Gaming Machines

By introducing a victory type lottery mechanism and multiple wheel designs in slot machine games, combined with operation modes, the problem of poor gaming experience in the existing technology is solved, and higher game playability and fun are achieved.

JP7673980B2Active Publication Date: 2025-05-09OLYMPIA KK
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Patent Information

Application Number
JP2022194705
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-06
Publication Date
2025-05-09
Estimated Expiration
2040-10-19

AI Technical Summary

Technical Problem

In various game states, the corresponding relationship between the player's operation mode and the displayed symbol combination changes, resulting in poor gaming experience.

Method used

A gaming mechanism is adopted, in which the game benefits obtained by the player are determined through the victory type lottery, and combined with the design and operation modes of multiple wheels to achieve a richer gaming experience.

Benefits of technology

It improves the playability and fun of the game and enhances the interactive experience between players and the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Improve playability. [Solution] The gaming machine of the present invention comprises a winning type lottery means, a reel control means, a game state control means, an auxiliary effect execution means, and an effect state control means, and the multiple winning types include a first winning type, a second winning type, and a third winning type, and the first winning type is a combination of a first small win and a second small win that has a larger gaming profit than the first small win, and is set so that the first small win can be won by a first operation, and the second small win can be won by a second operation, and The winning type is set so that the first small role and the second small role overlap, the first small role can be won by the first operation, and the second small role can be won by the third operation, and the auxiliary performance execution means notifies the second operation when the first winning type is determined in the AT performance state, and notifies the third operation when the second winning type is determined, and the third winning type is set so that the first small role and the bonus role overlap, and the first small role can be won by the first operation in the internal game state.
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Description

[Technical Field]

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

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

[0003] In addition, slot machines offer multiple game modes that offer different degrees of advantage (gaming profits) to the player during gameplay. For example, when a winning combination (hereinafter referred to as a "correct combination") with a high gaming profit is achieved, a stop switch operation mode (hereinafter referred to as a "correct operation mode") that is a winning condition for the correct combination is notified (hereinafter referred to as an "assist operation mode"), allowing the player to easily display the symbol combination corresponding to the correct combination on the pay line. Some slot machines also offer an AT (assist time) game mode, in which the probability of winning a replay combination is set high, or an ART game mode, in which the AT and RT game modes are simultaneously implemented (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-010751 Summary of the Invention [Problem to be solved by the invention]

[0005] As described above, the selective winning type includes multiple overlapping winning combinations, and the symbol combinations displayed on the pay lines vary depending on the player's operation. Therefore, the slot machine can prompt the player to perform a predetermined operation to display various symbol combinations on the pay lines. Here, the correspondence between the player's operation and the symbol combinations displayed on the pay lines is revised to improve gameplay.

[0006] In view of the above problems, the present invention aims to provide a gaming machine that can improve playability. [Means for solving the problem]

[0007] In order to solve the above problem, the gaming machine of the present invention comprises a winning type lottery means for determining one of a plurality of winning types by a winning type lottery, a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged in response to the operation of a start switch, and for controlling the stop of a reel corresponding to an operated stop switch in response to the operation of a stop switch corresponding to the rotating reel, and a bonus combination determining means for determining a bonus combination in a non-internal game state. , and the bonus role is not won in the game in which the bonus role is won.and a game state control means for transitioning the game state to an internal game state, an auxiliary effect execution means for executing an auxiliary effect that notifies the player of an advantageous operation mode, and an effect state control means for transitioning to one of a plurality of types of effect states including an AT effect state in which the auxiliary effect can be executed, wherein the plurality of types of winning types include a first winning type (for example, a winning type "batting order bell A blue 1"), a second winning type (for example, a winning type "batting order bell A blue 4"), and a third winning type (for example, a winning type "common 1 coin"), and the first winning type is a first small role (for example, a winning role "1 coin role" such as winning roles "small role 21" to "small role 24", or an incorrect role), and a second small role (for example, a winning role "15 coin role" such as winning roles "small role 1" to "small role 17", or a correct role) that has a larger game profit than the first small role (for example, a winning role "15 coin role" such as winning roles "small role 1" to "small role 17", or a correct role), are overlapped, the first small role is set to be winable by a first operation (for example, stopping the stop switch 120a for the first time), and the second small role is set to be winable by a second operation (for example, stopping the stop switch 120b for the first time), the second winning type is set to be winable by a third operation (for example, stopping the stop switch 120c for the first time), the first small role and the second small role are overlapped, the first small role is set to be winable by a first operation, and the second small role is set to be winable by a third operation (for example, stopping the stop switch 120c for the first time), the auxiliary performance execution means notifies the second operation when the first winning type is determined in the AT performance state, and notifies the third operation when the second winning type is determined, the third winning type is set to be winable by a bonus role when the first small role and a third small role different from the first small role (for example, winning role "small role 45") overlap, The bonus role will not be awarded. The first small combination is set to be winable by the first operation, and the third small combination is set to be winable by the third operation. [Effects of the Invention]

[0008] According to the present invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Figure 5] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 10 is a diagram showing a winning type lottery table. [Figure 7] FIG. 10 is a diagram showing a winning type lottery table. [Figure 8] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 9] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 10] 10 is a flowchart illustrating a CPU initialization process on the main control board. [Figure 11] 10 is a flowchart illustrating a cold start process in the main control board. [Figure 12] 10 is a flowchart illustrating an error stop process in the main control board. [Figure 13] 10 is a flowchart illustrating a setting value switching process in the main control board. [Figure 14] 10 is a flowchart illustrating an initialization start process in the main control board. [Figure 15] 10 is a flowchart illustrating a state restoration process in the main control board. [Figure 16] 10 is a flowchart illustrating game start processing on the main control board. [Figure 17] 10 is a flowchart illustrating the processing for inserting a gaming medal on the main control board. [Figure 18] 10 is a flowchart illustrating an internal lottery process in the main control board. [Figure 19] 10 is a flowchart illustrating a pattern code setting process on the main control board. [Figure 20] 10 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 21] This is a flowchart explaining the non-advantageous section processing executed in the state-specific module execution processing. [Figure 22] 10 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 23] This is a flowchart explaining the CZ performance state processing executed in the state-specific module execution processing. [Figure 24] This is a flowchart explaining the non-advantageous waiting presentation state processing and the advantageous waiting presentation state processing executed in the state-specific module execution processing. [Figure 25] 10 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 26] 10 is a flowchart explaining the reel stop processing in the main control board. [Figure 27] 10 is a flowchart illustrating a display determination process in the main control board. [Figure 28] 10 is a flowchart illustrating a payout process in the main control board. [Figure 29] 10 is a flowchart illustrating the game transition processing on the main control board. [Figure 30] This is a flowchart explaining the normal AT presentation state processing executed in the state-specific module execution processing. [Figure 31] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 32] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 33] 10 is a timing chart for explaining the timing of a random number acquisition process and a specification process. [Figure 34] 10 is a flowchart showing specific processing of a COM_PRE module, a RAD_CHK module, and a COM_LOT module. [Figure 35]FIG. 10 is an explanatory diagram showing a description of a general-purpose lottery offset selection table. [Figure 36] This is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance 1". [Figure 37] 10 is a flowchart showing a display identifier determination process. [Figure 38] 10 is a flowchart showing a display identifier determination process. DETAILED DESCRIPTION OF THE INVENTION

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0011] (Mechanical configuration of slot machine 100) 1 and 2, a slot machine 100 serving as a gaming machine is provided with a housing 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and three reels 110 (a left reel 110a, a center reel 110b, and a right reel 110c) are provided in the housing 102 at positions corresponding to the symbol display window 108 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal-divided areas on the outer surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of each of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.

[0012] An operation unit installation base 112 is formed above the front lower door 106, and the operation unit installation base 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, an effect switch 122, etc. The medal insertion unit 114 accepts medals inserted as game value through a medal insertion port 114a. The bet switch 116 inserts (bet) a specified number of medals required for one game from medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits).

[0013] The start switch 118 is, for example, a lever capable of detecting tilting and detects the player's operation to start a game. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that when the stop switches 120 are in a state where they can be stopped, the player's first stop operation of one of the stop switches 120a, 120b, or 120c is referred to as the first stop. After the first stop, the player's second stop operation of one of the two remaining stop switches 120 is referred to as the second stop. After the second stop, the player's third stop operation of the last remaining stop switch 120 is referred to as the third stop. The effect switch 122 is, for example, composed of a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and turn operations.

[0014] A liquid crystal display unit 124 that displays various images associated with performances is provided approximately in the center of the top of the upper front door 104. Performance lamps 126, for example, formed of high-brightness light-emitting diodes (LEDs), are provided at the top and on the left and right of the upper front door 104. Speakers 128 that perform auditory performances using sound effects, musical tones, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the upper front door 104 and on the left and right positions on the rear surface of the lower front door 106.

[0015] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of credited medals (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals to be paid out.

[0016] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the bottom of the front of the lower front door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.

[0017] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, allowing the setting value to be changed (also simply referred to as a setting change) via the power switch 144. The setting value indicates the player's degree of advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six setting values. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, allowing play. The setting can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.

[0018] In the slot machine 100, once a game can be started and a predetermined number of medals are bet, the active line A is activated and operation of the start switch 118 is validated. Here, betting includes inserting credited medals through operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay combination on the active line A, which will be described in detail later. The active line A is a line used to determine whether a winning combination has been achieved, and in this embodiment, there is only one active line. As shown in FIG. 3(b), the active line A is set as a line connecting the positions corresponding to the symbols that stop on the top row of the left reel 110a, the middle row of the center reel 110b, and the bottom row of the right reel 110c among the nine symbols (three reels × three rows: top, middle, and bottom) that appear in the symbol display window 108. Invalid lines are lines other than the valid line A that are not used to determine whether a winning role has been played, and which display other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from the pattern combination displayed on the valid line A alone.In this embodiment, the four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed.

[0019] When the player operates the start switch 118, the game begins, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for determining a winning type is executed. After that, the corresponding left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. If a winning combination that is eligible for a medal payout is achieved based on the results of the lottery for determining a winning type and the combination of symbols displayed on the pay line A, the medals are paid out. If a winning combination that is eligible for a medal payout is not achieved, or if a winning combination that is eligible for a medal payout is not achieved, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c all come to a stop.

[0020] In this embodiment, the above-mentioned one game refers to the game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay role on the activated line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in accordance with the operation of the start switch 118 by the player, and depending on the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, and 120c are controlled to stop, and if a winning role that can be awarded with a medal is won, the medal is paid out. Furthermore, if a player does not win a prize type that can receive a medal payout, or if a player wins but does not win a prize, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a medal or winning a replay. The number of times one game is repeated is also referred to as the number of games. Furthermore, one game in which a prize type lottery is executed and a single payout can be received is sometimes referred to as a basic game to distinguish it from a pseudo game (pseudo game) described below. Here, whether the basic game is played alone or in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.

[0021] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Furthermore, transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.

[0022] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and controls the entire slot machine 100. Even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.

[0023] The main control board 200 also has functional units such as an initialization means 300, a betting means 302, a winning type lottery means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command sending means 316, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.

[0024] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of medals into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a performs various processes based on the received detection signals.

[0025] The initialization means 300 executes initialization processing on the main control board 200. The betting means 302 bets medals to be used in games. The win type lottery means 304, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.

[0026] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. Furthermore, in response to the operation of the start switch 118, the reel control means 306 may extend the time from when the operation of the stop switches 120a, 120b, and 120c was enabled in the previous game until the operation of the stop switches 120a, 120b, and 120c by the player is enabled to display the lottery result of the winning type lottery (which was disabled upon completion of the operation of the stop switches 120a, 120b, and 120c in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, and 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time. In this embodiment, as a reel effect, a pseudo game similar to the basic game may be performed in which the basic game is interrupted in response to operation of the start switch 118 in the basic game, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c are controlled to stop (temporarily stop) in response to operation of the stop switches 120a, 120b, and 120c. The pseudo game ends when the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game resumes. As an example of the pseudo game, predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping modes similar to those of the basic game or different rotation control and stopping modes, thereby increasing the interest in the game.Note that the temporary stop state indicates a state in which the reels appear to be stopped, but are not completely stopped, by continuing to change the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop state and the temporary stop state are treated simply as stop states in the sense that the reels do not rotate in one direction but maintain their positions. Furthermore, both the stop control and the temporary stop control are treated simply as stop controls in the sense that the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate in response to operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0027] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 306 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.

[0028] The determination means 308 determines whether or not a symbol combination corresponding to a winning role has been displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as a win. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role, based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (a win has been achieved). In addition, the main control board 200 is connected to a medal payout device 142, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.

[0029] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. In addition, the presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.

[0030] The command sending means 316 sequentially determines game-related commands in accordance with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.

[0031] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d circulates and updates a count value within a predetermined update range, generating a random number value to be used in lotteries during games. The random number generator 200d updates the initial value of the count value to be circulated at each update period. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined point in time. The random number value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 304.

[0032] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls, in particular, performances based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random number values ​​generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.

[0033] In addition, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.

[0034] The initialization determination means 330 executes initialization processing on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The effect control means 334 receives a detection signal from the effect switch 122 and determines the effects of the game to be performed by each device, such as the LCD display unit 124, the speaker 128, and the effect lamp 126, based on the received command. Specifically, the effect control means 334 determines image data to be displayed on the LCD display unit 124 and illumination data for effects using illumination devices such as the effect lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and also determines audio data constituting the sound to be output from the speaker 128. The effect control means 334 then executes the determined game effects. The effects also include auxiliary effects. The auxiliary effect is an effect that notifies the player of the correct operation mode of the stop switches 120a, 120b, and 120c, which is the winning condition for the correct combination, when a selected winning type in which a correct combination and an incorrect combination overlap is won in the winning type lottery. This auxiliary effect allows the player to easily display the symbol combination corresponding to the correct combination on the pay line A. The effect state in which this auxiliary effect is executed is called the AT (assist time) effect state. Also, a so-called ART game state may be used in which the AT effect state and the RT (replay time) game state, which has a high probability of winning a replay role, proceed in parallel.

[0035] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the LCD display unit 124, performance lamp 126, speaker 128, sub-credit display unit 134, and sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and main payout display unit 132, may be referred to as main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute an auxiliary effect in the AT effect state.

[0036] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIGS. 6 and 7 are explanatory diagrams for explaining the winning type lottery table.

[0037] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like in the main ROM 200b, which correspond to the game states managed and controlled by the game state control means 312. The win type lottery means 304 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table corresponds to the win type random number obtained in response to the operation signal of the start switch 118.

[0038] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. A replay combination is a combination that allows a player to play again without placing a new medal bet when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows a player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. Furthermore, a bonus combination is a combination that allows a game state managed by the game state control means 312 to transition to a bonus game state (a game state during RBB operation, which will be described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.

[0039] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of "RBB." Replay combinations include "Replay 1" to "Replay 7." Small combinations include "Small combination 1" to "Small combination 45." In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. In the following description, the winning combinations "Small combination 1" to "Small combination 17" may be abbreviated as "15-coin combinations," the winning combination "Small combination 18" as "14-coin combinations," the winning combinations "Small combination 19" and "Small combination 20" as "3-coin combinations," and the winning combinations "Small combination 21" to "Small combination 45" as "1-coin combinations."

[0040] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 306 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is rotated for a number of sliding frames so as to be reeled onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 306 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 306 controls the symbols to stop so that the symbol combination corresponding to the winning combination can be displayed on the pay line A according to the player's operation mode.

[0041] For example, the symbols constituting the symbol combinations corresponding to the winning combinations "Replay 1" and "Small Win 17" are arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A. Such a winning combination is sometimes expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning combinations "Replay 2", "Small Win 1" to "Small Win 16", and "RBB" are not always arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A, which may result in a so-called missed win. Such a winning combination is sometimes expressed as PB≠1.

[0042] As shown in Figures 6 and 7, the winning type lottery table divides multiple winning areas, and the winning types that are the subject of the lottery vary depending on the gaming state, and the presence or absence of non-winning (missing) winners also varies. In Figures 6 and 7, the winning areas (winning types) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (RBB internal), RBB operating gaming state (RBB operating)) are represented by "◎" or "○", but in reality, winning type lottery tables corresponding to each of the multiple gaming states are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows the lottery to transfer to an advantageous zone, and "○" indicates a winning type that does not allow the lottery to transfer to an advantageous zone, and

[0043] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. Adding up the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is calculated by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. Based on the game state at that time, the win type lottery means 304 sequentially obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number. It subtracts the number of positions from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the current win area is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onward is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.

[0044] Here, we will provide additional information about the winning combination "RBB" that constitutes the winning type "RBB." A predetermined first-class special role RB is a role that increases the number of symbol combinations related to winning per predetermined number or increases the probability of activation of a conditional device related to winning per predetermined number. It activates under predetermined circumstances and can continue to operate until a game result not exceeding 12 is obtained. Here, a conditional device is a device whose activation is a necessary condition for the display of a symbol combination related to a winning, replay, or activation of a role or role continuous activation device. It activates when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag. The role continuous activation device related to the first-class special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously activate the first-class special role RB. It activates when a specific symbol combination is displayed and terminates its operation under predetermined circumstances.

[0045] According to the winning type lottery tables in Figures 6 and 7, for example, winning area 0 is associated with the winning type "miss," and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the valid line A, and no medals will be paid out, etc.

[0046] Furthermore, winning area 1 is associated with the winning type "small win ALL" which includes (wins) the winning roles "small win 1" to "small win 45" in duplicate, winning area 2 is associated with the winning type "3-piece ALL" which includes (wins) the winning roles "small win 19" and "small win 20" in duplicate, and winning area 3 is associated with the winning type "1-piece ALL" which includes (wins) the winning roles "small win 21" to "small win 45" in duplicate.

[0047] In addition, the winning types "Replay 1" to "Replay 4" that overlap with the winning combinations "Replay 1" to "Replay 7" are associated with the winning areas 4 to 7. In the following, the four winning types of the winning areas 4 to 7 may be simply referred to as the winning type "Replay".

[0048] In addition, the winning areas 8 to 31 are associated with the selected winning types (winning types "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4", "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4") that overlap and include either a correct combination with a payout of 15 coins (winning combination "Small combination 1" to "Small combination 16") or an incorrect combination with a payout of 1 coin (winning combination "Small combination 21" to "Small combination 40"). In the following, the 24 winning types in the winning areas 8 to 31 may be simply referred to as the winning type "Batting Order Bell".

[0049] In addition, the winning areas 32 to 41 are associated with the winning types "Batting Order Chance 1" to "Batting Order Chance 10", which include the winning combination "Small Role 18" with a payout of 14 coins, the winning combination "Small Role 17" with a payout of 15 coins, and the winning combination "Small Role 21", "Small Role 22", "Small Role 27", "Small Role 28", "Small Role 35", "Small Role 36", and "Small Role 43" with a payout of 1 coin. In the following, the 10 winning types in the winning areas 32 to 41 may be simply referred to as the winning type "Batting Order Chance".

[0050] In addition, the winning areas 42 and 43 are associated with the winning types "Common 3 Coins 1" and "Common 3 Coins 2," which include a combination of the winning role "Small Role 20," which pays out three coins, and any of the winning roles "Small Role 25," "Small Role 26," "Small Role 27," and "Small Role 28," which pay out one coin. Note that, hereinafter, the two winning types in the winning areas 42 and 43 may be simply referred to as the winning type "Common 3 Coins."

[0051] Furthermore, the winning area 44 is associated with the winning type "Common 1 coin" which overlaps the winning combination "RBB" and the winning combinations "Small combination 21", "Small combination 23", "Small combination 24", and "Small combination 45". Furthermore, the winning area 45 is associated with the winning type "Watermelon" which overlaps the winning combination "RBB" and the winning combination "Small combination 43". Furthermore, the winning area 46 is associated with the winning type "Chance Eye A" which overlaps the winning combination "RBB" and the winning combination "Small combination 44". Furthermore, the winning area 47 is associated with the winning type "Chance Eye B" which overlaps the winning combination "RBB" and the winning combination "Small combination 19". In the following, the two winning types of the winning areas 46 and 47 may be simply referred to as the winning type "Chance Eye".

[0052] Furthermore, the winning area 48 is associated with the winning type "Weak Cherry" which includes the winning combination "RBB" and the winning combination "Small Role 41" in combination. Furthermore, the winning area 49 is associated with the winning type "Strong Cherry" which includes the winning combination "RBB" and the winning combination "Small Role 42" in combination. Furthermore, the winning area 50 is associated with the winning type "RBB" which includes the winning combination "RBB" alone. Note that if the winning areas 44 to 49 are won in the RBB internal game state, only the small role will be won.

[0053] When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination will be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0054] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1," the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2," and the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3." The operation of stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0055] In addition, in "batting order 3," operating the stop switch 120b when the symbols with symbol numbers 1 to 10 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 3 blue (blue in the figure)," and operating the stop switch 120b when the symbols with symbol numbers 0, and 11 to 19 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 3 red (red in the figure)." Similarly, in "batting order 4," operating the stop switch 120b when the symbols with symbol numbers 1 to 10 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 4 blue," and operating the stop switch 120b when the symbols with symbol numbers 0, and 11 to 19 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 4 red." In addition, in "batting order 5" and "batting order 6," when the stop switch 120c is operated at the timing when the symbols with symbol numbers 1 to 10 arranged on the right reel 110c are positioned on the valid line A, this will be referred to as "batting order 5 blue" and "batting order 6 blue," respectively, and when the stop switch 120c is operated at the timing when the symbols with symbol numbers 0 and 11 to 19 arranged on the right reel 110c are positioned on the valid line A, this will be referred to as "batting order 5 red" and "batting order 6 red," respectively.

[0056] For example, in the RBB internal game state described below, if the winning type "Batting Order Bell A Blue 1" in winning area 8 is won and the operation is performed using the correct operation mode (Batting Order 3 Blue), the stop control is performed so that the pattern combination corresponding to the winning role "Small Role 1", which is the correct role with a payout of 15 coins, is preferentially displayed on the valid line A. Furthermore, when operations are performed by batting order 1 and batting order 2, the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on valid line A, and when operations are performed by batting order 3 red and batting order 4 (batting order 4 blue and batting order 4 red), the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on valid line A with a probability of 1 / 2, and when operations are performed by batting order 5 and 6, the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on valid line A with a probability of 1 / 4.

[0057] The winning probability (number of symbols placed) for each winning type in the winning areas 8 to 23 is set to be equal. The winning probability (number of symbols placed) for each winning type in the winning areas 24 to 31 is also set to be equal. Since a player usually does not know which winning type he / she has won, providing the winning areas 8 to 31 as described above makes it difficult for a correct combination to win. Furthermore, as described above, even if the stop switches 120a, 120b, 120c are operated in an operation mode that prioritizes the display of incorrect combinations, it is not necessarily the case that the symbol combination corresponding to the incorrect combination will be displayed on the pay line A, and therefore, depending on the operation mode, a missed win may occur (PB≠1).

[0058] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win was won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. In addition, when an internal win flag corresponding to a win type that includes a replay role is established, a symbol combination corresponding to one of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.

[0059] (Game state transition) Here, the transition of the game state will be explained using Figure 8. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending of the game.

[0060] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the winning probability of a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 1 / 10).

[0061] The game state control means 312 transitions the game state in response to the winning of the winning combination "RBB." For example, in a game in which the winning combination "RBB" is won, when a symbol combination corresponding to the winning combination "RBB" is displayed on the activated line A, the game state control means 312 transitions the game state to the RBB activated game state (1).

[0062] In the RBB-activated gaming state, the probability of winning a replay role is set to 0. In this RBB-activated gaming state, the possible winning types are set as follows: "Small Role ALL" in winning area 1, "3-Coin ALL" in winning area 2, and "1-Coin ALL" in winning area 3. When the "Small Role ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 45" is displayed on the active line A. When the "3-Coin ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 19" or "Small Role 20" is displayed on the active line A. When the "1-Coin ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 21" to "Small Role 45" is displayed on the active line A. Here, the configuration of these small roles reduces the expected number of coins won per unit of play in the RBB-activated gaming state.

[0063] When the condition for terminating the RBB operation gaming state is met, that is, when the number of acquired coins reaches a predetermined number, the gaming state control means 312 shifts the gaming state to a non-internal gaming state (2).

[0064] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 shifts the game state to the RBB internal game state (3).

[0065] In the RBB internal game state, the probability of winning a replay is set to approximately 1 in 5.9. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.

[0066] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning a correct combination. As a result, for example, auxiliary effects are performed in the AT presentation state in the RBB internal game state, making it easier to win medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, resulting in fewer chances of winning a correct combination. This reduces the chances of winning a correct combination compared to the AT presentation state in other game states, making it more difficult for the player to increase their medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal acquisition performance.

[0067] (Transition of performance state) 9 is an explanatory diagram for explaining the transition of the presentation state. Below, we will explain in detail the presentation state transitioned by the presentation state control means 314 in the main control board 200. Note that below, we will explain the case where the game state is the RBB internal game state.

[0068] Here, to comprehensively and uniformly determine whether or not there is a bias in game states with high medal acquisition performance, a game zone with a command function, i.e., a game zone advantageous to the player, including a game zone that executes an auxiliary effect (command function), is defined as an advantageous zone. Note that, when an auxiliary effect is activated as a result of a lottery or the like performed by the main control board 200 for the activation of the auxiliary effect, information indicating the content of the command may be transmitted to a peripheral board such as the sub-control board 202 only when the main control board 200 displays the content of the command on the main notification means so that the content of the command can be identified. Unlike advantageous zones, game zones in which the auxiliary effect (command function) cannot be executed are defined as non-advantageous zones. Therefore, multiple game states belong to either advantageous zones or non-advantageous zones, which are game zones. In this embodiment, almost all game states belong to advantageous zones, and some game states (here, the first game of the non-advantageous standby game state) realize non-advantageous zones.

[0069] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selective winning type in which the payout for the correct role is the maximum (here, 15 coins), if an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in winning the correct role, this must be notified, for example, by lighting up the zone indicator 160.

[0070] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.

[0071] Therefore, the presentation state control means 314 manages the transition between the presentation state and the advantageous zone as well as the transition between the non-advantageous zone and the advantageous zone. Regardless of this management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, the advantageous zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (for example, the number of games played during play reaches 1,500 games or the net increase in the number of coins exceeds 2,400). In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.

[0072] (Non-AT performance state, AT performance state) In the non-AT performance state, the frequency of auxiliary effects is extremely low compared to the AT performance state, and the number of medals that can be won is limited because auxiliary effects are almost not performed. Here, six performance states are provided as non-AT performance states: normal performance state, CZ performance state (chance zone performance state), special zone performance state, advantageous waiting performance state, non-advantageous waiting performance state, and pull-back performance state.

[0073] In the AT presentation state, by having the auxiliary presentation execution means execute an auxiliary presentation when a selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by transitioning to the AT presentation state, the player can progress in the game more advantageously than in a non-AT presentation state. Here, four presentation states are provided as the AT presentation state: an OP presentation state (opening presentation state), a normal AT presentation state, a continuation presentation state, and a special specialized zone presentation state. Each presentation state will be explained individually below.

[0074] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among multiple presentation states. The presentation state control means 314 conducts a CZ lottery in the normal presentation state. The CZ lottery is a lottery that determines the transition to the CZ presentation state, and the presentation state control means 314 conducts the CZ lottery with different probabilities for each winning type determined by the winning type lottery, as will be described in detail later. Then, if the CZ lottery is won in the normal presentation state, the presentation state control means 314 transitions the presentation state to the CZ presentation state (1).

[0075] In the CZ presentation state, the presentation state control means 314 conducts an AT lottery. The AT lottery is a lottery that determines whether to transition to an AT presentation state (normal AT presentation state), and the presentation state control means 314 conducts the AT lottery with different probabilities for each winning type determined by the winning type lottery. Then, if the AT lottery is won in the CZ presentation state, the presentation state control means 314 transitions the presentation state to an OP presentation state, which is an AT presentation state (2). Note that the CZ presentation state can be said to be a more advantageous presentation state than the normal presentation state, since it may be determined to transition to a normal AT presentation state in which auxiliary presentations are executed.

[0076] On the other hand, when a predetermined termination condition is met in the CZ presentation state (for example, a predetermined number of plays has elapsed without winning the AT lottery), the presentation state control means 314 transitions the presentation state to the normal presentation state (3).

[0077] Furthermore, when a predetermined ceiling condition (for example, the ceiling number of plays passes consecutively in the normal presentation state or CZ presentation state (collectively referred to as the first state) without transitioning to any other presentation state) is met in the normal presentation state or CZ presentation state without transitioning to the OP presentation state or special specialized zone presentation state (so-called reaching the ceiling), the presentation state control means 314 transitions the presentation state to the OP presentation state (2), (4).

[0078] In the OP presentation state, the auxiliary presentation is executed until a predetermined termination condition is met (for example, five wins in the correct winning type and five auxiliary presentations are executed). Then, when the predetermined termination condition is met in the OP presentation state, the presentation state control means 314 transitions the presentation state to the specialized zone presentation state (5). In the specialized zone presentation state, the difference in the number of coins that can be acquired (net increase in the number of coins) in the normal AT presentation state to which the state is subsequently transitioned is determined by lottery. The specialized zone presentation state continues for, for example, 15 games, and when 15 games have elapsed, the presentation state control means 314 transitions the presentation state to the normal AT presentation state (6).

[0079] In the normal AT presentation state (second state), the auxiliary presentation is executed until a predetermined termination condition (for example, winning the difference number of medals determined in the specialized zone) is met. In other words, the normal AT presentation state is a difference number management type AT presentation state. Then, when a predetermined termination condition is met in the normal AT presentation state, the presentation state control means 314 transitions the presentation state to the standby presentation state indicated by the dashed dotted line (7), (8).

[0080] The standby presentation state is divided into an advantageous standby presentation state, which is an advantageous section, and a non-advantageous standby presentation state, which is a non-advantageous section. As will be explained in detail later, in the final play of the normal AT presentation state, the presentation state control means 314 performs a continuation lottery to determine whether to transition (continue) to the normal AT presentation state again. If the continuation lottery is won, the presentation state control means 314 continues the advantageous section and temporarily transitions the presentation state to the advantageous standby presentation state (7). Furthermore, even if the continuation lottery is not won, the presentation state control means 314 performs an advantageous continuation lottery when specific conditions are met, and if the advantageous continuation lottery is won, the presentation state control means 314 continues the advantageous section and transitions the presentation state to the advantageous standby presentation state (7). On the other hand, if the continuation lottery is not won and the specific conditions are not met, or if the specific conditions are met but the advantageous continuation lottery is not won, the presentation state control means 314 temporarily transitions the advantageous section to the non-advantageous section and transitions the presentation state to the non-advantageous standby presentation state (8).

[0081] The standby presentation state continues for two games whether it is an advantageous standby presentation state or an unadvantageous standby presentation state. If the continuation lottery is won and the state is shifted to the advantageous standby presentation state, the presentation state control means 314 shifts the presentation state to the continuation presentation state after two games have elapsed (9).

[0082] In addition, if the continuation lottery is not won and the advantageous continuation lottery is won, resulting in a transition to an advantageous standby presentation state, the presentation state control means 314 conducts continuation lotteries for each of the two games. Then, after the two games have elapsed, the presentation state control means 314 transitions the presentation state to a continuation presentation state regardless of whether the continuation lottery is won or not (9).

[0083] On the other hand, when the state transitions to a non-advantageous standby presentation state, the presentation state control means 314 conducts a favorable zone transition lottery in the first play to determine whether or not to transition to a favorable zone. Note that the favorable zone transition lottery in this embodiment is always won. Therefore, the presentation state control means 314 transitions the play zone to an advantageous zone when the first play in the non-advantageous standby presentation state ends. Also, when the state transitions to a non-advantageous standby presentation state, the presentation state control means 314 conducts a continuation lottery for each of the two plays. Then, after two plays have elapsed, the presentation state control means 314 transitions the presentation state to a continuation presentation state, regardless of whether or not the continuation lottery is won (10).

[0084] The continuation presentation state continues until a predetermined termination condition (for example, the passage of 10 games) is met, during which time the presentation control means 334 notifies the result of the continuation lottery. If the continuation lottery is won, the presentation state control means 314 transitions again to the specialized zone presentation state (11). On the other hand, if the continuation lottery is not won, the presentation state control means 314 transitions the presentation state to the pullback presentation state (12). Note that in the continuation presentation state, if the continuation lottery is not won, a so-called rewrite lottery may be held to determine by lottery whether to transition to the normal AT presentation state.

[0085] The pull-back presentation state continues until a predetermined termination condition (for example, the passage of 30 games) is met, during which time the presentation state control means 314 conducts a pull-back lottery for the normal AT presentation state. If the pull-back lottery is won, the presentation state control means 314 transitions the presentation state to the specialized zone presentation state (13). On the other hand, if the termination condition is met without winning the pull-back lottery, the presentation state control means 314 transitions the presentation state to the normal presentation state (14).

[0086] Incidentally, in the normal presentation state, CZ presentation state, and pull-back presentation state indicated by dashed lines, when a predetermined winning type (for example, winning types "Replay 3" or "Replay 4") is won by the winning type lottery, the presentation state control means 314 determines by lottery whether or not to execute a lock 3 reel presentation (freeze presentation), which will be described in detail later. Then, when it is determined that a lock 3 reel presentation should be executed, the reel control means 306 executes the lock 3 reel presentation, and the presentation state control means 314 transitions the presentation state to a special specialized zone presentation state for the next game (15).

[0087] The special specialized zone presentation state is more advantageous to the player than the specialized zone presentation state. Specifically, in the special specialized zone presentation state, like the specialized zone presentation state, the difference in the number of coins (net increase) that can be won in the normal AT presentation state to which the game subsequently shifts is determined by lottery, but the difference in the number of coins determined is more likely to be a larger value than in the specialized zone presentation state. For example, in the special specialized zone presentation state, the maximum net increase in the number of coins that can be won in one advantageous zone is determined in total to be 2,400 coins. Note that the special specialized zone presentation state may be shifted to when certain conditions, described in detail below, are met, in addition to when the execution of the lock 3 reel presentation is determined.

[0088] Then, when the special specialized zone presentation state ends, the presentation state control means 314 shifts the presentation state to the normal AT presentation state (16).

[0089] Specific processing in the main control board 200 and the sub-control board 202 will be explained below with reference to flowcharts.

[0090] (CPU initialization process of main control board 200) 10 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0091] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required to execute various processes.

[0092] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0093] (Step S100-5) The main CPU 200a determines whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0094] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.

[0095] (Step S100-9) The main CPU 200a executes the processing required to permit access to the main RAM 200c.

[0096] (Step S100-11) The main CPU 200a executes a checksum verification process. Here, the main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If the main CPU 200a determines that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag. If it determines that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.

[0097] (Step S100-13) The main CPU 200a determines whether the backup abnormality flag is on. If it is determined that the backup abnormality flag is on, the process proceeds to step S110. If it is determined that the backup abnormality flag is not on, the process proceeds to step S120.

[0098] (Step S110) The main CPU 200a executes cold start processing, which will be described later.

[0099] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0100] (Step S130) The main CPU 200a executes a state restoration process to restore the state to the state immediately before the power was turned off. This state restoration process will be described later.

[0101] FIG. 11 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0102] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and executes a used area RAM check process to detect any abnormality in the used area.

[0103] (Step S110-3) The main CPU 200a clears the other area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the other area. If an abnormality is detected in the other area in the separate area RAM check process, the main CPU 200a turns on a RAM read / write error flag.

[0104] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0105] (Step S110-7) The main CPU 200a determines whether an abnormality has been detected in step S110-1. If it is determined that an abnormality has been detected in step S110-1, the process proceeds to step S112, and if it is determined that an abnormality has not been detected in step S110-1, the process proceeds to step S110-9.

[0106] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.

[0107] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it is determined that the RAM read / write error flag is on, the process proceeds to step S112, and if it is determined that the RAM read / write error flag is not on, the process proceeds to step S120.

[0108] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0109] (Step S110-13) The main CPU 200a sets an error code "E7" indicating a backup error.

[0110] (Step S112) The main CPU 200a executes an error stop process to stop the progress of the game due to an error, which will be described later.

[0111] FIG. 12 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0112] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0113] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and a warning sound.

[0114] (Step S112-5) The main CPU 200a sets the external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.

[0115] (Step S112-7) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S112-5.

[0116] (Step S112-9) The main CPU 200a shifts to a permanent loop, which stops the progress of the game.

[0117] FIG. 13 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0118] (Step S120-1) The main CPU 200a acquires a signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. As a result, if it is determined that the setting value switching condition is not met, the setting value switching process is terminated, but if it is determined that the setting value switching condition is met, the process proceeds to step S120-3. Here, the signal from input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is determined that the setting value switching condition is met when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.

[0119] (Step S120-3) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.

[0120] (Step S120-5) The main CPU 200a executes a table content setting process for transferring the table data of the setting value switching data table to the main RAM 200c.

[0121] (Step S120-7) The main CPU 200a sets a setting change start command, which indicates the start of changing the setting value, in the transmission buffer.

[0122] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0123] (Step S120-11) The main CPU 200a acquires the setting value data indicating the current setting value.

[0124] (Step S120-13) The main CPU 200a determines whether an on-edge of the setting change switch has been detected in step S120-9. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-15.

[0125] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0126] (Step S120-17) The main CPU 200a determines whether the setting value data is within the allowable setting range (1 to 6). If it is determined that the setting value data is within the range, the process proceeds to step S120-21, and if it is determined that the setting value data is not within the range, the process proceeds to step S120-19.

[0127] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0128] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19.

[0129] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value on the main credit display section 130.

[0130] (Step S120-25) The main CPU 200a determines whether an on-edge of the setting change switch has been detected. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-27.

[0131] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it is determined that the setting change switch is on, the process proceeds to step S120-27, and if it is determined that the setting change switch is not on, the process proceeds to step S120-29.

[0132] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.

[0133] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer reaches 0.

[0134] (Step S120-33) The main CPU 200a determines whether it has detected an on-edge of the start switch 118. As a result, if it has determined that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it has determined that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.

[0135] (Step S120-35) The main CPU 200a determines whether the setting key is off, and if it is determined that the setting key is off, the process proceeds to step S120-35, and if it is determined that the setting key is not off, the process proceeds to step S120-37.

[0136] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it is determined that the setting key is on, the process proceeds to step S120-37, and if it is determined that the setting key is not on, the process proceeds to step S122.

[0137] (Step S122) The main CPU 200a executes an initialization start process to start the initialization, which will be described later.

[0138] FIG. 14 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0139] (Step S122-1) The main CPU 200a sets a setting change end command, which indicates that the change of the setting value has been completed, in the transmission buffer.

[0140] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command that indicates the state when the change of the setting value is completed.

[0141] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0142] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.

[0143] (Step S122-9) The main CPU 200a executes a setting change RAM clear process that clears another area of ​​the main RAM 200c.

[0144] (Step S122-11) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.

[0145] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in the transmission buffer.

[0146] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0147] FIG. 15 is a flowchart illustrating the state restoration process (S130) in the main control board 200.

[0148] (Step S130-1) The main CPU 200a restores the stack pointer.

[0149] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear unused areas in the main RAM 200c.

[0150] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0151] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0152] (Step S130-9) The main CPU 200a executes a port input process to update the image of the input port.

[0153] (Step S130-11) The main CPU 200a executes the operation target bit extraction process to extract information on the operation target bit based on the image of the input port updated in step S130-9.

[0154] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.

[0155] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operating state of the reels 110a, 110b, and 110c, i.e., accelerating, rotating steadily, stopped, or waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating = 3, rotating steadily = 2, stopped = 1, or waiting = 0 depending on the operating state of the stepping motor 152.

[0156] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it determines that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-21. If it determines that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-19.

[0157] (Step S130-19) The main CPU 200a executes a rotation error process for setting the reels 110a, 110b, and 110c when an error is detected.

[0158] (Step S130-21) The main CPU 200a restores the saved register group.

[0159] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, thereby restoring the main CPU 200a to the state it was in immediately before the power was turned off.

[0160] FIG. 16 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0161] (Step S200-1) The main CPU 200a executes a re-game state identification signal output setting process for outputting a re-game state identification signal indicating whether or not a re-game is being performed.

[0162] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bets).

[0163] (Step S200-5) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S200-3.

[0164] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0165] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer reaches 0.

[0166] (Step S200-11) The main CPU 200a executes a one-game RAM clearing process that clears an area to be cleared for each game among the use areas in the main RAM 200c.

[0167] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0168] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0169] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0170] FIG. 17 is a flowchart illustrating the game medal insertion process (S210) in the main control board 200.

[0171] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0172] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0173] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.

[0174] (Step S210-7) The main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in step S210-5. If it is determined that the front upper door 104 and the front lower door 106 are closed, the main CPU 200a proceeds to step S210-17, and if it is determined that at least one of the front upper door 104 and the front lower door 106 is not closed, the main CPU 200a proceeds to step S210-9.

[0175] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.

[0176] (Step S210-11) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.

[0177] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0178] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0179] (Step S210-17) When a credit switch (not shown) for paying back accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back accumulated medals.

[0180] (Step S210-19) The main CPU 200a executes processing related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the number of medals bet is subtracted from the reserved number by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, that number is added to the reserved number.

[0181] (Step S210-21) The main CPU 200a executes a game medal acquisition process to check whether the number of inserted medals is a specified number.

[0182] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a determines whether the number of inserted coins is equal to the specified number. If it is determined that the number of inserted coins is not equal to the specified number, the main CPU 200a proceeds to step S210-1. If it is determined that the number of inserted coins is equal to the specified number, the main CPU 200a proceeds to step S210-25.

[0183] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.

[0184] (Step S210-27) The main CPU 200a determines whether it has detected a falling edge (pressed) of the start switch 118. As a result, if it has determined that a falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it has determined that a falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.

[0185] (Step S210-29) The main CPU 200a clears the main payout display buffer to clear the display of the main payout display unit 132.

[0186] (Step S210-31) The main CPU 200a executes a re-game state identification signal clearing process for clearing the re-game state identification signal.

[0187] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing to turn off (extinguish) the start indicator.

[0188] (Step S210-35) The main CPU 200a sets a lever depression command indicating that the start switch 118 has been depressed in the transmission buffer.

[0189] (Step S220) The main CPU 200a executes an internal lottery process for determining the type of winning, which will be described later.

[0190] FIG. 18 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0191] (Step S220-1) The main CPU 200a acquires the setting value data.

[0192] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0193] (Step S220-5) The main CPU 200a determines whether the setting value data acquired in step S220-1 is abnormal. If it is determined that the setting value data is abnormal, the process proceeds to step S112. If it is determined that the setting value data is not abnormal, the process proceeds to step S220-7.

[0194] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.

[0195] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a gaming state.

[0196] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0197] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.

[0198] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes lottery data acquisition processing to shift the winning area by one.

[0199] (Step S220-17) The main CPU 200a determines whether or not to hold a winning type lottery. If it is determined that a winning type lottery will not be held, the process proceeds to step S220-21. If it is determined that a winning type lottery will be held, the process proceeds to step S220-19.

[0200] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0201] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, i.e., whether the winning area has been won by the winning type lottery. If it is determined that the winning type lottery has been won, the main CPU 200a proceeds to step S230, and if it is determined that the winning type lottery has not been won, the main CPU 200a proceeds to step S220-23.

[0202] (Step S220-23) The main CPU 200a determines whether the winning type lottery has ended. If it is determined that the winning type lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning type lottery has ended, the process proceeds to step S220-25.

[0203] (Step S220-25) The main CPU 200a clears the trigger role type.

[0204] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0205] FIG. 19 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0206] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process to set the game state to an internal game state if the acquired winning area includes a bonus role.

[0207] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0208] (Step S230-5) The main CPU 200a determines (sets) the type of win based on the win area acquired in step S230-1. Depending on the determined type of win, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.

[0209] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in step S230-3.

[0210] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0211] (Step S231) The main CPU 200a executes an execution flag setting process that sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.

[0212] (Step S230-13) The main CPU 200a sets a performance command, which is a command related to the advantageous zone, in the transmission buffer.

[0213] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0214] (Step S230-17) The main CPU 200a checks the timer for one game.

[0215] (Step S230-19) The main CPU 200a sets a pre-rotation command indicating that the reels 110a, 110b, and 110c have not yet rotated in the transmission buffer.

[0216] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.

[0217] (Step S236) The main CPU 200a executes a reel effect process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls the provisional stop of predetermined symbols (for example, symbols constituting a bonus role) on the reels 110a, 110b, and 110c, and turns off the pseudo game execution flag when all the reels 110a, 110b, and 110c have provisionally stopped or when they start rotating through a random delay process after the provisional stop.

[0218] (Step S230-23) The main CPU 200a determines whether the 1-game timer is not 0. As a result, if it is determined that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is determined that the 1-game timer is 0, the process proceeds to step S230-25.

[0219] (Step S230-25) The main CPU 200a executes a reel start process to start the rotation of the reels 110a, 110b, and 110c. Here, the motor phase of the reels 110a, 110b, and 110c is set to accelerating to start the rotation of each reel, and the timer for one game is set to a value equivalent to 4.1 seconds.

[0220] (Step S230-27) The main CPU 200a sets a reel start command, which indicates that the reels 110a, 110b, and 110c have started to rotate, in the transmission buffer.

[0221] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.

[0222] FIG. 20 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0223] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.

[0224] (Steps S232 to S235) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and then ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0225] 21 is a flowchart illustrating the non-advantageous zone processing (S232) executed in the state-specific module execution processing. The non-advantageous zone processing is executed when the gaming zone is a non-advantageous zone.

[0226] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.

[0227] (Step S232-3) The main CPU 200a determines whether the advantageous zone lottery has been won in the above step S232-1. As a result, if it is determined that the advantageous zone lottery has been won, the process proceeds to step S232-5, and if it is determined that the advantageous zone lottery has not been won, the non-advantageous zone process is terminated.

[0228] (Step S232-5) The main CPU 200a turns on the advantageous zone flag indicating that the zone is advantageous, and ends the non-advantageous zone processing. As a result, the zone is transitioned to an advantageous zone in the advantageous zone update processing of step S280-7, which will be described later.

[0229] 22 is a flowchart illustrating the normal presentation state process (S233) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.

[0230] (Step S233-1) The main CPU 200a increments a continued play counter for counting the number of continued plays by 1. The continued play counter is also incremented by 1 for each play in the CZ presentation state processing described below and in the pull-back presentation state processing (not shown) executed in the pull-back presentation state. The continued play counter is reset when the state transitions to the OP presentation state or the special specialized zone presentation state.

[0231] (Step S233-3) When a predetermined winning type is won, the main CPU 200a executes a reel effect lottery process for determining by lottery whether or not a reel effect can be executed.

[0232] (Step S233-5) The main CPU 200a determines whether the value of the continued game counter is equal to or greater than the ceiling number of games. If it is determined that the value of the continued game counter is equal to or greater than the ceiling number of games, the process proceeds to step S233-7. If it is determined that the value of the continued game counter is not equal to or greater than the ceiling number of games, the process proceeds to step S233-9.

[0233] (Step S233-7) The main CPU 200a sets the next AT flag to a value corresponding to the special specialized zone presentation state, and moves the process to step S233-15.

[0234] (Step S233-9) The main CPU 200a conducts a CZ lottery based on the winning type determined by the winning type lottery.

[0235] (Step S233-11) The main CPU 200a determines whether the CZ lottery was won in step S233-9. If it is determined that the CZ lottery was won, the process proceeds to step S233-13. If it is determined that the CZ lottery was not won, the process proceeds to step S233-15.

[0236] (Step S233-13) The main CPU 200a sets the next AT flag to a value corresponding to the CZ performance state.

[0237] (Step S233-15) The main CPU 200a determines whether or not the execution of the reel effect has been determined in step S233-3. If it is determined that the reel effect has been won, the process proceeds to step S233-17, and if it is determined that the reel effect has not been won, the normal effect state process ends.

[0238] (Step S233-17) The main CPU 200a executes the reel effect determined in step S233-3, and ends the normal effect state processing.

[0239] Figure 23 is a flowchart explaining the CZ presentation state processing (S234) executed in the state-specific module execution processing. The CZ presentation state processing is executed when the presentation state is the CZ presentation state processing. Note that among the processes in the CZ presentation state processing, the same processes as in the normal presentation state processing are assigned the same symbols, and their explanations are omitted.

[0240] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.

[0241] (Step S234-3) The main CPU 200a determines whether the AT lottery has been won in step S234-1. If it is determined that the AT lottery has been won, the process proceeds to step S234-5. If it is determined that the AT lottery has not been won, the process proceeds to step S234-7.

[0242] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the OP presentation state, and moves the process to step S233-15.

[0243] (Step S234-7) The main CPU 200a determines whether the game is the final game in the CZ presentation state. If it is determined that the game is the final game in the CZ presentation state, the process proceeds to step S234-9. If it is determined that the game is not the final game in the CZ presentation state, the process proceeds to step S233-15.

[0244] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0245] 24 is a flowchart illustrating the non-advantageous standby presentation state processing and the advantageous standby presentation state processing (S235) executed in the state-specific module execution processing. The non-advantageous standby presentation state processing and the advantageous standby presentation state processing are executed when the presentation state is the non-advantageous standby presentation state or the advantageous standby presentation state.

[0246] (Step S235-1) The main CPU 200a determines whether the continuation flag is on. The continuation flag is turned on when a transition (continuation) to the normal AT presentation state has been determined. As a result, if it is determined that the continuation flag is on, the process proceeds to step S235-9, and if it is determined that the continuation flag is not on, the process proceeds to step S235-3.

[0247] (Step S235-3) The main CPU 200a performs a continuation lottery by referring to a continuation lottery table (not shown).

[0248] (Step S235-5) The main CPU 200a determines whether the continuation lottery has been won. If it is determined that the continuation lottery has been won, the process proceeds to step S235-7. If it is determined that the continuation lottery has not been won, the process proceeds to step S235-9.

[0249] (Step S235-7) The main CPU 200a turns on the continuation flag.

[0250] (Step S235-9) The main CPU 200a determines whether it is the final game (second game) in the non-advantageous waiting presentation state. If it is determined that it is the final game, the process proceeds to step S235-11, and if it is determined that it is not the final game, the non-advantageous waiting presentation state process is terminated.

[0251] (Step S235-11) The main CPU 200a sets the next AT flag to a value corresponding to the continuation presentation state, and ends the non-advantageous waiting presentation state processing or the advantageous waiting presentation state.

[0252] FIG. 25 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.

[0253] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue = 1 and red = 0.

[0254] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S240-1.

[0255] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0256] (Step S240-7) The main CPU 200a references the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c have reached a steady rotation speed. In other words, the fact that the index flag is set also indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.

[0257] (Step S240-9) The main CPU 200a determines whether all index flags on the reels 110a, 110b, and 110c have been detected. If it is determined that all index flags have not been detected, the process proceeds to step S240-1, and if it is determined that all index flags have been detected, the process proceeds to step S240-11.

[0258] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a bit string of 3 bits, each bit corresponding to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.

[0259] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0260] (Step S240-15) The main CPU 200a sets the stop indicator output bit ON (output image) to turn ON (turn OFF) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c.

[0261] (Step S240-17) The main CPU 200a acquires an image of input port 0 and executes a target bit extraction process to extract a target bit from the acquired image. Here, the target bit is composed of a 3-bit bit string, and each bit is associated with one of the three stop switches 120a, 120b, and 120c, and is represented as 1 if it is operated and 0 if it is not operated.

[0262] (Step S240-19) The main CPU 200a calculates the logical product of the spinning reel flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the corresponding stop switch 120 is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is actively spinning, the logical product will be 1.

[0263] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the main CPU 200a proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the main CPU 200a proceeds to step S240-23.

[0264] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.

[0265] (Step S240-25) The main CPU 200a determines whether the logical product calculated in step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is determined that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.

[0266] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid. As a result, if it is determined that the operated stop switch 120 is invalid, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is determined whether or not one stop switch 120 has been operated. Then, if it is determined that one stop switch 120 has been operated, the process proceeds to step S240-29, and if it is determined that more than one stop switch 120 has been operated, i.e., that two or more stop switches 120 have been operated, the process proceeds to step S240-1.

[0267] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0268] (Step S240-31) The main CPU 200a disables interrupts.

[0269] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.

[0270] (Step S240-35) The main CPU 200a executes a sliding symbol number obtaining process for determining the number of sliding symbols on the reel 110.

[0271] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0272] FIG. 26 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0273] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in step S240-35.

[0274] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding symbols determined in step S240-37 above with respect to the pressed reference position acquired in step S250-1 above.

[0275] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is a flag for requesting a program operating in parallel to perform stop processing of the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read by the program operating in parallel, and the stop processing of the reel 110 is performed. When the stop processing is completed, the stop request flag is reset to 0 (OFF) by that program.

[0276] (Step S250-7) The main CPU 200a allows the interrupt.

[0277] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reels 110 in the transmission buffer.

[0278] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0279] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S250-11.

[0280] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0281] (Step S250-17) The main CPU 200a executes the next cylinder setting pre-processing for stopping the next reel 110.

[0282] (Step S250-19) The main CPU 200a determines whether or not the stop processing has been completed for all of the reels 110. As a result, if it is determined that the stop processing for all of the reels 110 has not been completed, the process proceeds to step S240, and if it is determined that the stop processing for all of the reels 110 has been completed, the process proceeds to step S250-21.

[0283] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have already stopped. If it is determined that all of the reels 110 have not already stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have already stopped, the main CPU 200a proceeds to step S250-23.

[0284] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0285] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on operation target bits.

[0286] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the main CPU 200a proceeds to step S250-23, and if it is determined that the stop switch 120 is not pressed, the main CPU 200a proceeds to step S260.

[0287] (Step S260) The main CPU 200a executes a display determination process for determining a winning combination that has been achieved, which will be described later.

[0288] FIG. 27 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0289] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0290] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.

[0291] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that a display determination abnormality (error) has occurred.

[0292] (Step S260-7) The main CPU 200a determines whether or not the display determination is abnormal based on the determination result of step S260-3. If it is determined that the display determination is abnormal, the main CPU 200a proceeds to step S112, and if it is determined that the display determination is not abnormal, the main CPU 200a proceeds to step S260-9.

[0293] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.

[0294] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0295] (Step S260-13) The main CPU 200a determines whether a small win has been won. If it is determined that a small win has been won, the process proceeds to step S260-15. If it is determined that a small win has not been won, the process proceeds to step S260-35.

[0296] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0297] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0298] (Step S260-19) The main CPU 200a determines whether the zone is advantageous. If it is determined that the zone is not advantageous, the process proceeds to step S270, and if it is determined that the zone is advantageous, the process proceeds to step S260-21.

[0299] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts the net increase in the number of coins during the advantageous zone.

[0300] (Step S260-23) The main CPU 200a adds the payout number to the value of the advantageous zone MY counter acquired in step S260-23.

[0301] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0302] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.

[0303] (Step S260-29) The main CPU 200a determines whether the result of the subtraction in step S260-27 is negative. If it is determined that the result of the subtraction is not negative, the process proceeds to step S260-33. If it is determined that the result of the subtraction is negative, the process proceeds to step S260-31.

[0304] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0305] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.

[0306] (Step S260-35) The main CPU 200a determines whether a replay role has been won. If it is determined that a replay role has not been won, the process proceeds to step S270. If it is determined that a replay role has been won, the process proceeds to step S260-37.

[0307] (Step S260-37) The main CPU 200a sets the number of coins to be paid out to the number of coins inserted.

[0308] (Step S260-39) The main CPU 200a turns on the re-game operation flag.

[0309] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.

[0310] (Step S270) The main CPU 200a executes a payout process to pay out medals, which will be described later.

[0311] FIG. 28 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0312] (Step S270-1) The main CPU 200a acquires the re-game operation flag.

[0313] (Step S270-3) The main CPU 200a sets a payout start command, which indicates that the payout of medals has started, in the transmission buffer.

[0314] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay operation flag acquired in step S270-1. If it is determined that a replay combination has been won, the process proceeds to step S270-41. If it is determined that a replay combination has not been won, the process proceeds to step S270-7.

[0315] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0316] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payouts is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.

[0317] (Step S270-11) The main CPU 200a determines whether the number of stored sheets is 50 or more. If it is determined that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is determined that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.

[0318] (Step S270-13) The main CPU 200a executes a medal payout device control process to cause the medal payout device 142 to pay out one medal, and then proceeds to step S270-23.

[0319] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0320] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is determined that it is the first payout time, the process proceeds to step S270-21. If it is determined that it is not the first payout time, the process proceeds to step S270-19.

[0321] (Step S270-19) The main CPU 200a executes a timer wait process to wait until the payout start interval timer reaches 0.

[0322] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.

[0323] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.

[0324] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.

[0325] (Step S270-27) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S270-31. If it is determined that the bonus game state is in effect, the process proceeds to step S270-29.

[0326] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.

[0327] (Step S270-31) The main CPU 200a determines whether the payout of the payout number of medals has been completed. If it is determined that the payout has not been completed, the process proceeds to step S270-11. If it is determined that the payout has been completed, the process proceeds to step S270-33.

[0328] (Step S270-33) The main CPU 200a executes a payout end process to end the payout of medals.

[0329] (Step S270-35) The main CPU 200a determines whether an over error has been detected. If it is determined that an over error has not been detected, the process proceeds to step S270-41, and if it is determined that an over error has been detected, the process proceeds to step S270-37.

[0330] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0331] (Step S270-39) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.

[0332] (Step S270-41) The main CPU 200a sets a payout end command indicating that the payout of medals has ended in the transmission buffer.

[0333] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.

[0334] FIG. 29 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0335] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, sets a stop indicator output bit off (output image) to turn on or off a bit corresponding to a replay indicator (not shown) indicating that the next game will be a replay, and executes a replay indicator control process that updates the output bit of the set output image.

[0336] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.

[0337] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the presentation state being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0338] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.

[0339] (Step S280-7) The main CPU 200a executes advantageous zone update processing that manages advantageous zones.

[0340] (Step S280-9) The main CPU 200a determines whether the next game is in an AT presentation state. If it is determined that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is determined that the next game is in an AT presentation state, the process proceeds to step S280-11.

[0341] (Step S280-11) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S280-15. If it is determined that the bonus game state is in effect, the process proceeds to step S280-13.

[0342] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0343] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to an advantageous zone, in a transmission buffer.

[0344] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.

[0345] (Step S280-19) The main CPU 200a executes terminal block signal output processing for outputting external signals.

[0346] (Step S280-21) The main CPU 200a determines whether the effect wait timer, which is set when the advantageous zone is ended in step S280-7, is 0. If it is determined that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is determined that the effect wait timer is 0, the process proceeds to step S280-23.

[0347] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0348] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and moves the process to step S200.

[0349] 30 is a flowchart illustrating the normal AT presentation state processing (S281) executed in the state-specific module execution processing. The normal AT presentation state processing is executed when the presentation state is the normal AT presentation state.

[0350] (Step S281-1) The main CPU 200a determines whether it is the final game of the normal AT presentation state based on the net increase in the number of coins in the normal AT presentation state. As a result, if it is determined that it is the final game of the normal AT presentation state, it moves the processing to step S281-3, and if it is determined that it is not the final game of the normal AT presentation state, it ends the normal AT presentation state processing.

[0351] (Step S281-3) The main CPU 200a performs a continuation lottery by referring to a continuation lottery table (not shown).

[0352] (Step S281-5) The main CPU 200a determines whether the continuation lottery has been won. If it is determined that the continuation lottery has been won, the process proceeds to step S281-7. If it is determined that the continuation lottery has not been won, the process proceeds to step S281-9.

[0353] (Step S281-7) The main CPU 200a turns on the continuation flag and moves the process to step S281-17.

[0354] (Step S281-9) The main CPU 200a determines whether the value of the advantageous zone MY counter is less than 400. As a result, if it is determined that the value of the advantageous zone MY counter is less than 400, the process proceeds to step S281-11, and if it is determined that the value of the advantageous zone MY counter is not less than 400, the process proceeds to step S281-15.

[0355] (Step S281-11) The main CPU 200a performs an advantageous continuation lottery by referring to an advantageous continuation lottery table (not shown).

[0356] (Step S281-13) The main CPU 200a determines whether the player has won the advantageous continuation lottery. If the player has won the advantageous continuation lottery, the process proceeds to step S281-17. If the player has not won the advantageous continuation lottery, the process proceeds to step S281-15.

[0357] (Step S281-15) The main CPU 200a sets the next AT flag to a value corresponding to the non-advantageous waiting presentation state, and sets a flag to set the game area to a non-advantageous area in the above step S280-7, and terminates the normal AT presentation state processing.

[0358] (Step S281-17) The main CPU 200a sets the next AT flag to a value corresponding to the advantageous waiting presentation state, and ends the normal AT presentation state processing.

[0359] One game is executed through a series of processes from step S200 to step S280. Thereafter, steps S200 to S280 are repeated.

[0360] Next, the power-off save processing and timer interrupt processing in the main control board 200 will be described.

[0361] (Evacuation process when power is turned off on the main control board 200) 31 is a flowchart illustrating the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts and executes the power-off save processing.

[0362] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0363] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0364] (Step S300-5) The main CPU 200a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0365] (Step S300-7) The main CPU 200a restores the register.

[0366] (Step S300-9) The main CPU 200a performs processing to permit an interrupt, and then ends the power-off save processing.

[0367] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0368] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0369] (Step S300-15) The main CPU 200a executes RAM protection setting processing required to prohibit access to the main RAM 200c.

[0370] (Step S300-17) The main CPU 200a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.

[0371] (Step S300-19) The main CPU 200a subtracts one from the value of the loop counter set in step S300-17.

[0372] (Step S300-21) The main CPU 200a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S1000) described above.

[0373] In addition, if a power outage actually occurs, the operation of the slot machine 100 will stop while steps S300-19 to S300-21 are being looped.

[0374] (Timer interrupt processing of main control board 200) 32 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.

[0375] (Step S400-1) The main CPU 200a saves the registers.

[0376] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0377] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0378] (Step S400-7) The main CPU 200a outputs the set output image to the output port and executes dynamic port output processing that controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators for the stop switches 120a, 120b, and 120c, the replay indicator, and the section indicator 160.

[0379] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.

[0380] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .

[0381] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0382] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.

[0383] (Step S400-17) The main CPU 200a executes a random number update process for updating various random number values.

[0384] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.

[0385] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so one module is executed once every four timer interrupt processings (every 5.96 ms). For example, a module that executes time monitoring processing that decrements various timers is associated with one timer interrupt processing phase.

[0386] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0387] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0388] (Step S400-27) The main CPU 200a restores the registers.

[0389] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0390] <Random Number Generator 200d> As described above, the main CPU 200a of the main control board 200 obtains random numbers from the random number generator 200d and executes various lotteries based on the random numbers. For example, the winning type lottery determination means 304 in the main CPU 200a obtains random numbers for the winning type lottery from the random number generator 200d in step S220-7 of FIG.

[0391] The random number generator 200d operates on a system clock (a clock obtained by dividing an external input by two), and as described above, generates random numbers used in lotteries during games by cycling and updating a count value within a predetermined update range. The random number generator 200d updates the initial value of the count value to be cycled (a value belonging to the update range) for each update period, which is the update range converted into time. Specifically, the random number generator 200d performs a predetermined calculation based on a seed value for each update period, and updates the initial value of the count value belonging to the update range.

[0392] The main CPU 200a obtains a random number by extracting a count value from the random number generator 200d at a predetermined time. The random number generator 200d is a random number generator that can set a maximum value for the random number value. For example, three channels of maximum value setting random number generators that can set a 16-bit maximum value are provided. Here, the 16-bit maximum value setting random number generator can select a random number value update period from a range of 32 to 47 clocks, and can set the maximum value update range from 256 to 65535, for example.

[0393] If the number of random number values ​​is insufficient, it is also possible to generate other random number values ​​by performing a predetermined operation within the program on the random number value obtained from the random number generator 200d.

[0394] Here, the random number update process S400-17 in the timer interrupt process S400 shown in FIG. 32 will be described. In this random number update process S400-17, the main CPU 200a updates 16-bit random number values ​​for three channels. Specifically, the main RAM 200c is provided with three 16-bit (2-byte) random number storage buffers. The main CPU 200a acquires a 16-bit random number value from a predetermined channel of the random number generator 200d, adds the acquired 16-bit random number value to the value of the corresponding 16-bit random number storage buffer, and overwrites the random number storage buffer with the result of the addition. This process is repeated for three channels. In this way, three 16-bit random number values ​​are updated.

[0395] The main CPU 200a then extracts a random number value from each of the three 16-bit random number storage buffers. The main CPU 200a may use the extracted random number value as a 16-bit random number value, or may separate the extracted random number value into upper 8 bits and lower 8 bits and use them as two 8-bit random number values. For example, when using the extracted random number value as a 16-bit random number value, the main CPU 200a increments a pointer (random number acquisition pointer) that identifies one of the three channel random number storage buffers by one from 0 to 2, and acquires the 16-bit random number value stored in the random number storage buffer indicated by the random number acquisition pointer. When using the extracted random number value as an 8-bit random number value, since there are a total of six 8-bit random number values ​​for the three channels, the main CPU 200a increments the random number acquisition pointer by one from 0 to 5, and acquires the 8-bit random number value stored in the random number storage buffer indicated by the random number acquisition pointer.

[0396] In this way, the main CPU 200a retrieves random numbers from the random number storage buffer in one timer interrupt process S400, just as many as are required for the specified lottery. However, from the perspective of fairness, random numbers that have already been retrieved are not reused. Here, if up to six 8-bit random number values ​​are required, random number values ​​can be retrieved from the random number storage buffer, but if seven or more 8-bit random number values ​​are required, the random number values ​​must be retrieved again or the next timer interrupt process S400 must be waited for.

[0397] For example, if the number of lotteries is fixed and the number is six or less, six 8-bit random number values ​​are sufficient, and there is no need to reacquire random number values. However, in the case of a loop lottery, for example, in which lotteries are repeatedly held in response to the operation of start switch 118 as long as a win continues with a predetermined probability of winning until no win occurs, the number of random number values ​​required is not fixed. Therefore, depending on the number of loop lotteries and the probability of winning in the loop lottery, seven or more 8-bit random number values ​​may be required at one time.

[0398] However, if a random number is extracted from the random number generator 200d immediately after a previous random number is extracted, the random number cannot be obtained with equal probability. Therefore, to ensure fairness, once 16-bit random number values ​​for three channels are extracted from the random number generator 200d, in order to next extract a random number from the same channel, the random number generator 200d must count at least the maximum possible value (update range) of the random number (by cycling the count value through the update cycle) and update the initial value of the count value within the update range at least once. For example, for a 16-bit random number value that counts the maximum value of 1023, the main CPU 200a must wait at least 1024 / 12000000 = 8.53 μsec after obtaining the previous random number before obtaining the new random number. Therefore, if the main CPU 200a needs to obtain a random number again after obtaining a random number from the random number generator 200d once, it simply loops the program and waits for processing during that time. Specifically, the main CPU 200a performs an update time waiting process in which it loops a command "NOP" that takes one cycle or other dummy commands that do not affect memory or registers a predetermined number of times using a jump command such as the command "DJNZ," and the total number of cycles is set to a time equal to or greater than the count time for the maximum value that the random number value can take. After the predetermined waiting time has elapsed, the main CPU 200a again obtains a random number value from the random number generator 200d.

[0399] However, simply writing a separate "NOP" or "DJNZ" command to loop the program because of this waiting time would occupy part of the limited area of ​​the main ROM 200b, making it impossible to allocate space for other processes. Furthermore, because this waiting time halts other processes, it wastes part of the processing time allocated to the program, making it impossible to allocate time for other processes. Therefore, in this embodiment, when obtaining a random value from the random number generator 200d, a specific process related to obtaining the random value consumes a time equivalent to or longer than the time required for the random number generator 200d to cycle the count value through an update cycle, without writing a separate program. Here, the specific process related to obtaining the random value includes preparatory processing for obtaining the random value and a lottery process executed based on the obtained random value.

[0400] Figure 33 is a timing chart for explaining the timing of the random number acquisition process and the identification process. Here, the main CPU 200a performs a random number acquisition process 500a to acquire a 16-bit random number value from the random number generator 200d, as shown in Figure 33(a). Also, as shown in Figure 33(a), the main CPU 200a executes an identification process 502 related to the acquisition of a random number value before executing the random number acquisition process 500a. Note that, although it is possible to execute other processes between the identification process 502 and the random number acquisition process 500a, the acquisition of a random number value is not performed.

[0401] Here, a specific process 502 for acquiring a random value is executed before a random number acquisition process 500a is executed. The time (predetermined time) for executing the specific process 502 is configured to be equal to or longer than the update cycle in which the initial value (a value belonging to the update range) of the count value circulated by the random number generator 200d is updated. Therefore, as shown in FIG. 33(a), even if another random number acquisition process 500b is executed before the specific process 502 (regardless of the timing of the previous random number acquisition), the specific process 502 is executed between the previous random number acquisition process 500b and the current random number acquisition process 500a. Therefore, as shown by the double-headed arrow in FIG. 33(a), the time from the previous random number acquisition process 500b to the current random number acquisition process 500a is equal to or longer than the time for executing the specific process 502, and therefore equal to or longer than the time for circulating the count value by the update cycle. Therefore, the initial value of the count value belonging to the update range is updated at least once (straddling the update of the initial value). In this way, the main CPU 200a can maintain fairness while correctly acquiring random number values. Note that, since the time required to execute the specific process 502 is already equal to or longer than the update cycle, even if other processes are included between the random number acquisition process 500b and the specific process 502, time is ensured to cycle the count value for the update cycle. Furthermore, since the specific process 502 related to acquiring random number values ​​is described instead of an update time waiting process that simply loops the program, unnecessary descriptions for waiting for the update time do not occupy part of the area used by the main ROM 200b.

[0402] 33(b), the main CPU 200a may execute a random number acquisition process 500a for acquiring a 16-bit random number value from the random number generator 200d, and then execute a specific process 502 for acquiring the random number value. Here too, other processes can be executed between the random number acquisition process 500a and the specific process 502, but the acquisition of the random number value is not performed.

[0403] Here, a specific process 502 for acquiring a random value is executed after a random number acquisition process 500a is executed. Similar to FIG. 33(a), the time required to execute the specific process 502 is configured to be longer than the update cycle in which the initial value (a value belonging to the update range) of the count value circulated by the random number generator 200d is updated. Therefore, as shown in FIG. 33(b), even if another random number acquisition process 500b is executed after the specific process 502 (regardless of the timing of the next random number acquisition), the specific process 502 is executed between the current random number acquisition process 500a and the next random number acquisition process 500b. Therefore, as indicated by the double-headed arrow in FIG. 33(b), the time from the current random number acquisition process 500a to the next random number acquisition process 500b is longer than the time required to execute the specific process 502, and therefore longer than the time required to circulate the count value by the update cycle. As a result, the initial value of the count value belonging to the update range is updated at least once (straddling the update of the initial value). In this way, the main CPU 200a can maintain fairness while correctly acquiring a random number value in the next random number acquisition process 500b. Note that, since the time required to execute the specific process 502 is already equal to or longer than the update cycle, even if other processes are included between the specific process 502 and the random number acquisition process 500b, time is ensured to cycle the count value for the update cycle. Furthermore, instead of an update time wait process that simply loops a program, the specific process 502 related to acquiring a random number value is described, so that unnecessary descriptions for waiting for the update time do not occupy part of the area used by the main ROM 200b.

[0404] In addition, the main CPU 200a that executes the random number acquisition process to acquire a random number value from the random number acquisition process 500a when a predetermined condition is met, such as the arrival of a lottery trigger, may be referred to as a random number acquisition means, and the main CPU 200a that executes the specific process 502 related to the acquisition of a random number value after the random number acquisition process is executed or before the random number acquisition process is executed may be referred to as a specific process execution means.

[0405] Below, we will explain the general-purpose lottery process as an example of performing the specific process 502 before the random number acquisition process 500a. The main CPU 200a reads a program from the main ROM 200b and executes the read program. Here, the main CPU 200a calls the COM_PRE module as a subroutine, and executes the RAD_CHK module and COM_LOT module following the COM_PRE module. In this way, the general-purpose lottery process is executed.

[0406] In this example, the main CPU 200a is a microprocessor based on the Z80 series CPU sold by LETech. The main CPU 200a has 8-bit registers (Q, U, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY, SP) to execute programs. These registers are divided into front and back registers. The main CPU 200a can only access the front registers of the register bank indicated by the register bank designation register RB in the F register; it cannot access the back registers. The U register is an 8-bit dedicated register with extended specifications for gaming machines. The A register is an 8-bit accumulator used for arithmetic processing and data transfer. The F register is an 8-bit flag register that holds various arithmetic results. The F register and the A register form a pair register AF. The B, C, D, E, H, and L registers are 8-bit general-purpose registers that form 16-bit pair registers BC, DE, and HL, each with a predetermined combination. The IX and IY registers are 16-bit dedicated registers for index addressing. The SP (stack pointer) register is 16 bits and stores the address that serves as the stack pointer.

[0407] 34 is a flowchart showing the specific processing of the COM_PRE module, the RAD_CHK module, and the COM_LOT module. The numerical values ​​of step S in this figure will only be used in the explanation of this figure.

[0408] As shown in Figure 34(a), when the main CPU 200a calls the COM_PRE module as a subroutine, it temporarily restores the stack pointer value to the DE register (S1) and immediately saves the contents of the DE register to the stack area (S2). In this way, the state of the stack area is maintained while the value of the stack pointer, i.e., the return address of the original routine that called the subroutine (the current return address), can be held in the DE register. Then, the main CPU 200a sets the address of the general-purpose lottery offset selection table (the initial value of the return address to be compared) in the HL register (S3) and moves to the RAD_CHK module (S4).

[0409] As shown in FIG. 34(b), the main CPU 200a compares the current return address with the value of the HL register (the return address to be compared) in the RAD_CHK module (S5). The main CPU 200a increments the HL register by 2 to obtain a lottery offset (S6) and obtains the lottery offset stored at the address indicated by the HL register (S7). The main CPU 200a then increments the HL register by 1 to set the next return address to be compared (S8). Based on the comparison result in step S5, the main CPU 200a determines whether the current return address matches the value of the HL register (S9). If they do not match (NO in S9), the process returns to step S5 and the comparison process is repeated until the current return address and the value of the HL register match. If the current return address matches the value of the HL register (YES in S9), the main CPU 200a moves to the COM_LOT module (S10).

[0410] FIG. 35 is an explanatory diagram showing the description of a general-purpose lottery offset selection table. In this general-purpose lottery offset selection table, a combination of a 2-byte return address to be compared and a 1-byte lottery offset is repeatedly described in succession. For example, suppose the current return address is equal to "@ADT_OFS_LOP2" shown on line 42 of FIG. 35. The main CPU 200a first compares the current return address stored in the DE register in step S1 with "@ADT_ERR_RCV" shown on line 2 of FIG. 35 (S5). Here, since the current return address (corresponding to "@ADT_OFS_LOP2") and "@ADT_ERR_RCV" shown on line 2 of FIG. 35 are different, "NZ (not zero)" is stored in the zero flag of the F register. Next, the main CPU 200a increments the HL register by 2 (S6), acquires the lottery offset stored at the address indicated by the HL register, here the value indicated by the variable "T_ERR_RCV" shown on the third line of FIG. 35 (S7), and increments the HL register by 1 to set the next return address to be compared (S8). The main CPU 200a determines whether the current return address matches the value in the HL register (S9). However, since the result of the comparison in step S5 is "NZ," it is determined that the current return address does not match the value in the HL register, and the process from step S5 is repeated. Here, it is assumed that the process from step S5 is repeated until the value of the HL register indicates the 42nd line of FIG.

[0411] After repeating the processing of steps S5 to S9 20 times, the main CPU 200a compares the current return address stored in the DE register in step S1 with "@ADT_OFS_LOP2" shown on the 42nd line of FIG. 35 (S5). Here, the current return address matches "@ADT_OFS_LOP2" shown on the 42nd line of FIG. 35. As a result, "Z (is zero)" is stored in the zero flag of the F register. Next, the main CPU 200a increments the HL register by 2 (S6), acquires the lottery offset stored at the address indicated by the HL register, here "T_OFS_LOP" shown on the 43rd line of FIG. 35 (S7), and increments the HL register by 1 to set the next return address to be compared (S8). The main CPU 200a determines whether the current return address matches the value in the HL register (S9), and since the result of the comparison in step S5 is "Z", it determines that the current return address matches the value in the HL register and moves to the COM_LOT module (S10).

[0412] Here, the processing of steps S5 to S9 is repeated until the current return address matches the value in the HL register. Therefore, the time required for the processing of steps S5 to S9 is multiplied by the number of repetitions.

[0413] However, in the general-purpose lottery offset selection table shown in FIG. 35, if the current return address and the return address to be compared match within a short period of time, i.e., if the number of comparisons is small, there is a risk that the time to cycle the count value for the update period will not be sufficient (the time will not be longer than the update period). Therefore, when performing a loop lottery at a predetermined opportunity, the address (return address) of a program that may need to obtain a random number value again is placed relatively late in the general-purpose lottery offset selection table, in a position that ensures the time to cycle the count value for the update period. On the other hand, the address (return address) of a program that does not need to obtain a random number value again may be placed relatively early in the general-purpose lottery offset selection table. Note that if the processing of steps S5 to S9 requires 45 states and other fixed processing requires 81 states, the processing of steps S5 to S9 must be repeated at least 21 times to ensure 1,024 states, as described above. Therefore, by placing the return address to be compared for a program that requires obtaining a random number value from line 42 onwards, as shown in Figure 35, the main CPU 200a can obtain the random number value normally while ensuring time to cycle the count value for the update period, thereby maintaining fairness.

[0414] Next, the main CPU 200a performs random number acquisition processing in the COM_LOT module, as shown in FIG. 34(c) (S11). The address of the general-purpose lottery processing table (the top address of the general-purpose lottery processing table) is set in the HL register (S12), and the lottery offset acquired in step S7 is added to the HL register (S13). The main CPU 200a then acquires the lottery judgment value stored at the address indicated in the HL register (S14), and performs judgment value confirmation processing to compare the random number value acquired in step S11 with the lottery judgment value (S15). In this way, the main CPU 200a can grasp the lottery result. The main CPU 200a determines whether a further lottery is necessary, i.e., whether further random number values ​​need to be acquired (S16). If not necessary (NO in S16), the COM_LOT module is terminated. If necessary (YES in S16), the processing is repeated from the RAD_CHK module (S17).

[0415] In this general-purpose lottery process, before the random number acquisition process is performed in step S11, the RAD_CHK module is executed as the specific process 502, which takes more time than the time required to cycle the count value through an update cycle. Therefore, regardless of the timing of the previous random number acquisition, the specific process takes more time than the time required to cycle the count value through an update cycle, so the initial value of the count value within the update range is updated at least once. This allows the main CPU 200a to maintain fairness while correctly acquiring random number values. Furthermore, because the specific process 502 for acquiring random number values ​​is described instead of an update time wait process that simply loops a program, unnecessary description for waiting for the update time does not occupy part of the area used by the main ROM 200b.

[0416] Note that, here, as shown in Figure 33(a), an example has been given in which a specific process (RAD_CHK module) for obtaining a random number value is executed before executing the random number acquisition process (S11). However, this is not limited to such a case. As shown in Figure 33(b), by executing a specific process 502 for obtaining a random number value after executing the random number acquisition process 500a, it is possible to effectively execute processing related to the random number value in the specific process 502 while securing time to cycle the count value in the random number generator 200d for the update period.

[0417] In addition, in the general-purpose lottery offset selection table shown in FIG. 35, an example has been described in which a one-byte lottery offset is extracted based on a two-byte return address to be compared. However, this is not limiting; a two-byte address of the general-purpose lottery processing table may be directly extracted based on the two-byte return address to be compared. In this case, the table corresponding to FIG. 35 (here, referred to as the general-purpose lottery address selection table) contains multiple consecutive combinations of a two-byte return address to be compared and a two-byte address of the general-purpose lottery processing table. For example, suppose the current return address is equal to "@ADT_OFS_LOP2" indicated in a specific row of the table. If the current return address matches "@ADT_OFS_LOP2" indicated in the specific row, the main CPU 200a obtains the address of the general-purpose lottery processing table stored at the address indicated by the HL register and moves to the COM_LOT module. This is achieved by obtaining the 2-byte address of the general-purpose lottery processing table in step S7 in Figure 34, incrementing the HL register by 2 to set the next return address to be compared in step S8, and setting the address of the general-purpose lottery processing table in the HL register in steps S12 and S13.

[0418] <Management of winning types> A winning type lottery means 304 draws a winning type lottery, and a reel control means 306 controls the reels 110 corresponding to the operated stop switches 120 to stop in response to the operation of the stop switches 120 corresponding to the rotating reels 110, and a determination means 308 determines whether a winning combination has been won.

[0419] For example, when the reel 110 makes a third stop, the determination means 308 determines the symbol combination displayed on the activated line A. A display identifier, which is an identifier capable of identifying each of a plurality of symbol combinations, is assigned to each symbol combination. For example, a 2-byte (16-bit) numerical value is associated with the display identifier for one or more symbol combinations indicating a predetermined winning combination. For example, the numerical value associated with the display identifier has only one bit set to 1B and the other bits set to 0B. Then, for a bit set to 1B in the display identifier, under predetermined conditions, the other display identifiers are set to 0B. In other words, for a predetermined bit, only the display identifier is set to 1B. The determination means 308 extracts the symbol combination displayed on the activated line A and identifies the display identifier assigned to the symbol combination.

[0420] Then, the determination means 308 compares the winning role identifier, which is an identifier assigned to a predetermined winning role, for example, the winning role "minor role 1", with the specified display identifier. When the determination means 308 determines that the winning role identifier assigned to the winning role "minor role 1" matches the display identifier, the payout control means 310 determines that the winning role "minor role 1" has been won, and pays out 15 medals corresponding to the winning role "minor role 1".

[0421] Furthermore, when the reels 110 make a third stop, the determination means 308 determines the symbol combination displayed on the active line A and may execute some processing, such as an AT lottery, based on the displayed symbol combination. For example, when a symbol combination corresponding to one of the winning roles "small role 17," "small role 21," or "small role 22" constituting the win type "batting order chance" is displayed on the active line A, the determination means 308 performs an AT lottery. At this time, the determination means 308 compares the winning role identifiers assigned to a predetermined win type, for example, the multiple winning roles "small role 17," "small role 21," and "small role 22" constituting the win type "batting order chance," with the display identifier. If the determination means 308 determines that the winning role identifier assigned to, for example, the winning role "small role 22" among the winning roles constituting the win type "batting order chance" matches the display identifier, the determination means 308 determines that the win type "batting order chance" has been won, and the winning roles constituting the win type have won, and performs an AT lottery with the winning probability corresponding to the win type "batting order chance."

[0422] However, when a winning type includes multiple winning roles in a duplicated manner, the determination means 308 had to compare each of the winning role identifiers assigned to the multiple winning roles with the display identifier, and determine which winning role included in which winning type the matching winning role identifier corresponds to. Here, using the winning type "Batting Order Chance 1" as an example, we will explain the winning roles that are awarded depending on the player's operation mode, and then we will explain in detail the problems that can occur when a winning type includes multiple winning roles in a duplicated manner.

[0423] (Winning type: "Batting Chance") As described above, the slot machine 100 of this embodiment employs the "batting order bell" win type as a selectable win type, and by providing auxiliary effects in the AT performance state, the expected number of coins won per unit of play in the AT performance state can be relatively increased compared to the normal performance state. Specifically, even if the "batting order bell" win type is won in a non-AT performance state, the auxiliary effects are not performed, so the player operates the stop switch 120 after deciding the batting order (e.g., batting order 1 or batting order 2), and the expected number of coins won per unit of play is 1. On the other hand, if the "batting order bell" win type is won in the AT performance state, the auxiliary effects are executed, allowing the player to operate the stop switch 120 in the correct operation mode, and the expected number of coins won per unit of play is 15. In this way, by maintaining the performance state in the AT performance state, the player can reduce medal consumption while obtaining a large gaming profit in a short period of time, thereby increasing their motivation to play.

[0424] However, if the expected number of coins to be won per unit play in the AT presentation state is set relatively low in the non-AT presentation state as described above in order to increase the expected number of coins to be won per unit play, the player's investment will increase unnecessarily as the player continues to stay in the non-AT presentation state. On the other hand, if the player attempts to increase the expected number of coins to be won per unit play in the AT presentation state while suppressing the decrease in the expected number of coins to be won per unit play in the non-AT presentation state, the player will have no choice but to set the probability of transitioning to the AT presentation state low or to set a period during which no lottery is held. This will reduce the frequency of transitions to the AT presentation state, which may result in the player feeling bored.

[0425] Here, by providing a winning type "batting order chance," the probability of transitioning to the AT presentation state is set low, and the number of coins expected to be won per unit of play in the non-AT presentation state is relatively low without providing a period in which no lottery is held, thereby increasing the difference in the number of coins expected to be won between the non-AT presentation state and the AT presentation state while maintaining the player's motivation to play.

[0426] FIG. 36 is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance 1." As shown in the upper part of FIG. 36, the winning type "Batting Order Chance 1" is a selected winning type that overlaps the winning role "Small Role 17" with a payout of 15 coins, the winning role "Small Role 18" with a payout of 14 coins, and the winning roles "Small Role 21" and "Small Role 22" with a payout of 1 coin. In this embodiment, when the winning type "Batting Order Chance 1" is won, the correct operation mode (correct role) differs depending on whether the player is in a non-AT presentation state or an AT presentation state. For example, in a non-AT presentation state, the expected number of coins can be reduced by an irregular operation (batting order 3-6) as a correct operation mode, and in an AT presentation state, the expected number of coins can be increased by the first left operation (batting order 1, 2) as a correct operation mode. As can be understood by referring to the winning type tables in FIGS. 6 and 7, when an operation to first stop either the center reel 110b or the right reel 110c is performed by an irregular operation, the winning combination "small combination 17" is awarded with a 1 / 10 probability, and the winning combination "small combination 21" or the winning combination "small combination 22" is awarded with a 9 / 10 probability. Therefore, when an irregular operation is performed, the expected number of coins to be won is 2.4 ((15 coins × 1 + 1 coin × 9) / 10). In FIG. 36, when the winning combination "Batting Order Chance 1" is won and batting order 6 is determined as an irregular operation that can award the winning combination "small combination 17" that can receive a payout of 15 coins, the stop control when batting order 1, batting order 3, and batting order 6 are operated will be described.

[0427] Here, when setting the priority of the minor winning combinations that can be stopped based on the number of medals paid out, the priority is set to be higher the more the number of medals paid out of the minor winning combinations that correspond to the pattern combinations displayed on the valid line A is, and when setting the priority of the minor winning combinations that can be stopped based on the types of pattern combinations that can be displayed on the valid line A is set to be higher the more the types of pattern combinations of winning winning combinations that can be displayed on the valid line A are.

[0428] As shown in FIG. 36 , when the win type “Batting Order Chance 1” is won and the stop switch 120a is operated to stop the left reel 110a first according to batting order 1, the “Bell A” symbol, which constitutes the winning combinations “Small Win 18,” “Small Win 21,” and “Small Win 22,” which have the largest number of symbol combinations of winning combinations that can be displayed on the pay line A, is set to be displayed preferentially among the “Watermelon” and “Bell A” symbols to be drawn. The reel control means 306 controls the stop of the left reel 110a so that the “Bell A” symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. Since the “Bell A” symbol has a PB=1 on the left reel 110a, it can always be displayed on the pay line A by the stop control. In this way, stopping the “Bell A” symbol on the pay line A of the left reel 110a eliminates the possibility of winning the winning combination “Small Win 17,” which is included in the win type “Batting Order Chance 1.” Next, when the stop switch 120b is operated to stop the center reel 110b second, the reel control means 306 controls the reels to stop with priority, among the reel-selected symbols "REPLAY," "BLUE 7," "BLANK A," "BLANK B," and "RED 7," so that the "REPLAY" symbol, which constitutes the winning combination "MINOR 18" that results in the highest payout of 14 medals, is displayed with priority. The reel control means 306 then controls the reels to stop with priority, in response to the operation of the stop switch 120b, so that the "REPLAY" symbol is displayed with priority on the pay line A. Since the "REPLAY" symbol has a PB=1 on the center reel 110b, the stop control ensures that the "REPLAY" symbol is displayed with priority on the pay line A. Next, when the stop switch 120c is operated to stop the right reel 110c third, the reel control means 306 controls the reels to stop with priority, in response to the operation of the stop switch 120c, so that the "REPLAY" symbol is displayed with priority on the pay line A. In addition, since the "Replay" symbol is PB=1 on the right reel 110c, it can be displayed on the activated line A by the stop control. In this way, the winning combination "Small combination 18" is confirmed. Here, by performing operations in the batting order 1 and 2, it is possible to win the winning combination "Small combination 18" with PB=1, and the player can receive a payout of 14 medals.

[0429] Next, as shown in FIG. 36 , when the winning type “Batting Order Chance 1” is won and the stop switch 120b is operated to stop the center reel 110b first according to batting order 3, among the winning symbols “Replay,” “Blue 7,” “Blank A,” “Blank B,” and “Red 7” that are the targets of the draw, the symbols “Blue 7,” “Blank A,” “Blank B,” and “Red 7” that constitute the winning symbols “Small Role 21” and “Small Role 22,” which have the largest number of symbol combinations that can be displayed on the activated line A, are set to be displayed preferentially. Then, in response to the operation of the stop switch 120b, the reel control means 306 controls the stop so that, for example, the symbol “Red 7” is displayed preferentially on the activated line A. Note that at the point where any of the symbols “Blue 7,” “Blank A,” “Blank B,” and “Red 7” can always be stopped, PB=1 on the center reel 110b, and therefore, the stop control ensures that the symbols can always be displayed on the activated line A. In this way, when the "Red 7" symbol stops on the pay line A of the center reel 110b, the winning combinations "Small Win 17," "Small Win 18," and "Small Win 21," which are included in the win type "Batting Order Chance 1," are no longer likely to win. Subsequently, when the stop switch 120a is operated to stop the left reel 110a second, the "Bell A" symbol constituting the winning combination "Small Win 22," which is the target of winning, is set to be displayed preferentially. The reel control means 306 controls the stop of the left reel 110a so that the "Bell A" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. Since the "Bell A" symbol has a PB of 1 on the left reel 110a, the stop control ensures that the "Bell A" symbol is displayed on the pay line A. Subsequently, when the stop switch 120c is operated to stop the right reel 110c third, the "BAR" symbol or the "Blank B" symbol constituting the winning combination "Small Win 22," which is the target of winning, is set to be displayed preferentially. Then, in response to the operation of the stop switch 120c, the reel control means 306 performs stop control so that, for example, the symbol "BAR" is preferentially displayed on the activated line A. Note that at the point where either the symbol "BAR" or the symbol "Blank B" can always be stopped, PB=1 on the right reel 110c, and therefore, the stop control ensures that the symbol can always be displayed on the activated line A.In this way, the winning combination of "Small Role 22" is confirmed. Here, by performing the operation in batting order 3, it is possible to win the winning combination of "Small Role 21" or "Small Role 22" with PB=1, and the player can receive the payout of one medal.

[0430] In addition, by ensuring that the winning combinations "Small combination 21" and "Small combination 22" are won with PB=1, it is possible to clearly show the player that the winning type that has been won is "Batting Order Chance 1," and the player can expect to make a gaming profit based on the winning type "Batting Order Chance 1."

[0431] Next, as shown in FIG. 36 , when the win type “Batting Order Chance 1” is won and the stop switch 120c is operated to stop the right reel 110c first according to the batting order 6, the “Replay” symbol, which constitutes the winning combination “Small Win 17,” which will pay out the most medals (15), is set to be displayed preferentially among the target symbols “Replay,” “BAR,” and “Blank B.” The reel control means 306 then controls the stop of the right reel 110c so that the “Replay” symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120c. Note that the “Replay” symbol is always displayed on the pay line A because PB=1 on the right reel 110c. In this way, stopping the “Replay” symbol on the pay line A of the right reel 110c eliminates the possibility of winning the winning combinations “Small Win 21” and “Small Win 22,” which are included in the win type “Batting Order Chance 1.” Next, when the stop switch 120b is operated to stop the center reel 110b second, a setting is made so that the "Replay" symbol constituting the winning combinations "Small Win 17" and "Small Win 18" to be drawn is displayed preferentially. The reel control means 306 controls the stops so that the "Replay" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120b. Since the "Replay" symbol has a PB of 1 on the center reel 110b, the stop control ensures that the symbol is displayed on the pay line A. Next, when the stop switch 120a is operated to stop the left reel 110a third, a setting is made so that the "Watermelon" symbol constituting the winning combination "Small Win 17," which will result in the largest payout of 15 medals, is displayed preferentially, out of the winning combinations "Watermelon" and "Bell A," which will be drawn. The reel control means 306 controls the stops so that the "Watermelon" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. In addition, since the "watermelon" symbol is PB=1 on the left reel 110a, it can be displayed on the pay line A by the stop control. In this way, the winning combination "minor combination 17" is confirmed. Here, by performing the operation in the batting order 6, it is possible to win the winning combination "minor combination 17" with PB=1, and the player can receive the payout of 15 medals.

[0432] As mentioned above, when the winning type "Batting Order Chance 1" is won, the correct operation mode (correct role) differs depending on whether it is a non-AT performance state or an AT performance state. In a non-AT performance state, if you operate the correct operation mode (irregular operation), you will only receive 2.4 expected coins, but if you operate the incorrect operation mode (first left operation), you can receive 14 coins.

[0433] In this way, compared to the expected number of coins to be won per unit of play in the AT presentation state, if the player operates randomly in the non-AT presentation state, the expected number of coins to be won per unit of play will be relatively high (reducing the investment amount).However, by deliberately using auxiliary presentations that encourage players to perform irregular operations that result in fewer expected coins to be won, and adopting gameplay that relatively lowers the expected number of coins to be won per unit of play, it is possible to increase the difference in the expected number of coins to be won between the non-AT presentation state and the AT presentation state, and increase the player's motivation to play.

[0434] However, if the expected number of coins to be won is small if the auxiliary effect is followed in a non-AT presentation state, and if the expected number of coins to be won is large if the auxiliary effect is ignored and a different operation is performed, there is a risk that a player will intentionally not follow the auxiliary effect. Therefore, when the winning type "Batting Order Chance 1" is won, a lottery is held to enter the AT presentation state (CZ presentation state), and the game is set to a so-called ceiling consumption game (or the number of games to reach the ceiling is shortened), and if the auxiliary effect is not followed, this is restricted. In other words, when the winning type "Batting Order Chance 1" is won in a non-AT presentation state, if the player operates in a correct operation mode following the auxiliary effect, a lottery is held to enter the AT presentation state, although the expected number of coins to be won is small, and the game is set to a so-called ceiling consumption game (or the number of games to reach the ceiling is shortened). On the other hand, if a player wins the winning type "Batting Order Chance 1" in a non-AT presentation state, and the player does not follow the auxiliary presentation and operates in an incorrect operation mode, the expected number of coins won will be large, but the player will not be able to enter the lottery for the AT presentation state, and the game will not be considered a so-called ceiling consumption game (or the number of games until the ceiling is reached will be shortened) (the number of games until the ceiling is reached will be extended). In other words, to prevent the player from ignoring the auxiliary presentation, operating in a correct operation mode will result in a more advantageous game profit than operating in an incorrect operation mode, such as a lottery for the AT presentation state. Because this type of gameplay is adopted, if the winning type "Batting Order Chance 1" is won in a non-AT presentation state, the operation mode with a small expected number of coins won can be considered the correct operation mode, and the operation mode with a large expected number of coins won can be considered the incorrect operation mode.

[0435] With this configuration, the expected number of coins to be won per unit game in the non-AT performance state can be made relatively lower through the auxiliary performance compared to the expected number of coins to be won per unit game in the AT performance state, and it becomes possible to increase the difference in the expected number of coins to be won between the non-AT performance state and the AT performance state while maintaining the player's motivation to play.

[0436] In the example described above, when the winning type "Batting Chance 1" is won in a non-AT presentation state, the operation mode with a small expected number of coins is the correct operation mode, and the operation mode with a large expected number of coins is the incorrect operation mode. However, when the winning type "Batting Chance 1" is won in an AT presentation state, there are no restrictions on the AT presentation state lottery, and the operation mode with a large expected number of coins is the correct operation mode, and the operation mode with a small expected number of coins is the incorrect operation mode. However, since the correct operation mode is designed to win the winning role "Small Role 18," which can receive a payout of 14 coins, less than 15 coins, the auxiliary effect cannot be executed. Therefore, when the winning type "Batting Chance 1" is won in an AT presentation state, the auxiliary effect is not executed, and the player understands that the auxiliary effect is not being executed and operates the correct operation mode (first left operation) to receive a payout of 14 coins.

[0437] Here, when the reel 110 comes to a third stop and a symbol combination corresponding to a winning role that is the subject of the AT lottery is displayed on the pay line A, the determination means 308 performs the AT lottery based on the fact that the winning role that is the subject of the AT lottery has been won. At this time, the determination means 308 compares the winning role identifiers assigned to each winning role that is the subject of the AT lottery with the display identifier. However, if the winning type includes multiple overlapping winning roles, the determination means 308 must compare each of the winning role identifiers assigned to the multiple winning roles with the display identifier. The operation will be described in detail below.

[0438] 37 is a flowchart showing the display identifier determination process. The numerical values ​​of step S in this figure will be used only in the explanation of this figure. Here, an example will be explained in which the determination means 308 performs an AT lottery according to the symbol combination displayed on the active line A in a non-AT performance state.

[0439] In addition, in the non-AT performance state, the winning combinations that are the subject of the AT lottery are the winning combinations "small combination 21" to "small combination 24" that can be won when the first operation on the left of the winning type "batting order bell" in Figure 6 is performed, the winning combinations "small combination 17", "small combination 21", and "small combination 22" that can be won when the irregular operation of the winning type "batting order chance" in Figure 7 is performed, and the winning combination "small combination 20" that can be won when the first operation on the left of the winning type "common three coins" in Figure 7 is performed. In other words, the determination means 308 will perform the AT lottery when the symbol combination corresponding to the winning combinations "small combination 17", "small combination 20" to "small combination 24" is performed. The display identifier of each winning combination is expressed as follows. The display identifier for the symbol combination of the symbol "watermelon", symbol "replay", and symbol "replay" corresponding to the winning symbol "small symbol 17" is represented by the 2-byte "0000000100000000B", and the display identifier for the symbol combination of the symbol "bell A", symbol "BAR", and symbol "watermelon" corresponding to the winning symbol "small symbol 20", or the symbol combination of the symbol "bell A", symbol "cherry", and symbol "watermelon" is represented by the 2-byte "000 The symbol combination of "Bell A", "Blue 7", and "BAR" corresponds to the winning symbol "Small symbol 21", and is represented by "0100000000000B", and is the symbol combination of "Bell A", "Blue 7", and "BAR", and is the symbol combination of "Bell A", "Blue 7", and "Blank B", and is the symbol combination of "Bell A", "Blank A", and "BAR", and is the symbol combination of "Bell A", "Blank A", and "Blank B ...". The symbol combination of "Bell A", "Red 7", and "BAR", or the symbol combination of "Bell A", "Blank B", and "Blank B" is represented by the 2-byte "0001000000000000B", and the display identifier of the symbol combination of "Bell A", "Red 7", and "BAR", or the symbol combination of "Bell A", "Red 7", and "Blank B", which corresponds to the winning role "Small Role 22", is 2-byte. The winning combination is represented by "0010000000000000B" and corresponds to the winning role "Small Role 23", which is the combination of the symbol "Bell A", the symbol "Cherry", and the symbol "Blue 7", the combination of the symbol "Bell A", the symbol "Cherry", and the symbol "Red 7", the combination of the symbol "Bell A", the symbol "Cherry", and the symbol "Cherry", the combination of the symbol "Bell A", the symbol "Cherry", and the symbol "Blank A", the combination of the symbol "Bell A", the symbol "Cherry", and the symbol "Blank A",The display identifier for the symbol combination of "watermelon" and "blue 7", the symbol combination of "bell A", "watermelon", and "red 7", the symbol combination of "bell A", "watermelon", and "cherry", or the symbol combination of "bell A", "watermelon", and "blank A" is represented by the 2-byte "0100000000000000B", which corresponds to the winning role "small role 24". The display identifier for the symbol combination of "Bell A", "Replay", and "BAR", the symbol combination of "Bell A", "Replay", and "Blank B", the symbol combination of "Cherry", "Replay", and "BAR", or the symbol combination of "Cherry", "Replay", and "Blank B" is represented by the 2-byte "1000000000000000B".

[0440] First, when the reel 110 comes to a third stop, the determination means 308 acquires a display identifier corresponding to the symbol combination displayed on the activated line A (S1). Here, it is assumed that the reel control means 306 has displayed the symbol combination of "Bell A", "Replay", and "BAR" on the activated line A. The display identifier for this symbol combination of "Bell A", "Replay", and "BAR" is represented as "1000000000000000B" as described above. Therefore, the determination means 308 acquires the display identifier "1000000000000000B" in step S1.

[0441] Next, the determination means 308 compares the winning combination identifier "0000000100000000B" assigned to the winning combination "minor combination 17" that is the target of the AT lottery with the display identifier "1000000000000000B" acquired in step S1 (S2). As a result, if the winning combination identifier and the display identifier match (YES in S2), the process proceeds to step S8, and if the winning combination identifier and the display identifier do not match (NO in S2), the process proceeds to step S3. Here, since the winning combination identifier and the display identifier do not match, the process proceeds to step S3.

[0442] Next, the determination means 308 compares the winning combination identifier "0000100000000000B" assigned to the winning combination "small combination 20" that is the target of the AT lottery with the display identifier "1000000000000000B" acquired in step S1 (S3). As a result, if the winning combination identifier and the display identifier match (YES in S3), the process proceeds to step S8, and if the winning combination identifier and the display identifier do not match (NO in S3), the process proceeds to step S4. Here, since the winning combination identifier and the display identifier do not match, the process proceeds to step S4.

[0443] Next, the determination means 308 compares the winning combination identifier "0001000000000000B" assigned to the winning combination "small combination 21" that is the target of the AT lottery with the display identifier "1000000000000000B" acquired in step S1 (S4). As a result, if the winning combination identifier and the display identifier match (YES in S4), the process proceeds to step S8, and if the winning combination identifier and the display identifier do not match (NO in S4), the process proceeds to step S5. Here, since the winning combination identifier and the display identifier do not match, the process proceeds to step S5.

[0444] Next, the determination means 308 compares the winning combination identifier "00100000000000000B" assigned to the winning combination "small combination 22" that is the target of the AT lottery with the display identifier "1000000000000000B" acquired in step S1 (S5). As a result, if the winning combination identifier and the display identifier match (YES in S5), the process proceeds to step S8, and if the winning combination identifier and the display identifier do not match (NO in S5), the process proceeds to step S6. Here, since the winning combination identifier and the display identifier do not match, the process proceeds to step S6.

[0445] Next, the determination means 308 compares the winning combination identifier "01000000000000000B" assigned to the winning combination "small combination 23" that is the target of the AT lottery with the display identifier "1000000000000000B" acquired in step S1 (S6). As a result, if the winning combination identifier and the display identifier match (YES in S6), the process proceeds to step S8, and if the winning combination identifier and the display identifier do not match (NO in S6), the process proceeds to step S7. Here, since the winning combination identifier and the display identifier do not match, the process proceeds to step S7.

[0446] Next, the determination means 308 compares the winning role identifier "1000000000000000B" assigned to the winning role "minor role 24" that is the target of the AT lottery with the display identifier "1000000000000000B" acquired in step S1 (S7). As a result, if the winning role identifier and the display identifier match (YES in S7), the process proceeds to step S8, and if the winning role identifier and the display identifier do not match (NO in S7), the process returns to the original program that called the program. Here, since the winning role identifier and the display identifier match, the process proceeds to step S8. Then, the determination means 308 determines that the winning role that is the target of the AT lottery has won and performs the AT lottery (S8).

[0447] Here, the determination means 308 individually compares the winning combination identifiers assigned to the winning combinations "minor combination 17," "minor combination 20," and "minor combination 24" that are the subject of the AT lottery with the display identifiers, thereby increasing the processing load. Furthermore, the program executing this processing occupies a portion of the limited memory area of ​​the main ROM 200b, preventing other processing from being performed. Furthermore, depending on the selection of the display identifier and the arrangement of the winning combination identifier, it may take time to identify the winning combination identifier that matches the display identifier. For example, if the display identifier assigned to the symbol combination displayed on the active line A matches the winning combination identifier assigned to the winning combination "minor combination 17," the AT lottery can be executed immediately. However, if the display identifier assigned to the symbol combination displayed on the active line A matches the winning combination identifier assigned to the winning combination "minor combination 24," as described above, the AT lottery must be executed after going through the determinations in steps S2 to S7, which takes time.

[0448] Therefore, in this embodiment, an identifier is assigned to a group unit larger than the winning combination unit. An identifier that can identify multiple display identifiers in this way is called a group identifier. The determining means 308 determines whether the display identifier matches the group identifier.

[0449] For example, the set identifier "1111100100000000B" is assigned to the winning combination group that is the subject of the AT lottery. Such a set identifier "1111100100000000B" is the logical sum of the winning combination identifiers assigned to the winning combinations "small combination 17", "small combination 20" to "small combination 24" that are the subject of the AT lottery. Specifically, the set identifier "1111100100000000B" is derived by taking the logical sum of the winning role identifier "00000001000000000B" assigned to the winning role "small role 17", the winning role identifier "0000100000000000B" assigned to the winning role "small role 20", the winning role identifier "0001000000000000B" assigned to the winning role "small role 21", the winning role identifier "0010000000000000B" assigned to the winning role "small role 22", the winning role identifier "010000000000000B" assigned to the winning role "small role 23", and the winning role identifier "100000000000000B" assigned to the winning role "small role 24".

[0450] 38 is a flowchart showing the display identifier determination process. The numerical values ​​of step S in this figure will be used only in the explanation of this figure.

[0451] First, when the reel 110 comes to a third stop, the determination means 308 acquires the display identifier displayed on the activated line A (S1). Here, it is assumed that the reel control means 306 displays the symbol combination of "Bell A", "Replay", and "BAR" on the activated line A. The display identifier for this symbol combination of "Bell A", "Replay", and "BAR" is represented as "1000000000000000B" as described above. Therefore, the determination means 308 acquires the display identifier "1000000000000000B" in step S1.

[0452] Next, the determination means 308 performs a logical AND operation on the set identifier "1111100100000000B" assigned to the winning combination group that is the subject of the AT lottery and the display identifier "1000000000000000B" acquired in step S1 (S2). The logical AND operation on the display identifier "1000000000000000B" and the set identifier "1111100100000000B" is "100000000000000B".

[0453] Next, the determination means 308 determines whether the result of the logical product is 0 or not (S3). As a result, if the result of the logical product is 0 (YES in S3), the process returns to the original program that called the program, and if the result of the logical product is not 0, that is, if any of bits 0, 3, 4, 5, 6, and 7 of the display identifier is 1B (NO in S3), the process proceeds to step S4. In this case, the result of the logical product, "1000000000000000B", is not 0, so the process proceeds to step S4. Then, the determination means 308 determines that the winning combination that is the target of the AT lottery has been won, and conducts the AT lottery (S4).

[0454] With this configuration, for example, all of the winning combination identifiers assigned to each of a plurality of winning combinations can be determined at once, thereby reducing the processing load and the area occupied by the program. Also, compared to comparing each of the winning combination identifiers assigned to each of a plurality of winning combinations individually with the display identifier, it takes less time and the state time required is the same, so the program can be set stably.

[0455] Here, an example has been given in which the set identifier is used to specify at once the display identifiers corresponding to each winning combination that is the subject of the AT lottery, but this is not limited to such a case, and the concept of the set (group) extends to various ways of classifying display identifiers. For example, a set identifier can be assigned to each winning type, or a set identifier can be assigned to each group of winning types that combines multiple winning types, such as the winning type "replay", the winning type "batting order bell", the winning type "batting order chance", the winning type "common three coins", and the winning type "chance eye", or a set identifier can be assigned to each type of winning combination, such as a replay combination, a small combination, a bonus combination, and a miss, or a set identifier can be assigned by classification, such as a correct combination and a failed combination, in the selected winning type.

[0456] Furthermore, as an example in which the judgment means 308 uses the set identifier to determine whether or not to award a predetermined gaming profit, the possibility of transitioning to a normal AT presentation state (AT lottery) was given as an example, but the present invention is not limited to such a case and can also be applied to various decisions on the awarding of gaming profits, such as whether or not to transition to a CZ presentation state, as described using Figure 9.

[0457] Also, here, an example has been given in which the determination means 308 compares a 2-byte display identifier with a 2-byte collective identifier, but this is not limited to such a case. As in the above-mentioned embodiment, if it is known in advance that the bits that become 1B in the multiple target winning role identifiers are biased toward either the upper byte or the lower byte, or if they are intentionally present in only one of the two, the 2-byte display identifier may be compared with the 1-byte collective identifier. For example, as in the above-described embodiment, when the bits that are 1B in the multiple target winning combination identifiers "00000001000000000B", "00001000000000000B", "0001000000000000B", "0010000000000000B", "0100000000000000B", and "1000000000000000B" are concentrated in the most significant byte, the determining means 308 determines whether the display identifier "1000" displayed on the activated line A is "00000001000000000B", or "1000000000000000B" in the active line A. The 1-byte group identifier "11111001B" assigned to the group of winning roles that are the subject of the AT lottery is obtained (S1), and a logical AND is taken between the 1-byte group identifier "11111001B" assigned to the group of winning roles that are the subject of the AT lottery and the most significant byte ("10000000B") of the 2-byte display identifier "10000000000000B" obtained in step S1 (S2).If the result of the logical AND "10000000B" is not 0 (NO in S3), the AT lottery may be held assuming that the winning role that is the subject of the AT lottery has been won.

[0458] In this case, steps S1 to S3 can be implemented using the following commands. For example, the command "LD A,(HL)" is used to read the value of the address indicated by the HL register (here, the most significant byte "10000000B" of the display identifier "10000000000000B") into the A register to obtain the display identifier (S1), and the command "RAND Z,A,11111001B" is used to take the logical product of the value of the A register ("10000000B") and the numeric value "11111001B" (S2). If the result is 0, processing returns to the original program that called the program; if not 0, processing proceeds to the next step (S3).

[0459] Also, here, an example has been described in which the determination means 308 compares the display identifier with the set identifier when the reels 110 come to a third stop in order to determine the winning combination that has been achieved (for example, the winning combinations "small combination 17", "small combination 21", "small combination 22") when the winning type "batting order chance" is won, but it goes without saying that this is not the only case, and when determining the winning type that has been won or the winning combination, the display identifier and the set identifier may be compared at the time of winning. Note that, not limited to the winning type "batting order chance", when determining that a winning type such as "replay", "batting order bell", "common three coins", or "chance eye" has been won, a set identifier can be assigned to that winning type, and the determination means 308 can make a determination at the time of winning.

[0460] Also, here, an example has been described in which the determination means 308 determines the symbol combination displayed on one active line A through the set identifier, but this is not limited to such a case. When multiple active lines are set, the symbol combination displayed on a specific active line among the multiple active lines may be determined through the set identifier, or the symbol combination displayed on any of the multiple active lines may be determined through the set identifier, or each of the symbol combinations displayed on all of the multiple active lines may be determined through the set identifier. In this way, by individually setting the active lines to be determined, it is possible to incorporate various gameplay features, such as determining whether or not a so-called eye-pressing technique is successful.

[0461] Also, here, an example has been described in which the display identifier uniquely identifies each of a plurality of symbol combinations depending on the position of the bit where 1B is arranged, but this is not limiting; it is sufficient if the display identifier identifies each of a plurality of symbol combinations within a range of a predetermined winning type. For example, the same display identifier may exist among a group of winning types with similar gaming benefits, such as the winning type "Batting Order Chance," the winning type "Replay," the winning type "Batting Order Bell," the winning type "Common 3 Coins," and the winning type "Chance Eye." Even in this case, the display identifier uniquely identifies each of a plurality of symbol combinations within the group of winning types. For example, suppose that the winning role identifier "0000000100000000B" is assigned not only to the winning role "small role 17" but also to the winning role "small role 1" and the winning role "small role 33", that the winning role identifier "0001000000000000B" is assigned not only to the winning role "small role 21" but also to the winning role "small role 5" and the winning role "small role 37", and that the winning role identifier "0010000000000000B" is assigned not only to the winning role "small role 22" but also to the winning role "small role 6" and the winning role "small role 38". However, the winning combinations "small combination 17", "small combination 21", and "small combination 22" only win when the winning type "Batting Order Chance" is won, and the winning combinations "small combination 1", "small combination 5", and "small combination 6" only win when the winning types "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", and "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4" are won, and the winning combinations "small combination 33", "small combination 37", and "small combination 38" only win when "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4" are won. Therefore, the determination means 308 uniquely identifies each of the multiple symbol combinations by determining which group (for example, the winning type "Batting Order Chance") the winning type belongs to and by the display identifier. In this way, by combining a collection of winning types and a display identifier to uniquely identify each of multiple pattern combinations, it is possible to manage more than 16 display identifiers and winning combination identifiers using, for example, 2 bytes.

[0462] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.

[0463] Furthermore, in the above-described embodiment, the case was described in which there are three reels 110 (reels 110a, 110b, 110c) and correspondingly there are three stop switches 120 (stop switches 120a, 120b, 120c), but this is not limited to such a case, and the above-described embodiment can also be applied to cases in which there are two or four or more reels 110 and correspondingly there are two or four or more stop switches 120.

[0464] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 202, or the functional parts of the sub-control board 202 may be arranged on the main control board 200, or all functional parts may be arranged together on one control board.

[0465] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be given to the player in the form of electronic information.

[0466] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0467] 100 slot machines (gaming machines) 200 Main control board 200d Random number generator (means of generating random numbers) 202 Sub-control board 306 Reel control means 308 Judgment means

Claims

[Claim 1] A winning type selection means for selecting one of a plurality of winning types by a winning type selection lottery; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged in response to the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch corresponding to the rotating reel; a game state control means for shifting a game state to an internal game state when a bonus role is determined in a non-internal game state and the bonus role is not won in a game in which the bonus role is won; An auxiliary performance execution means for executing an auxiliary performance that notifies a player of an advantageous operation mode; A performance state control means for transitioning to one of a plurality of performance states including an AT performance state in which the auxiliary performance can be executed; Equipped with The plurality of winning types include a first winning type, a second winning type, and a third winning type, The first winning type is set such that a first small win and a second small win having a larger gaming profit than the first small win overlap, the first small win can be won by a first operation, and the second small win can be won by a second operation; The second winning type is set such that the first small prize and the second small prize overlap, the first small prize can be won by the first operation, and the second small prize can be won by the third operation, The auxiliary performance execution means notifies the second operation when the first winning type is determined in the AT performance state, and notifies the third operation when the second winning type is determined, The third winning type is a combination of the first small role, a third small role different from the first small role, and a bonus role, and in the internal game state, the bonus role will not be won, the first small role is set to be winable by the first operation, and the third small role is set to be winable by the third operation, in this gaming machine.

Citation Information

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