Gaming machine

By incorporating a dual-display system and strategic guidance through controlled stop operations, the performance of rotary gaming machines is enhanced, offering players improved gameplay experiences.

JP7698231B2Active Publication Date: 2025-06-25SAMMY CORPORATION
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Patent Information

Application Number
JP2024184553
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-21
Publication Date
2025-06-25
Estimated Expiration
2043-02-24

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Patent Text Reader

Abstract

To provide a game machine improved in performance.SOLUTION: In a game in which any one of a winning A3 combination to a winning A6 combination or any one of a winning B3 combination to a winning B6 combination is won in an AT preparation state, a notification of "× ? ?" is given, thereby suggesting that, when a stop switch corresponding to a left reel is firstly operated for stopping the reel, a transition to an AT game state is not carried out, and that, when a stop switch corresponding to a middle reel or a right reel is firstly operated for stopping the reel, the transition to the AT game state may be permitted. A stop switch for a first stop operation is different between for an IF2 test signal and for an IF3 test signal.SELECTED DRAWING: Figure 111
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Description

Technical Field

[0001] Relates to a gaming machine.

Background Art

[0002] In a rotary gaming machine (slot machine), a game is started when a game start instruction device (start lever) is operated after a predetermined number of game medals are inserted. A plurality of rotating cylinders (reels) with a plurality of symbols arranged on the outer periphery rotate, and as a result of using a cylinder stop device (stop button) to stop the rotation operation and stopping the cylinder, if a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the effective line, it generally shifts to a special game state where the player is in a more profitable state than in the normal game state (a game state where the lottery probability of small winning combinations and the like is higher than normal). Here, in a rotary gaming machine, in addition to such basic games, various effects are performed to improve the overall attractiveness. Also, in conjunction with the payout of game medals, an output of a payout sound, a display of the number of acquired medals, and a backlight effect are performed so that it can be recognized that the game medals have been appropriately paid out.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In this type of gaming machine, improvement of its performance is desired.

Means for Solving the Problems

[0005] It has a first display device controlled by main control means, It has a second display device controlled by sub control means, As a game state, it has an announcement game preparation game state and an announcement game state. In a predetermined game in which a specific lottery result is determined in the announcement game preparation game state, the first information can be announced by the first display device. In a predetermined game in which a specific lottery result is determined in the announcement game preparation game state, the first stop operation mode can be announced by the second display device. In a specific game in which a specific lottery result is determined in the announcement game state, the second information can be announced by the first display device. In a specific game in which a specific lottery result is determined in the announcement game state, the second stop operation mode can be announced by the second display device. The first stop operation mode is No. 1 A stop operation mode that recommends not performing the stop switch corresponding to the reel as the first stop operation and is. The second stop operation mode is a stop operation mode different from the first stop operation mode, In a predetermined game in which a specific lottery result is determined in the announcement game preparation game state and the first information is announced by the first display device No. 1 when the stop switch corresponding to the reel is first stopped, the next game of the predetermined game technique is not the announcement game state of the game but In a predetermined game in which a specific lottery result is determined in the announcement game preparation game state and the first information is announced by the first display device No. 2 when the stop switch corresponding to the reel is first stopped, the next game of the predetermined game technique is not the announcement game state is capable of executing a game but when the game starts, it is possible to execute a process for outputting a first test signal. when the game starts, it is possible to execute a process for outputting a second test signal. The first test signal in a predetermined game in which a specific lottery result is determined in the announcement game preparation game state and the first information is announced by the first display device includes No. 2 reel to information regarding the operation order of the stop switch that performs the first stop operation on the corresponding stop switch. In a predetermined game in which a specific lottery result is determined in the notification game preparation game state and the first information is notified by the first display device, the second test signal in the game machine: No. 1 Reel stop switch corresponding to includes information regarding the operation order of the stop switch that uses No. 1 as the first stop operation. The game machine is characterized by the above.

Effect of the Invention

[0006] According to the present invention, the performance of the game machine can be improved.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] <Explanation of Terms> "Medal (number of medals)", "game medium (number of game media)", and "game value" are synonymous. "Bet", "BET", and "input" regarding game media are synonymous, and all are acts of wagering (betting) game media. When representing a hexadecimal numerical value, it is described as "0x〇〇" or "〇〇h", and when representing a binary numerical value, it is described as "〇〇〇〇〇〇〇〇b" or "〇〇〇〇〇〇〇〇B". When there is no particular description before and after the number, it is represented in decimal. "Reel" may be referred to as "rotary drum", and both are synonymous. "Storage means" may be referred to as "RWM", "RAM", or "storage area", and all are synonymous. "Grant" used in "grant of game media" or "grant of points", etc. may be referred to as "payout" or "acquisition", and all are synonymous. "Setting / reset switch" may be referred to as "setting change switch" and "reset switch" for each function, but in any case, it refers to the same switch. Note that the "setting change switch" and "reset switch" may be provided as different switches. When a minor combination with a large payout or a minor combination with a small payout stops depending on the operation mode, the minor combination with a large payout is referred to as the high side (high side bell, high side minor combination are also synonymous), and the minor combination with a small payout is referred to as the low side (low side bell, low side minor combination are also synonymous). Note that when a symbol combination with no payout stops at this time, it may be referred to as a spill (miss is also synonymous).

[0009] Hereinafter, embodiments of the present invention (hereinafter referred to as the present embodiment) will be described in detail with reference to the drawings.

[0010] <Explanation of Slot Machine PS1> Regarding the components of the slot machine PS1 according to the present embodiment, it will be described with reference to FIGS. 1 to 3.

[0011] The slot machine PS1 has parts and circuit boards that need to be installed on the front panel PS2 side and the cabinet PS3 side, respectively, when roughly divided. Each side surface of the front panel PS2 and the cabinet PS3 of the slot machine PS1 is joined by a hinge device and a locking device. A key is inserted into the locking device provided on the front panel PS2, and by rotating it in a specific direction, the locking device side can be opened. That is, the front panel PS2 functions as a door with respect to the cabinet PS3.

[0012] <Front panel PS2> The front panel PS2 (front door PS2, front face door PS2, or front door PS2, or simply referred to as the front door) is a plate-shaped member with a design. On the front side (player side), there are a middle panel (including a display window 4, an operation instruction lamp 24, etc.), an operation panel 11 (including a bet number display lamp 25, a credit number display 26, a winning number display 27, etc.), a lower panel 5 (also referred to as the bottom panel 5), an upper lamp (also referred to as a top lamp) or both side effect lamps (also referred to as side lamps), etc. On the back side, there are a medal selector 34 (hereinafter, may be simply referred to as "selector"), a display device 32, a sub-control circuit board 1000, various circuit boards, etc., and setting display LEDs (hereinafter, may be referred to as setting value display LEDs, setting displays, setting value displays, setting display devices, setting value display devices).

[0013] <Display window 4> The display window 4 is an area provided in the front panel PS2. With the front panel PS2 closed, the patterns drawn on the reels can be visually recognized. The patterns printed on the outer peripheral surfaces of the respective reel tapes fixed to the reel rim portions of the left reel 8a, the middle reel 8b, and the right reel 8c are configured to be visually recognizable through the display window 4 from the front side (the player side). When the reels are stopped, among 21 patterns (20, 16, etc. can be freely designed according to the specifications), three consecutive patterns are visually recognizable. That is, a total of 9 patterns, 3 [patterns] × 3 [reels], can be visually recognized from the display window 4. Here, among the stop positions where the left reel 8a, the middle reel 8b, and the right reel 8c each stop at three patterns, the uppermost stop position is the upper row, the central stop position is the middle row, and the lowermost stop position is the lower row.

[0014] <Valid line> The valid line is a combination line of patterns that becomes the target of the winning determination process (described later) when the left reel 8a, the middle reel 8b, and the right reel 8c stop. The valid line in this embodiment is visually recognizable from the display window 4 and is constituted by a combination line of patterns (middle horizontal line) passing through the middle row of each reel. When it is determined by the winning determination process that the combination of patterns stopped on the valid line corresponds to any of the roles, a process corresponding to the stopped combination of patterns is performed. As an example, when it is determined that a combination of patterns corresponding to a small role such as a bell has stopped, a payout process of game medals (hereinafter sometimes referred to as medals, game media, game values) or a credit addition process is executed, and when it is determined that a combination of patterns corresponding to a replay has stopped, an automatic bet process is executed.

[0015] Also, depending on the slot machine PS1, five lines, i.e., the upper horizontal line, the middle horizontal line, the lower horizontal line, the upward right diagonal line, and the downward right diagonal line, may be set as the valid lines, or six or more lines may be set, including a substantially mountain shape (lower part of the left reel 8a, upper part of the middle reel 8b, lower part of the right reel 8c) that is not a straight line, a substantially valley shape (upper part of the left reel 8a, lower part of the middle reel 8b, upper part of the right reel 8c), a substantially L shape (upper part of the left reel 8a, lower part of the middle reel 8b, lower part of the right reel 8c), or the valid lines may be set to change according to the number of bets, or they can be freely designed according to the specifications of the slot machine PS1. Also, a straight line other than the valid lines may be referred to as an invalid line.

[0016] <Operation instruction lamp 24> The operation instruction lamp 24 is provided around the display window 4 and indicates the operation sequence of the stop switch 13 (described later) to the player when the left reel 8a, the middle reel 8b, and the right reel 8c are rotating. That is, when the left operation instruction lamp 24a is lit (the middle operation instruction lamp 24b and the right operation instruction lamp 24c are extinguished), it indicates that the left stop switch 13a should be operated. When the middle operation instruction lamp 24b is lit (the left operation instruction lamp 24a and the right operation instruction lamp 24c are extinguished), it indicates that the middle stop switch 13b should be operated. When the right operation instruction lamp 24c is lit (the left operation instruction lamp 24a and the middle operation instruction lamp 24b are extinguished), it indicates that the right stop switch 13c should be operated.

[0017] <Bet Number Display Lamp 25> The bet number display lamp 25 (also referred to as the multiplier display lamp 25, the multiplied number display lamp 25, the bet amount display lamp 25, and the bet number display lamp 25) is provided on the operation panel 11 and has a function of displaying the number of bets made by the player's operation. It is also composed of a 1-bet lamp 25a (not shown), a 2-bet lamp 25b (not shown), and a 3-bet lamp 25c (not shown). When 1 medal is bet, the 1-bet lamp 25a lights up. When a total of 2 medals are bet, the 1-bet lamp 25a and the 2-bet lamp 25b light up. When a total of 3 medals are bet, the 1-bet lamp 25a, the 2-bet lamp 25b, and the 3-bet lamp 25c light up. Also, although not shown, after a symbol combination related to replay is displayed, when automatic bet processing is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay wins is lit, and the replay lamp is lit. Note that the lighting timing of the bet number display lamp 25 and the lighting timing of the replay lamp may be the same, or either one may be configured to light up first.

[0018] <Credit Number Display 26> The credit number display 26 (also referred to as credit, medal number display, medal number display device, game medium number display, and game medium number display device) is provided on the operation panel 11 and is mainly composed of a segment display 26a (not shown) composed of a total of 8 segments including 7 segments and a decimal point (DP) for displaying the upper digit of the credit number, and a segment display 26b (not shown) composed of a total of 8 segments including 7 segments and a decimal point (DP) for displaying the lower digit of the credit number. Note that the credit number means the number of medals credited (electrically stored) in the slot machine PS1, and up to 50 can be stored at most. Also, when normal game play cannot proceed, such as when an error is detected, a display related to the error may be made.

[0019] <Number of Acquired Tokens Display 27> The number of acquired tokens display 27 (also referred to as the number of acquired tokens display, the number of acquired tokens indicator, the number of paid-out tokens display, or the number of paid-out tokens indicator) is provided on the operation panel 11 and mainly includes a segment display 27a (not shown) composed of a total of 8 segments including 7 segments and a decimal point (DP) for displaying the upper digit of the number of acquired tokens, and a segment display 27b (not shown) composed of a total of 8 segments including 7 segments and a decimal point (DP) for displaying the lower digit of the number of acquired tokens. Note that the number of acquired tokens means the number of medals paid out to the player according to the result of the game in the slot machine PS1 (including storage in the credit number display 26). Also, when normal gaming cannot proceed, such as when an error is detected, a display regarding the error may be made.

[0020] In addition to displaying their respective information by the segment displays 26a, 26b, 27a, and 27b, the credit number display 26 and the number of acquired tokens display 27 may also display information different from the information regarding the credit number and the number of acquired tokens depending on whether the DP is lit. For example, it may be notified by lighting the DP of any of the segment displays of information indicating staying in a favorable section (described later) or information indicating that a predetermined external signal is being output. Also, it may have the function of performing push order notification using the upper digit display section and the lower digit display section of the number of acquired tokens display 27. When performing push order notification using the number of acquired tokens display 27, the number of acquired tokens display 27 may sometimes be referred to as an instruction monitor.

[0021] < Operation Panel 11 > The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a substantially horizontal horizontal portion and a vertical portion extending substantially vertically downward from the tip of the horizontal portion. The vertical portion is provided with a start switch 12 and a stop switch 13, which will be described later. The horizontal portion is provided with a medal insertion port 17, a plurality of bet switches (MAX bet switch 18, 1 bet switch 19), a sub-switch 20, a sub cross key switch 21, an eject switch 22, a settlement switch (not shown), and an effect switch (not shown), which will be described later.

[0022] <Start Switch 12> The start switch (also referred to as a start lever) 12 is provided on the vertical portion of the operation panel 11. It consists of a lever-shaped operation portion. When not in operation, the start switch sensor is ON, and when in operation, the start switch sensor turns OFF, and it is configured such that it is determined that the start switch has been operated. The start switch 12 becomes effective when the number of bets reaches the specified number. When the operation of the start switch 12 is received, internal lottery processing (also referred to as internal lottery processing), processing related to the instruction function, or reel rotation processing, etc. is executed. Also, in this embodiment, since the input signal is low-active, when the start switch sensor is ON when not in operation, the start switch input signal is OFF, and when the start switch sensor changes from ON to OFF during operation, the start switch input signal is configured to be ON. It is not limited to this, and it may be configured such that the start switch input signal is ON when the start switch sensor is ON. That is, the specified number refers to the number of bets required to start the game.

[0023] Hereinafter, when simply referred to as "the start switch is ON (on)" or "the start switch is operated", it means that the start switch sensor has changed from ON to OFF, and the start switch input signal has changed from OFF to ON.

[0024] <Stop Switch 13> The stop switch 13 is provided on the operation panel 11. In the case of this embodiment, the left reel 8a corresponds to the left stop switch 13a, the middle reel 8b corresponds to the middle stop switch 13b, and the right reel 8c corresponds to the right stop switch 13c. Also, when the stop switch 13 can be operated, it is suggested that the stop switch 13 is effective by changing the color of the lamp provided on the main body of the stop switch 13 or the lamp around it. For example, it may light up in blue when the stop switch 13 can be operated and light up in red when the operation is impossible. Also, for example, it may light up when the stop switch 13 can be operated and turn off when the operation is impossible.

[0025] <Medal Insertion Slot 17> The medal insertion slot 17 is provided on the operation panel 11. It has an opening for inserting medals into the medal insertion slot and restricts the insertion of medals larger than the standard size. The medal insertion slot 17 is manufactured in multiple types according to the standard sizes of multiple types of medals, but the mounting standards of various medal insertion slots 17 are made the same so that various medal insertion slots 17 can be commonly mounted on the operation panel 11.

[0026] Regarding the input of game media, the game media is not limited to the above-mentioned medals. For example, game balls (so-called parrots) used in pachinko machines, or game media information stored in electrical storage media such as magnetic cards and flash memories may be input into the gaming machine, and the bet number may be set or added at the time of winning based on the input game media information.

[0027] <Bed Switch (MAX Bed Switch 18, 1-Bed Switch 19)> The bed switch is provided on the operation panel 11. When the bed switch is operated when there are medals stored in credit, bed processing is executed and setting processing for the number of bets equivalent to the act of inserting medals into the medal insertion slot 17 is performed. However, if there are no medals stored in credit, the bed processing becomes invalid (the operation of the bed switch is not accepted) even if the bed switch is operated. Also, the MAX bed switch 18 is composed of a push-down part operated by the player, a detection part that detects the operation of the push-down part, and a light-emitting part (also called the MAX bed lamp) that lights up the push-down part, and the 1-bed switch 19 is composed of a push-down part operated by the player and a detection part that detects the operation of the push-down part (the 1-bed switch 19 does not have a light-emitting part).

[0028] The MAX bed lamp notifies the player that bed processing is executable when the MAX bed switch is operated, and various notification modes are conceivable, such as lighting the MAX bed lamp in a predetermined color or flashing the MAX bed lamp at a predetermined cycle. Conversely, when bed processing cannot be executed even if the MAX bed switch is operated, modes such as lighting the MAX bed lamp in a specific color or not lighting the MAX bed lamp are conceivable.

[0029] In addition, a MAX bet switch 18 that can bet the maximum number of coins (3 coins in this embodiment) set for each slot machine PS1 and a 1 - bet switch 19 that can bet 1 coin are provided. When the operation of the MAX bet switch 18 is received, MAX bet processing is executed, and when the operation of the 1 - bet switch 19 is received, 1 - bet processing is executed. The MAX bet processing can be executed when the sum of the credit number and the currently bet number is 3 or more and the currently bet number is less than 3. Also, the MAX bet processing cannot be executed in a situation where the sum of the credit number and the currently bet number is less than 3 (in other words, even if the MAX bet switch 18 is operated, the bet number is less than 3) or in a situation where 3 bets have already been made. The 1 - bet processing can be executed when the credit number is 1 or more and the currently bet number is less than 3, and cannot be executed in a situation where 3 bets have already been made.

[0030] In addition, each time the 1 - bet switch 19 is operated, 1 - bet processing is executed. When the 1 - bet switch 19 is operated 3 times from a non - bet situation, it becomes 3 bets, and the operation of the 1 - bet switch 19 3 times is equivalent to the operation of the MAX bet switch 18 once.

[0031] Also, although an embodiment in which the 1 - bet switch 19 becomes invalid in a situation where 3 bets have been made has been described, it may be configured such that when the 1 - bet switch 19 is operated once in a situation where 3 bets have been made, it becomes a 1 - bet state and 2 coins are returned to the credit.

[0032] Also, although an embodiment in which the MAX bet processing executed by operating the MAX bet switch 18 is not executed in a situation where the bet number is less than 3 has been described, a process of betting the maximum number that can be bet currently is also conceivable. In other words, a process of betting 2 coins when the MAX bet switch 18 is operated in a situation where no bet has been made and the credit number is 2 is also conceivable.

[0033] Note that the maximum number of bettable coins may be configured to vary depending on the gaming state. For example, the maximum number of bettable coins may be 3 during non-bonus periods and 2 during bonus periods.

[0034] <Sub-switch 20> The sub-switch 20 is provided on the operation panel 11 and includes a depressed portion made of a translucent member for direct operation by the player, a detection unit for detecting that the depressed portion has been operated, and a sub-switch lamp for illuminating the depressed portion of the sub-switch. This sub-switch 20 is mainly a switch for causing a display device 32, which will be described later, to display a menu screen (sometimes referred to as a user menu screen). In addition to the sub-switch 20 as an input means managed by the sub-control board 1000, a sub-cross key switch 21 (up switch, down switch, left switch, right switch) and an effect switch (a switch operated using an instruction during the game) are provided. Further, the sub-switch 20 can also function as a trigger for activating an interlocking system with a mobile terminal (hereinafter also referred to as a mobile interlocking system), which will be described later. Note that although the sub-switch 20 is separated into a menu display function and the effect switch is used for in-game operations, they may also be common switches.

[0035] On the menu screen, items such as combination configuration items, reel arrangement items, volume adjustment items, light amount adjustment items, and mobile interlocking system-related items are displayed. When the up switch or down switch of the sub-cross key switch 21 is operated, the cursor selecting the item is controlled to move up and down. Also, when the sub-switch 20 is operated with the cursor on any of the items, the details of the item are displayed. For example, when the sub-switch 20 is operated with the cursor on the volume adjustment item, a volume adjustment screen is displayed, and the player can adjust the volume of the game using the left switch or right switch of the sub-cross key switch 21.

[0036] Note that the volume that can be changed in the volume adjustment item of the menu screen here is the game sound, and the volume of the system sound cannot be changed. The game sound is the sound that can be output during the game or during the game standby, such as the bet sound, the wait sound, the reel start sound, and other sounds related to the effects. Also, the system sound is mainly the sound that can be output when the game is not available, such as the error sound, the complete function activation sound, and other sounds related to the system. For the game sound, there is a production volume determined for each sound, and not all game sounds are output at the same volume even if the player volume is the same. For example, when the volume of the player volume is at the 5th level out of 10 levels, the volume of the bet sound is 30 decibels, and the volume of the wait sound is 20 decibels.

[0037] Also, the menu screen can be displayed by operating the sub-switch 20 in a situation where no bet has been made after the game ends. As the production state at this time, the menu screen can be displayed by operating the sub-switch 20 in any situation of the normal production, the continuous production, the AT production, or the demo screen (a screen that is displayed after 60 seconds have passed since the end of the game and displays the manufacturer name and production introduction as a moving image). However, it is not limited to this embodiment, and it may be in a mode where the menu screen cannot be displayed even if the sub-switch 20 is operated during the continuous production or the AT production.

[0038] Note that the volume change may be able to be changed with a rotary switch provided in the casing. Since the rotary switch is provided in the casing, the player cannot operate it. The rotary switch is a switch for the administrator to operate, and can set the reference value of the volume that the player can set. For example, when the volume that the player can set is 8 levels, the volume that can be set with the rotary switch is also 8 levels. If the set volume of the rotary switch is "2", the initial volume of the volume adjustment item of the menu screen where the player volume can be adjusted is "2". Also, as another configuration of the rotary switch, it may be such that the player can set the volume within the range of the volume levels set with the rotary switch.

[0039] <Performance Switch> The performance switch is provided on the operation panel 11 and is composed of a pressing part made of a translucent member for the player to directly operate, a detection part for detecting that the pressing part has been operated, and a performance switch lamp for lighting the pressing part of the performance switch. When the performance switch is operated in a situation where the operation of the performance switch is valid, a performance based on the operation is executed. For example, when a continuous performance is being executed on the display device (hereinafter, may also be simply referred to as "liquid crystal") 32, and it is time to display either a "success" display (hereinafter, may be referred to as a success performance in some cases) indicating the granting of a privilege in the final game of the continuous performance or a "failure" display (hereinafter, may be referred to as a failure performance in some cases) indicating that no privilege is granted, a mode where the "success" or "failure" is displayed by operating the performance switch can be considered.

[0040] Also, in a situation where the operation of the performance switch is valid, by lighting the performance switch lamp, the player can be notified that the operation of the performance switch is valid. As the lighting mode of the performance switch, a mode where it is not lit in a situation where the operation of the performance switch is invalid and it is lit in a situation where the operation of the performance switch is valid can be considered. As another lighting mode in a situation where the operation of the performance switch is valid, a mode where it repeats lighting and extinguishing at a certain cycle may also be possible.

[0041] Also, in a situation where the operation of the performance switch is valid, by displaying on the liquid crystal a display imitating the performance switch, it is notified that the operation of the performance switch is valid. When displaying on the liquid crystal a display imitating the performance switch, it is displayed based on the command received from the main control means 100. For example, a mode where a display imitating the performance switch is made based on a start switch reception command or a mode where a display imitating the performance switch is made based on a full reel stop command can be considered.

[0042] Also, by pressing the effect switch, the detected piece provided on the effect switch can be moved to a detection position (on position) detected by a sensor provided on the effect switch. In a situation where the sensor is detecting the detected piece, by separating the effect switch (an operation of returning the spring to its natural length by the force of the spring provided on the effect switch stretching), the detected piece can be moved to a non-detection position (off position) where the sensor does not detect it.

[0043] Note that although the effect switch has been described as a push-structure switch, it is not limited to this, and it may be a jog dial-structure switch. Also, even if it has other structures, as long as the on position and the off position can be detected.

[0044] <Settlement Switch> The settlement switch is provided on the operation panel 11. By being operated after the game ends, it executes a process (settlement process) of paying out to the player the number of game media bet and the number of game media stored in credit. Note that in this embodiment, when the settlement switch is operated in a situation where game media are bet and stored in credit, it is configured to pay out the bet game media first and then continue to pay out the game media stored in credit. However, it is not limited to this, and a process of paying out only the game media stored in credit when the number of bet game media is 0 may be executed. That is, when the settlement switch is operated in a bet situation, only the bet game media may be paid out, and then, when the settlement switch is operated again, the game media stored in credit may be paid out.

[0045] <Lower Panel 5> The lower panel 5 is provided below the front panel PS2. It is composed of two sheets of transparent resin joined together, and a design sheet is sandwiched between the joined resins. The design sheet is printed with features specific to each slot machine PS1.

[0046] <Medal Payout Outlet 45> The medal payout outlet 45 is provided below the lower panel 5. It is an outlet for discharging the medals paid out from a hopper 44 (also referred to as a hopper), which will be described later, to the outside of the slot machine PS1 (the tray 28). It also serves as a return port for discharging the medals excluded from a medal selector 34, which will be described later, to the outside of the slot machine PS1.

[0047] <Tray 28> The tray 28 (also referred to as the "lower tray") is provided below the lower panel 5. It has a substantially concave structure so as to receive and store the medals discharged from the medal payout outlet 45, and is provided to protrude toward the player side so that the player can confirm the stored medals.

[0048] Also, as another function, the tray 28 is provided with a seal storage portion 30 that houses an ashtray 29 for cigarettes, and a resin sheet to which a combination license seal, a patent certificate seal, and a model seal are attached, and has an opening for displaying to the player side.

[0049] <Speaker S> The speakers S are provided at the upper and lower parts of the front panel PS2. They are connected to the sub-control board 1000 by a harness (not shown), and the speakers S output, in addition to the sound effects according to the performance, an error sound and a warning sound to notify that an error has occurred.

[0050] <Display device 32> The display device 32 is provided above the front panel PS2. It is a device capable of displaying images, and various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used. It is electrically connected to the sub-control board 1000 and displays various effect images, as well as a game instruction image (when only the pressing order is displayed, it may be called a pressing order navigation image (also referred to as a pressing order image, operation order image, or operation order picture), when only the eye pressing position is displayed, it may be called an eye pressing navigation image (also referred to as an eye pressing image or operation position image), or when both the pressing order and the pressing position are displayed and in cases where it is referred to as an operation mode navigation image (also referred to as an operation mode image) as a higher concept of the pressing order and the pressing position) indicating the pressing order and eye pressing position of the stop switch 13 during the game, an error image when an error occurs, etc. Also, there are slot machines PS1 that do not have the display device 32 depending on the model. Also, there are slot machines PS1 that have multiple display devices 32 depending on the model. Even when there are multiple display devices 32, unless otherwise specified, the display device 32 refers to any one of the multiple display devices 32 or the multiple display devices 32.

[0051] <Other effect devices such as dot displays and movable accessories> Other effect devices such as dot displays and movable accessories are provided at arbitrary positions on the front panel PS2 such as around the display window 4, the middle panel, or the lower panel 5. The other effect devices are electrically connected to the sub-control board 1000 and perform operations such as displaying various effect images, effect actions, a game instruction image and action indicating the pressing order and eye pressing position of the stop switch 13 during the game, and displaying and operating an error image when an error occurs. The other effect devices are optionally installed according to the model of the slot machine PS1. Also, various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used as the other effect devices. Particularly in a gaming machine that additionally has a liquid crystal as the other effect device, the display device 32 may be referred to as the main display device, and the liquid crystal as the other effect device may be referred to as the sub-display device. In this case, the main display device is configured to have a larger display area than the sub-display device.

[0052] <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2, and is provided in the flow-down passage below the medal insertion slot 17. The medal selector 34 has a medal counting function that counts the number of medals inserted by the player with a sensor provided in the flow-down passage, a medal exclusion function that guides non-standard medals inserted into the receiving tray 28, an ejection function that ejects the medals jammed in the medal selector 34 when the ejection switch provided on the front of the front panel PS2 is operated, and a blocker function that electrically drives a blocking member (also referred to as a blocker) to exclude medals inserted other than when receiving medals from the flow-down passage. Also, when the medal inserted at the time of medal reception is a regular medal, the medal selector 34 discharges the medal to the hopper 44 located downstream.

[0053] The various sensors in the medal selector are composed of a passage sensor, an insertion sensor 1, an insertion sensor 2, and a shoot sensor. The passage sensor is a sensor that first detects the medals inserted from the medal insertion slot, and is provided to count the number of inserted medals and discharged medals. The insertion sensor 1 and the insertion sensor 2 are located downstream of the passage sensor and the blocker, and are provided to determine whether the passage of the medals passing through the insertion sensor 1 and the insertion sensor 2 is normal or abnormal by judging the passage time. Note that the insertion sensor 2 is located downstream of the insertion sensor 1. The shoot sensor is located downstream of the insertion sensor 2, and is provided to count the number of inserted medals and discharged medals. Since the functions of the passage sensor and the shoot sensor overlap, only one of them may be provided.

[0054] Also, the passage sensor, the insertion sensor 1, the insertion sensor 2, or the shoot sensor may directly detect medals or the like (medals or cheating devices) with an optical sensor, or the proximity sensor may detect the movable piece that moves when a physical movable piece touches the medals or the like.

[0055] When the blocker in the medal selector is ON, it permits the passage of game medals; when it is OFF, it does not permit the passage of game medals. Permitting the passage of game medals means that the game medals inserted from the medal insertion opening are guided to the hopper 44, and not permitting the passage of game medals means that the game medals inserted from the medal insertion opening are not guided to the hopper 44.

[0056] The components on the cabinet PS3 side of the slot machine PS1 will be described below.

[0057] <Cabinet PS3> The cabinet PS3 is configured in a shape having an opening on one side of a rectangular box, and inside are provided a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter sometimes simply referred to as the "reset switch" or "setting switch"), a power supply device 39, a main control board 100, an external output terminal board 47, etc. It is also composed of a bottom plate, side plates (right side plate, left side plate), a top plate, and a back plate.

[0058] <Main control board 100> The main control board 100 is housed in the internal space formed when the main control board case body and the main control board case cover are combined, and the main control board case body and the main control board case cover cannot be easily opened and closed (sealed) by caulking. The main control board 100 is fixed to the main control board case bracket inside the cabinet PS3.

[0059] <Reel unit 6> The reel unit 6 is mainly composed of a reel frame body, a left reel 8a, a middle reel 8b, and a right reel 8c. The reel unit 6 is attached to the reel base 7 inside the center of the cabinet PS3 and is fixed by locking members (screws or rivets).

[0060] The reels (left reel 8a, middle reel 8b, right reel 8c) are composed of a reel base, a reel tape with a plurality of types of symbols drawn on the outer periphery of the reel base, a stepping motor pivotally supported on the reel base, and a motor fixing base that fixes the stepping motor and is regarded as a reel unit. Different symbol arrangements are drawn on the reel tape for each reel.

[0061] When the start switch 12 is operated by the player, the acceleration process of the reel is performed. After reaching a certain speed (about 80 revolutions per minute), a constant-speed rotation state is maintained where the stepping motor is moved 1 step each time the timer interrupt process (hereinafter, may be simply referred to as the interrupt process) is executed once. Then, in response to the operation of the stop switch 13 by the player, the corresponding reel is moved at a constant speed to the stop position determined for each stop operation reception position. After moving the reel to the stop position, a brake is applied (a 4-phase excitation signal is output) to stop the rotation of the reel and end the excitation output.

[0062] In addition, an index is provided on the spoke portion provided on the reel base of each reel. The index sensor provided on the motor fixing base of each reel detects the index to determine the position of the reference symbol (also referred to as the initial symbol) during rotation every one revolution. Note that the number of steps of the stepping motor, which is the driving source of the reel in this embodiment, is 336 steps, and it rotates one revolution with 336 timer interrupt processes during constant-speed rotation. Also, during constant-speed rotation, the rotation failure detection counter is incremented every time the timer interrupt process is executed twice. When the counter value of the rotation failure detection counter reaches 180, it is determined that there is a rotation failure. In other words, if the reel does not rotate once even after 360 timer interrupt processes are executed, it is determined that there is a rotation failure. The rotation failure detection counter is set to 0 when the index is detected, so that if the constant-speed rotation process is normal, it is configured to become 0 before the rotation failure detection counter reaches 180. If the constant-speed rotation process is normal, it is configured to become 0 before the rotation failure detection counter reaches 180.

[0063] In this embodiment, it is determined whether an index is detected during constant-speed processing, and the determination of whether an index is detected is not performed during acceleration processing. However, the present invention is not limited to this, and the determination of whether an index is detected may be performed both during constant-speed processing and during acceleration processing. According to such a configuration, it becomes possible to make the state in which stop reception can be performed for the player earlier.

[0064] In addition, a backlight unit is provided on the motor fixing base of each reel, and it is lit to emphasize the stopped symbol after the reel stops, or lit to improve the visibility of the symbol during reel rotation.

[0065] <Hopper 44> The hopper 44 is a device that mainly stores medals inserted by the player. The hopper 44 is engaged with a rail provided on the bottom plate of the cabinet PS3 and is placed thereon, and can slide back and forth along the rail. The hopper 44 includes a storage tank unit that receives and stores medals guided into the gaming machine from the medal selector 34, a hopper motor that is driven when a drive signal is input from the hopper drive means, a turntable that is pivotally supported by the hopper motor and aligns the medals in the storage tank unit, a medal payout unit provided with a discharge mechanism for discharging the medals one by one to the tray 28 by rotating the turntable, a medal discharge port for discharging the medals by the medal payout unit, and a payout sensor for detecting the medals discharged from the medal discharge port.

[0066] <Auxiliary Tank 46> The auxiliary tank 46 is configured to store medals. Medals stored in excess of the allowable capacity of the storage tank portion of the hopper 44 are stored in the auxiliary tank 46 through a rail portion with a downward slope provided in the storage tank portion. The auxiliary tank 46 has a rectangular box shape. When installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are exposed into the auxiliary tank 46 through through holes provided on at least one side surface. When a certain amount or more of medals are stored that are inserted from the medal insertion port, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. Note that the number of fullness detection electrodes is not limited to only two, and the number of fullness detection electrodes such as three may be changed. Also, the method of fullness detection is not limited to only the method using fullness detection electrodes, and fullness detection may be configured to be possible by a sensor provided at a predetermined position detecting medals.

[0067] <Setting Key Switch 37> The setting key switch 37 is provided in a setting key switch unit provided on the front surface inside the slot machine PS1 where an opening / closing door is provided. After opening the front panel PS2, access is possible by opening the opening / closing door of the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is turned on in a state where medal reception is possible, the current setting value can be confirmed. When it is determined that the setting key switch 37 is on during the power-off recovery process (also referred to as the power-on process) at power-on, the setting change process is executed.

[0068] <Power Supply Device 39> The power supply device 39 is provided in the lower left of the front view of the cabinet PS3. The power supply device 39 has a rectangular box shape, a power switch 40 is provided on the outside, and a power supply board for generating voltage is provided on the inside. The power supply device 39 is individually connected to the rotating drum device board and the sub-control board 1000 via a harness (not shown), and is further connected to the main control board 100 via a harness from the rotating drum device board, supplying power to the main control board 100.

[0069] When the power switch 40 is turned on, the power supply device 39 takes in power from outside the slot machine PS1, then generates respective predetermined voltages, and is configured to cause the main control board 100 and the sub-control board 1000 to take in the respective predetermined voltages. When the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1.

[0070] <External output terminal board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally installed inside the cabinet PS3 of the slot machine PS1, converts the signal regarding the result of the game output from the main control board 100 into a signal in a predetermined format, and transmits it outside the slot machine PS1. The contents of the result of the game include the number of inserted coins, the number of paid-out coins, the number of bonus times (big bonus times, regular bonus times), the door opening signal, etc. Other conditions for transmitting signals outside are set based on predetermined information controlled by the main control board 100, such as when the AT state is reached, when a specific symbol combination is displayed, and when the value of the counter regarding the game reaches a predetermined value.

[0071] <Functional block diagram> Regarding the functional block diagram of the slot machine PS1 according to the present embodiment, it will be described based on FIG. 4.

[0072] <Main control board 100> The slot machine PS1 of the present embodiment enables data communication by being electrically connected to the sub-control board 1000 (also referred to as the sub-control means 1000, the sub-control board 1000, and the sub-control means 1000), the door relay board (also referred to as the central display board), the reel device board, the reset / setting switch 38, the setting key switch, etc. from the main control board 100 (also referred to as the main control means 100, the main control board 100, and the main control means 100) that controls the general flow of the game. However, the main control board 100 and the sub-control board 1000 cannot perform two-way communication, and data communication is enabled by one-way communication from the main control board 100 to the sub-control board 1000.

[0073] The main control board 100 is equipped with a main control chip. In the main control chip, a main control CPU, a main control ROM, a main control RAM, etc. can communicate with each other via a bus. Also, the main control chip has a built-in main control register, and the main control built-in register and the main control CPU can communicate with each other via a bus. Furthermore, the main control chip has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that can be used by the main control CPU for operations, etc., a PC register that stores the program (return address) after executing a program by a call instruction (e.g., CALL instruction) and then a return instruction (e.g., RET instruction), and interrupt registers (e.g., IFF1 register, IFF2 register) that manage the permission state and prohibition state of maskable interrupts.

[0074] Under the control of the main control chip, data communication is appropriately performed to various boards for role lottery (also referred to as internal lottery), driving control of reels (also referred to as reel control), payout control, etc. Also, for the sub-control board 1000, when winning a selected role (AT role, AT target role, push order role, eye push role, operation procedure role including both push order role and eye push role) as a result of internal lottery and the main control means 100 side notifies information regarding the display of the selected role (push order, operation timing), the sub-control means side can also be notified by transmitting selected role information (selected role group information, information regarding the display of the selected role), so that the sub-control means side can also notify information regarding the display of the selected role. Note that all processes related to the instruction function, including processes related to AT transitions, extension of the number of AT games, push order notification, etc., may also be referred to as processes related to AT. Note that the push order role is a conditional device in which the combination of symbols to stop and the game medals given to the player differ depending on the order (push order) of the reels to be stopped, and the eye push role is a conditional device in which the combination of symbols to stop and the game medals given to the player differ depending on the timing of receiving the operation of the stop button.

[0075] The storage capacity of the main control ROM mounted on the main control board 100 is "16 KB or less", and it has a usage area of "7.5 KB or less" (also referred to as the first program area) and an area outside the usage area (also referred to as the second program area). The usage area has a control area of "4.5 KB or less" (also referred to as the first control area) where the program executed by the main control board 100 is stored, and a data area of "3.0 KB or less" (also referred to as the first data area) where only information other than the program (for example, internal lottery table information) is stored or will be stored. Outside the usage area, there are a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the usage area. Programs related to the progress of the game are stored in the usage area, and programs related to anti-cheat measures and programs used for game machine testing are stored outside the usage area.

[0076] The storage capacity of the main control RAM mounted on the main control board 100 is "1024 B or less", and it has a usage area of "512 B or less" (also referred to as the first working area) and an area outside the usage area (also referred to as the second working area). The first working area is a storage area that can be rewritten according to the progress of the game, and the second working area is a storage area that can be rewritten when programs for anti-cheat measures and game machine testing are executed.

[0077] As the storage area of the main control RAM built into the main control chip, there are a storage area for the switch state flag indicating the on / off state of the stop switch and the on / off state of the automatic settlement switch, a storage area for the set value information indicating any value from 1 to 6, a storage area for the RT state information indicating which RT state among a plurality of RT states, a storage area for the specific condition device indicating the winning state of a specific condition device such as a bonus, and other storage areas for game information where information necessary for advancing the game is stored, an unused storage area, a storage area for the stack area where data retreated from the register is stored, and a storage area for the temporary stack area set when the power is turned on.

[0078] The opportunities to initialize the main control RAM are during the setting change process by the setting change means (sometimes referred to as "when the setting change device operates" or "when shifting to the setting change mode"), during the power-off and restart process, and at the start of each game. The range of initialization of the storage area of the main control RAM to be initialized is different for each case.

[0079] During the setting change process, when the power-off and restart cannot be performed normally, or in the case of an unrecoverable state (a state where an unrecoverable error has occurred), data 0 is set (initialized) in the RAM area excluding the storage area of the switch state flag. That is, the only thing that inherits the state before the setting change is the switch state flag. For example, the RT state, condition device flags, etc. are cleared and not inherited. However, this is not limited to this, and all RWM areas including the switch state flag may be initialized.

[0080] Also, during the setting change process, when the power-off and restart can be performed normally, or in any one of the cases other than the unrecoverable state, that is, when the setting change process is performed normally, data 0 is set in the RAM area excluding the storage area of the switch state flag, the storage area of the set value information, the storage area of the RT state information, and the storage area where the storage area of the specific condition device is stored. That is, while maintaining the game state before the setting change, the RT state, set value data, and condition device flag are inherited so that the game can be played with the set value after the setting change. The set value data inherits the information before the setting change and is used in the sub-control board 1000 to determine whether the setting has been changed because a new set value will be set in the subsequent setting change process.

[0081] Furthermore, during the power-off and restart process and at the start of each game, data 0 is set in the storage area of the stack area excluding the unused storage area of the RAM area and the maximum used area at the time of RAM initialization during the power-off and restart process.

[0082] The main control built-in register built into the main control chip is for setting the operations of each peripheral circuit (for example, timer circuit, etc.) built into the main control chip and for controlling its functions.

[0083] For example, data is written into a predetermined storage area of the main control built-in register by a program stored in the main control ROM ( also referred to as set and storage), thereby enabling setting (timer circuit setting) related to maskable interrupt processing (for example, timer interrupt processing), which is one of the programs stored in the main control ROM.

[0084] <Sub-control board 1000> The sub-control board 1000 is equipped with a sub-control chip. The sub-control chip enables data communication between a sub-control CPU, a sub-control ROM, a sub-control RAM, etc. via a bus. The sub-control board 1000 can perform two-way communication with the effect control board and transmits data specifying effects to be output to the speaker S, the LED lamp, the sub-switch 20, the effect switch, etc. Information for the display device 32 is transmitted as data to the image control board. Also, the sub-control board 1000 is directly supplied with power from the power supply board.

[0085] <Drum device board> The drum device board is a relay board that performs data communication between a reel motor, a reel sensor, a door switch, a payout sensor, an external output terminal board 47 (also referred to as an external centralized terminal board 47), etc. and the main control board 100. The reel motor controls the driving of the reel. The reel sensor is a sensor that determines whether the reel is operating normally and transmits data to the drum device board when a protruding piece (also referred to as an index) passes through the sensor. The door switch is a sensor that determines whether the front door PS2 is opened. The payout sensor is a sensor that determines whether the medals are passing appropriately when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to a hall computer outside the gaming machine. Also, the drum device board is directly supplied with power from the power supply board.

[0086] <Door Relay Board> The door relay board receives, as input information, various sensor information within the selector (input sensor 1, input sensor 2, passage sensor, shoot sensor), bet switch information, stop switch information, and settlement switch information, and outputs, as output information, blocker information, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number display 26, payout number display, replay lamp, 1-bet lamp, 2-bet lamp, 3-bet lamp, start lamp, medal insertion enabled lamp, and advantageous section lamp.

[0087] <Effect Control Board> The effect control board (also referred to as effect control means) is electrically connected to an image control board that controls the display contents of the sub-switch 20, sub cross key switch 21, effect switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and display device 32.

[0088] The effect control means is configured to enable two-way communication with the sub-control means 1000, and controls the output of effects to the effect device based on the effect commands received from the sub-control means 1000.

[0089] The effect control means selects the effect content based on the result of the role lottery by the internal lottery means. In the present embodiment, a plurality of types of effect contents are provided in advance, and the effect control means selects the effect content by lottery using software random numbers after the role lottery by the internal lottery means is performed at the start of the game or the like.

[0090] In addition, a plurality of types of effect contents are provided according to not only the result of the role lottery but also the result of the freeze lottery and the game state (RT state, freeze state), etc. Specifically, a plurality of types of effect contents are provided corresponding to when a bonus is won, when a small role is won, when a replay is won, when not won, etc.

[0091] The performance content determines at what timing (such as when operating the start switch 12 or each stop switch 13) and what kind of performance to output (such as how to turn on, blink, or turn off the lamp, what kind of sound to output from the speaker S, and what kind of image to display on the display device 32) as the game progresses.

[0092] Also, it is possible to cause the generation of the performance output by the performance control means according to the operation by the player. For example, based on the sub-control commands transmitted from the main control board 100 according to the operation signals of the start switch 12, stop switch 13, medal insertion port 17, bet switches (MAX bet switch 18, 1 bet switch 19), settlement switch, etc., whose operation signals are input to the main control board 100, it is conceivable to generate a performance by the performance control means of the sub-control board 1000. It is also conceivable to directly generate a performance from the sub-control board 1000 according to the operation of sub-input switch means such as the sub-switch 20, sub-cross key switch 21, performance switch, etc., to which the operation signal is input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are separate boards, they may be configured as one board. In that case, the sub-control board 1000 has the functions and processes of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and the image control board for controlling the display content of the display device 32 may be electrically connected to the sub-control board 1000.

[0093] <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM, a sound ROM, a cooling fan, etc. for specifically displaying the performance content on the display device 32.

[0094] <Supplement on the substrate configuration> Note that the sub-control board and the effect control board may be configured on one substrate, or the sub-control board, the effect control board, and the image control board may be configured on one substrate. When the sub-control board and the effect control board are configured on one substrate, two sub-control CPUs and effect control CPUs may be provided, or one CPU may be used. The same applies when the sub-control board, the effect control board, and the image control board are configured on one substrate.

[0095] <Power supply board> The slot machine PS1 of this embodiment supplies power from the power supply board to the reel device board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel device board supplies power to the main control board 100 and the door relay board. Then, the supplied power is electrically connected by being supplied to each component. The power supplied to the sub-control board 1000 supplies power to the effect control board and then supplies power to the image control board. The supplied power is electrically connected by being supplied to each component.

[0096] Next, the control of the main control board 100 that controls the game of the gaming machine will be described.

[0097] <Types of errors> Errors are roughly classified into recoverable errors and non-recoverable errors.

[0098] <Recoverable errors> Recoverable errors refer to errors related to the selector (medal retention error, medal backflow error, medal passage time error), errors related to the hopper 44 (hopper retention error, hopper empty error, abnormal detection error), door open error, harness disconnection error, etc. When a recoverable error is set, after removing the causes of various recoverable errors and receiving an operation of the reset switch, the game can resume without restarting the power. During recoverable errors, in order to notify the player of what error has occurred, information about the error occurring on the display device 32, the payout number display, and various lamps is displayed.

[0099] When a recoverable error is detected during a game, the progress of the game may be stopped at the time of detection, or the progress of the game may be stopped after the end of the game in which the recoverable error was detected. By stopping the progress of the game during a recoverable error, it is possible to suppress damage to the casino manager even if a recoverable error is caused illegally. As a condition for recovering from the recoverable error state, it may be configured to automatically recover by removing the cause of the error, and an error that can be recovered without restarting the power is referred to as a recoverable error.

[0100] <Irrecoverable Error> In the slot machine PS1 of this embodiment, when an irrecoverable error occurs, interrupts are prohibited, the progress of the game is restricted such as clearing the output of the output port, and the credit number display 26 notifies that it is in an irrecoverable state by displaying according to the type of error.

[0101] Also, when a recoverable error is set, the recoverable error is canceled when an operation of a reset switch (not shown) is received. However, once an irrecoverable error is set, the irrecoverable error is not canceled only by receiving the operation of the reset switch or by restarting the power. In this case, it is configured to cancel the irrecoverable error by performing a setting change process. When the power is restarted during an irrecoverable error, after executing a part of the power-off recovery process, the irrecoverable error display is repeatedly executed to control so that the subsequent game process is not executed.

[0102] Examples of irrecoverable errors include cases where the number of bet coins is other than the specified number during role drawing, cases where the value is not within the normal range in the set value error check, cases where it is determined that the power-off process was not performed normally during power-off recovery (sometimes referred to as "RWM (RAM) abnormality" or "RWM (RAM) error"), cases where a random number abnormality is determined such as an abnormal frequency of the crystal oscillator being indicated, and cases where a symbol combination corresponding to a role that is not winning on an active line is stopped during the winning determination process.

[0103] In addition, when an irrecoverable error occurs, the progress of the game stops regardless of whether it is during the game or during the game standby (from after the game ends until the next game starts).

[0104] <Game method, game flow> To play a game on the slot machine PS1, first insert medals from the medal insertion slot 17 or bet the pre-stored medals (MAX bet switch 18, 1 bet switch 19) to set the number of bet medals (also referred to as the specified number) of the medals specified in advance. In this embodiment, 3 medals are set as the specified number. By setting the number of bet medals, the effective lines are effectively set and the game becomes possible.

[0105] When medals are inserted from a new medal insertion slot in a situation where the number of bet medals is set to the upper limit, the number of game medals stored in the credit increases. The maximum number of medals stored in the credit is set to 50. When medals exceeding the upper limit of the number of bet medals (3 medals) and the upper limit of the stored amount (50 medals) are inserted from the medal insertion slot (the 54th medal), the blocker of the medal selector is turned off (a state that prevents the insertion of medals into the game machine) and returned to the tray. That is, when the number of bet medals is at the upper limit and the number of stored medals in the credit is at the upper limit, the blocker is turned off (the passage to the hopper 44 in the selector is not formed).

[0106] When medals are inserted, the number of bets is added when the number of bets is less than 3 (less than the maximum number of bets in the game state when the medal is inserted). Also, when medals are inserted and can be stored in credit, the number of bets is 3 (the maximum number of bets in the game state when the medal is inserted), and the credit is less than 50 (less than the upper limit number that can be stored in credit). That is, when the sum of the number of bets and the stored number of credits is less than 53, when a medal is inserted from the medal insertion slot, the medal will enter the gaming machine. In addition, as a condition for the medal to enter the gaming machine when it is inserted, it can also be mentioned that it is during game standby (the period from the end of the game to the start of the next game). For example, even during game standby after a symbol combination related to replay is displayed and the automatic bet process is executed, it meets the requirement for medal insertion. In this case, since it is in a state where 3 bets are placed automatically, if the stored number of credits is less than 50, it meets the requirement for medal insertion.

[0107] Next, when the operation of the start switch 12 is received, an internal lottery process is executed. After determining the result of the internal lottery process (also referred to as the winning combination lottery result or the conditional device number), it is determined whether the minimum game time (also referred to as the wait time (period) or the 4.1 - second timer) has elapsed. If the wait time has elapsed, the rotation of each reel is started. If the wait time has not elapsed, each reel waits without rotating until the wait time elapses.

[0108] Next, when any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is operated (stop operation), the reel corresponding to the stop switch 13 operated according to the lottery result and the timing of receiving the stop operation stops. When all the reels stop (also referred to as all stops), it is determined whether each stop symbol determined at the time of receiving the stop of each reel is abnormal. If it is not abnormal, it is searched for which symbol combination the stopped symbol combination is, and according to the symbol combination corresponding to the search result, medal payout (including addition to credit), replay setting (automatic bet processing), bonus state setting, bonus state end, RT state setting, RT state end, etc. are performed, and one game ends.

[0109] <Freeze process> As a freeze process (also referred to as a freeze effect) that temporarily stops and delays the progress of the game for a predetermined period, for example, functions related to the progress of the game, such as receiving game media, receiving the operation of the bet switch for determining the number of bet game media credited in advance, receiving the operation of the start switch 12 for starting the game, or functions related to receiving the stop operation of the reel, are put into a temporary stop state. Note that the freeze process (freeze effect) is a process controlled by the main control board 100.

[0110] As the freeze effect, all functions related to the progress of the game described above may be put into a temporary stop state, or only some functions may be put into a temporary stop state.

[0111] As a mode of putting the progress of the game into a temporary stop state, control processes based on the operations of the player (processes for forming a passage through which medals are guided to the hopper 44 by blocker control, bet number setting processes based on the operation of the bet switch, reel rotation processes or internal lottery processes based on the operation of the start switch 12, reel stop processes based on the operation of the stop switch 13) are not performed.

[0112] When an input signal based on the player's operation is issued during the period when the progress of the game is temporarily stopped by the freeze effect, by performing processes such as not performing control processing based on the input signal, not receiving the input signal, and delaying the transmission of the input signal until a predetermined period has elapsed, the game end timing in one game will be delayed compared to the case where the freeze effect is not performed.

[0113] Regarding the freeze effect performed based on the operation of the start switch 12, when the start switch 12 is operated, the reels may not rotate for a predetermined period and then rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery and the reels may not rotate for a predetermined period and then internal lottery and the reels may rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery may be performed but the reels may not rotate for a predetermined period and then the reels may rotate after the elapse of the predetermined period, or when the start switch 12 is operated and internal lottery is performed, a predetermined period may be set and the reels may rotate or stop during the predetermined period, or when the start switch 12 is operated and internal lottery and the rotation of the reels are performed, a predetermined period may be set and the stop acceptance of the stop switch 13 may be invalidated during the predetermined period, etc.

[0114] Regarding the freeze effect performed based on the operation of the stop switch 13, in the freeze effect performed based on the acceptance of the operation of the stop switch 13 and the freeze effect performed based on the result that a specific symbol has stopped and is displayed on the reel as a result of the operation of the stop switch 13, the control processing of the freeze effect is different.

[0115] As control processing for freeze effects performed based on reception of an operation of the stop switch 13, for example, when the left stop switch 13a is operated and frozen during rotation of all reels, reception of stops of the middle stop switch 13b and the right stop switch 13c is disabled after the left reel corresponding to the left stop switch 13a stops. As a result, during a predetermined period, the player cannot stop the rotating middle reel and right reel, but after the predetermined period has elapsed, reception of stops of the middle stop switch 13b and the right stop switch 13c is enabled, so that the timing until the end of the game in one game can be delayed.

[0116] As control processing for freeze effects performed based on the fact that a specific symbol has stopped and is displayed on the reel as a result of receiving an operation of the stop switch 13, when a specific symbol has stopped and is displayed on each reel by receiving an operation of a stop switch 13 other than the stop switch 13 that is stopped last, the reception of stops of the stop switch 13 that is stopped last may be disabled, or based on the fact that a specific symbol has stopped and is displayed on each reel by receiving an operation of the stop switch 13 that is stopped last, control processing based on a bet number setting process based on an operation of a bet switch for starting the next game, a detection process for detecting insertion of a game medium by a passage sensor, or an automatic bet process performed when a replay stops on an effective line is not performed.

[0117] The predetermined period during which the freeze effect is performed temporarily stops game progress control based on the player's operation, but game machine operations that are not related to the progress of the game can be executed. For example, even when stop control processing based on an operation of the stop switch 13 is not performed, the rotation mode of the reel can be set arbitrarily, such as rotating in the normal rotation mode, rotating at a lower speed or a higher speed than normal.

[0118] As the rotation mode of the reel during a predetermined period, there are rotating the reel in the direction opposite to the normal rotation (so-called reverse rotation), rotating the reel a predetermined number of symbols and stopping at a specific symbol combination, setting a predetermined reel among a plurality of reels in a stopped state and rotating the other reels, changing the rotation speed of the reel, or changing the operation of the reel due to the operation of the player.

[0119] The predetermined period for performing the freeze effect can be changed according to predetermined conditions. Here, the predetermined conditions include detection of a signal based on the operation reception status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, or settlement switch, etc.), and the lottery result by the freeze lottery. Further, changing means shortening, lengthening, or switching the rotation mode of the reel the predetermined period for performing the freeze effect during which the progress of the game temporarily stops.

[0120] As control processing for shortening the temporary stop period, there are forcibly ending the temporary stop period or rewriting it to a period shorter than the temporary stop period. And as control processing for lengthening the temporary stop period, there are adding another period after the temporary stop period or rewriting the temporary stop period to a longer period. Further, the upper limit time may not be determined for the temporary stop period based on the freeze effect, and it may continue until a certain result is obtained based on the result of operation reception.

[0121] The pause period for performing the freeze effect may be set after the elapse of the wait period, or may be set to include the wait period. When the wait period is included, if the freeze effect ends during the wait period after comparing the wait period and the freeze effect period, the freeze effect is executed during the wait period. If the freeze effect does not end during the wait period, the freeze effect period may be set after the wait period, or the remaining wait period may be resumed after the freeze effect ends. Also, if there is only a freeze effect period longer than the wait period in advance, the process of comparing the wait period and the freeze effect period can be omitted, and it is also possible to start the freeze effect after the operation of the start switch 12 (after the internal lottery process).

[0122] As the freeze effect, it is also possible to perform a freeze effect (also referred to as a pseudo-game) as if the normal game is in progress during the acceleration process. In the pseudo-game, after the start switch 12 is operated and the internal lottery is performed, a pseudo-game period is determined during the acceleration process of the reels. During the pseudo-game period, the reel rotation control is performed as in the normal game (the reel rotation control is performed based on the operation of the start switch based on the start of the pseudo-game), and the reel stop control is performed based on the operation of the stop switch 13. Also, it may be configured to rotate the reels again by operating the start switch 12 during the pseudo-game period. However, the internal lottery process based on the operation of the start switch 12, the winning determination process or the payout control process based on the operation of the stop switch 13 are not performed.

[0123] Also, in the pseudo-game, when the reels stop due to the operation of the stop switch 13 or when the reels are automatically stopped as a reel effect, each stopped reel is swung up and down (so-called swing variation). This allows the player to distinguish whether it is a normal game or a pseudo-game when operating the stop switch 13.

[0124] Also, when executing an acceleration process to start a real game (which may be referred to as the "main game") after the pseudo-game ends, a random delay process is executed to randomly set the start timing of the rotation of each reel and start the rotation. For example, if the main game is started with the same symbol positional relationship as when the 7-symbol combination was stopped during the pseudo-game, it would be possible to easily align the 7 symbols in the main game (so-called assistance for aiming). To prevent such a situation and scatter the symbol combination stopped in the pseudo-game, the random delay process randomly sets the timing to start the rotation of each reel.

[0125] The random delay process sets a timer for each reel to wait for the start of rotation, updates the set timer value for each timer update process of the interrupt process, and starts the rotation from the reel whose set timer value has become 0. As a result of the random delay process, when it is determined that the timer values of all reels have become 0 and all reels are rotating at a constant speed, it becomes possible to accept the stop operation of the stop switch for the reels.

[0126] Note that when the random delay process is not incorporated, instead, the symbol combination before the start of the pseudo-game may be memorized, and before the start of the main game, the symbol positions may be returned to that symbol combination and then the rotation of the reels may be started.

[0127] <Symbol combination that does not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning combination of symbols on the effective line regardless of the timing at which the stop switch 13 is operated while the reels are rotating. For example, when the bell symbols are arranged at intervals of 3 symbols on all reels, bell-bell-bell will always stop (the draw rate is 100%), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, the fact that the draw rate is 100% may be referred to as PB = 1, and a winning combination with a draw rate of 100% for all reels may be referred to as a PB = 1 combination.

[0128] On the contrary, PB≠1 means that depending on the stop timing of the stop switch 13 when the reel is rotating, the symbol combination of the winning combination may not stop. For example, when there is a location within the draw range where there are no symbols related to the winning combination (such as a separation of 5 symbols), PB≠1, and in some cases, such a winning combination may be referred to as a PB≠1 combination.

[0129] <Minor winning combination priority control, bonus priority control> Minor winning combination priority control means that when there is an overlapping win between a minor winning combination and a bonus, or when a minor winning combination wins within a bonus, if both the symbols related to the minor winning combination and the symbols related to the bonus can be drawn in, the symbols related to the minor winning combination are drawn in.

[0130] Bonus priority control means that when there is an overlapping win between a minor winning combination and a bonus, or when a minor winning combination wins within a bonus, if both the symbols related to the minor winning combination and the symbols related to the bonus can be drawn in, the symbols related to the bonus are drawn in.

[0131] Also, since replay has the highest priority and cannot be missed, when the condition device flags for replay and a minor winning combination, or replay and a bonus are simultaneously in the on state, the symbols related to the replay are always drawn in.

[0132] <Normal section> The normal section is a section where the processing related to the instruction function cannot be performed. When winning the push order winning combination in the normal section, a process of transmitting the information (production group number) obtained by masking which push order was won to the sub-control means 1000 is executed. Also, when winning the push order winning combination in the normal section, the notification of the push order (both the correct push order and the incorrect push order) is not displayed on the instruction monitor. As a result, in the normal section, neither the main control means 100 nor the sub-control means 1000 notifies the push order even when the push order winning combination is won, so it is impossible to tell whether it is a correct or incorrect answer even when the push order winning combination is won in the normal section. That is, it is a game section that does not enter the AT state.

[0133] <Favorable Interval> The favorable interval is an interval in which the processing related to the indication function can be executed. A favorable interval is provided to suppress excessive medal acquisition by the AT. When winning the lottery for shifting to the favorable interval executed in the normal interval, it is possible to shift to the favorable interval. In the favorable interval, it is possible to conduct a lottery for shifting to the AT or to enter the AT state. However, in order to suppress the excessive medal acquisition described above, the favorable interval is designed to end based on certain conditions and shift to the normal interval. Specifically, 1) when 1500 games have been played since the next game after shifting to one favorable interval, 2) when more than 2400 medals have been acquired since the next game after shifting to one favorable interval, and 3) when arbitrary conditions are satisfied. By these means, excessive medal acquisition can be suppressed. Note that the 1500 games in 1) may be 4000 games, may be 65535 games which is the maximum value storable in a 2-byte storage area, or may be configured such that the favorable interval does not end with the completion of a predetermined number of games. Also, examples of the arbitrary conditions in 3) include when one AT ends and when a specific combination of symbols is displayed.

[0134] In the case of the favorable interval, information indicating that it is the favorable interval (also referred to as the favorable interval type) is stored in a predetermined RAM area. When the value stored in the RAM area is 0 (when the favorable interval type is 0), it indicates the normal interval, and when the value stored in the RAM area is 1 (when the favorable interval type is 1), it indicates the favorable interval.

[0135] <Favorable Interval Lamp> As information indicating that the main unit is staying in the favorable interval, a favorable interval lamp is provided. This allows the player to easily determine whether they are staying in the favorable interval by observing whether the favorable interval lamp is lit or not. Specifically, when the DP of the credit display 26 is lit, it indicates that the player is staying in the favorable interval, and when the DP of the credit display 26 is not lit, it indicates that the player is not staying in the favorable interval. The lighting timing of the favorable interval lamp includes after all reels stop, after receiving a bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, when detecting the third medal inserted manually, after receiving a start switch operation, or after winning a selected combination by internal lottery, etc. Also, as a condition for always lighting the lamp, when staying in the favorable interval and notifying the operation procedure information of the selected combination, and when the payout rate (maximum payout rate) of the notified gaming exceeds 1 (increases).

[0136] Also, even when notifying the RT transition push order to an RT with a high replay probability where the payout rate does not exceed 1 due to the non - installation of a special small - winning combination (a particularly small - winning combination among push - order combinations) in terms of specifications, the favorable interval lamp is configured to be lit. This is to inform the player of a favorable state with the favorable interval lamp, aiming to prevent the player from suffering damage due to not understanding the specifications of the gaming machine.

[0137] If the conditions for always lighting the favorable interval lamp as described above are not met, it is not a problem to make the timing for lighting the favorable interval lamp after newly transitioning to the favorable interval arbitrary.

[0138] Once the favorable interval lamp is lit, it continues to be lit until the favorable interval ends, and is turned off before accepting the operation of the start switch for the next game after the favorable interval ends (after all reels stop, after receiving a bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, or when detecting the third medal inserted manually).

[0139] By configuring in this way, even if the advantageous section lamp is not lit, there may be an advantageous section, and even when the advantageous section lamp is off, it is possible to give the player an expectation that the process related to the indication function will be executed. As a result, conventionally, in a normal section, it was just a game of waiting to shift to the advantageous section, but in the gaming machine of this embodiment, since there may be an AT shift lottery or the like even when the advantageous section lamp is not lit, it is possible to maintain the motivation of the game.

[0140] Also, when the advantageous section type is 1, it is not always an advantageous section. This is because in a game that is in the normal section (advantageous section type is 0) and wins the advantageous section transition lottery and the advantageous section type becomes 1, since it is still before shifting to the advantageous section although the advantageous section type is 1, the game state is the normal section. When executing the process for transmitting a test signal indicating whether it is an advantageous section or a normal section, referring to the advantageous section type will result in sending a signal for the advantageous section although it is the normal section, thus sending a signal different from the original state.

[0141] To prevent this situation, when transmitting a test signal indicating whether it is an advantageous section or a normal section, it is configured to refer to the value of the advantageous section clear counter. When the value of the advantageous section clear counter is 0, execute the process for outputting a test signal indicating the normal section, and when the value of the advantageous section clear counter is not 0 (the value of the advantageous section clear counter is 1 to 1500), execute the process for outputting a test signal indicating the advantageous section. By configuring in this way, as the process for outputting the test signal, it is only necessary to determine whether the value of the advantageous section clear counter is 0 or not, and the state can be accurately specified, so that the compression of the program capacity can be eliminated and the program execution speed can be improved. In addition, when ending the advantageous section with an arbitrary end condition, as described above, since 1 is put into the value of the advantageous section clear counter, in the process for outputting the test signal, it is possible to accurately output that it is the advantageous section even in a game where the advantageous section ends.

[0142] <Main game state> The main game state is a game state managed by the main control means and is not necessarily the same as the RT state. For example, the main game state is defined corresponding to AT, sub-bonus, CZ, normal section, etc. described later. When only the main game state transitions, the determination probability of the internal lottery result by the internal lottery means does not change. The main game state is for the main control means to manage the game state, and the performance related to the instruction function such as the AT winning probability, the freeze winning probability, or the output timing to the external terminal is determined for each main game state.

[0143] <at>"AT" is an abbreviation for "assist time" and is also referred to as the notification period. It is a period for facilitating the winning of a winning combination of a role that a player has won by role lottery (hereinafter referred to as "notification"). Generally, as means for notifying during AT, there are the operation timing of the stop switch, the operation order of the stop switch, and the operation timing of the stop switch and the operation order of the stop switch, which are also referred to as operation procedures and operation modes.

[0144] <Sub-bonus> A sub-bonus is a type of AT and is different from bonuses (Type 1 BB, Type 2 BB, RB, CB, SB described later) that can be won by internal lottery. Basically, it is the same as AT, but it is characterized in that when the sub-bonus starts, the sub-bonus start symbol combination is stopped by reel production, pseudo-game, or pressing order, etc. Note that even when simply referred to as "AT", it should be added that it is a concept including the sub-bonus.

[0145] <Grouping of selectable roles> When a selectable role is won during non-AT, the main control means 100 sends the production group number indicating that the selectable role has been won to the sub-control means 1000. When a selectable role is won during AT, the production group number and operation procedure information are sent to the sub-control means 1000. In other words, since the operation procedure information is not sent to the sub-control means 1000 during non-AT, the sub-control means 1000 cannot notify the operation procedure. As a result, on the side of the sub-control means 1000, during non-AT, it is unknown which operation procedure will result in a symbol combination advantageous to the player being displayed. During AT, since the operation procedure information for displaying a symbol combination advantageous to the player is sent, the operation procedure can be notified by the liquid crystal display device or the operation instruction lamp on the side of the sub-control means 1000. Thereby, the player can easily recognize the operation procedure, and furthermore, it is possible to prevent the operation procedure information from being illegally obtained during non-AT.

[0146] <Processing related to the indication function> The processing related to the indication function is a concept that includes not only the drawing related to the AT, such as AT transfer drawing, AT overloading drawing, update of AT end conditions (addition / subtraction of AT game counts, addition / subtraction of AT execution notification counts), execution of the AT (notifying the operation mode), but also the processing related to the management of the AT state. This processing related to the indication function can be executed at a bet amount determined in advance for each game state. When a plurality of bet amounts are set as the specified number in a certain game state, the processing is configured to be executed only when any one of the bet amounts is selected. For example, when 2-bet and 3-bet are possible in the bonus internal middle state, the processing related to the indication function can be executed only in the game with 3-bet, and the processing related to the indication function cannot be executed in the game with 2-bet. That is, in the game with 2-bet, even if winning the AT lottery target combination, the AT lottery is not carried out, or the AT game count is not updated according to the progress of the game. Also, for SB (Single Bonus) that ends in one game, or CB that is dedicated to 2-bet games, if the game after SB or CB ends is 2-bet or 3-bet, and the number of automatically betted coins when a replay is won in SB or CB is 2, the processing related to the indication function becomes impossible to execute in the game after SB or CB ends (the processing related to the indication function can be executed with 3-bet). Therefore, the number of bet coins automatically inserted when a replay is won in SB or CB is set to 3. By doing so, the processing related to the indication function can be executed even in the game after a replay is won in SB or CB, so that a game disadvantageous to the player can be eliminated. Note that, as described above, the processing related to the advantageous section is configured to be executed regardless of the bet amount.

[0147] During the <Instruction Monitor>'s "AT" state, when notifying information regarding the operation procedure of the turn order player, the operation procedure information may be notified using the acquired credit display. Specifically, when the turn order player is A (correct order: left, middle, right), "1" is displayed on the instruction monitor; when the turn order player is B (correct order: left, right, middle), "2" is displayed on the instruction monitor; when the turn order player is C (correct order: middle, left, right), "3" is displayed on the instruction monitor; when the turn order player is D (correct order: middle, right, left), "4" is displayed on the instruction monitor; when the turn order player is E (correct order: right, left, middle), "5" is displayed on the instruction monitor; and when the turn order player is F (correct order: right, middle, left), "6" is displayed on the instruction monitor.

[0148] With such a configuration, the player can know the correct pressing order by checking the instruction monitor. Also, since the instruction monitor is controlled by the main control board, even if the sub-control board is illegally modified, the pressing order can be accurately notified.

[0149] Also, when the instruction monitor is also used as the acquired credit display, the above-mentioned numbers (1 to 6) may be displayed in the lower digits, and "=" may be displayed in the upper digits as an identifier. In this case, since the identifier can be used to determine whether the acquired credit display is showing the acquired credits or the pressing order, it is possible to prevent interference with the player's recognition.

[0150] Also, When the instruction monitor is configured as a dedicated display, a 3-digit 7-segment display may be used. The reason for using 3 digits is that it corresponds to the number of reels. Then, when the turn order player is A (correct order: left, middle, right), "123" is displayed on the instruction monitor; when the turn order player is B (correct order: left, right, middle), "132" is displayed on the instruction monitor; when the turn order player is C (correct order: middle, left, right), "213" is displayed on the instruction monitor; when the turn order player is D (correct order: middle, right, left), "312" is displayed on the instruction monitor; when the turn order player is E (correct order: right, left, middle), "231" is displayed on the instruction monitor; and when the turn order player is F (correct order: right, middle, left), "321" is displayed on the instruction monitor. With such a configuration, the pressing order of the instruction monitor can be intuitively grasped more easily, and the player can easily grasp the correspondence between the pressing order and the display on the instruction monitor.

[0151] As the timing for causing the indication monitor to display the pressing order, it is preferable to set it to any timing from after the winning of the pressing order player by the internal lottery executed based on the operation of the start switch, which is an advantageous section, until the stop switch becomes operable. With such a configuration, since the pressing order can be notified before the player operates the stop switch, it is possible to suppress the player from performing a stop operation with an incorrect pressing order.

[0152] <Status display monitor (winning ratio monitor)> The winning ratio monitor is a display device that switches and displays cumulative advantageous section ratios, cumulative indicated winning item ratios (selectable according to the specifications of the gaming machine, also referred to as indicated winning ratios), consecutive winning item ratios during the latest 6000 games, winning item ratios during the latest 6000 games, cumulative consecutive winning item ratios, cumulative winning item ratios, cumulative winning item status ratios, etc. every 4800 ms. By using 4 7-segment LEDs (with a decimal point), it is possible to display 4-digit numbers. Of the 4-digit numbers displayed by the 4 7-segment LEDs, the upper 2 digits are called the identification segments, and the lower 2 digits are called the ratio segments.

[0153] The "winning item" in the winning item ratio refers to the first special winning item (so-called RB), the second special winning item (so-called CB), and the normal winning item (so-called SB). The "winning item ratio" is a ratio calculated as payout during winning item operation ÷ total payout × 100. Note that the payouts in the operations of the first special winning item continuous operation device (so-called BB) and the second special winning item continuous operation device (so-called MB) are also included in the "payout during winning item operation", but the payouts in general games during BB and general games during MB are not included in the "payout during winning item operation". Note that "payout" is a term that does not subtract the input number. In the case of payout number - input number, it is called the difference number (difference). Also, the first special winning item continuous operation device and the second special winning item continuous operation device may be simply referred to as a winning item continuous operation device as a combined concept.

[0154] In the continuous accessory ratio, "continuous accessory" refers to the first type of special accessory (so-called RB), and "continuous accessory ratio" is the ratio calculated by (payout during the operation of the first type of special accessory) ÷ total payout × 100. Note that the payout during the operation of the continuous operation device of the first type of special accessory (so-called BB) is also included in the "payout during the operation of the accessory", but the payout in the general game during BB is not included in the "payout during the operation of the accessory".

[0155] In the ratio of the accessory with instruction input, "accessory with instruction input" includes the payout in the game (so-called AT) in which the instruction function operates on the above-mentioned "accessory", and "ratio of the accessory with instruction input" is the ratio calculated by (payout during the operation of the instruction function or payout during the operation of the accessory) ÷ total payout × 100. Here, (payout during the operation of the instruction function or payout during the operation of the accessory) does not refer to the payout in the game in which the instruction function operates and the accessory operates, but refers to the sum of the number of payouts in the game in which the instruction function operates and the payout in the game in which the accessory operates. If the game in which the instruction function operates is the game in which the accessory operates, instead of adding the two numbers of payouts, the number of payouts of that game becomes (payout during the operation of the instruction function or payout during the operation of the accessory). Note that when the player makes a mistake in the operation mode of the stop switch in the game in which AT operates, it may not be possible to obtain the maximum payout. In this case, it is calculated based on the actual payout.

[0156] Among the information displayed on the accessory ratio monitor, the information displayed on the identification segment is the information for identifying which ratio among the cumulative advantageous interval ratio, cumulative ratio of the accessory with instruction input, continuous accessory ratio among the latest 6000 games, accessory ratio among the latest 6000 games, cumulative continuous accessory ratio, cumulative accessory ratio, and cumulative accessory status ratio is being displayed, and they are displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", "5H." respectively. For example, when "7U." is displayed on the identification segment, it indicates that it is the cumulative advantageous interval ratio, and when "6Y." is displayed on the identification segment, it indicates that it is the continuous accessory ratio among the latest 6000 games. Note that the "." displayed on the accessory ratio monitor refers to the decimal point.

[0157] Among the information displayed on the ratio monitor, the information displayed in the ratio segment is information for visually recognizing the calculation results of various ratios, and is displayed as a two-digit number using two 7-segment LEDs. For example, when the calculation result is 70, "70" is displayed in the ratio segment. Note that the decimal part of the calculated result is truncated for display. Also, when the calculation result is 100, "99" is displayed. Further, when the cumulative number of games is less than 400 games, the ratio segment displays "00".

[0158] The identification segment displays the identification segment in a blinking mode when the cumulative number of games is less than the reference number of games. The reference number of games is determined according to various ratios. In the case of the cumulative advantageous interval ratio, it is 175,000 games; in the case of the cumulative designated role item ratio, it is 175,000 games; in the case of the continuous role item ratio for the latest 6,000 games, it is 6,000 games; in the case of the role item ratio for the latest 6,000 games, it is 6,000 games; in the case of the cumulative continuous role item ratio, it is 17,500 games; in the case of the cumulative role item ratio, it is 17,500 games; in the case of the cumulative role item and other status ratios, it is 175,000 games.

[0159] The ratio segment displays the ratio segment in a blinking mode when the displayed numerical value is equal to or greater than the threshold value. The threshold value is determined according to various ratios. In the case of the cumulative advantageous interval ratio, it is 70; in the case of the cumulative designated role item ratio, it is 70; in the case of the continuous role item ratio for the latest 6,000 games, it is 60; in the case of the role item ratio for the latest 6,000 games, it is 70; in the case of the cumulative continuous role item ratio, it is 60; in the case of the cumulative role item ratio, it is 70; in the case of the cumulative role item and other status ratios, it is 50. Note that when the cumulative number of games is less than 400 games and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit mode.

[0160] In order to check whether the duty ratio monitor can operate normally, for 4800 ms after the power is turned on and the timer interrupt process is started, a test pattern is displayed on the identification segment and the ratio segment. As the test pattern, all segments (including DP) of the four 7-segment LEDs that make up the duty ratio monitor are displayed in a blinking mode. For example, "8.8.8.8." can be displayed in a blinking mode. In addition to the case where the test pattern is displayed at the timing after the power is turned on, it may also be displayed at any timing during setting change, setting confirmation, or RWM (RAM) abnormal error.

[0161] When the cumulative number of games in the identification segment is less than the reference number of games, when the displayed value in the ratio segment is equal to or greater than the threshold value, and when the test pattern is displayed in the identification segment and the ratio segment, the segments are displayed in a blinking mode. Specifically, it blinks by switching on for 300 ms → off for 300 ms → on for 300 ms → off for 300 ms → ···, switching on and off every 300 ms to display the blinking mode. Also, when switching various ratio information, it starts from lighting, so that the display period of various ratio information does not become longer or shorter due to the timing of lighting and blinking.

[0162] As described above, the cumulative advantageous interval ratio or the cumulative indicated winning hand ratio, the consecutive winning hand ratio during the latest 6000 games, the winning hand ratio during the latest 6000 games, the cumulative consecutive winning hand ratio, the cumulative winning hand ratio, and the cumulative winning hand status ratio displayed on the duty ratio monitor are configured to switch the display content every 4800 ms. By setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure the duty ratio monitor so that at least one of the 7-segment LEDs is always lit even when the various ratio display is switched and shown in a blinking mode.

[0163] With this configuration, even at the timing when various ratio information is switched, since it starts from lighting, it is possible to continuously display a non-awkward display without a deviation in the blinking cycle.

[0164] Also, since the display period of the test pattern after power-on described above is also set to 4800 ms, when the display of the test pattern ends after 4800 ms, the 7-segment LED turns off, and in the next timer interrupt process, it becomes possible to display information regarding the cumulative favorable interval ratio or the cumulative instructed component ratio from the lit state.

[0165] Subsequently, a control method regarding the blinking display in the component ratio monitor will be described.

[0166] In order to blink the display mode of the component ratio monitor, it has a storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is a 2-byte storage area, and a process of adding 1 is executed for each timer interrupt process. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is initialized at power-on (0 is stored), and thereafter, values from 0 to 299 circulate each time the timer interrupt process is executed. In other words, the value after 299 is 0.

[0167] Example 1) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "0", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "1". At this time, the carry flag = 1 (since a carry occurs as a result of the calculation of "0 - 299", the carry flag = 1).

[0168] Example 2) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "298", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "299". At this time, the carry flag = 1 (since a carry occurs as a result of the calculation of "298 - 299", the carry flag = 1).

[0169] Example 3) When an update process is performed when the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is "299", the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) becomes "0". At this time, the carry flag = 0 (since no carry occurs as a result of calculating "299 - 299", the carry flag = 0).

[0170] As described above, when the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is any value between 0 and 298, the carry flag = 1, and when the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is 299, the carry flag = 0. In other words, the carry flag = 0 every 300 ms.

[0171] When the carry flag = 0, it is configured to update the blink switching flag (_FL_CHG_FLS). The blink switching flag (_FL_CHG_FLS) is initialized when the power is turned on (0 is stored), and when 0 is stored in the blink switching flag (_FL_CHG_FLS), the ratio monitor is lit, and when 1 is stored in the blink switching flag (_FL_CHG_FLS), the ratio monitor is turned off. In other words, since the carry flag = 0 every 300 ms, by repeatedly storing 0 and 1 in the blink switching flag (_FL_CHG_FLS) every 300 ms, the display mode of the ratio monitor can repeatedly display the lit mode and the extinguished mode every 300 ms (blinking display).

[0172] When the display of the ratio monitor is to be shown in a blinking mode, it is in any of the following cases: when the cumulative number of games in the identification segment is less than the reference number of games, when the displayed numerical value in the ratio segment is equal to or greater than the threshold value, or when a test pattern is to be displayed in the identification segment and the ratio segment. Therefore, in cases other than these, it is set to be displayed in a lit mode without referring to the blink switching flag (_FL_CHG_FLS). However, since the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is updated for each timer interrupt process regardless of whether the blink switching flag (_FL_CHG_FLS) is referred to or not, the blink switching flag (_FL_CHG_FLS) is also updated at any time. Thus, even when switching from a state where the blink switching flag (_FL_CHG_FLS) is not referred to to a state where it is referred to, it is possible to display the timing of lighting and extinguishing and the switching timing of various ratio displays without deviation.

[0173] <Program start processing flow> Regarding the program start processing executed by the main control board 100 according to this embodiment, it will be described with reference to the flowchart of FIG. 5.

[0174] When the power is turned on, the main control board 100 performs initial settings regarding the operation of the gaming machine. Specifically, it performs setting of the interrupt mode, function setting of the main CPU, and RAM check processing for creating power-off recovery data. The RAM check processing determines whether the checksum of all RAMs is normal. If the condition is satisfied, it is determined that the power-off recovery data is normal, and if the condition is not satisfied, it is determined that the power-off recovery data is abnormal.

[0175] Next, it checks the states of the setting key switch signal and the door open detection switch signal, and determines whether the setting key switch 37 and the door open detection switch are on.

[0176] When the setting key switch 37 and the door open detection switch are on, it is determined whether the power failure recovery data is normal or recoverable. If the power failure recovery data is normal or recoverable, a first initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. If the power failure recovery data is not normal or recoverable, a second initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. Then, after the setting change process, the process proceeds to the main game progress in FIG. 9.

[0177] When the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. If the power failure recovery data is abnormal or unrecoverable, an unrecoverable error notification is issued and the process proceeds to the unrecoverable error process that stops the progress of the game of the slot machine PS1. On the other hand, if the power failure recovery data is not abnormal or unrecoverable, the process proceeds to the power failure recovery process in FIG. 8. Then, after the power failure recovery process, the process proceeds to the main game progress in FIG. 9. Note that after the power failure recovery process, in order to restore the state saved when a power failure is detected, the process is not always executed from the beginning of the main game progress.

[0178] In the unrecoverable error process, interrupts are prohibited and the outputs of the output ports (output of sub-control commands, output of excitation signals to the stepping motor, etc.) are cleared. Then, the error is repeatedly displayed (notified) on the acquired credit indicator 27.

[0179] <Power-off process> The power-off process executed by the main control board 100 according to the present embodiment will be described with reference to the flowchart in FIG. 6.

[0180] In this embodiment, when an off operation of the power switch 40 or an event occurs in which the power supply is cut off, such as a power failure (also referred to as the occurrence of a power cut), the operating voltage for operating the slot machine PS1 drops. When the operating voltage falls below a threshold value, the voltage monitoring circuit detects the power cut and generates a power cut detection signal, and the power cut detection signal is input to the input port of the main control chip. Then, in a determination process for determining whether or not the power cut detection signal is input in the timer interrupt process, when it is determined that the power cut detection signal is input, a power cut process is executed. Note that when determining whether or not the power cut detection signal is input in the timer interrupt process, it may be determined in one timer interrupt process, or it may be determined in a plurality of timer interrupt processes two or more times. In other words, when determining whether or not there is a power cut in a plurality of timer interrupt processes, if it is determined that the power cut detection signal is input at the first time but it is determined that the power cut detection signal is not input at the second time, the power cut process is not executed. This is to prevent the power cut process from being executed when noise or momentary interruption (a state in which the voltage falls below the threshold value only for a moment but immediately exceeds the threshold value) occurs.

[0181] In the power cut process, the output port is cleared, the generation of interrupts that are periodically executed is prohibited, and the interrupt prohibition / permission state at the time of power cut is saved. Next, the used registers are saved and the stack pointer is saved. After saving, a power cut process completed flag indicating that the power cut process has been performed is saved as being on, and checksum data for the entire RAM area is calculated and saved. Then, writing to the RAM is prohibited, and the system waits for a reset. Note that the address range of the stack pointer to be saved, the presence or absence of the power cut process completed flag, and whether or not the checksum of the entire RAM area is normal are determined at the time of power cut recovery process.

[0182] <Timer Interrupt Process> The timer interrupt process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 7.

[0183] In this embodiment, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).

[0184] When starting the timer interrupt process, the necessary data stored in the register is compared.

[0185] Next, it is determined whether power-off is detected based on whether a power-off detection signal is being received. When it is determined that power-off is detected, the power-off process is executed.

[0186] Next, the input ports for determining the inputs of various sensors and operation switches are read, and the input port data generation process is executed.

[0187] Next, reel drive control is executed. In the reel drive control, control corresponding to each drive state of the reels (such as accelerating, rotating at a constant speed, starting deceleration, decelerating, and stopped) and updating of the drive state are performed.

[0188] Next, data to be output for each output port (such as the excitation signal to the stepping motor and the drive signal for the hopper 44) is created, and port output processing for outputting various signals is performed.

[0189] Next, a check is made for whether various abnormalities have occurred. Examples of various abnormalities include whether the current set value is a normal value and whether the operation pattern of the input / output sensor is normal.

[0190] Next, external signal output is performed to set (control on / off) and transmit to the external terminal board external signals such as bonus signals, ART signals, security signals, medal input signals, and medal payout signals to be output to an external system such as a hall computer.

[0191] Next, control command transmission processing is executed. In the control command transmission processing, when there is a set sub-control command, the sub-control command is output to the sub-control board 1000.

[0192] Next, control regarding the lighting of various LEDs is executed. In the control regarding the lighting of various LEDs, the storage area of the RWM indicating the lighting and non-lighting of various LEDs is checked. If the value indicating lighting (in this embodiment, "1") is stored, the lighting signal of the corresponding LED is output. If the value indicating non-lighting (in this embodiment, "0") is stored, the lighting signal of the corresponding LED is not output (or a non-lighting signal is output).

[0193] As various LEDs, control of lamps such as 1 - 3 - bit lamps, replay lamps, start lamps, medal - insertable lamps, credit - number displays, acquired - number displays, stop - switch lamps, MAX - bit lamps, etc. is performed.

[0194] Next, notification data to be transmitted to the sub - control board, such as the operation sound of the stop switch and the medal - insertion sound, is output.

[0195] Next, a signal related to the performance test is output.

[0196] Next, the register is reset.

[0197] Next, the interrupt - permission flag is saved as being on, and the timer - interrupt process is terminated.

[0198] Note that as types of sub - control commands, there are various ones such as a start command due to the operation of the start switch, a winning - information command indicating the result of internal lottery, a reel - rotation - start command due to the start of the acceleration of the reel, a left - reel - stop command, a middle - reel - stop command, a right - reel - stop command, a full - reel - stop command, etc. due to the operation of each stop switch for stopping the rotating reel.

[0199] Also, within the timer interrupt process, the timer measurement process may be performed. In timer measurement, control processing is performed to update information regarding the timer (time) stored in the RWM (RAM). For example, processing to update the value stored in the storage area of the RWM that monitors (manages) the minimum game time per round (4.1 seconds) (hereinafter also referred to as timer area A), such as processing to subtract 1, is performed. Note that not only the storage area of the RWM that monitors the minimum game time, but also the storage area of the RWM that monitors (manages) the insertion of game medals by the insertion button (hereinafter also referred to as timer area B), the storage area of the RWM that monitors (manages) the output time of the external signal (hereinafter also referred to as timer area C), etc., may have storage areas of the RWM related to a plurality of timers. In this case, in timer measurement, processing to subtract 1 from the value stored in timer area A, processing to subtract 1 from the value stored in timer area B, processing to subtract 1 from the value stored in timer area C, etc., processing to subtract 1 from the value stored in the storage area of the RWM that stores information related to the timer (hereinafter also referred to as the timer area) is executed. Also, when timer measurement is performed when the value stored in a certain timer area is "0", the value stored in the certain timer area is configured to be "0".

[0200] Note that, as an example of the control processing to update the information regarding the timer stored in the RWM, processing to subtract 1 from the value stored in the timer area has been given, but processing to add 1 to the value stored in the timer area may also be used.

[0201] Here, the monitoring (management) of the insertion of game medals by the insertion button will be described. The monitoring (management) of the insertion of game medals by the insertion button is a timer that starts timing after the bet processing based on the operation of the 1 - bet switch 19 is executed, and is a timer for preventing the execution of processing to determine whether the next 1 - bet switch 19 has been operated until the value of the timer becomes "0".

[0202] For example, in a predetermined situation where the number of credits is equal to or greater than a predetermined value (for example, when the number of bets is 0, the number of credits is 3, and betting is possible by operating the 1 - bet switch 19), after bet processing based on the operation of the 1 - bet switch 19 is executed, "20" is stored in the timer area B. Then, by the timer measurement of the timer interrupt process, the value stored in the timer area B is decremented by "1". And when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". When the value stored in the timer area B is not "0" (when the value stored in the timer area B is any one of "1" to "20"), in the main game progress process, it is not determined whether the 1 - bet switch 19 has been operated. That is, even if the 1 - bet switch 19 is operated when the value stored in the timer area B is not "0", the bet processing is not executed. After that, after the value stored in the timer area B becomes "0", the bet processing can be executed when the 1 - bet switch 19 is operated.

[0203] By configuring in this way, it is possible to prevent multiple bet processes from being executed due to malfunction even though the 1 - bet switch 19 is operated once. Also, it is possible to prevent a malicious player from repeatedly pressing the 1 - bet switch 19, causing multiple bet processes based on the operation of the 1 - bet switch 19 to be executed, and commands based on the execution of the bet process to be continuously transmitted to the sub - control means 1000. This can be prevented.

[0204] <Power - off recovery process> The power - off recovery process executed by the main control board 100 according to this embodiment will be described using the flowchart of FIG. 8.

[0205] In this embodiment, when the power is turned on by operating the power switch 40, the main control board 100 executes a power - off recovery process for restoring various data to the state before the power - off.

[0206] In the power-off recovery process, the stack pointer is restored, and the output data related to the sub-control command transmitted to the sub-control board 1000 is restored. Then, it is determined whether the set set value data is within the normal range. As a result of the determination, if it is abnormal (the value is outside the defined range), the process proceeds to the non-recoverable error process. On the other hand, if it is normal (the value is within the defined range), the unused RAM area is initialized, an interrupt that is periodically executed is started, and the input port is read. Then, the power-off processed flag is cleared, the used registers are restored, the interrupt disable / enable state at the time of power-off is restored, and the power-off recovery process ends. Note that when the power-off recovery process ends, it returns to the state before the power-off occurred, and if it does not return (when the settings are changed), the control process of the main game progress is performed from the beginning.

[0207] In this embodiment, an interrupt is started at a predetermined timing within the power-off recovery process, but the interrupt may be started after the power-off recovery process of the program start process.

[0208] <Explanation of the main game progress> The control process of the main game progress executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 9.

[0209] The main control board 100 executes a game value input process. In the game value input process, an automatic input process by replay is executed (when it is not a replay, medal input by the automatic input process is not executed). Then, it enters a medal input waiting state. In the game value input process, it waits for the input of game medals from the medal input port 17 or the operation of the bet switch in the medal input waiting state. When the game medals are input or the bet switch is operated, it determines whether a bet is possible (whether the bet amount is stored in the credit, whether the number of bets reaches the upper limit), and if a bet is possible, it updates the number of bets or the credit number. Then, it determines whether the number of bets that enables the execution of the game has been bet. If it is determined that the bets have been placed, it determines whether the start switch 12 has been operated. If it is determined that the bets have not been placed, it waits for the input of game medals or the reception of the operation of the bet switch (in the case of being stored in the credit) if it is in the state of being stored in the credit. If the number of bets that enables the execution of the game has been bet and the start switch 12 has been operated (it is determined that the start switch signal is on), it performs an internal lottery process. If the start switch 12 has not been operated (it is not determined that the start switch signal is on), it waits for the reception of the operation of the start switch 12.

[0210] In the internal lottery process, an internal lottery random number is generated and obtained, and a predetermined arithmetic process is executed using the obtained internal lottery random number value to determine the winning combination (condition device number). After determining the winning combination, a stop control table corresponding to the stop timing of each stop switch is created in advance, and it is prepared so that the stop control can be executed immediately after permitting the reception of the stop switch operation after the reel rotation and receiving the operation of the stop switch.

[0211] The types of winning combinations provided in the slot machine PS1 are roughly classified into bonus, minor winning combinations, and replay.

[0212] A bonus refers to a mechanism that activates when certain predetermined conditions are met. Generally, it activates when a symbol combination such as "7·7·7" or "7·7·bar" stops displaying on the active lines of the display window 4. When the bonus-related mechanism activates, the number of symbol combinations related to winning for each specified number may change, or the conditional device activation probability of the symbol combinations related to winning for each specified number may be altered. Bonuses are classified into RB, BB, CB, MB, and SB.

[0213] RB is the abbreviation of Regular Bonus and is also referred to as the first type of special mechanism. RB is generally set with the end condition of obtaining 8 minor winning combinations or 12 game results. During RB, the symbol draw is performed using the RB medium symbol draw table, in which the winning probability of minor symbols is set higher than that of the normal symbol draw table.

[0214] BB is the abbreviation of Big Bonus and is also referred to as the continuous activation device related to the first type of special mechanism. BB is set with the end condition that the payout of game medals exceeding a predetermined number (for example, 269 pieces) related to minor winning combinations is completed. During BB, the symbol draw is performed using the BB medium symbol draw table, in which the winning probability of minor symbols (described later) is set higher than that of the normal symbol draw table. Note that it is not necessary to provide a BB medium symbol draw table during BB. For example, the RB medium symbol draw table described later that is continuously activated until the end condition of BB is met may be referred to as the BB medium symbol draw table.

[0215] CB is the abbreviation of Challenge Bonus and is also referred to as the second type of special mechanism. CB can be set to a state where at least all minor symbols are won regardless of the result of the symbol draw. Also, during CB, for a predetermined reel, a stop control different from the normal stop control is performed. For example, it is conceivable to control the left reel 8a to stop within a range from 190 milliseconds to 75 milliseconds.

[0216] As described above, CB may be configured such that at least all the minor roles are won, and a symbol combination that can be displayed according to the operation procedure cannot be displayed (also referred to as omission). For example, during CB, by controlling the left reel 8a to stop within 190 milliseconds to 75 milliseconds, when stopping within 190 milliseconds, a specific symbol could be displayed on the active line at any operation timing. However, when stopping within 75 milliseconds, there may be a case where a specific symbol cannot be displayed at a specific operation timing.

[0217] MB is an abbreviation for Middle Bonus and is also referred to as a continuous operating device related to the second type of special accessory. MB is set, for example, with the payout of more than 153 medals related to the winning of minor roles, the winning of RB, or the end condition of the winning of SB described later.

[0218] SB is an abbreviation for Single Bonus and is also referred to as a normal accessory. For SB, it is set that the result of one game can be obtained as the end condition. During SB, the role lottery is performed using an SB middle role lottery table in which the winning probability of the minor role is set higher than that of the normal role lottery table.

[0219] In this embodiment, BB performs role lottery using the BB middle role lottery table. However, it is not limited to this. During BB, a BB general role lottery table in which the winning probability of the normal role and the winning probability of the minor role are set to the same probability and the winning probability of RB increases, and an RB middle role lottery table in which the winning probability of the minor role is set higher than that of the normal role lottery table may be used to play the game. Even in this case, in BB, it remains unchanged that the payout of more than a predetermined number of medals related to the winning of the minor role is set as the end condition. Also, those that control these bonuses are collectively referred to as special game control means.

[0220] A minor role is a role that pays out medals based on the stopped symbol combination when the symbol combination based on the won minor role stops and is displayed on the active line and is determined to be a winning by the winning determination process (described later).

[0221] A replay (also referred to as a re - play game role) is a role that grants a re - play game (a game in which the next game can be played automatically by automatic betting without inserting new medals) when the symbol combination based on the selected replay stops and is displayed on the valid line and is determined to be a winning by the winning determination process. Since a replay cannot be missed in the selected game, the next game in which a replay is selected will always be a re - play game.

[0222] In the lottery result of the role lottery, when not winning any of the roles of bonus, small role, and replay, it is a losing result, and the winning process described later is not performed. When it is a losing result, a symbol combination that does not relate to any role is stopped and displayed on the valid line.

[0223] Among the roles for which the lottery is conducted by the role lottery, regarding BB, RB, and MB, when the symbol combination is not stopped and displayed on the valid line in the selected game, the winning flag can be carried over to the next game and subsequent games (special role carry - over means). While the winning flag is being carried over, the role lottery may be conducted using the role lottery table before the winning flag was carried over, or the carry - over role lottery table (also referred to as the internal internal lottery table or the internal role lottery table) corresponding to the winning flag may be used for the role lottery. When using the carry - over role lottery table, if the symbol combination based on the selected BB, RB, or MB stops and is displayed on the valid line, it is determined that the transition condition of the role lottery table is satisfied, and a transition is made from the carry - over role lottery table to the role lottery table corresponding to the winning flag.

[0224] The role lottery table defines the winning probabilities for multiple types of roles, and multiple types of role lottery tables are provided according to the game state. For example, the BB - during role lottery table used during BB or the MB - during role lottery table used during MB, etc. are applicable.

[0225] In the role lottery table, a single - winning role where one type of symbol combination can be stopped and displayed on the valid line or a multiple - winning role where multiple symbol combinations can be stopped and displayed on one or multiple valid lines are set according to the lottery result of the role lottery.

[0226] Among the multiple symbol combinations set as duplicate winning roles, all symbol combinations may be set so that one winning role can be stopped and displayed according to the operation mode, or some symbol combinations may be set so that they cannot be stopped and displayed. Among these duplicate winning roles, the role corresponding to some symbol combinations that cannot be stopped and displayed may also be referred to as a control role.

[0227] As the role of the control role, even when the same symbol combination is available for stopping and displaying on the effective line as the lottery results of multiple roles, it is possible to control so as to vary the effective line to be stopped and displayed according to the type of the control role set as the duplicate winning role.

[0228] When any role is won as the lottery result of the role lottery, the winning flag control means turns on the flag corresponding to the winning role. Then, when all stop switches 13 are operated by the player and the winning process related to the winning role is completed, the flag corresponding to the winning role is turned off.

[0229] Also, regarding BB, RB, and MB described above, the flag is turned on in the winning game. However, if the symbol combination of the winning BB, RB, or MB does not stop and display on the effective line when all stop switches 13 are operated, the flag is carried over in the on state to the subsequent game, the carry-over role lottery table described above is set, and when the symbol combination of the winning BB, RB, or MB stops and displays and the winning process related to the winning role is completed, the flag corresponding to BB, RB, or MB is turned off.

[0230] Also, in the role lottery table, an RT role lottery table is provided. RT is a game state in which the winning probability of replay in the role lottery is different from that of the normal role lottery table, and it is an abbreviation of replay time.

[0231] As a specific example of the use of RT, the losing area of the normal winning combination lottery table may be replaced with a replay to increase the winning probability of the replay, or the replay area of the normal winning combination lottery table may be replaced with a loss to decrease the winning probability of the replay. Furthermore, although the areas of the normal winning combination lottery table and the replay are the same, the types of replays that win within the replay area may be made different. In the slot machine PS1, a plurality of RT winning combination lottery tables are provided, and each is configured to shift to another RT state when a predetermined transition condition is satisfied.

[0232] The transition conditions of the RT winning combination lottery table can be as follows. Transition condition 1 is when a specific symbol combination (a symbol combination related to a bonus, an RT transition symbol combination) stops being displayed, transition condition 2 is when a bonus is won, transition condition 3 is when BB, RB, or MB among the bonuses ends, and transition condition 4 is when a specific symbol combination (RT transition symbol combination) has been stopped being displayed and a specified number of games have been played, and transition condition 5 is when a specified number of games have been played after BB, RB, or MB ends. These transition conditions of the RT winning combination lottery table can be appropriately set according to the game characteristics.

[0233] The setting number is the number of winning instances for each lottery result defined in the internal lottery table by the internal lottery means. For example, when the total setting number is 65536, dividing each setting number by 65536 gives the winning probability. For example, the winning probability of a predetermined lottery result with a setting number of 4 is 1 / 16384.

[0234] Also, when any one of the transition conditions 1 to 5 of the above-described RT winning combination lottery table is satisfied, the setting number related to the replay can be changed. For example, when the replay probability of RT1 is 1 / 7.3, the replay probability of RT2 may be changed to 1 / 1.5 when shifting from RT1 to RT2. By doing so, it is possible to suppress the decrease in medals by shifting to a state with a high replay probability and give interest to the game characteristics.

[0235] Note that, depending on whether the internal drawing result of the internal drawing means and the freeze number in the games since the previous game are stored, a freeze may be executed after the start lever is operated. When a freeze is executed by the start lever, the reel rotation start process may be executed without performing the determination process for the elapse of the next minimum game time at the end of the freeze.

[0236] Next, it is checked whether the minimum game time (corresponding to 4.1 seconds) set in the previous game has elapsed. When it is determined that the minimum game time has elapsed (when it is determined that the value of the minimum game time timer is 0), a new minimum game time is set. When it is not determined that the minimum game time has elapsed (when it is not determined that the value of the minimum game time timer is 0), after decrementing the value of the minimum game time timer, it is checked whether the minimum game time has elapsed. This check process for the minimum game time is executed until it is determined that the minimum game time has elapsed, and other processes are not executed as the main game progress process between the determination process for the minimum game time and the process of newly setting the minimum game time. As a result, since the minimum game time does not extend due to other processes, the game can be made available earlier. That is, it is possible to prevent the game from being delayed without keeping the player waiting.

[0237] However, not limited to this, other processes may be configured to be executed as the main game progress process between the determination process for the minimum game time and the process of newly setting the minimum game time. Other processes in this case may include a process of clearing the RWM address, a process of storing other data in the RWM, or other instructions with a short processing time. Since these processes have an extremely short processing time, the extension of the minimum game time is a time that the user cannot feel. After newly setting the minimum game time, the reel rotation start preparation process is executed.

[0238] In the reel rotation start preparation process, the data related to the drum stop saved in the previous game is initialized, the stop table to be used in this game is set, an output request for the rotation start of all reels is made, and a sub-control command (reel rotation start command) indicating the rotation start of the reels is set.

[0239] The stop table is provided corresponding to the symbol control number determined by the result of the role lottery by the internal lottery means, and determines in advance the stop position of the reel corresponding to the operation timing of the stop switch 13.

[0240] After the preparation process for starting the reel rotation is completed, a process related to the freeze effect (for example, the reel effect before the reel rotation) is executed. In the freeze effect, the reel is moved slightly or rotated in the reverse direction, mainly to suggest the degree of expectation of the winning role.

[0241] When the freeze effect is not executed, or after the freeze effect is executed and the execution of the freeze effect is completed, a process of rotating the reel (also referred to as the reel rotation process, the reel rotation start process, or the cylinder rotation start process) is executed. There are four states of the reel rotation state: the acceleration state, the constant speed rotation state, the stop preparation state, and the stop state. When rotating the reel, the acceleration state is set. In the acceleration state, a process of gradually rotating the stepping motor by the timer interrupt process is executed.

[0242] The acceleration process executed in the acceleration state is the process executed from the state where the rotation of the reel has stopped until the constant-speed rotation process is performed. In the constant-speed rotation process, the stepping motor is moved one step for each timer interrupt process. However, if the constant-speed rotation process is suddenly executed when the reel is stopped, there is a high possibility that the torque will be insufficient and the motor will lose synchronization. Therefore, an acceleration process is required to gradually rotate the reel. In the acceleration process in this embodiment, first, the stepping motor is moved one step after 50 timer interrupt processes, then the stepping motor is moved one step after 30 timer interrupt processes, then the stepping motor is moved one step after 10 timer interrupt processes, then the stepping motor is moved one step after 5 timer interrupt processes, then the stepping motor is moved one step after 2 timer interrupt processes, and then the stepping motor is moved one step after 1 timer interrupt process. After that, it is connected to the constant-speed rotation process of moving the stepping motor one step for each timer interrupt process.

[0243] When the constant-speed rotation process is being executed, the value of the rotation failure detection counter described above is incremented for each timer interrupt process to detect a rotation failure. Since the initial value of the rotation failure detection counter is set to 0 and it is incremented for each timer interrupt process, if the initial value of the rotation failure detection counter is set to 180, the value of the rotation failure detection counter may be decremented for each timer interrupt process, and it may be determined that a rotation failure has been detected at the timing when the value becomes 0.

[0244] Also, in the constant speed rotation state, the stop switch's stop acceptance is permitted, and the operation of the stop switch is awaited. When the stop switch's stop acceptance is permitted, the lamp of the stop switch is lit blue to notify the player that the stop switch is effective (when the stop switch's stop acceptance is not permitted, it is lit red). Regarding the lighting control of this stop switch lamp, it may be the process of the main control means 100 or the process of the sub-control means 1000. Further, as the lighting control of the stop switch lamp, when performing the push order navigation, the lamp of the stop switch may be configured to blink or the like so that it is easier for the player to recognize the stop switch to be operated.

[0245] Also, a command indicating that the reel has started rotating is transmitted to the sub-control means 1000. When the sub-control means 1000 receives the command, a reel rotation time measurement timer for measuring the rotation time of the reel is set and the count is started. Then, when the value of the reel rotation time measurement timer reaches a predetermined value (time equivalent to 3 minutes), "Please stop the reel" (reel stop warning image) is displayed on the liquid crystal to prompt the player to rotate the reel. The reel rotation time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is received), and if there is still a reel that is rotating, the count is executed again. In this way, the reel rotation time measurement timer is continuously updated until all the reels stop.

[0246] Note that when the reel stop warning image is displayed simultaneously with the push order navigation, by displaying it in front of the push order navigation, even when the display areas of the reel stop warning image and the push order navigation overlap, the visibility of the reel stop warning image is ensured, and the player can be clearly prompted to operate the stop switch. Also, at this time, there is a possibility that the push order navigation becomes difficult to see and it becomes unclear which reel to stop. Therefore, the reel stop warning image may be erased (or the reel stop warning image may be made smaller or moved) by operating the sub-switch, the effect switch, etc. so that the push order navigation can be recognized.

[0247] After enabling the reception of stop switch operations in the main game progress process, the determination process for receiving stop switch operations (reel stop reception check process) is repeated until the stop switch is operated. When it is determined that any of the stop switches has been operated, stop control (also referred to as slip control) of the reel corresponding to the operated stop switch is executed. At this time, the reel corresponding to the operated stop switch shifts from the constant-speed rotation state to the stop preparation state. In the stop preparation state, the reel is rotated at a constant speed until the target stop position. When the target stop position is reached, it shifts to the stop state, and all four-phase excitations become ON to apply a brake. Note that the slip control is performed within 190 milliseconds from the operation of the stop switch 13. In this embodiment, when the operation of the stop switch 13 is received, it is possible to draw in the symbols up to four symbols ahead.

[0248] Here, the target stop position is determined by whether the symbol number currently passing through matches the symbol number stored as the stop position. If it is determined that they match, all four-phase excitations are turned ON as the target stop position. Also, the symbol number currently passing through is determined by setting the initial symbol number at the moment the above-mentioned index sensor detects an index (when the index signal rises), and then setting the next symbol number after moving one symbol by timer interrupt processing from there.

[0249] After executing the reel stop reception check process, it is checked whether all reels have stopped. If all reels have stopped, the winning determination process is executed and then the winning process is executed. If not all reels have stopped, the process waits for the reception of the stop operation of the stop switch corresponding to the rotating reel. After all reels have stopped, the display content of the status display monitor is updated, and the process proceeds to the advantageous section clear counter management process. Then, a game end check process for updating the RT state etc. is performed, and the series of flows of the main game progress ends. Note that the update process of the soft random number may be performed during the period from the start of the reel rotation to the reception of the stop operation.

[0250] The winning determination process is a process of determining whether or not a symbol combination constituting a winning combination has stopped displaying on the active line. Since it is determined whether or not the stop symbol determined when the stop switch operation is received is abnormal, it is not actually determined by the symbol combination that has stopped on the active line. After it is determined by the winning determination process that a symbol combination constituting a winning combination has stopped displaying on the active line, a winning process is performed. When it is not determined by the winning determination process that a symbol combination constituting a winning combination has stopped on the active line, a process based on a loss is performed.

[0251] The winning process is a process of granting a privilege to the player based on the symbol combination to be stopped on the active line. As the winning process when stopping a symbol combination based on a minor winning combination, it is a process of paying out medals based on the stopped symbol combination or shifting the game state based on the stopped symbol combination. As the winning process when stopping a symbol combination based on a replay, it is a process of giving the right to replay or shifting the game state based on the stopped symbol combination. As the winning process when stopping a symbol combination based on a bonus, it is a process of shifting the game state based on the stopped symbol combination. Note that in the case of a loss, no winning process is performed.

[0252] However, not limited to this, when the result of the winning determination process is a loss, a winning process based on the loss may be performed, and a process of not granting a privilege to the player as a result of the winning process may be performed. Also, as the winning process based on the loss, the game state may be shifted according to the operation mode when a loss occurs. For example, when all the stop switches 13 are operated according to a predetermined operation order when a loss occurs, it may be mentioned that the game state shifts to a game state with a different freezable winning probability. Also, even in the case of an apparent loss due to overlooking a minor winning combination, a winning process such as performing shift control of the game state such as shifting to the RT state without performing a payout can be performed. Furthermore, as the winning process based on the bonus, paying out medals based on the stopped symbol combination or giving the right to replay may be added.

[0253] The process of transitioning the game state involves setting a winning combination lottery table according to the game state to transition to, setting reel control according to the game state to transition to, setting the freeze winning probability according to the game state to transition to, or a combination thereof.

[0254] In the winning determination process, when determining the winning combination of symbols, the winning combination information (stopped outcome information) of the symbols stopped and displayed on the valid lines and the winning combination lottery result information are transmitted to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives these information, it can output an effect according to the winning combination information and the winning combination lottery result information using the display device 32, the lamp, or the speaker S.

[0255] In the winning determination process, a winning determination is made for all valid lines. As a result, when a combination of symbols based on overlapping winning roles stops and is displayed on a plurality of valid lines, a winning process is performed for each of the plurality of stopped and displayed symbol combinations.

[0256] For example, as the winning process when a minor winning role set with a payout number of 2 and a minor winning role set with a payout number of 10 stop and are displayed on a plurality of valid lines, the payout number based on the minor winning role set with 2 and the payout number based on the minor winning role set with 10 are added together, and a payout of 12 is made.

[0257] Then, an upper limit is set for the number of payouts per time. When a combination of symbols based on a plurality of minor winning roles stops and is displayed on a valid line and exceeds the upper limit value of the payout number, the number of payouts up to the upper limit value is made.

[0258] For example, when the upper limit value of the payout number is set to 15, and a minor winning role set with a payout number of 12 and a minor winning role set with a payout number of 10 stop and are displayed on a plurality of valid lines, as the winning process, when the sum of the minor winning role set with 12 and the minor winning role set with 10 exceeds the upper limit value, a payout of 15, which is the upper limit value, is made.

[0259] In this embodiment, medals are set to be paid out only for small roles. However, as a winning process based on a replay, medals corresponding to the number of bet pieces may be paid out, or medals in a preset number may be paid out as a winning process based on a bonus.

[0260] <Process of ending the advantageous section with the difference in gaming media> Conventionally, in a gaming machine having a normal section and an advantageous section as gaming sections, there has been a gaming machine that ends the advantageous section when the MY of the advantageous section exceeds 2400. (Prior art document: JP-A-2020-010896)

[0261] Here, the MY of the advantageous section in the conventional gaming machine (prior art document) is based on the lowest point of the player's medal output since the start of the advantageous section as the reference (0), and when the difference from that reference exceeds "2400", the advantageous section is ended. Note that the lowest point of the player's medal output is synonymous with the lowest point of the difference in gaming media.

[0262] Therefore, in the conventional gaming machine (prior art document), in one advantageous section, the player could be given a profit with a difference of at most "2414". Therefore, when the player consumed a large number of gaming media in the gaming of the advantageous section, the consumed gaming media could not be recovered in that advantageous section, and the player could not feel attracted to the conventional gaming machine.

[0263] For example, in a conventional gaming machine, even when changing to a predetermined gaming state (for example, an AT state) from a game where the difference in gaming media in the advantageous section is -3000, if the MY of the advantageous section exceeds 2400, it ends. Therefore, at most, only about 2400 gaming media could be obtained in one advantageous section (the difference in gaming media in the advantageous section ended up being about -600).

[0264] Therefore, instead of ending the advantageous period when MY in the advantageous period exceeds 2400, it is configured to end when the difference in the number of gaming media obtained in one advantageous period (the difference between the total number of gaming media granted in the advantageous period and the total number of gaming media bet in the advantageous period), starting from the start of the advantageous period (0), exceeds a predetermined number (for example, 2400). Specifically, the total number of INs of gaming media in the advantageous period (also referred to as the total number of inputs or the total number of bets) and the total number of OUTs of gaming media in the advantageous period (also referred to as the total number of payouts or the total number of grants) are considered. That is, it is configured to end the advantageous period when the difference between the number of OUTs of gaming media and the number of INs of gaming media in the advantageous period (hereinafter referred to as the difference in the number of gaming media in the advantageous period) exceeds 2400. By configuring it in this way, it is possible to provide a gaming machine with improved gaming performance compared to the conventional one while suppressing the probability of winning within a certain range.

[0265] For example, according to the gaming machine according to the present invention, when a certain game in which the difference in the number of gaming media in the advantageous period is -3000 enters a predetermined gaming state (for example, the AT state), the advantageous period can be ended when the difference in the number of gaming media in the advantageous period starting from the start of the advantageous period exceeds 2400. Therefore, from a game in which the difference in the number of gaming media in the advantageous period is -3000, it becomes possible to obtain up to about 5400 gaming media at most (the difference in the number of gaming media in one advantageous period becomes +2400 and the advantageous period ends).

[0266] In addition, when it is configured to end when the difference in the number of gaming media obtained in one advantageous period (the difference between the total number of gaming media granted in the advantageous period and the total number of gaming media bet in the advantageous period) exceeds a predetermined number (for example, 2400), it is possible to end the advantageous period with a value less than this predetermined number. In other words, when starting from the start of the advantageous period (0), the maximum difference in the number of gaming media obtained in one advantageous period becomes a predetermined number (precisely, the predetermined number + α (α is the maximum difference in the number of gaming media in one game)).

[0267] Even when the advantageous period is configured to end when the difference in the number of gaming media obtained in one advantageous period exceeds a predetermined number, the advantageous period can also end when any termination condition is satisfied before the difference in the number of gaming media obtained in one advantageous period exceeds the predetermined number.

[0268] Thus, in order to end when the difference in the number of gaming media obtained in one advantageous period exceeds a predetermined value, even when the difference in the number of gaming media in the advantageous period is a negative value, it is necessary to be able to store the difference in the number of gaming media.

[0269] Hereinafter, specific processing for ending the advantageous period based on the difference in the number of gaming media will be described with reference to the drawings.

[0270] ≪Processing for ending the advantageous period based on the difference in the number of gaming media (addition version)≫ FIG. 53 is a diagram showing an example of processing for ending the advantageous period based on the difference in the number of gaming media.

[0271] In FIG. 53, there is an advantageous period difference counter. The advantageous period difference counter is one of the RWM areas of the main control board and is a storage area capable of storing a value corresponding to the (total) difference in the number of gaming media in the advantageous period.

[0272] The value stored in the advantageous period difference counter is not cleared when the power is turned on or off. Also, the value stored in the advantageous period difference counter is cleared by the RWM clear accompanying the end of the advantageous period. Also, the value stored in the advantageous period difference counter is cleared by the power-on accompanied by a setting change (RWM clear accompanying the setting change). Also, information indicating that the stop condition has been satisfied is stored in the stop flag area and is not cleared when the stop state is entered.

[0273] Specifically, power-on with setting changes includes cases such as turning on the power switch with the setting key switch in the on state. That is, when power-on with setting changes is performed, the setting change mode is entered. When the end condition of the setting change mode (for example, the setting key switch turns off after the start switch turns on) is satisfied and the setting change mode ends, the game becomes possible.

[0274] The value stored in the advantageous section difference counter is configured to be updatable by executing games in the advantageous section.

[0275] Note that the advantageous section difference counter will be described by taking an example where it is configured with 2 bytes, but the advantageous section difference counter may be configured with 3 bytes or 4 bytes.

[0276] First, in the "advantageous section clear counter - 1", 1 is subtracted from the value stored in the advantageous section clear counter. If the result of subtracting 1 from the value stored in the advantageous section clear counter is less than 0 (when there is a carry), the carry flag becomes 1. Also, if the result of subtracting 1 from the value stored in the advantageous section clear counter is not less than 0 (when there is no carry), the carry flag becomes 0. Further, if the result of subtracting 1 from the value stored in the advantageous section clear counter is 0, the zero flag becomes 1.

[0277] Note that the advantageous section clear counter is one of the RWM areas of the main control board and is a storage area capable of storing a value corresponding to the number of games in the advantageous section.

[0278] In "is the advantageous section clear counter before subtraction = 0?", when the result of subtracting 1 from the value stored in the advantageous section clear counter is not less than 0, it becomes NO. Specifically, it becomes NO when the carry flag is not 1. That is, when it is determined as NO in "is the advantageous section clear counter before subtraction = 0?", it means that a value of 1 or more is stored in the advantageous section clear counter in the current game. In other words, it means that the current game is in the advantageous section.

[0279] On the other hand, when it is determined as YES in "Is the value before subtracting the advantageous section clear counter = 0?", it means that the current game is in the normal section.

[0280] In "Is the next game an advantageous section?", the determination is made according to the information in the RWM area stored in the main control board. For example, in the current game (a game in the normal section), if it is determined to shift to the advantageous section and the information indicating the shift to the advantageous section is stored in the RWM area, the determination may be made according to this information. Also, for example, if the specification is such that in the current game (a game in the normal section), the shift to the advantageous section is determined and the game state of the destination is also determined, the determination may be made according to the information in the RWM area storing the game state of the destination. In any case, it is possible to determine whether the next game is an advantageous section according to the information that can determine whether the next game is an advantageous section. And when the next game is an advantageous section, it becomes YES, and when the next game is not an advantageous section, it becomes NO.

[0281] In "Save the initial value of the advantageous section clear counter", the initial value is stored in the RWM area capable of storing the value of the advantageous section clear counter. For example, when the initial value is 1500, 1500 is stored in the RWM area capable of storing the value of the advantageous section clear counter. Also, for example, when the initial value is 4000, 4000 is stored in the RWM area capable of storing the value of the advantageous section clear counter. Note that this initial value corresponds to the maximum number of games that can be played in one advantageous section. Therefore, the initial value is not limited to 1500 or 4000, and any predetermined value may be used. For example, the number of games that do not end in one day (for example, 65535) may be set.

[0282] In "Set the initial value of the advantageous section difference counter", the initial value to be stored in the advantageous section difference counter is set in the register. That is, when starting the advantageous section (when the current game is a game in the normal section and the next game is a game in the advantageous section), the initial value to be stored in the advantageous section difference counter is set in the register. Specifically, the initial value is set to 63135 (65535 - 2400) and stored in the HL register.

[0283] Here, the initial value 63135 is the value obtained by subtracting the value "2400" corresponding to the difference in the game medium of the advantageous section that ends the advantageous section from the maximum value "65535" that can be stored in a 2-byte memory area (corresponding to the size of the storage area of the advantageous section difference counter). In this example, as the condition for ending the advantageous section, it is assumed that the difference in the game medium of the advantageous section exceeds 2400, but the condition for ending the advantageous section is not limited to the difference in the game medium of the advantageous section exceeding 2400. For example, as the condition for ending the advantageous section, it can be set to a predetermined value such as the difference in the game medium of the advantageous section exceeding 4800. If it is set that way, the initial value is 60735 (65535 - 4800).

[0284] Also, in this example, the advantageous section difference counter is 2 bytes, but it can also be 3 bytes. If the advantageous section difference counter is 3 bytes and the condition for ending the advantageous section is when the difference in the game medium of the advantageous section exceeds 2400, the initial value is 16774815 (16777215 - 2400).

[0285] The effect of setting the initial value as "the value corresponding to the size of the storage area of the advantageous section difference counter" - "the value corresponding to the difference in the game medium of the advantageous section determined as the end condition of the advantageous section" will be described later.

[0286] Also, not limited to this, when the size of the storage area of the advantageous section difference counter is 2 bytes, the initial value of the advantageous section difference counter may be 63120 (65535 - 2415). In this case, when the value of the advantageous section difference counter becomes 65521 or more, the end process of the advantageous section will be executed.

[0287] When configured in this way, since the value of the advantageous section difference counter does not exceed the upper limit value at the end of the advantageous section (because if the difference during the advantageous section exceeds 2400, it ends, and at most it is only added up to 2414 from the initial value with 2400 - 1 (one bet) + 15 (fifteen payouts), so the maximum value of the advantageous section difference counter is 65534), it is possible not to set the carry flag and the zero flag when the advantageous section ends with the difference during the advantageous section exceeding 2400.

[0288] Therefore, in the update process of the advantageous section difference counter, the zero flag is set only when the value of the advantageous section difference counter changes from 1 to 0, and the carry flag is set only when the value of the advantageous section difference counter falls below the lower limit (when the result of subtracting the difference of the game from the value of the advantageous section difference counter is less than 0). Therefore, just by checking the carry flag, it is possible to determine whether the value has fallen below the lower limit of the advantageous section difference counter. Thus, when the carry flag = 1 in the update process of the advantageous section difference counter, a specific value (for example, "0", "1", etc.) can be stored in the advantageous section difference counter.

[0289] As a result, the determination process using the carry flag can be realized more accurately, so that the program capacity can be compressed and the readability of the program can be improved.

[0290] For "Is the advantageous section clear counter before subtraction = 1?", it determines whether the advantageous section clear counter before performing "advantageous section clear counter - 1" was 1. For example, in "advantageous section clear counter - 1", if the result of subtracting 1 from the value stored in the advantageous section clear counter causes the value of the advantageous section clear counter to be 0 (specifically, when the zero flag is 1), it is YES. On the other hand, in "advantageous section clear counter - 1", if the result of subtracting 1 from the value stored in the advantageous section clear counter does not cause the value of the advantageous section clear counter to be 0 (specifically, when the zero flag is 0), it is NO.

[0291] Note that, after "Is the value before subtracting the advantageous section clear counter = 1?", and before "During replay operation?", a process is performed to store the value stored in the advantageous section difference counter in a predetermined register (e.g., HL register).

[0292] "During replay operation?": If, as a result of this game, a symbol combination corresponding to replay stops and is displayed (on the valid line) (if the next game is a game by replay), it is determined as YES. On the other hand, if, as a result of this game, a symbol combination corresponding to replay does not stop and is displayed (on the valid line) (if the next game is not a game by replay), it is determined as NO.

[0293] "Is IN number < OUT number?": It is determined whether the OUT number is greater than the IN number.

[0294] For example, as a result of this game, in case a) IN number = 3, OUT number = 0, it is determined as NO. In case b) IN number = 3, OUT number = 1, it is determined as NO. In case c) IN number = 3, OUT number = 3, it is determined as NO. In case d) IN number = 3, OUT number = 10, it is determined as YES.

[0295] Specifically, perform IN number - OUT number, and store the calculation result in a predetermined register (e.g., A register). Also, if there is a carry (when the carry flag becomes 1) as a result of performing IN number - OUT number, it is determined as YES, and if there is no carry (when the carry flag becomes 0), it is determined as NO. That is, if the difference in the game media for this game is such that the IN number is more than the OUT number, the carry flag is 0 and it is determined as YES. Also, if the difference in the game media for this game is such that the IN number is less than the OUT number, the carry flag is 1 and it is determined as NO.

[0296] Specific examples are as follows. As a result of this game, when a) the number of INs = 3 and the number of OUTs = 0, the A register = 3 and the carry flag = 0. When b) the number of INs = 3 and the number of OUTs = 1, the A register = 2 and the carry flag = 0. When c) the number of INs = 3 and the number of OUTs = 3, the A register = 0 and the carry flag = 0. When d) the number of INs = 3 and the number of OUTs = 10, the A register = 249 and the carry flag = 1.

[0297] Here, the number of INs is the number of bets set by automatic betting (for example, "3" is set by automatic betting) when, as a result of the previous game, the symbol combination corresponding to replay stopped and was displayed (on the valid line), and as a result of this game, the symbol combination corresponding to replay did not stop and was displayed (on the valid line). Even if it is the number of bets set by automatic betting, it is treated as the number of INs for this game.

[0298] On the other hand, when, as a result of this game, the symbol combination corresponding to replay stopped and was displayed (when the next game is a replay game), the judgment of "is the number of INs < the number of OUTs?" is not made for the number of INs and the number of OUTs. In other words, when, as a result of this game, the symbol combination corresponding to replay stopped and was displayed (when the next game is a replay game), the number of bets for this game is not treated as the number of INs. Similarly, when, as a result of this game, the symbol combination corresponding to replay stopped and was displayed (when the next game is a replay game), the number of awards (or the number of automatic bets) for this game is not treated as the number of OUTs.

[0299] Note that in "is the number of INs < the number of OUTs?", the number of INs - the number of OUTs is calculated, but it may also be judged by the number of OUTs - the number of INs. In other words, it is sufficient to calculate the difference in the game media for this game using the number of INs and the number of OUTs.

[0300] In "favorable interval difference counter subtraction", the value of the operation result (IN number - OUT number) in "IN number < OUT number?" is subtracted from the value of the favorable interval difference counter stored in a predetermined register (for example, the HL register). Note that when a carry occurs due to "favorable interval difference counter subtraction", the carry flag becomes 1. For example, in a situation where the value stored in the favorable interval difference counter (the value of the HL register) is 2, a) when IN number = 3 and OUT number = 0, HL register = 65535 and carry flag = 1. Note that 2 - 3 = -1, but negative values cannot be stored in the register. Therefore, a carry occurs and it becomes 65535. b) when IN number = 3 and OUT number = 1, HL register = 0 and carry flag = 0. c) when IN number = 3 and OUT number = 3, HL register = 2 and carry flag = 0.

[0301] In "favorable interval difference counter < 0", it is determined whether a carry has occurred due to "favorable interval difference counter subtraction". If a carry has occurred, it is determined as YES; if no carry has occurred, it is determined as NO. In the above example, in a situation where the value stored in the favorable interval difference counter is 2, a) when IN number = 3 and OUT number = 0, it is determined as YES. Also, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, b) when IN number = 3 and OUT number = 1, it is determined as NO. Similarly, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, c) when IN number = 3 and OUT number = 3, it is determined as NO.

[0302] Note that when it becomes YES in "favorable interval difference counter < 0", since the carry flag is 1, a predetermined operation is performed to set the carry flag to 0. For example, as a predetermined operation, an exclusive OR of the value in the A register and the value in the A register is performed. As a result of this exclusive OR, the carry flag becomes 0. Note that although an exclusive OR of the value in the A register and the value in the A register is given as an example of the predetermined operation, any operation can be used as long as it is an operation for setting the carry flag to 0.

[0303] In the "Lower Limit Value Set of Advantageous Interval Difference Counter", when a carry occurs due to "Subtraction of Advantageous Interval Difference Counter", a predetermined lower limit value (0) is stored in the register (HL register in this embodiment) that stores the operation result. In the above example, in the situation where the value stored in the advantageous interval difference counter is 2, when a) IN number = 3 and OUT number = 0, the HL register becomes 65535 due to "Subtraction of Advantageous Interval Difference Counter". In such a case, "Lower Limit Value Set of Advantageous Interval Difference Counter" stores 0 in the HL register.

[0304] That is, when a carry occurs in the value stored in the HL register and an abnormal value is stored, by storing 0, which is the lower limit value, in the HL register, it becomes possible to calculate the difference in the number of game media in the advantageous interval as accurately as possible. Even when the "Lower Limit Value Set of Advantageous Interval Difference Counter" is executed, the advantageous interval continues, and it is possible to provide the player with a game in the advantageous interval. In other words, in the game after the "Lower Limit Value Set of Advantageous Interval Difference Counter" is executed, as long as the advantageous interval continues, the process in FIG. 53 is executed.

[0305] Although the process of "Lower Limit Value Set of Advantageous Interval Difference Counter" was provided in FIG. 53, it is not necessary to have the process of "Lower Limit Value Set of Advantageous Interval Difference Counter". Specifically, when it is determined to be YES by "Advantageous Interval Difference Counter < 0", it may be set to the value stored in the advantageous interval difference counter of the previous game. For example, when the value stored in the advantageous interval difference counter is 2, and for the IN number and OUT number of the current game, when a) IN number = 3 and OUT number = 0, it may be configured such that the value stored in the advantageous interval difference counter is 2 (the same value as the value of the advantageous interval difference counter of the previous game). According to such a configuration, an abnormal value (a value with a carry) can be prevented from being stored in the "Advantageous Interval Difference Counter". Also, since the process corresponding to the "Lower Limit Value Set of Advantageous Interval Difference Counter" is eliminated, the program capacity can be reduced.

[0306] That is, when a carry occurs due to "subtraction of the advantageous section difference counter", the value at the time of the carry is not used to update the advantageous section difference counter, so that an abnormal value does not enter as the value of the advantageous section difference counter. In other words, even when the difference in the game medium in the advantageous section becomes a negative value, the advantageous section can be ended using the difference in the game medium in the advantageous section as accurately as possible.

[0307] In "addition of the advantageous section difference counter", the complement of the value of the operation result (the value stored in the A register) in "(IN number < OUT number?)" (IN number - OUT number) is calculated and stored in the A register. Then, the calculated complement (the value stored in the A register) is added to the HL register.

[0308] Note that the complement in "addition of the advantageous section difference counter" refers to the smallest number among the numbers that carry over beyond 1 byte (255). For example, it can be derived by 0 - the value in the A register, or by a single instruction (NEG instruction) for deriving the complement.

[0309] For example, in a situation where the value stored in the advantageous section difference counter (the value in the HL register) is 2, when e) IN number = 3 and OUT number = 10, the A register = 249. In "addition of the advantageous section difference counter", first, 7, which is the complement of 249, is derived. And then, by calculating 2 + 7, 9 is stored in the HL register. Note that since 2 + 7 does not exceed 65535 (no carry occurs), the carry flag becomes 0.

[0310] Also, for example, in a situation where the value stored in the advantageous interval difference counter (the value of the HL register) is 65530, when E) IN number = 3 and OUT number = 10, the A register = 249. However, in the "advantageous interval difference counter addition", first, 7 which is the complement of 249 is derived. Then, by calculating 65530 + 7, 2 is stored in the HL register. Note that 65530 + 7 is 65537, but since it exceeds 65535 (due to carry), 2 is stored in the HL register. Also, because there is a carry, the carry flag becomes 1.

[0311] In the "advantageous interval difference counter save", the value stored in the HL register is stored in the advantageous interval difference counter. In other words, it is a process of updating the advantageous interval difference counter.

[0312] For example, when 63135 is stored in the HL register by the "advantageous interval difference counter initial value set", 63135 is stored in the advantageous interval difference counter by the "advantageous interval difference counter save".

[0313] For example, when it becomes YES during "re - game activation", since the value of the advantageous interval difference counter of the previous game is stored in the HL register, the same value as the advantageous interval difference counter of the previous game is stored in the advantageous interval difference counter by the "advantageous interval difference counter save".

[0314] For example, when it becomes NO in "advantageous interval difference counter < 0?", since the value obtained by subtracting the difference in the game medium (IN number - OUT number) of the current game from the value of the advantageous interval difference counter of the previous game is stored in the HL register, the value obtained by subtracting the difference in the game medium of the current game from the value of the advantageous interval difference counter of the previous game is stored in the advantageous interval difference counter by the "advantageous interval difference counter save".

[0315] For example, when it becomes YES in "advantageous interval difference counter < 0?", since the lower limit value (0) is stored in the HL register, the lower limit value (0) is stored in the advantageous interval difference counter by the "advantageous interval difference counter save".

[0316] For example, after "Advantage Interval Difference Counter Addition", since the value obtained by adding the difference in the medium of this game (OUT number - IN number) to the value of the advantage interval difference counter of the previous game is stored in the HL register, "Advantage Interval Difference Counter Saving" stores in the advantage interval difference counter the value obtained by adding the difference in the game medium of this game to the value of the advantage interval difference counter of the previous game.

[0317] In "Advantage Interval Difference > 2400?", it is determined whether the difference in the game medium in the advantage interval exceeds 2400. Specifically, it is determined whether the carry flag is 1. If the carry flag is 1, it is determined as YES; if the carry flag is not 1 (i.e., the carry flag is 0), it is determined as NO. Note that the case where the carry flag is 1 is the case where there is a carry during "Advantage Interval Difference Counter Addition". On the other hand, when there is a borrow during "Advantage Interval Difference Counter Subtraction", although the carry flag becomes 1 once, then a predetermined operation is performed to set the carry flag to 0, so it can be determined as NO in "Advantage Interval Difference > 2400?".

[0318] That is, in "Advantage Interval Difference > 2400?", it can be determined whether the difference in the game medium in the advantage interval exceeds 2400 based on whether the carry flag is 1. Therefore, compared with the case of directly comparing the difference in the game medium in the advantage interval with a constant (2400), the program capacity can be reduced.

[0319] Thus, in "Advantage Interval Difference > 2400?", since it is determined whether the difference in the game medium in the advantage interval exceeds 2400 based on whether the carry flag is 1, 63135 is stored as the initial value by "Advantage Interval Difference Counter Initial Value Setting".

[0320] As described above, this 63135 is a value obtained by subtracting the value "2400" corresponding to the difference in the game media of the advantageous section that ends the advantageous section from the maximum value "65535" that can be stored in a 2-byte memory area (corresponding to the size of the memory area of the advantageous section difference counter). That is, when the difference in the game media of the advantageous section that ends the advantageous section exceeds 2400, it exceeds 65535, so the carry flag becomes 1. In other words, "advantageous section difference > 2400?" is a determination process as to whether the value of the advantageous section difference counter exceeds 65535.

[0321] Also, as described above, when the initial value of the advantageous section difference counter is set to "63120", "advantageous section difference > 2400?" is a determination process as to whether the value of the advantageous section difference counter exceeds 65520 (whether it is 65521 or more).

[0322] Also, by storing 63135 as the initial value, it is possible to store a value corresponding to -63135 as the difference in the game media starting from the start of the advantageous section (0). For example, when the initial value is 63135, the situation where the value of the advantageous section difference counter is 13135 means that the difference is -50000 starting from the start of the advantageous section (0).

[0323] As described above, by storing 63135, which is "the value corresponding to the size of the memory area of the advantageous section difference counter" - "the value corresponding to the difference in the game media of the advantageous section determined as the end condition of the advantageous section", as the initial value, it is possible to reduce the program capacity for determining whether the difference in the game media of the advantageous section exceeds 2400. Also, by storing 63135 as the initial value, it is possible to store a value corresponding to -63135 as the difference in the game media of the advantageous section. Although an example of storing 63135 as the initial value is shown, even if the initial value is a value other than 63135, as long as it has a similar effect, a value other than 63135 can be adopted as the initial value.

[0324] In "RWM initialization", all parameters that affect the performance related to the indication function are updated to 0, and the advantageous section clear counter management process is terminated. Note that the parameters that affect the performance related to the indication function include the number of AT games, the gaming state related to AT, the advantageous section clear counter, the advantageous section difference counter, etc. And by updating the advantageous section type to 0, the next game will be a normal section game that is not an advantageous section. In the game of the advantageous section, the next game of the game in which "RWM initialization" was not executed will be a game of the advantageous section (the advantageous section does not end).

[0325] That is, when an abnormal value is stored in the HL register due to a carry, by storing 0, which is the lower limit value, in the HL register, it becomes possible to calculate the difference in the advantageous section as accurately as possible. Note that even when "setting the lower limit value of the advantageous section difference counter" is executed, the advantageous section continues, and it is possible to provide the player with a game in the advantageous section. In other words, in the games after "setting the lower limit value of the advantageous section difference counter" is executed, as long as the advantageous section continues, the process in FIG. 53 is executed.

[0326] Note that in "IN number < OUT number?", the OUT number is subtracted from the IN number, but it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when a carry occurs in the A register), in "subtracting the advantageous section difference counter", the complement is calculated by a predetermined operation and stored in the A register (the difference in the game media for this game), and then the value stored in the HL register (the value stored in the advantageous section difference counter) is subtracted from the value stored in the A register (the difference in the game media for this game). In other words, when it becomes NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference in the game media for this game from the value stored in the advantageous section difference counter.

[0327] Similarly, when configured to subtract the number of INs from the number of OUTs with "Is the number of INs < the number of OUTs?", when it is determined to be YES with "Is the number of INs < the number of OUTs?" (when there is no carry in the A register), in "Addition of the advantageous interval difference counter", without calculating the complement, the value stored in the HL register (the value stored in the advantageous interval difference counter) may be added to the value stored in the A register (the difference in the game media for the current game). In other words, when it is NO with "Is the number of INs < the number of OUTs?", it may be configured to add the absolute value of the difference in the game media for the current game to the value stored in the advantageous interval difference counter.

[0328] ≪Processing to end the advantageous interval with the difference in game media (subtraction version)≫ Fig. 54 is a diagram showing an example of processing to end the advantageous interval with the difference in game media.

[0329] In Fig. 54, there is an advantageous interval difference counter. The advantageous interval difference counter is one of the RWM areas of the main control board and is a storage area capable of storing a value corresponding to the difference in the game media in the advantageous interval.

[0330] The value stored in the advantageous interval difference counter is not cleared when the power is turned on or off. Also, the value stored in the advantageous interval difference counter is cleared by the RWM clear accompanying the end of the advantageous interval. Also, the value stored in the advantageous interval difference counter is cleared by the power-on accompanied by a setting change (RWM clear accompanying the setting change). Also, information indicating that the stop condition has been satisfied is stored in the stop flag area and is not cleared when the stop state is entered.

[0331] Note that the advantageous interval difference counter will be described by taking an example where it is configured with 2 bytes, but the advantageous interval difference counter may be configured with 3 bytes or 4 bytes.

[0332] First, in the "Favorable Interval Clear Counter - 1", subtract 1 from the value stored in the favorable interval clear counter. If the result of subtracting 1 from the value stored in the favorable interval clear counter is less than 0 (when there is a carry), the carry flag becomes 1. Also, if the result of subtracting 1 from the value stored in the favorable interval clear counter is not less than 0 (when there is no carry), the carry flag becomes 0. Further, if the result of subtracting 1 from the value stored in the favorable interval clear counter is 0, the zero flag becomes 1.

[0333] Note that the favorable interval clear counter is one of the RWM areas of the main control board and is a storage area capable of storing values corresponding to the number of game times in the favorable interval.

[0334] In "Is the value before subtraction from the favorable interval clear counter = 0?", if the result of subtracting 1 from the value stored in the favorable interval clear counter is not less than 0, it becomes NO. Specifically, it becomes NO when the carry flag is not 1. That is, when determining NO in "Is the value before subtraction from the favorable interval clear counter = 0?", it means that a value of 1 or more is stored in the favorable interval clear counter in the current game. In other words, it means that the current game is in the favorable interval.

[0335] On the other hand, when determining YES in "Is the value before subtraction from the favorable interval clear counter = 0?", it means that the current game is in the normal interval.

[0336] In "Next Game: Advantageous Interval?", it is determined according to the information in the RWM area stored in the main control board. For example, it may be determined according to the information in the RWM area that stores the information indicating that a transition to an advantageous interval is determined in the current game (a game in the normal interval) and that a transition to an advantageous interval is to be made. Also, for example, if the specification is such that a transition to an advantageous interval is determined in the current game (a game in the normal interval) and the game state of the destination of the transition is also determined, it may be determined according to the information in the RWM area that stores the game state of the destination of the transition. In any case, it is possible to determine whether the next game is an advantageous interval according to the information that can determine whether the next game is an advantageous interval. And when the next game is an advantageous interval, it becomes YES, and when the next game is not an advantageous interval, it becomes NO.

[0337] In "Storing Initial Value of Advantageous Interval Clear Counter", the initial value is stored in the RWM area capable of storing the value of the advantageous interval clear counter. For example, when the initial value is 1500 1500 is stored in the RWM area capable of storing the value of the advantageous interval clear counter. Also, for example, when the initial value is 4000, 4000 is stored in the RWM area capable of storing the value of the advantageous interval clear counter. Note that this initial value corresponds to the maximum number of games that can be played in one advantageous interval. Therefore, the initial value is not limited to 1500 or 4000, and any predetermined value may be used. For example, the number of games that do not end in one day (e.g., 65535) may be set.

[0338] In "Setting Initial Value of Advantageous Interval Difference Counter", the initial value to be stored in the advantageous interval difference counter is set in the register. That is, when starting an advantageous interval (when the current game is a game in the normal interval and the next game is a game in the advantageous interval), the initial value to be stored in the advantageous interval difference counter is set in the register. Specifically, the initial value is set to 2400 and stored in the HL register.

[0339] Here, the initial value of 2400 corresponds to the difference in the number of gaming media in the advantageous section that ends the advantageous section, which is the value "2400". In this example, as the condition for ending the advantageous section, it is assumed that the difference in the number of gaming media in the advantageous section exceeds 2400. However, the condition for ending the advantageous section is not limited to the case where the difference in the number of gaming media in the advantageous section exceeds 2400. For example, as the condition for ending the advantageous section, it can be set to a predetermined value such as the difference in the number of gaming media in the advantageous section exceeding 4800. If the condition for ending the advantageous section is set such that the difference in the number of gaming media in the advantageous section exceeds 4800, the initial value is set to 4800.

[0340] Also, in this example, the advantageous section difference counter is set to 2 bytes, but it can also be set to 3 bytes. If the advantageous section difference counter is set to 3 bytes and the condition for ending the advantageous section is that the difference in the number of gaming media in the advantageous section exceeds 2400, the initial value is set to 2400.

[0341] The effect of setting the initial value as "the value corresponding to the difference in the number of gaming media in the advantageous section determined as the condition for ending the advantageous section" will be described later.

[0342] Also, not limited to this, when the storage area size of the advantageous section difference counter is 2 bytes, the initial value of the advantageous section difference counter may be set to 2415. In this case, when the value of the advantageous section difference counter becomes less than 15, the end process of the advantageous section is executed.

[0343] When configured in this way, since the value of the advantageous section difference counter does not exceed the lower limit value at the end of the advantageous section (because when the difference during the advantageous section exceeds 2400, it ends, and at most, it is only subtracted from the initial value up to 2400 - 1 (one bet) + 15 (fifteen payouts), so the minimum value of the advantageous section difference counter is 1), it is possible to prevent the carry flag and the zero flag from being set when the difference during the advantageous section exceeds 2400 and the advantageous section ends.

[0344] Therefore, in the update process of the advantageous section difference counter, when the zero flag is set, the value of the advantageous section difference counter becomes 0 from 65535 only when the carry flag is set, the upper limit of the advantageous section difference counter is exceeded only when the carry flag is set (when the result of adding the difference of the game to the value of the advantageous section difference counter exceeds 65535). Therefore, it is possible to determine whether the upper limit of the advantageous section difference counter has been exceeded only by checking the carry flag. Therefore, when the carry flag = 1 in the update process of the advantageous section difference counter, a specific value (for example, "65535", "65534", etc.) can be stored in the advantageous section difference counter.

[0345] As a result, the determination process using the carry flag can be realized more accurately, so that the program capacity can be compressed and the readability of the program can be improved.

[0346] In "Is the advantageous section clear counter before subtraction = 1?", it is determined whether the advantageous section clear counter before performing "advantageous section clear counter - 1" is 1. For example, in "advantageous section clear counter - 1", when the value of the advantageous section clear counter becomes 0 as a result of subtracting 1 from the value stored in the advantageous section clear counter (specifically, when the zero flag is 1), it becomes YES. On the other hand, in "advantageous section clear counter - 1", when the value of the advantageous section clear counter is not 0 as a result of subtracting 1 from the value stored in the advantageous section clear counter (specifically, when the zero flag is 0), it becomes NO.

[0347] Note that after "Is the advantageous section clear counter before subtraction = 1?" and before "During re - game operation?", a process of storing the value stored in the advantageous section difference counter in a predetermined register (e.g., HL register) is performed.

[0348] In "When the replay operation is activated?", if, as a result of this game, a symbol combination corresponding to a replay stops and is displayed (on the active line) (when the next game is a game by replay), it is determined as YES. On the other hand, if, as a result of this game, a symbol combination corresponding to a replay does not stop and is displayed (on the active line) (when the next game is not a game by replay), it is determined as NO.

[0349] In "Is the number of INs < the number of OUTs?", it is determined whether the number of OUTs is greater than the number of INs.

[0350] For example, as a result of this game, a) when the number of INs = 3 and the number of OUTs = 0, it is determined as NO. b) when the number of INs = 3 and the number of OUTs = 1, it is determined as NO. c) when the number of INs = 3 and the number of OUTs = 3, it is determined as NO. d) when the number of INs = 3 and the number of OUTs = 10, it is determined as YES.

[0351] Specifically, perform the operation of the number of INs - the number of OUTs, and store the calculation result in a predetermined register (for example, the A register). Also, if there is a carry (when the carry flag becomes 1) as a result of performing the operation of the number of INs - the number of OUTs, it is determined as YES, and if there is no carry (when the carry flag becomes 0), it is determined as NO. That is, when the difference in the game media of this game is such that the number of INs is more than the number of OUTs, the carry flag is 0 and it is determined as YES. Also, when the difference in the game media of this game is such that the number of INs is less than the number of OUTs, the carry flag is 1 and it is determined as NO.

[0352] Taking specific examples, as a result of this game, a) when the number of INs = 3 and the number of OUTs = 0, the A register = 3 and the carry flag = 0. b) when the number of INs = 3 and the number of OUTs = 1, the A register = 2 and the carry flag = 0. c) when the number of INs = 3 and the number of OUTs = 3, the A register = 0 and the carry flag = 0. d) when the number of INs = 3 and the number of OUTs = 10, the A register = 249 and the carry flag = 1.

[0353] Here, when the number of INs is such that, as a result of the previous game, the symbol combination corresponding to a replay stopped and was displayed (on the valid lines), the bet amount for this game was automatically bet (for example, "3" was set by automatic bet), and as a result of this game, the symbol combination corresponding to a replay did not stop and was displayed (on the valid lines), then even if it is the bet amount set by automatic bet, it is treated as the number of INs for this game.

[0354] On the other hand, when, as a result of this game, the symbol combination corresponding to a replay stopped and was displayed (on the valid lines) (when the next game is a game by replay), the determination of "Is the number of INs < the number of OUTs?" is not made. In other words, when, as a result of this game, the symbol combination corresponding to a replay stopped and was displayed (on the valid lines) (when the next game is a game by replay), the bet amount for this game is not treated as the number of INs. Similarly, when, as a result of this game, the symbol combination corresponding to a replay stopped and was displayed (on the valid lines) (when the next game is a game by replay), the number of awards (or the automatic bet amount) for this game is not treated as the number of OUTs.

[0355] Note that in "Is the number of INs < the number of OUTs?", the operation is the number of INs - the number of OUTs, but it may also be determined by the number of OUTs - the number of INs. In other words, it is sufficient if the difference in the game media for this game can be calculated using the number of INs and the number of OUTs.

[0356] In "favorable interval difference counter addition", the value of the operation result (IN number - OUT number) in "IN number < OUT number?" is added to the value of the favorable interval difference counter stored in a predetermined register (for example, the HL register). Note that when an overflow occurs due to "favorable interval difference counter addition", the carry flag becomes 1. For example, in a situation where the value stored in the favorable interval difference counter (the value of the HL register) is 65534, a) when the IN number = 3 and the OUT number = 0, the HL register = 1 and the carry flag = 1. Note that 65534 + 3 = 65537, but a 2 - byte pair register (HL register) cannot store a value exceeding 65535. Therefore, an overflow occurs and it becomes 1. b) when the IN number = 3 and the OUT number = 1, the HL register = 0 and the carry flag = 1. Note that 65534 + 2 = 65536, but a 2 - byte pair register (HL register) cannot store a value exceeding 65535. Therefore, an overflow occurs and it becomes 0. c) when the IN number = 3 and the OUT number = 3, the HL register = 65534 and the carry flag = 0.

[0357] In "favorable interval difference counter > upper limit value?", it is determined whether an overflow has occurred due to "favorable interval difference counter addition". If an overflow has occurred, it is determined as YES; if no overflow has occurred, it is determined as NO. In the above example, in a situation where the value stored in the favorable interval difference counter is 65534, a) when the IN number = 3 and the OUT number = 0, it is determined as YES. Also, in the above example, in a situation where the value stored in the favorable interval difference counter is 65534, b) when the IN number = 3 and the OUT number = 1, it is determined as YES. Similarly, in the above example, in a situation where the value stored in the favorable interval difference counter is 65534, c) when the IN number = 3 and the OUT number = 3, it is determined as NO.

[0358] In addition, when the result of "advantageous interval difference counter > upper limit value?" is YES, since the carry flag is 1, a predetermined operation is performed to set the carry flag to 0. For example, as the predetermined operation, an exclusive OR operation is performed on the value in the A register and the value in the A register. As a result of this exclusive OR operation, the carry flag becomes 0. Although the exclusive OR operation between the value in the A register and the value in the A register is given as an example of the predetermined operation, any operation can be used as long as it is an operation for setting the carry flag to 0.

[0359] In "advantageous interval difference counter upper limit value setting", when a carry occurs due to "advantageous interval difference counter addition", a predetermined upper limit value (65535) is stored in the register (HL register in this embodiment) that stores the operation result. In the above example, in a situation where the value stored in the advantageous interval difference counter is 65534, when a) IN number = 3 and OUT number = 0, HL register = 1 due to "advantageous interval difference counter subtraction". In such a case, 65535 is stored in the HL register by "advantageous interval difference counter upper limit value setting".

[0360] That is, when a carry occurs in the value stored in the HL register and an abnormal value is stored, by storing 65535, which is the upper limit value, in the HL register, it becomes possible to calculate the difference in the number of game media in the advantageous interval as accurately as possible. Note that even when "advantageous interval difference counter upper limit value setting" is executed, the advantageous interval continues, and it is possible to provide the player with a game in the advantageous interval. In other words, in the game after "advantageous interval difference counter upper limit value setting" is executed, as long as the advantageous interval continues, the process in FIG. 54 is executed.

[0361] Note that in FIG. 54, the process of "setting the upper limit value of the advantageous interval difference counter" was provided, but it is not necessary to have the process of "setting the upper limit value of the advantageous interval difference counter". Specifically, when it is determined to be YES by "advantageous interval difference counter > upper limit value", it may be set to the value stored in the advantageous interval difference counter of the previous game. For example, when the value stored in the advantageous interval difference counter is 65534, and the number of INs and OUTs of the game are as follows: a) when the number of INs = 3 and the number of OUTs = 0, the value stored in the advantageous interval difference counter may be configured to be 65534 (the same value as the value of the advantageous interval difference counter of the previous game). According to such a configuration, an abnormal value (a value with a carry-down) can be prevented from being stored in the "advantageous interval difference counter". In addition, since the process corresponding to "setting the upper limit value of the advantageous interval difference counter" is eliminated, the program capacity can be reduced.

[0362] That is, when a carry occurs due to "adding the advantageous interval difference counter", the advantageous interval difference counter is not updated using the value at the time of the carry, so that an abnormal value does not enter as the value of the advantageous interval difference counter. In other words, even when the difference in the game media in the advantageous interval becomes a negative value, the advantageous interval can be ended using the difference in the game media in the advantageous interval as accurately as possible.

[0363] Also, although 65535 (the maximum value that can be stored in the advantageous interval difference counter) is used as an example of the upper limit value, it is not limited to this. For example, a value such as 12400, which is a numerical value less than the maximum value that can be stored in the advantageous interval difference counter, may be used. If 12400 is adopted as the upper limit value, the advantageous interval difference counter can store a value corresponding to -10000 as the difference in the game media in the advantageous interval.

[0364] In "favorable interval difference counter subtraction", the complement of the value of the operation result (the value stored in the A register) of "IN number < OUT number?" (IN number - OUT number) is calculated and stored in the A register. Then, the calculated complement (the value stored in the A register) is subtracted from the HL register.

[0365] Note that the complement in "favorable interval difference counter subtraction" refers to the smallest number among the numbers that carry over beyond 1 byte (255). For example, it can be derived by 0 - the value in the A register, or by a single instruction (NEG instruction) for deriving the complement.

[0366] For example, in the situation where the value stored in the favorable interval difference counter (the value in the HL register) is 2, when e) IN number = 3 and OUT number = 10, the A register = 249. In "favorable interval difference counter subtraction", first, 7, which is the complement of 249, is derived. Then, by calculating 2 - 7, 65531 is stored in the HL register. Note that since 2 - 7 is less than 0 (due to digit carry), the carry flag becomes 1.

[0367] Also, for example, in the situation where the value stored in the favorable interval difference counter (the value in the HL register) is 10, when e) IN number = 3 and OUT number = 10, the A register = 249. In "favorable interval difference counter addition", first, 7, which is the complement of 249, is derived. Then, by calculating 10 - 7, 3 is stored in the HL register. Note that since 10 - 7 is not less than 0 (due to no digit carry), the carry flag becomes 0.

[0368] In "favorable interval difference counter save", the value stored in the HL register is stored in the favorable interval difference counter. In other words, it is a process of updating the favorable interval difference counter.

[0369] For example, when 2400 is stored in the HL register by "favorable interval difference counter initial value set", 2400 is stored in the favorable interval difference counter by "favorable interval difference counter save".

[0370] For example, when it becomes YES during "re-game activation", since the value of the advantageous interval difference counter of the previous game is stored in the HL register, the "advantageous interval difference counter save" stores the same value as the advantageous interval difference counter of the previous game in the advantageous interval difference counter.

[0371] For example, when it becomes NO for "advantageous interval difference counter > upper limit value?", since the value obtained by adding the difference in the game media (IN number - OUT number) of the current game to the value of the advantageous interval difference counter of the previous game is stored in the HL register, the "advantageous interval difference counter save" stores the value obtained by adding the difference in the game media of the current game to the value of the advantageous interval difference counter of the previous game in the advantageous interval difference counter.

[0372] For example, when it becomes YES for "advantageous interval difference counter > upper limit value?", since the upper limit value (65535) is stored in the HL register, the "advantageous interval difference counter save" stores the upper limit value (65535) in the advantageous interval difference counter.

[0373] For example, after "advantageous interval difference counter subtraction", since the value obtained by subtracting the difference in the game media (OUT number - IN number) of the current game from the value of the advantageous interval difference counter of the previous game is stored in the HL register, the "advantageous interval difference counter save" stores the value obtained by subtracting the difference in the game media of the current game from the value of the advantageous interval difference counter of the previous game in the advantageous interval difference counter.

[0374] For "Favorable Interval Difference > 2400?", it is determined whether the difference in the number of game media in the favorable interval exceeds 2400. Specifically, it is determined whether the carry flag is 1. If the carry flag is 1, it is determined as YES; if the carry flag is not 1 (i.e., the carry flag is 0), it is determined as NO. Note that the case where the carry flag is 1 means that there is a carry due to "subtraction of the favorable interval difference counter". On the other hand, when there is a carry due to "addition of the favorable interval difference counter", although the carry flag becomes 1 once, since a predetermined operation is performed to set the carry flag to 0 later, it can be determined as NO in "Favorable Interval Difference > 2400?".

[0375] That is, in "Favorable Interval Difference > 2400?", it can be determined whether the difference in the number of game media in the favorable interval exceeds 2400 based on whether the carry flag is 1. Therefore, compared with the case of directly comparing the difference in the number of game media in the favorable interval with a constant (2400), the program capacity can be reduced.

[0376] In this way, in "Favorable Interval Difference > 2400?", in order to determine whether the difference in the number of game media in the favorable interval exceeds 2400 based on whether the carry flag is 1, 2400 is stored as the initial value by "setting the initial value of the favorable interval difference counter".

[0377] As described above, this 2400 is a value corresponding to the difference in the number of game media in the favorable interval that ends the favorable interval. That is, when the difference in the number of game media in the favorable interval that ends the favorable interval exceeds 2400, it goes below 0, so the carry flag becomes 1. In other words, "Favorable Interval Difference > 2400?" is a determination process of whether the value of the favorable interval difference counter is less than 0.

[0378] Also, as described above, when the initial value of the favorable interval difference counter is set to "2415", "Favorable Interval Difference > 2400?" is a determination process of whether the value of the favorable interval difference counter is less than 15.

[0379] Also, by storing 2400 as the initial value, it is possible to store a value corresponding to -63135 as the difference in the game medium starting from the start (0) of the advantageous section. For example, when the initial value is 2400, the situation where the value of the advantageous section difference counter is 30000 means that the difference is -27600 starting from the start (0) of the advantageous section.

[0380] As described above, by storing 2400, which is the value corresponding to the difference in the game medium of the advantageous section defined as the end condition of the advantageous section, as the initial value, it is possible to reduce the program capacity for determining whether the difference in the game medium of the advantageous section exceeds 2400. Also, by storing 2400 as the initial value, it is possible to store a value corresponding to -63135 as the difference in the game medium of the advantageous section. Although an example of storing 2400 as the initial value is shown, even if the initial value is a value other than 2400, as long as it has the same effect, a value other than 2400 (for example, 2401) can be adopted as the initial value.

[0381] In "RWM initialization", all parameters that affect the performance related to the instruction function are updated to 0, and the advantageous section clear counter management process is terminated. Note that the parameters that affect the performance related to the instruction function include the number of AT games, the game state related to AT, the advantageous section clear counter, the advantageous section difference counter, and the like. And by updating the advantageous section type to 0, the next game will be a normal section game that is not an advantageous section. In the game of the advantageous section, the next game of the game in which "RWM initialization" is not executed will be a game of the advantageous section (the advantageous section does not end).

[0382] In addition, in the case of "IN number < OUT number?", although the OUT number is subtracted from the IN number, it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when there is a carry in the A register), in "Advantageous interval difference counter addition", the complement is calculated by a predetermined operation and stored in the A register (the difference in the game medium for the current game), and then the value stored in the HL register (the value stored in the advantageous interval difference counter) is added to the value stored in the A register (the difference in the game medium for the current game). In other words, when it is YES in "IN number < OUT number?", it may be configured to add the absolute value of the difference in the game medium for the current game to the value stored in the advantageous interval difference counter.

[0383] Similarly, when configured to subtract the IN number from the OUT number in "IN number < OUT number?", when it is determined as YES in "IN number < OUT number?" (when there is no carry in the A register), in "Advantageous interval difference counter subtraction", without calculating the complement, the value stored in the HL register (the value stored in the advantageous interval difference counter) may be subtracted from the value stored in the A register (the difference in the game medium for the current game). In other words, when it is NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference in the game medium for the current game from the value stored in the advantageous interval difference counter.

[0384] As described above, specific processing for ending the advantageous interval with the difference in the game medium has been described using FIGS. 53 and 54, but it is not limited thereto. In other words, it is sufficient if the advantageous interval can be ended with the difference in the game medium.

[0385] Also, in FIGS. 53 and 54, it has been adopted that the number of games in the advantageous interval becomes a predetermined number as one of the end conditions of the advantageous interval, but it is not necessary to set the number of games in the advantageous interval becoming a predetermined number as the end condition of the advantageous interval. In that case, it is not necessary to provide an advantageous interval clear counter in FIGS. 53 and 54.

[0386] When not equipped with a favorable section clear counter, the processes corresponding to "Favorable section clear counter - 1" in FIGS. 53 and 54, the process corresponding to "Is the value before subtracting the favorable section clear counter = 0?", and the process corresponding to "Save the initial value of the favorable section clear counter" may not be provided.

[0387] <Regarding the relationship between the initialization process associated with the operation of the setting change device and the favorable section difference counter> In the above-mentioned favorable section difference counter, the value stored in the favorable section difference counter was configured to be cleared by the RWM clear associated with the end of the favorable section or the power-on accompanied by a setting change (RWM clear associated with the setting change). However, it may be configured to be cleared only by the RWM clear associated with the end of the favorable section (not cleared by the power-on accompanied by a setting change). Note that the setting change includes not only the change to another setting value (for example, the change from setting value 1 to setting value 6) but also the change to the same setting value (for example, the change from setting value 1 to setting value 1).

[0388] When configured in this way, when the power-on accompanied by a setting change occurs while in a favorable section and a predetermined value is stored in the value of the favorable section difference counter, the game starts from the normal section. After that, in order not to update the favorable section difference counter in the normal section, the value of the favorable section difference counter when shifting to the favorable section is the predetermined value before the setting change.

[0389] By configuring in this way, it is possible to provide a gaming machine with improved game performance compared to the case where the value of the favorable section difference counter is cleared by the RWM clear accompanied by the power-on accompanied by a setting change while suppressing the probability of winning within a certain range.

[0390] For example, a certain game When the game ends at closing time with a difference in the number of gaming media in a predetermined advantageous section of -3000 at the game parlor, even if the settings are changed the next day, the game can be started from a situation where the difference in the number of gaming media is -3000 in the advantageous section after the setting change. Thus, starting from the start time of the advantageous section after the setting change, it becomes possible to obtain up to approximately 5400 gaming media in one advantageous section.

[0391] Also, by clearing the value of the advantageous section difference counter on the game parlor side, it is possible to prevent the user from suffering significant losses when the performance related to the instruction function changes based on the advantageous section difference counter.

[0392] For example, when the performance related to the instruction function, such as the AT winning probability and the rate of awarding benefits such as AT extension, improves when the value of the advantageous section difference counter is below the initial value rather than when it is above the initial value. If the business ends with the value of the advantageous section difference counter below the initial value and then the settings are changed, even during the business the next day, the value of the advantageous section difference counter is not cleared, so the game can be started in a situation where the performance related to the instruction function has improved.

[0393] Hereinafter, the relationship between the initialization process associated with the operation of the setting change device and the advantageous section difference counter will be described.

[0394] <<Case 1>> When the advantageous section difference counter is not initialized but the advantageous section type is initialized in the initialization process due to setting change.

[0395] In the favorable section (favorable section type = 1), when the value of the favorable section difference counter is a predetermined value (predetermined value ≠ 0), the power supply is cut off. When the setting change key is turned on in a situation where the power supply is not provided and the power is turned on, the setting change device operates, and the initialization process associated with the operation of the setting change device is executed. In the said initialization process, the value of the favorable section difference counter is not initialized, but the favorable section is initialized (favorable section type = 0). In other words, the gaming state when the said initialization process is executed and then the operation of the setting change device ends is the normal section, and the value of the favorable section difference counter is the predetermined value.

[0396] And the first game after the operation of the setting change device ends is a game in the normal section. When a predetermined number (for example, 3) of bets are placed at the start of the said first game, and it is determined in the favorable section transition process that the next game will not transition to the favorable section, and there is no payout as a result of the said first game, the next game is also in the normal section, and the value of the favorable section difference counter is the predetermined value (the value of the favorable section difference counter is not updated).

[0397] Also, the first game after the operation of the setting change device ends is a game in the normal section. When a predetermined number of bets are placed at the start of the said first game, and it is determined in the favorable section transition process that the next game will not transition to the favorable section, even when there is a payout of a specific number (for example, 10) as a result of the said first game, the next game is in the normal section, and the value of the favorable section difference counter is the predetermined value.

[0398] Also, the first game after the operation of the setting change device ends is a game in the normal section. When a predetermined number of bets are placed at the start of the said first game, and it is determined in the favorable section transition process that the next game will transition to the favorable section, the next game after there is no payout as a result of the said first game is the favorable section, and the value of the favorable section difference counter is the predetermined value.

[0399] In addition, the first game after the operation of the setting change device is a game in the normal section. When a predetermined number of bets are placed at the start of the first game, and it is determined in the advantageous section transition process that the next game will transition to the advantageous section, and there are a specific number of payouts as a result of the first game, the next game is in the advantageous section, and the value of the advantageous section difference counter is a predetermined value.

[0400] In other words, in the game in the normal section, the update process of the value of the advantageous section difference counter is not executed.

[0401] And when the value of the advantageous section difference counter is a predetermined value, it is a game in the advantageous section, a predetermined number of bets are placed at the start of the game, and there are no payouts as a result of the game, in the advantageous section clear counter management process at the end of the game, the value of the advantageous section difference counter can be updated (value of the advantageous section difference counter = predetermined value - 3).

[0402] Also, when the value of the advantageous section difference counter is a predetermined value, it is a game in the advantageous section, a predetermined number of bets are placed at the start of the game, and there are a specific number of payouts as a result of the game, in the advantageous section clear counter management process at the end of the game, the value of the advantageous section difference counter can be updated (value of the advantageous section difference counter = predetermined value + 10 - 3).

[0403] In other words, in the game after the transition to the advantageous section, the update process of the value of the advantageous section difference counter is executed.

[0404] In the case of Case 1, when the value of the advantageous interval difference counter is a predetermined value, it is an advantageous interval, and when the main game state is AT and the initialization process associated with the operation of the setting change device is executed, as the state after initialization, the value of the advantageous interval difference counter is a predetermined value, it is a normal interval, and the main game state is a state corresponding to the normal interval (a state that is not AT). Regarding the RT state, it may be initialized (transitioned to non-RT) or maintained. This is because whether to initialize or maintain the RT state by setting changes can be determined in the specifications for each gaming machine.

[0405] According to such a configuration, even if the operation of the game parlor ends during AT and the settings are changed the next day, the AT state can be initialized, so it is possible to prevent the state from being extremely advantageous to the user at the opening of the store.

[0406] Also, in the case of Case 1, in order to initialize the value of the advantageous interval difference counter, it is the initialization process due to RWM abnormality and the initialization process by the advantageous interval clear counter management process at the end of the advantageous interval. The initialization process due to RWM abnormality is the initialization process executed when an irrecoverable error occurs and then the setting change device operates. Note that the initialization range is different between the initialization process associated with the operation of the setting change device when an irrecoverable error occurs and the initialization process associated with the operation of the setting change device when no irrecoverable error occurs. The initialization process by the advantageous interval clear counter management process is the initialization process when the value of the advantageous interval difference counter reaches the upper limit value (so-called ending) or when an arbitrary advantageous interval end condition is satisfied.

[0407] In addition, when the initialization condition of the value of the advantageous section difference counter in the case of Case 1 is limited to the initialization process due to RWM abnormality and the initialization process by the advantageous section clear counter management process at the end of the advantageous section, the value of the advantageous section difference counter cannot be initialized under any other arbitrary conditions. For example, in a situation where the value of the advantageous section difference counter is below the initial value (a situation where the user's difference is negative), the value of the advantageous section difference counter cannot be arbitrarily initialized, so it is possible to prevent the user from suffering significant losses.

[0408] Also, as another arbitrary condition for initializing the value of the advantageous section difference counter, the advantageous section difference counter may be initialized by operating the advantageous section difference counter clear switch.

[0409] The operation of the advantageous section difference counter clear switch in this case includes turning on the power while pressing the advantageous section difference counter clear switch in the power-off state, pressing the advantageous section difference counter clear switch once or pressing it for a long time in a situation where the power is shared. The initialization range of the initialization process based on the advantageous section difference counter clear switch may be either only the advantageous section difference counter or both the advantageous section difference counter and the advantageous section type.

[0410] When the value of the advantageous section difference counter can be initialized under such other arbitrary conditions, even if there is a problem based on the advantageous section difference counter, the game store side can easily eliminate the problem.

[0411] Also, the operation of the advantageous section difference counter clear switch may be made invalid or valid when the opening of the front door is detected.

[0412] Also, when the advantageous section difference counter clear switch is being pressed during the game, the operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be made valid or invalid.

[0413] Also, when it is determined that the power is turned on while pressing the advantageous interval difference counter clear switch in the power-off state as an operation of the advantageous interval difference counter clear switch, there may be a case where the advantageous interval difference counter clear switch is pressed and the setting key switch is ON in the power-off state.

[0414] In this case, when the advantageous interval difference counter and the advantageous interval type are initialized and the setting change mode is activated, when the advantageous interval difference counter and the advantageous interval type are initialized and the setting change mode is not activated, when the advantageous interval difference counter is initialized and the advantageous interval type is not initialized and the setting change mode is activated, when the advantageous interval difference counter is initialized and the advantageous interval type is not initialized and the setting change mode is not activated, when the advantageous interval difference counter is not initialized and the advantageous interval type is initialized and the setting change mode is activated, when the advantageous interval difference counter is not initialized and the advantageous interval type is initialized and the setting change mode is not activated, cases can be considered.

[0415] Also, in the case of Case 1, since the game store side cannot grasp the value of the advantageous interval difference counter, the value of the advantageous interval difference counter may be suggested by a lamp or the like at a position where the user cannot normally view it (for example, the back side of the front door or the inside of the housing).

[0416] For example, when the red LED is off, the value of the advantageous interval difference counter is greater than or equal to the initial value. When the red LED blinks at 5-second intervals, the value of the advantageous interval difference counter is less than the initial value and greater than or equal to the initial value - 5000. When the red LED blinks at 3-second intervals, the value of the advantageous interval difference counter is less than the initial value - 5000 and greater than or equal to the initial value - 30000. When the red LED is on, the value of the advantageous interval difference counter is the lower limit value (the upper limit value if the advantageous interval difference counter adds the bet amount).

[0417] Also, for example, an aspect of displaying the value of the advantageous interval difference counter by a 5-digit display (such as a display with 5 adjacent 7-segment displays) may be used.

[0418] Also, as a method for allowing the game parlor side to grasp the value of the advantageous section difference counter, the value of the advantageous section difference counter, or the number of bets (number of wagers) and the number of payouts for each game in the advantageous section may be output to an external terminal so that it can be confirmed on the hall computer.

[0419] Also, in the case of Case 1, since the value of the advantageous section difference counter can easily reach the lower limit value, in order to determine whether it reached the lower limit value through a normal route or through illegal behavior, for each game, the value of the advantageous section difference counter in the previous game and the value of the advantageous section difference counter in the current game are stored, and if the difference between the value of the advantageous section difference counter in the previous game and the value of the advantageous section difference counter in the current game is within a certain value (for example, 14) as a result of comparison, it is determined to be normal and the value of the advantageous section difference counter is updated, and the value of the advantageous section difference counter in the current game is saved to the value of the advantageous section difference counter in the previous game. If the difference between the value of the advantageous section difference counter in the previous game and the value of the advantageous section difference counter in the current game is not within a certain value (for example, 14) as a result of comparison, it is determined to be abnormal and the value of the advantageous section difference counter is not updated, and the game is stopped by error processing, or the value of the advantageous section difference counter is updated but an error command is sent to the sub-control means, and the sub-control means may execute error notification.

[0420] According to such a configuration, even if the value of the advantageous section difference counter is illegally set to the lower limit value, it can be notified to the game parlor side.

[0421] Also, in Case 1, the advantageous section difference counter was not updated during the normal section, but the advantageous section difference counter may be updated during the normal section. In such a case, the advantageous section clear counter management process is made updatable even during the normal section, and the subtraction of the number of bets and the payout also according to the progress of the game during the normal section Perform addition of numbers with respect to the value of the advantageous interval difference counter. Note that in this modification, it may happen that the upper limit value of the advantageous interval difference counter is reached during the normal interval. When the upper limit value of the advantageous interval difference counter is reached during the normal interval, by executing the initialization process, the advantageous interval difference counter and the advantageous interval type may be initialized, or the advantageous interval difference counter may be initialized while the advantageous interval type is not initialized (since the advantageous interval type is the initial value in the normal interval). In other words, the initialization process (initialization range) when the upper limit value of the advantageous interval difference counter is reached during the advantageous interval and the initialization process (initialization range) when the upper limit value of the advantageous interval difference counter is reached during the normal interval may be the same process or different processes.

[0422] <<Case 2>> When neither the advantageous interval difference counter nor the advantageous interval type is initialized in the initialization process by setting change.

[0423] In the advantageous interval (advantageous interval type = 1), when the value of the advantageous interval difference counter is a predetermined value (predetermined value ≠ 0), if the power is turned off and the setting change key is turned on in a situation where no power is supplied, and then the power is turned on, the setting change device operates and the initialization process associated with the operation of the setting change device is executed. In this initialization process, the value of the advantageous interval difference counter and the advantageous interval type are not initialized (the advantageous interval type remains 1). In other words, when this initialization process is executed and then the operation of the setting change device ends, the game state is the advantageous interval, and the value of the advantageous interval difference counter is the predetermined value.

[0424] And the first game after the operation of the setting change device ends is a game in the advantageous interval. When a predetermined number (for example, 3) of bets are placed at the start of the first game, and there is no payout as a result of the first game, and when it is determined in the advantageous interval clear counter supervision process that the next game does not shift to the normal interval, the next game is also in the advantageous interval, and the value of the advantageous interval difference counter can be updated (predetermined value - 3).

[0425] Also, the first game after the operation of the setting change device ends is a game in the advantageous section. When a predetermined number of bets are placed at the start of the first game, and when there are a specific number (for example, 10) of payouts as a result of the first game, even when it is determined in the advantageous section clear counter supervision process that the next game will not shift to the normal section, the next game is in the advantageous section, and the value of the advantageous section difference counter can be updated (predetermined value + 10 - 3).

[0426] Also, the first game after the operation of the setting change device ends is a game in the advantageous section. When a predetermined number of bets are placed at the start of the first game, and when there are no payouts as a result of the first game, and when it is determined (the initialization process in the advantageous section clear counter supervision process is executed) in the advantageous section clear counter supervision process that the next game will shift to the normal section, the next game is in the normal section, and the value of the advantageous section difference counter is the initial value.

[0427] Also, the first game after the operation of the setting change device ends is a game in the advantageous section. When a predetermined number of bets are placed at the start of the first game, and when there are a specific number of payouts as a result of the first game, and when it is determined (the initialization process in the advantageous section clear counter supervision process is executed) in the advantageous section clear counter supervision process that the next game will shift to the normal section, the next game is in the normal section, and the value of the advantageous section difference counter is the initial value.

[0428] In other words, even after the initialization process during the setting change operation in the advantageous section, it is still in the advantageous section, and the update process of the value of the advantageous section difference counter is to be executed.

[0429] When the setting change device operates and the initialization process is executed in a normal period situation, the first game after the operation of the setting change device ends is a game in the normal period. When a predetermined number of bets are placed at the start of the first game, and it is determined that the next game will not shift to the advantageous period in the advantageous period shift process, and there is no payout as a result of the first game, the next game is also in the normal period, and the value of the advantageous period difference counter is the initial value (the value of the advantageous period difference counter is not updated).

[0430] Also, when the setting change device operates and the initialization process is executed in a normal period situation, the first game after the operation of the setting change device ends is a game in the normal period. When a predetermined number of bets are placed at the start of the first game, and it is determined that the next game will not shift to the advantageous period in the advantageous period shift process, and there is a specific number of payouts as a result of the first game, the next game is also in the normal period, and the value of the advantageous period difference counter is the initial value (the value of the advantageous period difference counter is not updated).

[0431] Also, when the setting change device operates and the initialization process is executed in a normal period situation, the first game after the operation of the setting change device ends is a game in the normal period. When a predetermined number of bets are placed at the start of the first game, and it is determined that the next game will shift to the advantageous period in the advantageous period shift process, and there is no payout as a result of the first game, the next game is in the advantageous period, and the value of the advantageous period difference counter is the initial value (the value of the advantageous period difference counter is not updated).

[0432] Also, when the setting change device operates and the initialization process is executed in a normal period situation, the first game after the operation of the setting change device ends is a game in the normal period. When a predetermined number of bets are placed at the start of the first game, and it is determined that the next game will shift to the advantageous period in the advantageous period shift process, and there is a specific number of payouts as a result of the first game, the next game is in the advantageous period, and the value of the advantageous period difference counter is the initial value (the value of the advantageous period difference counter is not updated).

[0433] In other words, when the setting change device operates and the initialization process is executed in the normal section, the game starts from the normal section.

[0434] In the case of Case 2, when the value of the advantageous section difference counter is a predetermined value, it is an advantageous section, and when the initialization process associated with the operation of the setting change device is executed while the main game state is AT, as the state after initialization, the value of the advantageous section difference counter is a predetermined value, it is an advantageous section, and the main game state is another game state different from AT. For example, as another game state, a game state with a high stay rate in terms of design (for example, the advantageous section normal state) can be mentioned. Regarding the RT state, it may be initialized (shifted to non-RT) or maintained. This is because whether to initialize or maintain the RT state by setting changes can be determined in the specifications for each gaming machine.

[0435] In addition, when the main game state before the setting change was during AT, the main game state after the setting change may be set as a predetermined main game state (for example, the advantageous section normal state).

[0436] Also, when the main game state before the setting change was a game state different from during AT, the main game state after the setting change may also be set as a predetermined main game state.

[0437] According to such a configuration, even when the operation of the game parlor ends in a day during AT and the settings are changed the next day, the AT state can be initialized, so it is possible to prevent the user from being in a significantly advantageous state at the opening of the store.

[0438] Also, in the case of Case 2, when the value of the advantageous section difference counter is a predetermined value, it is an advantageous section, and when the initialization process associated with the operation of the setting change device is executed while the main game state is AT, as the state after initialization, the value of the advantageous section difference counter may be a predetermined value, it is an advantageous section, and the main game state may be AT.

[0439] According to such a configuration, during the initialization process associated with the operation of the setting change device, there is no need to change the main game state, which improves the compression of the program capacity and the readability of the program.

[0440] In addition, in order to enable the game parlor to initialize the main game state, a separate main game state initialization switch may be provided to enable the initialization of the main game state. The main game state initialization switch may include turning on the power while pressing the advantageous section difference counter clear switch in the power-off state, or pressing the advantageous section difference counter clear switch once or holding it down in the state where the power is shared. The initialization of the main game state may be the main game state selected immediately after transitioning to the normal section or the advantageous section, or a predetermined game state.

[0441] Also, in the case of Case 2, in order to initialize the value of the advantageous section difference counter, it is the initialization process due to the RWM abnormality and the initialization process due to the advantageous section clear counter management process at the end of the advantageous section. The initialization process due to the advantageous section clear counter management process refers to the initialization process when the value of the advantageous section difference counter reaches the upper limit value (so-called ending), or the initialization process when an arbitrary advantageous section end condition is satisfied.

[0442] Note that if the initialization conditions for the value of the advantageous section difference counter in the case of Case 2 are limited to the initialization process due to the RWM abnormality and the initialization process due to the advantageous section clear counter management process at the end of the advantageous section, it becomes impossible to initialize the value of the advantageous section difference counter under other arbitrary conditions. For example, in the situation where the value of the advantageous section difference counter is below the initial value (the situation where the user's difference is negative), the value of the advantageous section difference counter cannot be arbitrarily initialized, so it is possible to prevent the user from suffering significant losses.

[0443] Also, as another arbitrary condition for initializing the value of the advantageous section difference counter, the advantageous section difference counter may be initialized by operating the advantageous section difference counter clear switch.

[0444] The operation of the advantageous interval difference counter clear switch in this case includes turning on the power while pressing the advantageous interval difference counter clear switch in the power-off state, pressing the advantageous interval difference counter clear switch once or pressing it for a long time in the state where the power is shared, and the like. Note that the initialization range of the initialization process based on the advantageous interval difference counter clear switch may be either only the advantageous interval difference counter or both the advantageous interval difference counter and the advantageous interval type.

[0445] When the value of the advantageous interval difference counter can be initialized under other arbitrary conditions in this way, even if there is a problem based on the advantageous interval difference counter, the game store side can easily eliminate the problem.

[0446] Also, the operation of the advantageous interval difference counter clear switch may be invalid or valid when the detection of the opening of the front door is detected.

[0447] Also, when the advantageous interval difference counter clear switch is being pressed during the game, the operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be valid or invalid.

[0448] Also, when it is determined that the operation of the advantageous interval difference counter clear switch is to turn on the power while pressing the advantageous interval difference counter clear switch in the power-off state, there may be a case where the pressing of the advantageous interval difference counter clear switch and the setting key switch are ON in the power-off state.

[0449] In this case, when the advantageous interval difference counter and the advantageous interval type are initialized and the setting change mode is activated, when the advantageous interval difference counter and the advantageous interval type are initialized and the setting change mode is not activated, the advantageous interval difference counter is initialized and the advantageous interval type is not initialized, when the setting change mode is activated, the advantageous interval difference counter is initialized and the advantageous interval type is not initialized, when the setting change mode is not activated, the advantageous interval difference counter is not initialized and the advantageous interval type is initialized, when the setting change mode is activated, the advantageous interval difference counter is not initialized and the advantageous interval type is initialized, and the case where the setting change mode is not activated can be considered.

[0450] Also, in the case of Case 2, since the game store side cannot grasp the value of the advantageous interval difference counter, the value of the advantageous interval difference counter may be suggested by a lamp or the like at a position where the user cannot normally view it (for example, the back side of the front door or the inside of the housing).

[0451] For example, when the red LED is turned off, the value of the advantageous interval difference counter is greater than or equal to the initial value. When the red LED blinks at 5-second intervals, the value of the advantageous interval difference counter is less than the initial value and greater than or equal to the initial value - 5000. When the red LED blinks at 3-second intervals, the value of the advantageous interval difference counter is less than the initial value - 5000 and greater than or equal to the initial value - 30000. When the red LED is on, the value of the advantageous interval difference counter is the lower limit value (the upper limit value if the advantageous interval difference counter adds the bet amount).

[0452] Also, for example, it may be in a mode where the value of the advantageous interval difference counter is displayed by a 5-digit display (such as a display where 5 7-segment displays are adjacent).

[0453] Also, as a method for allowing the game store side to grasp the value of the advantageous interval difference counter, the value of the advantageous interval difference counter, or the number of inputs (bet numbers) and payout numbers for each game in the advantageous interval may be output to an external terminal so that it can be confirmed on the hall computer.

[0454] In addition, in the case of Case 2, since the value of the advantageous interval difference counter can easily reach the lower limit value, in order to determine whether it reached the lower limit value through a normal route or due to improper conduct, for each game, the value of the advantageous interval difference counter in the previous game and the value of the advantageous interval difference counter in the current game are memorized, and if the difference as a result of comparing the value of the advantageous interval difference counter in the previous game and the value of the advantageous interval difference counter in the current game is within a certain value (for example, 14), it is determined to be normal and the value of the advantageous interval difference counter is updated, and the value of the advantageous interval difference counter in the current game is saved to the value of the advantageous interval difference counter in the previous game. If the difference as a result of comparing the value of the advantageous interval difference counter in the previous game and the value of the advantageous interval difference counter in the current game is not within a certain value (for example, 14), it is determined to be abnormal and the value of the advantageous interval difference counter is not updated, and the game is stopped by error processing, or the value of the advantageous interval difference counter is updated but an error command is sent to the sub-control means, and the sub-control means may execute an error notification.

[0455] According to such a configuration, even if the value of the advantageous interval difference counter is made to reach the lower limit value illegally, it is possible to notify the game parlor side.

[0456] In addition, in Case 2, since the advantageous interval type does not change even when the initialization process by setting change is executed, even when the setting is changed in a situation that is an advantageous interval, the game immediately after the setting change becomes a game in the advantageous interval, and it is possible to execute the process related to the instruction function based on the internal lottery result by the internal lottery means.

[0457] As a result, since the process related to the instruction function can be executed from the game immediately after the setting change, it is possible to minimize the number of games in which the process related to the instruction function cannot be executed (games in the normal interval), and the interest of the game is improved.

[0458] In addition, in Case 2, during the normal interval, the advantageous interval difference counter was not updated, but as a modified example of Case 2, the advantageous interval difference counter may be updated during the normal interval.

[0459] In such a case, the favorable section clear counter management process is made updatable even in the normal section, and the subtraction of the bet number and the addition of the payout number are also executed with respect to the value of the favorable section difference counter according to the progress of the game in the normal section.

[0460] Specifically, in the situation of the normal section, the value of the favorable section difference counter is a predetermined value, when a predetermined number of bets are placed at the start of the game, and it is determined in the favorable section transition process that the next game will not transition to the favorable section, and when there is no payout as a result of the game, the next game is also in the normal section, and the value of the favorable section difference counter is updatable (predetermined value - 3).

[0461] Also, in the situation of the normal section, the value of the favorable section difference counter is a predetermined value, when a predetermined number of bets are placed at the start of the game, and it is determined in the favorable section transition process that the next game will not transition to the favorable section, and when there is a specific number of payouts as a result of the game, the next game is also in the normal section, and the value of the favorable section difference counter is updatable (predetermined value + 10 - 3).

[0462] Also, in the situation of the normal section, the value of the favorable section difference counter is a predetermined value, when a predetermined number of bets are placed at the start of the game, and it is determined in the favorable section transition process that the next game will transition to the favorable section, and when there is no payout as a result of the game, the next game is in the favorable section, and the value of the favorable section difference counter is updatable (predetermined value - 3).

[0463] Also, in the situation of the normal section, the value of the favorable section difference counter is a predetermined value, when a predetermined number of bets are placed at the start of the game, and it is determined in the favorable section transition process that the next game will transition to the favorable section, and when there is a specific number of payouts as a result of the game, the next game is in the favorable section, and the value of the favorable section difference counter is updatable (predetermined value + 10 - 3).

[0464] According to such a configuration, since the value of the advantageous section difference counter can be updated regardless of whether it is a normal section or an advantageous section, the gaming performance in the normal section is improved, and since the advantageous section difference counter update process in the common module can be realized without making a determination of the gaming section, the program capacity can be compressed and the readability of the program can be improved.

[0465] Also, in the modification example of Case 2, the initialization condition of the advantageous section difference counter may include not only the initialization process due to the RWM abnormality and the initialization process due to the advantageous section clear counter management process at the end of the advantageous section, but also the time of transition to the advantageous section.

[0466] The initialization process at the time of transition to the advantageous section is a process that can be executed when it is determined in the advantageous section transition process in the normal section that the next game will transition to the advantageous section, and is executed before the start of the next game.

[0467] Thereby, even when the value of the advantageous section difference counter exceeds the initial value in the normal section, since the value of the advantageous section difference counter can be initialized at the time of transition to the advantageous section, it is possible to prevent the situation where the advantageous section ends with the number of user winnings less than 2400 sheets when winning the AT immediately after the start of the advantageous section. Note that the initialization process at the time of transition to the advantageous section does not necessarily have to be executed at the time of transition to the advantageous section, and the initialization process may be executed only when the value of the advantageous section difference counter at the time of transition to the advantageous section exceeds the initial value, and the value of the advantageous section difference counter may be set to the initial value.

[0468] Also, whether to execute the initialization process regarding an arbitrary end condition (an advantageous section end condition other than reaching the upper limit value of the advantageous section difference counter) among the initialization processes by the advantageous section clear counter management process at the end of the advantageous section, which is the initialization condition of the advantageous section difference counter, may be determined according to the situation of the advantageous section.

[0469] For example, when ending the advantageous section by satisfying any end condition in the advantageous section, if the value of the advantageous section difference counter exceeds the initial value, an initialization process is executed at the end of the advantageous section, and if the value of the advantageous section difference counter is less than or equal to the initial value, it is conceivable not to execute the initialization process at the end of the advantageous section.

[0470] In this case, since it is advantageous for the user when the value of the advantageous section difference counter is less than or equal to the initial value, even if it is not possible to obtain a winning combination in the advantageous section, it is possible to retrieve the winning combination at the next opportunity, so it is possible to prevent the interest in the game from decreasing at the end of the advantageous section.

[0471] Also, for example, when ending the advantageous section by satisfying any end condition in the advantageous section, if the value of the advantageous section difference counter exceeds the initial value, do not execute the initialization process at the end of the advantageous section, and if the value of the advantageous section difference counter is less than or equal to the initial value, it is conceivable to execute the initialization process at the end of the advantageous section.

[0472] In this case, it is possible to reduce the possibility of the game parlor obtaining more winning combinations than expected, and stable operation of the game parlor becomes possible.

[0473] Note that in this modification example of Case 2, it may occur that the upper limit value of the advantageous section difference counter is reached during the normal section. When the upper limit value of the advantageous section difference counter is reached during the normal section, the advantageous section difference counter and the advantageous section type may be initialized by executing the initialization process, or the advantageous section difference counter may be initialized and the advantageous section type may not be initialized (since the advantageous section type is the initial value in the normal section). In other words, the initialization process (initialization range) when the upper limit value of the advantageous section difference counter is reached during the advantageous section and the initialization process (initialization range) when the upper limit value of the advantageous section difference counter is reached during the normal section may be the same process or different processes.

[0474] The modified example of Case 2 can be combined with other configurations in Case 2 without any problem. It is a modification to a configuration that can update the advantageous interval difference counter in the normal section of Case 2. Regarding the modification points, a configuration based on the modified example of Case 2 is adopted, and it goes without saying that for other common points (such as the configuration of the advantageous interval difference counter clear switch, etc.), the configuration of Case 2 can be adopted.

[0475] <<Common to Case 1 and 2>> Explain the common configurations regarding the above-described Case 1 and 2 (including modified examples).

[0476] The advantageous interval clear counter management process is set to be executed at the end of the game (processing after all reels stop). Therefore, in a game section where the advantageous interval difference counter can be updated, when the value of the advantageous interval difference counter is a predetermined value and the number of bets is a predetermined number, when the game starts (start switch ON) until the end of the game (transition to all reels stop and before the advantageous interval clear counter management process is executed) (the so-called "during the game"), if the power-off process is executed and then the setting key is turned ON in a situation where the power supply has stopped and the initialization process is executed by the operation of the setting change device, the number of bets is initialized, the credit number is initialized, the reels do not rotate and return to the state before betting, and the value of the advantageous interval difference counter is a predetermined value.

[0477] In other words, since the timing to subtract a predetermined number (which is the number of bets) from the advantageous interval difference counter is the advantageous interval clear counter management process at the end of the game, when the initialization process due to setting change is executed during the game, the number of bets specified in the game is not updated.

[0478] As a result, by repeatedly betting and changing the settings on the game parlor side, it becomes impossible to intentionally set the value of the advantageous interval difference counter below the initial value, so that the probability of winning cannot be excessively increased.

[0479] Also, it is conceivable to execute the advantageous section clear counter management process at the start of the game. In this case, the advantageous section clear counter management process is set to be executed at the start of the game (when the start switch is turned on) and at the end of the game (processing after all reels stop). Therefore, during a game section where the advantageous section difference counter can be updated, when the value of the advantageous section difference counter is a predetermined value and the number of bets is a predetermined number, if the power-off process is executed during the period from the start of the game (when the start switch is turned on) to the end of the game (transition to all reels stopping and before the advantageous section clear counter management process is executed) (the so-called "during the game"), and then the setting key is turned on in a situation where the power supply has stopped, the power supply is restarted, and the initialization process is executed by the operation of the setting change device, the number of bets is initialized, the credit number is initialized, the reels do not rotate and return to the state before betting, and the value of the advantageous section difference counter becomes the predetermined value - 3.

[0480] As a result, even if the settings are changed during the game, the medals actually used can be subtracted from the value of the advantageous section difference counter, enabling an accurate update process for the advantageous section difference counter.

[0481] Also, when the advantageous section clear counter management process is executed at the end of the game, it is set to be executed after the medal payout is completed. Therefore, during a game section where the advantageous section difference counter can be updated, when the value of the advantageous section difference counter is a predetermined value and the number of bets is a predetermined number, if the game starts, a small winning symbol combination that pays out a specific number stops and is displayed when all reels stop, and the power-off process is executed while a specific number of medals are being paid out (including when adding the payout number to the credit) and then the setting key is turned on in a situation where the power supply has stopped, the power supply is restarted, and the initialization process is executed, the number of bets is initialized, the credit number is initialized, the reels do not rotate and return to the state before betting, the medal payout does not resume, and the value of the advantageous section difference counter becomes the predetermined value.

[0482] Accordingly, even if the initialization process due to setting change is executed during medal payout, the value of the advantageous interval difference counter for the already paid-out portion is not updated, so the medal payout process does not become complicated.

[0483] <<Case 3>> When both the advantageous interval difference counter and the advantageous interval type are initialized in the initialization process due to setting change.

[0484] In Case 3, both the advantageous interval difference counter and the advantageous interval type are initialized in the initialization process due to setting change in the same way as in the prior art. The difference is that the advantageous interval difference counter can be updated even in the normal interval.

[0485] Specifically, in the situation of the normal interval, the value of the advantageous interval difference counter is a predetermined value. When a predetermined number of bets are placed at the start of the game, and it is determined in the advantageous interval transition process that the next game will not transition to the advantageous interval and there is no payout as a result of the game, the next game is also in the normal interval, and the value of the advantageous interval difference counter can be updated (advantageous interval difference counter value = predetermined value - 3).

[0486] Also, in the situation of the normal interval, the value of the advantageous interval difference counter is a predetermined value. When a predetermined number of bets are placed at the start of the game, and it is determined in the advantageous interval transition process that the next game will not transition to the advantageous interval and there is a specific number of payouts as a result of the game, the next game is also in the normal interval, and the value of the advantageous interval difference counter can be updated (advantageous interval difference counter value = predetermined value + 10 - 3).

[0487] Also, in the situation of the normal interval, the value of the advantageous interval difference counter is a predetermined value. When a predetermined number of bets are placed at the start of the game, and it is determined in the advantageous interval transition process that the next game will transition to the advantageous interval and there is no payout as a result of the game, the next game is in the advantageous interval, and the value of the advantageous interval difference counter can be updated (advantageous interval difference counter value = predetermined value - 3).

[0488] Also, in a situation of the normal section, the value of the advantageous section difference counter is a predetermined value. When a predetermined number of bets are placed at the start of the game, and it is determined in the advantageous section transition process that the next game will transition to the advantageous section, and there are a specific number of payouts as a result of the game, then the next game is the advantageous section, and the value of the advantageous section difference counter can be updated (advantageous section difference counter value = predetermined value + 10 - 3).

[0489] According to such a configuration, regardless of whether it is the normal section or the advantageous section, the value of the advantageous section difference counter can be updated. Therefore, the gameplay in the normal section is improved, and since the update process of the advantageous section difference counter in the common module can be realized without making a judgment on the game section, the program capacity can be compressed and the readability of the program can be improved.

[0490] And in a situation of the advantageous section, when the value of the advantageous section difference counter is a predetermined value, when a predetermined number of bets are placed at the start of the game, and there is no payout as a result of the game, in the advantageous section clear counter management process at the end of the game, the value of the advantageous section difference counter can be updated (advantageous section difference counter value = predetermined value - 3).

[0491] Also, in a situation of the advantageous section, when the value of the advantageous section difference counter is a predetermined value, when a predetermined number of bets are placed at the start of the game, and there are a specific number of payouts as a result of the game...

Claims

[Claim 1] a first display device controlled by a main control means; A second display device controlled by a sub-controller is provided, As a game state, there is a notification game preparation game state and a notification game state, The first information can be notified by the first display device in a predetermined game in which a specific lottery result has been determined in the notification game preparation game state, In a predetermined game in which a specific lottery result has been determined in the notification game preparation game state, the second display device can notify the first stop operation mode, The second information can be notified by the first display device in a specific game in which a specific lottery result is determined in the notification game state; In a specific game in which a specific lottery result is determined in the notification game state, a second stop operation mode can be notified by the second display device, The first stop operation mode is a stop operation mode that recommends not performing the first stop operation on the stop switch corresponding to the first reel, The second stop operation mode is a stop operation mode different from the first stop operation mode, In a predetermined game in which a specific lottery result is determined in a notification game preparation game state and first information is notified by a first display device, when a stop switch corresponding to a first reel is operated to perform a first stop, the next game of the predetermined game is not a game in a notification game state, When a specific lottery result is determined in the notification game preparation game state and the first information is notified by the first display device in a predetermined game, if a stop switch corresponding to the second reel is operated to perform a first stop operation, the next game of the predetermined game can be executed in the notification game state; When a game is started, a process for outputting a first test signal is executable; When a game is started, a process for outputting a second test signal is executable; A first test signal in a predetermined game in which a specific lottery result is determined in the notification game preparation game state and the first information is notified by the first display device includes information on the operation order of the stop switch for performing the first stop operation on the stop switch corresponding to the second reel, The second test signal in a predetermined game in which a specific lottery result is determined in the notification game preparation game state and the first information is notified by the first display device includes information regarding the operation order of the stop switch that causes the stop switch corresponding to the first reel to be the first stop operation. A gaming machine characterized by:

Citation Information

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