Gaming Machines
The gaming machine addresses the need for enhanced fun and engagement by incorporating a start switch, multiple reels, a stop switch, and an information display system, resulting in an improved gaming experience through dynamic interaction.
Patent Information
- Application Number
- JP2021173189
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-22
- Publication Date
- 2025-05-01
- Estimated Expiration
- 2041-10-22
AI Technical Summary
Conventional gaming machines lack features to significantly enhance the fun and engagement of games, despite efforts to improve gaming ability and ensure smooth play.
The gaming machine incorporates a start switch, multiple reels, a stop switch, an information display capable of showing stop operation information in different modes, and an internal drawer system, allowing for dynamic display and interaction that enhances the gaming experience.
This configuration enhances the fun of the game by providing engaging stop operation information displays and internal drawer mechanisms, improving player interaction and enjoyment.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as slot machines and pachinko machines. [Background technology]
[0002] Conventionally, gaming machines include slot machines (reel-type gaming machines), pachinko gaming machines, arrange ball gaming machines, and jankyu gaming machines, and among these types of gaming machines there is, for example, a slot machine as shown in Patent Document 1. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-144015 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional gaming machines, various innovations have been made to improve the gameplay and make the game more enjoyable, and to allow players to play smoothly, but there is still room for further improvement.
[0005] An object of the present invention is to provide a gaming machine that can enhance the enjoyment of the game. [Means for solving the problem]
[0006] The present invention has the following features. In the following description of the feature configuration, examples of the corresponding configuration in the embodiments described later are shown in parentheses.
[0007] The gaming machine according to the present invention has a start switch, a plurality of reels, a stop switch, information display means capable of displaying information, and internal lottery means, It has a role ratio monitor that can display the role ratio, has a setting value display, and when the role ratio monitor is not lit The surface color of each segment is When the setting value display is not litThe color of each segment can be recognized as being different from the surface color of the segment. When the ratio monitor is lit The surface color of the lit segments is When the setting value display is lit The display mode of the first stop operation information has at least a normal mode and a success mode, and the display mode of the second stop operation information has at least a normal mode and a success mode, and the success mode is a display mode that can be displayed based on the operation of a stop switch, and in a game in which a predetermined result has been determined by the internal lottery means, when the start switch is operated and stop operation information corresponding to the predetermined stop operation mode is displayed on the information display means, the stop operation information corresponding to the predetermined stop operation mode can be displayed on the information display means, and the stop operation information corresponding to the predetermined stop operation mode can be displayed on the information display means, and the display mode of the second stop operation information has at least a normal mode and a success mode, and the success mode is a display mode that can be displayed based on the operation of a stop switch, and in a game in which a predetermined result has been determined by the internal lottery means, when the start switch is operated and stop operation information corresponding to the predetermined stop operation mode is displayed on the information display means, the stop operation information corresponding to the first stop operation information can be displayed as the first stop operation. is manipulated When the first stop operation information is displayed in a successful manner and then hidden, and the second stop operation information is displayed, a stop switch corresponding to the second stop operation information is operated as a second stop operation. is manipulated In a situation where the second stop operation information is displayed in a successful mode and then hidden, and the third stop operation information is being displayed, a power outage occurs, and after the power is restored, at least the first stop operation information is not re-displayed on the information display means, the second stop operation information can be re-displayed in a successful mode on the information display means, the start switch is operated, and a predetermined result is determined by an internal lottery means, and when stop operation information corresponding to the predetermined stop operation mode is displayed on the information display means, the stop switch corresponding to the first stop operation information is operated as a first stop operation. is manipulated When the first stop operation information is displayed in a successful manner and then hidden, and the second stop operation information is displayed, a stop switch corresponding to the third stop operation information is operated as a second stop operation. is manipulatedWhen a power outage occurs while the second stop operation information is not displayed, and after the power is restored, at least the first stop operation information and the second stop operation information are not displayed again on the information display means. [Effects of the Invention]
[0008] According to the gaming machine having the above configuration, it is possible to enhance the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a slot machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of the slot machine. [Figure 3] FIG. 2 is a diagram showing the arrangement of symbols on the reels of the slot machine. [Figure 4] FIG. 10 is an explanatory diagram for explaining background images displayed on the reels of the slot machine. [Figure 5] FIG. 10 is an explanatory diagram for explaining background images displayed on the reels of the slot machine. [Figure 6] FIG. 10 is an explanatory diagram for explaining background images displayed on the reels of the slot machine. [Figure 7] FIG. 10 is a diagram showing symbol combination 1 in the slot machine. [Figure 8] FIG. 10 is a diagram showing symbol combination 2 in the slot machine. [Figure 9] FIG. 10 is a diagram showing symbol combination 3 in the slot machine. [Figure 10] FIG. 10 is a diagram showing symbol combination 4 in the slot machine. [Figure 11] FIG. 2 is a block diagram conceptually showing the functions of the slot machine. [Figure 12] FIG. 10 is a diagram showing the relationship between each RT state in the slot machine. [Figure 13] FIG. 2 is a diagram showing the relationship between each game mode in the slot machine. [Figure 14] FIG. 10 is a diagram showing variables used in the control of the slot machine. [Figure 15] In the above slot machine, (A) is the lottery for transitioning to the advantageous zone, (B) is the lottery for Chance Mode 1, (C) is the lottery for Chance Mode 2-1, (D) is the lottery for Chance Mode 2-2, and (E) is the lottery for Chance Game 3. [Figure 16] In the above slot machine, (A) is the chance game number lottery, (B) is the chance cycle lottery, (C) is the EX1 mode lottery, (D) is the EX2 mode lottery, (E) is the AT mode lottery-1, (F) is the AT mode lottery-2, and (G) is the AT mode lottery-3. [Figure 17] In the above slot machine, (A) is the Seven 1 lottery, (B) is the Seven 2 lottery, (C) is the AT mode rewrite lottery, (D) is the Seven Loop lottery, (E) is the Gold Seven Loop lottery, (F) is the Gold Seven Loop rewrite lottery, and (G) is the figure showing the contents of the additional mode lottery. [Figure 18] In the above slot machine, (A) is a diagram showing the contents of the bell count change lottery, (B) is the Seven Stock 1 lottery, (C) is the Seven Stock 2 lottery, and (D) is the performance lever weight lottery. [Figure 19] In the above slot machine, (A) is a diagram showing the contents of AT cycle lottery-1, (B) is AT cycle lottery-2, (C) is pullback 1 lottery-1, and (D) is a diagram showing the contents of pullback 1 lottery-2. [Figure 20] In the above slot machine, (A) is a diagram showing the contents of the draw-back 1 lottery -3, (B) is a diagram showing the contents of the draw-back 2 lottery, and (C) is a diagram showing the contents of the AT cycle preferential game number lottery. [Figure 21] In the above slot machine, (A) shows the contents of the Seven Table 1 lottery, and (B) shows the contents of the Seven Table 2 lottery. [Figure 22]In the above slot machine, (A) shows the details of lottery-1 for bell number 1, (B) shows lottery-2 for bell number 1, (C) shows lottery-3 for bell number 2, and (D) shows lottery-4 for bell number 3. [Figure 23] In the slot machine, (A) shows the correspondence between the bonus condition device and the effect group A number, and (B) shows the correspondence between the winning replay condition device and the effect group B number. [Figure 24] A diagram showing the correspondence between effect group numbers and condition device group numbers in the above slot machine. [Figure 25] FIG. 10 is a diagram showing the winning numbers assigned to each condition device in the slot machine. [Figure 26] In the slot machine, (A) shows the bonus condition device, and (B) shows the winning replay condition device (1). [Figure 27] FIG. 10 is a diagram showing a winning replay condition device (2) in the slot machine. [Figure 28] FIG. 10 is a diagram showing a winning replay condition device (3) in the slot machine. [Figure 29] FIG. 10 is a diagram showing a winning replay condition device (4) in the slot machine. [Figure 30] FIG. 10 is a diagram showing a winning replay condition device (5) in the slot machine. [Figure 31] FIG. 10 is a diagram showing a winning replay condition device (6) in the slot machine. [Figure 32] 10A is a flowchart showing the flow of a setting change process, FIG. 10B is a flowchart showing the flow of a game progress control process, and FIG. 10C is a flowchart showing the flow of a game start waiting process in the slot machine. [Figure 33] 10A is a flowchart showing the flow of an internal lottery process in the slot machine, and FIG. 10B is a flowchart showing the flow of a group number setting process. [Figure 34] 10 is a flowchart showing the flow of section type number management lever processing in the slot machine. [Figure 35]10 is a flowchart showing a continuation of the section type number management lever process. [Figure 36] In the above slot machine, (A) is a flowchart showing the advantageous zone transition process, and (B) is a flowchart showing the process of drawing the number of chance games. [Figure 37] A flowchart showing the flow of processing when an AT wins in the above slot machine. [Figure 38] 10A is a flowchart showing the flow of seven number correction processing, (B) is a flowchart showing the flow of correction counter processing, and (C) is a flowchart showing the flow of arrival flag processing in the above slot machine. [Figure 39] This is a flowchart showing the flow of lever processing when entering AT in the above slot machine. [Figure 40] In the above slot machine, (A) is a flowchart showing the flow of the loop CU rank set process, (B) is the seven loop lottery process, and (C) is the flow of the gold seven loop lottery correction process. [Figure 41] 10 is a flowchart showing the flow of the bell count counter correction process in the slot machine. [Figure 42] 10 is a flowchart showing the flow of a lever wait process in the slot machine. [Figure 43] 10 is a flowchart showing the flow of the main game state number 1 lever processing in the above slot machine, (A) is the chance mode number determination processing, and (C) is the main game state number 2, 5 lever processing. [Figure 44] This is a flowchart showing the flow of lever processing after AT winning in the above slot machine. [Figure 45] In the above slot machine, (A) is a flowchart showing the flow of the main game state number 3 lever processing, and (B) is a flowchart showing the flow of the gold seven loop rewrite lottery correction processing. [Figure 46] In the above slot machine, (A) is a flowchart showing the main game state number 4 lever processing, and (B) is a flowchart showing the AT cycle preferential game number lottery processing. [Figure 47]10 is a flowchart showing the flow of a standby effect process in the slot machine. [Figure 48] 10 is a flowchart showing the flow of section type number management game ending processing in the slot machine. [Figure 49] 10 is a flowchart showing a flow of an accumulation counter process in the slot machine. [Figure 50] 10 is a flowchart showing the flow of main game state number 0 all-stop processing in the slot machine. [Figure 51] A flowchart showing the flow of the end processing after entering the AT in the above slot machine. [Figure 52] This is a flowchart showing the continuation of the above-mentioned post-AT entry termination processing. [Figure 53] 10A is a flowchart showing the flow of the main game state number 1 all-stop processing, and FIG. 10B is a flowchart showing the flow of the main game state number 2, 5 all-stop processing in the above slot machine. [Figure 54] 10 is a flowchart showing the flow of main game state number 3 all-stop processing in the slot machine. [Figure 55] 10 is a flowchart showing the continuation of the main game state number 3 all-stop processing. [Figure 56] 10 is a flowchart showing another continuation of the main game state number 3 all-stop processing. [Figure 57] 10 is a flowchart showing the flow of main game state number 4 all-stop processing in the slot machine. [Figure 58] 10A is a flowchart showing the flow of main game state number 6 total stop processing, and FIG. 10B is a flowchart showing the flow of main game state number 7 total stop processing in the slot machine. [Figure 59] This is a flowchart showing the flow of the advantageous zone clear counter management process in the above slot machine. [Figure 60] 10 is a flowchart showing the flow of a timer interrupt process in the slot machine. [Figure 61]1A is a diagram showing a first conversation effect display in the slot machine, and FIG. 1B is a diagram showing a second conversation effect display. [Figure 62] 10A is a diagram showing another aspect of the area image in the dialogue display of the conversation effect display in the slot machine, and FIG. 10B is a diagram showing an aspect in which the dialogue display of the conversation effect display is displayed in an overlapping manner. [Figure 63] 10A is a diagram showing another mode in which the dialogue display of the conversation effect display is superimposed on the dialogue display of the slot machine, and FIG. 10B is a diagram showing a mode in which an error notification display is superimposed on the conversation effect display. [Figure 64] In the above slot machine, (A) is a diagram showing a mode in which a conversation display is displayed while a push navigation display is displayed, and (B) is a diagram showing another mode in which a conversation display is displayed while a push navigation display is displayed. [Figure 65] 1A is a diagram showing a first subtitle effect display in the slot machine, and FIG. 1B is a diagram showing a second subtitle effect display. [Figure 66] 10A is a diagram showing another example of the first subtitle effect display in the slot machine, and FIG. 10B is a diagram showing another example of the second subtitle effect display. [Figure 67] FIG. 10A shows an aspect of the slot machine in which a background frame is added to the characters of the second subtitle effect display, and FIG. 10B shows an aspect in which an error notification display is displayed together with the second subtitle effect display. [Figure 68] 10A shows the state of the slot machine when a subtitle effect display is displayed while a push navigation effect display is being displayed, and FIG. 10B shows the state of the subtitle effect display when the characters appear garbled. [Figure 69] FIG. 10 is a diagram showing the expectation effect display in the slot machine. [Figure 70] 10A to 10F are diagrams showing the transition of the display when a GET effect is executed in the slot machine in the order of (A) to (F). [Figure 71] This is a timing chart showing the relationship between the timing of the third stop operation, push navigation effect display, game value award, GET effect sound, GET effect display, and subtitle effect display when executing the GET effect in the above slot machine. [Figure 72] FIG. 10A is a diagram showing a first scene change effect in the slot machine, and FIG. 10B is a diagram showing a second scene change effect. [Figure 73] 1A is a diagram showing the display state of the image display unit in the slot machine just before the blackout effect is executed, and FIG. 1B is a diagram showing the display state of the image display unit when the blackout effect is executed. [Figure 74] 10 is a timing chart when the settlement switch in the second embodiment is operated alone. [Figure 75] This is a timing chart when the max bet switch in the second embodiment is operated alone. [Figure 76] 10 is a timing chart showing the case where the max bet switch is operated during the operation of the settlement switch in the second embodiment. [Figure 77] 10 is a timing chart showing a case where a sub-switch is operated during operation of the settlement switch in the second embodiment. [Figure 78] In the second embodiment, (A) is a timing chart when the stop switch is operated while the settlement switch is being operated, and (B) is a timing chart when the settlement switch is operated while the stop switch is being operated. [Figure 79] 10 is a timing chart showing a case where an error occurs during operation of the settlement switch in the second embodiment. [Figure 80] 10 is a timing chart showing a case where a reset switch is operated during operation of an accounting switch that is operated during an error in the second embodiment. [Figure 81] In the second embodiment, (A) is a figure showing an example of the transition of the push order navigation effect image when the push order for the first stop operation is correct, and (B) is a figure showing an example of the transition of the push order navigation effect image when the push order for the first stop operation is incorrect. [Figure 82] In the second embodiment, (A) shows an example of the transition of the push order navigation effect image when the push order for the first to third stop operations is correct, and (B) shows an example of the transition of the push order navigation effect image when the push order for the first to third stop operations is incorrect. [Figure 83]A figure showing an example of the timing of execution of the GET effect and the back lamp effect when the button press order is correct in the second embodiment. [Figure 84] FIG. 11 is a diagram showing an example of the timing of executing the GET effect and the back lamp effect and the timing of updating the display of the number of credits in the second embodiment. [Figure 85] FIG. 10 is a diagram showing an example of reel control in the second embodiment. [Figure 86] In the second embodiment, (A) is a flowchart showing the flow of the control process when a power outage occurs after the third stop operation is received, (B) is a flowchart showing the flow of the re-rotation process A, and (C) is a flowchart showing the flow of the re-rotation process B. [Figure 87] FIG. 11 is a diagram showing an example of the lighting state of the stop switch lamp during reel re-spinning in the second embodiment. [Figure 88] FIG. 11 is a diagram showing the arrangement of symbols on each reel in a gaming machine according to a third embodiment. [Figure 89] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 90] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 91] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 92] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 93] FIG. 11 is a diagram showing types of condition devices in a gaming machine according to a third embodiment. [Figure 94] FIG. 11 is a diagram showing a table of numbers placed according to the winning probability of the winning number linked to the small role replay condition device number in the gaming machine of the third embodiment. [Figure 95] FIG. 11 is a diagram showing a number placement table according to the winning probability of the winning number linked to the bonus condition device number in the gaming machine of the third embodiment. [Figure 96] FIG. 11 is a diagram showing the correspondence between various condition devices, performance group numbers, and condition device group numbers in the gaming machine of the third embodiment. [Figure 97]FIG. 11 is a transition diagram showing the conditions for transitioning to the RT state in the gaming machine of the third embodiment. [Figure 98] FIG. 11 is a diagram showing various variables referenced in the transition control of the main game state in the gaming machine of the third embodiment. [Figure 99] FIG. 11 is a transition diagram showing the conditions for transitioning to the main game state in the gaming machine of the third embodiment. [Figure 100] FIG. 11 is a diagram showing the types of lotteries executed in each main game state in the gaming machine of the third embodiment. [Figure 101] FIG. 11 is a diagram showing the types of instructions given to a player in the gaming machine of the third embodiment. [Figure 102] FIG. 11 is an explanatory diagram for explaining the timing that is considered to be a perfect push in the gaming machine of the third embodiment. [Figure 103] FIG. 11 is a diagram showing the contents notified to the player in a normal big game in the gaming machine of the third embodiment. [Figure 104] FIG. 11 is an explanatory diagram for explaining the procedure for transitioning to a practice mode in a gaming machine according to a third embodiment. [Figure 105] FIG. 11 is a diagram showing the contents of a timing image displayed to a player during practice mode in a gaming machine according to a third embodiment. [Figure 106] FIG. 11 is a diagram showing the contents of a timing image displayed to a player during practice mode in a gaming machine according to a third embodiment. [Figure 107] FIG. 11 is a diagram showing the contents of a timing image displayed to a player during practice mode in a gaming machine according to a third embodiment. [Figure 108] This figure shows the pattern number that determines whether a perfect push is successful and the difficulty level of the push in the image displayed to the player in the gaming machine of the third embodiment. [Figure 109] FIG. 11 is an explanatory diagram for explaining the specifications for calculating a score according to the accuracy of perfect pressing in the gaming machine of the third embodiment. [Figure 110]FIG. 11 is a diagram showing the difference in notification manner when a single drum notification is performed in a non-practice mode and a practice mode in a gaming machine of a third embodiment. [Figure 111] FIG. 11 is a diagram showing the difference in notification manner when a three-drum notification is performed in a non-practice mode and a practice mode in a gaming machine of a third embodiment. [Figure 112] 13 is a flowchart showing the contents of a game state 3 all-stop process executed by a main control means when all reels are stopped during a type 1 BB game in a gaming machine of a third embodiment. [Figure 113] 11 is a flowchart showing the contents of a first stop score calculation process executed by the sub-control means when the reel first stops during a single drum notification in the gaming machine of the third embodiment. [Figure 114] 11 is a flowchart showing the contents of a second stop score calculation process executed by the sub-control means when the second reel stops during a single drum notification in the gaming machine of the third embodiment. [Figure 115] 10 is a flowchart showing the content of a third stop score calculation process executed by the sub-control means when the last reel stops during a single drum notification in the gaming machine of the third embodiment. [Figure 116] 11 is a flowchart showing the contents of the first stop score calculation process executed by the sub-control means when the reels first stop during a three-time drum alarm in the gaming machine of the third embodiment. [Figure 117] 11 is a flowchart showing the contents of a second stop time score calculation process executed by the sub-control means when the second reel stops during a three-time drum notification in the gaming machine of the third embodiment. [Figure 118] 10 is a flowchart showing the content of the third stop score calculation process executed by the sub-control means when the last reel stops during the third drum notification in the gaming machine of the third embodiment. [Figure 119] 11 is a flowchart showing the contents of the score calculation process executed by the sub-control means when a number-adjustment role is won in the gaming machine of the third embodiment. [Figure 120]11 is a flowchart showing the content of score calculation processing when no instruction is given, which is executed by the sub-control means when no instruction is given, in the gaming machine of the third embodiment. [Figure 121] FIG. 11 is an explanatory diagram for explaining the display contents of the national rankings regarding timing accuracy displayed on the screen of the information terminal in the third embodiment. [Figure 122] FIG. 11 is an explanatory diagram for explaining the display contents of the regional rankings regarding timing accuracy displayed on the screen of the information terminal in the third embodiment. [Figure 123] 13 is an explanatory diagram for explaining the display timing of a reel stop suggestion screen and a game standby screen in a gaming machine of a fourth embodiment. FIG. [Figure 124] 13 is an explanatory diagram for explaining the display timing of a reel stop suggestion screen and a game standby screen in a gaming machine of a fourth embodiment. FIG. [Figure 125] 13 is an explanatory diagram for explaining the display timing of a reel stop suggestion screen and a game standby screen in a gaming machine of a fourth embodiment. FIG. [Figure 126] FIG. 11 is an explanatory diagram for explaining a system menu screen in the gaming machine of the fourth embodiment. [Figure 127] FIG. 11 is an explanatory diagram for explaining the timing at which an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Figure 128] FIG. 11 is an explanatory diagram for explaining the timing at which an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Figure 129] FIG. 11 is an explanatory diagram for explaining how an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Figure 130] FIG. 11 is an explanatory diagram for explaining how an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Figure 131] FIG. 11 is an explanatory diagram for explaining how an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Figure 132]FIG. 11 is an explanatory diagram for explaining the contents of the error history display screen when an error occurs during reel rotation in the gaming machine of the fourth embodiment. [Figure 133] FIG. 11 is an explanatory diagram for explaining the contents of the error history display screen when an error occurs during reel rotation in the gaming machine of the fourth embodiment. [Figure 134] FIG. 11 is an explanatory diagram for explaining the contents of the error history display screen when multiple errors occur during setting confirmation in the gaming machine of the fourth embodiment. [Figure 135] FIG. 11 is an explanatory diagram for explaining the contents of the error history display screen when multiple errors occur during play and setting confirmation in the gaming machine of the fourth embodiment. [Figure 136] FIG. 11 is a front view of the slot machine according to the fifth embodiment. [Figure 137] FIG. 11 is a front view showing a state in which the front door is removed from the slot machine of the fifth embodiment. [Figure 138] FIG. 10 is a perspective view of a pachinko gaming machine according to a fifth embodiment. [Figure 139] FIG. 10 is a rear view of the pachinko gaming machine of the fifth embodiment. [Figure 140] FIG. 13 is a diagram showing LED boards arranged around the display screen of the slot machine of the fifth embodiment. [Figure 141] 10A is a diagram showing a modified example of the LED board in the slot machine of the fifth embodiment, and FIG. 10B is a diagram showing another modified example of the LED board. [Figure 142] FIG. 11 is a diagram showing light emitting components in a slot machine according to a fifth embodiment. [Figure 143] 10A is a diagram showing a modified example of the light emitting components in the slot machine of the fifth embodiment, and FIG. 10B is a diagram showing another modified example of the light emitting components. [Figure 144] (A) is a diagram showing an example of the installation posture of the light-emitting components in the slot machine of the fifth embodiment, (B) is a diagram showing another example of the installation posture of the light-emitting components, and (C) is a diagram showing yet another example of the installation posture of the light-emitting components. [Figure 145]10A and 10B are diagrams illustrating the biased state of the red LED element of the light-emitting component in the slot machine of the fifth embodiment, where (A) is a diagram showing an example of a state in which the red LED element is biased to the right, and (B) is a diagram showing an example of a state in which the red LED element is biased downward. [Figure 146] In the slot machine of the fifth embodiment, (A) is a diagram showing a state in which an LED element of a different color is installed between each red LED element of two light-emitting components arranged in the horizontal direction, and (B) is a diagram showing a state in which an LED element of a different color is installed between each red LED element of two light-emitting components arranged in the vertical direction. [Figure 147] In the fifth embodiment of the slot machine, (A) is a diagram showing a state in which no LED element of a different color is installed between the red LED elements of two light-emitting components arranged in the left-right direction, and (B) is a diagram showing a state in which an LED element of a different color in another light-emitting component is installed between the red LED elements of two light-emitting components arranged in the left-right direction. [Figure 148] 10 is an oblique view of the circuit board case unit in the pachinko gaming machine of the fifth embodiment, seen from the rear. FIG. [Figure 149] A diagram showing the circuit board case unit in the pachinko gaming machine of the fifth embodiment as seen from the rear. [Figure 150] A diagram showing the circuit board case unit in the pachinko gaming machine of the fifth embodiment as seen from the front. [Figure 151] A diagram showing a main control board housed in a board case of a board case unit in a pachinko gaming machine of a fifth embodiment. [Figure 152] In the fifth embodiment of the pachinko gaming machine, (A) is a diagram showing the case where all LED segments of the LED indicator lights that make up the setting value display monitor are in an unlit state, (B) is a diagram showing the case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing the case where some LED segments of the LED indicator lights are in an lit state. [Figure 153]In the fifth embodiment of the pachinko gaming machine, (A) is a diagram showing the case where all LED segments of the LED indicator lights that make up the performance display monitor are in an unlit state, (B) is a diagram showing the case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing the case where some LED segments of the LED indicator lights are in an lit state. [Fig. 154] A diagram showing the relationship between the height of the caulking member of the board case unit and the CPU in a pachinko gaming machine of the fifth embodiment. [Figure 155] 10A and 10B are diagrams showing a step portion formed on a base case of a pachinko game machine of the fifth embodiment, where (A) is a diagram showing the shape of the step portion, (B) is a diagram showing the step portion as viewed from the direction of the right edge of the base case, and (C) is a diagram showing the state in which a colored sealing material is attached to the step portion. [Figure 156] A diagram showing the relationship between the screws and connectors of the main control board in a pachinko gaming machine of the fifth embodiment. [Figure 157] FIG. 13 is a diagram showing the arrangement of symbols on each reel in a gaming machine according to a sixth embodiment. [Figure 158] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Figure 159] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Figure 160] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Figure 161] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Figure 162] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Figure 163] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 164] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Figure 165] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Figure 166] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Figure 167] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Figure 168] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Figure 169] FIG. 13 is a diagram showing a table of the number of pieces placed according to the winning probability of the role drawing in the gaming machine of the sixth embodiment. [Figure 170] FIG. 13 is a diagram showing a table of the number of pieces placed according to the winning probability of the role drawing in the gaming machine of the sixth embodiment. [Figure 171] FIG. 13 is an explanatory diagram for explaining the transition of the gaming state in the gaming machine of the sixth embodiment. [Fig. 172] An explanatory diagram for explaining the content displayed on the image display device during AT play in the gaming machine of the sixth embodiment. [Figure 173] 13 is a flowchart showing the contents of a game progress control process for controlling the progress of a game in a gaming machine of a sixth embodiment. [Fig. 174] 13 is a flowchart showing the contents of normal time lever processing that is executed in response to operation of the start lever during normal times in the gaming machine of the sixth embodiment. [Figure 175] 13 is a flowchart showing the contents of a normal-time all-stop process that is executed in response to the stop of all reels during normal operation of the gaming machine of the sixth embodiment. [Figure 176] 13 is a flowchart showing the contents of a sub-bonus lever process that is executed in response to operation of the start lever during a sub-bonus of the gaming machine of the sixth embodiment. [Figure 177] 13 is a flowchart showing the contents of the sub-bonus all-stop processing that is executed when all reels are stopped during a sub-bonus of the gaming machine of the sixth embodiment. [Figure 178] 13 is a flowchart showing the contents of the lever processing during AT play that is executed in response to the operation of the start lever during AT play of the gaming machine of the sixth embodiment. [Figure 179] 13 is a flowchart showing the contents of the all-stop processing during AT play that is executed when all reels stop during AT play of the gaming machine of the sixth embodiment. [Figure 180] 13 is a flowchart showing the contents of a continuation chance lever process that is executed in response to operation of the start lever during a continuation chance in the gaming machine of the sixth embodiment. [Figure 181] 13 is a flowchart showing the contents of a continuation chance all-stop process that is executed in response to the stop of all reels during a continuation chance of the gaming machine of the sixth embodiment. [Figure 182] This is an explanatory diagram for explaining the contents of the push order navigation display image that displays the order in which stop switches should be pressed to obtain advantageous gaming results in the gaming machine of the seventh embodiment. [Figure 183] This is an explanatory diagram to explain the content of the successful action that is executed when the stop switch is operated according to the push order of the push order navigation presentation image in the gaming machine of the seventh embodiment. [Figure 184] This is an explanatory diagram to explain the content of the failure action that is executed when the stop switch is operated in an order different from the order in which it is pressed in the push order navigation display image in the gaming machine of the seventh embodiment. [Figure 185] This is an explanatory diagram to explain the display content when power is restored after operating the stop switch in accordance with the push order in the push order navigation display image in the gaming machine of the seventh embodiment. [Figure 186] This is an explanatory diagram to explain the display content when power is restored after the stop switch is operated in an order different from the order shown in the push order navigation image in the gaming machine of the seventh embodiment. [Figure 187] This is an explanatory diagram to explain the display content when power is restored after operating the stop switch in accordance with the push order in the push order navigation display image in the gaming machine of the seventh embodiment. [Figure 188] This is an explanatory diagram to explain the display content when power is restored after operating the stop switch in accordance with the push order in the push order navigation display image in the gaming machine of the seventh embodiment. [Figure 189]This is an explanatory diagram to explain the display content when power is restored after the stop switch is operated in an order different from the order shown in the push order navigation image in the gaming machine of the seventh embodiment. [Figure 190] This is an explanatory diagram to explain the display content when an error that occurred while the push order navigation display image was being displayed is cleared in the gaming machine of the seventh embodiment. [Figure 191] This is an explanatory diagram to explain the display content when power is restored after an interruption in the gaming machine of the seventh embodiment while the push order navigation display image is announcing the winning of a rare role. [Figure 192] FIG. 13 is an explanatory diagram for explaining the situation when the power is turned on while pressing one of the MAX-BET switch and the 1-BET switch, and then the other BET switch is operated in the gaming machine of the seventh embodiment. [Figure 193] FIG. 13 is an explanatory diagram for explaining the situation when the power is turned on while pressing the settlement switch and then the MAX-BET switch is operated in the gaming machine of the seventh embodiment. [Figure 194] FIG. 13 is an explanatory diagram for explaining the situation when, in the gaming machine of the seventh embodiment, the power is turned on while one stop switch is pressed, and then another stop switch is operated. [Figure 195] FIG. 13 is an explanatory diagram for explaining the situation when one stop switch is pressed while another stop switch is operated in the gaming machine of the seventh embodiment. [Figure 196] FIG. 13 is an explanatory diagram for explaining switches that are disabled when the reset switch is pressed in the gaming machine of the seventh embodiment. [Figure 197] FIG. 13 is an explanatory diagram for explaining the contents of the stage change effect executed when the stage in the stage effect is changed in the gaming machine of the seventh embodiment. [Figure 198] 13 is an explanatory diagram for explaining the end time of the stage change effect and the change in volume when playing in the minimum playing time in the gaming machine of the seventh embodiment. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the above drawings. In the following explanation, "role determination process" refers to a selection process (also referred to as "role determination") such as a lottery executed using electronic devices to randomly select one or more role determination result numbers (winning items) from a plurality of pre-set role determination result numbers (consisting of one or more game roles or losses (excluding cases where losses are not set)). Here, the role determination result number specifies one or more game roles (also referred to as "permitted roles" or "winning roles") or losses that are allowed to be formed in the game in which the role determination result number is determined (selected). Role determination is also referred to as "internal lottery" or "role lottery," and the "selection" in lottery or winning is also referred to as "choice" or "sen."
[0011] Furthermore, when describing "a gaming role is established" or "a gaming role is established," "establishment of a gaming role," etc., the term "establishment" is used as a concept indicating that the symbol combination (corresponding symbols) constituting the gaming role (whether it is a gaming role (minor role) with a payout of gaming medals or a gaming role (replay role or special role) without a payout) corresponding to the determined role determination result number is displayed in a predetermined stopping manner (for example, a manner in which they are lined up on an effective line, which will be described later). However, the timing of establishment can be any appropriate timing, such as when a reel stop operation is performed at a timing when the symbols corresponding to the gaming role can be stopped and displayed on the effective line, when the symbols corresponding to the gaming role are stopped and displayed on the effective line, when the slot machine identifies that the symbols corresponding to the gaming role have been stopped and displayed on the effective line, or when the identification result is stored in a memory area.
[0012] In the following explanation, the operation of inserting (treating) game medals into the medal insertion slot 21 (described later) by the player and the operation of pressing the 1-BET switch 22 or the MAX-BET switch 23 to use the specified number of game medals required to play a game from the credited (stored) game medals for use in the game are collectively referred to as the betting operation. Furthermore, this betting operation, the operation of pressing the settlement switch 24 (described later), the operation of tilting the start lever (also referred to as the "start switch") 25, and the operation of pressing the stop switches (also referred to as the "stop buttons") 26a, 26b, 26c (described later) by the player are collectively referred to as the gaming operation.
[0013] Generally, the term "inserting" in a slot machine can mean either "putting a gaming medal into the slot machine" or "using the gaming medal for play." In the following description, the term "inserting" is generally used in the former sense, and the term "bet" is used in the latter sense. Furthermore, "things used for play" are also referred to as "gaming media." These gaming media may be physical objects such as pachinko balls, magnetic cards, contact / contactless IC cards, or other recording media, such as magnetic cards or contactless IC cards, or may be value required for play (gaming value) electromagnetically recorded on a storage device such as a server accessible through personal authentication. This gaming value may be represented by conceptual gaming medals having the same value as actual gaming medals, or by fictitious or real currency units, or by points without any particular meaning.
[0014] Furthermore, pressing any one of the stop switches while all reels are spinning is called the first stop operation. Furthermore, pressing any one of the two stop switches corresponding to the spinning reel while the remaining two reels are spinning is called the second stop operation. Furthermore, pressing the stop switch corresponding to the remaining reel while that reel is spinning is called the third stop operation.
[0015] The "number of paid-out medals" (also called "number of paid-out medals") of game medals refers to the number of game medals awarded to a player in one game. The act of paying out game medals includes the act of actually paying out game medals from the slot machine to the outside (also called "actual pay-out") and the act of electromagnetically storing game medals as game medals stored in the slot machine. There is also the act of increasing the value of the deposit (also called "accumulation addition payout").
[0016] Furthermore, the "number of game medals acquired" (also referred to as "number of medals acquired") refers to a numerical value calculated as the total number of game medals acquired by a player (paid out to a player) during a predetermined period (which can be set arbitrarily, for example, during an AT period or a bonus period). Furthermore, the "difference in number of game medals" (also referred to as "difference number") refers to the value (which may be a negative value) obtained by subtracting the total number of game medals betted from the total number of game medals paid out during a predetermined period. The "number of game medals acquired" and the "difference in number of medals" can be used as different concepts, but will be treated as synonymous below.
[0017] Furthermore, "freeze" (also referred to as "freeze effect") refers to a delay for a certain period of time in the execution of a predetermined control process related to the progress of a game. Two types of freeze can be appropriately set: a freeze that is set when the operation of the start lever 25 is accepted (also referred to as "reel spin start freeze"), and a freeze that is set after all reels have stopped spinning (also referred to as "reel spin stop freeze"). During the freeze period, a state occurs in which game operations by the player are not effectively accepted. Furthermore, during the freeze period, a reel effect (also referred to as "reel effect") may be performed. A reel effect is an effect in which reels 3a, 3b, and 3c (described below) are rotated and an arbitrary symbol combination is displayed in a stopped state, regardless of game operations by the player.
[0018] In the following explanation, "push navigation" refers to a process (action) that notifies the player of the order and position to press to assist in the realization of the game role selected by role determination. Among the push navigations, those that specifically assist in the realization of a replay role are called "RP navigation" (RP stands for replay), those that assist in the realization of a winning role (minor role) are called "prize navigation," and those that assist in the position to press to stop and display a specific symbol on an active line are called "eye push navigation" (mainly performed by the secondary control means). From another perspective, assisting with the position to press can also be said to assist the player with the timing at which to operate the stop switch. Furthermore, when it is necessary to distinguish between the push navigation performed on the main control means side and the push navigation performed on the sub-control means side, the former is also referred to as "main side push navigation" ("main side RP navigation", "main side winning navigation", "main side eye push navigation"), and the latter is also referred to as "sub side push navigation" ("sub side RP navigation", "sub side winning navigation", "sub side eye push navigation"), or as "push navigation effect" ("RP navigation effect", "winning navigation effect", "eye push navigation effect"). The former and latter are also collectively referred to as stop switch operation mode notification effect.
[0019] In the following explanations and drawings, numerical values may be expressed not only in decimal but also in binary or hexadecimal notation. To distinguish between these, when expressed in binary notation, a "B" is added to the end of the numerical value, and when expressed in hexadecimal notation, an "H" is added to the end of the numerical value. When expressed in decimal notation, no special notation is added to the end of the numerical value.
[0020] [First embodiment] FIG. 1 shows a slot machine (referred to as "slot machine 1") as a first embodiment of a gaming machine according to the present invention, and the basic configuration of this slot machine 1 will be described below with reference to FIGS. 1 to 10. <Appearance of the slot machine> As shown in Figure 1(A), the slot machine 1 has a front door 2 that is attached to the front of the main body cabinet in an openable and closable manner, and an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a tray assembly 40 are attached to the front of the front door 2, in order from the top.
[0021] The upper panel assembly 10 has a central portion on its rear side where an image display device ("liquid crystal display") is mounted. The display screen 11a (also referred to as the "image display unit DP") of the display device 11 (see Figure 2) is positioned facing forward, and a first performance lamp 12, second performance lamps 13a and 13b, and third performance lamps 14a and 14b are arranged around it. In addition, a pair of upper speakers 15a and 15b are arranged on the left and right below the display screen 11a.
[0022] In the center of the middle panel assembly 20, there is provided a display window W through which the surfaces of the three reels 3a, 3b, 3c arranged side by side inside the main body cabinet can be seen. Below this display window W, there are provided a medal insertion slot 21 for inserting game medals (game media), a 1-BET switch 22 for betting one game medal within the credited range, a MAX-BET switch 23 for betting the maximum allowable number of game medals to bet at once (also called the "specified number", for example, three), a clearing switch 24 for paying out the bet game medals and / or the credited game medals. The machine is provided with a calculation switch 24, a start lever 25 that is operated to start the rotation of all reels 3a, 3b, 3c (the reels are also called "machines"), three stop switches 26a, 26b, 26c for individually stopping the rotation of each reel 3a, 3b, 3c (the stop switch 26a on the left side of the figure corresponds to reel 3a, the stop switch 26b in the middle corresponds to reel 3b, and the stop switch 26c on the right side corresponds to reel 3c), and a reject switch 27 for returning game medals that have been inserted through the medal insertion port 21 and become trapped.
[0023] Each stop switch has a button-shaped operation receiving part that retracts when pressed by the player's hand and returns to its original position due to spring force or the like when the player releases their hand. When this operation receiving part is pressed (pushed by hand), the contacts of the electrical circuit close and the state changes from OFF to ON, and when the pressing operation is released (hand is released), the contacts open and the state changes from ON to OFF.
[0024] Between the medal slot 21 and the MAX-BET switch 23, there are provided selection buttons (also referred to as "directional buttons" or "cross keys") 54 and a decision button (also referred to as "menu button" or "PUSH button") 55, which are used by the player to input information to the slot machine 1. Hereinafter, the selection buttons 54 and the decision button 55 are collectively referred to as "sub-buttons." As shown in FIG. 1(B), the selection buttons 54 are composed of four buttons: an up button 54U, a down button 54D, a left button 54L, and a right button 54R, which specify up, down, left, or right directions. The up, down, left, or right direction is specified depending on which button is operated by the player. The decision button 55 is made of a light-transmitting material and has a light source such as an LED installed inside. When the decision button 55 is disabled, the light source inside the switch is turned off, and when enabled, it flashes (or may be lit).
[0025] When a sub-button is pressed (pushed by hand), the contacts of an electric circuit close, switching the state from OFF to ON, and when the pressing operation is released (hand is released), the contacts open, switching the state from ON to OFF. When a sub-button is operated effectively, the sub-control means 200, which will be described later, may execute a predetermined effect process according to the operation. Also, an effect process may be executed to prompt the player to operate a sub-button. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the screen of the image display device 11 or the volume of the speaker.
[0026] Here, the up button 54U, down button 54D, left button 54L, and right button 54R that make up the selection button 54 may be individually turned on / off, or a cross-shaped key top (cross key) may be provided so that the button in the direction in which the cross key is tilted is turned on. If the L and right buttons 54R can be turned on / off, two adjacent buttons (up and right, right and down, down and left, left and up) can be turned on at the same time, but opposing buttons (up and down, right and left) may not be able to be turned on at the same time.
[0027] The interior of the medal insertion slot 21 branches into an acceptance passage (leading to a hopper 50 described below) through which inserted game medals pass if they are validly accepted, and a return passage (leading to a medal payout outlet 41 described below) through which inserted game medals pass if they are not accepted, and a blocker 48 (see FIG. 2) is provided at the branching point. This blocker 48 is configured to selectively open one of the acceptance passage and the return passage and close the other, so that during the period when inserted game medals are validly accepted, the blocker 48 guides game medals inserted into the medal insertion slot 21 to the acceptance passage, and during other periods, the blocker 48 guides game medals inserted into the medal insertion slot 21 to the return passage. In the following explanation, when the blocker 48 is in the ON state, it indicates a state in which a game medal inserted into the medal insertion port 21 is guided to the receiving passage (a state in which the game medal can be accepted), and when the blocker 48 is in the OFF state, it indicates a state in which a game medal inserted into the medal insertion port 21 is guided to the return passage (a state in which the game medal cannot be accepted).
[0028] Furthermore, three inserted medal sensors 28a, 28b, and 28c (see FIG. 2) for detecting game medals are provided inside the medal insertion slot 21. The inserted medal sensor 28a detects that a game medal has been inserted into the medal insertion slot 21, and is installed upstream of the position where the blocker 48 is installed on the path along which the inserted game medal flows. The inserted medal sensor 28b detects that a game medal inserted into the medal insertion slot 21 has been guided to the receiving path and effectively received, and is installed downstream of the position where the blocker 48 is installed (nearer to the hopper 50, described below). The inserted medal sensor 28c detects that a game medal inserted into the medal insertion slot 21 has passed through the branching point between the receiving path and the return path, and is installed near the branching point (slightly closer to the inserted medal sensor 28b than the position where the blocker 48 is installed).
[0029] When both the inserted medal sensor 28a and the inserted medal sensor 28b detect a game medal, it means that the game medal has been inserted into the medal insertion slot 21 and that the inserted game medal has been validly accepted. On the other hand, when the inserted medal sensor 28a detects a game medal but the inserted medal sensor 28b does not detect a game medal, it means that the game medal has been inserted into the medal insertion slot 21 but the inserted game medal has not been validly accepted and has been returned. Furthermore, when the three inserted medal sensors 28a, 28b, 28c detect the passage of game medals in an order different from the predetermined order (the order of 28a, 28c, 28b) or when some of the inserted medal sensors do not detect the passage of game medals, it means that an abnormal passage has occurred, such as a backward flow of game medals.
[0030] The display window W is configured so that when all three reels 3a-3c have stopped, three symbols per reel are displayed, for a total of nine symbols, visible to the player. A pay line 29, which horizontally connects the symbol display areas in the middle rows of the reels 3a, 3b, and 3c, is activated when a specified number of game medals are bet. The system is configured so that the presence or absence of a winning combination can be determined based on the symbol combinations that stop and display on the activated pay line. An activated pay line is also referred to as an "active line." Aside from the pay line 29, a line horizontally connecting the symbol display areas in the upper rows of the reels 3a, 3b, and 3c is referred to as an "upper line," and a line horizontally connecting the symbol display areas in the lower rows of the reels 3a, 3b, and 3c is referred to as a "lower line." In addition, the line connecting the pattern display areas of the upper row of reel 3a, the middle row of reel 3b, and the lower row of reel 3c is called a right-sloping line, and the line connecting the pattern display areas of the lower row of reel 3a, the middle row of reel 3b, and the upper row of reel 3c is called a right-sloping line.
[0031] The slot machine 1 is also provided with various indicator lamps, such as LED lamps. In this embodiment, the indicator lamps include a MAX-BET switch indicator lamp 46a, a BET number indicator lamp 46b, a deposit possible indicator lamp 46c, a game start indicator lamp 46d, a replay indicator lamp 46e, a status indicator lamp 46f, a count indicator lamp 46g, a reserved number indicator lamp 46h, a payout number indicator lamp 46j, and stop operation acceptance lamps 46ka, 46kb, and 46kc. These indicator lamps are configured to be controlled by a main control board 60 (main control means 100), which will be described later.
[0032] The MAX-BET switch indicator lamp 46a is lit when a bet of game medals is possible, and is arranged inside the MAX-BET switch 23. When lit, it partially or completely lights up the MAX-BET switch 23. In addition, the left stop operation acceptance lamp 46ka is arranged inside the left stop switch 26a, the middle stop operation acceptance lamp 46kb is arranged inside the middle stop switch 26b, and the right stop operation acceptance lamp 46kc is arranged inside the right stop switch 26c, and when lit, each of these lamps partially or completely lights up the MAX-BET switch 23. The other indicator lamps are arranged to the side or below the indicator window W in the middle panel assembly 20.
[0033] The bet number indicator lamp 46b (hereinafter also referred to as "BET lamp 46b") displays the number of gaming medals bet, and is composed of a 1-BET indicator lamp 46bC that lights up when one or more gaming medals are bet, a 2-BET indicator lamp 46bB that lights up when two or more gaming medals are bet, and a MAX-BET indicator lamp 46bA that lights up when three gaming medals are bet. The insert possible indicator lamp 46c lights up when gaming medals can be inserted, and the game start indicator lamp 46d lights up when a game can be started by operating the start lever 25. The replay indicator lamp 46e lights up when a replay role (described later) is achieved in any game and gaming medals are automatically bet by the automatic bet process (described later).
[0034] The status indicator lamp 46f is lit when the accumulated (credited) gaming medals are settled, and the count indicator lamp 46g displays the number of possible push navigations (which is decremented by one each time a push navigation is executed and may also be increased by a lottery or the like) when, for example, AT is set. The accumulated medal count indicator lamp 46h (hereinafter also referred to as the "CRE lamp 46h") displays the number of accumulated gaming medals by incrementing it by one, and the payout number indicator lamp 46j displays the number of gaming medals to be paid out when a minor winning combination, described below, is achieved by incrementing it by one. The accumulated medal count indicator lamp 46h and the payout number indicator lamp 46j each display two 7-segment indicators (consisting of seven segment lamps for displaying numbers and one segment lamp for displaying a decimal point (dot)) to display the upper and lower digits of the numbers.
[0035] Furthermore, this payout number display lamp 46j is also configured to display letters (alphabet) or numbers (hereinafter also referred to as "error code") indicating the type of error when some abnormality (error) occurs in the slot machine 1. Errors that can be set in this embodiment include an HP error, an HE error, an H0 error, a CE error, a CP error, a CH error, a C0 error, a C1 error, an FE error, an E1 error, an E5 error, an E6 error, and an E7 error. An HP error is an error that occurs when it is determined that game medals are stuck at the medal payout outlet of the hopper 50 (described later). An HE error is an error that occurs when it is determined that the hopper 50 is empty of game medals (hopper empty error). An H0 error is an error that occurs when it is determined that game medals have abnormally passed through the payout sensor. A CE error is an error that occurs when the inserted medal sensor determines that game medals are stuck (game medal stuck error). A CP error is an error that occurs when it is determined that inserted game medals have improperly passed through. The C0 error is an error that occurs when it is determined that there is an abnormal input to the inserted medal sensor, and the C1 error is an error that occurs when it is determined that there is an abnormality in the passage of the inserted medal sensor. The FE error is an error (full error) that occurs when it is determined that the auxiliary storage 85 described below is full. The E1 error is an error (RAM error) that occurs when the contents of the memory device (RAM) are abnormal when the power is turned on. The E5 error is an error (reel stop error) that occurs when the combination of symbols when all the reels stop is abnormal (the corresponding symbols that make up a role other than the role that is allowed to be formed are displayed). The E6 error is an error (setting value error) that occurs when the value of the setting value (setting value) described below that determines the role determination probability is out of range, and the E7 error is an error (built-in random number error) that occurs when an abnormality is detected in the update status of the built-in random number used in each lottery, etc. Errors E1, E5, E6, and E7 (collectively referred to as "E-system errors") can be cleared by changing the settings described below, and other errors can be cleared by operating the reset switch 82 described below.
[0036] Furthermore, this payout number display lamp 46j also has the function of displaying the navigation number, which indicates the operation order (press order) of the stop switches 26a to 26c, as described below. The payout number display lamp 46j when displaying the navigation number is also referred to as the "main side press order indicator." Furthermore, this payout number display lamp 46j also has the function of displaying the setting value, as described below, when checking and changing the setting, as described below. The payout number display lamp 46j when displaying the setting value is also referred to as the "setting value indicator." The stop operation acceptance lamps 46ka, 46kb, and 46kc are lit when the stop operation of the corresponding stop switch is valid, and are turned off when the stop operation is invalid.
[0037] A transparent lower panel cover 31 is attached to the center of the lower panel assembly 30, and decorative lamps 32a, 32b are arranged on both the left and right ends of the cover. A translucent lower panel base with a predetermined design and a lower panel illumination lamp (neither shown) are attached to the back side of the lower panel cover 31, and when the lower panel illumination lamp is turned on, the design on the lower panel base is illuminated from behind.
[0038] The tray assembly 40 has a game medal payout outlet 41 for paying out game medals, and is provided with a game medal storage tray 42 for storing game medals facing the game medal payout outlet 41, with an ashtray 43 provided to the left of the game medal storage tray 42. In addition, on the left and right of the game medal payout outlet 41, speaker openings 45a, 45b consisting of a number of small holes are formed, facing the front of a pair of lower speakers 44a, 44b (see FIG. 2) arranged on the back side of the tray assembly 40.
[0039] Furthermore, a hopper 50 (see FIG. 2) is provided within the main body cabinet for dispensing game medals that are acquired when a predetermined winning mode is achieved as a result of playing a game, and this hopper 50 is provided with a medal detection unit 51 (see FIG. 2) for detecting game medals. This hopper 50 also has the function of physically storing game medals that have been inserted and validly accepted. Furthermore, an auxiliary storage 85 (see FIG. 2) is provided near the hopper 50 for storing game medals that have overflowed from the hopper 50, and a fullness detection unit 86 (see FIG. 2) is provided for detecting whether this auxiliary storage 85 is full (a state in which game medals may overflow from the auxiliary storage 85).
[0040] <Connection between the control board and each device> In this embodiment, as shown in FIG. 2, three control boards are provided as main control boards for controlling the slot machine 1: a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B (the sub-main control board 70A and the sub-sub control board 70B are collectively referred to as the sub-control board 70). The main control relating to the progress of the game (including the drive control of the reels 3a to 3c and the process of determining the winning combination) is performed by a control circuit disposed on the main control board 60, and the backrun is performed by a control circuit disposed on the main control board 60. Control of lighting by lamps such as lamps 38a-38c is configured to be performed by a control circuit disposed on the sub-main control board 70A. Control of effect image display by image display device 11 and control of sound generation from speakers such as upper speakers 15a, 15b are configured to be performed mainly by control circuits disposed on the sub-sub control board 70B. Furthermore, information transmission between the main control board 60 and the sub-control board 70 can be performed only in one direction, from the main control board 60 to the sub-main control board 70A, while information transmission between the sub-main control board 70A and the sub-sub control board 70B can be performed in both directions.
[0041] <Configuration of main control board 60> The main control board 60 is provided with a main CPU 61 that performs various arithmetic processing related to games, a ROM 62 that is a read-only memory device that stores control programs and the like, and a RAM 63 ("RAM" is also referred to as "RWM") that is a memory device that can write and read information. The main CPU 61 controls each drive circuit and the like in accordance with the control program stored in the ROM 62, thereby controlling the progress of games in the slot machine 1. The ROM 62 and RAM 63 are non-volatile memory devices that are configured to retain stored information even when power is not supplied.
[0042] The main CPU 61 is connected to a clock pulse generator 64 for generating clock pulses (clock signals), a frequency divider 65 for dividing the clock pulses generated by the clock pulse generator 64, a random number generator 66 for generating random numbers used for determining winning roles and the like based on the clock pulses (or the divided clock pulses), and a random number capture circuit 67 for capturing the random numbers generated by the random number generator 66. The clock pulse generator 64 is composed of two oscillators (not shown), each of which outputs a clock signal that is asynchronous with respect to the other. Hereinafter, the clock signal of a predetermined frequency output from one oscillator will be referred to as the internal clock, and the clock signal of a predetermined frequency (which may be different from the internal clock or may be the same frequency) output from the other oscillator will be referred to as the external clock. For example, the internal clock is used as the operating clock of the main CPU 61 and as an update clock for random numbers used in predetermined lotteries other than winning role determination, while the external clock is used as an update clock for random numbers used in winning role determination. The main CPU 61, ROM 62, RAM 63, frequency divider 65, random number generator 66, random number capture circuit 67, interface circuit 68, etc. may be mounted on a single IC chip to form a one-chip microcomputer. The main CPU 61 is configured to transmit signals to the motor drive circuit 36, the indicator lamp control circuit 47, the hopper drive circuit 52, and the sub-control board 70 via the interface circuit 68, and to receive signals from the reel position detection circuits 37a, 37b, 37c, the payout detection signal circuit 53, and the storage state signal circuit 87.
[0043] The motor drive circuit 36 controls the rotation and stop of the stepping motors 35a, 35b, and 35c that rotate the reels 3a, 3b, and 3c, respectively. The indicator lamp control circuit 47 controls the various indicator lamps described above. The reel position detection circuits 37a, 37b, and 37c transmit detection signals from reel sensors (not shown) installed on the reels 3a, 3b, and 3c to the main control board 60 (the detection circuit 37a corresponds to the reel 3a, the detection circuit 37b corresponds to the reel 3b, and the detection circuit 37c corresponds to the reel 3c). The hopper drive circuit 52 drives the hopper 50 to pay out medals when a minor winning combination is achieved. The payout detection signal circuit 53 transmits a payout detection signal to the main control board 60 when the medal detection unit 51 detects that medals have been paid out from the hopper 50. The storage state signal circuit 87 is a circuit that transmits a storage state signal indicating whether the auxiliary storage 85 is full or not to the main control board 60 in accordance with the detection result of the fullness detection unit 86.
[0044] Furthermore, power is supplied to the slot machine 1 from a power supply device 80 via the main control board 60. A power switch 81, a reset switch 82, and a setting key switch 83 are connected to this power supply device 80, and signals from each of these switches are transmitted to the main CPU 61 via an interface circuit 68. Furthermore, the main CPU 61 is configured to receive a signal from a setting change switch 84 via the interface circuit 68.
[0045] The power switch 81 is a switch that accepts power-on and power-off operations from the power supply device 80 to the slot machine 1, and the reset switch 82 is a switch that is operated by a game parlor staff member or the like when a predetermined error (an error excluding the above-mentioned E-type error) occurs in the slot machine 1 and the cause of the error is removed and the error is resolved. By operating the reset switch 82, the information about the error occurrence stored in the main control board 60 and the sub-control board 70 is cleared, and the main control board 60 and the sub-control board 70 then execute the processing at the time of error resolution. The setting key switch 83 is a switch that is operated when checking or changing the setting value that determines the degree (rank) of the winning probability, and the setting change switch 84 is a switch for changing the setting value in multiple stages (six stages in this embodiment).
[0046] When the front door 2 is open (also referred to as the "door open state") and power is being supplied to the slot machine 1 (the power switch 81 is ON), the setting confirmation mode can be entered by operating the key switch 83 to the ON state, allowing the setting to be confirmed. When the door is open and power is not being supplied to the slot machine 1 (the power switch 81 is OFF), the setting confirmation mode can be entered by operating the key switch 83 to the ON state, and then the power switch 81 can be turned ON (power is being supplied to the slot machine 1) to enter the setting change mode, allowing the setting to be changed. Furthermore, in this state, the setting value can be updated by one step each time the setting change switch 84 is operated. After updating the setting value, the updated setting value is confirmed by tilting the start lever 25, and then the setting change operation is completed by turning the key switch 83 to the OFF state.
[0047] The setting key switch 83 can be switched between ON and OFF by inserting a predetermined key (setting key) into a predetermined lock provided on the main body and turning it. Setting confirmation and setting change cannot be performed while a game is in progress (when game medals have been bet (including automatic bets) or when the reels are spinning), but can only be performed while the game is in standby mode. In the setting confirmation mode and setting change mode, the setting value is displayed on the payout number display lamp 46j using six integer values from "1" to "6" (a separate lamp for displaying the setting value may be provided inside the cabinet of the slot machine 1, etc.).
[0048] Power from the power supply device 80 is supplied to the sub-main control board 70A via the main control board 60, and further to the sub-sub control board 70B via the sub-main control board 70A (power may also be supplied directly from the power supply device 80 to the sub-main control board 70A and the sub-sub control board 70B). A supply voltage monitoring circuit (not shown) that monitors the voltage supply state is provided on the circuit that supplies power from the power supply device 80 to the main control board 60 and on the circuit that supplies power to the sub-main control board 70A via the main control board 60. Each supply voltage monitoring circuit determines that a power cut has occurred when the supply voltage drops to a predetermined voltage value, and outputs a power cut detection signal to the main CPU 61 and a sub-main CPU 71, which will be described later. Furthermore, each supply voltage monitoring circuit determines that power has been turned on when the supply voltage returns to a predetermined voltage value (which may be a value different (e.g., a higher value) from the voltage value used to determine power cut, but may also be the same value), and outputs a power cut detection signal to the main CPU 61 and the sub-main CPU 71. The voltage value when power-off of the main control board 60 is detected is set to a value higher than the voltage value when power-off of the sub-main control board 70A is detected, and the main control board 60 is configured to perform the process (power-off process) that is programmed to be executed when power is off before the sub-main control board 70A (the same may be true for power-on).
[0049] In addition, the main CPU 61 receives signals from the reel stop signal circuit 91, start lever 25, inserted medal sensors 28a, 28b, 28c, 1-BET switch 22, MAX-BET switch 23 and settlement switch 24, which are connected to or mounted on the switch board 90, via an interface circuit 68.
[0050] Further, the main CPU 61 is connected to the blocker 48 via an interface circuit 68, and is configured to control the on / off of the blocker 48. In the following description, a signal for controlling the on / off of the blocker 48 is also referred to as a "blocker signal." Furthermore, although not shown, the slot machine 1 is provided with a door sensor that detects the open / closed state of the front door 2, and a signal from this door sensor is input to the main CPU 61 via the interface circuit 68. The main CPU 61 determines whether the front door 2 is closed (also referred to as a "door closed state") or open (door open state) based on the signal from the door sensor.
[0051] Although not shown in the figure, the main CPU 61 determines whether a predetermined game state (for example, an AT state) is in progress. When the game enters a certain state (such as a bonus state), a predetermined signal (also called an "outer end signal") is output to a data counter, hall computer, etc. via an external connection terminal board, etc., and this outer end signal is configured to be able to manage the number of times set in the certain game state and to present it to the player.
[0052] <Configuration of the sub-control board 70> The sub-control board 70 is composed of a sub-main control board 70A and a sub-sub control board 70B. The sub-main control board 70A is equipped with a sub-main CPU 71, which mainly performs various arithmetic operations related to the management of effects, a ROM 72, a read-only memory device storing control programs, and a RAM 73, a memory device that can write and read information. The drive circuits operate in accordance with the control programs stored in the ROM 72, thereby controlling the management of image and sound effects in the slot machine 1, as well as the lamp effects. The ROM 72 and RAM 73 are non-volatile memory devices that are configured to retain stored information even when power is not supplied. The sub-main CPU 71 is also connected to a clock pulse generator and a frequency divider (not shown), which are configured to execute predetermined processes in response to clock signals generated by the clock pulse generator and the frequency divider.
[0053] The sub-main CPU 71 is configured to receive various signals from the main control board 60 via the interface circuit 74 and transmit signals to the lamp control circuit 18. The lamp control circuit 18 is a circuit that controls the lighting of lamps such as the back lamps 38a to 38c. The sub-main CPU 71 also receives output signals from the selection button 54 and the decision button 55 via the interface circuit 74, and in response to the received output signals from each button, causes the sub-sub control board 70B to display a menu screen on the image display device 11, provides information in response to the player's selection operation, and changes the content of the effects displayed on the image display device 11 during play.
[0054] The sub-main CPU 71 is connected to the sub-sub control board 70 via the interface circuit 74. It is configured to transmit various signals to the sub-sub control board 70B and to receive various signals from the sub-sub control board 70B. Hereinafter, signals (control signals) transmitted from the main control board 60 to the sub-main control board 70A will also be referred to as "control commands", and signals (alert signals and performance signals) transmitted from the sub-main control board 70A to the sub-sub control board 70B will also be referred to as "performance commands". Furthermore, signals (status signals) transmitted from the sub-sub control board 70B to the sub-main control board 70A will also be referred to as "status commands".
[0055] The sub-sub control board 70B is provided with a sub-sub CPU 75 that performs various calculation processes mainly related to the control of image and sound effects, a ROM 76 that is a read-only storage device that stores control programs etc., and a RAM 77 that is a storage device that can write and read information, and the control of image and sound effects etc. is performed by operating each drive circuit etc. in accordance with the control program stored in the ROM 76. The ROM 76 and RAM 77 are non-volatile storage devices that are configured to be able to retain the information stored therein even when power is not supplied.
[0056] The sub-sub CPU 75 is configured to receive notification signals or effect signals from the sub-main control board 70A via the interface circuit 78, and to transmit signals to the display device control circuit 16 and the speaker control circuit 17, as well as to transmit a status signal to the sub-main control board 70A. The display device control circuit 16 is a circuit that controls the image display device 11 to display a predetermined effect image, and the speaker control circuit 17 is a circuit that controls the type and volume of sound etc. emitted from speakers such as the upper speakers 15a, 15b. The image display device 11 is also configured to function as a push indicator (also referred to as the "sub-side push order indicator") that displays the operation order (push order) of the stop switches 26a to 26c.
[0057] <Reel> Each of the reels 3a, 3b, and 3c is configured to rotate by being driven by a stepping motor 35a, 35b, and 35c, respectively. Each of the reels 3a, 3b, and 3c is made of a translucent cylindrical member, and a translucent reel tape bearing a variety of symbols, as shown in FIG. 3, is attached to its outer periphery. Each of the reels 3a, 3b, and 3c is provided with a back lamp 38a, 38b, and 38c on its inner surface. When turned on, the back lamp 38a, 38b, and 38c can illuminate the entire area of each of the reels 3a, 3b, and 3c facing the display window W from the inner surface, or can illuminate only a portion of each of the reels 3a, 3b, and 3c to highlight a predetermined symbol combination (e.g., a pay line 29 or a symbol corresponding to a game combination aligned at a position other than the pay line 29) that has stopped and is displayed on each of the reels 3a, 3b, and 3c.
[0058] <Reel symbol arrangement> In this embodiment, the symbols displayed on each of the reels 3a to 3c are arranged as shown in FIG. 3(a). Here, the "left reel" in FIG. 3(a) represents the reel 3a, the "center reel" represents the reel 3b, and the "right reel" represents the reel 3c. Thus, a predetermined number of ten types of symbols, namely, "Red Seven," "Gold Seven," "Black Bar," "Blue Bar," "Blank A," "Blank B," "Bell A," "Bell B," "Watermelon," and "Replay," as shown in FIG. 3(b), are arranged on each of the reels 3a to 3c. Each symbol arranged on the reel tape is printed in one of 20 equal symbol areas along the length of the reel tape. Hereinafter, the reels 3a, 3b, and 3c will also be referred to as the left reel (left reel), the center reel (center reel), and the right reel (right reel), respectively. It should be noted that the symbols shown in Fig. 3 are intended to illustrate the arrangement of symbols on each of the reels 3a to 3c, and do not reflect the size of the symbols actually drawn on the reel tape (the relative ratio of the size of each symbol). As shown in Fig. 3(a), the symbol at the top of the longitudinal direction of this reel tape is the "Bell A" symbol with symbol number 19, and the symbol at the bottom is the "Replay" symbol with symbol number 0. Therefore, the reel tape When the reel is attached to the reel, the seam of the reel tape is between the "Bell A" symbol (number 19) and the "Replay" symbol (number 0).
[0059] (Background image of reel tape) In this embodiment, a background picture is displayed (drawn) on each of the left and right edges of the reel tape of each of the reels 3a to 3c. An example of a background picture is shown in FIG. 4. As shown by hatching in FIG. 4(a), in this embodiment, a background picture BPT with a wave motif is drawn on the left and right side edges of the reel tape RTP. The background picture BPT is a seamless, continuous pattern in the longitudinal direction of the reel tape RTP, with the length of four reel patterns being one unit (one pattern). Therefore, the picture portion at the top end UE of the background picture BPT and the picture portion at the bottom end LE form a seamless, continuous picture. However, at the joint portion of the reel tape described above, misalignment of the background picture may occur at the joint due to errors in attaching the reel tape, etc.
[0060] 3, the number of symbols on each reel in this embodiment is 20, and the length of one unit of background pattern BPT (more precisely, the length in the direction of rotation of the reel) is four symbols, so 20 / 4=5 units of background pattern BPT are drawn consecutively. That is, the length of one unit of background pattern is determined so that when the total number of symbols on the reel is divided by the number of symbols corresponding to the length of one unit of background pattern, the result is an evenly divisible number. In other words, the total number of symbols on the reel is an integer multiple of the number of symbols corresponding to the length of one unit of background pattern.
[0061] In this way, since the number of symbols displayed in the display window W is three and the length of one pattern of background picture is four symbols (i.e., three symbols or more), even if multiple units of background picture BPT are drawn on the reel tape, when the reels stop, there will be no identical parts in the background picture BPT that can be seen through the display window W. This makes it difficult for the player to realize that the background picture is a repeating pattern, and it is possible to present the player with a visually varied background picture without losing interest.
[0062] Furthermore, the number of symbols corresponding to the length of one unit of background pattern is set to a number that is divisible when divided by the total number of symbols on the reel, so that the multiple units of background patterns arranged on the reel tape will not include a background pattern that is less than one unit in length, and therefore the symbols can be arranged evenly and uniformly without any bias among the background patterns for one revolution of the reel. This prevents the biased part of the background pattern from being momentarily displayed in the display window W while the reel is spinning and being used as a guide to help with pressing the reels.
[0063] Furthermore, as shown in FIG. 4(a), the background pictures drawn on the left edge and the right edge of the reel tape RTP are asymmetrical with respect to the center C of the reel tape RTP, preventing the background pictures from becoming monotonous and allowing the player to see a more interesting background picture. Here, the "asymmetrical picture" may mean that the background pictures on the right edge and the background pictures on the left edge are completely different, as shown in FIG. 4(a), or, for example, a background picture drawn on one edge may be rotated 180 degrees (upside down) and drawn on the other edge. Furthermore, the number of background picture units per revolution of the reel is the same, 5 units, for both the left edge and the right edge of the reel tape RTP, so that the correspondence between the background pictures drawn on the left edge and the background pictures drawn on the right edge of the reel tape RTP is always constant, allowing the background pictures on both edges to have a sense of unity. This makes it possible to avoid the possibility that the background pattern drawn on the reel tape will make the player feel uneasy, which may affect the player's reel stopping operation.
[0064] Next, the relationship between the reel patterns and the background pattern drawn on the reel tape will be explained with reference to FIG. 4(b). FIG. 4(b) shows the relationship between the reel patterns and the background pattern drawn on the left reel 3a. Of the pattern arrangements, the reel patterns of pattern number 19 and 0 to 8 are shown. In FIG. 4(b), the area from the left edge of the reel tape RTP to the point where the background pattern protrudes most (the crest of the wave of the background pattern) toward the center C of the reel tape RTP is the left area La. Also, the area from the right edge of the reel tape RTP to the point where the background pattern protrudes most (the crest of the wave of the background pattern) toward the center C of the reel tape RTP is the right area Ra. Also, the area between the left area La and the right area Ra is the central area Ca. In this embodiment, the width of the left area La (the length in the direction perpendicular to the longitudinal direction of the reel tape (the direction of rotation of the reel)) and the width of the right area Ra are the same dimension.
[0065] As shown in FIG. 4(b), the "replay" symbol (19,4), the "bell A" symbol (0,5), the "blank A" symbol (3), and the "blank B" symbol (8) are all drawn in a size that fits within the central area Ca of the reel tape. In other words, these symbols are not overlapping with the background image, and such symbols are also referred to as "single symbols." In contrast, the "watermelon" symbol (1,6), the "red 7" symbol (2), and the "blue bar" symbol (7) are drawn in a size that extends from the central area Ca into both the left area La and the right area Ra. In other words, these symbols are overlapping with the background image, and such symbols are also referred to as "overlapping symbols."
[0066] In this way, by hiding a part of the background pattern with the overlapping symbols, the continuity of the background pattern is broken, making it difficult for a player to notice that the background pattern is a repetition of a single pattern. This prevents the background pattern from appearing monotonous, making it possible to present a background pattern that players will not tire of. Furthermore, by continuously arranging a single pattern of background pattern, for example, the appearance of the background pattern changes periodically during the reel rotation, and if the player could use the periodic change as a guide to perform a click, the overlapping symbols can break the continuity of the background pattern, making it difficult for the player to perform such a click. Therefore, the length of one pattern of background pattern may be two symbols, or the background pattern drawn on the left edge and the background pattern drawn on the right edge may be symmetrical. In such cases, the above-mentioned effect can be achieved by arranging a certain number of overlapping symbols on the reel tape.
[0067] In the background picture shown in FIG. 4, the width of the left region La and the width of the right region Ra are the same, but either width may be wider than the other. Also, while the size of the overlapping pattern shown in FIG. 4 extends to both the left region La and the right region Ra, it may extend to only one of the regions. Also, for example, a white reel tape may be colored and the background picture and reel designs may be drawn on top of it. In this case, the color applied to the reel tape may have a gradation that gradually fades from both side edges to the center of the reel tape (in this case, the original color of the reel tape (white) is exposed in the center of the reel tape). However, the color applied to the reel tape is not included in the background picture, and the color does not affect the boundary between the left region La and the center region Ca, or the boundary between the right region Ra and the center region Ca. The same background picture as the background picture shown in FIG. 4 may be drawn on the center reel 3C and the right reel 3R, or a separate background picture may be drawn on each reel.
[0068] Next, with reference to Figs. 5 and 6, an example of a background picture different from that in Fig. 4 will be described. The pattern arrangement is the same as that shown in Fig. 3. As shown in Fig. 5(a), a background picture BPT with a wave motif is drawn on the left and right side edges of the reel tape RTP, as in Fig. 4. This background picture BPT is a seamless, continuous pattern in the longitudinal direction of the reel tape RTP, with the length of five reel patterns being one unit (one pattern). The length of this one pattern (5 patterns) is the same length as the arrangement interval (5 patterns) of the "Bell A" patterns arranged on each of the reels 3a to 3c in the pattern arrangement shown in Fig. 3(a). And, as with the background picture shown in Fig. 4, the background picture drawn on the left edge of the reel tape RTP and the background picture drawn on the right edge are asymmetrical with respect to the center C of the reel tape RTP. .
[0069] The position of the "Bell A" symbol placed on the left reel 3a relative to the background picture pattern will be described with reference to Figure 5(b). In the following description, the mark for determining the start position of the background picture pattern will be the wave crest closest to the upper end UE of the background picture pattern, as shown in Figure 5(a). Therefore, in the background picture drawn on the left side of the reel tape RTP, the wave crest indicated by the symbol PSL is the left pattern start mark, and in the background picture drawn on the right side of the reel tape RTP, the wave crest indicated by the symbol PSR is the right pattern start mark.
[0070] As shown in Figure 3, "Bell A" symbols are arranged at symbol numbers 15, 10, 5, and 0 on the left reel 3a, and one pattern of background picture (from the top end UE to the bottom end LE shown in Figure 5(a)) corresponds to each of the five symbols of symbol numbers 15 to 11, the five symbols of symbol numbers 10 to 6, the five symbols of symbol numbers 5 to 1, and the five symbols of symbol numbers 0 to 16. Therefore, as shown in Figure 5(b), the left pattern start marker PSL and the right pattern start marker PSR in the background picture are drawn at the positions of the "Bell A" symbols of symbol numbers 15, 10, 5, and 0.
[0071] Next, the relationship between the positions of the "Bell A" symbols on the left reel 3a, center reel 3b, and right reel 3c and the positions of the background picture patterns will be described with reference to Figure 6. Figure 6 shows only some of the "Bell A" symbols on the left reel 3a, center reel 3b, and right reel 3c. Also, Figure 6(a) shows the arrangement of symbols with numbers 16 to 8 on the left reel 3a, Figure 6(b) shows the arrangement of symbols with numbers 15 to 7 on the center reel 3b, and Figure 6(c) shows the arrangement of symbols with numbers 15 to 7 on the right reel 3c.
[0072] As shown in FIG. 6(a), on the left reel 3a, one background pattern corresponds to the symbol numbers 15 to 11, and the left-side pattern start marker PSL and the right-side pattern start marker PSR in the background pattern are drawn at the position of the "Bell A" symbol of symbol number 15. On the center reel 3b, the "Bell A" symbols are arranged at symbol numbers 19, 14, 9, and 4 (see FIG. 3), and as shown in FIG. 6(b), the left-side pattern start marker PSL and the right-side pattern start marker PSR in the background pattern are drawn at the positions of symbol numbers 15 and 10. Although not shown in FIG. 6(b), the left-side pattern start marker PSL and the right-side pattern start marker PSR are also drawn at the positions of symbol numbers 5 and 0.
[0073] Therefore, on the center reel 3b, one pattern of background pictures (from the top UE to the bottom LE shown in FIG. 5(a)) corresponds to each of the five symbols numbered 15-11, the five symbols numbered 10-6, the five symbols numbered 5-1, and the five symbols numbered 0-16. Thus, unlike the left reel 3a, on the center reel 3b, the left pattern start marker PSL and the right pattern start marker PSR in the background pictures are drawn at a symbol position one symbol upstream from the "Bell A" symbol. Here, "upstream" refers to the direction going back in the direction of reel rotation, and "downstream" refers to the same direction as the direction of reel rotation.
[0074] On the right reel 3c, like the center reel 3b, the "Bell A" symbols are arranged at symbol numbers 19, 14, 9, and 4 (see Figure 3), but as shown in Figure 6(c), a left-side pattern start marker PSL and a right-side pattern start marker PSR in the background picture are drawn at the positions of symbol numbers 13 and 8. In addition, although not shown in Figure 6(c), a left-side pattern start marker PSL and a right-side pattern start marker PSR are also drawn at the positions of symbol numbers 18 and 3.
[0075] Therefore, on the right reel 3c, five symbols with symbol numbers 18 to 14, five symbols with symbol numbers 13 to 9, five symbols with symbol numbers 8 to 4, and five symbols with symbol numbers 3 to 19 correspond to one pattern of background picture (from the upper end UE to the lower end LE shown in FIG. 5(a)). As such, unlike the left reel 3a and the center reel 3b, on the right reel 3c, the left pattern start marker PSL and the right pattern start marker PSR in the background image are drawn at a position one symbol downstream from the position of the "Bell A" symbol.
[0076] That is, on the left reel 3a, the position of the "Bell A" symbol corresponds to the position of the top UE of one pattern of background symbols, but on the center reel 3b, the position of the top UE of one pattern of background symbols is shifted one symbol upstream from the position of the "Bell A" symbol. Conversely, on the right reel 3c, the position of the top UE of one pattern of background symbols is shifted one symbol downstream from the position of the "Bell A" symbol.
[0077] As a result, for example, even if it is possible to successfully press the "Bell A" symbol by timing the left-side pattern start marker PSL and right-side pattern start marker PSR to appear in the display window W when the left reel 3a is spinning, since the correspondence between the position of the "Bell A" symbol and the position of one pattern of the background picture is different between the left reel 3a, the middle reel 3b, and the right reel 3c, it is possible to make it difficult to press the "Bell A" symbol by timing the left-side pattern start marker PSL and right-side pattern start marker PSR to appear in the display window W on the other reels (middle reel 3b or right reel 3c).
[0078] In the example shown in Fig. 6, when the position of the top UE of one pattern of background pictures relative to the position of the "Bell A" symbol on the left reel 3a is used as a reference, the positions of the top UE of one pattern of background pictures relative to the position of the "Bell A" symbol on the center reel 3b and the right reel 3c are shifted by one symbol upstream and one symbol downstream, respectively, but they may be shifted by more symbols. Also, in the symbol arrangement in Fig. 3, the symbols (four symbols) arranged at equal intervals (every five symbols) on each reel are "Bell A" symbols, but one or more of these symbols may include symbols using the same motif, such as "Bell B" symbols (similar symbols that are difficult to distinguish visually).
[0079] <Types of gaming roles> In this embodiment, the symbol combinations displayed on each of the reels 3a to 3c are set as shown in Figures 7 to 10, and these are the symbol combinations (corresponding symbols) that constitute the gaming roles. In this embodiment, a total of 51 types of gaming roles are set, including two types of special roles, BB roles 1 and 2 (BB roles; BB stands for big bonus, and is also called "Type 1 BB" or "bonus role"), five types of replay roles 1 to 5, and 44 types of winning roles (minor roles) 1 to 44. The symbol combinations (corresponding symbols) that form each gaming role, the number of gaming medals paid out when the gaming role is formed, etc. are as shown in Figures 7 to 10.
[0080] BB roles 1 and 2 are game roles (bonus roles) that indicate that even if they are formed, no game medals are paid out, but when they are formed, a predetermined bonus (also referred to as "BB" in this embodiment) as a special role is activated, and from the next game, a predetermined bonus game (also referred to as "BB game") that is executed under conditions different from normal game can be started, and the player is transitioned to a special game state (also referred to as "BB in operation") that is advantageous to the player. BB role 1 corresponds to the symbol combination of "blue bar - blue bar - red seven," and BB role 2 corresponds to the symbol combination of "black bar - black bar - red seven" (the names of the symbols that make up the game roles are written in the order of reels 3a, 3b, and 3c; the same applies below). The bonus game that can be started by the formation of BB role 1 or BB role 2 ends when a predetermined number of game medals (for example, 70 medals in this embodiment, but the number can be changed as appropriate) are acquired (as a modification, it may end when a predetermined number of games (for example, 30 games) have been played). BB roles 1 and 2 may be formed in non-RT and RT1 (inside BB) described later, but are roles that cannot be formed in RT2 (during BB operation) ("-" in Figures 7 to 10 indicates that they cannot be formed).
[0081] In this embodiment, only the BB combination is provided as a special combination. However, other special combinations such as an RB combination (RB stands for regular bonus) or an MB combination (MB stands for middle bonus, also referred to as "two types of BB") may be provided. When an RB combination is achieved, an RB game as a bonus game may be set to start from the next game, and when an MB combination is achieved, an MB game as a bonus game may be set to start from the next game. In this case, the RB game may end, for example, when a small combination is achieved a predetermined number of times (e.g., 8 times) or when a predetermined number of games (e.g., 12 times) have been played, and the MB game may end, for example, when a predetermined number of game medals (e.g., over 200) have been paid out. Furthermore, multiple special combinations (for example, multiple types of BB combinations or both BB combinations and MB combinations may be provided) may be provided.
[0082] Replay roles 1 through 5 are replay roles that, when achieved, do not result in the payout of medals, but allow the player to play the next game without reducing the number of medals held (without inserting new medals). Replay role 1 is configured so that when its corresponding symbol, "Bell A Replay (Blue Bar / Black Bar / Gold Seven / Red Seven)" (the " / " in parentheses means "or"), stops and displays on the active line 29, the "Replay" symbol appears on a downward-sloping line in the display window W. For this reason, replay role 1 is also referred to as a "downward-sloping replay" (replay is also abbreviated as "RP"). For the same reason, replay roles 2 through 4 are also referred to as a right-sloping RP, upper-row RP, and middle-row RP, respectively. In addition, the replay role 5 is configured so that when the corresponding symbols "Bell A (Blue Bar / Black Bar / Gold Seven / Red Seven) / Bell B" are stopped and displayed on the active line 29, the symbol "Watermelon" is lined up on the upper line in the display window W. For this reason, the replay role 1 is also called "Upper Watermelon RP".
[0083] As shown in Figure 3 (reel symbols), the "Replay" symbols on the left reel 3a, center reel 3b, and right reel 3c that make up the replay role 4 are arranged every 5 symbols or less on each reel. As a result, when the replay role 4 is won, the corresponding "Replay Replay Replay" symbol can be stopped and displayed (also referred to as "pulled in") on the pay line 29 regardless of the push order or the push position (see the explanation of the reel rotation stop control by the reel control means 134 described below). A role like this replay role 4, which can pull its corresponding symbol (or any of multiple pairs, if there are multiple pairs) onto the pay line 29 regardless of the operation timing of each stop switch, is also referred to as a "100% pull-in possible role" or a "no miss-out role." Note that replay roles 1 to 5, like the replay role 4, are also 100% pull-in possible roles. In addition, the replay roles 1 to 5 may be realized in non-RT and RT1, which will be described later, but are roles that will not be realized in RT2.
[0084] Small winning combinations 1 to 44 are game combinations (winning combinations) that are configured to pay out a predetermined number of game medals when they are achieved. Of the small winning combinations 1 to 44, small winning combinations 1 to 36 are combinations that can be achieved in any of the non-RT, RT1, and RT2 modes described below, while small winning combinations 37 to 39 are combinations that can only be achieved in RT2 (when BB is activated). In addition, small winning combinations 1 to 23 and 40 to 43 are also referred to as "1-coin combinations" because the number of coins to be paid out when they are achieved is set to 1. Similarly, small winning combinations 24 to 37 are also referred to as "15-coin combinations," and small winning combinations 38 and 39 are also referred to as "3-coin combinations." In addition, the 15-coin combination is also referred to as "bell small winning combinations."
[0085] The small win 37 is configured so that when the corresponding symbol "Bell A·Watermelon·(Blue Bar / Black Bar / Gold Seven / Red Seven)" stops and is displayed on the active line 29, the symbol "Watermelon" is lined up on a line sloping down to the right in the display window W. For this reason, the small win 37 is also called the "Watermelon Small Win." The small win 40 is a one-piece win whose corresponding symbol is "Red Seven·Red Seven·Red Seven." For this reason, the small win 40 is also called the "Red 7 Align One-piece Win." In addition, small roles 1 to 7, 24 to 37 are 100% drawable game roles.
[0086] <Basic operations for playing> To play the slot machine 1, a player first places a bet by inserting gaming medals into the medal slot 21, or operates either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of gaming medals within the credit limit, thereby activating a winning line 29. In this embodiment, the specified number of gaming medals required to activate a winning line 29 is set to three in all of the RT states (non-RT, RT1, and RT2) described below. However, the specified number is not limited to this and can be changed as appropriate, for example, by setting the specified number to a different value depending on the RT state. Alternatively, multiple winning lines may be provided, and the number of activated winning lines may be changed depending on the number of gaming medals bet.
[0087] Next, when the player operates the start lever 25, the number of bets is determined (the betted game medals are used for the game), and the role determination process described below is carried out. After that, it is confirmed that the minimum game time has elapsed, and then each of the reels 3a to 3c starts to rotate. Here, the minimum game time refers to the minimum time that must be secured from when all the reels start to rotate in one game until when all the reels start to rotate in the next game, and in this embodiment it is set to 4.1 seconds. When each of the reels 3a to 3c starts to rotate, A plurality of types of symbols displayed on the outer peripheral surfaces of the reels 3a to 3c are displayed moving up and down (usually from top to bottom) within a display window W. When the rotation of the reels 3a to 3c reaches a predetermined speed and becomes constant speed rotation, each of the stop switches 26a to 26c is activated (the operation of the stop switch is made valid to be accepted), and when the player operates the stop switch 26a, the rotation of the reel 3a stops, when the player operates the stop switch 26b, the rotation of the reel 3b stops, and when the player operates the stop switch 26c, the rotation of the reel 3c stops.
[0088] Here, if it is determined that the symbol combination stopped and displayed on the pay line 29 is a predetermined winning pattern (a symbol corresponding to a game role that can win game medals), the number of game medals corresponding to each winning pattern is paid out by the hopper 50 or added as credits.
[0089] Next, the characteristic configuration of the slot machine 1 according to this embodiment will be described with additional reference to FIGS. <Function Block> As shown in FIG. 11, the slot machine according to this embodiment, from a functional viewpoint, mainly includes a bet operation for betting game medals (for example, an operation for inserting game medals into the medal insertion slot 21, or an operation for pressing the 1-BET switch 22 or the MAX-BET switch 23), a reel rotation start operation for rotating each of the stopped reels 3a to 3c (for example, an operation for tilting the start lever 25), and a reel rotation stop operation for stopping the rotation of each of the three reels 3a, 3b, and 3c that variably display a plurality of types of symbols (for example, , pressing the stop switches 26a, 26b, 26c), and settlement operations for paying out game medals that have been bet or saved (credited) (for example, pressing the settlement switch 24), a main control means 100 (corresponding to the main control board 60) that performs main control related to the progress of the game, and a sub-control means 200 (corresponding to the sub-control board 70) that performs predetermined presentation control according to the game situation.
[0090] (1) Functional Blocks of the Main Control Means 100 The main control means 100 can be roughly divided into a game status management means 110 that mainly manages the game status, and The main control means 100 is mainly configured to include a game progress management means 130 for managing the game progress, and a main communication control means 150 for controlling communication in the main control means 100. Of these, the game state management means 110 includes a set value control means 111, an RT state control means 112, a replay operation control means 113, a bonus operation control means 114, a freeze control means 115, a game mode control means 116, and a random number generation / capture means 117.
[0091] The game progress management means 130 includes a received medal management means 131, a role determination means 132, a performance group number determination means 133, a reel control means 134, a stop display symbol determination means 135, a paid medal management means 136, a blocker control means 137, a display lamp control means 138, a push order management means 139, and a condition device group number determination means 140, and the main communication control means 150 includes a control command transmission means 151 and an outer end signal transmission means 152. Each of the above-mentioned means in the main control means 100 is a functional representation of what is configured by hardware such as a main CPU 61, a ROM 62, a RAM 63, and electronic circuits arranged on the main control board 60 shown in Figure 2, and software such as a control program stored in the ROM 62, etc.
[0092] (1-1) Each means constituting the game status management means 110 The setting value control means 111 is configured to control a numerical value (also referred to as a "management setting value") for internally managing the setting value (configured as six levels from setting 1 to setting 6) of the winning combination probability. In this embodiment, consecutive integer values from 1 to 6 (the integer values from 1 to 6 correspond to settings 1 to 6, respectively) are used as the management setting values. The data of the management setting values is stored in a predetermined storage area of the RAM 63, and is referenced when the setting value is confirmed in the winning combination process, and when the setting value is displayed on the setting value indicator (payout number indicator lamp 46j) when the setting is confirmed or changed. The management setting value is also changed in response to a setting change operation by a gaming facility staff member. Specifically, when the setting key switch 83 is turned on and the setting change switch 84 is operated in this state, the setting value is updated by one.
[0093] The RT state control means 112 is configured to control the setting of three RT states: non-RT, RT1, and RT2. Non-RT is the RT state set when the RAM (RAM 63) is initialized. RT1 is the RT state (also referred to as "inside BB") set when the selection of a Type 1 BB-A condition device or Type 1 BB-B condition device (winning BB role 1 or BB role 2) is carried over. RT2 is the RT state (also referred to as "in BB operation") set from the next game when BB role 1 or BB role 2 is achieved, and bonus games can be played during this RT2. In RT2, the replay role is not won, and one of the winning J to Q condition devices is selected (no misses). The transition control of each of the above-mentioned RT states will be explained in detail later.
[0094] The re-play operation control means 113 is configured to set a state (also referred to as a "re-play operation state") in which the player is permitted to play the next game without betting any game medals that he owns, when a re-play role is achieved. When the re-play operation state is set, information indicating the re-play operation state (also referred to as a "re-play operation state flag") is set (for example, the value "1" is stored) in a predetermined storage area of the RAM 63. The set re-play operation state flag is cleared (for example, the value "0" is stored) at a predetermined point in time until the re-play operation state is resolved.
[0095] The bonus operation control means 114 is configured to operate from the time when the bonus combination (in this embodiment, BB combination 1 or BB combination 2) is won (when the 1st type BB-A condition device or the 1st type BB-B condition device is selected), It is configured to execute a predetermined process during the period until the end of the bonus game that is executed when B role 1 or BB role 2 is established. When the BB role 1 or BB role 2 wins, information indicating that the BB role 1 or BB role 2 has won (also referred to as a "Type 1 BB win flag") is set (for example, the value "1" is stored) in a predetermined storage area of the RAM 63. In addition, when the BB role 1 or BB role 2 is established, information indicating that the BB is in operation (also referred to as a "Type 1 BB operation flag") is set (for example, the value "1" is stored) in a predetermined storage area of the RAM 63.
[0096] The freeze control means 115 is configured to set a freeze that delays the execution of control processes related to the progress of the game (for example, processes that accept bet operations, reel spin start operations, reel spin stop operations, etc.) for a predetermined time when a predetermined condition is met. In this embodiment, four types of freezes can be executed: win wait (freeze time 2 seconds), fake wait (freeze time 5 seconds), announcement wait (freeze time 2 seconds), and wait when all the reels stop (freeze time 5 seconds).
[0097] The game mode control means 116 is configured to control the setting of eight game modes from game mode 0 to game mode 7. A game mode refers to a game state (also referred to as the "main game state") that is controlled by the main control means separately from the RT state and is mainly related to the setting state of the AT. The game mode control means 116 also manages whether the player is staying in a normal zone or an advantageous zone, which will be described later, using a zone type number (which takes a value of 0 or 1). Here, a zone type number of 0 indicates staying in a normal zone, and a zone type number of 1 indicates staying in an advantageous zone. Furthermore, the game mode control means 116 manages whether the player has won the AT using an AT winning flag (which takes a value of 0 or 1). Here, an AT winning flag of 0 indicates that the player has not won the AT, and an AT winning flag of 1 indicates that the player has won the AT.
[0098] Game mode 0 is the normal (non-advantageous) game state. Game mode 0 is a mode in which the player stays in the normal zone and does not perform lotteries related to AT play (assist play). Game mode 1 is a game state also called "chance" that is mainly entered when the zone type number is 1 but the AT has not been won. Game mode 2 is a game state also called "post-AT win 1" that is mainly entered when the zone type number is 1 and the AT has been won but the BB has not been won. Game mode 3 is mainly an AT game state that is entered when the BB has been won while the AT has been won. In game mode 3, the push navigation described below is executed, making it a very advantageous game state for the player.
[0099] Game mode 4 is a game state that is mainly referred to as "after AT" and is entered after a BB is established in game mode 7, which will be described later. Game mode 5 is a game state that is mainly referred to as "after AT win 2" and is entered after an AT is won in game mode 4. Game mode 6 is a game state that is mainly referred to as "inside chance" and is entered inside BB when the section type number is 1 and the AT has not been won. Game mode 7 is a game state that is mainly referred to as "inside AT" and is entered after one AT has ended and the reach flag is 0.
[0100] The above-mentioned eight game modes 0 to 7 are divided into a game mode belonging to the normal zone (game mode 0) and a game mode belonging to the advantageous zone (game modes 1 to 7). The normal zone is a period in which push navigation (prize navigation, RP navigation, and eye-pressing navigation) is not performed, and is also a period in which information that can determine the push order (information such as condition device number and instruction number) is not transmitted from the main control means to the sub-control means. The normal zone is also a period in which a lottery (for example, an advantageous zone transition lottery) can be held to determine whether or not to transition to the advantageous zone.
[0101] The advantageous period is a period during which push navigation can be performed, and is also a period during which information that can determine the push order can be transmitted from the main control means to the sub-control means. This is also a period in which lotteries that change the performance of the machine (for example, AT mode lottery) and processes that add to the number of AT games in the advantageous zone (for example, Seven Stock 1 lottery, Seven Stock 2 lottery) can be held. Furthermore, in the advantageous zone, a zone indicator (for example, a DP segment lamp other than the 7-segment lamp among the payout number display lamps 46j (also called "advantageous zone lamp") is lit to notify the player that they are in the advantageous zone. While staying in the advantageous zone, a winning navigation may be performed at least once (in this case, if a winning navigation has not been performed even once, it may be configured so that the player cannot move to the normal zone).
[0102] In addition, there is an upper limit (1500 games) on the period during which a player can stay continuously in the advantageous zone. Furthermore, when the upper limit is reached and the advantageous zone ends, all information related to the advantageous zone (for example, information such as the AT winning flag and the value of the seven stock number counter) is cleared. Note that when the upper limit is reached and the advantageous zone ends, it is not necessary that a winning navigation was performed even once while the player was in the advantageous zone. Furthermore, when the lottery to determine whether or not to move to the advantageous zone and the lottery to change the performance of the advantageous zone are performed based on the role determination result (condition device), they may be performed only for role determination results that do not have a setting difference, and in particular, the lottery to change the performance of the advantageous zone may be performed based on conditions other than the role determination result. In this case, they may be performed without referring to the setting value.
[0103] The random number generation / capture means 117 is composed of the CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number capture circuit 67, and generates and captures random numbers used in various lotteries. In this embodiment, it has four 16-bit random number means (4ch: ch is an abbreviation for "channel") capable of generating a random number sequence in a maximum range of "0 to 65535," and four 8-bit random number means (4ch) capable of generating a random number sequence in a maximum range of "0 to 255," each capable of independently generating a random number sequence. The random numbers generated by these 16-bit random number means or 8-bit random number means are also referred to as hardware random numbers (hardware random numbers) because they are updated based on the clock signal generated by the clock pulse generator 64. Although not shown, this embodiment also includes a random number generation means separate from the random number generation / capture means 117. This random number generating means is composed of the above-mentioned CPU 61 and RAM 63, and has random number means capable of generating a random number sequence within a predetermined numerical range as random numbers used for determining winning combinations, etc. This random number is also called a software random number (soft random number) because it is updated based on a program.
[0104] (Regarding RT state transition control) The transition control of the RT state by the RT state control means 112 mentioned above will be explained with reference to Fig. 12. As shown in this figure, when a type 1 BB-A condition device or a type 1 BB-B condition device is selected during non-RT, condition P1 is satisfied, and this triggers the RT state control means 112 to transition the RT state from non-RT to RT1. Also, during RT1, when BB role 1 or BB role 2 is established (also referred to as "BB establishment" or "BB operation"), condition P2 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT1 to RT2.
[0105] RT2 is an RT state (also referred to as "BB operation") that is set from the next game when BB role 1 or BB role 2 is achieved, and bonus games can be played during this RT2. In RT2, replay roles are not won, and it is set so that one of the winning J to Q condition devices is selected (no misses). During RT2, when more than a predetermined number (70) of game medals are acquired and the bonus game ends (also referred to as "BB operation end"), condition P3 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT2 to non-RT.
[0106] (Game mode transition control) The transition control of game modes by the game mode control means 116 will be described with reference to Figures 13 and 14. As shown in Figure 13, in game mode 0, satisfaction of condition Q1 triggers a transition from game mode 0 to game mode 1, satisfaction of condition Q2 triggers a transition from game mode 0 to game mode 2, satisfaction of condition Q3 triggers a transition from game mode 0 to game mode 3, and satisfaction of condition Q4 triggers a transition from game mode 0 to game mode 6. The contents of each transition condition (conditions Q1 to Q15) are shown in simplified form in Figure 13, but more detailed contents are described in the flowchart described later.
[0107] In game mode 1, satisfaction of condition Q5 triggers a transition from game mode 1 to game mode 0, satisfaction of condition Q6 triggers a transition from game mode 1 to game mode 6, satisfaction of condition Q7 triggers a transition from game mode 1 to game mode 2, and satisfaction of condition Q8 triggers a transition from game mode 1 to game mode 3. Here, the chance game number counter included in condition Q5 is a counter (taking a value from 0 to 30) that manages the number of games played in game mode 1, and when the game mode is switched to game mode 1, the value of the chance game number counter is set to 30, and thereafter, it is decremented by 1 for each game (see also FIG. 14). In addition, the Type 1 BB winning flag included in conditions Q6 to Q8 is a flag (taking the value of 0 or 1) that manages whether or not a BB has been won in the role lottery in the game, and Type 1 BB winning flag = 0 indicates that a BB has not been won in the game, and Type 1 BB winning flag = 1 indicates that a BB has been won in the game (see also Figure 14).
[0108] In game mode 2, satisfaction of condition Q9 triggers a transition to game mode 3. In game mode 3, satisfaction of condition Q11 triggers a transition to game mode 0, and satisfaction of condition Q12 triggers a transition to game mode 7. Here, the bell count counter included in conditions Q11 and Q12 is a counter (taking a value from 0 to 134) that manages the number of times (also called "bell count") that push navigation (winning navigation) can be executed during AT, and winning navigation can be executed when the value of the bell count counter is 1 or greater (see also Figure 14).
[0109] Additionally, the seven numbers included in conditions Q11 and Q12 are numbers that manage the type of AT (red seven or gold seven), with seven number = 1 indicating red seven and seven number = 2 indicating gold seven (see also Figure 14). The seven counter is a counter (taking a value from 0 to 26) that manages the number of red sevens stocked, the cumulative counter is a counter (taking a value from 0 to 2412) that manages the number of game medals acquired (the difference in number of medals) in one advantageous zone, and the reach flag is a flag (taking a value from 0 or 1) that adjusts whether the number of game medals acquired (the difference in number of medals) has reached the upper limit (see also Figure 14).
[0110] In game mode 6, satisfaction of condition Q10 triggers a transition to game mode 1. In game mode 7, satisfaction of condition Q10 triggers a transition to game mode 4. In game mode 4, satisfaction of condition Q8 triggers a transition from game mode 4 to game mode 3, satisfaction of condition Q13 triggers a transition from game mode 4 to game mode 0, and satisfaction of condition Q14 triggers a transition from game mode 4 to game mode 7. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter (taking a value from 0 to 3) that manages the stay cycle during AT.
[0111] Furthermore, when condition Q7 is satisfied during game mode 4, a transition from game mode 4 to game mode 5 occurs, and when condition Q9 is satisfied during game mode 5, a transition to game mode 3 occurs.
[0112] Furthermore, when the player is in one of game modes 1 to 7 (i.e., a favorable zone), the game mode is transitioned to game mode 0 when condition Q15 is satisfied. The favorable zone clear counter included in condition Q15 is a counter (taking a value from 0 to 1500) that manages the number of games continuously played in the favorable zone, is set to 1500 when the player transitions from the normal zone to the favorable zone, and is decremented by 1 each time a game is played in the favorable zone (see also Figure 14). The net increase counter is a counter (taking a value from 0 to 2412) that manages the number of wins (difference in number of coins) during the favorable zone, is set to 0 when the player transitions from the normal zone to the favorable zone, and is updated thereafter according to the number of wins (see also Figure 14).
[0113] In this way, when a game transitions from the normal zone to the advantageous zone, the value of the advantageous zone clear counter is set to "1500," and the value of the advantageous zone clear counter is decremented by 1 each time a game is played in the advantageous zone. When the value of the advantageous zone clear counter reaches "0," the game is forced to transition to the normal zone. Also, if a game transitions from the advantageous zone to the normal zone before the value of the advantageous zone clear counter reaches "0," the value of the advantageous zone clear counter is cleared (set to "0"), and when a game transitions from the normal zone to the advantageous zone again, the value of the advantageous zone clear counter is reset to "1500."
[0114] This embodiment also includes a net gain counter that counts the number of game medals acquired (the difference in number of medals) during the advantageous period. This net gain counter is set to "0" at the start of the advantageous period (or may be set to "0" at the end of the advantageous period), and updates its counter value with each subsequent game and game result. When updating, if the difference in number of medals falls below 0, the counter value is corrected to "0," and if the difference in number of medals is a positive value, the counter value is accumulated and updated as is (such correction may not be performed). When the accumulated difference in number of medals exceeds 2,400, the advantageous period ends and the game transitions to the normal period. Note that the cumulative counter is functionally a counter that performs the same counting as the net gain counter. When checking the number of game medals acquired (the difference in number of medals) during control processing, depending on the processing content, the value of the cumulative counter may be referenced or the value of the net gain counter may be checked.
[0115] Furthermore, a correction counter is also provided as a counter that counts the number of game medals acquired (the difference in number of medals) during the advantageous zone. This correction counter is a counter (taking a value from 0 to 2101) that counts the number of game medals that can be acquired during one advantageous zone (also referred to as the "expected number of medals acquired" or "expected number of medals that can be acquired"), which is calculated by adding the value of the net increase counter (accumulation counter) to the number of AT stocks such as red sevens and gold sevens and the value of the bell count counter. When the value of the correction counter (expected number of medals acquired) exceeds a predetermined value (2100), this may trigger the end of the advantageous zone at a predetermined timing and a transition to the normal zone.
[0116] This configuration makes it difficult for players to determine when the advantageous zone ends. For example, if the end of the advantageous zone is determined solely by the value of the advantageous zone clear counter or the value of the net gain counter, displaying these values to the player allows the player to easily determine when the advantageous zone ends by checking them. However, if a correction counter is provided, the advantageous zone may end when the correction counter reaches a predetermined value, even though the advantageous zone clear counter or net gain counter has not yet reached its upper limit. This makes it difficult to determine when the advantageous zone ends, increasing the enjoyment of the game. Furthermore, by setting the predetermined value (2100) of the correction counter to a value smaller than the upper limit (2400) of the net gain counter, it is possible to reduce the possibility of the advantageous zone ending during the automatic payout. For example, if the value of the correction counter (expected number of wins) exceeds the predetermined value (2100) during the automatic payout, and the next automatic payout can be executed after the end of that automatic payout, the net gain counter may exceed the upper limit (2400) during the execution of the next automatic payout, thereby ending the advantageous zone. If the advantageous zone ends during AT, the player may become disappointed, but if the advantageous zone ends when the correction counter value (expected number of wins) exceeds a predetermined value (2100), this situation can be avoided.
[0117] (Lottery executed in each game mode) Next, various lotteries performed by the game mode control means 116 in the above-mentioned game modes 0 to 7 will be explained with reference to Figures 15 to 22. The advantageous zone transition lottery shown in Figure 15(A) is a lottery to determine whether to transition to an advantageous zone, and selects either a win (1) or a loss (0) based on the condition device group A number (condition device group numbers will be described later). The number of winning positions corresponding to each condition device group A number is as shown in the figure.
[0118] The chance mode 1 lottery shown in Figure 15(B) is a lottery to determine the chance mode number (a number that controls the likelihood of winning in the lottery during chance (game mode 1)), and selects one of the chance mode numbers 0 to 4 based on the condition device group H number. The winning number corresponding to each condition device group H number is as shown in the figure.
[0119] The chance mode 2 lottery-1 shown in Figure 15 (C) is a lottery to determine the chance mode number during BB operation in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group D number. The winning number corresponding to each condition device group D number is as shown in the figure.
[0120] The chance mode 2 lottery-2 shown in Figure 15 (D) is a lottery to determine the chance mode number during the BB non-operation in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group B number. The winning number corresponding to each condition device group B number is as shown in the figure.
[0121] The chance mode 3 lottery shown in Figure 15(E) is a lottery to determine a new chance mode number at the end of a stay period during chance (game mode 1), and a new chance mode number from 0 to 4 (actually 0 or 4) is selected based on the current chance mode number 1 to 3 (no lottery if 0). The winning set value number corresponding to each chance mode number is as shown. Note that chance mode number 4 indicates an AT win. The chance mode lotteries in Figures 15(B) to (E) are collectively referred to as AT lotteries.
[0122] The chance game number lottery shown in Figure 16(A) is a lottery to determine the number of games to stay in chance (game mode 1) when any of chance mode numbers 1 to 3 is selected in chance mode 1 lottery (also referred to as "chance mode winning"), and selects one of the number of games 0, 10, 20, or 30 based on the selected chance mode number 1 to 3. The winning number corresponding to each chance mode number is as shown in the figure.
[0123] The chance cycle lottery shown in Figure 16(B) is a lottery that determines the number of cycles when a chance mode is won, and selects one of the cycle numbers 0 to 4 based on the chance mode number 1 to 3 selected in the chance mode 1 lottery. The winning number corresponding to each chance mode number is as shown in the figure.
[0124] The EX1 mode lottery shown in Figure 16(C) is a lottery to determine the add-on mode number after winning the AT (the number that manages the stock add-on status during the AT), and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.
[0125] The EX2 mode lottery shown in Figure 16(D) is a lottery that is held while the player is in game mode 2 or 5, in order to determine the additional mode number after winning the AT, just like the EX1 mode lottery, and selects one of the additional mode numbers 0 to 2 (actually 0 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.
[0126] AT mode lottery-1 shown in Figure 16(E) is a lottery that is held especially while staying in game modes 0 to 2 to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.
[0127] AT mode lottery-2 shown in Figure 16(F) is a lottery that is held especially while in game modes 3 to 5, in order to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, just like AT mode lottery-1, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The number of winning positions corresponding to each condition device group J number is as shown in the figure.
[0128] AT mode lottery-3 shown in Figure 16(G) is the same as AT mode lottery-1 and 2, and is a lottery held after all reels have stopped (also called "after all stops") to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The number of winning positions corresponding to each condition device group J number is as shown in the figure.
[0129] The Seven 1 lottery shown in Figure 17(A) is a lottery held during game mode 1 or 4 and after a full stop to determine the type of AT (red seven or gold seven), and selects one of the seven numbers 0 to 2 based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.
[0130] The Seven 2 lottery shown in Figure 17(B) is the same as the Seven 1 lottery, and is conducted to determine the type of AT, especially when the player is in game mode 2 or 5. Based on the condition device group F number, one of the Seven numbers 0 to 2 is selected. The winning number corresponding to each condition device group F number is as shown in the figure.
[0131] The AT mode rewrite lottery shown in Figure 17(C) is a lottery to rewrite the AT mode number after the AT ends, and selects one of the AT mode numbers 0 to 5 based on the value of the advantageous zone clear counter (less than 300 or 300 or more). The winning number corresponding to each advantageous zone clear counter value is as shown in the figure.
[0132] The Seven Loop Lottery shown in Figure 17(D) is a lottery to decide whether or not to continue Red Seven, and selects either a win (1) or a loss (0) based on the loop number (the number that controls the continuation rate of Red Seven). The number of winning positions corresponding to each loop number is as shown in the figure.
[0133] The Gold Seven Loop Lottery shown in Figure 17(E) is a lottery to decide whether to continue Gold Seven or not, and selects either a win (1) or a loss (0). The winning numbers assigned to wins (1) and losses (0) are as shown in the figure.
[0134] The Gold Seven Loop Rewrite Lottery shown in Figure 17(F) is used to rewrite the Gold Seven continuation rate. The lottery is a drawing in which either a winning (1) or losing (0) is selected based on the condition device group E number. The winning numbers corresponding to each condition device group E number are as shown in the figure.
[0135] The add-on mode lottery shown in Figure 17(G) is a lottery to determine the add-on mode number during AT, and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2). The winning number assigned to each add-on mode number is as shown in the figure.
[0136] The bell count change lottery shown in Figure 18(A) is a lottery to rewrite the number of bells, and selects either a win (1) or a loss (0) based on the value of the bell count counter. The winning numbers corresponding to each bell count counter value are as shown in the figure.
[0137] The Seven Stock 1 lottery shown in Figure 18(B) is a lottery to determine whether or not to add the AT stock number, and selects either a win (1) or a loss (0) based on the condition device group C number. The winning number corresponding to each condition device group C number is as shown in the figure.
[0138] The Seven Stock 2 lottery shown in Figure 18(C) is the same as the Seven Stock 1 lottery in that it determines whether or not to add the AT stock number, and selects either a win (1) or a loss (0) based on the condition device group E number. The winning number corresponding to each condition device group E number is as shown in the figure.
[0139] The effect lever wait lottery shown in Figure 18(D) is a lottery to decide whether or not to perform a fake wait as a freeze, and selects either a win (1) or a loss (0) based on the condition device group J number. The number of wins corresponding to each condition device group J number is as shown in the figure.
[0140] 19(A) is a lottery that is held especially when the AT mode number is 1 or 2 to determine the number of stay cycles during the AT (the number of BB operations required to return from game mode 3 to game mode 3 via game modes 7 and 4) at the end of the AT, and selects one of the stay cycle numbers 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.
[0141] AT Cycle Lottery-2 shown in Figure 19(B) is the same as AT Cycle Lottery-1, and is a lottery held at the end of the AT to determine the number of stay cycles during the AT, especially when the AT mode number is 3 or 4, and selects one of the stay cycle numbers 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.
[0142] The pullback 1 lottery-1 shown in Figure 19(C) is a lottery that is held especially when the AT mode number is 1 to 3 to determine whether or not the AT will be won again after the AT has ended, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning positions corresponding to each condition device group C number is as shown in the figure.
[0143] The pullback 1 lottery-2 shown in Figure 19(D) is the same as the pullback 1 lottery-1, and is a lottery that is held especially when the AT mode number is 4 to determine whether or not the AT will be won again after the AT has ended, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.
[0144] The drawback 1 lottery-3 shown in Figure 20(A) is the same as the drawback 1 lottery-1, 2, and is a lottery that is held especially when the AT mode number is 5 to determine whether or not the AT will be won again after the AT has ended, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.
[0145] The pullback 2 lottery shown in Figure 20(B) is a lottery to determine whether or not you will win the AT again after the number of stay cycles during the AT has reached 0, and selects either a win (1) or a loss (0) based on the AT mode number. The number of winning positions corresponding to each AT mode number is as shown in the figure.
[0146] The AT cycle preferential game number lottery shown in Figure 20(C) is a lottery to determine the number of games to be set in a predetermined preferential state after the AT ends (also called the "preferential state game number"), and selects one of the preferential state game numbers 0, 10, 20, or 30 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.
[0147] The Seven Table 1 lottery shown in Figure 21(A) is a lottery to determine the Seven Table number (the number that manages the table that determines the continuation rate during Red Seven), and selects one of the Seven Table numbers 0 to 15 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.
[0148] The Seven Table 2 lottery shown in Figure 21(B) is the same as the Seven Table 1 lottery, in which the Seven Table number is determined, and one of the Seven Table numbers 0 to 15 is selected based on the condition device group G number. The winning number corresponding to each condition device group G number is as shown in the figure.
[0149] The Bell Number 1 Lottery-1 shown in Figure 22(A) is the first lottery to determine the number of bells, which is held especially when the game mode is 0 to 2, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number (a number that controls the ease of counting up). The winning number corresponding to each CU rank number is as shown in the figure.
[0150] Bell Number 1 Lottery-2 shown in Figure 22(B) is the same as Bell Number 1 Lottery-1, and is the first lottery held when the game mode is 4 or 5 to determine the number of bells, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.
[0151] The bell count 2 lottery shown in Figure 22(C) is a lottery for the second or subsequent times to determine the number of bells, and selects one of the bell counts 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.
[0152] The Bell Number 3 lottery shown in Figure 22(D) is the same as the Bell Number 2 lottery, and is the lottery for the second or subsequent times to determine the number of bells, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20. The winning numbers assigned to each bell number are as shown in the figure.
[0153] (1-2) Each means constituting the game progress management means 130 Returning to FIG. 11, the received medal management means 131 is configured to control whether the game medals actually accepted (game medals that are guided to the acceptance passage and detected by the inserted medal sensor 28b, also referred to as "received game medals") among the game medals inserted from the medal insertion slot 21 (also referred to as "inserted game medals") are to be directly bet or credited. In this embodiment, the number of bets is set to the maximum bet. If the number of bets has not reached the maximum bet allowance (the number of bets required to play a game (the specified number "3")), the received game medals will be game medals that will be bet directly, and if the number of bets has reached the maximum bet allowance and the number of credits has not reached the maximum credit allowance (for example, "50"), the received game medals will be game medals that will be credited.
[0154] Furthermore, the accepted medal management means 131 is configured to perform automatic betting processing (processing to set a state in which the same number of medals as the number of medals bet in the previous game are bet without reducing the number of medals held by the player) in a game that has been set to the replay operation state. Even in the replay operation state, if the number of credits has not reached the maximum credit allowance, the inserted medals are accepted as medals to be credited (although they may not be accepted). If the number of bets has reached the maximum bet allowance and the number of credits has also reached the maximum credit allowance, the inserted medals are not accepted and are returned.
[0155] The role determination means 132 is configured to perform role determination processing (internal lottery) to select at least one role determination result from multiple role determination results (condition devices) based on a preset role determination probability (lottery setting number) when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted). This role determination processing is performed using a random number generated by the above-mentioned 16-bit random number means. Specifically, when the start lever 25 is operated, the random number generated by the 16-bit random number means is taken in. Then, when performing the role determination processing, the taken-in random number is read out, a predetermined software random number is added to the read random number, and a condition device is selected using the random number after the addition. It is also possible to select a condition device using the read random number without adding the predetermined software random number.
[0156] The role determination process is performed by referring to a predetermined role determination table (not shown). The role determination table is configured so that lottery placement number data corresponding to each condition device is stored in a predetermined storage area (multiple addresses) in ROM 62 according to the setting value. When one or more condition devices are selected in the role determination process, the game role corresponding to the selected condition device becomes the role that is allowed to be achieved in that game. Information on the selected condition device (winning role) is stored in a predetermined storage area in RAM 63, but if the information on the winning item stored in one game is information regarding the winning of a small role or a replay role, it is cleared (reset to "0") after the end of that game, regardless of whether or not these small roles or replay roles are achieved. On the other hand, if the BB role is won but not achieved, information regarding the winning of the BB role is stored and not cleared until the BB role is achieved.
[0157] The effect group number determination means 133 is configured to perform processing to associate an effect group number with the condition device selected by the winning combination determination processing. In this embodiment, as shown in FIG. 23, an effect group A group number (0 or 1) is associated with the bonus condition device, and an effect group B group number (0 to 29) is associated with the winning replay condition device. For example, as shown in FIG. 23(A), the effect group A group number 1 is commonly associated with the type 1 BB-A condition device and the type 1 BB-B condition device. Also, as shown in FIG. 23(B), the effect group B group number 13 is commonly associated with the winning-A1 to A12 condition devices, and the effect group B group number 14 is commonly associated with the winning-B1 to B12 condition devices, where differences in the push order can result in advantages or disadvantages in the game (effect on ball payout) and differences in the number of game medals paid out (number of medals won).
[0158] In contrast, there are replay-A to L condition devices that correspond to winning of replay roles that do not affect the advantage or disadvantage of the game (does not affect the ball output) depending on the push order, and For winning replay condition devices corresponding to the winning of a small role (winning role) in which there is no difference in the number of medals paid out (number won) or the number of game medals that can be won is small (for example, less than the specified number of bets), different presentation group B numbers are associated with each individual condition device.
[0159] Returning to Figure 11, the reel control means 134 is configured to start the rotation of the reels 3a to 3c after confirming that the minimum play time has elapsed when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted), and after all the reels that have started to rotate are in a constant speed rotation state, to stop the rotation of each of the corresponding reels 3a to 3c in turn when the stop switches 26a, 26b, 26c are operated in sequence (when each operation of the stop switches 26a to 26c is validly accepted).
[0160] The spinning stop control of each of the reels 3a to 3c is performed according to the operation mode (push order, operation timing, etc.) of the stop switches 26a to 26c based on each stop table (not shown) that is set according to the result of the role determination selected by the role determination process. Each of the reels 3a to 3c is controlled so that each of the reels 3a to 3c stops within a predetermined allowable stop time (for example, 190 milliseconds) from the timing when the stop switch 26a, 26b, 26c is operated (within the range of the maximum number of sliding frames, 5 frames, in this embodiment).
[0161] That is, as a result of the role determination process, if a predetermined gaming role is selected as a role that is allowed to be achieved, the reels 3a to 3c are controlled to stop so that the symbols corresponding to the selected gaming role are stopped and displayed on the pay line 29 as much as possible within the range of the allowed stop time, and in the case of a loss, the symbols corresponding to none of the gaming roles are stopped and displayed on the pay line 29. Note that in cases where a replay role or a small role is won while a special role has been won and where a special role and a replay role or a small role are won in combination, the reels may be controlled to stop spinning with a priority given to the replay role, in which the replay role is achieved first, then the special role, and then the small role (the small role may be given a higher priority than the special role).
[0162] The stopped display symbol determination means 135 is configured to determine which symbol is stopped and displayed by the reels 3a to 3c based on the timing at which the stop switches 26a to 26c are operated, and to determine whether a gaming combination is achieved based on the symbol combination determined to be stopped and displayed on the pay line 29 (which may be different from the symbol combination actually stopped and displayed).
[0163] When a minor winning combination is achieved, the payout medal management means 136 pays out game medals in a number corresponding to the achieved minor winning combination by means of a stored addition payout that adds the number of credits to the number of credits if the number of credits has not reached the maximum allowable number of credits, or by means of an actual payout that drives the hopper 50 via the hopper drive circuit 52 if the number of credits has reached the maximum allowable number of credits. Also, when a settlement operation (pressing the settlement switch 24) is validly accepted, the payout medal management means 136 drives the hopper 50 to pay out the number of game medals that were bet or the number of game medals that were credited.
[0164] The blocker control means 137 is configured to output a blocker signal for controlling the above-mentioned blocker 48, and switch the blocker 48 between an ON state (a state in which game medals can be accepted) and an OFF state (a state in which game medals cannot be accepted). When the blocker 48 is in the OFF state, game medals inserted into the medal insertion slot 21 are guided to the return passage and returned. However, the insertion of game medals is detected by the inserted medal sensor 28a.
[0165] The indicator lamp control means 138 controls the various indicator lamps (MAX-BET indicator lamp The control of turning on and off the indicator lamps 46a, 46b, 46c, 46d, 46e, 46f, 46g, 46h, 46j, 46a, 46b, 46c, 46d, 46e, 46f, 46g, 46h, 46j) is performed via the indicator lamp control circuit 47. When the indicator lamp 46j is made to function as a main push order annunciator, the indicator lamp 46j is controlled by the push order management means 139.
[0166] The push order management means 139 is configured to select an instruction number (any of 0 to 6) corresponding to the push order to be notified, depending on the role determination result (condition device) selected by the role determination process. Instruction number 0 is selected when the push order is not to be notified, and instruction numbers 1 to 6 are selected when the push order is to be notified. In this embodiment, instruction number 1 corresponds to the push orders of "left center right", instruction number 2 to "left left center", instruction number 3 to "center left left", instruction number 4 to "center right left", instruction number 5 to "right left center", and instruction number 6 to "right center left".
[0167] In addition, the push sequence management means 139 is also configured to make the payout number display lamp 46j function as a main side push sequence annunciator, and perform push navigation (main side push navigation) by announcing the selected instruction number. This push navigation uses two 7-segment lamps (hereinafter sometimes abbreviated as "7-seg") provided on the payout number display lamp 46j to notify the navigation number. For example, "=" is displayed on the left 7-segment lamp, and the numerical value of the instruction number (for example, "2" for instruction number 2) is displayed on the right 7-segment lamp. The "=" displayed on the left 7-segment lamp is to distinguish it from when the payout number display lamp 46j is displaying the payout number. When navigation number 0 is selected, no display is made by the payout number display lamp 46j, but in another embodiment, "=" may be displayed on the left 7-segment display and "0" on the right 7-segment display, or "0" may be displayed on both the left and right 7-segment displays, or "0" may be displayed on only one of the left or right 7-segment displays.
[0168] The condition device group number determination means 140 is configured to determine a condition device group number used to select a winning value in various lotteries, according to the effect group A group number and effect group B group number determined by the effect group number determination means 133. Specifically, the condition device group numbers are divided into 10 types, from the condition device group A number to the condition device group J number, and each combination of the effect group A group number and the effect group B group number is previously associated with each number value, from the condition device group A number to the condition device group J number. Specific associations are as shown in FIG. 24. For example, for the combination of effect group A group number 1 and effect group B group number 0, the condition device group A number 1, condition device group B number 2, condition device group C number 2, condition device group D number 0, condition device group E number 0, condition device group F number 1, condition device group G number 0, condition device group H number 1, condition device group I number 0, and condition device group J number 1 are associated, respectively. In addition, the remarks column in the table of Figure 24 lists abbreviations that represent the contents of each combination of performance group A group number and performance group B group number.
[0169] (Detailed explanation of the role determination process) The role determination process executed by the role determination means 132 is a series of processes in which a role is drawn once per game based on a predetermined probability (role determination probability), and a symbol combination that can be stopped and displayed on an active line is determined based on the winning number determined by the role drawing. More specifically, first, a role is drawn based on the role determination probability, and one winning number is determined from a plurality of winning numbers (including losing numbers) by this role drawing. Each winning number is linked in advance to a bonus condition device number or a winning replay condition device number, and when one winning number is determined, the bonus condition device number or winning replay condition device number linked to that winning number is saved in a specified memory area of the RAM. Here, The bonus condition device number and the winning replay condition device number are stored in different memory areas. This allows the symbol combinations associated with the condition devices of the various condition device numbers stored in RAM to be aligned on an active line.
[0170] In the above example, one winning number was linked to either a bonus condition device number or a winning replay condition device number, but one winning number may also be linked to both a bonus condition device number and a winning replay condition device number.
[0171] The above-described winning probability can be set arbitrarily. Furthermore, the winning probability can be configured to change depending on the setting value set by a gaming parlor staff member or the like. In this embodiment, six setting values are provided, from setting 1 to setting 6. There are winning numbers for which the winning probability varies depending on the setting value, and winning numbers for which the winning probability remains constant even when the setting value is changed. Hereinafter, setting the winning probability to vary depending on the setting value is referred to as "setting a difference." It is possible to arbitrarily determine whether or not to set a difference for each winning number. As an example, a setting difference may not be set for winning numbers linked to the condition device number of a condition device that triggers a lottery that affects the payout rate (the ratio of the number of payouts to the number of game medals used for play) in the slot machine 1, while a setting difference may or may not be set for winning numbers linked to the condition device number of a condition device that does not trigger a lottery.
[0172] FIG. 25 shows an example of the winning probability of the slot machine 1, showing the winning number assigned to each winning number (total number of winning numbers: 65,536). FIG. 25 does not show the winning numbers, but shows the condition device associated with each winning number. This example also shows the winning number in each RT state (non-RT, RT1, RT2) for three settings: 1, 3, and 6. According to this example, during non-RT, the probability of selecting a winning number associated with a Type 1 BB-A condition device number or a winning number associated with a Type 1 BB-B condition device number is set relatively high, at approximately 7 / 100. During non-RT or RT1, the probability of selecting one of the winning numbers associated with the prize-winning condition device numbers A1 to A12 is set fairly high, at approximately 7 / 10.
[0173] The table in Figure 26(A) shows the type of bonus condition device, the bonus condition device number assigned to that bonus condition device, and the symbol combination associated with each condition device (indicated as "winning role" in Figure 26(A)), and the tables in Figure 26(B) and Figures 27 to 31 show the type of winning replay condition device, the winning replay condition device number assigned to that winning replay condition device, and the symbol combination associated with each condition device (indicated as "winning role" in Figure 26(B) and Figures 27 to 31), etc. The contents of some condition devices will be specifically explained below.
[0174] In the bonus condition device shown in FIG. 26(A), the bonus condition device number 1 is assigned to the 1st type BB-A condition device, and the bonus condition device number 2 is assigned to the 1st type BB-B condition device. The bonus condition device number 0 indicates that it does not correspond to any bonus condition device. The symbol combination of BB role 1 is associated with the 1st type BB-A condition device, and this symbol combination can be stopped and displayed during non-RT, which will be described later. Also, if the symbol combination of BB role 1 cannot be aligned on an active line, the game moves to RT1, which will be described later, and the state in which the symbol combination can be aligned is carried over. On the other hand, in RT2, the symbol combination of BB role 1 cannot be aligned on an active line, and therefore, this state is not carried over (in FIG. 26(A), "-" in the "RT2 (BB in operation)" column indicates that the symbol combination cannot be aligned, and the state in which it can be aligned is not carried over). The symbol combination of BB role 2 is associated with the 1st type BB-B condition device. The symbol combination is associated with the BB role 2, and this symbol combination can be displayed as a stop during non-RT. Also, if the symbol combination of BB role 2 cannot be aligned on an active line, the game will move to RT1, and the state in which the symbol combination can be aligned will be carried over. Also, in RT2, the symbol combination of BB role 2 cannot be aligned on an active line, so the state will not be carried over.
[0175] The replay-A through replay-L condition devices shown in FIG. 26(B) are assigned winning replay condition device numbers from 1 through 12, respectively. These condition devices are condition devices to which replay symbol combinations are associated. While replay symbol combinations may be aligned during non-RT and RT1, such a state is not possible during RT2. Furthermore, if any of the winning replay device numbers 1 through 12 in FIG. 26(B) is linked to the winning number determined by the winning combination lottery, the symbol combination shown in the "winning combination" column corresponding to that number will be aligned on a winning line. For example, if winning number 1 is determined by the winning combination lottery, any one of the replay symbol combinations 1 through 4 associated with the replay-A condition device of winning replay condition device number 1 will be aligned. Also, if the winning number 12 is determined in the winning combination lottery, it will be possible to line up any one of the replay combinations 2 to 5 associated with the replay-L condition device of the winning replay condition device number 12. The number 0 shown in Figure 26(B) indicates that a winning number has been determined that will result in no winning or replay combination being lined up, i.e., a loss. In this embodiment, a loss state can only occur during non-RT, but it may also occur during RT1 or RT2.
[0176] The winning-A1 to A12 condition devices shown in Figures 26(B), 27, and 28 are assigned winning replay condition device numbers from 13 to 24, respectively. These condition devices are associated with symbol combinations of small winning combinations. Furthermore, during non-RT and RT1, symbol combinations corresponding to the winning-A1 to A12 condition devices may be aligned, but during RT2, such a state is not achieved. The winning-B1 to B12 condition devices shown in Figures 28 to 30 are assigned winning replay condition device numbers from 25 to 36, respectively. These condition devices are associated with symbol combinations of small winning combinations. During non-RT and RT1, symbol combinations corresponding to the winning-B1 to B12 condition devices may be aligned, but during RT2, such a state is not achieved. The winning-C to E condition devices shown in Figure 31 are assigned winning replay condition device numbers from 37 to 39, respectively. These condition devices are condition devices to which small winning symbol combinations are associated, and during non-RT and RT1, it may be possible to line up symbol combinations corresponding to the winning-C to E condition devices, but during RT2, it is configured so that such a state does not occur.
[0177] (Detailed explanation of reel control according to the result of the lottery) Next, a description will be given of the reel control executed by the reel control means 134 when a state is reached in which a symbol combination corresponding to each of the above-mentioned condition devices can be achieved. (a) Reel control for Type 1 BB During a non-RT period in which a symbol combination corresponding to a Type 1 BB-A condition device shown in Figure 26(A) can be aligned, or during RT1 in which a state in which a symbol combination corresponding to a Type 1 BB-A condition device can be aligned is carried over, if the player's push position allows the corresponding symbols of BB role 1, "blue bar, blue bar, red seven," to be drawn onto the active line 29, then BB role 1 is achieved. Similarly, during a non-RT period in which a symbol combination corresponding to a Type 1 BB-B condition device can be aligned, or during RT1 in which a state in which a symbol combination corresponding to a Type 1 BB-B condition device can be aligned is carried over, if the player's push position allows the corresponding symbols of BB role 2, "black bar, black bar, red seven," to be drawn onto the active line 29, then BB role 2 is achieved.
[0178] (b) Reel control for replay When a symbol combination corresponding to the replay-A to D condition devices shown in Figure 26 (B) is aligned, reel control is performed so that replay role 4 (middle RP) is always achieved, regardless of the push order or push position, whether in non-RT or RT1. Also, when a symbol combination corresponding to the replay-E to G condition devices is aligned during non-RT or RT, reel control is performed so that replay role 1 or 3 is achieved. Also, when a symbol combination corresponding to the replay-H to J condition devices is aligned during non-RT, replay role 2 (right-up RP) is always achieved, regardless of the push order or push position, whereas when a symbol combination is aligned during RT1, reel control is performed so that replay role 4 (middle RP) is always achieved, regardless of the push order or push position. Furthermore, if the symbol combination corresponding to the replay-K, L condition device can be aligned during non-RT, replay role 5 (upper row watermelon RP) will always be achieved regardless of the order or position of the buttons pressed, whereas if the symbol combination can be aligned during RT1, the reels are controlled so that replay role 4 (middle row RP) will always be achieved regardless of the order or position of the buttons pressed.
[0179] In addition, if the losing winning number is determined during RT1, when the losing winning number is determined, if the button presses are pressed in a predetermined order such as reverse (the order in which the stop switch 26c is operated first), the symbol combination of "Red Seven, Red Seven, Red Seven" (also referred to as "Red 7 matching symbol") may be displayed in the display window W (for example, on the active line 29) depending on the button presses. This Red 7 matching symbol is the same as the corresponding symbol of the small win 40 (Red 7 matching small win), but the small win 40 is only formed during RT2 (see Figure 10). Therefore, the Red 7 matching symbol that is stopped and displayed during RT1 is always a losing symbol.
[0180] (c) Reel control regarding winning When the symbol combinations corresponding to the winning-A1 to A12 condition devices shown in Figures 26(B), 27, and 28 are aligned during non-RT, a predetermined 1-piece role is always achieved regardless of the pressing order or pressing position, and when they are aligned during RT1, reel control is performed so that the role that is achieved varies depending on the pressing order or pressing position. For example, the winning-A11 condition device shown in Figure 28 is a condition device corresponding to symbol combinations of small roles 6, 10, 15, 16, 21, and 34, and when these symbol combinations are aligned during non-RT, reel control is performed so that small role 6, which is a 1-piece role, is always achieved regardless of the pressing order or pressing position.
[0181] On the other hand, if the symbol combination corresponding to the winning-A11 condition device is aligned during RT1, the reel control is such that when the button presses are "center, right, left," the 15-coin minor win 6 is achieved with a 1 / 1 probability; when the button presses are "right, center, left," the 15-coin minor win 34 is achieved with a 1 / 1 probability; and when the button presses are otherwise performed ("left, center, right," "left, right, center," "center, left, right," "center, right, left"), one of the 1-coin minor wins 10, 15, or 16 is achieved with a 1 / 8 probability. Note that "left," "center," and "right" refer to stop switches 26a, 26b, and 26c, and their order indicates their operation. For example, "center, right, left" represents the order in which the stop switches are operated in the order 26b, 26c, and 26a. In Figures 27-30, each button press is indicated by the numbers "1," "2," and "3." The numbers "123", "132", "213", "231", "312", and "321" in the diagram correspond to the following pressing orders, respectively: "left center right", "left left center", "center left right", "center right left", "center right left", and "right center left".
[0182] During RT1, the state in which the symbol combination corresponding to the bonus condition device can be aligned is carried over, so depending on the pressing order and pressing position, BB role 1 or BB role 2 may be formed. For example, in RT1, the state in which the symbol combination corresponding to the 1st type BB-B condition device (i.e., the symbol combination of BB role 2) can be aligned, the symbol combination corresponding to the winning-A11 condition device When the pressing order is "center right left" or "right center left", small win 6 and small win 34 will always be achieved, so BB win 2 will not be achieved. On the other hand, when pressing in other orders ("left center right", "left left center", "center left left", "center right left"), if the pressing order allows you to draw in the corresponding symbols of small win 10, 15, or 16, BB win 2 will not be achieved, but if you cannot draw in these corresponding symbols, and conversely, if you can draw in the corresponding symbols of BB win 2, "black bar / black bar / red seven", the reel control is performed so that BB win 2 will be achieved.
[0183] Specifically, we will explain the case where the push order is "left, center, right." First, we will explain the case where the push position on the first left reel is within the range where the "Red Seven" symbol can be drawn. In this case, reel control is performed on the left reel to draw the "Red Seven" symbol, so at that stage, there is still a possibility that either small win 16 or small win 21 will be achieved. Next, if the push position on the second center reel is within the range where the "Blue Bar" symbol can be drawn, reel control is performed on the center reel to draw the "Blue Bar" symbol, so at that stage, there is still a possibility that small win 16 will be achieved. Finally, if the push position on the third right reel is within the range where the "Blue Bar" symbol can be drawn, reel control is performed on the right reel to draw the "Blue Bar" symbol, so finally small win 16 (corresponding symbols "Red Seven, Blue Bar, Blue Bar") will be achieved. On the other hand, if the pressing position on the second middle reel is within the range where the "Red Seven" symbol can be drawn in, the reel control will be performed on the middle reel to draw in the "Red Seven" symbol, and a miss (no winning combination will be achieved) will be confirmed at that stage (there remains a possibility that the "Red Seven - Red Seven - Red Seven" symbol combination will ultimately be displayed), and finally, if the pressing position on the third right reel is within the range where the "Red Seven" symbol can be drawn in, the reel control will be performed on the right reel to draw in the "Red Seven" symbol, and the "Red Seven - Red Seven - Red Seven" symbol combination will ultimately be displayed.
[0184] Next, we will explain what happens when the first left reel is pressed within a range that can pull in the "black bar" symbol. In this case, the left reel is controlled to pull in the "black bar" symbol, leaving the possibility of either BB combination 2, small combination 10, or small combination 15 being achieved at that stage. Next, if the second center reel is pressed within a range that can pull in the "black bar" symbol, the center reel is controlled to pull in the "black bar" symbol, leaving the possibility of BB combination 2 being achieved at that stage. Finally, if the third right reel is pressed within a range that can pull in the "red seven" symbol, the right reel is controlled to pull in the "red seven" symbol, leaving the possibility of BB combination 2 (corresponding symbols: black bar, black bar, red seven) being achieved. On the other hand, if the pressing position on the second middle reel is within the range where the "Gold Seven" symbol can be drawn in, the middle reel will be controlled to draw in the "Gold Seven" symbol, so there is still a possibility of achieving minor win 10 at that stage, and finally, if the pressing position on the third right reel is within the range where the "Gold Seven" symbol can be drawn in, the right reel will be controlled to draw in the "Gold Seven" symbol, so ultimately minor win 10 (corresponding symbol "black bar - gold seven - gold seven") will be achieved.
[0185] The reel control is performed so that the winning combinations of the winning-B1 to B12 condition devices shown in Figures 28 to 30 are different depending on the push order and push position, whether they are aligned during non-RT or RT1. For example, the winning-B7 condition device shown in Figure 29 is a condition device to which symbol combinations of small wins 4, 5, 8, 13, 18, 23, and 30 are associated. When these symbol combinations are aligned during non-RT, reel control is performed so that when the push order is "middle first," small win 30, which is a 15-piece win, is achieved with a 1 / 1 probability, and when the push order is "left first" or "right first," small win 5, which is a 1-piece win, is achieved with a 1 / 1 probability. Note that "left first" refers to the push order in which the stop switch 26a is operated first, "middle first" refers to the push order in which the stop switch 26b is operated first, and "right first" refers to the push order in which the stop switch 26c is operated first. In Figures 28 to 31, "left first" refers to the push order in which the stop switch 26a is operated first, "middle first" refers to the push order in which the stop switch 26b is operated first, and "right first" refers to the push order in which the stop switch 26c is operated first. The pressing order for "center first" and "right first" are displayed as "1·-·-", "-·2·-", and "-·-·3", respectively.
[0186] On the other hand, if the symbol combination corresponding to the winning-B7 condition device is aligned during RT1, when the push order is "middle left right", small symbol 4 or small symbol 5, which are 1-piece roles, will be achieved with a probability of 1 / 1, when the push order is "right left middle", small symbol 30, which is a 15-piece role, will be achieved with a probability of 1 / 1, and when the push order is other than "left middle right", "left left middle", "middle right left", "right middle left"), any of the small symbol roles 8, 13, 18, and 23, which are 1-piece roles, will be achieved with a probability of 1 / 8. Also, during RT1, when the state in which the symbol combination corresponding to the type 1 BB-A condition device (i.e., the symbol combination of BB role 1) is aligned is carried over, if the symbol combination corresponding to the winning-B7 condition device is aligned, when the push order is "middle left left" or "right left middle", small symbol 4, 5, and small symbol 30 will always be achieved, so BB role 1 will never be achieved. On the other hand, when pressing in any other order ("left-center-right", "left-right-center", "center-right-left", "right-center-left"), if the corresponding symbol of small symbols 8, 13, 18, or 23 can be drawn depending on the pressing position, BB symbol 1 will not be formed, but if these corresponding symbols cannot be drawn, and conversely, if the corresponding symbol of BB symbol 1, "blue bar / blue bar / red seven", can be drawn, the reel control is performed so that BB symbol 1 is formed.
[0187] The pattern combinations of the winning-C to E condition device shown in Figure 31 are designed to always result in a small win 36, which is a 15-piece win, regardless of the order or position of the buttons pressed, whether they are aligned during non-RT or RT1.
[0188] The winning-F to Q condition devices shown in FIG. 31 are configured so that the associated symbol combinations are not aligned during non-RT or RT1, but are selected during RT2. Of these, the winning-F, G, L, and M condition devices are reel-controlled so that when the associated symbol combinations are aligned during RT2, the watermelon minor combination (minor combinations 24 to 37), which is a 15-coin combination, is always achieved, regardless of the pressing order or pressing position. When the symbol combinations associated with the winning-I, J, K, O, P, and Q condition devices are aligned during RT2, the reel control is performed so that a 1-coin combination (minor combinations 1 to 23, 40 to 44) is achieved, depending on the pressing position. When the symbol combinations associated with the winning-H condition devices are aligned during RT2, the reel control is performed so that a 3-coin combination (minor combinations 38 and 39) is achieved, depending on the pressing position. When the symbol combination associated with the winning-N condition device is in a state where it can be aligned during RT2, if the pressing order is "left first" or "center first", a 1-piece role will be achieved depending on the pressing position, and if the pressing order is "right first", a 7-match 1-piece role (small role 40) will be achieved depending on the pressing position.
[0189] (1-3) Each Means Constituting the Main Communication Control Means 150 The control command transmitting means 151 is configured to transmit control commands containing various information related to games at predetermined timings. For example, control commands transmitted before the start lever 25 is operated include a control command containing information indicating which game mode is set (also referred to as a "game mode command"), a control command containing information indicating which RT state is set (also referred to as an "RT command"), and a control command containing information indicating the operating state of replay (also referred to as an "operating state command"). Control commands transmitted in response to the operation of the start lever 25 include, for example, a control command containing information on an instruction number (also referred to as an "instruction number command") and a control command containing information on an effect group number (an effect group A number and an effect group B number) (also referred to as an "effect group number command"). In addition to these, control commands containing information on setting values, control commands containing information on the values of various counters such as a bell count counter, control commands containing information instructing the content of effects to be executed by the sub-control means, and control commands containing information to be transmitted in a bonus game (described later) are transmitted before the start lever 25 is operated or after the start lever 25 is operated. The transmission may be triggered by the operation of Trevor 25 or by some other trigger.
[0190] In this way, when the operation of the start lever 25 is validly accepted, various control commands (collectively referred to as "lever operation acceptance commands") equivalent to instruction number commands and effect group number commands in the slot machine 1 are transmitted from the control command transmitting means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. By receiving these lever operation acceptance commands, the sub-control means 200 can identify that the operation of the start lever 25 has been validly accepted (that the start lever 25 has been validly operated).
[0191] Furthermore, when it is confirmed that the minimum play time has elapsed, the control command transmitting means 151 transmits a control command (also referred to as a "start all reels spin command") including information indicating that all reels will start spinning before all reels actually start spinning. Furthermore, when it is triggered by accepting a first stop operation (an operation of the stop switch to stop the reels for the first time), it transmits a control command (also referred to as a "first stop acceptance command") including information indicating that the first stop operation has been accepted, and when it is triggered by a first reel stop (a stop of the reels corresponding to the first stop operation), it transmits a control command (also referred to as a "first stop command") including information on the first reel stop. Similarly, when it is triggered by accepting a second stop operation (an operation of the stop switch to stop the reels next), it transmits a control command (also referred to as a "second stop acceptance command") including information indicating that the second stop operation has been accepted, and when it is triggered by a second reel stop (a stop of the reels corresponding to the second stop operation), it transmits a control command (also referred to as a "second stop command") including information on the second reel stop. Similarly, when the third stop operation (the operation of the stop switch to finally stop the reels) is accepted, a control command (also referred to as the "third stop acceptance command") containing information indicating that the third stop operation has been accepted is sent, and when the third drum stop (the stop of the reels corresponding to the third stop operation) is accepted, a control command (also referred to as the "third stop command") containing information about the third drum stop is sent.
[0192] In this way, each time each stop switch validly accepts a stop operation and switches from an OFF state to an ON state, a control command (first, second, and third stop acceptance commands) including information indicating that the stop operation has been accepted is sent from the control command sending means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described below. Then, by receiving these stop acceptance commands, the sub-control means 200 can identify that each stop switch has validly accepted the stop operation (first, second, and third stop operation).
[0193] Furthermore, after each stop switch has validly accepted a stop operation, each time the stop operation is released and the stop switch switches from the ON state to the OFF state, the control command transmission means 151 transmits a control command (stop operation release command) containing information indicating that the accepted stop operation has been released. Specifically, a control command containing information indicating that the first stop operation has been released (referred to as the "first stop operation release command"), a control command containing information indicating that the second stop operation has been released (referred to as the "second stop operation release command"), and a control command containing information indicating that the third stop operation has been released (referred to as the "third stop operation release command") are transmitted. By receiving these stop operation release commands, the sub-control means 200 can determine that the stop operation validly accepted by each stop switch has been released (that is, the player's hand has been removed from the stop switch). Note that the first and second stop operation release commands may not be transmitted, and only the third stop operation release command may be transmitted.
[0194] Furthermore, the control command sending means 151 sends a control command (also called a "full stop command") containing information on all reels stopping before determining the stopped symbols, and a control command (also called a "payout number command") containing information on the number of game medals to be paid out after determining the stopped symbols. Also, at a predetermined timing after all reels have stopped, it sends a control command (also called a "role determination result command") containing information on the result of the winning determination. Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is possible only in one direction, from the former to the latter.
[0195] The outer edge signal transmitting means 152 is configured to transmit an outer edge signal to an external device such as a data counter or hall computer when a predetermined game state is reached. In this embodiment, the outer edge signal is output when a situation occurs in which 15 game medals are paid out twice (consecutively) when a symbol combination associated with the prize-winning-A1 to -A12 condition device or the prize-winning-B1 to -B12 condition device is aligned while the player is in game mode 3 in the advantageous zone. Such a situation can occur both when the player is in the BB zone and when the player is not in the BB zone (not in the BB zone). If the outer edge signal were output only when such a situation occurred in the BB zone, the output of the outer edge signal would enable the player to determine that the player is in the BB zone. In contrast, in this embodiment, the outer edge signal is output when the above situation occurs, regardless of whether the player is in the BB zone or not. Therefore, even if the outer edge signal is output, it is difficult to reliably determine whether the player is in the BB zone. However, the possibility of 15 game medals being paid out when not inside the BB is significantly lower than when inside the BB. Therefore, when an outer end signal is output, there is a high possibility that it was output when inside the BB. Therefore, even if a player checks the number of times the outer end signal has been output using an external device, etc., and determines that this number represents the number of times the game has transitioned to inside the BB, that determination will not deviate significantly from the actual situation (reliability can be ensured when the outer end signal is interpreted as a signal indicating that the game has entered inside the BB).
[0196] (2) Functional Block of Sub-Control Means 200 The sub-control means 200 is composed of a sub-main control means (also referred to as the "first sub-control means") 200A that mainly manages (instructs) lamp effects, image effects, and sound effects, and a sub-sub control means (also referred to as the "second sub-control means") 200B that mainly controls (executes) image effects and sound effects.
[0197] (2-1) Each Means Constituting the Sub-Main Control Means 200A The sub-main control means 200A is broadly divided into an effect management means 210 and a sub-main communication control means 230. The effect management means 210 is provided with a game effect management means 211, an announcement effect management means 212, and a lamp effect control means 213, and the sub-main communication control means 230 is provided with a control command receiving means 231, an effect command transmitting means 232, and a status command receiving means 233. The above-mentioned means in the sub-main control means 200A are functional representations of hardware such as the sub-main CPU 71, ROM 72, RAM 73, and electronic circuits arranged on the sub-main control board 70A shown in FIG. 2, and software such as a control program stored in ROM 72.
[0198] (Means constituting the performance management means 210) The game effect management means 211 is configured to manage the execution timing of effects using images and sounds (also referred to as "game effects") executed by the sub-sub control means 200B, mainly for the purpose of increasing the interest in the game and enhancing playability, based on control commands from the main control means 100. Game effects include, for example, continuous effects, single effects, assist effects, etc.
[0199] The continuous effect is an effect that continues over a plurality of game periods, and is mainly performed by the image display device 11. Examples of such a display include a display that uses the effect lamps 12, 13a, 13b, 14a, 14b or the decorative lamps 32a, 32b to display images that tell a continuous story over multiple game periods, and a display that displays an effect image that symbolizes the player being in a predetermined game mode (for example, game mode 5). When performing continuous effects or a single effect described below, effects using the effect lamps 12, 13a, 13b, 14a, 14b or the decorative lamps 32a, 32b may be performed, or effects using the speakers 15a, 15b, 44a, 44b may be combined.
[0200] A one-off effect is an effect that is executed one-off when a specific situation occurs during the progress of a game. For example, an effect in which an image that suggests the expected probability of winning a game role is displayed by the image display device 11 when each reel spins. Another example of a one-off effect is an effect in which, when the main control means 100 adds up the number of AT games (number of bells), the value of the added number of AT games (for example, characters such as "+10") is displayed on the display screen 11a of the image display device 11.
[0201] The assist effect is an effect to assist the player, and in this embodiment, the push navigation effect is mainly performed according to the information of the navigation number transmitted by the navigation number command from the main control means 100. This push navigation effect (sub-side push navigation) is a one-off effect that uses the image display device 11 as a sub-side push order display device to display the push order (correct push order) corresponding to the navigation number on the display screen 11a for the player. In this embodiment, the RP navigation effect (sub-side RP navigation) corresponding to the above-mentioned RP navigation, the prize navigation effect (sub-side prize navigation) corresponding to the prize navigation, and the eye-pressing navigation effect (sub-side eye-pressing navigation) corresponding to the eye-pressing navigation are executed.
[0202] Specific examples of push navigation effects (RP navigation effects, winning navigation effects) that notify players of the push order include displaying numbers indicating the corresponding push order (for example, in the case of a "left first" push order, "1" is displayed at the bottom left of display screen 11a, and in the case of a "center left and right" push order, the numbers indicating the push order are displayed in the order of "2," "1," and "3" from left to right at the bottom of display screen 11a). When displaying the first through third push orders, the display of the first push order may be erased when the player operates the first stop switch according to the displayed first push order, the display of the second push order may be erased when the player operates the second stop switch according to the displayed second push order, and the display of the third push order may be erased when the player operates the third stop switch according to the displayed third push order.
[0203] Furthermore, if the player operates the stop switch in a different order from the displayed push order, the push navigation effect may be immediately terminated. Furthermore, when displaying the push order, the sounds "middle," "left," and "right" may be output from speakers 15a, 15b, etc., in association with the next operation to be performed. Furthermore, effect lamp 13a may correspond to "left," effect lamp 12 may correspond to "middle," and effect lamp 13b may correspond to "right," and they may light up or flash in association with the next operation to be performed. A display for sub-side push navigation may also be provided. For example, a display consisting of three 7-segment lamps arranged horizontally may be provided below the display window W, and in the case of a "right-center-left" push order, the numbers "3," "2," and "1" may be displayed on the left, center, and right 7-segment lamps, respectively.
[0204] The notification effect management means 212 is configured to manage the timing of the execution of effects using images and sounds (hereinafter referred to as "notification effects") executed by the sub-sub control means 200B based on control commands from the main control means 100, mainly for the purpose of notifying the player of information related to the game. Examples of notification effects include an error notification effect that notifies the player of the occurrence of an error using text information such as "Error occurred" and an effect that notifies the player of the fact that an image is being prepared when the power is restored after a power outage using text information such as "Image being prepared". Another example of a notification effect is the display of an image containing text information (also called a "warning image") to alert the player in order to prevent the player from becoming too absorbed in the game.
[0205] The lamp effect control means 213 is configured to control various lighting effects using the effect lamps 12, 13a, 13b, 14a, 14b, the decorative lamps 32a, 32b, and the back lamps 38a to 38d. It is also configured to perform suggestive effects, which will be described later.
[0206] (Means constituting the sub-main communication control means 230) The control command receiving means 231 is configured to receive control commands from the main control means 100 and store them in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received control commands).
[0207] The performance command sending means 232 is configured to send a performance command including various information related to performance (for example, a performance command including image information) to the sub-sub control means 200B based on a control command from the main control means 100.
[0208] The status command receiving means 233 is configured to receive a status command (e.g., a status command including information that a reception error has occurred for a performance command) from the sub-sub control means 200B and store it in a predetermined storage area such as RAM 73 (e.g., a command buffer for the received status command).
[0209] (2-2) Each Means Constituting the Sub-Sub-Control Means 200B In contrast to the sub-main control means 200A configured as described above, the sub-sub control means 200B is broadly equipped with a performance execution control means 250 and a sub-sub communication control means 270. The performance execution control means 250 is equipped with a game performance execution control means 251 and an announcement performance execution control means 252, and the sub-sub communication control means 270 is equipped with a performance command receiving means 271 and a status command sending means 272. Note that each of the above-mentioned means in the sub-sub control means 200B is a functional representation of what is configured by hardware such as the sub-sub CPU 75, ROM 76, RAM 77, and electronic circuits arranged on the sub-sub control board 70B shown in FIG. 2, and software such as a control program stored in the ROM 76.
[0210] (Means constituting the performance execution control means 250) The game effect execution control means 251 is configured to control the image display device 11, speakers 15a, 15b, etc. based on effect commands from the sub-main control means 200A, and execute the above-mentioned game effects.
[0211] The notification effect execution control means 252 is configured to control the image display device 11, the speakers 15a, 15b, etc. based on the effect command from the sub-main control means 200A, and execute the notification effect described above.
[0212] (Means constituting the sub-sub communication control means 270) The rendering command receiving means 271 is configured to receive rendering commands from the sub-main control means 200A and store them in a predetermined storage area such as the RAM 77 (for example, a command buffer for the received rendering commands).
[0213] The state command transmitting means 272 is configured to transmit the above-mentioned state command to the sub-main control means 200A.
[0214] The transmission of the control command from the control command transmission means 151 and the performance command transmission means The transmission of the performance commands from the stage 232 and the transmission of the state commands from the state command transmitting means 272 are both performed by a serial communication method (a parallel communication method may also be used). Each of the transmitting means 151, 232, 272 has the same configuration, and is configured with a command buffer (also referred to as "CB") as a storage area for temporarily storing the commands to be transmitted, a command processing unit that performs processing such as writing and reading the commands to be transmitted, and a command transmitting unit that transmits commands by serial communication.
[0215] The CB has multiple memory areas distinguished by addresses, and is configured to store one byte of command data in each memory area. The command processing unit is configured to generate command data to be transmitted and write it to an address area indicated by a write pointer of the CB, and also to read previously written command data from an address area indicated by a read pointer of the CB and write it to a TDR (transmit data register) of the command transmitting unit. The command transmitting unit is configured to transfer the command data written to the TDR to a TSR (transmit shift register), where it is serially converted and transmitted.
[0216] When using a parallel communication method, previously written command data is read from the address area indicated by the CB read pointer, and the command data is written to a specified output port (output port for sending to the sub-control means) for transmission. In this embodiment, one command is usually two bytes long (the checksum is one byte long). The communication method is asynchronous (start-stop synchronous), and has one stop bit and one parity bit (even parity) (the communication method and command configuration can be changed as appropriate).
[0217] <Major control processes> Below, among the control processes performed by the main control means 100 of the slot machine 1, the setting change process, the game progress control process, and the timer interrupt process will be described with additional reference to Figures 32 to 60. Note that the variables such as counters and flags used in the following description are briefly explained in the variable list of Figure 14.
[0218] <Settings change process> First, the basic flow of the setting change device process will be explained with reference to Fig. 32(A). The setting change device process is executed when a setting change is made, and performs a process of saving "0" in all storage areas (addresses in RAM 63 that store information about advantageous zones) that affect the performance of the instruction function (step K1).
[0219] <Game Progress Control Processing> Next, the basic flow of the game progress control process will be described with reference to Figures 32(B) to 59. The game progress control process is a process that is repeatedly executed during a game, and as shown in Figure 32(B), first, a game start standby process is performed (step S1). In this game start standby process, as shown in Figure 32(C), it is determined whether the total stop wait number is 0 or not (step S11). Here, if the total stop wait number is not 0, the process waits for the standby time corresponding to the total stop wait number (step S12) and proceeds to step S13, and if the total stop wait number is 0, the process proceeds directly to step S13. Then, in step S13, 0 is saved as the total stop wait number, and the game start standby process is terminated and returned.
[0220] After the game start standby process is completed, the process proceeds to step S2 in FIG. 32(B). Here, the process waits in that state until the operation of the start lever 25 is accepted, and when it is accepted, the internal lottery start process is performed (step S3). In this internal lottery start process, an internal lottery is performed (step S21) as shown in FIG. 33(A). In this internal lottery, the bonus condition device After the internal lottery is executed, the process proceeds to the group number setting process.
[0221] In the group number set process, as shown in Fig. 33(B), a value corresponding to the bonus condition device number (see Fig. 23(A)) is stored in the effect group A number (step S31), and a value corresponding to the winning replay condition device number (see Fig. 23(B)) is stored in the effect group B number (step S32). Next, values corresponding to the effect group A number and effect group B number (see Fig. 24, the same below) are stored in the condition device group A number (step S33), values corresponding to the effect group A number and effect group B number are stored in the condition device group D number (step S34), and values corresponding to the effect group A number and effect group B number are stored in the condition device group G number (step S35).
[0222] Similarly, a value corresponding to the effect group A number and effect group B number is stored in the condition device group B number (step S36), a value corresponding to the effect group A number and effect group B number is stored in the condition device group C number (step S37), and a value corresponding to the effect group A number and effect group B number is stored in the condition device group E number (step S38). Furthermore, a value corresponding to the effect group A number and effect group B number is stored in the condition device group I number (step S39), a value corresponding to the effect group A number and effect group B number is stored in the condition device group F number (step S40), and a value corresponding to the effect group A number and effect group B number is stored in the condition device group H number (step S41). Then, a value corresponding to the effect group A number and effect group B number is stored in the condition device group J number (step S42), and the process proceeds to the section type number management lever processing.
[0223] In the section type number management lever processing, as shown in Fig. 34, first, it is determined whether or not the section type number is 0 (normal section) (step S51). If the section type number is 0, the process proceeds to step S52, where it is determined whether or not the BB has not yet been activated. If the BB has not yet been activated, it is determined whether or not the BB is in progress (step S53), and if the BB is not in progress, the process proceeds directly to step S55. If the BB is in progress, it is determined whether or not the condition device group A number is 1 (step S54), and if the condition device group A number is 1, the process proceeds to step S51. On the other hand, if the determination in step S52 above shows that the BB is in progress, or if the determination in step S54 above shows that the condition device group A number is not 1, the process does not proceed to step S51, and the process proceeds to the standby effect processing described below.
[0224] In step S51, advantageous zone transition processing is performed. In this advantageous zone transition processing, as shown in FIG. 36(A), it is determined whether the condition device group A number is 0 or not (step S71), and if it is 0, the advantageous zone transition processing is terminated and the process returns. On the other hand, if the condition device group A number is not 0, an advantageous zone lottery is performed (step S72), and the lottery result is saved in the zone type number (step S73). Next, it is determined whether the zone type number is 0 or not (step S74), and if it is 0, the advantageous zone transition processing is terminated and the process returns. On the other hand, if the zone type number is not 0, a chance mode 1 lottery is performed (step S75), and the lottery result is saved in the chance mode number (step S76). Furthermore, a seven table 1 lottery is performed (step S77), and the lottery result is saved in the seven table number (step S78).
[0225] Next, it is determined whether the chance mode number is 4 or not (step S79). Here, if the chance mode number is not 4, the process proceeds to step S83, where a chance game number lottery process is performed. In this chance game number lottery process, as shown in FIG. 36(B), a chance game number lottery is performed (step S91), the lottery result is saved in the chance game number counter (step S92), and the process returns. Upon returning from the chance game number lottery process, the process proceeds to step S84 in FIG. 36(A), where a chance period lottery is performed. Then, The lottery results are saved in the transaction period counter, the advantageous zone transition process is terminated, and the process returns.
[0226] On the other hand, if the chance mode number is determined to be 4 in step S79, the process proceeds to step S80 to perform AT winning processing. In this AT winning processing, as shown in FIG. 37, first, 1 is saved in the AT winning flag (step S101). Next, an AT mode lottery is performed and the lottery result is saved in the AT mode number (step S102), and then a Seven 1 lottery is performed and the lottery result is saved in the Seven number (step S103). Next, a Seven number correction processing is performed (step S104).
[0227] In this seven number correction process, as shown in FIG. 38(A), first, correction counter process is performed (step S121). In this correction counter process, as shown in FIG. 38(B), correction counter data (a counter that adds up the value of the Gold Seven Counter and the value of the Seven Counter) is set to 0 (step S131), and it is determined whether the Seven Number is 2 (step S132). If the Seven Number is 2, the value of the Gold Seven Counter is set to the correction counter data (step S133), and 1 is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if it is determined in step S132 that the Seven Number is not 2, the process proceeds directly to step S135. In step S135, the value of the Seven Counter is added to the correction counter data, and the process proceeds to step S136. In step S136, a value calculated based on the values of the cumulative counter, correction counter data, and bell count counter is saved in the correction counter data, and the process returns from the correction counter process.
[0228] Upon return from the correction counter processing, the process proceeds to step S122 in FIG. 38(A), where it is determined whether the value of the correction counter is 1901 or greater. If the value of the correction counter is 1901 or greater, 1 is stored in the seven number (step S123), and the seven number correction processing is terminated and the process returns. If the value of the correction counter is not 1901 or greater, the process returns as is. In the arrival flag processing described below, the processing procedure branches depending on whether the value of the correction counter is 2101 or greater. In contrast, in this processing, whether to store 1 in the seven number depends on whether the value of the correction counter is 1901 or greater, and the value of the correction counter used for the branching judgment (also referred to as the "discrimination value") is different. This is because storing 1 in the seven number enables at least one AT game next time, and the discrimination value is set to be less than 2101 in the arrival flag processing in consideration of the corresponding increase in the number of game medals that can be won in the future. In this way, by changing the discrimination value depending on the situation, it is possible to manage the number of game medals that can be won in the future without overcounting more than necessary.
[0229] Upon return from the seven number correction process, the process proceeds to step S105 in Fig. 37 to determine whether the seven number is 1. If the seven number is not 1, 3 is stored in the gold seven counter (step S106) and the process proceeds to step S107, and if the seven number is 1, the process proceeds directly to step S107. In this step S107, arrival flag processing is performed.
[0230] In this reach flag processing, as shown in Fig. 38(C), first, correction counter processing is performed (step S141). After the correction counter processing is completed, it is determined whether the correction counter is 2101 or more (step S142), and if it is 2101 or more, 1 is stored in the reach flag (step S143), and the reach flag processing is completed and the process returns. On the other hand, if the correction counter is not 2101 or more, it is determined whether the main game state number is 3 (step S144), and if it is 3, the process returns directly, and if it is not 3, 0 is stored in the reach flag (step S145), and the process returns.
[0231] Upon returning from the arrival flag processing, the process proceeds to step S108 in Figure 37 to determine whether the condition device group A number is 1. If the condition device group A number is 1, the AT winning processing process is terminated and the process returns. On the other hand, if the condition device group A number is not 1, an EX mode 1 lottery is conducted (step S109), the lottery result is saved in the EX mode number (step S110), and the AT winning processing process is terminated and the process returns.
[0232] When returning from the AT winning processing process, proceed to step S81 in Figure 36 (A) and determine whether the condition device group A number is 1. Here, if the condition device group A number is not 1, the advantageous zone transition is ended and the process returns, and if the condition device group A number is 1, the AT entry lever processing is performed (step S82).
[0233] In this AT entry lever processing, first, loop CU rank set processing is performed (step S151) as shown in Fig. 39. In the loop CU rank set processing, as shown in Fig. 40(A), the seven set counter is incremented by 1 (step S171), a value corresponding to the seven table number and the seven set counter is stored in the loop number (step S172), a value corresponding to the seven table number and the seven set counter is stored in the CU rank number (step S173), and then the process returns.
[0234] Upon return from the loop CU rank set processing, the process proceeds to step S152 in FIG. 39, where it is determined whether the seven number is 1. If the seven number is 1, the process proceeds to step S154, where the seven loop lottery processing is performed. In the seven loop lottery processing, as shown in FIG. 40(B), a seven loop lottery is performed (step S181), the lottery result is stored in the seven counter (step S182), and the process returns. Upon return from the seven loop lottery processing, the process proceeds to step S155 in FIG. 39, where the arrival flag processing is performed and the process proceeds to step S156. On the other hand, if it is determined in the above step S153 that the value of the seven counter is not 0, the process proceeds directly from there to step S156. Furthermore, if it is determined in the above step S152 that the seven number is not 1, the value of the gold seven counter is decremented by 1 (step S158), and gold seven loop lottery correction processing is performed (step S159).
[0235] In this Gold Seven Loop lottery correction process, as shown in FIG. 40(C), it is determined whether the arrival flag is 0 or not, and if it is not 0, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the arrival flag is 0, a correction counter process is performed (step S192), and after the process is completed, it is determined whether the value of the correction counter is less than 1900 (step S193). Here, if the value of the correction counter is 1900 or more, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the value of the correction counter is less than 1900, a Gold Seven Loop lottery is performed (step S194), and it is determined whether the result is 0 or not (step S195). Here, if the result of the Gold Seven Loop lottery is 0, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the result of the Gold Seven Loop lottery is not 0, 3 is stored in the Gold Seven counter (step S196), the arrival flag process is performed (step S197), and then the process returns.
[0236] Upon return from the Gold Seven Loop lottery correction process, the process proceeds to step S156 in Figure 39, where a lottery for the additional mode is performed and the result is saved in the additional mode number (step S157). Next, a correction counter process is performed (step S160), and after completion, a lottery for the number of bells is performed (step S161), and the result is saved in the bell count counter (step S162). Next, a bell count counter correction process is performed (step S163).
[0237] In this bell count counter correction process, as shown in FIG. 41, first, the correction counter is The value of the allowable number of bells (the value of the number of bells that is allowable until the correction counter reaches the upper limit value), calculated based on the difference between the upper limit value (2100) of the positive counter and the current value, is saved (step S201). Next, it is determined whether the arrival flag is 0 (step S202), and if it is not 0, proceed directly to step S203. If it is 0, it is determined whether the value of the correction counter is smaller than the value of the bell number counter (step S206), and if it is smaller, proceed to step S203. In step S203, 7 is saved in the bell number counter, and after saving, the bell number counter correction process is terminated and returned. Upon return from the bell number counter correction process, proceed to step S164 in FIG. 39, where arrival flag processing is executed, and the AT entry lever process is terminated and returned. Upon return from the AT entry lever process, the advantageous zone transition process in FIG. 36(A) is also terminated and returned, and proceed to step S56 in FIG. 34, where lever-on wait processing is executed.
[0238] In this lever-operated wait process, as shown in FIG. 42, first, it is determined whether the condition device group A number is 1 (step S211). If the condition device group A number is 1, it is determined whether the AT win flag is 0 (step S212). If the AT win flag is 0, 2 is saved in the lever weight number (step S213). If the AT win flag is not 0, 1 is saved in the lever weight number (step S214). After saving, the lever-operated wait process is terminated and the process returns. On the other hand, if the determination in step S211 above shows that the condition device group A number is not 1, the process proceeds to step S215, where it is determined whether the main gaming state number is smaller than 2. If the main gaming state number is smaller than 2, the process proceeds directly to step S217. If the main gaming state number is 2 or greater, it is determined whether the main gaming state number is 4 (step S230). If it is 4, the process proceeds to step S217. On the other hand, if the main gaming state number is not 4, the lever-operated wait process is terminated and the process returns.
[0239] In step S217, it is determined whether the AT winning flag is 0, and if it is 0, the lever time wait processing is ended and the process returns. On the other hand, if the AT winning flag is not 0, a lever effect weight lottery is conducted (step S218). Then, it is determined whether the result is 0 (step S219), and if it is 0, the lever time wait processing is ended and the process returns. On the other hand, if the result of the lever effect weight lottery is not 0, the process proceeds to step S213, where 2 is saved as the lever weight number, and after saving, the lever time wait processing is ended and the process returns. Upon returning from the lever time wait processing, the process returns to the section type number management lever processing in FIG. 34, and proceeds to the standby effect processing described below.
[0240] On the other hand, if the determination in step S51 of FIG. 34 shows that the section type number is not 0, 0 is stored in the lever full stop flag (step S57), and it is determined whether or not the condition device group A number is 1 (step S58). If the condition device group A number is 1, 1 is stored in the type 1 BB win flag (step S59), and if not 1, 0 is stored in the type 1 BB win flag (step S60). After storing, it is determined whether or not the winning re-play condition device number is any of 13 to 36 (step S61). If the winning re-play condition device number is any of 13 to 36, a value corresponding to the winning re-play condition device number is stored in the instruction number (step S62), and then the process proceeds to step S63 of FIG. 35. If the winning re-play condition device number is not any of 13 to 36, the process proceeds directly to step S63.
[0241] In step S63, the main game state number is determined, and depending on the main game state number, if the main game state number is 1, the main game state number 1 lever processing is performed (step S64), if the main game state number is 2, the main game state number 2, 5 lever processing is performed (step S65). Also, if the main game state number is 3, the main game state number 3 lever processing is performed (step S66), and if the main game state number is 4, the main game state number 4 lever processing is performed. If the main gaming state number is 5, the lever processing for main gaming state numbers 2 and 5 is performed (step S68). After each lever processing is performed, the process proceeds to step S56 in Figure 34. On the other hand, if the main gaming state number is any other number, no particular processing is performed and the process proceeds directly to step S56.
[0242] In the main gaming state number 1 lever processing, as shown in Fig. 43(A), a chance mode 2 drawing is performed (step S241), and then a chance mode number determination processing is performed (step S2421). In this chance mode number determination processing, as shown in Fig. 43(B), it is determined whether the drawing result of the chance mode 2 drawing or the chance mode 3 drawing is 0 (step S251). Here, if the drawing result is 0, the chance mode number determination processing is terminated and the processing returns, and if the drawing result is not 0, the drawing result is saved in the chance mode number (step S252) and then the processing returns.
[0243] Upon return from the chance mode number determination process, the process proceeds to step S243 in FIG. 43(A), where it is determined whether the chance mode number is 4. Here, if the chance mode number is not 4, the process proceeds to step S247, where it is determined whether the type 1 BB winning flag is 0. If it is 0, it ends the main gaming state number 1 lever process and returns. If it is not 0, it performs a chance game number lottery process, and after that, it ends the main gaming state number 1 lever process and returns. On the other hand, if it is determined in the above step S242 that the chance mode number is 4, the process proceeds to step S244, where it performs AT winning process. After that, it determines whether the type 1 BB winning flag is 0 (step S245), and if it is 0, it ends the main gaming state number 1 lever process and returns. If it is not 0, it performs AT entry lever process, and then returns.
[0244] In the main game state number 2, 5 lever processing, as shown in FIG. 43(C), first, the lever processing after winning the AT is performed (step S261). In this lever processing after winning the AT, as shown in FIG. 44, first, it is determined whether the arrival flag is 0 or not (step S271). Here, if the arrival flag is not 0, the lever processing after winning the AT is ended and returned, and if the arrival flag is 0, it proceeds to step S272 to determine whether the EX mode number is 1. Here, if the EX mode number is 1, an EX mode 2 lottery is performed (step S273), and it is determined whether the lottery result is 2 or not (step S274). Here, if the lottery result is 2, 2 is saved as the EX mode number (step S275), and then it proceeds to step S276. On the other hand, if it is determined in the above step S272 that the EX mode number is not 1, it proceeds directly to step S276 from there, and if it is determined in the above step S274 that the result of the EX mode 2 lottery is not 2 from there, it proceeds directly to step S276 from there.
[0245] In step S276, it is determined whether the Seven Table number is smaller than 13. If the Seven Table number is smaller than 13, it is determined whether the drawn flag is 0 (step S277). If it is 0, it is further determined whether the condition device group G number is 0 (step S278). If the condition device group G number is not 0, the process proceeds to step S279. In step S279, a Seven Table 2 drawing is performed, and it is determined whether the drawing result is 0 (step S280). If the result of the Seven Table 2 drawing is 0, the process proceeds directly to step S282; if the result of the Seven Table 2 drawing is not 0, the drawing result is saved in the Seven Table number (step S281), and then the process proceeds to step S282. In step S282, 1 is saved in the drawn flag, and the process proceeds to step S283. On the other hand, if the determination in step S276 above is that the seven table number is 13 or greater, if the determination in step S277 above is that the drawn flag is not 0, or if the determination in step S278 above is that the condition device group G number is 0, then proceed to step S283.
[0246] In step S283, it is determined whether the Seven number is 1. If the Seven number is 1, a Seven 2 lottery is conducted (step S284), and it is determined whether the result of the lottery is 2 (step S285). If the result of the Seven 2 lottery is 2, the lottery result is stored in the Seven number (step S286), and a Seven number correction process is performed (step S287). After the Seven number correction process is performed, it is determined whether the Seven number is 2 (step S288), and if it is 2, 3 is stored in the Gold Seven counter (step S289), and the process proceeds to step S290. On the other hand, if the Seven number is not 1 as determined in step S283, if the result of the Seven 2 lottery is not 2 as determined in step S285, or if the Seven number is not 2 as determined in step S289, the process proceeds to step S291, respectively. In step S291, a Seven Stock 1 lottery is conducted, and the result of the lottery is added to the Seven counter, and the process proceeds to step S290. In this step S290, the arrival flag processing is performed, and then the lever processing after the AT win is ended and the process returns.
[0247] When returning from the lever processing after winning the AT, proceed to step S262 in Fig. 43(C) and determine whether the Type 1 BB winning flag is 0. Here, if the Type 1 BB winning flag is 0, the main game state number 2,5 lever processing ends and returns, and if it is not 0, the AT entry lever processing is performed, and then the game state number 2,5 lever processing ends and returns.
[0248] In the main game state number 3 lever processing, as shown in FIG. 45(A), first, it is determined whether the command number is 0 (step S301). If the command number is not 0, the value of the bell count counter is decremented by 1 (step S302) and the process proceeds to step S303. If the command number is 0, the process proceeds directly to step S303. In step S303, it is determined whether the reach flag is 0. If the reach flag is not 0, the main game state number 3 lever processing is terminated and the process returns. If the reach flag is 0, a Seven Stock 2 lottery is performed (step S304), and the result of the lottery is added to the Seven counter (step S306). Next, it is determined whether the reach flag is 0 (step S307). If the reach flag is not 0, the main game state number 3 lever processing is terminated and the process returns. If the reach flag is 0, it is determined whether the value of the Gold Seven counter is 1 or 2 (step S308). Here, if the value of the Gold Seven counter is not 1 or 2, the main game state number 3 lever processing ends and returns, and if the value of the Gold Seven counter is 1 or 2, the Gold Seven loop rewrite lottery correction processing proceeds.
[0249] In the Gold Seven Loop rewrite lottery correction process, as shown in FIG. 45(B), first, correction counter processing is performed (step S311), and then it is determined whether the value of the correction counter is less than 1900 (step S312). If the value of the correction counter is 1900 or greater, the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. If the value of the correction counter is less than 1900, the Gold Seven Loop rewrite lottery is performed (step S313), and it is determined whether the result of the lottery is 0 (step S314). If the result of the Gold Seven Loop rewrite lottery is 0, the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. If the result is not 0, 3 is stored in the Gold Seven counter (step S316). Then, the arrival flag processing is performed (step S316), and then the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. Upon returning from the Gold Seven Loop rewrite lottery correction process, the main game state number 3 lever processing in FIG. 45(A) is also terminated and the process returns.
[0250] In the main game state number 4 lever processing, as shown in Figure 46(A), The program then determines whether the drawing result is 0 (step S321). If the result of the pullback 1 drawing is not 0, it performs AT winning processing (step S323), and then determines whether the Type 1 BB winning flag is 0 (step S324). If the Type 1 BB winning flag is 0, it ends the main gaming state number 4 lever processing and returns. If the Type 1 BB winning flag is not 0, it performs AT entry lever processing (step S325), then ends the main gaming state number 4 lever processing and returns. On the other hand, if the result of the pullback 1 drawing is 0 as determined in step S322, it proceeds to step S326, where it determines whether the Type 1 BB winning flag is 0. If the Type 1 BB winning flag is 0, it ends the main gaming state number 4 lever processing and returns. If the Type 1 BB winning flag is not 0, it proceeds to AT cycle preferential game number drawing processing. In this AT cycle preferential game number lottery process, as shown in Figure 46 (B), a lottery for the number of AT cycle preferential games is performed (step S331), the lottery result is saved in the AT cycle preferential game number counter (step S332), the AT cycle preferential game number lottery process is terminated and the process returns. With the return from this AT cycle preferential game number lottery process, the main game state number 4 lever process in Figure 46 (A) is also terminated and the process returns.
[0251] Next, the standby effect processing performed after the section type number management lever processing of FIG. 34 will be described. In this standby effect processing, as shown in FIG. 47, first, it is determined whether or not the section type number is 0 (step S341). If the section type number is not 0, it is determined whether or not the main gaming state number is 3 (step S342). If the main gaming state number is 3, it is further determined whether or not the value of the seven set counter is 1 (step S344). If the value of the seven set counter is 1, it is determined whether or not the seven table number is less than 15 (step S344). If it is less than 15, it proceeds to step S345. If it is 15 or greater, it proceeds to step S347. In step S347, it is determined whether or not the winning re-play condition device number is one of 1 to 12 or 37 to 39. If it is determined that it is not one of these, it proceeds to step S345. If it is determined that it is one of these, it ends the standby effect processing and returns. On the other hand, if the section type number is determined to be 0 in step S341, or if the main gaming state number is not 3 in step S342, the process directly proceeds to step S345.
[0252] In step S345, it is determined whether the lever weight number is 0. If the lever weight number is 0, the process proceeds to step S345. If the lever weight number is not 0, the process waits for a time period corresponding to the lever weight number, stores 0 in the lever weight number (step S349), and then proceeds to step S346. In step S346, it is determined whether the standby effect number is 0. If the standby effect number is 0, the process ends the standby effect processing and returns. On the other hand, if the standby effect number is not 0, the process executes a standby effect (step S349), then ends the standby effect processing and returns.
[0253] Upon returning from the end of the standby effect processing, the section type number management lever processing in Fig. 34 also ends, which also ends the internal lottery start processing in Fig. 33(A), and proceeds to step S4 in Fig. 32(B). In this step S4, it is continuously determined whether all reels have stopped, and if all reels have stopped, game medals are paid out (only if a winning combination is achieved) (step S5), and further, count management is performed to perform processing such as updating the number displayed on a display (not shown) that shows the number of game medals won during the AT according to the number of game medals paid out (step S6). Thereafter, section type number management game end processing is performed (step S7).
[0254] In this section type number management game ending process, as shown in FIG. 48, first, it is determined whether the section type number is 0 or not (step S361). If the section type number is 0, the section type number management game ending process is ended and the process returns. On the other hand, if the section type number is If the number is not 0, 1 is saved in the lever full stop flag (step S362), and cumulative counter processing is performed (step S363). In the cumulative counter processing, as shown in FIG. 49, it is determined whether or not a replay activation symbol (a symbol corresponding to a replay role) is displayed (step S381), and if it is displayed, the cumulative counter processing is terminated and the program returns. On the other hand, if a replay activation symbol is not displayed, the number of game medals paid out (including 0) is added to the cumulative counter value (step S382), and then 3 is subtracted from the cumulative counter value (step S383), after which the cumulative counter processing is terminated and the program returns.
[0255] Upon return from the cumulative counter processing, the process proceeds to step S364 in Fig. 48, where the main gaming state number is determined. Then, depending on the main gaming state number, if the main gaming state number is 0, main gaming state number 0 full stop processing is performed (step S365), if the main gaming state number is 1, main gaming state number 1 full stop processing is performed (step S366), and if the main gaming state number is 2, main gaming state number 2, 5 full stop processing is performed (step S367). Also, if the main gaming state number is 3, main gaming state number 3 full stop processing is performed (step S368), if the main gaming state number is 4, main gaming state number 4 full stop processing is performed (step S369), and if the main gaming state number is 5, main gaming state number 2, 5 full stop processing is performed (step S370). Furthermore, if the main gaming state number is 6, main gaming state number 6 full stop processing is performed (step S371), and if the main gaming state number is 7, main gaming state number 7 full stop processing is performed (step S372).
[0256] In the main gaming state number 0 full stop processing in step S365 of FIG. 48, as shown in FIG. 50, first, it is determined whether the AT win flag is 0 (step S391). Here, if the AT win flag is 0, it is determined whether the condition device group A number is 1 (step S392). If the condition device group A number is 1, it is further determined whether BB is not established (step S392). If BB is not established, 6 is saved in the main gaming state number (step S394), the main gaming state number 0 full stop processing is terminated, and the process returns. On the other hand, if the condition device group A number is not 1 as determined in the above step S392, or if BB is established as determined in the above step S393, 0 is saved in the main gaming state number (step S396), the main gaming state number 0 full stop processing is terminated, and the process returns. Also, if the AT win flag is not 0 as determined in the above step S391, the process proceeds to step S396, where it is determined whether the condition device group A number is 1. Here, if the condition device group A number is not 1, 2 is saved in the main game state number (step S398), the main game state number 0 full stop processing is terminated, and the process returns. On the other hand, if the condition device group A number is 1, the process proceeds to step S397, and the game termination processing at the time of AT entry is performed.
[0257] In this game termination process when AT is entered, as shown in Fig. 51, 0 is stored in the chance mode number (step S401), 0 is stored in the chance game number counter (step S402), and 0 is stored in the chance cycle counter (step S403). After that, 0 is stored in the EX mode number (step S404), 0 is stored in the AT cycle counter (step S405), and 0 is stored in the lottery completed flag (step S406). Furthermore, 3 is stored in the main game state number (step S407), and the advantageous zone lamp is turned on (step S408).
[0258] Next, as shown in FIG. 52, it is determined whether or not three "red seven" symbols are displayed stopped in a line on the upper line in the display window W (step S409), and if they are, the process proceeds to step S410, and if they are not, the process proceeds to step S412. In step S412, it is determined whether or not three "red seven" symbols are displayed stopped in a line on the active line 29 in the display window W, and if they are, the process proceeds to step S410, and if they are not, the process proceeds to step S413. In step S413, it is determined whether or not three "red seven" symbols are displayed stopped in a line on the lower line in the display window W, and if they are, the process proceeds to step S414. If the symbols are not displayed as stopped, the process proceeds to step S410, and if they are not displayed as stopped, the process proceeds to step S414. In step S414, it is determined whether or not three "Red Seven" symbols are displayed as stopped in a line sloping downward to the right in the display window W, and if they are displayed as stopped in a line, the process proceeds to step S410, and if they are not displayed as stopped in a line, the process proceeds to step S415. In step S415, it is determined whether or not three "Red Seven" symbols are displayed as stopped in a line sloping upward to the right in the display window W, and if they are displayed as stopped in a line, the process proceeds to step S410, and if they are not displayed as stopped in a line, the process proceeds to step S416.
[0259] If the process proceeds to step S410 (when three "Red Seven" symbols are displayed stopped in a line in the display window W), 1 is stored in the wait number when all symbols are stopped, and 0 is stored in the standby effect number (step S411), and the process proceeds to step S418 in FIG. 51. On the other hand, if the process proceeds to step S416 (when three "Red Seven" symbols are not displayed stopped in a line in the display window W), 0 is stored in the wait number when all symbols are stopped, and 1 is stored in the standby effect number (step S417), and the process proceeds to step S418 in FIG. 51. In step S418, it is determined whether the Seven number is 2. Here, if the Seven number is not 2, the game termination process when entering the AT is terminated and the process returns, and if the Seven number is 2, 2 is added to the standby effect number (step S419), and the game termination process when entering the AT is terminated and the process returns. When the AT is entered, the game termination process is returned to, and the main game state number 0 full stop process in Figure 50 is also terminated and a return is made.
[0260] In the main game state number 1 full stop processing in step S366 of FIG. 48, as shown in FIG. 53(A), the chance game number counter is decremented by 1 (step S431), and it is determined whether or not the game is a BB operation end game (a game in which the operation of the BB game ends) (step S432). Here, if it is not a BB operation end game, the process proceeds directly to step S435. If it is a BB operation end game, 0 is saved in the chance game number counter (step S433), and the chance cycle counter is decremented by 1 (step S434), and then the process proceeds to step S435. In step S435, it is determined whether or not the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether or not the value of the chance game number counter is 0 (step S436), and if the value of the chance game number counter is 0, it is further determined whether or not the value of the chance cycle counter is 0 (step S437). Here, if the value of the chance cycle counter is 0, a chance mode 3 lottery is performed (step S438), and furthermore, a chance mode number determination process is performed (step S439).
[0261] Next, it is determined whether the chance mode number is 4 (step S441). Here, if the chance mode number is not 4, 1 is stored in the advantageous zone counter (step S441), the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the chance mode number is 4, the AT winning processing is performed (step S445), and then 2 is stored in the main gaming state number (step S448), the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the value of the chance game number counter is not 0 as determined in the above step S436, or if the value of the chance cycle counter is not 0 as determined in the above step S437, the process proceeds to step S442, where it is determined whether the type 1 BB winning flag is 0. Here, if the type 1 BB winning flag is 0, the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the Type 1 BB winning flag is not 0, it is determined whether or not the Type 1 BB operating symbol is not displayed (step S443), and if the Type 1 BB operating symbol is not displayed, 6 is saved in the main game state number (step S444), and if the Type 1 BB operating symbol is not displayed, the main game state number 1 full stop processing is terminated and the process returns.
[0262] Also, if the AT winning flag is not 0 in the judgment of step S435, the process proceeds to step S446, where it is judged whether the 1st type BB winning flag is 0 or not. Here, if the 1st type BB winning flag is 0, 2 is saved in the main game state number (step S 448), and then the main game state number 1 full stop processing is terminated and the process returns. On the other hand, if the 1st type BB winning flag is not 0, the game termination process at the time of AT entry is performed (step S447), and then the main game state number 1 full stop processing is terminated and the process returns.
[0263] In the main game state number 2,5 full stop processing in step S367 of Figure 48, as shown in Figure 53 (B), it is determined whether the Type 1 BB winning flag is 0 or not (step S421), and if the Type 1 BB winning flag is 0, it remains as is, and if the Type 1 BB winning flag is not 0, it performs game termination processing when AT is entered (step S422), then terminates the main game state number 2,5 full stop processing and returns.
[0264] In the main gaming state number 3 full stop processing in step S368 of Fig. 48, as shown in Fig. 54, first, it is determined whether or not the value of the bell count counter is 0 (step S451). Here, if the value of the bell count counter is not 0, the main gaming state number 3 full stop processing is ended and returned, and if the value of the bell count counter is 0, the process proceeds to step S452 to determine whether or not the seven number is 1. Here, if the seven number is 1, the process proceeds to step S452 to determine whether or not the value of the seven counter is 0, and if the value of the seven counter is 0, the process proceeds to step S454 to determine whether or not the value of the cumulative counter is smaller than 2001. Here, if the value of the cumulative counter is smaller than 2001, it is determined whether or not the value of the reach flag is 0 (step S455), and if the value of the reach flag is 0, an AT mode rewrite lottery is performed (step S456). Next, it is determined whether the lottery result is 0 (step S457), and if the lottery result is 0, the process proceeds directly to step S459, and if the lottery result is not 0, the lottery result is saved in the AT mode number (step S458) before proceeding to step S459.
[0265] In step S459, an AT cycle lottery is performed, and the lottery result is stored in the AT cycle counter (step S460). Furthermore, a Seven Table 1 lottery is performed (step S462), and the lottery result is stored in the Seven Table Number (step S463). Next, an AT cycle preferential game number lottery process is performed (step S464), and then 0 is stored in the AT win flag (step S465), 0 is stored in the Seven Number (step S466), and 0 is stored in the Seven Counter (step S467). Next, 0 is stored in the Gold Seven Counter (step S468), 0 is stored in the Seven Set Counter (step S469), and 0 is stored in the Loop Number (step S470). Next, 0 is stored in the CU Rank Number (step S471), 0 is stored in the Attainment Flag (step S472), and 0 is stored in the Add-On Mode Number (step S473). Furthermore, 0 is stored in the bell count counter (step S474), and 0 is stored in the total win counter (step S475). Then, 7 is stored in the main game state number (step S476), and 2 is stored in the wait number when all the symbols are stopped (step S477). The main game state number 3 all-stop processing ends and returns.
[0266] On the other hand, if the seven number is not 1 as determined in step S452 above, or if the seven counter is not 0 as determined in step S453 above, the process proceeds to step S481 in FIG. 55, where it is determined whether the value of the seven set counter is 7. If the value of the seven set counter is not 7, the process proceeds directly to step S484. If the value of the seven set counter is 7, 15 is stored in the seven table number (step S482), and 0 is stored in the seven set counter (step S483), and then the process proceeds to step S484. In step S484, a loop CU rank set process is performed, and then it is determined whether the seven number is 1 (step S485). If the seven number is not 1, it is determined whether the value of the gold seven counter is 0 (step S487), and 1 is stored in the seven number (step S488), and then the process proceeds to step S489. On the other hand, if the seven number is 1, the value of the seven counter is decremented by 1 (step S488), and then the process proceeds to step S489.
[0267] In step S489, it is determined whether the value of the Seven Counter is 0, and if the value of the Seven Counter is 0, it is determined whether the Arrival Flag is 0 (step S490). If the Arrival Flag is 0, a Seven Loop lottery process (step S491) and an Arrival Flag process (step S492) are performed, and then the process proceeds to step S493. On the other hand, if the determination in step S489 above shows that the value of the Seven Counter is not 0, or if the determination in step S490 above shows that the Arrival Flag is not 0, the process proceeds directly to step S493. If the determination in step S487 above shows that the value of the Gold Seven Counter is not 0, the process proceeds to step S495, where it is determined whether the value of the Gold Seven Counter is 3. If the value of the Gold Seven Counter is not 3, the process proceeds directly to step S497. If the value of the Gold Seven Counter is 3, 3 is saved as the standby effect number (step S496), and then the process proceeds to step S497. In step S497, the value of the Gold Seven counter is decremented by 1, and a Gold Seven loop lottery process is executed (step S498), and then the process proceeds to step S493.
[0268] In step S493, a lottery for an additional mode is conducted, and the result of the lottery is saved in the additional mode number (step S494). After that, the process proceeds to step S501 in Fig. 56, where correction counter processing is performed. Next, a lottery for switching the number of bells is conducted (step S502), and it is determined whether the result of the lottery is 0 (step S503). Here, if the result of the number of bells switching lottery is 0, a lottery for number of bells 2 is conducted (step S504), and the result of the lottery is saved in the number of bells counter (step S505), and the process proceeds to step S508. If the result of the number of bells switching lottery is not 0, a lottery for number of bells 3 is conducted (step S506), and the result of the lottery is saved in the number of bells counter (step S507), and the process proceeds to step S508.
[0269] In step S508, bell count counter correction processing is performed, and then arrival flag processing is performed (step S509). Next, 3 is stored in the lever wait number (step S510), and it is determined whether the standby effect number is 0 or not (step S511). If the standby effect number is 0, 1 is stored in the standby effect number (step S512), and the process proceeds to step S477 in FIG. 54. On the other hand, if the standby effect number is not 0, the process proceeds directly to step S477. Then, 2 is stored in the wait number when the game is stopped, and the main game state number 3 standby process is completed and the process returns.
[0270] In the main game state number 4 full stop processing in step S369 of FIG. 48, as shown in FIG. 57, the value of the AT cycle preferential game number counter is subtracted by 1 (step S521), and it is determined whether the game is a BB operation end game or not (step S522). Here, if the game is not a BB operation end game, the process proceeds directly to step S525. If the game is a BB operation end game, 0 is stored in the AT cycle preferential game number counter (step S523), and the value of the AT cycle counter is further subtracted by 1 (step S524), and then the process proceeds to step S525. In step S525, it is determined whether the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether the value of the AT cycle counter is 0 (step S526), and if the value of the AT cycle counter is also 0, a draw 2 lottery is performed (step S527). Then, it is determined whether the lottery result is 0 or not (step S528), and if the lottery result is 0, 1 is stored in the advantageous zone clear counter (step S529), and the main game state number 4 full stop processing is terminated and returned.
[0271] On the other hand, if the value of the AT cycle counter is not 0 in the judgment of step S526, the process proceeds to step S534, where it is judged whether or not the Type 1 BB winning flag is 0. Here, if the Type 1 BB winning flag is 0, the main game state number 4 full stop processing is ended and the process returns. On the other hand, if the Type 1 BB winning flag is not 0, the process proceeds to step S535, where it is judged whether or not the BB is not established. If the BB is not established, the process proceeds to step S535. The main game state number 4 full stop processing is ended and returned, and if BB is established, 7 is saved in the main game state number (step S536), and then the main game state number 4 full stop processing is ended and returned.
[0272] Also, if the AT winning flag is not 0 as determined in step S525 above, the process proceeds to step S531, where it is determined whether the Type 1 BB winning flag is 0. Here, if the Type 1 BB winning flag is not 0, the process proceeds to step S532, where game termination processing is performed when AT is entered, the main game state number 4 full stop processing is terminated, and the process returns. On the other hand, if the Type 1 BB winning flag is 0, the process proceeds to step S533, where 5 is saved in the main game state number, and then the main game state number 4 full stop processing is terminated and the process returns. Furthermore, if the result of the pullback 2 lottery is not 0 as determined in step S528 above, the process proceeds to step S530, where AT winning processing is performed, and then 5 is saved in the main game state number (step S533), and then the main game state number 4 full stop processing is terminated and the process returns.
[0273] In the main gaming state number 6 full stop processing in step S371 of Fig. 48, as shown in Fig. 58(A), it is determined whether or not BB is established (step S541). If BB is not established, the main gaming state number 6 full stop processing is terminated and the process returns, and if BB is established, 1 is saved in the main gaming state number (step S542), and then the main gaming state number 6 full stop processing is terminated and the process returns.
[0274] In the main gaming state number 7 total stop processing in step S372 of Fig. 48, as shown in Fig. 58(B), it is determined whether or not BB is established (step S551). If BB is not established, the main gaming state number 7 total stop processing is terminated and the process returns, and if BB is established, 4 is saved in the main gaming state number (step S552), and then the main gaming state number 6 total stop processing is terminated and the process returns.
[0275] After executing any of the full stop processes for main game state numbers 0 to 7 shown in steps S365 to S372 in Fig. 48, the process proceeds to step S373 in Fig. 48. Here, 0 is saved in the instruction number, the section type number management game termination process is terminated, and a return is made. Upon return from the section type number management game termination process, the process proceeds to step S8 in Fig. 32(B), and advantageous zone clear counter management processing is performed.
[0276] In the advantageous zone clear counter management process, as shown in FIG. 59, the value of the advantageous zone clear counter is decremented by 1 (step S561), and it is determined whether the value of the advantageous zone clear counter is 0 since before the current decrement (step S562). If the value of the advantageous zone clear counter is not 0 before the current decrement, the process proceeds to step S565, where it is determined whether the value of the advantageous zone clear counter has become 0 as a result of the current decrement. If the value of the advantageous zone clear counter has become 0 as a result of the current decrement, the process proceeds directly to step S566. On the other hand, if the value of the advantageous zone clear counter is not 0 after the current decrement, the process proceeds to step S567, where it is determined whether a replay activation symbol has been displayed in the game. If a replay activation symbol has been displayed in the game, the process proceeds directly to step S569. If not, the process adds a value obtained by subtracting the number of bets from the number of game medals paid out in the game to the net increase counter (step S568), and then proceeds to step S569.
[0277] In step S569, it is determined whether the value of the net increase counter is 2401 or more, and if the value of the net increase counter is below 2401, the process proceeds to step S566, and if it is 2401 or more, the process ends the advantageous zone clear counter management process and returns. In step S566, 0 is stored in all memory areas that store data values that affect the performance related to the instruction function, and the process proceeds to step S563. On the other hand, if it is determined in step S562 above that the value of the advantageous zone clear counter is 0 from before the current subtraction, the process proceeds directly to step S563. In step S563, it is determined whether the section type number is 0 or not, and if the section type number is 0, the advantageous section clear counter management process is terminated and the process returns. On the other hand, if the section type number is not 0, 1500 is saved in the advantageous section clear counter (step S564), and then the advantageous section clear counter management process is terminated and the process returns.
[0278] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to FIG. 60. In this embodiment, the timer interrupt process is executed every predetermined time (e.g., 2.235 milliseconds) to read each game operation signal output in response to a game operation such as a bet operation performed by a player, detect (check) the signal level, send each control command, and control the drive of the reels. As shown in FIG. 60, this timer interrupt process first performs interrupt initialization processing (saving registers, prohibiting interrupts, etc.) (step MT11), and then determines whether a power outage has been detected (step MT12). If a power outage is detected, power outage processing is executed (step MT25). The power outage process involves saving registers, saving stack pointers, saving interrupt states, etc. In addition, the process also involves retaining information about the winning combination results and game state (including information about ATs) stored in a predetermined memory area, calculating and storing checksums, etc.
[0279] On the other hand, if a power outage is not detected, the interrupt counter value is updated (decremented by "1") (step MT13), and then a timer measurement is performed (step MT14). This timer measurement involves subtracting or adding to the timer value of any timer set in the game progress control process described above. Next, the input port is read (step MT15). This input port reading involves reading and storing the signal levels of each game operation signal input to the input port, determining the signal levels, etc.
[0280] Next, reel drive control processing is performed to control the drive of the reels 3a to 3c (e.g., acceleration, deceleration, constant speed maintenance, stopped maintenance, etc.) (step MT16). This reel drive control processing updates the reel drive pulse output counter value, which indicates the timing for switching the stepping motor's output phase (excitation phase), depending on the reel drive state (stopped, reel rotation standby, accelerating, constant speed, decelerating, etc.), and acquires, updates, and outputs reel drive pulse data for driving the stepping motor. In the next step MT17, it is determined whether the reel drive control processing has been performed for all reels. If not, the process returns to step MT16 and performs the reel drive control processing again. On the other hand, if the reel drive control processing has been performed for all reels, port output processing is performed to output excitation to the reels, hoppers, blockers, etc. (step MT18), and then control command transmission processing is performed to transmit the control commands stored in the control command buffer (CB) (step MT19).
[0281] Next, the process proceeds to step MT20, where the outer end signal (external signal) data stored in a predetermined memory area is read out and the outer end signal is output. Next, an LED display is performed to cause the above-mentioned display lamp to display a predetermined display (step MT21). In this LED display, for example, the payout number display lamp 46j displays the following: That is, if no error (excluding E-system errors) has occurred, the payout number "0-9" is displayed based on the number of game medals paid out, or a numerical value "1-6" is displayed based on a set value. Furthermore, when announcing the push order, the display mode of the instruction number "=1" to "=6" is displayed. Furthermore, if an error (excluding E-system errors) has occurred, an error display is performed based on the value of the error number.
[0282] Next, the process proceeds to step MT22, where error management is performed. In this error management, an error check is first performed. In this error check, it is determined whether an H0 error has occurred, whether a CE error has occurred, whether a CP error has occurred, whether a CH error has occurred, and so on. The controller 100 determines whether a C0 error has occurred, whether a C1 error has occurred, whether an E6 error has occurred, whether an E7 error has occurred, and if an E6 or E7 error has occurred, it displays an error on the payout number indicator lamp 46j and stops the game. If an E-type error has occurred, error recovery is possible if the setting change process described above is executed. After this error check, if an error has occurred, it performs an output request set process when an error is detected to send error information to the sub-control means 200. After executing this error management process, it performs a process to update the random numbers used for determining roles, etc. (step MT23), and then performs interrupt recovery process (register recovery, interrupt permission, etc.) (step MT24) and returns from the interrupt.
[0283] 61 to 73, we will now explain the effects (hereinafter referred to as "display effects") performed by images displayed on the display screen 11a (image display unit DP) of the image display device 11 in the slot machine 1. The display effects performed in this embodiment include, for example, conversation effects (also referred to as "dialogue effects"), subtitle effects (also referred to as "telop effects"), expectation effects (also referred to as "object effects"), GET effects, scene switching effects, and blackout effects.
[0284] (Dialogue performance) A conversation effect is, for example, an effect in which people, animals, plants, robots, monsters (whether real or fictional), etc. (collectively referred to as "characters") set as image characters for a gaming machine converse, with predetermined lines spoken by each character being displayed on an image display unit such as a liquid crystal panel, and sound being output from an audio output unit such as a speaker. The conversation effect may, for example, serve to inform the player of content unrelated to the game results, such as introducing the character to the player, explaining game methods, or explaining the model and specifications of the gaming machine, or it may serve to inform the player of content related to the game results, such as suggesting the likelihood of receiving a favorable game. A favorable game is a game that is more advantageous to the player than usual (for example, a game during an automatic time slot (including an art) or a bonus game on a slot machine, a game during a jackpot on a pachinko machine, a probability-varying game, or a time-saving game; hereinafter, these are also referred to as "advantageous game"). The expectation of granting an advantageous game refers to the expectation (reliability, probability) of executing an advantageous game or obtaining a game result that has a high probability (including 100%) of allowing the execution of an advantageous game (for example, winning an AT in a slot machine, winning an AT add-on, winning an add-on with a large number of AT add-ons, winning a bonus, winning an advantageous bonus, winning a rare combination, winning a jackpot in a pachinko machine, winning a probability jackpot (a jackpot that is more advantageous than a jackpot without probability jackpot), winning a 16-round jackpot (a jackpot with a large number of balls paid out), etc.). In the conversation presentation, a predetermined display (also referred to as a "conversation presentation display") for the conversation presentation is displayed on the image display unit DP at a predetermined timing. Note that the display is not limited to a two-dimensional (flat) image display, but also includes a three-dimensional (stereoscopic) display such as a hologram. Note that the conversation presentation may be a mode in which two or more characters converse with each other, or a mode in which one character speaks to the player. In short, at the very least, the requirements for dialogue presentation are met if there is a character image and corresponding dialogue text.
[0285] A conversation production display is a display related to the remarks of each character in a conversation between multiple characters, and is composed of a display of the character and a display that can be identified as text. A character display is, specifically, for example, a display of a picture (picture) showing the appearance (appearance, mainly the face) of the character that is speaking (also called a "character picture display"). On the other hand, a display that can be identified as text is, specifically, for example, a display of text that shows the content of the character's remarks (also called "lines" in a conversation production display). In addition to a character picture display and a line display, a conversation production display usually includes a display that can identify the name of the character. A display that can identify the name of the character is, specifically, for example, a display of the name of the character that is speaking. A conversation presentation display is a display of characters indicating the name of the character (also called a "character name display"). The conversation presentation display is composed of a character image display, a dialogue display, and a character name display, but a conversation presentation display composed of a character image display and a dialogue display without including a character name display may also be provided. As specific examples of conversation presentation displays, a first conversation presentation display KD1 is shown in FIG. 61(A), and a second conversation presentation display KD2 is shown in FIG. 61(B).
[0286] The first conversation performance display KD1 includes a character picture display KG1 that displays the appearance of character CH1, a character name display KN1 that displays the name of character CH1 ("Kenji"), and a dialogue display KS1 that displays the lines of character CH1 ("It's a nice day today, isn't it?"). In the dialogue display KS1, a frame-shaped image (also called an "area image") KW1 that indicates a certain range is displayed together with the lines to make it easier to understand the range of a single line, to make it easier to understand which character is speaking, and to make the lines stand out. Similarly, the second conversation performance display KD2 includes a character picture display KG2 that displays the appearance of a character CH2, which is different from character CH1, a character name display KN2 that displays the name of character CH2 ("Pamela"), and a dialogue display KS2 that displays the lines of character CH2 ("You're so carefree, aren't you?"). In the dialogue display KS2, the area image KW2 is also displayed.
[0287] In the first conversation presentation display KD1, the character image display KG1, character name display KN1, dialogue display KS1, and area image KW1 are displayed in a predetermined area of the image display unit DP at the same predetermined timing during one game as the respective display elements constituting the first conversation presentation display KD1. Similarly, in the second conversation presentation display KD2, the character image display KG2, character name display KN2, dialogue display KS2, and area image KW2 are displayed in another predetermined area of the image display unit DP at the same predetermined timing during another game as the respective display elements constituting the second conversation presentation display KD2 (e.g., an area not overlapping with the area where the first conversation image KG1 is displayed). As a modified example, for example, in the first conversation presentation display KD1, the character image display KG1 and character name display KN1 are displayed first, and then (e.g., 0.2 seconds later) the dialogue display KS1 is displayed together with the area image KW1; the display timing of the display elements may be slightly different. This also applies to the second conversation performance display KD2.
[0288] The timing at which the conversation effect display is displayed can be set as appropriate to any timing triggered (display trigger) by the operation of a predetermined switch controlled by the main control means (for example, the 1-BET switch 22 and the MAX-BET switch 23 (hereinafter collectively referred to as "bet switches"), the start lever 25, and the stop switches 26a, 26b, 26c, etc., collectively referred to as "main switches"). For example, during one game, the first conversation effect display KD1 may be displayed on the image display unit DP at a predetermined timing (the same timing as the lever operation acceptance or a predetermined time after the lever operation acceptance) after the start lever 25 accepts the operation (also referred to as "lever operation acceptance"), triggered (display trigger) by the valid acceptance of the operation of the start lever 25. Furthermore, during the same game, when any of the three stop switches 26a, 26b, 26c has validly accepted a first stop operation, the second conversation effect display KD2 may be displayed on the image display unit DP at a predetermined timing (the same timing as when the first stop operation is accepted or a predetermined time has elapsed since the first stop operation is accepted) after the first stop operation is validly accepted (when the first stop operation is accepted). Also, if the first conversation effect display KD1 to the second conversation effect display KD2 are displayed at the timing of accepting a third stop operation, the first conversation effect display KD1 to the second conversation effect display KD2 displayed on the image display unit DP are erased when an operation of the bet switch to start the next game or an operation of the start lever 25 is accepted, and the next game is started. If the dialogue audio output from the audio output unit has not yet been output when the first conversation effect display KD1 through the second conversation effect display KD2 are erased upon acceptance of a bet switch operation to start the game or acceptance of an operation of the start lever 25, the first conversation effect display KD1 through the second conversation effect display KD2 on the image display unit DP are erased, but the dialogue audio may continue to be output to the end. However, if an effect that the player wants to focus on, such as a rare combination announcement or freeze, or a new conversation effect is selected upon acceptance of an operation of the start lever 25 for the next game, the dialogue audio output is stopped immediately after acceptance of an operation of the start lever 25. This configuration allows even players who want the game to progress quickly to understand the content of the effect. It goes without saying that the dialogue audio may be erased together with the erasure of the first conversation effect display KD1 through the second conversation effect display KD2 on the image display unit DP.
[0289] The timing at which the conversation effect display is displayed can also be set to any timing triggered (display trigger) by the operation of a sub-button controlled by the sub-control means. For example, during one game, an image urging the player to operate the decision button 55 (for example, an image combining an image of the decision button 55 with the word "PUSH") is displayed on the image display unit DP. Then, in response to that display, when the decision button 55 is effectively operated (including cases where it is effective by operating it once or by operating it a predetermined number of times in succession), the first conversation effect display KD1 or the second conversation effect display KD2 may be displayed on the image display unit DP at a predetermined timing (the same timing as the decision button operation or a predetermined time after the decision button operation) after the decision button 55 is operated (also referred to as "decision button operation"). In addition, in the case of a pachinko machine, the timing at which the conversation presentation display is displayed can be set to, for example, the point at which a predetermined time has passed since the game ball entered the starting hole (also referred to as "entering the starting hole").
[0290] During a single game, no conversation effect displays may be displayed, only one may be displayed, or multiple conversation effect displays may be displayed. The number of conversation effect displays displayed during a single game may not be related to the game result, or the number may affect the game result. For example, the display of two or more conversation effect displays during a single game may increase the likelihood of a favorable game outcome compared to the display of only one conversation effect display. Whether or not a conversation effect display is displayed, the type of conversation effect display to be displayed (e.g., the type of dialogue in the dialogue display), the number of dialogue effect displays, and the timing of display may be determined based on, for example, the game status (e.g., whether or not the game is in a favorable zone), the results of an internal lottery (e.g., whether or not a rare combination has been won), the results of other lotteries such as an AT lottery or an AT bonus lottery (or may be determined based on the satisfaction of other predetermined conditions). When multiple conversation effect displays are displayed, at most one conversation effect display may be displayed per display trigger.
[0291] For example, in a case where the first conversation effect display KD1 and the second conversation effect display KD2 are displayed during a single game, if the first conversation effect display KD1 is displayed in response to the operation of the start lever 25, the second conversation effect display KD2 will not be displayed until one of the three stop switches 26a, 26b, and 26c has effectively accepted the first stop operation. In other words, the second conversation effect display KD2 will not be displayed before the first stop operation has been effectively accepted (though it may be displayed in some cases). This allows, for example, the degree of expectation of winning a favorable game to differ depending on the trigger for the display of the conversation effect display, thereby enhancing the enjoyment of the game. Furthermore, by limiting the number of conversation effect displays to one per display trigger, it is possible to prevent players from misidentifying the trigger for the display of the conversation effect display or from confusing multiple displayed conversation effect displays.
[0292] Three or more conversation production displays are displayed on the image display unit DP during one game. For example, after the first conversation effect display KD1 is displayed in response to the acceptance of the start lever operation and the second conversation effect display KD2 is displayed in response to the acceptance of the first stop operation, a third conversation effect display (not shown) may be displayed at a predetermined timing after the acceptance of the second stop operation (either the same timing as the acceptance of the second stop operation or a predetermined time after the acceptance of the second stop operation) in response to the effective acceptance of the second stop operation by one of the remaining two stop switches during the same game, and a fourth conversation effect display (not shown) may be displayed at a predetermined timing after the acceptance of the third stop operation (either the same timing as the acceptance of the third stop operation or a predetermined time after the acceptance of the third stop operation) in response to the effective acceptance of the third stop operation by the remaining stop switch. The character in the third conversation effect display and the character in the fourth conversation effect display may be different characters from character CH1 and character CH2, or may be the same character.
[0293] When multiple conversation effect displays are displayed on the image display unit DP during a single game, the first conversation effect display continues to be displayed without being erased (hidden) from the image display unit DP even when a later conversation effect display is displayed. For example, in the above example, the first conversation effect display KD1 continues to be displayed even when the second conversation effect display KD2 is displayed, and then, even when the third conversation effect display is displayed, the first and second conversation effect displays KD1 and KD2 continue to be displayed without being hidden. Furthermore, even when the fourth conversation effect display is displayed after that, the first to third conversation effect displays are still displayed without being hidden. In this way, by allowing the first conversation effect display to continue to be displayed even when a later conversation effect display is displayed, multiple conversation effect displays can be displayed simultaneously (so that the display periods of each conversation effect display partially overlap with each other) on the image display unit DP during a single game. This allows the image display unit DP to appear lively with multiple conversation effect displays. Furthermore, in cases where a player is likely to feel bored due to a gaming state in which the possibility of obtaining a favorable gaming result for the player is low (for example, during a non-favorable zone), by displaying multiple conversation effect displays throughout one game, it is possible to draw the player's attention to those conversation effect displays and reduce the player's sense of boredom. Furthermore, the degree of expectation of being awarded a favorable game may differ depending on the trigger at which the conversation effect display is displayed, in which case the player can be made interested in the timing of the conversation effect display, making it possible to increase the player's interest in the game.
[0294] In the dialogue display, the content of the character's lines (for example, the content of the dialogue display KS1 in the first dialogue display KD1 or the content of the dialogue display KS2 in the second dialogue display KD2) may be set to have no effect on the game outcome regardless of its content, or the game outcome may differ depending on the content of the lines. For example, in the case where the content of the dialogue display KS2 is "That's nice and carefree" (see FIG. 61(B)) or "That's true" (see FIG. 62), the content may be set to have no effect on the game outcome in either case, or the latter case may be set to have a higher expectation of awarding a more advantageous game than the former case. Also, the content of the lines may be changed when the enter button 55 is operated. Furthermore, the case where the dialogue content changes as a result of the operation of the enter button 55 may include a case where the dialogue is displayed (the dialogue display starts) as a result of the operation of the enter button 55, and a case where the dialogue content changes as a result of the operation of the enter button 55 after the dialogue has been displayed. In the case where the dialogue content changes as a result of the operation of the enter button 55 after the dialogue has been displayed (the dialogue voice is also output at the same time), the operation (operation acceptance) of the enter button 55 may be enabled before the dialogue voice has finished, or the operation of the enter button 55 may be enabled after the dialogue voice has finished. In the case where the operation of the enter button 55 is enabled before the dialogue voice has finished, the dialogue being output is interrupted if the enter button 55 is operated in the middle of the dialogue voice. Since new lines are outputted when the dialogue is finished, this is a specification that is preferred by players who want to know the outcome of the game as soon as possible. Also, if the enter button 55 is operated after the dialogue voice has finished, the dialogue will not be interrupted, so this is a specification that is preferred by players who want to enjoy the presentation.
[0295] Furthermore, the characters displayed in the dialogue display in the conversation effect display may always be in the same font (font or style), size (length), and color, or may vary in font, size, color, etc. depending on the game situation or the timing of displaying the dialogue effect display. The degree of expectation of winning an advantageous game may vary depending on the font, size, color, etc. For example, in addition to a mode in which the color of either the outline (contour) of the characters or the area inside the outline, or both, is a normal color (e.g., black or white), the dialogue display may be displayed in blue (also referred to as a "blue dialogue display") or in red (also referred to as a "red dialogue display"). In this case, the degree of expectation of winning an advantageous game may be higher with a red dialogue display than with a blue dialogue display.
[0296] As an example, Figure 63(A) shows an example in which the character Kenji's line "It's a nice day today," is displayed in blue with the area inside the outline of the text in blue, and the character Pamela's line "You're right," is displayed in red with the outline of the text in red (with the area inside the outline in white). In this example, the size of the text in the red text display is larger than the size of the text in the blue text display, and this difference in size also suggests to the player that the red text display has a higher chance of awarding a more advantageous game. In the red text display, not only the text size of the text display but also the size of the character in the character image display and the character name display may be larger. In other words, in the red text display, any one or two or all of the text size of the text display, the text size of the character name display, and the character size may be larger than those in the blue text display (although only the color of the text may be changed, and the text size may remain the same). In addition, when multiple conversation presentation displays are displayed during one game, the characters displayed in the dialogue in the first conversation presentation display (for example, the first conversation presentation display KD1) may have one size and font, while the characters displayed in the dialogue in the second or subsequent conversation presentation displays (for example, the first conversation presentation display KD1) may have multiple different sizes and fonts.
[0297] When multiple dialogue effects with different expectations for providing advantageous game results, such as blue dialogue effects and red dialogue effects, are displayed during a single game, the dialogue effect with the higher expectation level is displayed later (although it is also possible for the dialogue effect to be displayed first). Therefore, when multiple dialogue effects are displayed during a single game, the first dialogue effect (e.g., the first dialogue effect KD1) is likely to display dialogue in a normal color or a color with a low expectation level, while the second or subsequent dialogue effect (e.g., the second dialogue effect KD2) is likely to display dialogue in a color with a high expectation level. In the case of blue dialogue effects and red dialogue effects, for example, the blue dialogue effect is displayed upon receipt of an operation of the start lever 25, and the red dialogue effect is displayed upon receipt of a first stop operation. Note that a red dialogue effect with a relatively high expectation level may be displayed so as to overlap a blue dialogue effect with a relatively low expectation level. When they are displayed overlapping, the text in the blue dialogue display may be partially or entirely hidden by the red dialogue display (see Fig. 62(B)), or the red dialogue display may be overlapped so that the text in the blue dialogue display is not hidden (see Fig. 63(A)). When the second conversation performance display KD2 is displayed after the first conversation performance display KD1, the color indicating the degree of expectation of the second conversation performance display KD2 will not be displayed in a color that indicates a lower degree of expectation than the color indicating the degree of expectation of the first conversation performance display KD1. This also applies when the third conversation performance display or the fourth conversation performance display is displayed, and the expectation of a conversation performance that is later in the display order will not be lower than that displayed in the previous conversation performance. This is because the first conversation performance display KD1 initially displays a high expectation This is to prevent a situation where a low-expectation blue dialogue display is displayed in the second dialogue display KD2 after a red dialogue display indicating a high expectation level is displayed, making it difficult to understand the expected level of expectation. Displaying a normal dialogue display in the second dialogue display KD2 after a red dialogue display in the first dialogue display KD1 is not problematic because it does not confuse the player. Furthermore, when dialogue displays occur before and after a reach effect in a pachinko machine, the expectation level of the dialogue display displayed after the reach effect may be lower than the expectation level of the dialogue display displayed before the reach effect. This is because the reach effect sandwiched between the two effects gradually increases the expectation level. For example, before the reach effect, players are interested in whether or not a reach effect will occur, so when a red dialogue display appears in the dialogue display at this stage, players anticipate whether or not a reach effect will occur. In contrast, after the reach effect, the player is interested in whether or not there will be a jackpot, so when the blue dialogue display in the conversation effect appears at this stage, the player will hope for a jackpot or not. Because the target of expectation is different in this way, it is possible to create a presentation that is easy to understand even if the level of expectation drops before and after the reach effect. Note that the characters displayed in the conversation effect before and after the reach effect may be the same character, or may be the same character but displayed in a different manner (for example, with different costumes or expressions), or may be different characters.
[0298] It should be noted that the colors of the characters, etc. in the dialogue display (colors other than the normal colors) are not limited to blue and red. For example, in addition to the blue dialogue display and the red dialogue display, a green dialogue display in which the characters, etc. are green, a pattern dialogue display in which the characters, etc. have a specific pattern (for example, a pattern symbolizing the gaming machine manufacturer), and a rainbow dialogue display in which the characters, etc. are rainbow-colored may be provided. The expectation of winning a favorable game may increase in the following order: blue dialogue display < green dialogue display < red dialogue display < pattern dialogue display < rainbow dialogue display. In this case, the dialogue display with the highest expectation (rainbow dialogue display in this example) may be a confirmation effect with 100% expectation (for example, indicating AT confirmation, bonus confirmation, jackpot confirmation, etc.).
[0299] The dialogue displayed in the dialogue presentation display is usually composed of words and sentences written in characters that the player can understand. However, it may also be composed of characters that the player cannot understand, such as characters written in an ancient language, garbled characters, or characters containing shapes and symbols (▽, ●, *). When dialogue display containing characters that the player cannot understand is displayed, the expectation of winning an advantageous game may be higher than when dialogue display consisting of characters that the player can understand is displayed. Furthermore, the character string (sentence) in the dialogue display may be displayed on a single line (see FIG. 61) or may be displayed across two or more lines (including cases where the character string consists of two or more sentences) (see FIG. 62).
[0300] Although the area image KW1 in the first conversation effect display KD1 and the area image KW2 in the second conversation effect display KD2 both have the shape of a so-called speech bubble, the shape of the area image is not limited to this and can be any shape. The shape of the area image may always be the same or may vary depending on the game status or the timing of the conversation effect display. The difference in the shape of the area image may also vary the degree of expectation for the game outcome. For example, the area image may be displayed in the shape of a speech bubble or in the shape of an arrow, and the latter may be configured to have a higher expectation of a more advantageous game outcome than the former. Note that such area images may not be displayed, and the characters of the dialogue display may be displayed in their bare state (without being surrounded by a frame, etc.).
[0301] Furthermore, the color and pattern of the area inside the outline of the range image may always be the same, or may be different depending on the game situation or the timing of displaying the dialogue effect display. The degree of expectation of an advantageous game may be different depending on the color and pattern of the area inside the outline. For example, in addition to the mode in which the area inside the outline of the range image is displayed in a normal color, there may be a mode in which it is displayed in blue (which is also included in the blue dialogue display) and a mode in which it is displayed in red (which is also included in the blue dialogue display). In cases where there is a situation where the display is in red (these are also included in the red dialogue display), the expectation of awarding a more advantageous game may be higher when the display is in red than when the display is in blue.
[0302] As an example, Figure 62(A) shows an example in which character Kenji's dialogue is displayed in blue, with the area inside the outline of the image being blue, and character Pamela's dialogue is displayed in red, with the area inside the outline of the image being red. Note that the color of the area inside the outline of the image is not limited to blue and red. For example, the area inside the outline of the image may be green (this is also included in green dialogue display), a specific pattern (this is also included in pattern dialogue display), or rainbow-colored (this is also included in rainbow dialogue display). Furthermore, in the example of Figure 62(A), there may be cases in which red dialogue display is displayed so as to overlap blue dialogue display.
[0303] The character image display in the conversation effect display may always be the same for the same character, or may be different for the same character depending on the game situation or the display timing of the conversation effect display. The degree of expectation of an advantageous game outcome may differ depending on the mode of the character image display. For example, in a case where the character image KG1 in the first conversation effect display KD1 is displayed in a mode where it is displayed with a hat and a mode where it is displayed without a hat, the mode where it is displayed with a hat may be expected to award an advantageous game outcome higher than the mode where it is not displayed without a hat.
[0304] When a conversation effect display is displayed on the image display unit DP, a different type of effect display (another image) may be displayed on the same image display unit DP. In such cases, the conversation effect display and the other effect display can be rendered on separate layers using a layer function provided in the graphics software used to create the image. For example, when a moving or still image (also referred to as a "background image") is displayed so as to occupy su...
Claims
[Claim 1] It has a start switch, Having a plurality of reels, It has a stop switch, having an information display means capable of displaying information, having an internal drawing means; It has a role ratio monitor that can display the role ratio, A set value display is provided. The surface color of each segment when the role ratio monitor is not lit is configured to be recognized as a color different from the surface color of each segment when the setting value display is not lit, The surface color of the lit segments when the role ratio monitor is lit can be recognized as being substantially the same color as the surface color of the lit segments when the set value display is lit, In a game in which a predetermined result has been determined by the internal lottery means, the information display means can display stop operation information corresponding to a predetermined stop operation mode; As the stop operation information, first stop operation information which is information related to a first stop operation, second stop operation information which is information related to a second stop operation, and third stop operation information which is information related to a third stop operation can be displayed, The display mode of the first stop operation information includes at least a normal mode and a success mode, The display mode of the second stop operation information includes at least a normal mode and a success mode, The success mode is a display mode that can be displayed based on the operation of the stop switch, a start switch is operated and a predetermined result is determined by an internal lottery means, and when stop operation information corresponding to the predetermined stop operation mode is displayed on an information display means, a stop switch corresponding to the first stop operation information is operated as a first stop operation, the first stop operation information is displayed in a successful mode and then hidden, and when the second stop operation information is displayed, a stop switch corresponding to the second stop operation information is operated as a second stop operation, the second stop operation information is displayed in a successful mode and then hidden, and the third stop operation information is displayed; and when a power outage occurs, after power is restored, at least the first stop operation information is not re-displayed on the information display means, and the second stop operation information can be re-displayed in the successful mode on the information display means; A gaming machine in which a power outage occurs in a situation in which a start switch is operated and a predetermined result is determined by an internal lottery means, and when stop operation information corresponding to the predetermined stop operation mode is displayed on an information display means, a stop switch corresponding to the first stop operation information is operated as a first stop operation, the first stop operation information is displayed in a successful mode and then hidden, and when the second stop operation information is displayed, a stop switch corresponding to the third stop operation information is operated as a second stop operation, and the second stop operation information is hidden, and after power is restored, at least the first stop operation information and the second stop operation information are not re-displayed on the information display means.
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