small prize 005. Furthermore, in the small prize B17 to small prize B20 condition devices, when the first right stop is reached during 1BB operation, "PB = 1" is awarded to the small prize 006 or small prize 007. Furthermore, in the small win B21 to small win B24 condition device, when 1BB is in operation, the small win 008 is won with "PB=1" when the first right stop occurs.
[0197] The small prize C01 to small prize C24 condition devices are condition devices similar to the small prize B01 to small prize B24 condition devices, and like the small prize B01 to small prize B24 condition devices, when the role is not activated, a 7-piece role is won in the correct pressing order, and a 1-piece role or a missed prize is won in the incorrect pressing order. The small prize C01 to small prize C24 condition devices are each a small prize A01 to small prize A24 condition device with the addition of small prize 117 as a winning role, and are otherwise the same as the small prize A01 to small prize A24 condition devices. Furthermore, the small prize C01 to small prize C24 condition devices are condition devices that execute the same stop control as the small prize B01 to small prize B24 condition devices, respectively.
[0198] As shown in Figures 25 and 27, the small role D01 to small role D04 condition device may operate simultaneously with the 1BB condition device in a non-internal 1BB game (1BB and one of the small roles D1 to D4 may win overlapping). Also, as shown in Figures 29 and 31, the small role D01 to small role D04 condition device may operate in an internal 1BB game (a game in which the 1BB condition device is operating) (one of the small roles D1 to D4 may win independently within the 1BB). Furthermore, as shown in Figures 33 and 35, the small role D01 to small role D04 condition device may operate during 1BB operation.
[0199] When the small win D1 condition device is not activated (non-internal or internal), if the left first stop occurs, "PB = 1" and small wins 025 to 040 are stopped. In contrast, when the center or right first stop occurs when the 1BB is not activated, 1BB is displayed at maximum. Here, "maximum display of 1BB" refers to stop control that stops the 1BB symbol combination on as many active lines as possible. For example, when the center first stop occurs, "Watermelon B" is stopped in the middle row. Then, when the left stop occurs, "Bell B" is stopped in the upper left row, and when the right stop occurs, "Bell A" is stopped in the lower right row. Here, "Bell B" on the left reel 31 and "Watermelon B" on the center reel 31 have "PB ≠ 1." On the other hand, "Bell A" on the right reel 31 has "PB = 1." Therefore, the symbol combination of 1BB is "PB ≠ 1."
[0200] For example, in the case of "Spinning" - "Spinning" - "Bell A", if "Watermelon B" cannot be stopped when the center reel 31 stops, "Black BAR / Red 7 / Blank / Cherry" (total "PB=1") will be stopped, and further, when the left reel 31 stops, "Red 7 / Blue BAR / Watermelon A / Watermelon B" (total "PB=1") will be stopped, and a small winning combination 115 will be awarded. On the other hand, in the case of "Bell B" - "Spinning" - "Bell A", if "Watermelon B" cannot be stopped when the center reel 31 stops, "Blue BAR / Watermelon A" will be stopped ("Watermelon B / Blue BAR / Watermelon A" - "PB=1"), and a small winning combination 113 will be awarded. Similarly, in the case of "Spinning" - "Watermelon B" - "Bell A", if "Bell B" cannot be stopped when the left reel 31 stops, "Cherry" is stopped ("PB=1" for "Cherry / Bell B"), and the small winning combination 114 is won. Therefore, if 1BB cannot be stopped, any of the small winning combinations 113 to 115 can be stopped, so there is no missed winning combination (no winning combination).
[0201] In addition, when the small win D1 condition device is activated, it will win one coin with "PB=1" regardless of the order of pressing the stop switch 42. In this case, it will stop the small wins 025 to 040, "Red 7 / Blue BAR / Watermelon A / Watermelon B" - "Bell B" - "Red 7 / Black BAR / Blank / Cherry" (total "PB=1").
[0202] When the small win D2 condition device is not activated, if the first center stop occurs, "PB=1" will stop small win 025 to small win 040. In contrast, when the first left or right stop occurs when the first 1BB is not activated, 1BB will be displayed at maximum. If 1BB cannot be stopped, small win 113 to small win 116 will be awarded (no missed wins will occur). Also, when 1BB is activated, the small win D2 condition device will award a 1-piece win with "PB=1" regardless of the order in which the stop switch 42 is pressed. In this case, small win 025 to small win 040 will be stopped.
[0203] When the 1BB is not activated, the small win D3 condition device will win the small win 115 with "PB=1" in the push order 312. On the other hand, when the 1BB is not activated, if the push order is other than 312, the small win will be displayed at maximum. When the 1BB cannot be stopped, the small win 113 to small win 115 or small win 117 will be won (no missed wins will occur). Also, when the 1BB is activated, the small win D3 condition device will win the 1-piece win with "PB=1" regardless of the push order of the stop switch 42. In this case, the small win 025 to small win 040 will be stopped.
[0204] When the 1BB is not activated, the small win D4 condition device will win the small win 115 with "PB=1" in the push order 321. On the other hand, when the 1BB is not activated, if the push order is other than 321, it will display the maximum 1BB. When the 1BB cannot be stopped, small wins 113 to 117 will be won (no missed wins will occur). Also, when the 1BB is activated, the small win D4 condition device will win the 1-piece win with "PB=1" regardless of the push order of the stop switch 42. In this case, small wins 025 to 040 will be stopped.
[0205] The small win E condition device includes winning combinations of small wins 009-023, 025-039, and 041-055, but even if the symbol combinations of all these combinations are added together, the symbol arrangement is "PB ≠ 1." Therefore, when the small win E condition device is activated, a keystroke is required, resulting in a "PB ≠ 1" combination. The small win F condition device includes winning combinations of all small wins 001-117 except for small win 118, and regardless of the order in which the stop switch 42 is pressed, any of the 7-piece combinations (small wins 001-008) will be awarded (PB = 1). Also, depending on the order in which the stop switch 42 is pressed, for example, pressing order 123 will award small win 001, pressing order 132 will award small win 002, and so on. The small win G condition device includes winning combinations of small wins 001-117 and small win 118, which is drawn only during 1BB operation. Since the small win 118 is drawn only during 1BB operation, the small win 118 is sometimes called an "increasing role." When the small win G condition device is activated, the small win 118 (1 piece role) is won with "PB = 1".
[0206] 24 to 37 are diagrams showing the number setting table (winning probability for each winning number) in the first embodiment. The number setting table shows the number to be set for each RT (game state) and setting value. The winning probability is calculated by dividing the numerical values shown in Figs. 24 to 37 by "65536". For example, in Fig. 24, the number to be set for the winning number "4" is "1524" for all settings, and the winning probability is "1524 / 65536". Of the winning numbers "0" to "100", the winning number "0" corresponds to a non-winning combination, and the winning numbers "1" to "100" correspond to a winning combination.
[0207] Furthermore, the "setting value" relates to the degree of advantage of the player, and in the first embodiment, six levels are provided, from "setting 1" to "setting 6." The higher the setting value, the higher the degree of advantage of the player. In Figures 24 to 37, for example, when the winning number "4" in Figure 24 is won, the 1BB condition device (Figure 13) with the bonus condition device number "1" and the replay B condition device (Figure 14) with the winning and replay condition device number "2" become operable, and Replay 01 or Replay 02 can be stopped.
[0208] In addition, each number placement table also indicates whether or not a lottery for the advantageous zone (lottery for transition to the advantageous zone) will be held. "○" means that the lottery for the advantageous zone will be held when the winning number is selected, and "?" means that the lottery for the advantageous zone will not be held when the winning number is selected. "-" means that the number is not subject to the lottery and therefore will not be subject to the lottery for the advantageous zone (because the number placed is "0"). Furthermore, in the first embodiment, when the lottery for the advantageous zone is held, it is set so that the probability of winning the advantageous zone is "1 / 1". In the first embodiment, the lottery for the advantageous zone will not be held when there is no winning, or when RBA, RBB, Replay A, 1BB and Replay B, or Small Role G is won.
[0209] Here, for winning numbers that have different winning probabilities when not inside the RB and when inside the RB, the system is set up so that the lottery for the advantageous zone is not conducted. For this reason, for example, when winning number "3" (Replay A), which has different winning probabilities when not inside the RB and when inside the RB, is won, the lottery for the advantageous zone transition is not conducted. Also, since the winning probability of winning number "4" differs when the device is activated (1BB is activated) when not inside the RB and when inside the RB (see Figures 32 and 34), when winning number "4" is won, the lottery for the advantageous zone transition is not conducted.
[0210] Similarly, the winning probability of winning numbers "1" and "2" differs when the device is activated (1BB activated) between when the RB is not inside and when the RB is inside, so when winning numbers "1" and "2" are won, the lottery for moving to the advantageous zone is not executed. Furthermore, the winning probability of winning number "100" differs when 1BB and RB are activated (Figure 37) and in other game states, so the lottery for moving to the advantageous zone is not executed when winning number "100" is won. Furthermore, in the number table for each game state, the last section shows the combined value of 1BB, replay, and small combination.
[0211] First, Figures 24 and 25 are diagrams showing the number of winning numbers "1" to "100" placed during non-RT and non-internal play (non-1BB internal play). During non-internal play, 1 BB is drawn for the role (winning numbers "4" to "21" and "94" to "97"), but RB (winning numbers "1" and "2") is not drawn. RB is drawn during non-internal play when 1 BB is activated, as described below. Also, during non-RT play, unlike RT1, as described below, winning number "3" (Replay A) is not drawn. Replay B to Replay S other than Replay A are set to be won in combination with 1 BB. Also, winning numbers "22" to "93", which correspond to the push order bell, are all drawn. Also, small wins D01 to D04, which are rare small wins, are set to be won in combination with 1 BB (winning numbers "94" to "97"). Furthermore, the winning numbers "98" and "99" are drawn as rare minor winning numbers, but the winning number "100" is not drawn. The winning number "100" is drawn only during the 1BB operation and RT operation described below.
[0212] 26 and 27 are diagrams showing the number of places during RT1 and non-internal periods. The difference between RT1 and non-internal periods and non-RT and non-internal periods is that the winning number "3" (Replay A) is drawn. Also, since the number of places "3638", which corresponds to the non-winning probability during non-RT and non-internal periods, is the winning number of the winning number "3", the non-winning probability during RT1 and non-internal periods is "0". FIGS. 28 and 29 are diagrams showing the number of places during non-RT and 1 BB periods. When 1 BB is within the period, 1 BB is not drawn, so winning numbers "4" to "21" will be the sole winning replay. Similarly, winning numbers "94" to "97" will be the sole winning small win D. The number of places for winning numbers "4" to "21" and "94" to "97" is the same during non-RT and non-internal periods and during 1 BB periods. In addition, the winning numbers "4" to "21" or "94" When "97" is won, the condition device corresponding to that winning number will be activated while the 1BB condition device is activated. Therefore, the combination of condition devices that activate when winning numbers "4" to "21" or "94" to "97" in the non-internal area is the same as the combination of condition devices that activate when winning the winning numbers in the internal area.
[0213] Figures 30 and 31 show the number of places during RT1 and within 1 BB. As above, winning numbers "4" to "21" result in a single win of Replay, and winning numbers "94" to "97" result in a single win of Small Win D. The number of places for winning numbers "4" to "21" and "94" to "97" is the same during non-RT1 and 1 BB periods. Figures 32 and 33 show the number of places during 1 BB operation and not within RB. During 1 BB operation, 1 BB and Replay are not drawn, so the number of places for winning numbers "3" to "21" is "0". Furthermore, during non-RB periods, RBA and RBB are drawn. Furthermore, the number of places for winning numbers "22" to "100", which correspond to a win of Small Win, is the same as during 1 BB operation when 1 BB is not activated. Furthermore, the probability of not winning is "0".
[0214] Figures 34 and 35 show the number of places when 1 BB is activated and the RB is inside (RT2). Since the RB is not drawn during RT2, the number of places for winning numbers "1" and "2" is "0." Also, unlike when the RB is not inside, all replays (single wins) are drawn (winning numbers "3" to "21"). Here, the number of places for winning numbers "3" and "4" differs by "1" from when the RT1 is inside 1 BB. Furthermore, the number of places for winning numbers "22" to "100," which correspond to small wins, is the same as when the 1 BB is activated and the RB is not inside. Furthermore, the probability of not winning is "0." Figures 36 and 37 show the number of places when the 1 BB is activated and the RB is inside. In this game state, only winning numbers "99" and "100" are drawn. The probability of not winning is "17291 / 65536."
[0215] Next, RT transition in the first embodiment will be described. FIG. 38 is a diagram showing RT transition in the first embodiment. First, when the RWM 53 is initialized, it transitions to non-RT. Here, "RWM initialization" refers to the initialization of the entire range of the RWM 53, including information on whether 1 BB has been won and the RT state. When the RT state data is initialized, it becomes "0." When the RT state data is "0," it corresponds to non-RT. The first non-RT is when there is no RT and no 1 BB inside. This non-RT and no 1 BB inside state is maintained until the push order bell is won and the pattern symbol combination stops, or until there is a 1 BB win. During non-RT and no 1 BB inside state, if there is a 1 BB win before the pattern symbol combination stops, it becomes non-RT and no 1 BB inside state, and even if a pattern symbol combination appears during this non-RT and no 1 BB inside state, it does not transition to RT1.
[0216] On the other hand, when a pattern symbol combination appears before winning 1 BB during non-RT and non-1 BB periods, the mode will shift to RT1 and not 1 BB periods. When shifting to RT1, it will not shift to non-RT unless 1 BB play is performed. And when 1 BB is won during RT1 and not 1 BB periods, it will shift to RT1 and 1 BB periods. Non-RT and 1 BB periods and RT1 and 1 BB periods will be maintained until 1 BB is won.
[0217] Here, in the non-RT and non-1BB internal state, the probability of winning 1BB is the number of entries "16682" as mentioned above (see Figure 25), so it will be won relatively early. On the other hand, the total number of entries for the winning push order bell (winning numbers "22" to "93") is "45216", and the probability of a pattern symbol combination appearing is 0 x 1 / 6 + 1 / 6 x 1 / 2 + 1 / 3 x 7 / 8 + 1 / 3 x 7 / 8 ≒ 0.667. Therefore, the probability of winning the push order bell and a pattern symbol combination appearing (equivalent to the number of entries) is 45216 x 0.667 ≒ 30159.
[0218] Therefore, "probability of pattern symbol combination appearing" / (probability of pattern symbol appearing + probability of winning 1 BB) = 30159 / (30159 + 16682) ≒ 0.644. Therefore, when there is no RT and no 1 BB inside, there is an approximately 64% probability of RT1 and no 1 BB inside, and an approximately 36% probability of no RT and no 1 BB inside.
[0219] If 1BB is won while not in RT and inside 1BB, or while RT1 and inside 1BB, the game transitions to 1BB operation. During 1BB operation, the game initially starts with 1BB operation and not inside RB. When 1BB operation and not inside RB, an RB is drawn. If an RB is won, the game enters 1BB operation and inside RB, and this game state becomes RT2. Then, when an RB is won in RT2, the game enters 1BB operation and RB operation. As shown in Figure 13, 1BB operation ends when more than 218 medals are paid out. Furthermore, during 1BB operation and RB operation, the game ends after 8 or 12 wins. If the termination conditions for 1BB operation and RB operation are met but not met, the game transitions again to 1BB operation and not inside RB. When the termination conditions for 1BB operation are met during 1BB operation, 1BB operation ends and the game transitions to non-RT.
[0220] FIG. 39 is a diagram showing the instruction function in the first embodiment. In the first embodiment, the instruction monitor uses one 7-segment display. Therefore, the instruction monitor may use the lower digits of the winning number display LED 78, or may be a separately provided dedicated display. The instruction function is activated (the instruction monitor lights up) when the start switch 41 is operated. More specifically, when the start switch 41 is operated, a lottery for a winning combination is executed, and a winning number is determined, it is determined that the activation conditions for the instruction function are met in that game. The instruction function is terminated (the instruction monitor lights out) after all the stop switches 42 are stopped (which corresponds to when all the stop switches 42 are released from the player's fingers in this case).
[0221] The push order instruction numbers are "A1" to "A7." "A1" to "A6" correspond to the six-choice push order of "123 (left-center-right)" to "321 (right-center-left)." For example, when the small win A01 condition device is activated, push order instruction number "A1" is selected and push order instruction information "1" is displayed on the instruction monitor. Also, for example, when push order instruction number "A1" is selected and push order instruction information "1" is displayed on the instruction monitor, the sub-display content (content displayed on the image display device 23) is "1·2·3" or "left·center·right," etc.
[0222] In addition, the push order instruction number "A7" is the push order instruction number when winning 1 BB in a game when the small role D1 to D4 condition device is activated when the AT is not performed in RT and inside 1 BB, and is displayed as "7" on the instruction monitor. As shown in FIG. 23, when the small role D1 condition device is activated, 1 BB is displayed at maximum except for the first stop on the left. Also, when the small role D2 condition device is activated, 1 BB is displayed at maximum except for the first stop in the center. Furthermore, when the small role D3 condition device is activated, 1 BB is displayed at maximum except for the push order 312. Furthermore, when the small role D4 condition device is activated, 1 BB is displayed at maximum except for the push order 321. Therefore, when winning 1 BB when the small role D condition device is activated, when the small role D1 condition device is activated, "7" is displayed on the instruction monitor, and the sub-display content suggests (notifies) reverse push (displays "←"). On the other hand, when the small win D2 to small win D4 condition device is activated, "7" is displayed on the instruction monitor, and as a sub-display content, it suggests pushing in order (displaying "→"). Furthermore, in addition to the above display, you may also execute a suggestion (announcement) by voice and / or display such as "Aim!"
[0223] FIG. 40 shows an example of an image display when the small win D condition device is activated during execution of the AT in a non-RT (when 1 BB is not activated) state, and attempts to win 1 BB. In the example of FIG. 40, first, the symbol combination resulting in a 1 BB win, "Bell B (upper left)"-"Watermelon B (middle middle)"-"Bell A (lower right)," is displayed. Furthermore, on the left side, the symbol arrangement of the reels 31 of the gaming machine is displayed as an image, and the position of the symbol to be targeted for each reel 31 is displayed as an image. In this example, it is indicated that the target symbol should be number 12 (Bell B) on the left reel 31, either number 4 or number 14 (Watermelon B) on the center reel 31, and either number 5, 10, 15, or number 0 (Bell A) on the right reel 31. Note that although FIG. 40 shows the symbols on the symbol arrangement of the reels 31 as numbers only, the symbols are actually displayed. Furthermore, when a notification is executed to encourage a 1BB win, when the small win D1 condition device is activated, an image of a reverse push arrow is displayed along with the words "Please aim." On the other hand, when the small win D2 to small win D4 condition devices are activated, an image of a forward push arrow is displayed along with the words "Please aim."
[0224] In the first embodiment, both non-RT and RT1 execute an AT lottery, and when the AT lottery is won, a premonition of a predetermined number of plays is followed by the AT. The initial number of plays of the AT is determined when the AT is won or when the AT starts, and the number of AT plays is increased during the AT. Details of the AT lottery method, etc., are omitted in the first embodiment. During the AT, when the small role A01 to small role C24 condition devices are activated, the correct button press sequence for winning a 7-piece role is notified. The main control board 50 activates an instruction function to display the button press sequence instruction information shown in Figure 39 on the instruction monitor to notify the button press sequence. Furthermore, the sub-control board 80 displays an image of the correct button press sequence (such as "1, 2, 3" or "left, center, right") on the image display device 23.
[0225] In non-RT and non-internal 1BB games, 1BB can be won when winning numbers "4" to "21" are won (when 1BB and replay are won in duplicate) and when winning numbers "94" to "97" are won (when 1BB and small win D are won in duplicate) in Figures 24 and 25. In non-RT and non-internal 1BB games where winning numbers "4" to "21" are won (when 1BB and replay are won in duplicate), replay is always won, and 1BB is never won. Also, in such games, there is no case where the instruction function is activated or a specific push order is suggested on the image display device 23.
[0226] During non-RT and 1BB internal play, when a winning combination is not achieved (when the winning number is "0"), only the 1BB condition device is activated, so 1BB is possible in that play. However, since the 1BB symbol combination is "PB≠1," 1BB will not be achieved unless the player presses the stop switch 42 correctly. Furthermore, during non-RT and 1BB internal play, when a winning combination is not achieved, 1BB can be achieved by aiming for the 1BB symbol combination, regardless of the order in which the stop switch 42 is pressed. During non-RT and 1BB internal play, if 1BB is achieved when a winning combination is not achieved, the 1BB operation is initiated. If 1BB is not achieved, the non-RT and 1BB internal play continues from the next play onward. Furthermore, during non-RT and 1BB internal play, when a winning combination is not achieved, no notification is given regarding the operation of the stop switch 42 to prevent 1BB from being achieved. However, when the combination is not won during non-RT and 1BB internal play (a game in which 1BB can be won), a presentation suggesting that 1BB can be won (for example, a reel flash) may be executed.
[0227] Also, in non-RT (non-internal or internal), when the small win D condition device is activated (when the winning numbers "94" to "97" are won), 1 BB may be won. As shown in Figure 23, for example, first, when the small win D1 condition device is activated, if it stops first on the left, "PB = 1" will win one of the small wins 025 to 040 (1 piece role), but when it stops first on the center or right, 1 BB will be displayed at maximum. In this case, the notification content will differ depending on whether the game is in AT or not.
[0228] In non-RT mode, when AT is not being executed, when the small win D condition device is activated, the push order to win 1 coin role is announced in order to avoid winning 1BB. For example, when the small win D1 condition device is activated, the left first stop is announced. Specifically, the main control board 50, in FIG. 39, Select either the number "A1" or "A2." One method of selection is to select "A1" or "A2" by lottery, with a 50% probability for each. Then, the push order instruction information corresponding to the selected push order instruction number is displayed on the instruction monitor (activation of the instruction function). The sub-control board 80 also displays an image of the push order corresponding to the push order instruction number. For example, when the selected push order instruction number is "A1," the sub-control board 80 displays an image of the push order (such as "1, 2, 3" or "left, center, right") on the image display device 23.
[0229] Also, in non-RT mode, when the AT is not being executed and the small win D2 condition device is activated, a middle first stop is notified to avoid winning 1BB. Specifically, the main control board 50 selects either the push order instruction number "A3" or "A4" in Figure 39. As a method of selection, selection by lottery, as described above, can be mentioned. Then, push order instruction information corresponding to the selected push order instruction number is displayed on the instruction monitor (operation of the instruction function), and the push order corresponding to the push order instruction number is displayed as an image on the image display device 23.
[0230] Furthermore, in non-RT mode, when AT is not being executed and the small win D3 condition device is activated, the push order "312" is notified to avoid winning 1BB. Specifically, the main control board 50 selects the push order instruction number "A5" in Figure 39. Then, the push order instruction information "5" corresponding to the selected push order instruction number "A5" is displayed on the instruction monitor (the instruction function is activated), and the image display device 23 displays the push order "312" corresponding to the push order instruction number.
[0231] Furthermore, in non-RT mode, when the AT is not being executed and the small win D4 condition device is activated, the push order "321" is notified to avoid winning 1 BB. Specifically, the main control board 50 selects the push order instruction number "A6" in FIG. 39. Then, the push order instruction information "6" corresponding to the selected push order instruction number "A6" is displayed on the instruction monitor (the instruction function is activated), and the image display device 23 displays the push order "321" corresponding to the push order instruction number. In this way, in non-RT mode, when the AT is not being executed and the small win D condition device is activated, the instruction function is activated to notify the push order for winning a 1-coin role, so if the stop switch 42 is operated according to that push order, the 1 BB that holds the winning combination will not be won in that game.
[0232] On the other hand, in a non-RT game, when the small win D condition device is activated during AT execution, an effect suggesting the press sequence to win 1 BB (an effect that allows the player to understand the operation mode to win 1 BB) is executed to win 1 BB. Here, in a non-RT game, if the small win D condition device is activated after the AT is won and before the AT is executed (during the AT premonition), it is optional whether or not to execute an effect suggesting the press sequence to win 1 BB. If an effect suggesting the press sequence to win 1 BB is executed during the AT premonition, the player can know that the AT has been won (that the AT will be executed soon). Therefore, if it is desired to prevent the player from knowing that they have won the AT, an effect suggesting the press sequence to win 1 BB can be executed after the AT has started in a game in which the small win D condition device is activated. Alternatively, if an effect suggesting the press sequence to win 1 BB is executed during the AT premonition, and that effect is used as the effect to confirm the AT win, that effect may be output during the AT premonition.
[0233] As a method of executing the effect suggesting the push order to win 1 BB when the small win D condition device is activated, the content shown in Figure 40 above is displayed as an image. In this case, the push order instruction number "A7" is selected, and "7" is displayed on the instruction monitor in Figure 39. In non-RT, when AT is being executed and 1 BB is won when the small win D condition device is activated, 1 BB will be activated and AT will be activated from the next game.
[0234] Since the total number of winning numbers "94" to "97" is "7360" (the winning probability is approximately "11.2"), in most cases, one of the winning numbers "94" to "97" will be selected during the AT, providing an opportunity to win 1 BB. However, if the winning numbers "94" to "97" are not selected during the AT, the AT will be executed without RT. Furthermore, even if the AT is executed without RT, the number of non-winning combinations is "3638," so there is a possibility of winning 1 BB in a non-winning combination game. Even during the AT, in a game in which the combination does not win, no effect suggesting the winning of 1 BB will be executed. However, if 1 BB is won, the game will proceed with the 1 BB activated and the AT in the same manner as above. However, in a game in which the combination does not win during the AT, an effect suggesting the winning of 1 BB (such as the reel flash described above) may be executed. This is because the earlier a player transitions from non-RT (via 1BB play) to RT1, the more advantageous it will be for the player in the long run.
[0235] Regardless of whether the AT is running or not, when the operation of 1 BB ends, it will transition to non-RT and not inside 1 BB. If the pattern symbol combination stops before winning 1 BB, it will transition to RT1 and not inside 1 BB, and if 1 BB is won after that, it will transition to RT1 and inside 1 BB. On the other hand, if 1 BB is won before the pattern symbol combination stops, it will be non-RT and inside 1 BB, and after that, it will win the AT and maintain non-RT and inside 1 BB until 1 BB is won based on the execution of the AT.
[0236] As mentioned above, the payout rate differs between non-RT and 1 BB and RT1 and 1 BB. Therefore, after the 1 BB operation ends and the game transitions to non-RT, whether the game transitions to non-RT and 1 BB or RT1 and 1 BB results in an advantage or disadvantage in payout rate. Specifically, the payout rate is lower in non-RT than in RT1. Therefore, in the first embodiment, when the game transitions to non-RT and 1 BB, the correct press order is announced (the instruction function is activated) at a predetermined rate when the push order bell is won (when the small role A01 to small role C24 condition device is activated) in order to bring the payout rate closer to that during RT1 and 1 BB. Furthermore, in non-RT, there is a non-winning combination, and in non-RT and non-AT, when the combination is not won, the player must press the button carefully to avoid winning 1 BB. Therefore, in order to encourage the transition from non-RT to RT1, when the AT starts in non-RT, the game instructs the player to win 1 BB in a game where 1 BB is possible. In addition, the number of balls placed during 1BB operation and inside RB is approximately the same as the number of balls placed during RT1 and inside 1BB. Therefore, if you execute AT during 1BB operation and inside RB, you will get the same amount of balls as if you executed AT during RT1 and inside 1BB.
[0237] Here, we will explain the payout rate etc. for non-RT and RT1. As mentioned above, in non-RT, the probability of not winning is "3638 / 65536". In contrast, the probability of not winning in RT1 is "0". Furthermore, the probability of winning a small prize is the same in non-RT and RT1. Therefore, the payout rate is higher in RT1 than in non-RT. Here, "payout rate" is defined as "number of out coins / number of in coins". Furthermore, "number of in coins" refers to the number of coins bet (specified number), and is "3" coins when the special feature is not activated.
[0238] Also, the "number of coins out" refers to the expected number of coins to be paid out. For example, when the push order bell is won, there is a 1 / 6 chance that the correct push order will be obtained and a 7-coin winning combination will be awarded. Furthermore, if the first stop is correct and the second stop is incorrect (probability 1 / 6), there is a 1 / 2 chance that a 1-coin winning combination will be awarded, and a 1 / 2 chance that a miss will be awarded. Furthermore, if the first stop is incorrect (probability 2 / 3), there is a 1 / 8 chance that a 1-coin winning combination will be awarded, and a 7 / 8 chance that a miss will be awarded.
[0239] Furthermore, when a replay symbol combination is displayed, the first method is to set the number of out coins for the current game to "0" and the number of in coins for the next game to "0". The second method is to set the number of out coins for the current game to "3" and the number of in coins for the next game to "3". In the following example, the latter method is used for calculation. Furthermore, the payout rate differs depending on the setting, from 1 to 6, but the above calculation uses setting 1 as an example.
[0240] The expected payout numbers for non-RT are as follows: (a) Expected payout numbers based on replay: 8978 / 65536 (b) Expected payout numbers based on push order bell: 45216 / 65536 x (7 x 1 / 6 + 1 x 1 / 2 x 1 / 6 + 1 x 1 / 3 x 1 / 8 + 1 x 1 / 3 x 1 / 8) (c) Expected payout numbers based on small win D: 1840 / 65536 x 1 x 4 Note that when the small win D condition device is activated, a 1-piece role will be awarded with "PB=1". (d) Expected payout numbers based on small win E and small win F: 340 / 65536 x 1 + 4 / 65536 x 7 Note that when the small win E condition device is activated, a 1-piece role will be awarded with "PB=1". From the above, the expected payout number for non-RT is approximately "1.4488". Therefore, the payout rate is 1.4488 / 3 ≒ 0.4829 (48.29%).
[0241] On the other hand, in RT1, only the probability of winning a replay differs. In RT1, the expected payout number based on a replay is 12616 / 65536. Therefore, the expected payout number in RT1 is approximately 1.6153. Therefore, the payout rate is 1.6153 / 3 ≒ 0.5384 (53.84%).
[0242] Additionally, the difference in expected payout value between RT1 and non-RT is 1.6153-1.4488=0.1665. Therefore, in order to increase the expected payout value by 0.1665 when the push order bell is won, if the correct push order is announced once every x times, then the following must be satisfied: 45216 / 65536×7×1 / x=0.1665.
[0243] Note that the above formula cannot calculate an exact value to make the non-RT payout rate and the RT1 payout rate the same (if the probability of the correct button press is higher, the probability of the incorrect button press is correspondingly lower, so this amount must be subtracted from the probability of the incorrect button press), but to simplify the formula, an approximate value will be calculated. Therefore, x ≒ 29. In other words, if the correct button press is announced once in 29 times (approximately 3.45%) when the button press bell is won, it will be possible to make the expected number of payout coins (payout rate) approximately the same for non-RT and RT1.
[0244] For this reason, in the first embodiment, when the push order bell is won during RT1 and not within 1 BB, the correct push order is not announced (the instruction function is not activated) unless the AT is in progress. In contrast, when the push order bell is not won during non-RT and not within 1 BB, the correct push order is announced (the instruction function is activated) at a rate of approximately 3.45%. To control in this way, for example, when the push order bell is won, a lottery is held that has a winning probability of approximately 3.45%, and when the lottery is won, the correct push order is announced.
[0245] Secondly, the total number of push order bells is "45216" as mentioned above, so it can be set in advance to announce the correct push order for the number of places equivalent to "1560", which is about 3.45% of that. For example, since the total number of places "1520" for small role B24 and the total number of small role C15 to small role C24 "10 × 4" is "1560", it can be set in advance to announce the correct push order when small role B24 and small role C15 to small role C24 are won.
[0246] In the first embodiment, when RT1 and 1 BB are reached, it is assumed that 1 BB will not be awarded and the game will continue while remaining within 1 BB. Also, as mentioned above, when RT1 and 1 BB are reached, the probability of not winning is "0", so there is no case where 1 BB will be awarded based on the fact that the winning combination has not been won. When RT1 and 1 BB are reached, there is a possibility of 1 BB being awarded when the small combination D condition device is activated. Therefore, when the small combination D condition device is activated, the pressing order is announced to prevent 1 BB from being awarded, and the pressing order to award a 1-piece combination (PB=1) is announced. In this regard, The same as during non-RT.
[0247] Note that, when a pattern symbol combination stops during a non-RT and non-1BB period, the following occurs after the game enters RT1 and 1BB is not in the internal state. First, during RT1 and 1BB is not in the internal state, in a game in which the winning numbers "4" to "21" are won (a game in which both 1BB and a replay are won), a replay always wins, and 1BB never wins. Also, during this game, the instruction function is not activated, and the image display device 23 does not suggest a specific push order. Therefore, in this game, regardless of the push order of the stop switch 42, a replay always wins, and 1BB never wins. Then, from the next game, the game enters RT1 and 1BB is in the internal state. Also, during RT1 and non-1BB is not in the internal state, in a game in which the winning numbers "94" to "97" are won (a game in which both 1BB and a small win D are won), a push order that avoids 1BB winning is instructed, and 1BB never wins if the push order is followed.
[0248] From the above, in the first embodiment, the following is executed as the indication function activation and the push order suggestion effect. Note that the indication function activation and the push order suggestion effect can only be executed during advantageous zones, and the indication function activation and the push order suggestion effect cannot be executed in non-advantageous zones (normal zones). In the following, it is assumed that the indication function activation and the push order suggestion effect are executed in advantageous zones. (1) During non-RT a) During non-AT When the small role D condition device is activated, the indication function is activated to win a 1-coin role (not win 1BB), and the push order to win a 1-coin role is announced. Also, when the small role A1 to small role C24 condition devices are activated, the indication function is activated at a predetermined rate (1 in 29 times in the above example) to approach the payout rate of RT1, and the push order to win a 7-coin role is announced. However, as will be described later, there may be cases where the indication function is not activated. b) During AT, when the small win A1 to small win C24 condition device is activated, the instruction function is activated and the push order to win 7 coins is announced. However, as will be described later, there may be cases where the instruction function is not activated. Also, when the small win D condition device is activated, a push order suggestion effect to win 1 BB is executed (this may be executed during the AT premonition). In this case, the instruction monitor displays "7".
[0249] (2) During RT1 a) During non-AT When the small role D condition device is activated, the instruction function is activated to win a 1-coin role (not winning 1BB), and the push order to win a 1-coin role is announced. b) During AT When the small role A1 to small role C24 condition devices are activated, the instruction function is activated to win a 7-coin role. However, as will be described later, there may be cases where the instruction function is not activated. Also, when the small role D condition device is activated, the instruction function is activated to win a 1-coin role (not winning 1BB), and the push order to win a 1-coin role is announced.
[0250] The ratio of instruction-included features must be less than 70% after 175,000 plays. For this reason, if the ratio of instruction-included features after 175,000 plays is equal to or greater than a predetermined value (for example, 68% or greater), the instruction function when the push-order bell is won may not be activated until the ratio of instruction-included features reaches a predetermined percentage (for example, less than 65%). Alternatively, a condition device may be provided that causes a 1-coin or 3-coin small feature to be won when the stop switch 42 is operated in the correct push-order, and if the ratio of instruction-included features is equal to or greater than a predetermined value (for example, 68% or greater), the instruction function may not be activated for 7-coin features, but the instruction function may be activated when the condition device is activated that allows a 1-coin or 3-coin small feature to be won. Furthermore, if the ratio of the role with instruction is equal to or greater than a predetermined value (for example, 68% or greater), the instruction function is not activated, but when the small role A1 condition device is activated, an image of "1·?·?" is displayed, and an announcement is made that increases the probability of winning a 7-piece role compared to when the instruction function is not activated.
[0251] By setting the specifications as in the first embodiment, the probability of winning a replay can be set low even within 1 BB. This increases the probability of winning the push order bell, resulting in a gaming machine with a high instantaneous firing rate. Furthermore, when the small win D condition device is activated, the instruction function can be activated to prevent a 1 BB win, making it easier to avoid a 1 BB win compared to a specification that prevents a 1 BB win by pressing the button at the right time. However, compared to the second embodiment described below, the possibility of a 1 BB winning by mistake is higher than in the second embodiment.
[0252] As is clear from the first embodiment, the instruction function may be activated even during a non-AT. On the other hand, the instruction function may not be activated during an AT. Therefore, a "non-AT" does not necessarily mean a gaming state in which the instruction function is not activated. Similarly, an "AT" does not necessarily mean a gaming state in which the instruction function is activated. However, during a non-AT, when a winning number that can activate the instruction function is selected, the percentage of players who do not activate the instruction function is higher than the percentage of players who activate the instruction function. Similarly, during an AT, when a winning number that can activate the instruction function is selected, the percentage of players who activate the instruction function is higher than the percentage of players who do not activate the instruction function. Here, the "proportion of players who activate (do not activate) the instruction function" specifically refers to the percentage when the small win A to small win C condition devices are activated (when the push order bell is won). In other words, the percentage of players who activate the instruction function to avoid winning 1BB when the small win D condition device is activated in a non-AT (100%) is the same as the percentage of players who activate the instruction function when the small win D condition device is activated in an AT (100%). Here, in the case of AT and RT1, when the small win D condition device is activated, the instruction function is activated to avoid winning 1BB. On the other hand, in the case of non-RT and AT, when the small win D condition device is activated, the instruction function is activated to encourage winning 1BB.
[0253] It should be noted that the rate at which the instruction function is activated in non-AT is not always constant, and in the first embodiment, the rate at which the instruction function is activated is higher in non-RT than in RT1. Specifically, in RT1, the rate at which the instruction function is activated when the small role A to small role C condition devices are activated in non-AT is "0" as a general rule. On the other hand, in non-RT and non-AT, the instruction function is activated when the small role A to small role C condition devices are activated at a predetermined rate (in the example above, about 1 in 29 times). Note that the above interpretation excludes extremely rare cases where the instruction function is hardly activated even during AT because the ratio of instruction-containing devices in 175,000 games has always been a predetermined value (for example, 68% or more).
[0254] The non-AT of the first embodiment described above (a state in which the rate at which the instruction function is not activated is higher than the rate at which the instruction function is activated when a winning number that can activate the instruction function is won) may be referred to as the "first notification control state." Also, the AT of the first embodiment (a state in which the rate at which the instruction function is activated is higher than the rate at which the instruction function is not activated when a winning number that can activate the instruction function is won) may be referred to as the "second notification control state." In any case, in the first embodiment, "non-AT" is a gaming state that has both a case where the instruction function is not activated and a case where the instruction function is activated. Similarly, "AT" is a gaming state that has both a case where the instruction function is not activated and a case where the instruction function is activated.
[0255] <Second Embodiment> In the second embodiment, the current RT is confirmed during the first play in the advantageous zone, and a decision regarding the AT (preferential, unfavorable, etc.) is made according to the RT. In the following example, the "AT-related decision (preferential, unfavorable, etc.)" refers to the AT ceiling play count. In the second embodiment, an AT ceiling play count is set. Here, the "AT ceiling play count" refers to the maximum (upper limit) play count that can be reached without winning the AT in a non-AT within the advantageous zone. When the AT ceiling play count is reached in a non-AT, a decision is made to execute the AT (here, this means the "first-stage AT" described below), and the (first-stage) AT is activated. Note that when the AT ceiling play count is reached, the (first-stage) AT may be activated immediately, or may be activated after a predetermined number of plays have been performed. In the second embodiment, the AT has a first-stage AT and a second-stage AT. The first-stage AT is an AT that is drawn when 1BB has not been activated. If you win the first stage AT and move to 1BB play, the first stage AT will be executed during 1BB play, and the second stage AT will be drawn during 1BB play. The first stage AT will end when 1BB play ends. If you win the second stage AT, the second stage AT will be executed after 1BB play ends when 1BB is not activated.
[0256] FIG. 41 is an RT transition diagram in the second embodiment. Here, in the first embodiment, 1 BB is awarded after AT execution only when the game state is not RT, but 1 BB is not awarded when the game state is in RT1. In contrast, in the second embodiment, 1 BB is not awarded when the game state is in a favorable zone and the first-stage AT is not won within 1 BB (RT2 in FIG. 41). For example, as in the first embodiment, when the small win D condition device is activated, a push order that does not award 1 BB is announced. On the other hand, when the first-stage AT is won within 1 BB (RT2 in FIG. 41), 1 BB is awarded regardless of which RT the game state is in, and the first-stage AT is executed during 1 BB play. Furthermore, during AT and 1 BB play (particularly RT3, which is within the RB described below), whether the second-stage AT is executed is determined by lottery or the like. Then, when the lottery is won, the second-stage AT is executed during RT1 or RT2 after the 1 BB game ends. On the other hand, if the lottery is not won, the first stage AT will end at the end of the 1BB game. In other words, in this case, there will be no transition to the second stage AT.
[0257] As shown in Figure 41, there are three RTs when 1BB is not activated (during normal play): non-RT, RT1, and RT2. Non-RT is a game state (a type of RT) that is transitioned to after RWM initialization, and RT1 is a non-1BB RT that is transitioned to after 1BB play ends. RT2 is a 1BB RT that is transitioned to when 1BB is won in non-RT or RT1.
[0258] If 1 BB is won in RT2, the system will shift to 1 BB activation and not inside the RB. In the 1 BB game of the second embodiment, the regular game is played first, and a RB lottery is held during this regular game. If the RB is won, the system will shift to RT3 (1 BB activation and inside the RB). Then, if the RB with a carried-over win is won, the system will shift to 1 BB activation and RB activation. 1 BB activation is set when the number of coins won in the 1 BB game reaches a predetermined number. In addition, RB activation ends after two games or two wins, and if the conditions for terminating 1 BB activation are not met at the end of RB activation, the system will shift to 1 BB activation again and not inside the RB. When the conditions for terminating 1 BB activation are met, the system will end 1 BB operation and shift to RT1 (RT after 1 BB). If 1 BB is won in RT1, the system will shift to RT2.
[0259] Although the description of the type and number of condition devices in the second embodiment will be omitted, it is possible to use the same condition devices and number of settings as those described in the first embodiment. For example, in Fig. 41, the number of non-RT (RT after RWM initialization) can be set to the number shown in Fig. 24 and Fig. 25. Also, in Fig. 41, the number of RT1 (RT after 1 BB) can be set to the number shown in Fig. 26 and Fig. 27. Furthermore, in Fig. 41, the number of RT2 (RT inside 1 BB) can be set to the number shown in Fig. 30 and Fig. 31.
[0260] Furthermore, in Fig. 41, the setting numbers for 1BB operation and RB not inside can be set to the numbers shown in Fig. 32 and Fig. 33. Also, in Fig. 41, the setting numbers for RT3 (1BB operation and RB inside) can be set to the numbers shown in Fig. 34 and Fig. 35. Furthermore, in Fig. 41, the setting numbers for 1BB operation and RB operation can be set to the numbers shown in Fig. 36 and Fig. 37. Examples include using numbers.
[0261] In the second embodiment, when the AT is won in non-RT or RT1, the system waits until 1 BB is won. Also, in RT2, if the first stage AT is not won, when the small win D condition device is activated, an instruction function is activated to avoid winning 1 BB, as in the first embodiment. Then, when the first stage AT is won, when the small win D condition device is activated, a presentation suggesting the winning of 1 BB (a presentation that allows the player to understand the operation mode for winning 1 BB) is executed. The same applies when the AT is won in non-RT or RT1 and then 1 BB is won.
[0262] In addition, when 1BB is activated and the second stage AT is won while inside the RB (RT3), the 1BB game ends and the game moves to RT1, and the second stage AT is executed in this RT1, even if 1BB is won during the execution of the second stage AT and the game moves to RT2, the effect for winning 1BB will not be output when the small win D condition device is activated, and the instruction function will be activated to avoid winning 1BB, just as when the first stage AT is not won.
[0263] In the second embodiment, the 1BB winning information is not erased even when the power is turned on / off or the settings are changed. Therefore, even when the power is turned on / off or the settings are changed, the machine does not transition to non-RT mode. After factory reset, the machine transitions to non-RT mode only when the entire storage area of the RWM 53 is initialized due to an unintended event, such as when the RWM 53 is removed or inserted. When the RWM 53 is removed or inserted, the entire storage area of the RWM 53, including the setting value information, is initialized as a countermeasure against cheating. In this embodiment, the main CPU 55, RWM 53, and ROM 54 in FIG. 1 are configured on a single chip, and when the chip is removed or inserted, the entire storage area of the RWM 53 is initialized (all data is erased). Therefore, if the entire storage area of the RWM 53 is initialized, there is a possibility that cheating or other fraudulent activity has occurred.
[0264] Figure 42 is a time chart showing the relationship between RT transition, the start and end of the advantageous zone, and whether or not AT is won in the second embodiment. In the example of the RT transition diagram shown in Figure 41, when 1 BB is activated and RB is won while inside RB (RT3), it is shown that the transition occurs to 1 BB activation and RB activation, but in reality, RB is not won while inside RB, and the game continues with 1 BB activation and inside RB.
[0265] Also, as mentioned above, the first stage AT lottery is executed in the advantageous zone and when 1BB is not activated (non-RT, RT1, or RT2), and if the first stage AT lottery is won, 1BB is won, transitioning to 1BB play, and the second stage AT lottery is executed within the RB of 1BB play. If this second stage AT lottery is won, the second stage AT begins in RT1 after the end of 1BB play. On the other hand, if the second stage AT lottery is not won within the RB of 1BB play, the first stage AT ends with the end of 1BB play (1BB operation), and the second stage AT is not executed.
[0266] In Figure 42, "non-advantageous" refers to a non-advantageous zone (normal zone). Similarly, "advantageous" refers to an advantageous zone. For simplicity's sake, in the example of Figure 42, if a player wins the advantageous zone transition lottery in the first play in a non-advantageous zone and transition to an advantageous zone is determined, the next play will be in the advantageous zone. However, in reality, the advantageous zone transition lottery is conducted in the non-advantageous zone based on the winning combination in that play, so the player does not necessarily win the advantageous zone transition lottery in the first play in a non-advantageous zone. In the normal route, non-RT only occurs when the machine is initially shipped from the factory. The first play in a non-RT is in a non-advantageous zone, but if the player wins the advantageous zone transition lottery in that first play and transition to an advantageous zone is determined, the player will transition to the advantageous zone from the second play. Furthermore, if a player wins 1 BB in a non-RT, the next play will transition to RT2 (RT within 1 BB). If a player wins the first-stage AT lottery in RT2, 1 BB will be awarded. When 1BB is won, the game moves to a non-RB inside state in 1BB game. In this example, the second stage AT lottery is not executed during a non-RB inside state in 1BB game. When RB is won and the game moves to a RB inside state in 1BB game, the second stage AT lottery is executed. In the RB inside state in 1BB game, Figure 42 illustrates four types: Route A, Route B, Route C, and Route E.
[0267] Route A shows an example in which the second stage AT is won during RB in 1BB play. In this case, when 1BB play ends and the game transitions to RT1, the second stage AT begins. In this example, 1BB is won during the second stage AT, and after transitioning to RT2, the second stage AT ends in RT2. When the second stage AT ends in RT2, the advantageous zone also ends at the same time. Then, in the next game, the advantageous zone transition lottery is executed again, and if the advantageous zone transition lottery is won and transition to the advantageous zone is determined, the game transitions to the advantageous zone. In the second embodiment, when the advantageous zone is intentionally ended, the advantageous zone end preparation (M_ADVEND_STBY) is executed in the game end processing in the main game state, and "1" is saved in the advantageous zone clear counter. As a result, in the advantageous zone clear counter management, the advantageous zone clear counter value after subtraction becomes "0", and the advantageous zone termination process (initialization of the RWM area related to instruction functions (for example, storage area for the main game state, difference number counter, etc.)) is executed. In the case of Route A, this is an example where the first play in the advantageous zone is RT2. When the first play in the advantageous zone is RT2, the AT ceiling number of plays is set high (for example, to "777" plays).
[0268] Route B shows an example (1) of when the second-stage AT is not won within the RB of 1BB play. In this case, even if the 1BB play ends and the game transitions to RT1, the second-stage AT does not start. If the second-stage AT is not won within the RB of 1BB play, a lottery to end the advantageous zone is executed. Route B is an example of not winning the lottery to end the advantageous zone. In this case, as shown in Route B, the advantageous zone ends when 1BB is won in RT1 (at the end of RT1). Then, in the first play of RT2 of the next play, a lottery to transition to the advantageous zone is executed, and if the lottery to transition to the advantageous zone is won and transition to the advantageous zone is determined, the game transitions to the advantageous zone. In this case, as with Route A, the first play of the advantageous zone is RT2, so the number of AT ceiling plays is the same as Route A (for example, "777" play).
[0269] Route C shows an example (2) of when the second stage AT is not won within the RB of 1BB play. Route B and Route C both show examples of when the second stage AT is not won within the RB of 1BB play, but Route C is an example where, for example, the protagonist wins a lottery to determine whether or not to execute an effect in which a special losing style is executed, and that effect is executed. In such cases, the number of AT ceiling play times is set to be preferential. Here, there is a flag (AT ceiling preferential flag) for determining whether or not to give preferential treatment to the number of AT ceiling play times, and in cases such as Route C where the second stage AT is not won but the special effect described above is executed, the AT ceiling preferential flag is turned on.
[0270] In Route C, as in Route B, the AT does not start even if the 1BB game ends and the game transitions to RT1. However, in Route C, the AT ceiling preferential flag is on, so the advantageous zone is set to end at the end of the 1BB game. In other words, when the AT ceiling preferential flag is off, the advantageous zone is set to be maintained at the end of the 1BB game. Then, after the 1BB game ends, the game transitions to RT1, and in the first game of this RT1, a favorable zone transition lottery is executed, and if the favorable zone transition lottery is won and a transition to the advantageous zone is determined, the game transitions to the advantageous zone. In this case, unlike Route B, the first game of the advantageous zone is RT1, so the AT ceiling number of games is set low (for example, to "333" games).
[0271] Route E shows an example of an irregular bonus. As mentioned above, if you win the first stage of the AT lottery in RT2, you will win 1 BB. However, Route E is an example of what happens when you (mistakenly) win 1 BB even though you did not win the first stage of the AT lottery in RT2. In this case, the second stage of the AT lottery is not executed or is neglected within the RB of the 1 BB game, and the lottery to determine the end of the advantageous zone is not executed either. Therefore, even if you move to RT1 or even RT2 after the end of the 1 BB game, you will remain in the advantageous zone.
[0272] Route D shows a special route that differs from the normal route described above. As described above, when a setting change is performed, RT information and 1BB carryover information are maintained. However, the setting change erases information related to the advantageous zone, resulting in a transition to a non-advantageous zone. Therefore, as shown in the first RT2 of the normal route, when a setting change is performed while the machine is in RT2 and an advantageous zone, the first play is in a non-advantageous zone. However, if the advantageous zone transition lottery is executed during this first play, and the machine wins the advantageous zone transition lottery and transition to the advantageous zone is determined, the machine will transition to the advantageous zone from the next play. Therefore, if the machine becomes non-RT after being installed in a hall, there is a high possibility of fraudulent activity (cheating). Therefore, when a favorable zone transition lottery is executed during a non-RT period and transitions to an advantageous zone, the AT ceiling number of plays is set high (for example, to "777" plays), as with Route A.
[0273] Furthermore, when a non-favorable zone transitions to a favorable zone during non-RT, the RT information for the first play in the favorable zone is stored. The first transition occurs to 1BB play. If the transition occurs during RB play (RT3) during 1BB play, the player is deemed not to have won the second-stage AT (AT non-win (3)). Furthermore, after the favorable zone ends during RB play during 1BB play and becomes a non-favorable zone, a favorable zone transition lottery is executed in the non-favorable zone. If the favorable zone transition lottery is won and a transition to the favorable zone is determined, the player transitions to the favorable zone from the next play. When a transition occurs during RB play during 1BB play, the AT ceiling play count is set high. This setting prevents unintentional ball acquisition through fraudulent behavior. Even when a special route is taken, if a setting change is executed after winning 1BB and entering RB play, the player can transition to RT2 (normal route).
[0274] As described above, in the example of Figure 42, the number of AT ceiling games is varied depending on which RT the first game in the advantageous zone is. Specifically, it is set as follows: When the first game in the advantageous zone is non-RT (special route): AT ceiling high When the first game in the advantageous zone is RT1 (route C): AT ceiling low When the first game in the advantageous zone is RT2 (route A, B): AT ceiling high When the first game in the advantageous zone is 1BB game (route D): AT ceiling high By setting it in this way, it is possible to vary the expected value until the AT wins depending on which RT the first game in the advantageous zone is.
[0275] Therefore, for example, a lottery is held to determine whether or not to favor decisions regarding AT, and if the lottery is won, a predetermined flag is turned on. When the predetermined flag is on, the advantageous zone ends at a predetermined RT (in the above example, within the RB of 1BB play). Then, if the advantageous zone transition lottery is set to be won immediately after the advantageous zone ends, it is possible to transition to the advantageous zone at the desired RT. This makes it possible to arbitrarily execute preferential decisions regarding AT.
[0276] In the above example, when the first game in the advantageous zone is RT1, the AT ceiling is lowered, and when the first game in the advantageous zone is an RT other than RT1, the AT ceiling is raised. However, this is not limited to this. For example, when the first game in the advantageous zone is RT1, the AT ceiling is lowered, and when the first game in the advantageous zone is an RT other than RT1, the AT ceiling is raised. The AT ceiling may be divided into more specific categories, such as setting the AT ceiling to normal when the first game in the advantageous zone is RT2, and setting the AT ceiling higher when the first game in the advantageous zone is an RT other than RT1 or RT2. Furthermore, other examples include setting the AT winning probability high when the first game in the advantageous zone is RT1, setting the AT winning probability normal when the first game in the advantageous zone is RT2, and setting the AT winning probability low when the first game in the advantageous zone is an RT other than RT1 or RT2. While the second embodiment illustrates an example in which a decision regarding the AT (favorable, unfavorable, etc.) is made according to the RT of the first game in the advantageous zone, this is not limiting, and a decision regarding the AT may be made according to the RT or condition device operating in a game that has entered the advantageous zone. Furthermore, RT information at the time of transition to the advantageous zone may be retained, and a decision regarding the AT (favorable, unfavorable, etc.) may be made according to the RT information during the first game in the advantageous zone.
[0277] <Third Embodiment> In the first embodiment described above, the specified number when the role is not activated is "3" regardless of the game state (RT) (see FIG. 4, etc.). In contrast, in the third embodiment, it is assumed that the game is played with the specified number "2" until 1 BB is won, and that after winning 1 BB (within 1 BB), the game is played with the specified number "3". When 1 BB is won with the specified number "2", 1 BB can be won only in games with the specified number "2". In other words, after winning 1 BB with the specified number "2", when playing with the specified number "3", the 1 BB will not be won even in games when the role is not won. Therefore, in the third embodiment, after winning 1 BB with the specified number "2", the game is played with the specified number "3". In games within 1 BB when the specified number is "3", 1 BB will not be won, and non-AT and AT will be alternated while remaining within 1 BB.
[0278] The symbol arrangement of the reel 31 in the third embodiment is the same as that in the first embodiment (FIG. 2). Also, in the third embodiment, the winning combination is different from that in the first embodiment. FIGS. 43 to 49 are diagrams showing the symbol combinations of the winning combinations and the payout numbers in the third embodiment. In the third embodiment, two types of 1BB are provided: 1BBA and 1BBB. As shown in FIG. 43, when the winning device is not activated, 1BBA is 1BB drawn when the specified number of games is "3", and 1BBB is 1BB drawn when the specified number of games is "2". Also, in the third embodiment, since the RB is continuously activated (without stopping the symbol combination corresponding to the RB) during the activation of the 1BB, there is no symbol combination corresponding to the RB.
[0279] In the third embodiment, the replays are provided with Replay 01 to Replay 12. Here, Replay 01 with combination number "003" to Replay 07 with combination number "027" are the same symbol combinations as Replay 01 with combination number "004" to Replay 07 with combination number "028" in the first embodiment. Also, Replay 08 with combination number "028" to Replay 12 with combination number "091" are the same symbol combinations as Replay 11 with combination number "086" to Replay 15 with combination number "149" in the first embodiment.
[0280] The small prize includes small prize 001 to small prize 117. Small prize 001 to small prize 008 are different from the first embodiment in that they are 15-piece prizes. Also, the small prize 001 of prize number "092" to the small prize 112 of prize number "215" are the same symbol combination as the small prize 001 of prize number "150" to the small prize 112 of prize number "273" in the first embodiment. Furthermore, the small prize 113 of prize number "216" to the small prize 117 of prize number "262" are small prizes unique to the third embodiment.
[0281] 50 to 56 are diagrams showing the condition device numbers, condition devices, winning combinations, etc. in the third embodiment. First, FIG. 50 shows the combinations (particularly 1BBA and 1BBB in the third embodiment) condition devices. The 1BBA condition device corresponding to combination condition device number "1" is a combination condition device that becomes operable when 1BBA is won. When this 1BBA condition device is activated, 1BBA, which is the winning combination, becomes eligible to win. Similarly, the 1BBB condition device corresponding to combination condition device number "2" is a combination condition device that becomes operable when 1BBB is won, and when the 1BBB condition device is activated, 1BBB becomes eligible to win.
[0282] When the 1BBA condition device is activated, the RBA operates continuously, and the end condition is met when more than 33 coins are paid out. Therefore, there is no special feature condition device number corresponding to the RBA. Similarly, when the 1BBB condition device is activated, the RBB operates continuously, and the end condition is met when more than 7 coins are paid out. Therefore, there is no special feature condition device number corresponding to the RBB. Furthermore, both the RBA and the RBB end when two games are played or two wins are made, or when the 1BB operation ends. If the RBA or RBB operation ends and the 1BB operation end condition is not met, the RBA or RBB will operate again, respectively.
[0283] 51 to 56 show winning and replay condition devices. Of the winning and replay condition device numbers, "1" to "16" are condition device numbers related to replays, and "17" to "70" are condition device numbers related to small winning combinations. The condition device numbers "1" to "9" related to replays have some different winning combinations included compared to the condition device numbers "1" to "9" related to replays in the first embodiment, but the types of replays that can be stopped depending on the order in which the stop switch 42 is pressed are the same as in the first embodiment. Also, the reel 31 on which the "blue BAR" can be stopped at the first right stop is also the same.
[0284] The condition device number "10" for the replay differs from the condition device number "10" for the replay in the first embodiment in that the replay that stops when the first right stop results in a "red" line is replay 12. The condition device number "11" for the replay is the same as the condition device number "11" for the replay in the first embodiment.
[0285] The condition device number "12" for the replay is different from the condition device number "14" for the replay in the first embodiment in the included winning combinations, but the possible chance symbols that can appear are the same as the condition device number "14" for the replay in the first embodiment. Similarly, the condition device number "13" for the replay is different from the condition device number "15" for the replay in the first embodiment in the included winning combinations, but the possible chance symbols that can appear are the same as the condition device number "15" for the replay in the first embodiment. The condition device numbers "14" to "16" for the replay are different from the condition device numbers "17" to "19" for the replay in the first embodiment in the included winning combinations, but the possible stop patterns (upper left cherry or middle left cherry) that can appear are the same as the condition device numbers "17" to "19" for the replay in the first embodiment.
[0286] The condition device related to the push order bell in the third embodiment is provided with a small role A01 to small role A24 condition device and a small role B01 to small role B24 condition device, but the small role C01 to small role C24 condition device in the first embodiment is not provided. The small role A01 to small role A24 condition device are each set with the same winning roles included and winning combinations corresponding to the push order of the stop switch 42 as the small role A01 to small role A24 condition device in the first embodiment. However, in the third embodiment, there is no case where the small role A01 to small role A24 condition device operates during 1BB operation (during RBA operation and RBB operation) (as shown in Figures 69 to 72 described later, winning numbers "19" to "42" are not drawn during 1BB operation.) This is different from the first embodiment.
[0287] Also, the small win B01 to small win B24 condition devices differ from the first embodiment in that the winning combination includes the small win 113 and the winning combination does not include the small win 116, compared to the small win B01 to small win B24 condition devices in the first embodiment. However, the small win B01 to small win B24 condition devices are set to the same winning combinations corresponding to the pressing order of the stop switch 42 as the small win B01 to small win B24 condition devices in the first embodiment. Also, in the third embodiment, there is no case where the small win B01 to small win B24 condition devices operate during 1BB operation (during RBA operation and RBB operation) (as shown in Figures 69 to 72 described later, winning numbers "43" to "66" are not drawn during 1BB operation). This is different from the first embodiment.
[0288] The small win C condition device is a condition device that includes small wins 113 and 114 as winning combinations and satisfies "PB≠1". When the small win C condition device is activated, it is possible to stop "Watermelon A / B"-"Watermelon A / B"-"Watermelon A / B" (watermelon combination) by pressing the button. The small win D condition device is a condition device that includes small win 115 as a winning combination and can stop the strong chance eye A "Watermelon A / B"-"Watermelon A / B"-"Replay" (watermelon combination broken). The strong chance eye A corresponds to small win 115 (3-piece combination). The small win E condition device is a condition device that includes small win 116 as a winning combination and can stop the strong chance eye B "Replay"-"Watermelon A / B"-"Watermelon A / B" (watermelon combination broken). The strong chance eye B corresponds to small win 116 (3-piece combination).
[0289] The small win F condition device includes small wins 009-056 (1-coin wins) as winning combinations, but even if the symbol combinations of all these combinations are added together, the symbol arrangement is "PB ≠ 1." Therefore, when the small win F condition device is activated, a pinpoint press is required, resulting in a "PB ≠ 1" combination. The small win G condition device includes all small wins 001-116 except for small win 117 as winning combinations, and regardless of the order in which the stop switch 42 is pressed, any of the 15-coin combinations (small wins 001-008) will be awarded (PB = 1). Also, depending on the order in which the stop switch 42 is pressed, for example, pressing 123 will award small win 001, pressing 132 will award small win 002, and so on. The small win H condition device includes small wins 009-114 as winning combinations, as well as small win 117, which is drawn only during 1BB operation. Since the small role 117 is drawn only during 1BB operation, the small role 117 is sometimes called an "increasing role." When the small role H condition device is activated, "PB = 1" will win the small role 117 (1 piece role).
[0290] 57 to 72 are diagrams showing the number setting tables (winning probability for each winning number) in the third embodiment. In the third embodiment, when a special device is not activated, it is possible to play with either the specified number "2" or the specified number "3". Therefore, in the third embodiment, in the gaming state when a special device is not activated, the number setting tables for both the specified number "2" and the specified number "3" are shown. In the third embodiment, in a non-RT and non-internal game, a game is played with the specified number "2", and if 1BBB is won, the game shifts to RT1 from the next game. Then, in RT1, a game is played with the specified number "3".
[0291] First, Figures 57 and 58 are diagrams showing the number of places when there is no RT, no internal, and the specified number is "2." In Figure 57, when there is no RT, no internal, and the specified number is "2," only 1BBB is drawn as 1BB (1BBA is not drawn). Also, for replays, only Replay A is drawn. When there is no RT, no internal, and the specified number is "2," the probability of winning 1BBB is "16,384 / 65,536," so 1BBB is won early. Note that in games when there is no RT, no internal, and the specified number is "2," 1BBB may win in a game in which 1BBB is won. If 1BBB is not won in a game in which 1BBB is won, the next game will transition to RT1 and 1BBB internal, and 1BBB will no longer be won thereafter (however, this is not limited to this, and 1BBB may be winnable). On the other hand, when 1BBB is won in a game in which 1BBB is won, the game returns to the non-RT and non-internal game via the 1BB game. Figures 59 and 60 are diagrams showing the number of places in the non-RT and non-internal game and the specified number "3". As mentioned above, in the non-RT and non-internal game, it is desirable to play with the specified number "2", but it is also possible to play with the specified number "3". For this reason, in the non-RT and non-internal game, the specified number "3" is When a game is played using "," the winning probabilities are as shown in Figures 59 and 60.
[0292] In the number table, if the specified number is not the intended number in that game state, it is marked as "irregular." When it is not RT and not internal and the specified number is "3," 1BBB is not drawn and 1BBA is drawn instead. Since the probability of winning 1BBA is "17065 / 65536," 1BBA will be won early. Details will be explained later, but if 1BBA is won when it is not RT and not internal and the winning 1BBA is carried over, it will remain non-RT when moving to the next game and will not move to RT1.
[0293] 61 and 62 are diagrams showing the number of places when RT1 is in the 1BBB state and the specified number is "3." Here, 1BBB, which is won when the specified number is "2," is set to not win unless the game is played with the specified number of "2." Similarly, 1BBA, which is won when the specified number is "3," is set to not win unless the game is played with the specified number of "3." Therefore, if 1BBB is won when not RT, not inside the 1BBB state, and the game is played with the specified number of "2," and RT1 is in the 1BBB state, 1BBB will not win if the game is played with the specified number of "3."
[0294] As shown in FIG. 61, when RT1 and inside 1BBB and the specified number is "3", the probability of not winning is "17065 / 65536", but even in a non-winning game, the specified number is "3", so 1BBB will not be won. In the third embodiment, it is assumed that the game will continue to be played when RT1 and inside 1BBB and the specified number is "3", and an AT lottery is executed in this game state, and if the AT is won, the AT will be executed until its termination conditions are met. In other words, it is assumed that when RT1 and inside 1BBB and the specified number is "3", non-AT and AT will be repeated.
[0295] 63 and 64 are diagrams showing the number of places when there is no RT and inside 1BBA and the specified number is "3". In the non-RT and non-internal state, 1BBA wins in a game with the specified number "3", so when there is no RT and inside 1BBA and the specified number is "3", 1BBA can win when the role is not won. FIG. 65 and 66 are diagrams showing the number of places when there is no RT and inside 1BBA and the specified number is "2". As mentioned above, 1BBA is a special role that wins with the specified number "3", so in the game state of this specified number "2", 1BBA will not win even in a game where the role is not won.
[0296] 67 and 68 are diagrams showing the number of places when RT1 is within 1BBB and the specified number is "2". As mentioned above, the third embodiment is based on the premise that the game is played when RT1 is within 1BBB and the specified number is "3". However, since the game is possible even when RT1 is within 1BBB, the number of places corresponding to this specified number "2" is also determined. When RT1 is within 1BBB and the specified number is "2", the probability of not winning a role is set to "0". Therefore, even when the specified number is "2", there is no case where 1BBB, which has carried over a win, will win.
[0297] Here, the payout rate when RT1 and inside 1BBB and the specified number is "3" (Figures 61 and 62) is as follows: (a) Expected number of payouts based on replay 8978 / 65536 x 3 (≒0.411) (b) Expected number of payouts based on push order bell 38472 / 65536 x (15 x 1 / 6 + 1 x 1 / 2 x 1 / 6 + 1 x 1 / 3 x 1 / 8 + 1 x 1 / 3 x 1 / 8) (≒1.565) (c) Expected number of payouts based on small role C 656 / 65536 x 1 (≒0.01) Note that when the small role C condition device is activated, the 1-piece role will win with "PB=1". (d) Expected number of payouts based on small wins D and E: 164 / 65536 x 3 x 2 (≒ 0.015) (e) Expected number of payouts based on small win G: 37 / 65536 x 15 (≒ 0.00847) From the above, the expected number of payouts in RT1, within 1BBB, and when the specified number is "3" is approximately "2". Therefore, the payout rate is 2 / 3 ≒ 0.67.
[0298] On the other hand, the payout rate when RT1 and inside 1BBB and the specified number is "2" (Figures 67 and 68) is as follows. (a) Expected number of payouts based on replay: 25632 / 65536 x 3 (≒ 1.173) (b) Expected number of payouts based on push order bell: 9600 / 65536 x (15 x 1 / 6 + 1 x 1 / 2 x 1 / 6 + 1 x 1 / 3 x 1 / 8 + 1 x 1 / 3 x 1 / 8) (≒ 0.391) (c) Expected number of payouts based on small role F: 30754 / 65536 x 1 (≒ 0.4693) Note that when the small role F condition device is activated, a 1-piece role will win with "PB = 1". From the above, the expected number of payouts when RT1 and inside 1BBB and the specified number is "2" is approximately "2".
[0299] Therefore, the payout rate is 2 / 3 ≒ 0.67. As a result, within RT1 and 1BBB, the payout rate is approximately the same whether the specified number is "2" or "3", so there is no advantage / disadvantage in terms of payout rate. However, the lottery for transition to the advantageous zone and the AT lottery are only performed when the specified number is "3". Therefore, there is no benefit to the player when playing with the specified number of "2".
[0300] Figures 69 and 70 are diagrams showing the number of balls placed when the specified number is "3" while the RBA is in operation. Note that while the RBA is in operation, play is only possible with the specified number "3". When playing with the specified number "3" in a non-RT and 1BBA environment, if you press the symbol combination of 1BBA when the winning combination is not a winning combination, you can win 1BBA. When 1BBA wins, 1BBA will be in operation from the next game. While 1BBA is in operation, the RBA will be in continuous operation. Note that the payout rate while the RBA is in operation is as follows. (a) Expected number of payouts based on replay: 1571 / 65536 x 3 (≒ 0.0719) (b) Expected number of payouts based on small win G: 6450 / 65536 x 15 (≒ 1.476) (c) Expected number of payouts based on small win H: 33045 / 65536 x 1 (≒ 0.504) From the above, the expected number of payouts when RBA is activated is approximately "2". Therefore, the payout rate is 2 / 3 ≒ 0.67.
[0301] As a result, even if a player intentionally plays with the specified number "3" in non-RT and wins 1BBA, and wins 1BBA in non-RT and inside 1BBA, and plays 1BBA game, the payout rate does not exceed "1", so there is no benefit to the player. Furthermore, in the third embodiment, AT lottery is not executed during non-RT and non-internal play, non-RT and inside 1BBA play, and while 1BBA is operating. As a result, the player cannot receive the benefit of winning AT in these game states, so there is no benefit to playing in these irregular states.
[0302] However, if, during RT1 and 1BBB, the player intends to insert three medals but due to an operational error, inserts only two medals and operates the start switch 42, or operates the start switch 42 after operating the 1 bet switch 40a only twice, the game may be executed with the specified number of "2". However, in such a game, there is a disadvantage in that the AT lottery is not executed. In addition, in this case, the player is notified that the game has been executed with the specified number of "2" by the effects described below.
[0303] Figures 71 and 72 show the number of symbols placed when the specified number is "3" during RBB operation. As mentioned above, 1BBB will not be awarded when RT1 is active and 1BBB is inside. However, in a game without RT and not inside and with the specified number "2," 1BBB will be awarded alone, as shown in Figure 57. Therefore, in a game where 1BBB is awarded alone, if the 1BBB symbol combination is pressed with a precision, 1BBB can be awarded. When 1BBB is awarded, the game transitions to 1BB game. In a 1BB game based on the award of 1BBB, RBB will be activated continuously as mentioned above. During RBB operation, a lottery is held according to the number of symbols shown in Figures 71 and 72.
[0304] FIG. 73 is a diagram showing RT transitions in the third embodiment. When RWM initialization is performed, the state transitions to non-RT (and non-internal). Note that "RWM initialization" in FIG. 73 refers to RWM initialization performed during a setting change process when power recovery cannot be performed normally (when an unrecoverable error occurs). In other words, the RWM initialization shown in FIG. 73 is performed when the entire range of the RWM 53 is initialized due to the removal and insertion of the RWM 53 (cheating) or the occurrence of an unrecoverable error. In other cases, such as when the power is turned on / off or when a normal setting change process is performed, the 1BB winning carryover information is maintained without being erased. However, when a setting change process is performed, the 1BB winning carryover information may be erased.
[0305] When the RWM initialization shown in Figure 73 is performed, the RT information is also erased, and the game becomes non-RT and non-internal. As mentioned above, non-RT and non-internal games are assumed to be played with a specified number of "2." When a game is played with a specified number of "2" during non-RT and non-internal games, the game remains non-RT and non-internal until 1BBB is won. When 1BBB is won, the game transitions to RT1 (1BBB internal) from the next game. Note that if 1BBB is won in a game in which 1BBB is won, 1BB operation (RBB operation) will begin from the next game. Note that, as mentioned above, in games during non-RT and non-internal games with a specified number of "2," there are cases in which 1BBB is won in a game in which 1BBB is won. Therefore, Figure 73 illustrates a case in which 1BBB is won and the game transitions to 1BB operation. When 1BBB is won and the game transitions to 1BBB operation, RBB operation will occur continuously. When the conditions for terminating 1BBB operation are met, the system transitions to non-RT and non-internal.
[0306] On the other hand, if you win 1BBB in a game that is not RT and not inside and the specified number is "2", and 1BBB does not win in that game, and the game moves to RT1 and inside 1BBB, as mentioned above, the 1BBB symbol combination will not stop and be displayed in either the specified number "2" or the specified number "3". Therefore, RT1 and inside 1BBB will be maintained unless the RWM is initialized. In the market, RT1 and inside 1BBB will continue indefinitely.
[0307] In contrast, if you play with an unintended specified number of "3" while not in RT and not inside, and win 1BBA, it will remain in non-RT, and from the next play, it will transition to non-RT and inside 1BBA. When it is non-RT and inside 1BBA, it will not transition to RT1 unless you win 1BBA and go through 1BBA play. The non-RT and inside 1BBA period will continue until the 1BBA symbol combination is displayed as stopped (winning). When the 1BBA symbol combination is displayed as stopped, 1BBA will be activated. And while 1BBA is activated, RBA will be activated continuously. When the conditions for terminating 1BBA activation are met, it will transition to non-RT and not inside.
[0308] Next, the control process in the third embodiment will be described. The control process described below shows the difference between the specified number "2" and the specified number "3". Figure 74 is a flowchart showing the start-up process for each main game state in the third embodiment. It is assumed that the role lottery process is executed before the process in Figure 74 is executed. In Figure 74, in step S2601, it is determined whether 1 BB has been won in the current game. As described above, 1 BB is won in non-RT and non-internal play. If it is determined that 1 BB has been won in the current game, the process according to this flowchart is terminated, and if it is determined that 1 BB has not been won, the process proceeds to step S2602. It is to be noted that in step S2601, if 1 BB has been won before the current game and the game is already in the 1 BB internal state, the determination is "No".
[0309] In step S2602, it is determined whether or not the current game is in 1BB operation. If it is determined that the 1BB is in operation, the process according to this flowchart is terminated, and if it is determined that the 1BB is not in operation, the process proceeds to step S2603. In step S2603, it is determined whether or not the specified number of coins for the current game is three. If it is determined that the specified number is three, The process proceeds to step S2604, and if it is determined that the specified number is not three (in other words, two), the process according to this flowchart is terminated. In step S2604, it is determined whether the main gaming state of the current game is "0". In the third embodiment, the main gaming state is "0" when the game is in a non-advantageous zone (normal zone), and the main gaming state is "1" or more when the game is in an advantageous zone. Therefore, in step S2604, it is determined whether the current game is in an advantageous zone. If it is determined that the main gaming state is "0" in step S2604, the process proceeds to step S2606, and if it is determined that the main gaming state is not "0", the process proceeds to step S2605.
[0310] As shown in Figures 57 and 58, the advantageous zone lottery is not executed in games where the RT is not performed and the internal state is not active and the specified number is "2." Therefore, for example, when the RT is not performed and the internal state is not active based on RWM initialization, the game is in a non-advantageous zone (normal zone). When 1BBB is won and the game transitions to RT1, the internal state of 1BBB, and the specified number is "3" from the next game, the advantageous zone lottery is executed except when the winning combination is not won or when Replay A or B is won, as shown in Figures 61 and 62. Furthermore, in the third embodiment, the number of players is set so that the probability of winning the advantageous zone transition lottery is "9000 / 16384" when Replay C to P is won, and "12000 / 16384" when Small Roles A to G are won. Therefore, it is set so that the advantageous zone is won after 1 to 2 games.
[0311] In Figure 74, in step S2605, instruction processing is executed. Here, it is determined whether the current game corresponds to a game that activates the instruction function, and if it is a game that activates the instruction function, processing related to the instruction function is executed. Then, proceed to step S2606. In step S2606, start-up processing according to the main game state is executed. For example, if the current game is in main game state "0" (non-advantageous zone), an advantageous zone transition lottery is executed, if it is in an advantageous zone and not AT, an AT lottery is executed, if it is in an advantageous zone and AT, an AT addition lottery is executed, etc. Then, processing according to this flowchart ends.
[0312] As is clear from the processing in Figure 74, when the specified number is "3", start-up processing according to the main gaming state is executed, but when the specified number is not "3" (when it is "2"), start-up processing according to the main gaming state is not executed. Specifically, when the specified number is "2", first, the lottery for transition to an advantageous zone is not executed even if it is a non-advantageous zone. This is also clear from Figures 57 to 68. Second, regardless of whether it is an advantageous zone or not, the lottery for the AT is not executed. And third, even during the AT, the lottery for the AT (such as the lottery for adding the number of games played during the AT) is not executed.
[0313] Figure 75 is a flowchart showing the main game state-specific full stop processing in the third embodiment. In Figure 75, in step S2611, it is determined whether or not 1 BB has been won in the current game. This processing is the same as that in step S2601. If it is determined that 1 BB has been won in the current game, the processing proceeds to step S2615, and if it is determined that 1 BB has not been won, the processing proceeds to step S2612. Note that in step S2611, if 1 BB has been won before the current game and the 1 BB is already inside, the determination is "No."
[0314] In step S2612, it is determined whether or not 1BB is in operation for the current game. This process is the same as in step S2602. If it is determined that 1BB is in operation, the process proceeds to step S2615, and if it is determined that 1BB is not in operation, the process proceeds to step S2613. In step S2613, it is determined whether or not the specified number for the current game is three. This process is the same as in step S2603. If it is determined that the specified number is three, the process proceeds to step S2614, and if it is determined that the specified number is not three (in other words, two), the process proceeds to step S2615.
[0315] In step S2614, a full stop process according to the main gaming state is executed. This process includes, for example, updating the main gaming state and updating the AT-related processes (updating the AT game count counter, updating the AT flag, updating the pullback game count counter, updating the CZ game count counter, etc.). Then, the process proceeds to step S2615. In step S2615, advantageous zone clear counter processing is executed. Then, the process according to this flowchart ends.
[0316] In the above processing, the full stop processing according to the main game state is executed only when the specified number is "3", and is not executed when the specified number is "2". Therefore, for example, when playing with the specified number "2" during AT, the AT game count counter will not be updated. However, as will be described later, the number of AT winnings (a value based on the difference counter described later) will be updated. On the other hand, whether the specified number is "2" or "3", the advantageous zone clear counter management processing is executed in step S2615, and the advantageous zone clear counter and difference counter described later will be updated.
[0317] Figure 76 is a flowchart showing the advantageous zone clear counter management process in step S2615 of Figure 75. In step S2621, "1" is subtracted from the advantageous zone clear counter. Next, proceed to step S2622, where it is determined whether the advantageous zone clear counter value before the subtraction of "1" in step S2621 is "0". If it is determined to be "0", proceed to step S2623, and if it is determined not to be "0", proceed to step S2625.
[0318] In step S2623, it is determined whether the main gaming state is "0." As described above, when the main gaming state is "0," it means that the game is in a non-advantageous zone (normal zone). Even if the main gaming state is "0" at the start of the current game, if the game is won in the lottery to transition to the advantageous zone, the main gaming state will be a value other than "0" at the time of step S2623. If it is determined that the main gaming state is "0," the processing of this flowchart ends. On the other hand, if it is determined that the main gaming state is not "0," the processing proceeds to step S2624. In step S2624, the upper limit (initial value) of the number of games in the advantageous zone, "1500 (D)," is saved (set) in the advantageous zone clear counter. Then, the processing of this flowchart ends. If the advantageous zone clear counter value before subtraction is "0" and the main gaming state is not "0," it means that the game has won the lottery to transition to the advantageous zone in the current game.
[0319] On the other hand, if it is determined in step S2622 that the value before the subtraction is not "0", and the process proceeds to step S2625, it is determined whether the subtraction result (the advantageous zone clear counter value after subtracting "1") is "0". If it is determined that it is "0", the advantageous zone end condition (number of plays "1500") is met, and the process proceeds to step S2629. On the other hand, if it is determined that the subtraction result is not "0", the process proceeds to step S2626. In step S2626, it is determined whether a replay was displayed in the current play. This is because the difference counter is not updated when a replay is displayed. If it is determined that a replay was displayed, the process proceeds to step S2628, and if it is determined that a replay was not displayed, the process proceeds to step S2627.
[0320] In step S2627, the difference counter is updated by adding "payout number - specified number". If the difference counter value after the addition is negative, it is corrected to "0". In other words, the lower limit of the difference counter is "0". Then, the process proceeds to step S2628. In step S2628, it is determined whether the difference counter has exceeded "2400(D)". Note that when a replay is displayed, the difference counter has not been updated for the current game, so step S2628 may be skipped, but for confirmation, a determination is made as to the upper limit of the difference counter.
[0321] If it is determined that the difference counter value exceeds "2400", the condition for ending the advantageous zone is met, and the process proceeds to step S2629. On the other hand, if it is determined that the difference counter value does not exceed "2400", the process according to this flowchart is terminated. In step S2629, all parameters related to the instruction function are set to "0". Then, the process according to this flowchart is terminated.
[0322] As described above, the advantageous zone clear counter management process is executed regardless of whether the specified number is "2" or "3," so the advantageous zone clear counter and the difference counter are always updated. Here, the number of coins won during the AT is counted based on the difference counter. For example, the difference counter value (normally "0") for the first play of the AT is calculated as the number of coins won of "0." As a result, the number of coins won displayed on the image display device 23 during the AT is a value based on the difference counter value. The difference counter is updated regardless of whether the specified number is "2" or "3," so the number of coins won during the AT is updated regardless of whether the specified number is "2" or "3." In contrast, as described above, when a game is played during the AT with the specified number "3," the number of AT plays is updated, but when a game is played during the AT with the specified number "2," the number of AT plays is not updated. However, even in this case, the number of AT plays is displayed on the image display device 23, even though it is not updated. Also, when playing with the specified number "2" during the AT, the number of times played during the AT is not updated, so the AT termination conditions based on the number of times the AT is played will not be met, but the advantageous zone clear counter and difference number counter are updated, so the AT and advantageous zone may end by meeting the advantageous zone termination conditions based on the advantageous zone clear counter or difference number counter.
[0323] Next, we will explain the special control when a game is played with the specified number "2." (1) Display of a special image when a game is played with the specified number "2." When a game is started with the specified number "2," the special image may be switched to a special effect for the specified number "2" (for example, a still image or a special image similar to a still image may be displayed with no sound or a special sound. Hereinafter, the image special for the specified number "2" will be referred to as a "special image"). Furthermore, in this case, the special effect may be displayed as an image, such as "Playing with two coins." If the special effect is only executed when the specified number is "2," the player can immediately know that they have mistakenly played with the specified number "2." Furthermore, by outputting a special image, it is possible to indicate to the player that an AT lottery will not be executed. In this embodiment, the "special image" may also be referred to as a "single image," but it is not limited to a completely still image and may include cases where part of the image is moving. For example, when a character is displayed as a distinctive image, the character's hair may be blown by the wind, or the character may blink periodically.
[0324] It is also possible to prevent the main control board 50 from sending an effect command to the sub-control board 80 when a game is executed with the specified number "2". In this way, when a game with the specified number "2" is executed, the effect of the previous game continues to be output as is. Alternatively, when an effect corresponding to the specified number "2" is to be output, a specific command indicating that a game has been executed with the specified number "2" may be sent.
[0325] Here, in a game with a specified number of "2" in RT1 (non-AT), a special image is displayed, but in a game with a specified number of "2" in non-RT (non-internal), a normal effect (the same effect as when a game is played with a specified number of "3" when inside 1BB) is output. In this embodiment, since it is assumed (normal) that a game is played with a specified number of "2" in non-RT to win 1BBB, during non-RT, it is possible to determine whether or not a game is remaining in a normal gaming state based on the effect that is executed when a game is played with a specified number of "2". Also, at the end of AT or at the end of 1BB play, an addiction prevention display may be output. When a game is played with a specified number of "2" during an addiction prevention display, an addiction prevention display may be displayed before the special image. (The layer of the anti-obsession display is placed in front of the special image and the anti-obsession display.) This ensures that the anti-obsession display is not obscured by the special image, allowing the anti-obsession display to be displayed reliably.
[0326] Furthermore, when a game is played with the specified number of "2", the specified number is determined by operating the start switch 41, and therefore a unique image is displayed simultaneously (simultaneously with the start of the game) with the operation of the start switch 41. This unique image continues at least until the third stop switch 42 is operated (fully stopped), and the display of the unique image may be terminated when the payout process is completed or when the betting process for the next game is executed.
[0327] (2) Image display during non-AT For each play, "1" or more points are awarded (the number of points awarded varies depending on the winning combination, etc.), and an AT lottery is held according to the number of accumulated points. In this case, points are awarded for a game with a specified number of "3", but not for a game with a specified number of "2". Therefore, the number of points is not updated for a game with a specified number of "2".
[0328] (3) AT ceiling play count counter In the case of a machine having a ceiling function that counts the number of plays during non-AT play and activates the AT when the number of plays reaches a predetermined value, the AT ceiling play count counter that counts the number of plays up to the ceiling is updated when the specified number of plays is "3", but is not updated when the specified number of plays is "2".
[0329] (4) Premonition Counter During false premonitions and real premonitions, an image may be displayed showing the number of plays remaining until the AT is scheduled to be activated. This number of plays is managed by the premonition counter. When the specified number is "3", the premonition counter is updated and the remaining number of plays (image) is updated, but when the specified number is "2", the premonition counter is not updated and the remaining number of plays (image) is not updated. (5) Lottery for AT During non-AT, as mentioned above, when the specified number is "3", a lottery for AT can be held, but when the specified number is "2", a lottery for AT is not held.
[0330] (6) Effects when the start switch 41 is operated When the start switch 41 is operated, a lottery is performed to select a winning combination and an effect corresponding to the result of the lottery is executed. If the game starts with the specified number of three, an effect corresponding to the result of the lottery is executed. However, if the game starts with the specified number of two, an effect corresponding to the start of the game with the specified number of two (such as the display of the special image described above) may be executed. Also, if the game is set to progress (develop) when the start switch 41 is operated during the execution of a continuous effect, if the game starts with the specified number of three, the continuous effect will progress, but if the game starts with the specified number of two, the continuous effect will not progress. In this case, the previous effect (at the end of the previous game) may be maintained, or a special effect corresponding to the start of the game with the specified number of two may be executed.
[0331] Furthermore, if a game is played with the specified number "2" during the execution of a consecutive effect, and the next game is played with the specified number "3", the consecutive effect will be executed in that next game. Specifically, if consecutive effects between three games can be executed, when the first game is played with the specified number "3", the consecutive effect of the first game will be executed. Next, when the second game is played with the specified number "2", the consecutive effect of the second game will not be executed, and a unique effect will be executed. Then, when the third game is played with the specified number "3", the consecutive effect of the third game will be executed.
[0332] (7) Effects during AT If a game is played with the specified number of "2" during the AT, as described above, the number of AT plays is not updated. In other words, the AT play count counter is not updated. As a result, the remaining number of AT plays is not subtracted, so even if a player accidentally plays with the specified number of "2," the number of AT plays will not be lost. Although the AT play count counter is not updated, the number of AT plays is still displayed during the AT. Also, the number of coins won continues to be displayed during the AT, and the number of coins won during the AT is updated at the start and end of play. The number of coins won during the AT is updated based on the difference counter value as described above. However, this is not limited to this, and it is also possible to provide an acquired coin counter on the sub-control board 80 and update the number of coins won during the AT based on the acquired coin counter of the sub-control board 80 (independently on the sub-control board 80 side).
[0333] (8) When displaying an image of a milestone in the number of coins won during AT (for example, "Get 1000 coins!"), if 1000 coins are won at the specified number of "3", an image such as "Get 1000 coins!" is displayed, but if 1000 coins are won at the specified number of "2", an image such as "Get 1000 coins!" is not displayed. In this case, an image such as "Get 1000 coins!" is displayed in subsequent games with the specified number of "3". For example, a flag is set to indicate whether or not the number of coins won has already been displayed as having reached 1000 coins. Then, when 1000 coins are won at the specified number of "3", the flag is turned on, but when 1000 coins are won at the specified number of "2", the flag is not turned on. After that, a game with the specified number of "3" is played, an image such as "Get 1000 coins!" is displayed, and the flag is turned on. After winning 1000 coins in a game with a set number of 2, in a game with a set number of 3, the image "Get 1000 coins!" may be displayed even when a replay is displayed or when no winning combination is achieved. Of course, the image "Get 1000 coins!" may also be displayed after a winning combination is achieved in a subsequent game with a set number of 3.
[0334] (9) When an Ending Flag is Included Based on the advantageous zone clear counter, an ending flag may be set when the number of plays in the advantageous zone reaches, for example, approximately "1400" to "1450." If the AT is in progress, the player may be notified that the AT will soon end or that the next set of AT will not be started. Here, when the number of plays for which the ending flag should be set is reached as a result of playing with the specified number "2," the ending flag may or may not be set. When the ending flag is set, the presentation can be switched to an ending presentation, so the player can be notified that the end of the advantageous zone is approaching even if the specified number is "2." On the other hand, if the ending flag is not set, the presentation will not be switched to an ending presentation. However, if the specified number is subsequently played with "3," the ending flag will be set. In this case, the number of plays from when the presentation switches to an ending presentation until the AT ends will be fewer than if the specified number was always "3."
[0335] Furthermore, based on the advantageous zone clear counter, a countdown display may be executed when the upper limit of the number of plays in the advantageous zone (1500 plays) is approaching. This countdown may also be executed when the specified number is "2". However, it is possible to display different images for the countdown when the specified number is "2" and when the specified number is "3". For example, when the countdown is when the specified number is "2", the above-mentioned special image may be displayed.
[0336] (10) Effects at the end of the advantageous zone When the final play in the advantageous zone is the specified number "2", an image of the end screen of the advantageous zone may be displayed, or may not be displayed. (11) Effects after the end of the advantageous zone When the first play in the non-advantageous zone is executed with the specified number "2" after the advantageous zone has ended, an effect (image display) is executed indicating that the zone has shifted to the non-advantageous zone. Furthermore, when the second play in the non-advantageous zone is also executed with the specified number "2", the effect of the first play in the non-advantageous zone is maintained. This allows the player to be notified when shifting from the advantageous zone to the non-advantageous zone, even if the play is executed with the specified number "2".
[0337] (12) If a player wins 1 BB in a non-RT game and also wins 1 BB in that game, a special image indicating that the 1 BB game is in progress and the number of coins won are displayed as an image until the 1 BB game ends. The number of coins won is also updated. In addition, during the 1 BB game in this case, even if the game is played with the specified number of "3" (the 1 BB game in the third embodiment is limited to the specified number of "3"), the effects that are normally performed during the 1 BB game are not executed. In such a case, there are cases where the normal effects are not executed even when the specified number is "3". By controlling in this way, it is possible to inform the player that the 1 BB game in question is an irregular game.
[0338] <Fourth Embodiment> The fourth embodiment relates to the valid management of push buttons (also referred to as "effect switches," "effect buttons," "sub buttons," etc.). Although the push buttons are not shown in FIG. 1 (first embodiment), in reality, the push buttons are electrically connected to the sub-control board 80. Furthermore, the sub-control board 80 and the push buttons are configured to be capable of two-way communication. The push buttons are used, for example, to advance (develop) an effect based on the operation of the push buttons. When an effect is advanced based on the operation of the push button, the push button is displayed as an image and the effect at that time is maintained. Then, when the push button is operated, the image display of the push button is erased and the effect is advanced. Hereinafter, such an effect will be referred to as a "push button effect" as necessary. Note that the push button effect may be executed once per game or multiple times per game.
[0339] 1, the main control board 50 and the sub-control board 80 communicate in one direction from the main control board 50 to the sub-control board 80. Although the sub-control board 80 is illustrated as a single board in FIG. 1, it may be a single board or may be divided into a sub-main board (first sub-control board) and a sub-sub-board (second sub-control board). On the other hand, the sub-control board 80 may be a single board including a sub-main board (first sub-control board) and a sub-sub-board (second sub-control board). When the sub-control board 80 is divided into a sub-main board (first sub-control board) and a sub-sub-board (second sub-control board), the sub-main board (first sub-control board) and the sub-sub-board (second sub-control board) are configured to enable bidirectional communication. The main control board 50 is also referred to as the main control means 50, the main control board 50, or the main control means 50. The sub-control board 80 is also referred to as the sub-control means 80, sub-control board 80, or sub-control means 80. The sub-main board is also referred to as the first sub-control board, first sub-control means, performance control board, or performance control means. The sub-sub board is also referred to as the second sub-control board, second sub-control means, image control board, or image control means.
[0340] Furthermore, when a sub-main CPU and a sub-sub CPU are mounted on a single sub-control board 80, the sub-main CPU and the sub-sub CPU are naturally configured to be able to communicate bidirectionally. Hereinafter, the "sub-main board (first sub-control board) or sub-main CPU" will be simply referred to as the "sub-main", and the sub-sub board (second sub-control board) or sub-sub CPU will be simply referred to as the "sub-sub". The sub-main is a board (CPU) that oversees and controls the entire performance. The sub-sub is a board (CPU) that belongs to a lower level of the sub-main and is specialized in controlling the video within the performance.
[0341] The sub-main executes a lottery for the effect, and when it decides on the effect, it sends to the sub-sub an effect specification command (a command that can specify the effect to be executed on the sub-sub side) corresponding to the decided effect. When the sub-sub receives the effect specification command, it selects an image in accordance with the effect specification command and displays the image of the image. Here, a delay (time lag) occurs from the time the sub-main sends the effect specification command until the sub-sub starts to display the image of the image. This is because it takes a certain amount of time to process the image output. In addition, the sub-main also sends a command to the push button. The push button is not always enabled, but is enabled within a specified time range. The push button, like the stop switch 42, always detects whether it is on or off, but when it is not enabled, its operation is ignored even if it is turned on.
[0342] Here, if the sub-main enables the push button when it sends a performance designation command to the sub-sub, and the sub-sub displays an image of the push button (this image notifies the player that the push button is enabled and encourages them to operate the push button), a discrepancy will occur between the timing when the sub-main enables the push button a...
Claims
[Claim 1] The main control means is capable of executing main processing and timer interrupt processing; A predetermined counter is provided, A first register is provided. The timer interrupt process is executable when a predetermined counter times out. The main process has an interrupt disabled section which is a section from an instruction that disables interrupts to an instruction that enables interrupts, Even if a certain counter times out, the timer interrupt process is not executed in the interrupt disabled section. When a predetermined condition is satisfied, a setting change mode in which the setting can be changed is enabled; If the time required for one timer interrupt process is S, the period when a specific counter times out is T, and the period of the interrupt disabled section is U, then U<T-S is satisfied. The device is configured to be capable of starting to update a value of a predetermined counter when a specific value is stored in the first register after power is turned on; a step of executing a process of determining an RWM abnormality after storing a specific value in the first register, and a step of enabling an interrupt after executing the process of determining an RWM abnormality; The sub-control means is capable of storing information regarding the number of game media awarded between setting changes for a plurality of times, The sub-control means is capable of storing information regarding the number of bets on the gaming media between setting changes for a plurality of times, Even if the setting change mode is executed by satisfying the predetermined conditions, the information on the number of game media awarded between multiple setting changes stored in the sub-control means is not cleared, Even if a predetermined condition is satisfied and the setting change mode is executed, the information regarding the number of bets on gaming media between multiple setting changes stored in the sub-control means is not cleared. A gaming machine characterized by:
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