Gaming machine

By incorporating specialized modules for gaming control, value management, and detection in gaming machines, the control load on the main control board is reduced, allowing efficient game play without gaming media.

JP7698332B2Active Publication Date: 2025-06-25KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023181890
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-23
Publication Date
2025-06-25
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Conventional gaming machines that perform pseudo-input and pseudo-record medal payout using enclosed medals increase the control load on the main control board, leading to inefficiencies.

Method used

The gaming machine includes separate gaming control, gaming value control, effect control, clear operation detection, settlement operation detection, reset operation detection, calculation, and display units to manage game processing and reduce control load on the main control board.

Benefits of technology

This configuration reduces the control load on the main control board, enabling efficient game play without using gaming media by distributing processing tasks among specialized modules.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine in which games can be played without using game media and in which the control load of a main control board can be reduced.SOLUTION: A game machine is provided, including: a main control board 100 that can perform processing regarding games; a game value control board 400 that can perform processing regarding game values; and a game value display unit 24 that can display the value of a game value owned by a player. If an operation of a payout button 8 is detected, the main control board 100 transmits a payout command to the game value control board 400. When receiving the payout command, the game value control board 400 performs an update display of the game value display unit 24.SELECTED DRAWING: Figure 154
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventional gaming machines include those that use gaming media (e.g., medals) owned by players to play games.

[0003] Recently, there has been known a gaming machine that performs pseudo-input via enclosed medals without using medals, and when a winning combination is established, pseudo-records the number of medals paid out as the number of enclosed medals paid out (e.g., Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the above-described gaming machine, since the control for pseudo-inputting the enclosed medals and the control for storing the pseudo-number of medals paid out are performed by the main control board, there is a problem that the control load on the main control board increases.

[0006] In view of such problems, an object of the present invention is to provide a gaming machine capable of reducing the control load on the main control board in a gaming machine that can play games without using gaming media.

Means for Solving the Problems

[0007] In order to solve such problems, the gaming machine according to the present invention includes gaming control means capable of executing processing related to gaming, gaming value control means capable of executing processing related to gaming values, effect control means capable of executing processing related to effects, clear operation detection means capable of detecting a clear operation related to the gaming value, settlement operation detection means capable of detecting a settlement operation, reset operation detection means capable of detecting a reset operation for initializing a predetermined storage area, calculation means for calculating a gaming value information value based on the number of gaming values used in the game and the number of gaming values obtained as a result of the game, counting operation detection means capable of detecting a counting operation of the gaming value, and a display unit capable of displaying the value of the gaming value owned by the player. In a gaming machine, When the gaming value information value calculated by the calculation means reaches a specific value, the gaming control means is capable of executing a pause process for shifting to a paused state of the game where the progress of the game is impossible, a settlement process for settling the BET gaming value when the settlement operation is detected, and a settlement signal output process for outputting a settlement signal to the gaming value control means when the settlement operation is detected. When the settlement signal is input from the gaming control means, the gaming value control means is capable of executing an update process for updating the display unit, a gaming value update storage process for updating and storing the value of the gaming value owned by the player, a gaming value clear process for clearing the stored gaming value when the clear operation is detected, and a counting process for counting the stored gaming value when the counting operation is detected. The paused state of the game is not released even when the counting process is executed, not released even when the gaming value clear process is executed, not released even when the settlement process is executed, and is released when the reset operation is detected by the reset operation detection means. The gaming value clear process does not clear the BET gaming value. the acceptance of lending of the game value is possible even after the stop process is executed, The effect control means includes a gaming value number clear notification corresponding to the clear operation, a lending device unconnected error notification corresponding to the lending device being unconnected to the gaming machine, It is possible to execute settlement notification according to the settlement, stop notification according to the transition to the stopped state of the game, and reset notification according to the reset operation, and the game value number clear notification, the lending device unconnected error notification, It is characterized in that the notification priorities of the settlement notification, the stop notification, and the reset notification are different.

Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine capable of reducing the control load of the main control board in a gaming machine capable of playing a game without using a game medium.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.

[0011] (External perspective view of the gaming machine 1) First, with reference to FIG. 1, the external perspective view of the gaming machine 1 will be described.

[0012] (Gaming machine 1) The gaming machine 1 in the present embodiment is composed of a cabinet 2, a front door 3, and the like. Also, the gaming machine 1 in the present embodiment can execute a game using game values stored electromagnetically. In other words, the gaming machine 1 in the present embodiment can execute a game without using a game medium (for example, medals).

[0013] (Cabinet 2) The cabinet 2 is a substantially rectangular box body and has an opening on the front side. Also, a plurality of components are attached to the cabinet 2. By providing the cabinet 2, it becomes possible to house the reel 20 and the like described later.

[0014] (Front door 3) The front door 3 is attached so as to close the opening on the front side of the cabinet 2. A plurality of components are attached to the front door 3. By providing the front door 3, it becomes possible to attach a stop button 10 and the like.

[0015] (Carrying handle 4) The carrying handle 4 is attached to facilitate the carrying of the gaming machine 1 when a store clerk or the like of an amusement arcade transports the gaming machine 1. By providing the carrying handle 4, it becomes possible to facilitate the transportation of the gaming machine 1.

[0016] (Door keyhole 5) The door keyhole 5 is provided on the right side of the center in the front view of the front door 3 and is provided for unlocking the front door 3 by a locking device (not shown). Here, when a store clerk or the like of an amusement arcade performs maintenance work or changes setting values, the front door 3 is unlocked by the locking device (not shown) provided on the front door 3. Specifically, by inserting a door key (not shown) into the door keyhole 5 and rotating it clockwise by a predetermined angle, the front door 3 is opened, and maintenance work, setting value change, and other operations are performed. Then, when maintenance work, setting value change, and other operations are completed, the front door 3 is closed to lock the locking device. By providing the door keyhole 5, it becomes possible to open and close the front door 3.

[0017] (Setting value) The setting value is a value indicating the degree of advantage for the player. The larger the setting value, the more advantageous it is for the player. In this embodiment, there are six levels: setting "0", setting "1", setting "3", setting "4", setting "5", and setting "6". Also, in this embodiment, setting "2" is not provided, and setting "0" is a setting value that is extremely disadvantageous for the player.

[0018] (BET button 6) The BET button 6 is provided for BETting "1" game value out of the game values owned by the player in the game. By providing the BET button 6, it becomes possible to accept a BET operation for BETting "1" game value owned by the player in the game.

[0019] (MAXBET button 7) The MAXBET button 7 is provided for BETting the maximum game value that can be BET in one game (one "1" game) out of the game values owned by the player in the game. Here, in this embodiment, the maximum value of the game value that can be BET in one game is "3". By providing the MAXBET button 7, it becomes possible to accept a MAXBET operation for BETting "3" game values owned by the player in the game.

[0020] (Payout button 8) The payout button 8 is provided for paying out the game values BET by the player. Here, in this embodiment, since the maximum value of the game value that can be BET in one game is "3", the value of the game value that can be paid out is any value from "1" to "3". By providing the payout button 8, it becomes possible to accept a payout operation for paying out the BET game values.

[0021] (Start lever 9) The start lever 9 is provided for the player to perform a start operation that triggers the rotation of the reel 20 described later. Here, when the start operation by the player is performed, processes such as acquiring a random number value, determining a winning combination using the acquired random number value, and starting the rotation of the reel 20 described later are performed. By providing the start lever 9, it becomes possible to accept the start operation by the player.

[0022] (Stop button 10) The stop button 10 is provided to detect a stop operation that serves as an opportunity to stop the rotation of the reel 20 described later. Also, the stop button 10 is composed of a left stop button 11, a middle stop button 12, and a right stop button 13. Here, when a stop operation is performed by the player, processes such as stopping the rotation of the reel 20 described later are carried out. Note that by providing the stop button 10, it becomes possible to accept a stop operation corresponding to the reel 20 described later.

[0023] (Left stop button 11) The left stop button 11 is provided to detect a left stop operation that serves as an opportunity to stop the rotation of the left reel 21 described later. Here, when a left stop operation is performed by the player, processes such as stopping the rotation of the left reel 21 described later are carried out. Note that by providing the left stop button 11, it becomes possible to accept a left stop operation corresponding to the left reel 21 described later.

[0024] (Middle stop button 12) The middle stop button 12 is provided to detect a middle stop operation that serves as an opportunity to stop the rotation of the middle reel 22 described later. Here, when a middle stop operation is performed by the player, processes such as stopping the rotation of the middle reel 22 described later are carried out. Note that by providing the middle stop button 12, it becomes possible to accept a middle stop operation corresponding to the middle reel 22 described later.

[0025] (Right stop button 13) The right stop button 13 is provided to detect a right stop operation that serves as an opportunity to stop the rotation of the right reel 23 described later. Here, when a right stop operation is performed by the player, processes such as stopping the rotation of the right reel 23 described later are carried out. Note that by providing the right stop button 13, it becomes possible to accept a right stop operation corresponding to the right reel 23 described later.

[0026] (Various displays 15) The various displays 15 are provided to display various information. Here, the various displays 15 will be described in detail with reference to FIG. 3. By providing the various displays 15, it is possible to display various information.

[0027] (Game value display 24) The game value display 24 is provided to display the value of the game value owned by the player. Here, the game value display 24 in the present embodiment can display a "5"-digit value. By providing the game value display 24, it is possible to display the value of the game value owned by the player.

[0028] (Effect button 25) The effect button 25 is provided to detect an effect operation performed when a predetermined effect image is displayed on the image display device 27, and a menu display operation performed when no game is being played. Here, when an effect operation is performed by the player, a process of switching the predetermined effect image displayed on the image display device 27 to a specific effect image and displaying it is performed. Also, when a menu display operation by the player is performed, a process of displaying a menu image on the image display device 27 is performed. By providing the effect button 25, it is possible to receive an effect operation and a menu display operation by the player.

[0029] (Cross key 26) The cross key 26 is composed of an up button, a down button, a left button, a right button, and a decision button, and is provided to detect a selection operation and a decision operation performed when a menu image is displayed on the image display device 27. Here, when an operation of the cross key 26 is performed, a process of moving and displaying a cursor image CUR, which will be described later, is performed. By providing the cross key 26, it is possible to receive a selection operation and a decision operation.

[0030] (Image display device 27) The image display device 27 is provided to display moving images, still images, etc. corresponding to effects executed when a game is played. Here, the image display device 27 can display effect images displayed when an effect is being executed, and error images displayed when an error of the gaming machine 1 is detected. By providing the image display device 27, it becomes possible to execute an effect that appeals to the player visually.

[0031] (Base frame lamp 28) The base frame lamp 28 is provided to light up and blink in response to effects executed when a game is played. Here, the base frame lamp 28 can light up and blink in lighting patterns and blinking patterns corresponding to the effects to be executed and the detected errors. By providing the base frame lamp 28, it becomes possible to execute an effect that appeals to the player visually.

[0032] (Speaker 29) The speaker 29 is composed of an upper right speaker 29a, an upper left speaker 29b, a lower right speaker 29c, and a lower left speaker 29d, and is provided to output BGM, voices, sound effects, etc. corresponding to effects executed when a game is played. Here, the speaker 29 can output BGM, voices, sound effects, etc. corresponding to the effects to be executed and the detected errors. By providing the speaker 29, it becomes possible to execute an effect that appeals to the player aurally.

[0033] (Reel display area 30) The reel display area 30 is composed of a left reel display area 31, a middle reel display area 32, and a right reel display area 33, and is a display area for displaying symbols arranged on the reel 20 described later. By providing the reel display area 30, it becomes possible to allow the player to visually recognize the symbols arranged on the reel 20 described later.

[0034] (Left reel display area 31) The left reel display area 31 is a display area for displaying the symbols arranged on the left reel 21, which will be described later. Here, the left reel display area 31 can display "3" symbols, namely, the symbol displayed in the upper row, the symbol displayed in the middle row, and the symbol displayed in the lower row, among the symbols arranged on the left reel 21. By providing the left reel display area 31, it becomes possible for the player to visually recognize the symbols arranged on the left reel 21, which will be described later.

[0035] (Middle reel display area 32) The middle reel display area 32 is a display area for displaying the symbols arranged on the middle reel 22, which will be described later. Here, the middle reel display area 32 can display "3" symbols, namely, the symbol displayed in the upper row, the symbol displayed in the middle row, and the symbol displayed in the lower row, among the symbols arranged on the middle reel 22. By providing the middle reel display area 32, it becomes possible for the player to visually recognize the symbols arranged on the middle reel 22, which will be described later.

[0036] (Right reel display area 33) The right reel display area 33 is a display area for displaying the symbols arranged on the right reel 23, which will be described later. Here, the right reel display area 33 can display "3" symbols, namely, the symbol displayed in the upper row, the symbol displayed in the middle row, and the symbol displayed in the lower row, among the symbols arranged on the right reel 23. By providing the right reel display area 33, it becomes possible for the player to visually recognize the symbols arranged on the right reel 23, which will be described later.

[0037] (Lower panel 34) The lower panel 34 is provided below the stop button 10 and is painted with a picture for the player to recognize the model name, motif, etc. of the gaming machine 1. In addition, the front door 3 is provided with a light (not shown), and when this light (not shown) emits light, it makes it easier to recognize the model name, motif, etc. of the gaming machine 1. Specifically, as will be described later, the words "Equipped with a stop function" are printed on the lower panel 34.

[0038] (Counting button 60) The count button 60 is provided to detect a count operation performed when counting the game values owned by the player. Here, when the player performs a count operation, processing for counting the game values owned by the player and processing for updating the value displayed on the game value display 24 to "0" are performed. Note that by providing the count button 60, it becomes possible to accept a count operation by the player.

[0039] (Internal structure diagram of the gaming machine 1) Next, with reference to FIG. 2, the internal structure diagram of the gaming machine 1 will be described.

[0040] (Reel 20) The reel 20 is composed of a left reel 21, a middle reel 22, and a right reel 23, and has a cylindrical structure. Further, a translucent sheet is attached to the circumferential surface of the reel 20, and a plurality of types of symbols are arranged in a row on this sheet. Note that by providing the reel 20, it becomes possible for the player to visually recognize a plurality of symbols.

[0041] (Left reel 21) The left reel 21 has a cylindrical structure, and a translucent sheet is attached to the circumferential surface. And a plurality of types of symbols are arranged in a row on this sheet. Note that by providing the left reel 21, it becomes possible for the player to visually recognize a plurality of symbols.

[0042] (Middle reel 22) The middle reel 22 has a cylindrical structure, and a translucent sheet is attached to the circumferential surface. And a plurality of types of symbols are arranged in a row on this sheet. Note that by providing the middle reel 22, it becomes possible for the player to visually recognize a plurality of symbols.

[0043] (Right reel 23) The right reel 23 has a cylindrical structure, and a translucent sheet is attached to the circumferential surface. And a plurality of types of symbols are arranged in a row on this sheet. Note that by providing the right reel 23, it becomes possible for the player to visually recognize a plurality of symbols.

[0044] (Reset Door 40) The reset door 40 is provided to cover the reset button 41. The reset door 40 is switchable between a covered state in which the reset button 41 is covered and an exposed state in which the reset button 41 is exposed. When the reset door 40 is in the covered state, operation of the reset button 41 is restricted. On the other hand, when the reset door 40 is in the exposed state, operation of the reset button 41 is possible. Incidentally, by providing the reset door 40, it is possible to prevent unauthorized operation of the reset button 41.

[0045] Here, the reset door 40 may be made lockable. Specifically, the reset door 40 can be locked when it is in a covered state, and the locking is restricted when it is in an exposed state. This makes it possible to further prevent unauthorized operation of the reset button 41.

[0046] (Reset button 41) The reset button 41 is provided to detect an error release operation performed when a specific error occurs, or a setting change operation performed when changing a setting value. Here, when the player performs an error release operation, the main control board 100 performs a process to release the specific error. In addition, when the player performs a setting change operation, the main control board 100 performs a process to switch the display of the current setting value displayed on the acquisition display unit 16, which will be described later. Incidentally, by providing the reset button 41, it becomes possible to accept an error release operation or a setting change operation by the player.

[0047] (Setting Door 42) The setting door 42 is provided to shield the setting keyhole 43. Further, the setting door 42 can be switched between a shielding state where the setting keyhole 43 is shielded and an exposed state where the setting keyhole 43 is exposed. Here, when the setting door 42 is in the shielding state, inserting a setting key (not shown) into the setting keyhole 43 is restricted. On the other hand, when the setting door 42 is in the exposed state, it is possible to insert a setting key into the setting keyhole 43 and rotate the inserted setting key. By providing the setting door 42, it is possible to prevent unauthorized acts of illegally changing the set value.

[0048] Here, the setting door 42 may be lockable. Specifically, it can be locked when the setting door 42 is in the shielding state, and locking is restricted when the setting door 42 is in the exposed state. Thereby, it is possible to further prevent unauthorized acts of illegally changing the set value.

[0049] (Setting keyhole 43) The setting keyhole 43 is provided to detect a setting change operation of rotating a predetermined angle in a state where a setting key (not shown) is inserted. Here, when the power is turned on in a state where a setting change operation has been performed, the main control board 100 performs a process of displaying the current set value on the acquisition display unit 16 described later. By providing the setting keyhole 43, it is possible to receive a setting change operation.

[0050] Note that the main control board 100, the power supply board 200, and the game value control board 400 will be described in detail with reference to FIG. 4.

[0051] (Detailed diagram of various displays 15) Next, with reference to FIG. 3, a detailed diagram of various displays 15 will be described.

[0052] As shown in FIG. 3, the various displays 15 include an acquisition display unit 16, an instruction information display unit 17, a game period display unit 18, and an accessory operation display unit 19.

[0053] (Acquisition display unit 16) The acquisition display unit 16 is provided for displaying the value of the game value acquired due to the establishment of a winning. Here, the acquisition display unit 16 is composed of an upper acquisition display unit 16a and a lower acquisition display unit 16b, and the upper acquisition display unit 16a and the lower acquisition display unit 16b are used to display the value of the game value acquired by winning. In addition, the acquisition display unit 16 can display error information when an error of the gaming machine 1 is detected. Specifically, the upper acquisition display unit 16a and the lower acquisition display unit 16b can be used to display error information. Further, the acquisition display unit 16 can display set values. Specifically, the set values are displayed on the lower acquisition display unit 16b. By providing the acquisition display unit 16, it becomes possible to display the value of the game value acquired by the player due to the establishment of a winning, error information, and set values.

[0054] (Instruction information display unit 17) The instruction information display unit 17 is provided for displaying "instruction information" indicating the operation sequence of the stop button 10. Here, the instruction information display unit 17 is composed of an upper instruction information display unit 17a and a lower instruction information display unit 17b, and the upper instruction information display unit 17a and the lower instruction information display unit 17b are used to display the instruction information. By providing the instruction information display unit 17, it becomes possible to display the instruction information to the player.

[0055] (Game period display unit 18) The game period display unit 18 is composed of an upper game period display unit 18a and a lower game period display unit 18b, and is provided for displaying the game period. Specifically, when the current game period is a specific period, the upper game period display unit 18a and the lower game period display unit 18b light up, and when the current game period is a non-specific period, the upper game period display unit 18a and the lower game period display unit 18b turn off. By providing the game period display unit 18, it becomes possible to display the current game period.

[0056] Here, the "game period" is composed of a "specific period" and a "non-specific period". The "specific period" is a period having the performance related to the instruction function. Specifically, it is a period in which the operation mode of the stop button 10 (for example, the operation order of the stop button 10) can be notified. The "instruction function" refers to a function that facilitates winning. In this embodiment, it refers to the function of notifying the operation order of the stop button 10. On the other hand, the "non-specific period" is a period in which it is prohibited to transmit a signal related to the instruction function to the peripheral board (for example, the sub-control board 300 described later). Specifically, it is a period in which the notification of the operation mode of the stop button 10 (for example, the operation order of the stop button 10) is restricted. Note that the processing related to the instruction function will be performed without referring to the value of the stop MY counter 103ba described later.

[0057] (Effect device operation display unit 19) The effect device operation display unit 19 is composed of an upper effect device operation display unit 19a and a lower effect device operation display unit 19b, and is provided to display whether it is an effect device operation period or an effect device non-operation period. Specifically, in the case of an effect device operation period, the upper effect device operation display unit 19a and the lower effect device operation display unit 19b light up. On the other hand, in the case of an effect device non-operation period, the upper effect device operation display unit 19a and the lower effect device operation display unit 19b go out. By providing the effect device operation display unit 19, it becomes possible to display whether it is an effect device operation period or an effect device non-operation period.

[0058] Here, the "effect device operation period" is a period in which an effect device (for example, a first type special effect device, a second type special effect device, an effect device continuous operation device related to the first type special effect device, an effect device continuous operation device related to the second type special effect device, a normal effect device) is operating. Specifically, it refers to a period in which a bonus is operating (for example, the "bonus operation state" described later). On the other hand, the "effect device non-operation period" refers to a period in which the effect device is not operating (for example, the "general game state", "bonus carry-over state" described later).

[0059] (Block diagram of the entire gaming machine) Next, with reference to FIG. 4, the overall block diagram of the gaming machine 1 will be described.

[0060] For the main control board 100 that controls the main operations of the gaming machine 1, a power supply board 200, a sub-control board 300, a game value control board 400, a status board 500, and a reel control board 600 are connected.

[0061] (BET Switch 6sw) The BET switch 6sw is a switch for detecting the operation of the BET button 6. Here, when the operation of the BET button 6 is detected by the BET switch 6sw, "1" game value is BET from the game values owned by the player. By providing the BET switch 6sw, the operation of the BET button 6 by the player can be detected.

[0062] (MAXBET Switch 7sw) The MAXBET switch 7sw is a switch for detecting the operation of the MAXBET button 7. Here, when the operation of the MAXBET button 7 is detected by the MAXBET switch 7sw, "3" game values are BET from the game values owned by the player. By providing the MAXBET switch 7sw, the operation of the MAXBET button 7 by the player can be detected.

[0063] (Payout Switch 8sw) The payout switch 8sw is a switch for detecting the operation of the payout button 8. Here, when the operation of the payout button 8 is detected by the payout switch 8sw, the payout of the BET game values is performed. By providing the payout switch 8sw, the operation of the payout button 8 by the player can be detected.

[0064] (Start Switch 9sw) The start switch 9sw is a switch for detecting the operation of the start lever 9. Here, when the operation of the start lever 9 is detected by the start switch 9sw, processes such as starting the rotation of the reel 20 are performed. By providing the start switch 9sw, the operation of the start lever 9 by the player can be detected.

[0065] (Stop switch 10sw) The stop switch 10sw is a switch for detecting the operation of the stop button 10. Also, the stop switch 10sw is composed of a left stop switch 11sw, a middle stop switch 12sw, and a right stop switch 13sw. Here, when the operation of the stop button 10 is detected by the stop switch 10sw, processing such as stopping the rotation of the reel 20 is performed. Note that by providing the stop switch 10sw, the operation of the stop button 10 can be detected.

[0066] (Left stop switch 11sw) The left stop switch 11sw is a switch for detecting the operation of the left stop button 11. Also, here, when the operation of the left stop button 11 is detected by the left stop switch 11sw, processing such as stopping the rotation of the left reel 21 is performed. Note that by providing the left stop switch 11sw, the left stop operation of the left stop button 11 can be detected.

[0067] (Middle stop switch 12sw) The middle stop switch 12sw is a switch for detecting the operation of the middle stop button 12. Also, here, when the operation of the middle stop button 12 is detected by the middle stop switch 12sw, processing such as stopping the rotation of the middle reel 22 is performed. Note that by providing the middle stop switch 12sw, the middle stop operation of the middle stop button 12 can be detected.

[0068] (Right stop switch 13sw) The right stop switch 13sw is a switch for detecting the operation of the right stop button 13. Also, here, when the operation of the right stop button 13 is detected by the right stop switch 13sw, processing such as stopping the rotation of the right reel 23 is performed. Note that by providing the right stop switch 13sw, the right stop operation of the right stop button 13 can be detected.

[0069] (Door open / close sensor 14s) The door opening / closing sensor 14s is provided to detect whether the front door 3 is open or not. The door opening / closing sensor 14s includes a light emitting unit and a light receiving unit. When a door key (not shown) is inserted into the door keyhole 5 and rotated clockwise by a predetermined angle, a locking unit (not shown) rotates and the light receiving unit cannot receive the light emitted from the light emitting unit. This causes the door opening / closing sensor 14s to turn ON, making it possible to detect the opening of the front door 3. On the other hand, when the front door 3 is closed, the light receiving unit can receive the light emitted from the light emitting unit, so the door opening / closing sensor 14s turns OFF. Incidentally, by providing the door opening / closing sensor 14s, it becomes possible to detect whether the front door 3 is open or not.

[0070] Furthermore, the door opening / closing sensor 14s performs a process to reset a predetermined error when the door key is rotated a predetermined angle in the counterclockwise direction with the door key inserted in the door keyhole 5. Therefore, by providing the door opening / closing sensor 14s, it becomes possible to reset a predetermined error.

[0071] (Performance switch 25sw) The effect switch 25sw is provided to detect the operation of the effect button 25. Here, when the effect switch 25sw detects the operation of the effect button 25, a process of switching a predetermined effect image displayed on the image display device 27 to a specific effect image and displaying the image, a process of displaying a menu image on the image display device 27, and the like are performed. Incidentally, by providing the effect switch 25sw, the operation of the effect button 25 by the player can be detected.

[0072] (Cross-key switch 26sw) The cross key switch 26sw is provided to detect the operation of the cross key 26. When the operation of the cross key 26 is detected by the cross key switch 26sw, control such as moving and displaying the cursor image CUR is performed. Incidentally, by providing the cross key switch 26sw, the operation of the cross key 26 by the player can be detected.

[0073] (Reset Switch 41sw) The reset switch 41sw is provided to detect the operation of the reset button 41. Here, when the operation of the reset button 41 is detected by the reset switch 41sw, processes such as switching and displaying the set value displayed on the acquisition display unit 16 and canceling an error are performed. Note that by providing the reset switch 41sw, the operation of the reset button 41 can be detected.

[0074] (Setting Key Switch 43sw) The setting key switch 43sw is a switch for detecting a setting change operation. Here, when the power is turned on in a state where a setting change operation has been performed, a process of displaying the current set value on the acquisition display unit 16 described later is performed. Note that by providing the setting key switch 43sw, the setting change operation can be detected.

[0075] (Monitor Display 44) The monitor display 44 is composed of "4"-digit 7-segment LEDs and is provided to display ratio information. Here, the "ratio information" refers to the instructed accessory ratio, the accessory ratio between "6,000" games, the consecutive accessory ratio between "6,000" games, the accessory ratio in cumulative games, the consecutive accessory ratio in cumulative games, and the accessory status ratio. Note that by providing the monitor display 44, it becomes possible to display ratio information.

[0076] (Instructed Accessory Ratio) The ratio of the designated accessory is the value obtained by adding the value of the game value given when the accessory is operating and the value of the game value given when the instruction function is operating, and dividing by the value of the game value given in all games (hereinafter referred to as the "total given value"). Here, in this embodiment, (the value of the game value given when the accessory is operating during the most recent "175,000" games + the value of the game value given when the instruction function is operating during the most recent "175,000" games) / the total given value during the most recent "175,000" games is displayed on the monitor display 44 as the ratio of the designated accessory. Specifically, the identification information indicating the ratio of the designated accessory (for example, "7P") is displayed in the upper "2" digits of the monitor display 44, and the ratio of the designated accessory is displayed in the lower "2" digits of the monitor display 44.

[0077] (Ratio of accessory during "6,000" games) The ratio of the accessory during "6,000" games is the value obtained by dividing the value of the game value given when the accessory is operating during the most recent "6,000" games by the total given value during the most recent "6,000" games. That is, the value of the game value given when the accessory is operating during the most recent "6,000" games / the total given value during the most recent "6,000" games is displayed on the monitor display 44 as the ratio of the accessory during "6,000" games. Specifically, the identification information indicating the ratio of the accessory during "6,000" games (for example, "7Y") is displayed in the upper "2" digits of the monitor display 44, and the ratio of the accessory during "6,000" games is displayed in the lower "2" digits of the monitor display 44.

[0078] (Ratio of consecutive accessories during "6,000" games) The continuous accessory ratio among "6,000" games is the value obtained by dividing the value of the game value granted when the accessory continuous operation device operates during the most recent "6,000" games by the total granted value during the most recent "6,000" games. That is, the value of the game value granted when the continuous accessory operates during the most recent "6,000" games / the total granted value during the most recent "6,000" games is displayed on the monitor display 44 as the accessory ratio among "6,000" games. Specifically, the identification information indicating the continuous accessory ratio among "6,000" games (for example, "6Y") is displayed in the upper "2" digits of the monitor display 44, and the continuous accessory ratio among "6,000" games is displayed in the lower "2" digits of the monitor display 44.

[0079] (Accessory ratio in cumulative games) The accessory ratio in cumulative games is the value obtained by dividing the value of the game value granted when the accessory operates during the most recent "17,500" games by the total granted value during the most recent "17,500" games. That is, the value of the game value granted when the accessory operates during the most recent "17,500" games / the total granted value during the most recent "17,500" games is displayed on the monitor display 44 as the accessory ratio in cumulative games. Specifically, the identification information indicating the accessory ratio in cumulative games (for example, "7A") is displayed in the upper "2" digits of the monitor display 44, and the accessory ratio in cumulative games is displayed in the lower "2" digits of the monitor display 44.

[0080] (Continuous accessory ratio in cumulative games) The continuous accessory ratio in cumulative games is the value obtained by dividing the value of the game value granted when the accessory continuous operation device operates during the most recent "17,500" games by the total granted value during the most recent "17,500" games. That is, the value of the game value granted when the accessory continuous operation device operates during the most recent "17,500" games / the total granted value during the most recent "17,500" games is displayed on the monitor display 44 as the continuous accessory ratio in cumulative games. Specifically, the identification information indicating the continuous accessory ratio in cumulative games (for example, "6A") is displayed in the upper "2" digits of the monitor display 44, and the continuous accessory ratio in cumulative games is displayed in the lower "2" digits of the monitor display 44.

[0081] (Ratio of the state of the gaming device, etc.) The ratio of the state of the gaming device, etc. is the value obtained by dividing the number of games during which the gaming device is in operation within the most recent "175,000" games by "175,000", which is the total number of games. That is, the value of the gaming value awarded during the operation of the gaming device within the most recent "175,000" games / "175,000" games, which is the total number of games, is displayed on the monitor display 44 as such. Specifically, the identification information indicating the ratio of the state of the gaming device, etc. (for example, "5H") is displayed in the upper "2" digits of the monitor display 44, and the ratio of the state of the gaming device, etc. is displayed in the lower "2" digits of the monitor display 44.

[0082] (Power button 50) The power button 50 is provided to detect a power-on operation for supplying power to the gaming machine 1. Here, when the power-on operation of the power button 50 is performed, the main control board 100 performs the main program start process (see FIG. 21) described later, and the gaming value control board 400 performs the gaming value program start process (see FIG. 59) described later. Note that by providing the power button 50, it becomes possible to receive a power-on operation.

[0083] (Power switch 50sw) The power switch 50sw is a switch for detecting the operation of the power button 50. Here, when the operation of the power button 50 is detected by the power switch 50sw, a process of supplying power to the gaming machine 1 is performed. Note that by providing the power switch 50sw, it becomes possible to detect the operation of the power button 50.

[0084] (Counting switch 60sw) The counting switch 60sw is a switch for detecting the counting operation of the counting button 60. Here, when the counting operation of the counting button 60 is detected by the counting switch 60sw, a process of counting the gaming value owned by the player and a process of updating the value displayed on the gaming value display 24 to "0" are performed. Note that by providing the counting switch 60sw, it becomes possible to detect the counting operation of the counting button 60.

[0085] (Game value number clear button 61) The game value number clear button 61 is provided to detect a game value number clear operation performed when clearing the game values owned by the player. Here, when a game value number clear operation by the player is performed, a process is carried out to set the value of the game values owned by the player displayed on the game value display 24 to "0". Note that by providing the game value number clear button 61, it becomes possible to accept a game value number clear operation by the store clerk of the game parlor.

[0086] (Game value number clear switch 61sw) The game value number clear switch 61sw is a switch for detecting the operation of the game value number clear button 61. Here, when the operation of the game value number clear button 61 is detected by the game value number clear switch 61sw, a process is carried out to set the value of the game values owned by the player displayed on the game value display 24 to "0", and a process is carried out to set the value displayed on the game value display 24 before power-off to "0". Note that by providing the game value number clear switch 61sw, it becomes possible to detect the operation of the game value number clear button 61.

[0087] (Lending device connection terminal board 62) The lending device connection terminal board 62 is provided for connecting to a lending device 700 outside the gaming machine 1. Here, when the operation of the counting button 60 is detected by the counting switch 60sw, information indicating that the counting button 60 has been operated is transmitted to the lending device 700 via the lending device connection terminal board 62, and when the operation of the lending button 80 is detected by the lending switch 80sw, information indicating that the lending button 80 has been operated is received from the lending device 700 via the lending device connection terminal board 62. Note that by providing the lending device connection terminal board 62, communication between the gaming machine 1 (specifically, the game value control board 400) and the lending device 700 becomes possible.

[0088] (Reel sensor 70s) The reel sensor 70s is composed of a left reel sensor 71s, a middle reel sensor 72s, and a right reel sensor 73s, and is provided to detect that the reel 20 has rotated "one" time. Here, the reel sensor 70s is provided inside the reel 20 and includes a light emitting part and a light receiving part. By providing the reel sensor 70s, it becomes possible to detect a reel index indicating that the reel 20 has rotated "one" time.

[0089] (Left reel sensor 71s) The left reel sensor 71s is provided to detect that the left reel 21 has rotated "one" time. Here, the left reel sensor 71s is provided inside the left reel 21 and includes a light emitting part and a light receiving part. By providing the left reel sensor 71s, it becomes possible to detect a reel index indicating that the left reel 21 has rotated "one" time.

[0090] (Middle reel sensor 72s) The middle reel sensor 72s is provided to detect that the middle reel 22 has rotated "one" time. Here, the middle reel sensor 72s is provided inside the middle reel 22 and includes a light emitting part and a light receiving part. By providing the middle reel sensor 72s, it becomes possible to detect a reel index indicating that the middle reel 22 has rotated "one" time.

[0091] (Right reel sensor 73s) The right reel sensor 73s is provided to detect that the right reel 23 has rotated "one" time. Here, the right reel sensor 73s is provided inside the right reel 23 and includes a light emitting part and a light receiving part. By providing the right reel sensor 73s, it becomes possible to detect a reel index indicating that the right reel 23 has rotated "one" time.

[0092] (Stepping motor 75) The stepping motor 75 is composed of a left stepping motor 76, a middle stepping motor 77, and a right stepping motor 78, and is provided for performing acceleration, constant speed, deceleration, and stop control of the reel 20. By providing the stepping motor 75, it becomes possible to rotate and stop the reel 20.

[0093] (Left stepping motor 76) The left stepping motor 76 is provided for performing acceleration, constant speed, deceleration, and stop control of the left reel 21. Also, the left stepping motor 76 has a configuration that can stop the rotating shaft at a specified angle. As a result, the left reel 21 rotates at a constant angle each time a pulse signal is output to the left stepping motor 76. Here, the rotation angle of the left reel 21 is managed by counting the number of times a pulse signal is output to the left stepping motor 76 after the reel index is detected by the left reel sensor 71s. By providing the left stepping motor 76, it becomes possible to rotate and stop the left reel 21.

[0094] (Middle stepping motor 77) The middle stepping motor 77 is provided for performing acceleration, constant speed, deceleration, and stop control of the middle reel 22. Also, the middle stepping motor 77 has a configuration that can stop the rotating shaft at a specified angle. As a result, the middle reel 22 rotates at a constant angle each time a pulse signal is output to the middle stepping motor 77. Here, the rotation angle of the middle reel 22 is managed by counting the number of times a pulse signal is output to the middle stepping motor 77 after the reel index is detected by the middle reel sensor 72s. By providing the middle stepping motor 77, it becomes possible to rotate and stop the middle reel 22.

[0095] (Right stepping motor 78) The right stepping motor 78 is provided to perform acceleration, constant speed, deceleration, and stop control of the right reel 23. Further, the right stepping motor 78 is configured to be able to stop the rotating shaft at a specified angle. Thereby, the right reel 23 rotates at a constant angle each time a pulse signal is output to the right stepping motor 78. Here, the rotation angle of the right reel 23 is managed by counting the number of times a pulse signal is output to the right stepping motor 78 after the reel index is detected by the right reel sensor 73s. Note that by providing the right stepping motor 78, it becomes possible to rotate and stop the right reel 23.

[0096] (Lending button 80) The lending button 80 is provided to detect a lending operation of game value to the player. Here, when the player operates the lending button 80, a process of lending out the game value is performed. Note that by providing the lending device 700 with the lending button 80, it becomes possible to receive a lending operation by the player.

[0097] (Lending switch 80sw) The lending switch 80sw is provided to detect the operation of the lending button 80. Here, when the operation of the lending button 80 is detected by the lending switch 80sw, a process of lending out game value to the player and the like is performed. Note that by providing the lending device 700 with the lending switch 80sw, it becomes possible to detect the lending operation of the lending button 80 by the player.

[0098] (Return button 81) The return button 81 is provided to return a prepaid card (for example, a membership card, a visitor card) having electronic information corresponding to the money input to the lending device 700 to the player. Here, when the player operates the return button 81, a process of returning the prepaid card is performed. Note that by providing the lending device 700 with the return button 81, it becomes possible to receive a return operation by the player.

[0099] (Return Switch 81sw) The return switch 81sw is provided to detect the operation of the return button 81. Here, when the operation of the return button 81 is detected by the return switch 81sw, a process of returning the prepaid card to the player is performed. Note that since the lending device 700 is equipped with the return switch 81sw, the operation of the return button 81 by the player can be detected.

[0100] (Liquid Crystal Display 82) The liquid crystal display 82 is provided to display electronic information corresponding to the money inserted into the lending device 700 and the like. Also, the liquid crystal display 82 can display information regarding the money inserted into the lending device 700, the value of the counted game value, and the like. Note that since the lending device 700 is equipped with the liquid crystal display 82, it becomes possible to display electronic information corresponding to the money inserted into the lending device 700 to the player.

[0101] (Main Control Board 100) The main control board 100 is provided to perform control related to the game. Also, the main control board 100 includes a main CPU 101, a main ROM 102, a main RAM 103, and a main random number generator 104, and the reset switch 41sw, the setting key switch 43sw, the monitor display 44, the power supply board 200, the sub-control board 300, the game value control board 400, the status board 500, and the reel control board 600 are connected to it. Note that by providing the main control board 100, it becomes possible to execute control related to the game.

[0102] (Main CPU 101) The main CPU 101 reads the program stored in the main ROM 102 and performs predetermined arithmetic processing according to the progress of the game, and transmits predetermined signals to the sub-control board 300, the game value control board 400, the status board 500, and the reel control board 600. Note that by providing the main CPU 101, it becomes possible to execute predetermined arithmetic processing according to the progress of the game.

[0103] (Main ROM 102) The main ROM 102 is provided to store a control program executed by the main CPU 101, various tables, data for transmitting commands to the sub-control board 300 and the game value control board 400, etc. By providing the main ROM 102, it becomes possible to store the control program, tables, etc.

[0104] (Main RAM 103) The main RAM 103 is provided to store various data determined by the execution of the program by the main CPU 101. Specifically, the main RAM 103 includes various counters, various timers, and various storage areas. By providing the main RAM 103, it becomes possible to store various data determined by the execution of the program by the main CPU 101.

[0105] (Main random number generator 104) The main random number generator 104 is provided to generate random numbers used for lottery. Also, the main random number generator 104 can generate random number values in the range of "0" to "65535", and generates the random number values used when determining the winning combination. By providing the main random number generator 104, it becomes possible to generate the random number values used for lottery.

[0106] (Power supply board 200) The power supply board 200 is provided to control the supply of power to the gaming machine 1. Also, the power switch 50sw, the main control board 100, the sub-control board 300, and the game value control board 400 are connected to the power supply board 200. By providing the power supply board 200, it becomes possible to supply power to the gaming machine 1.

[0107] (Sub-control board 300) The sub-control board 300 is provided mainly for controlling the effects. The sub-control board 300 includes a sub-CPU 301, a sub-ROM 302, a sub-RAM 303, and a sub-random number generator 304, and is connected to an effect switch 25sw, a cross key switch 26sw, an image display device 27, a base frame lamp 28, a speaker 29, the main control board 100, the power supply board 200, and the game value control board 400. By providing the sub-control board 300, it becomes possible to execute control related to the effects.

[0108] (Sub-CPU 301) The sub-CPU 301 reads the program stored in the sub-ROM 302, performs predetermined calculations according to the information of the commands received from the main control board 100 and the game value control board 400, and the signals input from the effect switch 25sw and the cross key switch 26sw, and controls the image display device 27, the base frame lamp 28, and the speaker 29 according to the result of the calculation. By providing the sub-CPU 301, it becomes possible to execute control according to the commands received from the main control board 100 and the game value control board 400.

[0109] (Sub-ROM 302) The sub-ROM 302 is provided for storing the control program, data table, etc. to be executed by the sub-CPU 301. By providing the sub-ROM 302, it becomes possible to store the control program, data table, etc. to be executed by the sub-CPU 301.

[0110] (Sub-RAM 303) The sub-RAM 303 is provided for storing various data determined by the execution of the program by the sub-CPU 301. By providing the sub-RAM 303, it becomes possible to store various data determined by the execution of the program by the sub-CPU 301.

[0111] (Sub-random number generator 304) The sub-random number generator 304 is provided to generate a random number value used when determining the effect by lottery. Here, in the present embodiment, the sub-random number generator 304 can generate a random number value in the range of "0" to "65535", and generates a random number value used when determining the effect. By providing the sub-random number generator 304, it is possible to generate a random number value used in a lottery or the like for determining the effect.

[0112] (Game value control board 400) The game value control board 400 is provided to control the game values owned by the player. The game value control board 400 includes a game value CPU 401, a game value ROM 402, and a game value RAM 403, and is connected to the game value display 24, the counting switch 60sw, the game value count clear switch 61sw, the lending device connection terminal board 62, the main control board 100, the power supply board 200, and the sub-control board 300. By providing the game value control board 400, it is possible to execute control regarding the game values owned by the player.

[0113] (Game value CPU 401) The game value CPU 401 reads the program stored in the game value ROM 402, performs a predetermined calculation according to the information of the command received from the main control board 100, the counting switch 60sw, the game value count clear switch 61sw, and the signal input from the lending device connection terminal board 62, and controls the game value display 24 according to the result of the calculation. By providing the game value CPU 401, it is possible to execute control according to the command received from the main control board 100.

[0114] (Game value ROM 402) The game value ROM 402 is provided to store a control program, a data table, etc. to be executed by the game value CPU 401. By providing the game value ROM 402, it is possible to store a control program, a data table, etc. to be executed by the game value CPU 401.

[0115] (Game value RAM 403) The game value RAM 403 is provided to store various data determined by the execution of a program by the game value CPU 401. By providing the game value RAM 403, it becomes possible to store various data determined by the execution of a program by the game value CPU 401.

[0116] (Status board 500) The status board 500 is provided to relay various switches and various display units and the main control board 100. Also, the status board 500 has the BET switch 6sw, MAXBET switch 7sw, settlement switch 8sw, start switch 9sw, left stop switch 11sw, middle stop switch 12sw, right stop switch 13sw, door open / close sensor 14s, acquired display unit 16, instruction information display unit 17, game period display unit 18, accessory operation display unit 19, and the main control board 100 connected thereto. By providing the status board 500, it becomes possible to execute control for relaying various switches and various display units and the main control board 100.

[0117] (Reel control board 600) The reel control board 600 is provided to control the rotation and stop of the reels 20. Also, the reel control board 600 has the left reel sensor 71s, middle reel sensor 72s, right reel sensor 73s, left stepping motor 76, middle stepping motor 77, right stepping motor 78, and the main control board 100 connected thereto. By providing the reel control board 600, it becomes possible to execute control of the rotation and stop of the reels 20.

[0118] (Lending device 700) The lending device 700 is provided to lend game values to players. Also, a lending device connection terminal board 62, a lending switch 80sw, a return switch 81sw, a liquid crystal display 82, and a hall computer output unit 730 are connected to the lending device 700. Note that the lending device 700 enables lending of game values to players.

[0119] (Unit substrate 710) The unit substrate 710 can execute an encryption transmission process of encrypting predetermined information received from the game value control substrate 400 and transmitting it to the game machine information center 820 described later. Also, the unit substrate 710 can execute a decryption transmission process of decrypting specific information received from the game machine information center 820 described later and transmitting it to the game value control substrate 400.

[0120] (Lending device control substrate 720) The lending device control substrate 720 includes a lending device CPU 721, a lending device ROM 722, and a lending device RAM 723. Here, the lending device control substrate 720 can execute a prepaid card information storage process of reading and storing information (for example, the ID of the prepaid card and information regarding money) stored in the prepaid card inserted into the lending device 700. Also, the lending device control substrate 720 can execute a prepaid card information transmission process of transmitting the prepaid card information to the management computer 802 described later.

[0121] (Hall computer output unit 730) The hall computer output unit 730 is provided to output hall computer information described later to the hall computer 801. Also, the hall computer output unit 730 includes a plurality of pulse output signal terminals that supply pulses.

[0122] (Storage area of the main control board 100 and storage area of the game value control board 400) Next, with reference to FIG. 5, the storage area of the main control board 100 and the storage area of the game value control board 400 will be described.

[0123] (Memory area of the main control board 100) As shown in FIG. 5(A), the memory area of the main control board 100 is composed of a main ROM 102 and a main RAM 103.

[0124] As shown in FIG. 5(A), the main ROM 102 has a continuous memory area from "0000(H)" to "EFFF(H)". Further, the main ROM 102 has a main ROM used area 102a, a main ROM unused area outside 102b, and a main ROM unused area 102c.

[0125] The main ROM used area 102a inside is a memory area where programs related to the progress of the game are stored, and has a control area and a data area. Specifically, in the main ROM used area 102a inside, programs related to the progress of the game (for example, the main loop process (see FIG. 23) described later and the main interrupt process (see FIG. 57) described later) are stored. Note that the main ROM used area 102a in the present embodiment is a memory area from "0000(H)" to "2FFF(H).

[0126] The control area of the main ROM used area 102a inside is a memory area from "0000(H)" to "2FFF(H)", which is a memory area other than the data area of the main ROM used area 102a and is an area where various programs executed by the main control board 100 are stored.

[0127] Also, the data area of the main ROM used area 102a inside is a memory area from "2000(H)" to "2FFF(H)", which is a memory area where only information other than programs is stored and is an area where data used during the execution of programs is stored.

[0128] The area 102b outside the main ROM usage area is a storage area where information unrelated to the progress of the game is stored. For example, it is a storage area where programs used during the firing test of the gaming machine 1, programs for preventing fraud in the gaming machine 1, etc. are stored. Also, similar to the area 102a inside the main ROM usage area, the area 102b outside the main ROM usage area has a control area and a data area. Note that the area 102b outside the main ROM usage area in this embodiment is a storage area from "4000(H)" to "5FFF(H)".

[0129] The control area of the area 102b outside the main ROM usage area is a storage area from "4000(H)" to "4FFF(H)", which is a storage area other than the data area of the area 102b outside the main ROM usage area and is an area where various programs executed by the main control board 100 are stored.

[0130] The data area of the area 102b outside the main ROM usage area is a storage area from "5000(H)" to "5FFF(H)", which is a storage area where only information other than programs is stored and is an area where data used during program execution is stored.

[0131] Also, a program management area is provided in the area 102b outside the main ROM usage area. Here, the "program management area" stores the manufacturer code, product code, etc.

[0132] Note that the unused area 102c of the main ROM is provided between the area 102a inside the main ROM usage area and the area 102b outside the main ROM usage area (specifically, the storage area from "3000(H)" to "3FFF(H)") and after the area 102b outside the main ROM usage area (specifically, the storage area from "6000(H)" to "EFFF(H)").

[0133] As shown in FIG. 5(A), the main RAM 103 has a continuous storage area from "F000(H)" to "FFFF(H)". Also, the main RAM 103 has an in-use area 103a within the main RAM, an out-of-use area 103b outside the main RAM, and an unused area 103c of the main RAM. Note that the gaming machine 1 has a backup function and can hold the information stored in the main RAM 103.

[0134] The in-use area 103a within the main RAM is a storage area from "F000(H)" to "F3FF(H)". Here, among the in-use area 103a of the main RAM 103, the storage area from "F000(H)" to "F1FF(H)" is a work area, and the storage area from "F200(H)" to "F3FF(H)" is a stack area.

[0135] The out-of-use area 103b outside the main RAM is a storage area from "F500(H)" to "F8FF(H)". Here, among the out-of-use area 103b outside the main RAM, the storage area from "F500(H)" to "F6FF(H)" is a work area, and the storage area from "F700(H)" to "F8FF(H)" is a stack area.

[0136] Note that the unused area 103c of the main RAM is provided between the in-use area 103a within the main RAM and the out-of-use area 103b outside the main RAM (specifically, the storage area from "F400(H)" to "F4FF(H)"), and after the out-of-use area 103b outside the main RAM (specifically, the storage area from "F900(H)" to "FFFF(H)").

[0137] As shown in FIG. 5(B), the storage area of the game value control board 400 is composed of a game value ROM 402 and a game value RAM 403.

[0138] As shown in FIG. 5(B), the game value ROM 402 has a continuous storage area from "0000(H)" to "EFFF(H)". Also, the game value ROM 402 has a game value ROM used area 402a, a game value ROM unused area outside the used area 402b, and a game value ROM unused area 402c.

[0139] The game value ROM used area 402a is a storage area from "0000(H)" to "2FFF(H)". Here, among the game value ROM used area 402a, the storage area from "0000(H)" to "1FFF(H)" is a control area, and the storage area from "2000(H)" to "2FFF(H)" is a data area.

[0140] The game value ROM unused area outside the used area 402b is a storage area from "4000(H)" to "5FFF(H)". Here, among the game value ROM unused area outside the used area 402b, the storage area from "4000(H)" to "4FFF(H)" is a control area, and the storage area from "5000(H)" to "5FFF(H)" is a data area.

[0141] Note that the game value ROM unused area 402c is provided between the game value ROM used area 402a and the game value ROM unused area outside the used area 402b (specifically, the storage area from "3000(H)" to "3FFF(H)"), and after the game value ROM unused area outside the used area 402b (specifically, the storage area from "6000(H)" to "EFFF(H)").

[0142] As shown in FIG. 5(B), the game value RAM 403 has a continuous storage area from "F000(H)" to "FFFF(H)". Also, the game value RAM 403 has a game value RAM used area 403a, a game value RAM unused area outside the used area 403b, and a game value RAM unused area 403c. Note that the gaming machine 1 has a backup function and can hold the information stored in the game value RAM 403.

[0143] In the game value RAM usage area 403a, the memory area is from "F000(H)" to "F3FF(H)". Here, among the game value RAM usage area 403a, the memory area from "F000(H)" to "F1FF(H)" is the working area, and the memory area from "F200(H)" to "F3FF(H)" is the stack area.

[0144] Also, outside the game value RAM usage area 403b, the memory area is from "F500(H)" to "F8FF(H)". Here, among the outside game value RAM usage area 403b, the memory area from "F500(H)" to "F6FF(H)" is the working area, and the memory area from "F700(H)" to "F8FF(H)" is the stack area.

[0145] Note that the unused area 403c of the game value RAM is provided between the game value RAM usage area 403a and the outside game value RAM usage area 403b (specifically, the memory area from "F400(H)" to "F4FF(H)"), and after the outside game value RAM usage area 403b (specifically, the memory area from "F900(H)" to "FFFF(H)").

[0146] (Symbol arrangement of the reel 20) Next, with reference to FIG. 6, the symbol arrangement of the reel 20 will be described.

[0147] On the reel 20, "20" symbols are arranged respectively, including the red seven symbol FIGa, the BAR symbol FIGb, the cherry symbol FIGc, the first bell symbol FIGd, the second bell symbol FIGe, the third bell symbol FIGf, the fourth bell symbol FIGg, the first plum symbol FIGh, the second plum symbol FIGi, and the replay symbol FIGj.

[0148] In the following, the first bell symbol FIGd, the second bell symbol FIGe, the third bell symbol FIGf, and the fourth bell symbol FIGg are collectively referred to as the "bell symbol", and the first plum symbol FIGh and the second plum symbol FIGi are collectively referred to as the "plum symbol".

[0149] Here, in the present embodiment, when the stop switch 10sw detects an operation of the stop button 10, it can be stopped within the range of the "5" symbol. For example, when the left stop button 11 is operated immediately before the replay symbol FIGj of "10" passes through the effective line, it can be stopped within the range of the replay symbol FIGj of "10", the second plum symbol FIGi of "09", the BAR symbol FIGb of "08", the cherry symbol FIGc of "07", and the fourth bell symbol FIGg of "06". Note that the stop position of the symbol will be determined according to the winning combination.

[0150] (Effective line) Here, in the present embodiment, the "effective line" is one line (middle line) connecting the symbols displayed in the middle stage of the left reel 21, the symbols displayed in the middle stage of the middle reel 22, and the symbols displayed in the middle stage of the right reel 23. Note that other lines may be adopted as the effective line. For example, it may be the lower line, upper line, upper right diagonal line, lower right diagonal line, small mountain-shaped line, etc. described below.

[0151] (Lower line) The lower line refers to a line connecting the symbols displayed in the lower stage of the left reel 21, the symbols displayed in the lower stage of the middle reel 22, and the symbols displayed in the lower stage of the right reel 23.

[0152] (Upper line) The upper line refers to a line connecting the symbols displayed in the upper stage of the left reel 21, the symbols displayed in the upper stage of the middle reel 22, and the symbols displayed in the upper stage of the right reel 23.

[0153] (Upper right diagonal line) The upper right diagonal line refers to a line connecting the symbol displayed in the lower stage of the left reel 21, the symbol displayed in the middle stage of the middle reel 22, and the symbol displayed in the upper stage of the right reel 23.

[0154] (Lower right diagonal line) The downward right line refers to the line connecting the symbol displayed in the upper part of the left reel 21, the symbol displayed in the middle part of the middle reel 22, and the symbol displayed in the lower part of the right reel 23.

[0155] (Hill-shaped line) The hill-shaped line refers to the line connecting the symbol displayed in the lower part of the left reel 21, the symbol displayed in the middle part of the middle reel 22, and the symbol displayed in the lower part of the right reel 23.

[0156] Note that the number of effective lines is "1" line, but it may also be multiple lines.

[0157] Here, in this embodiment, if four specific symbols are arranged at intervals of "5" symbol intervals, regardless of the timing at which the stop button 10 is operated, the specific symbols can be stopped and displayed on the effective line. For example, since the middle reel 22 has replay symbols FIGj arranged at "04", "09", "14", and "19", the replay symbol FIGj can be stopped and displayed on the effective line regardless of the timing at which the middle stop button 12 is operated. Such an arrangement of symbols is referred to as "PB = 1".

[0158] Note that the information regarding the symbols arranged on the reel 20 illustrated in FIG. 6 is stored in the 102a within the main ROM usage area.

[0159] (Symbol combinations and game value awarding values) Next, with reference to FIG. 7, the symbol combinations and the game value awarding values will be described.

[0160] As shown in FIG. 7, in this embodiment, as symbol combinations related to winning, "First Bonus", "Second Bonus", "Replay", "Plum", "Cherry", and "Bell" are defined. When this symbol combination is displayed on the effective line, a winning is established and a profit is awarded to the player. Here, the profit awarded to the player includes transitions to the bonus activation state, awarding of game values, activation of replays, and the like.

[0161] (First Bonus) The "First Bonus" wins when the Red Seven symbol FIGa aligns on the valid line. Here, when the "First Bonus" wins, it will shift to the bonus activation state.

[0162] (Second Bonus) The "Second Bonus" wins when the BAR symbol FIGb aligns on the valid line. Here, when the "Second Bonus" wins, it will shift to the bonus activation state.

[0163] Note that the "First Bonus" and the "Second Bonus" are collectively referred to as the "Bonus".

[0164] (Re - game) The "Re - game" wins when the Replay symbol FIGj aligns on the valid line. Here, when the "Re - game" wins, the re - game activates and a game can be played without betting the game value.

[0165] Here, in this embodiment, when the Replay symbol FIGj aligns on any of the upper line, lower line, upper - right - slanting line, or lower - right - slanting line, the re - game will activate. For example, when the Red Seven symbol FIGa numbered "03" stops in the middle row of the left reel 21, the BAR symbol FIGb numbered "03" stops in the middle row of the middle reel 22, the Second Plum symbol FIGi numbered "05" stops in the middle row of the right reel 23, and the Replay symbol FIGj aligns on the lower line, the re - game will activate. Note that in the display determination process of step S8000 described later, when it is determined that the Red Seven symbol FIGa, the BAR symbol FIGb, and the Replay symbol FIGj are aligned and displayed, it is determined that the re - game has won.

[0166] (Plum) "Plum" wins when the "plum symbol" is aligned on the valid line. For example, when the first plum symbol FIGh is displayed in the middle row of the left reel 21, the first plum symbol FIGh is displayed in the middle row of the middle reel 22, and the first plum symbol FIGh is displayed in the middle row of the right reel 23, the "plum" wins. Here, when the "plum" wins, a game value of "6" is given to the player.

[0167] Also, in this embodiment, the "plum" win is also established when the "plum symbol" is aligned on other lines. Specifically, when the "plum symbol" is aligned on any of the lower line, upper line, upper right diagonal line, lower right diagonal line, or hill-shaped line, the "plum" win is established, and a game value of "13" is given. That is, the value of the game value given to the player differs depending on the line on which the "plum symbol" is aligned.

[0168] (Bell) "Bell" wins when the "bell symbol" is aligned on the valid line. For example, when the first bell symbol FIGd is displayed in the middle row of the left reel 21, the first bell symbol FIGd is displayed in the middle row of the middle reel 22, and the fourth plum symbol FIGg is displayed in the middle row of the right reel 23, the "bell" wins. Here, when the "bell" wins, a game value of "1" is given to the player.

[0169] Also, in this embodiment, a game value is given to the player even when the "bell symbol" is aligned on other lines. Specifically, when the "bell symbol" is aligned on any of the lower line, upper line, upper right diagonal line, or lower right diagonal line, the "bell" win is established. In this case, the value of the game value given when the "bell" win is established is "1". In other words, regardless of which line the "bell symbol" is aligned on, the value of the game value given to the player is the same.

[0170] In addition, in the gaming machine 1 according to the present embodiment, a combination of symbols related to "blank" (not shown) is defined, and when a winning of "blank" is established, a gaming value of "1" is given to the player. Note that information regarding the combination of symbols and the value of the given gaming value is stored in the main ROM usage area 102a within the main ROM 102.

[0171] (Transition of gaming state) Next, with reference to FIG. 8, the transition of the gaming state will be described.

[0172] As shown in FIG. 8, in the present embodiment, a total of "3" gaming states are provided: a general gaming state, a bonus carry-over state, and a bonus activation state.

[0173] (General gaming state) The general gaming state is a gaming state in which the winning probability of "replay" is drawn at a first probability. Also, the general gaming state is a gaming state disadvantageous to the player. Here, in the general gaming state, when "First BB" or "Second BB" is won, a transition is made from the general gaming state to the bonus carry-over state. Also, in the general gaming state, when "bonus" wins, a transition is made from the general gaming state to the bonus activation state.

[0174] (Bonus carry-over state) The bonus carry-over state is a gaming state in which the winning probability of "replay" is drawn at a second probability that is higher than the first probability. Here, in the bonus carry-over state, when "bonus" wins, a transition is made from the bonus carry-over state to the bonus activation state.

[0175] (Bonus activation state) The bonus activation state is a gaming state in which "bonus" is activated. Here, in the bonus activation state, when a gaming value exceeding a predetermined threshold is given, a transition is made from the bonus activation state to the general gaming state. Note that in the present embodiment, "91" is adopted as the predetermined threshold, but it is not limited thereto, and other values may be adopted as the predetermined threshold.

[0176] (Transition of the appearance of winning combinations) Next, with reference to FIG. 9, the transition of the appearance of winning combinations will be described.

[0177] As shown in FIG. 9, during the "specific period", a plurality of appearance states of winning combinations managed by the main control board 100 are provided. Specifically, a total of "8" appearance states of winning combinations are provided, namely the normal state, the CZ state, the bonus preparation state, the bonus state, the AT state, the in-AT bonus preparation state, the in-AT bonus state, and the additional state.

[0178] Here, although it will be described in detail later, when a replay is determined as a winning combination during the "non-specific period", a transition to the "specific period" will occur. Here, other conditions may be adopted as the transition conditions from the "non-specific period" to the "specific period". For example, during the "non-specific period", winning the lottery for transition to the "specific period" may be set as the transition condition to the "specific period", or the fact that a predetermined number of games have been played during the "non-specific period" may be set as the transition condition to the "specific period".

[0179] (Normal state) The normal state is a state disadvantageous to the player and is a state in which a lottery for transition to the CZ state or the AT state can be executed. Also, in the normal state, the player will stay in the general gaming state. Here, in the normal state, if "BB" is won, a transition will be made from the normal state to the bonus preparation state. Also, in the normal state, if a "bonus" wins, a transition will be made from the normal state to the bonus state. Also, in the normal state, if the lottery for transition to the CZ state is won, a transition will be made from the normal state to the CZ state. Also, in the normal state, if the lottery for transition to the AT state is won or when the number of games until the ceiling described later becomes "0", a transition will be made from the normal state to the AT state.

[0180] In addition, in the normal state, if a player wins the lottery for transitioning to the CZ state, it may be set to transition to the CZ precursor state. In this case, when a game with the number of precursor games is played in the CZ precursor state, it will transition from the CZ precursor state to the CZ state.

[0181] Also, in the CZ precursor state, an effect that can make the player expect a transition to the CZ state and an effect that notifies the transition to the CZ state are executed. As a result, it becomes possible to make the player expect a transition to the CZ state.

[0182] In addition, in the normal state, if the execution conditions for the CZ fake precursor effect are satisfied, it may be set to transition to the CZ fake precursor state. In this case, when a game with the number of fake precursor games is played in the CZ fake precursor state, it will transition from the CZ fake precursor state to the normal state.

[0183] Note that the execution conditions for the CZ fake precursor effect can be applied, for example, when a specific winning combination (for example, the "strong cherry" described later) is determined and the player loses the lottery for transitioning to the CZ state.

[0184] Also, in the CZ fake precursor state, an effect that can make the player expect a transition to the CZ state and an effect that notifies the transition to the normal state without transitioning to the CZ state are executed. As a result, even when the player has not won the lottery for transitioning to the CZ state, it becomes possible to make the player expect a transition to the CZ state.

[0185] In addition, in the normal state, if a player wins the lottery for transitioning to the AT state, it may be set to transition to the AT precursor state. In this case, when a game with the number of precursor games is played in the AT precursor state, it will transition from the AT precursor state to the AT state.

[0186] In addition, in the AT precursor state, effects that can make the player expect a transition to the AT state and effects that notify the player of the transition to the AT state are executed. As a result, it becomes possible to make the player expect a transition to the AT state.

[0187] Also, in the normal state, when the execution conditions for the AT fake precursor effect are satisfied, it may be possible to transition to the AT fake precursor state. In this case, when a game with the number of fake precursor games is played in the AT fake precursor state, the state will transition from the AT fake precursor state to the normal state.

[0188] Note that the execution conditions for the AT fake precursor effect can be applied, for example, when a specific winning combination (e.g., "strong cherry" described later) is determined and fails in the lottery for transitioning to the AT state.

[0189] Also, in the AT fake precursor state, effects that can make the player expect a transition to the AT state and effects that notify the player of a transition to the normal state without transitioning to the AT state are executed. As a result, even when not winning the lottery for transitioning to the AT state, it becomes possible to make the player expect a transition to the AT state.

[0190] (CZ state) The CZ state is a state in which it is easier to transition to the AT state compared to the normal state and is a state in which a lottery for transitioning to the AT state can be executed. Also, in the CZ state, the player will stay in the general gaming state. Here, when "BB" wins in the CZ state, the state will transition from the CZ state to the bonus preparation state. Also, when "bonus" wins in the CZ state, the state will transition from the CZ state to the bonus state. Also, when winning in the lottery for transitioning to the AT state in the CZ state, the state will transition from the CZ state to the AT state. Also, when the end conditions of the CZ state are satisfied in the CZ state, the state will transition from the CZ state to the normal state.

[0191] (Bonus preparation state) The bonus preparation state is a state that is shifted to when "BB" is won in the normal state or the CZ state, and is a state in which "bonus" can be won. Also, in the bonus preparation state, it will stay in the bonus carry-over state. Here, when "bonus" wins in the bonus preparation state, it will shift from the bonus preparation state to the bonus state.

[0192] (Bonus state) The bonus state is an advantageous state for the player in that game value is more likely to be given to the player compared to the normal state. Specifically, as will be described later, in the bonus state, the winning probability of the "push order plumb" described later is higher compared to the normal state, and it is a state in which the operation order of the stop button 10 required to win the "plumb" is notified. Also, in the bonus state, it will stay in the bonus activation state. Note that in the bonus state, a lottery for shifting to the AT state can be executed.

[0193] Here, in the bonus state, when the value of the game value given to the player exceeds "91" and the player wins the lottery for shifting to the AT state, it will shift from the bonus state to the AT state. On the other hand, when the value of the game value given to the player exceeds "91" and the player does not win the lottery for shifting to the AT state, it will shift from the bonus state to the normal state.

[0194] (AT state) The AT state is an advantageous state for the player in that game value is more likely to be given to the player compared to the normal state. Specifically, as will be described later, the AT state is a state in which the operation order of the stop button 10 required to win the "plumb" is notified. Also, in the AT state, it will stay in the general game state.

[0195] Here, in the AT state, if "BB" is selected, the state will shift from the AT state to the AT bonus preparation state. Also, in the AT state, if "bonus" wins, the state will shift from the AT state to the AT bonus state. Further, in the AT state, if the player wins the lottery for shifting to the boosted state, the state will shift from the AT state to the boosted state. Also, in the AT state, if the end condition of the AT state is satisfied, the state will shift from the AT state to the non-specific period.

[0196] (AT bonus preparation state) The AT bonus preparation state is the state that is shifted to when "BB" is selected in the AT state, and it is a state in which "bonus" can win. Also, in the AT bonus preparation state, the player will stay in the bonus carry-over state. Here, in the AT bonus preparation state, if "bonus" wins, the state will shift from the AT bonus preparation state to the AT bonus state.

[0197] (AT bonus state) The AT bonus state is an advantageous state for the player in that the game value is more likely to be given to the player compared to the normal state. Specifically, as will be described later, in the AT bonus state, the winning probability of the "push order plum" is higher compared to the normal state, and it is a state in which the operation order of the stop button 10 required to win the "plum" is notified. Also, in the AT bonus state, the player will stay in the bonus activation state. Note that in the AT bonus state, the lottery for shifting to the boosted state can be executed.

[0198] Here, when the value of the gaming value given to the player exceeds "91" in the AT bonus state and the player wins the transition lottery to the additional state, the state will transition from the AT bonus state to the additional state. On the other hand, when the value of the gaming value given to the player exceeds "91" and the player does not win the transition lottery to the additional state, the state will transition from the AT bonus state to the AT state. Also, in the AT bonus state, when the end condition of the "specific period" is satisfied, the state will transition from the AT bonus state to the "non-specific period".

[0199] (Additional state) The additional state is a state in which the number of playable games in the AT state is increased. Specifically, as will be described later, the additional state is a state in which the operation sequence of the stop button 10 required to win the plum is notified. Also, in the additional state, the player will stay in the general gaming state.

[0200] Here, in the additional state, when "BB" is won, the state will transition from the additional state to the AT bonus preparation state. Also, in the additional state, when "bonus" is won, the state will transition from the additional state to the AT bonus state. Also, in the additional state, when the end condition of the additional state is satisfied, the state will transition from the additional state to the AT state. Also, in the additional state, when the end condition of the "specific period" is satisfied, the state will transition from the additional state to the "non-specific period".

[0201] (Flow of things and information) Next, with reference to FIG. 10, the flow of things and information will be described.

[0202] FIG. 10 shows the gaming machine 1, the lending device 700, the game parlor 800, the card company data center 810, the gaming machine information center 820, the union 830, the anti-dependency agency 840, the card company group 850, the lending device manufacturing company 860, the unit board manufacturing company 870, the gaming machine manufacturing company 880, and the gaming machine management control chip supply company 890.

[0203] (Game arcade 800) In the game arcade 800, there are installed a gaming machine 1, a lending device 700, a hall computer 801, and a management computer 802. Here, in this embodiment, by connecting the gaming machine 1 and the lending device 700, it is possible to execute a game. In other words, when the gaming machine 1 and the lending device 700 are not connected, it is impossible to execute a game.

[0204] Here, the gaming machine 1 and the lending device 700 have a configuration capable of communicating with each other. Specifically, the gaming machine 1 has a configuration capable of transmitting gaming value count information, gaming machine installation information, gaming machine performance information, fraud error information, and hall computer information to the lending device 700. Also, the gaming machine 1 has a configuration capable of inputting a gaming value lending signal from the lending device 700.

[0205] The lending device 700 has a configuration capable of communicating with the gaming machine 1, the hall computer 801, and the management computer 802. Specifically, the lending device 700 has a configuration capable of outputting a gaming value lending signal to the gaming machine 1 and a configuration capable of transmitting hall computer information to the hall computer 801. Also, the lending device 700 has a configuration capable of receiving a password key and a verification security result notification from the management computer 802.

[0206] (Hall computer 801) The hall computer 801 has a configuration capable of communicating with the lending device 700. Specifically, the hall computer 801 has a configuration capable of receiving hall computer information from the lending device 700.

[0207] (Management computer 802) The management computer 802 is configured to be communicable with the lending device 700, the card company data center 810, and the gaming machine information center 820. Specifically, the management computer 802 is configured to be able to receive gaming machine installation information, gaming machine performance information, fraud error information, prepaid card information, and player information related to countermeasures against dependencies from the lending device 700. Also, the management computer 802 is configured to be able to receive the encryption key and the verification security result information from the gaming machine information center 820 via the card company data center 810.

[0208] In addition, the management computer 802 is configured to be able to notify the lending device 700 of the encryption key and the verification security result. Also, the management computer 802 is configured to be able to transmit prepaid card information to the card company data center 810. Further, the management computer 802 is configured to be able to transmit gaming machine installation information, gaming machine performance information, fraud error information, and player information related to countermeasures against dependencies to the gaming machine information center 820 via the card company data center 810.

[0209] (Card Company Data Center 810) The card company data center 810 is configured to be communicable with the management computer 802 and the gaming machine information center 820. Specifically, the card company data center 810 is configured to be able to transmit the encryption key and the verification security result information received from the gaming machine information center 820 to the management computer 802. Also, the card company data center 810 is configured to be able to transmit the gaming machine installation information, gaming machine performance information, fraud error information, and player information related to countermeasures against dependencies received from the management computer 802 to the gaming machine information center 820. On the other hand, the card company data center 810 is configured to be able to receive the prepaid card information transmitted from the management computer 802.

[0210] (Gaming Machine Information Center 820) In the gaming machine information center 820, a machine history server 821, a fraud monitoring server 822, a performance information server 823, and a player information server 824 are installed. As a result, the gaming machine information center 820 has a configuration capable of collecting information received from the management computer 802 installed in the game parlor 800, the unit board manufacturing company 870, and the gaming machine manufacturing company 880.

[0211] (Machine history server 821) The machine history server 821 has a configuration capable of accumulating and storing information about the gaming machine 1. Specifically, the machine history server 821 has a configuration capable of storing the shipping information of the gaming machine 1, the gaming machine installation information, the used movement information of the gaming machine 1, the disposal information of the gaming machine 1, and the like. As a result, it is possible to manage the gaming machine 1 from the time it is installed in the game parlor 800 until it is disposed of.

[0212] (Fraud monitoring server 822) The fraud monitoring server 822 has a configuration capable of accumulating and storing information related to fraud of the gaming machine 1 and information related to errors. Specifically, the fraud monitoring server 822 has a configuration capable of storing fraud error information, unit board manufacturing information, unit board installation information, security result information, and the like that occurred in the gaming machine 1. As a result, it is possible to prevent the unauthorized replacement of the unit board 710.

[0213] In addition, the fraud monitoring server 822 has a configuration capable of generating an encryption key and a communication key. As a result, it is possible to prevent forgery when transmitting the encryption key and the verification security result information from the gaming machine information center 820 to the management computer 802.

[0214] (Performance information server 823) The performance information server 823 has a configuration capable of accumulating and storing gaming machine performance information.

[0215] (Player information server 824) The player information server 824 has a configuration capable of accumulating and storing information regarding players. Specifically, the player information server 824 has a configuration capable of storing information regarding the membership numbers of registered players, information regarding the playing time of games played by the players, information regarding the amounts of money used by the players, information regarding the number of game plays made by the players, and the like.

[0216] Here, the gaming machine information center 820 has a configuration capable of communicating with the card company data center 810, the union 830, the anti-dependency agency 840, the card company group 850, the unit board manufacturing company 870, and the gaming machine manufacturing company 880. Specifically, the gaming machine information center 820 has a configuration capable of transmitting the encryption key and the verification security result information to the management computer 802 via the card company data center 810.

[0217] In addition, the gaming machine information center 820 has a configuration capable of transmitting the information stored in the machine history server 821, the information stored in the fraud monitoring server 822, and the information stored in the performance information server 823 to the union 830. Also, the gaming machine information center 820 has a configuration capable of transmitting the information stored in the fraud monitoring server 822 to the card company group 850. Further, the gaming machine information center 820 has a configuration capable of transmitting the information stored in the player information server 824 to the anti-dependency agency 840.

[0218] On the other hand, the gaming machine information center 820 has a configuration capable of receiving gaming machine installation information, gaming machine performance information, fraud error information, and player information related to anti-dependency from the management computer 802 via the card company data center 810. Also, the gaming machine information center 820 has a configuration capable of receiving unit board manufacturing information from the unit board manufacturing company 870. Further, the gaming machine information center 820 has a configuration capable of receiving shipping information from the gaming machine manufacturing company 880.

[0219] (Union 830) The combination 830 is a combination to which multiple manufacturers related to the gaming machine 1 belong. Here, the combination 830 has a configuration capable of communicating with the gaming machine information center 820. Specifically, the combination 830 has a configuration capable of obtaining the shipping information of the gaming machine 1, the gaming machine installation information, the used gaming machine movement information, and the disposal information of the gaming machine 1 stored in the machine history server 821 by communicating with the gaming machine information center 820.

[0220] Also, the combination 830 has a configuration capable of obtaining the fraud error information, the unit board manufacturing information, the unit board installation information, and the security result information stored in the fraud monitoring server 822 by communicating with the gaming machine information center 820.

[0221] Also, the combination 830 has a configuration capable of obtaining the gaming machine performance information stored in the performance information server 823 by communicating with the gaming machine information center 820.

[0222] (Dependency countermeasure organization 840) The dependency countermeasure organization 840 is an organization for taking countermeasures against becoming dependent on the game of the gaming machine 1. Here, the dependency countermeasure organization 840 has a configuration capable of communicating with the gaming machine information center 820. Specifically, the dependency countermeasure organization 840 has a configuration capable of obtaining information regarding the membership numbers of registered players, information regarding the gaming time, information regarding the amount of money used, and information regarding the number of gaming times stored in the player information server 824 by communicating with the gaming machine information center 820.

[0223] (Credit card company group 850) The credit card company group 850 has a configuration capable of communicating with the gaming machine information center 820. Specifically, the credit card company group 850 has a configuration capable of obtaining the fraud error information, the unit board manufacturing information, the unit board installation information, and the security result information stored in the fraud monitoring server 822 by communicating with the gaming machine information center 820.

[0224] (Lending device manufacturing company 860) The lending device manufacturing company 860 is a company that manufactures the lending device 700 using the unit substrate 710 shipped from the unit substrate manufacturing company 870. Then, the manufactured lending device 700 will be shipped to the gaming parlor 800 and the like.

[0225] (Unit substrate manufacturing company 870) The unit substrate manufacturing company 870 is a company that manufactures the unit substrate 710 and ships the manufactured unit substrate 710 to the lending device manufacturing company 860. Here, the unit substrate manufacturing company 870 is capable of communicating with the gaming machine information center 820. Specifically, the unit substrate manufacturing company 870 has a configuration capable of transmitting the manufacturing information of the unit substrate 710 to the gaming machine information center 820.

[0226] (Gaming machine manufacturing company 880) The gaming machine manufacturing company 880 is a company that manufactures the gaming machine 1 using the main control chip of the main control board 100 shipped from the gaming machine management control chip supply company 890 and the gaming value control chip of the gaming value control board 400. Here, the gaming machine manufacturing company 880 is capable of communicating with the gaming machine information center 820. Specifically, the gaming machine manufacturing company 880 has a configuration capable of transmitting the shipping information of the gaming machine 1 to the gaming machine information center 820.

[0227] (Gaming machine management control chip supply company 890) The gaming machine management control chip supply company 890 is a company that ships the main control chip of the main control board 100 and the gaming value control chip of the gaming value control board 400 to the gaming machine manufacturing company 880.

[0228] (Details of information and signals to be communicated) Hereinafter, the details of the information and signals to be communicated (transmitted) will be described.

[0229] (Gaming value counting information) The game value counting information is information regarding the value of the game values owned by the player. Here, when the counting button 60 of the gaming machine 1 is operated, the game value counting information is transmitted from the gaming machine 1 to the lending device 700. As a result, the lending device 700 can perform a process of storing the value of the game values owned by the player included in the received game value counting information in the prepaid card.

[0230] (Gaming machine installation information) The gaming machine installation information is information regarding the main control chip manufacturer code, main control chip product code, main control chip ID number of the main control board 100, and the game value chip manufacturer code, game value chip product code, game value chip ID number of the game value control board 400. Here, when power is supplied to the gaming machine 1 by the power supply board 200, the gaming machine installation information is transmitted from the gaming machine 1 to the lending device 700. Next, the gaming machine installation information is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted gaming machine installation information is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0231] Then, when the gaming machine information center 820 receives the encrypted gaming machine installation information, it performs a process of decrypting the encrypted gaming machine installation information and stores the decrypted gaming machine installation information in the machine history server 821. In this way, by performing the process of encrypting the gaming machine installation information and the process of decrypting the gaming machine installation information, it is possible to prevent the gaming machine installation information from being illegally acquired.

[0232] (Gaming machine performance information) The gaming machine performance information mainly relates to the payout of the gaming machine 1, and includes information on the accessory ratio, information on the continuous accessory ratio, information on the state ratio of accessories, etc. Here, when power is supplied to the gaming machine 1 by the power supply board 200, the gaming machine performance information is transmitted from the gaming machine 1 to the lending device 700. Next, the gaming machine performance information is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted gaming machine performance information is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0233] When the gaming machine information center 820 receives the encrypted gaming machine performance information, it performs a process of decrypting the encrypted gaming machine performance information and stores the decrypted gaming machine performance information in the performance information server 823. In this way, by performing the process of encrypting the gaming machine performance information and the process of decrypting the gaming machine performance information, it is possible to prevent the gaming machine performance information from being obtained illegally.

[0234] (Illegality error information) The illegality error information is information indicating the state of the gaming machine 1. Specifically, it is information regarding errors occurring in the gaming machine 1 and information regarding illegalities detected by the gaming machine 1. Here, when an error or illegality is detected in the gaming machine 1, the illegality error information is transmitted from the gaming machine 1 to the lending device 700. Next, the illegality error information is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted illegality error information is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0235] When the gaming machine information center 820 receives the encrypted illegality error information, it performs a process of decrypting the encrypted illegality error information and stores the decrypted illegality error information in the illegality monitoring server 822. In this way, by performing the process of encrypting the illegality error information and the process of decrypting the illegality error information, it is possible to prevent the illegality error information from being obtained illegally.

[0236] (Hall Console Information) Hall console information is information mainly indicating the state of the gaming machine 1. Specifically, it is information such as bonus activation information indicating that "bonus" has been activated, and AT transition information indicating that the machine has shifted to the AT state. Here, the hall console information is transmitted from the gaming machine 1 to the lending device 700 when power is supplied to the gaming machine 1 by the power supply board 200 and the main program start process (see FIG. 21) described later is completed and the main loop process (see FIG. 23) described later is performed. Then, the hall console information is encrypted by the lending device 700 and transmitted to the hall computer 801.

[0237] Thereby, the hall computer 801 performs processes such as decrypting the encrypted hall console information and storing the decrypted hall console information. In this way, by performing the process of encrypting the hall console information and the process of decrypting the hall console information, it is possible to prevent the hall console information from being illegally acquired.

[0238] (Game Value Lending Signal) The game value lending signal is a signal related to the lending of game values. Here, when the lending button 80 is operated, the game value lending signal is transmitted from the lending device 700 to the gaming machine 1. Thereby, it becomes possible to lend game values to the player.

[0239] (Prepaid Card Information) Prepaid card information is information recorded on the prepaid card. Here, when the prepaid card is inserted into the lending device 700, the prepaid card information is transmitted from the lending device 700 to the management computer 802. Next, the prepaid card information is transmitted from the management computer 802 to the card company data center 810. Thereby, the card company data center 810 can collect the prepaid card information.

[0240] (Player Information Related to Countermeasures Against Dependency) The player information related to the dependency countermeasure is information regarding the membership number of a player who has registered as a member, information regarding the playing time of the game played by the player, information regarding the amount of money used by the player, and information regarding the number of times the game has been played by the player.

[0241] Here, when a game is played on the gaming machine 1 or when a lending device 700 lends out game value, the player information related to the dependency countermeasure is encrypted by the lending device 700 and transmitted to the management computer 802. Next, the encrypted player information related to the dependency countermeasure is transmitted from the management computer 802 to the gaming machine information center 820 via the card company data center 810.

[0242] Then, when the gaming machine information center 820 receives the encrypted player information related to the dependency countermeasure, it performs a process of decrypting the encrypted player information related to the dependency countermeasure and stores the decrypted player information related to the dependency countermeasure in the player information server 824. In this way, by performing the process of encrypting the player information related to the dependency countermeasure and the process of decrypting the player information related to the dependency countermeasure, it is possible to prevent the player information related to the dependency countermeasure from being illegally obtained.

[0243] Note that the "player information related to the dependency countermeasure" may be information regarding the number of times the player has visited the game parlor 800, information regarding the value of the game value used in the game, and the like.

[0244] (Encryption key, and verification security result information) The encryption key and the verification security result information are the information transmitted from the gaming machine information center 820 to the lending device 700. Specifically, when the gaming machine information center 820 receives the encrypted gaming machine installation information, it performs processes such as decrypting the encrypted gaming machine installation information, comparing it with the gaming machine installation information stored in the machine history server 821, and accumulating and storing the decrypted gaming machine installation information in the machine history server 821. Next, the gaming machine information center 820 transmits the encryption key and the verification security result information to the management computer 802 via the card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and the verification security result information to the lending device 700.

[0245] Also, when the gaming machine information center 820 receives the encrypted gaming machine performance information, it performs processes such as decrypting the encrypted gaming machine performance information, comparing it with the gaming machine performance information stored in the performance information server 823, and accumulating and storing the decrypted gaming machine performance information in the performance information server 823. Next, the gaming machine information center 820 performs a process of transmitting the encryption key and the verification security result information to the management computer 802 via the card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and the verification security result information to the lending device 700.

[0246] Also, when the gaming machine information center 820 receives the encrypted unauthorized error information, it performs processes such as decrypting the encrypted unauthorized error information, comparing it with the unauthorized error information stored in the unauthorized monitoring server 822, and accumulating and storing the decrypted unauthorized error information in the unauthorized monitoring server 822. Next, the gaming machine information center 820 performs a process of transmitting the encryption key and the verification security result information to the management computer 802 via the card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and the verification security result information to the lending device 700.

[0247] In addition, when the gaming machine information center 820 receives the encrypted player information related to the countermeasure against addiction, it performs processes such as decrypting the encrypted player information related to the countermeasure against addiction, comparing it with the player information related to the countermeasure against addiction stored in the player information server 824, and accumulating and storing the decrypted player information related to the countermeasure against addiction in the player information server 824. Next, the gaming machine information center 820 performs a process of transmitting the encryption key and the collation security result information to the management computer 802 via the credit card company data center 810. Then, the management computer 802 performs a process of transmitting the encryption key and the collation security result information to the lending device 700.

[0248] (Shipping information) The shipping information is information regarding the shipment of the gaming machine 1 and is transmitted from the gaming machine manufacturing company 880 to the gaming machine information center 820. Specifically, when the gaming machine manufacturing company 880 receives the main control chip of the main control board 100 and the gaming value control chip of the gaming value control board 400 from the gaming machine management control chip supply company 890, it manufactures the gaming machine 1. Then, when the manufactured gaming machine 1 becomes ready for shipment to the gaming parlor 800, the gaming machine manufacturing company 880 transmits the shipping information to the gaming machine information center 820.

[0249] Here, when the gaming machine information center 820 receives the shipping information from the gaming machine manufacturing company 880, it associates the information regarding the main control chip manufacturer code, main control chip product code, main control chip ID number of the main control board 100, the gaming value chip manufacturer code, gaming value chip product code, gaming value chip ID number of the gaming value control board 400, and the shipping date and time of the gaming machine 1, and registers it in the machine history server 821. Then, after the gaming machine manufacturing company 880 registers each piece of information in the machine history server 821, it ships the gaming machine 1 to the gaming parlor 800.

[0250] As a result, after the gaming machine 1 is installed in the game parlor 800, when the gaming machine information center 820 receives the gaming machine installation information, it can determine whether the main control chip and the gaming value control chip of the gaming machine 1 installed in the game parlor 800 are those at the time of shipment by comparing with the shipment information registered in the machine history server 821.

[0251] (Unit board manufacturing information) The unit board manufacturing information is information transmitted from the unit board manufacturing company 870 to the gaming machine information center 820. Specifically, when the unit board manufacturing company 870 manufactures the unit board 710 and becomes ready for shipment to the lending device manufacturing company 860, it transmits the unit board manufacturing information to the gaming machine information center 820.

[0252] Here, when the gaming machine information center 820 receives the unit board manufacturing information from the unit board manufacturing company 870, it associates and registers information regarding the product code of the unit board 710, the ID number of the unit board 710, and the manufacturing date and time of the unit board 710 in the fraud monitoring server 822. Then, after each piece of information is registered in the fraud monitoring server 822, the unit board manufacturing company 870 ships the unit board 710 to the lending device manufacturing company 860. And the lending device manufacturing company 860 manufactures the lending device 700 using the unit board 710 shipped from the unit board manufacturing company 870.

[0253] In addition, when transmitting and receiving each of the above-mentioned information and signals, the side transmitting each piece of information and signal can execute a process of recording information regarding the transmission date and time, and the side receiving each piece of information and signal can execute a process of recording information regarding the reception date and time.

[0254] (Details of transmission and reception of each information) Next, the details of the transmission and reception of each information will be described with reference to FIG. 11.

[0255] In FIG. 11, the phases are divided into a collation phase and a status communication phase. Therefore, each of the collation phase and the status communication phase will be described.

[0256] (Collation Phase) First, the collation phase will be described.

[0257] When power is supplied from the power supply board 200 to the gaming machine 1 in the collation phase, the main control chip ID number is transmitted from the main control board 100 to the game value control board 400. Next, the game value control board 400 transmits the main control chip ID number and the game value control chip ID number to the unit board 710.

[0258] Here, the main control chip ID number and the game value control chip ID number are encrypted by the unit board 710 and then transmitted to the gaming machine information center 820 via the lending device control board 720, the management computer 802, and the card company data center 810.

[0259] When the gaming machine information center 820 receives the encrypted main control chip ID number and the game value control chip ID number, it performs a process of decrypting the encrypted main control chip ID number and the game value control chip ID number. Next, the gaming machine information center 820 collates the decrypted main control chip ID number and the game value control chip ID number with the gaming machine installation information stored in the machine history server 821, and performs a process of determining whether the decrypted main control chip ID number and the game value control chip ID number are normal.

[0260] In addition, the gaming machine information center 820 performs a process of generating collation security result information, and performs a process of encrypting the generated collation security result information. Next, the gaming machine information center 820 performs a process of transmitting the encrypted collation security result information to the unit board 710 via the card company data center 810, the management computer 802, and the lending device control board 720.

[0261] Then, when the unit board 710 receives the encrypted collation security result information, it performs a process of decrypting the encrypted collation security result information. Next, the unit board 710 performs a process of determining whether the decrypted collation security result information is normal. Here, when it is determined that the decrypted collation security result information is normal, the collation phase ends and the state communication phase is entered. Note that when it is determined that the decrypted collation security result information is not normal, the game cannot be executed.

[0262] (State communication phase) Next, the state communication phase will be described.

[0263] (1) Lending information When the lending button 80 is operated with a prepaid card having electronic information corresponding to money inserted into the lending device 700, or when the lending button 80 is operated with money inserted into the lending device 700, the lending device control board 720 transmits information regarding the number of lent game values (for example, "47") to the unit board 710. Next, the unit board 710 performs a process of transmitting a game value lending signal including information regarding the number of lent game values to the game value control board 400. Then, when the game value control board 400 receives the game value lending signal from the unit board 710, it performs processes such as adding the number of lent game values to the value displayed on the game value display 24 and displaying the result.

[0264] (2) Counting information When the game value control board 400 operates the count button 60 while the game value owned by the player is being displayed on the game value display 24, it transmits information regarding the counted game value to the unit board 710. For example, when the game value owned by the player is "50" and the count button 60 is operated, the information regarding the counted game value becomes "50". Next, the unit board 710 transmits information regarding the counted game value to the lending device control board 720. Also, the lending device control board 720 performs a process of storing information regarding the counted game value in the prepaid card.

[0265] Then, after the process of storing information regarding the counted game value in the prepaid card is completed by the lending device control board 720, when the return button 81 is operated, it performs a process of returning the prepaid card. In other words, even if the return button 81 is operated before the process of storing information regarding the counted game value in the prepaid card is completed, the prepaid card will not be returned. This can prevent the player from leaving while the counting of the game value is not yet finished.

[0266] Also, if the return button 81 is operated before the process of storing information regarding the counted game value in the prepaid card is completed, the liquid crystal display 82 will give a notification to wait for the player until the counting of the game value is finished. For example, by displaying the character image "Counting" on the liquid crystal display 82, a notification is given to wait for the player until the counting of the game value is finished.

[0267] Note that the notification to wait for the player until the counting of the game value is finished may be given by outputting sound from a lending speaker (not shown) provided in the lending device 700, or by lighting or flashing a lending lamp (not shown) provided in the lending device 700, or by combining these for the notification.

[0268] Also, the notification for waiting for the player until the counting of the game value is completed may be performed by the gaming machine 1, or may be performed by the gaming machine 1 and the lending device 700. Here, when the gaming machine 1 performs the notification for waiting for the player until the counting of the game value is completed, the notification may be performed by the image display device 27, the base frame lamp 28, and the speaker 29.

[0269] (3) Number of game values Information regarding the number of game values is transmitted from the game value control board 400 to the unit board 710 at a predetermined cycle (for example, "300" ms). Also, the unit board 710 transmits information regarding the game values owned by the player to the lending device control board 720. Here, the number of game values is the uncounted game values and is the value of the game values displayed on the game value display 24. Thereby, the lending device 700 can recognize the number of game values owned by the player.

[0270] (4) Number of BETs Information regarding the number of BETs made in the gaming machine 1 is transmitted from the main control board 100 to the game value control board 400 at a predetermined cycle (for example, "300" ms). Next, information regarding the number of BETs is transmitted from the game value control board 400 to the unit board 710. Then, information regarding the number of BETs is transmitted from the unit board 710 to the lending device control board 720. Thereby, the lending device 700 can recognize the number of BETs.

[0271] (5) Number of game values by winning The number of game values by winning in the gaming machine 1 is transmitted from the main control board 100 to the game value control board 400 at a predetermined cycle (for example, "1.564" ms). Next, the game value control board 400 is transmitted to the unit board 710 at a predetermined cycle (for example, "300" ms). Thereby, the lending device 700 can recognize the game values awarded by winning.

[0272] (6) Hall control information The hall computer information is transmitted from the main control board 100 to the lending device control board 720 via the game value control board 400 and the unit board 710. Then, the lending device control board 720 transmits the hall computer information to the hall computer 801. As a result, the hall computer 801 can recognize the hall computer information.

[0273] (7) Game machine performance information The game machine performance information is transmitted from the main control board 100 to the game value control board 400. Then, the game value control board 400 transmits the game machine performance information to the unit board 710. Here, the unit board 710 encrypts the received game machine performance information and transmits it to the game machine information center 820 via the lending device control board 720, the management computer 802, and the card company data center 810.

[0274] (8) Game machine installation information The game machine installation information is transmitted from the main control board 100 to the game value control board 400. Then, the game value control board 400 transmits the game machine installation information to the unit board 710. Here, the unit board 710 encrypts the received game machine installation information and transmits it to the game machine information center 820 via the lending device control board 720, the management computer 802, and the card company data center 810.

[0275] (9) Error information The main control board error information regarding the error detected by the main control board 100 is transmitted from the main control board 100 to the game value control board 400. Next, the game value control board 400 transmits the main control board error information received from the main control board 100 and / or the game value control board error information detected by the game value control board 400 to the unit board 710. Next, the unit board 710 transmits the main control board error information and / or the game value control board error information to the lending device control board 720. Then, the lending device control board 720 transmits the error information received from the unit board 710 to the management computer 802.

[0276] Also, the unit board 710 performs a process of encrypting the error information received from the game value control board 400. Then, the unit board 710 transmits the encrypted error information to the gaming machine information center 820 via the lending device control board 720, the management computer 802, and the card company data center 810.

[0277] (10) Illegal information The illegal information regarding the fraud detected by the main control board 100 is transmitted from the main control board 100 to the game value control board 400. Next, the game value control board 400 transmits the illegal information received from the main control board 100 and / or the illegal information regarding the fraud detected by the game value control board 400 to the unit board 710. Then, the unit board 710 transmits the illegal information received from the game value control board 400 to the lending device control board 720. Then, the lending device control board 720 transmits the illegal information received from the unit board 710 to the management computer 802.

[0278] Also, the unit board 710 performs a process of encrypting the illegal information received from the game value control board 400. Then, the unit board 710 transmits the encrypted illegal information to the gaming machine information center 820 via the lending device control board 720, the management computer 802, and the card company data center 810.

[0279] (Winning combination determination table) Next, with reference to FIG. 12, the winning combination determination table will be described.

[0280] The winning combination determination table is stored in the main ROM usage area 102a and is used when determining the winning combination by the internal lottery process in step S4000 described later. Also, the winning combination determination table defines the winning combination and the lottery value corresponding to the winning combination for each gaming state.

[0281] Here, in the present embodiment, the winning combination determination table exemplifies the lottery values when the set value is "1" and when the set value is "6", and omits the illustration of the lottery values when the set value is "0", when the set value is "3", when the set value is "4", and when the set value is "5". Note that in the winning combination determination table of the present embodiment, the lottery values are defined such that the higher the set value, the more advantageous it is for the player.

[0282] As shown in FIG. 12, when the game state managed by the main control board 100 is the general game state, lottery values are defined for "First BB", "Second BB", "Replay", "Left Push Sequence Plum PLa", "Left Push Sequence Plum PLb", "Left Push Sequence Plum PLc", "Middle Push Sequence Plum PCa", "Middle Push Sequence Plum PCb", "Right Push Sequence Plum PRa", "Right Push Sequence Plum PRb", "Weak Cherry", "Strong Cherry", and "Bell".

[0283] Also, when the game state managed by the main control board 100 is the "Bonus Carry-Over State", lottery values are defined for "Replay", "Left Push Sequence Plum PLa", "Left Push Sequence Plum PLb", "Left Push Sequence Plum PLc", "Middle Push Sequence Plum PCa", "Middle Push Sequence Plum PCb", "Right Push Sequence Plum PRa", "Right Push Sequence Plum PRb", "Weak Cherry", "Strong Cherry", and "Bell".

[0284] Also, when the game state managed by the main control board 100 is the "Bonus Activation State", lottery values are defined for "Left Push Sequence Plum PLa", "Left Push Sequence Plum PLb", "Left Push Sequence Plum PLc", "Middle Push Sequence Plum PCa", "Middle Push Sequence Plum PCb", "Right Push Sequence Plum PRa", and "Right Push Sequence Plum PRb".

[0285] Hereinafter, "left-push sequence plunger PLa" to "left-push sequence plunger PLc" are collectively referred to as "left-push sequence plunger", "middle-push sequence plunger PCa" to "middle-push sequence plunger PCb" are collectively referred to as "middle-push sequence plunger", and "right-push sequence plunger PRa" to "right-push sequence plunger PRb" are collectively referred to as "right-push sequence plunger". Note that "left-push sequence plunger", "middle-push sequence plunger", and "right-push sequence plunger" are collectively referred to as "push sequence plunger".

[0286] (Relationship between winning combination and operation order of stop button 10) Next, with reference to FIG. 13, the relationship between the winning combination, the operation order of the stop button 10, and winning and the like will be described.

[0287] FIG. 13 shows the relationship between the winning combination and the combinations of symbols that can be displayed on the active line according to the operation order of the winning combination and the stop button 10.

[0288] In this embodiment, the combinations of symbols for which winning is allowed differ depending on the winning combination. For example, when the winning combination is "REPLAY", winning of "re-game" is allowed.

[0289] Also, in this embodiment, winning combinations for which winning is allowed by the stop button 10 that is first stopped are provided with different winning combinations. For example, when the winning combination is "left-push sequence plunger PLa", if the left stop button 11 is first operated, "plunger" wins. On the other hand, when the winning combination is "left-push sequence plunger PLa", if the middle stop button 12 is first operated, or if the right stop button 13 is first operated, "blank" wins depending on the operation timing of the stop button 10. In other words, depending on the operation timing of the stop button 10, winning of "blank" does not occur and it is a non-winning.

[0290] In addition, in the present embodiment, winning roles are provided whose winning or not winning depends on the operation timing of the stop button 10. For example, when the winning role is "bell", if the stop button 10 is operated at an appropriate timing, "bell" wins. On the other hand, if the stop button 10 is operated at an inappropriate timing, the winning of "bell" does not occur and it is a non-winning situation.

[0291] In addition, in the present embodiment, "BB" can win simultaneously with other winning roles. Specifically, when another winning role is determined in a state where "BB" is carried over, "BB" and the other winning role will win simultaneously.

[0292] Here, in the present embodiment, when "BB" and "replay" win, "replay" is preferentially displayed on the active line over "bonus", and replay wins.

[0293] In addition, when "BB" and "plum" win, "plum" is preferentially displayed on the active line over "bonus", and "plum" wins. Note that when "BB" and "cherry" win, or when "BB" and "bell" win, similarly, "cherry" or "bell" is preferentially displayed on the active line over "bonus".

[0294] (Features of winning roles) Next, the features of the winning roles will be described with reference to FIG. 14.

[0295] In the present embodiment, among the operation sequences of the stop button 10, there is an operation sequence that is unilaterally advantageous for the player (hereinafter referred to as the "first stop operation sequence") and an operation sequence that is unilaterally disadvantageous for the player (hereinafter referred to as the "second stop operation sequence").

[0296] (First stop operation sequence) The first stop operation sequence is an operation sequence with a lower expected value of obtaining game value compared to the second stop operation sequence. Also, the first stop operation sequence is an operation sequence in which the lottery result of the ball output state described later is reflected. Here, in the present embodiment, the first stop operation sequence corresponds to the operation sequence of first operating the left stop button 11. Specifically, the first stop operation sequence is the operation sequence of first operating the left stop button 11, then operating the middle stop button 12, and finally operating the right stop button 13 (hereinafter referred to as "left-middle-right"), and the operation sequence of first operating the left stop button 11, then operating the right stop button 13, and finally operating the middle stop button 12 (hereinafter referred to as "left-right-middle").

[0297] (The second stop operation sequence) The second stop operation sequence is an operation sequence with a higher expected value of obtaining game value compared to the first stop operation sequence. Also, the second stop operation sequence is an operation sequence in which the lottery result of the ball output state described later is not reflected. As an example of the lottery result of the ball output state not being reflected, there are cases where the process of reflecting the lottery result of the ball output state is not performed, or the process of clearing the lottery result of the ball output state is performed.

[0298] Here, the second stop operation sequence corresponds to the operation sequence of first operating the middle stop button 12 or the operation sequence of first operating the right stop button 13. Specifically, the second stop operation sequence is the operation sequence of first operating the middle stop button 12, then operating the left stop button 11, and finally operating the right stop button 13 (hereinafter referred to as "middle-left-right"), the operation sequence of first operating the middle stop button 12, then operating the right stop button 13, and finally operating the left stop button 11 (hereinafter referred to as "middle-right-left"), the operation sequence of first operating the right stop button 13, then operating the left stop button 11, and finally operating the middle stop button 12 (hereinafter referred to as "right-left-middle"), and the operation sequence of first operating the right stop button 13, then operating the middle stop button 12, and finally operating the left stop button 11 (hereinafter referred to as "right-middle-left").

[0299] In this embodiment, when the operation order of the stop button 10 is the second stop operation order, the lottery result regarding the appearance state described later is not reflected. However, when the operation order of the stop button 10 is the second stop operation order, it may be determined that the lottery of the appearance state is disadvantaged as compared with the case where the operation order of the stop button 10 is the first stop operation order.

[0300] First, when the winning combination is "left push order plum PLb", if the operation order of the stop button 10 is the first stop operation order, "plum" wins with a probability of "1 / 2". Specifically, when the operation order of the stop button 10 is "left middle right", "plum" wins. At this time, the game value given to the player is "6". Also, when the operation order of the stop button 10 is "left right middle", "blank" wins with a probability of "1 / 4". On the other hand, when the operation order of the stop button 10 is the second stop operation order, "blank" wins with a probability of "1 / 4". When "blank" wins, the game value given to the player is "1".

[0301] Next, when the winning combination is "left push order plum PLc", if the operation order of the stop button 10 is the first stop operation order, "plum" wins with a probability of "1 / 2". Specifically, when the operation order of the stop button 10 is "left right middle", "plum" wins. At this time, the game value given to the player is "6". Also, when the operation order of the stop button 10 is "left middle right", "blank" wins with a probability of "1 / 4". On the other hand, when the operation order of the stop button 10 is the second stop operation order, "blank" wins with a probability of "1 / 4". When "blank" wins, the game value given to the player is "1".

[0302] Next, when the winning role is "medium-press order plumb PCa", if the operation order of the stop button 10 is the second stop operation order, "plumb" wins with a probability of "1 / 4". Specifically, when the operation order of the stop button 10 is "middle, left, right", "plumb" wins. At this time, the value of the game value given to the player is "13". Also, when the operation order of the stop button 10 is "middle, right, left", "right, left, middle", or "right, middle, left", "blank" wins with a probability of "1 / 4". On the other hand, when the operation order of the stop button 10 is the first stop operation order, "blank" wins with a probability of "1 / 4". When "blank" wins, the value of the game value given to the player is "1".

[0303] Next, when the winning role is "medium-press order plumb PCb", if the operation order of the stop button 10 is the second stop operation order, "plumb" wins with a probability of "1 / 4". Specifically, when the operation order of the stop button 10 is "middle, right, left", "plumb" wins. At this time, the value of the game value given to the player is "13". Also, when the operation order of the stop button 10 is "middle, left, right", "right, left, middle", or "right, middle, left", "blank" wins with a probability of "1 / 4". On the other hand, when the operation order of the stop button 10 is the first stop operation order, "blank" wins with a probability of "1 / 4". When "blank" wins, the value of the game value given to the player is "1".

[0304] Next, when the winning combination is the "right-push sequence plumb PRa", if the operation order of the stop button 10 is the second stop operation order, the "plumb" wins with a probability of "1 / 4". Specifically, when the operation order of the stop button 10 is "right, left, middle", the "plumb" wins. At this time, the game value given to the player is "13". Also, when the operation order of the stop button 10 is "middle, right, left", "middle, left, right", or "right, middle, left", the "blank" wins with a probability of "1 / 4". On the other hand, if the operation order of the stop button 10 is the first stop operation order, the "blank" wins with a probability of "1 / 4". When the "blank" wins, the game value given to the player is "1".

[0305] Next, when the winning combination is the "right-push sequence plumb PRb", if the operation order of the stop button 10 is the second stop operation order, the "plumb" wins with a probability of "1 / 4". Specifically, when the operation order of the stop button 10 is "right, middle, left", the "plumb" wins. At this time, the game value given to the player is "13". Also, when the operation order of the stop button 10 is "middle, right, left", "middle, left, right", or "right, left, middle", the "blank" wins with a probability of "1 / 4". On the other hand, if the operation order of the stop button 10 is the first stop operation order, the "blank" wins with a probability of "1 / 4". When the "blank" wins, the game value given to the player is "1".

[0306] Here, among the first stop operation orders, when the operation order of the stop button 10 is "left, middle, right", the probability that a game value of "6" is given to the player is "(4,596 + 4,982) / 65,536 (setting '1') to (5,800 + 4,380) / 65,536 (setting '6')", so it is "9,578 / 65,536 (setting '1') to 10,180 / 65,536 (setting '6')".

[0307] Similarly, when the operation order of the stop button 10 is "left, right, center", the probability of awarding a game value of "6" to the player is "(4,596 + 4,982) / 65,536 (setting "1") to (5,800 + 4,380) / 65,536 (setting "6)", which is "9,578 / 65,536 (setting "1") to 10,180 / 65,536 (setting "6").

[0308] Specifically, the winning probability of the "left press order plumb PLa" in setting "1" is "4,596 / 65,536", while the winning probability of the "left press order plumb PLa" in setting "6" is "5,800 / 65,536". Therefore, in the case of setting "6", it is easier to win the "left press order plumb PLa" than in the case of setting "1".

[0309] On the other hand, the combined winning probability of the "left press order plumb PLb" to the "left press order plumb PLc" in setting "1" is "9,964 / 65,536", while the combined winning probability of the "left press order plumb PLb" to the "left press order plumb PLc" in setting "6" is "8,760 / 65,536". Therefore, in the case of setting "1", it is easier to win the "left press order plumb PLb" to the "left press order plumb PLc" than in the case of setting "6".

[0310] And in this embodiment, the combined value of the winning probabilities of the "left press order plumb PLa" to the "left press order plumb PLc" in setting "1" and the combined value of the winning probabilities of the "left press order plumb PLa" to the "left press order plumb PLc" in setting "6" are the same probability. Specifically, the combined value of the winning probabilities of the "left press order plumb PLa" to the "left press order plumb PLc" in setting "1" and the combined value of the winning probabilities of the "left press order plumb PLa" to the "left press order plumb PLc" in setting "6" are both "14,560 / 65,536".

[0311] That is, when the ball output state managed by the main control board 100 is the normal state, since the operation sequence of the stop button 10 is not notified, the player cannot determine whether "plum" wins when the operation sequence of the stop button 10 is "left, middle, right", or whether "plum" wins when the operation sequence of the stop button 10 is "left, right, middle".

[0312] On the other hand, when the ball output state managed by the main control board 100 is the AT state, since the operation sequence of the stop button 10 is notified, the player can make "plum" win by operating the stop button 10 according to the notified operation sequence.

[0313] Also, since the total value of the winning probabilities of "left-push sequence plum" is the same in the case of setting "1" and the case of setting "6", when the ball output state managed by the main control board 100 is the AT state, it can be said that the probability of "plum" winning is the same in the case of setting "1" and the case of setting "6".

[0314] (Expected value of obtaining game value according to the operation sequence of the stop button 10) Hereinafter, the expected value of obtaining the game value according to the operation sequence of the stop button 10 will be described.

[0315] The expected value of obtaining the game value according to the operation sequence of the stop button 10 can be calculated by "lottery value according to the winning combination × value of the game value to be given × winning rate / total value of all lottery values (the denominator '65,536' in FIG. 12)".

[0316] Here, in the present embodiment, when "left-push sequence plum PLb" to "left-push sequence plum PLc", "middle-push sequence plum", and "right-push sequence plum" are winning combinations, they will be grouped. Therefore, the expected values of obtaining these game values will be described. Hereinafter, "left-push sequence plum PLb" to "left-push sequence plum PLc", "middle-push sequence plum", and "right-push sequence plum" will be referred to as "specific group".

[0317] For example, when the setting is "1" and the winning combination is determined to be "left-push sequence plunger PLb", and the operation order of the stop button 10 is "left, middle, right", the expected value of obtaining game value is "4,982 × 6 × 1 / 65,536 = 0.45 (for convenience of explanation, rounded to the third decimal place for description)".

[0318] Also, when the winning combination is determined to be "left-push sequence plunger PLc" and the operation order of the stop button 10 is "left, middle, right", the expected value of obtaining game value is "4,982 × 1 × 0.25 / 65,536 = 0.02".

[0319] Also, when the winning combination is determined to be "middle-push sequence plunger PCa" and the operation order of the stop button 10 is "left, middle, right", the expected value of obtaining game value is "9,000 × 1 × 0.25 / 65,536 = 0.03".

[0320] Similarly, when the winning combination is determined to be "middle-push sequence plunger PCb" and the operation order of the stop button 10 is "left, middle, right", the expected value of obtaining game value is "9,000 × 1 × 0.25 / 65,536 = 0.03".

[0321] Similarly, when the winning combination is determined to be "right-push sequence plunger PRa" and the operation order of the stop button 10 is "left, middle, right", the expected value of obtaining game value is "9,000 × 1 × 0.25 / 65,536 = 0.03".

[0322] Similarly, when the winning combination is determined to be "right-push sequence plunger PRb" and the operation order of the stop button 10 is "left, middle, right", the expected value of obtaining game value is "9,000 × 1 × 0.25 / 65,536 = 0.03".

[0323] Therefore, when the operation order of the stop button 10 is "left, middle, right", the expected value of obtaining game value is "0.61".

[0324] Here, when the operation order of the stop button 10 is "left, right, center", the expected value of obtaining game value is the same as that when the operation order of the stop button 10 is "left, center, right", which is "0.61".

[0325] On the other hand, when calculating the expected value of obtaining game value when the operation order of the stop button 10 is "center, left, right", it is "1.93". Similarly, the expected value of obtaining game value when the operation order of the stop button 10 is "center, right, left", the expected value of obtaining game value when it is "right, left, center", and the expected value of obtaining game value when it is "right, center, left" are also "1.93".

[0326] From these facts, it can be said that the expected value of obtaining game value is higher when the operation order of the stop button 10 is the second stop operation order than when the operation order of the stop button 10 is the first stop operation order.

[0327] Also, it can be said that the expected value of obtaining game value when the operation order of the stop button 10 is the first stop operation order and the expected value of obtaining game value when the operation order of the stop button 10 is the second stop operation order are both values less than the BET number "3".

[0328] In addition, in this embodiment, the sum of the expected value of obtaining game value when the operation order of the stop button 10 is the first stop operation order and the expected value of obtaining game value for the transition lottery of the ball payout state managed by the main control board 100 is a value larger than the expected value of obtaining game value when the operation order of the stop button 10 is the second stop operation order.

[0329] In this way, when the winning combination of the "specific group" wins, in terms of both the expected value of obtaining game value and the transition probability of the ball payout state, the advantages and disadvantages are offset between the case where the operation order of the stop button 10 is the first stop operation order and the case where it is the second stop operation order.

[0330] In this case, even when the main control board 100 transmits information (grouping command described later) indicating that a winning role of the "specific group" has been elected to the sub-control board 300, the display mode of the instruction information display unit 17 becomes non-display.

[0331] Note that in the normal state, the value of the game value obtained by winning the winning role of the "specific group" is not added to the calculation of the designated winning item ratio.

[0332] (AT State Transition Lottery Table) Next, with reference to FIG. 15, the AT state transition lottery table will be described.

[0333] The AT state transition lottery table is a table used when performing a lottery on whether to transition to the AT state, and is stored in the main ROM usage area 102a.

[0334] Here, in the present embodiment, the AT state transition lottery table includes a normal state AT state transition lottery table (see FIG. 15(A)), a bonus preparation state AT state transition lottery table (see FIG. 15(B)), a CZ state AT state transition lottery table (see FIG. 15(C)), and a bonus state AT state transition lottery table (see FIG. 15(D)).

[0335] (Normal State AT State Transition Lottery Table) The normal state AT state transition lottery table is a table used when performing a lottery on whether to transition to the AT state when the ball output state is the normal state. Here, in the normal state AT state transition lottery table, the lottery value corresponding to the winning role is defined for each set value. For example, when the set value is "1" and the winning role is determined to be "weak cherry", the lottery for transitioning to the AT state will be won with a probability of "655 / 65,536".

[0336] (Bonus Preparation State AT State Transition Lottery Table) The AT state transition lottery table for the bonus preparation state is a table used when conducting a lottery on whether to transition to the AT state when the outcome state is the bonus preparation state. Here, in the AT state transition lottery table for the bonus preparation state, the lottery values corresponding to the winning combinations are defined for each set value. For example, when the set value is "1" and the winning combination is determined to be "weak cherry", the probability of winning the AT state transition lottery is "655 / 65,536".

[0337] (AT state transition lottery table for CZ state) The AT state transition lottery table for the CZ state is a table used when conducting a lottery on whether to transition to the AT state when the outcome state is the CZ state. Here, in the AT state transition lottery table for the CZ state, the lottery values corresponding to the winning combinations are defined for each set value. For example, when the set value is "1" and the winning combination is determined to be "weak cherry", the probability of winning the AT state transition lottery is "16,384 / 65,536".

[0338] (AT state transition lottery table for bonus state) The AT state transition lottery table for the bonus state is a table used when conducting a lottery on whether to transition to the AT state when the outcome state is the bonus state. Here, in the AT state transition lottery table for the bonus state, the lottery values corresponding to the winning combinations are defined for each set value. For example, when the set value is "1" and the winning combination is determined to be "push-order plum", the probability of winning the AT state transition lottery is "655 / 65,536".

[0339] Here, as shown in FIG. 15, the AT state transition lottery table illustrates the lottery values when the set value is "1" and when the set value is "6", and omits the illustration of the lottery values when the set value is "0", when the set value is "3", when the set value is "4", and when the set value is "5". Also, in the AT state transition lottery table, the lottery values are defined such that the higher the set value, the more advantageous it is for the player.

[0340] Note that the lottery values defined in the AT state transition lottery table are not limited to the lottery values shown in FIG. 15 and can be set as appropriate.

[0341] (CZ state transition lottery table) Next, with reference to FIG. 16, the CZ state transition lottery table will be described.

[0342] The CZ state transition lottery table is a table used when conducting a lottery on whether to transition to the CZ state when the outcome state is the normal state, and is stored in 102a within the main ROM usage area.

[0343] In the CZ state transition lottery table, the lottery values corresponding to the winning roles are defined for each set value. For example, when the set value is "1" and "weak cherry" is determined as the winning role, the lottery for transitioning to the CZ state will be won with a probability of "655 / 65,536".

[0344] Here, as shown in FIG. 16, the CZ state transition lottery table illustrates the lottery values when the set value is "1" and when the set value is "6", and the illustration of the lottery values when the set value is "0", when the set value is "3", when the set value is "4", and when the set value is "5" is omitted. Also, in the CZ state transition lottery table, the lottery values are defined such that the higher the set value, the more advantageous it is for the player.

[0345] Note that the lottery values defined in the CZ state transition lottery table are not limited to the lottery values shown in FIG. 16 and can be set as appropriate.

[0346] (Additional game number lottery table) Next, with reference to FIG. 17, the additional game number lottery table will be described.

[0347] The additional game number lottery table is a table used when conducting an additional lottery for the number of games playable in the AT state, and is stored in 102a within the main ROM usage area.

[0348] Here, in the present embodiment, the additional game number lottery table is provided with an additional game number lottery table for the AT state (see FIG. 17(A)) and an additional game number lottery table for the additional state (see FIG. 17(B)).

[0349] (Additional game number lottery table for the AT state) The additional game number lottery table for the AT state is a table used when conducting an additional lottery for the number of games playable in the AT state when the ball output state is the AT state. Here, in the additional game number lottery table for the AT state, the lottery values corresponding to the number of additional games are defined for each winning combination. For example, when "Bell" is determined as the winning combination, "50" games are added with a probability of "2,048 / 65,536", "100" games are added with a probability of "1,024 / 65,536", and "300" games are added with a probability of "512 / 65,536".

[0350] (Additional game number lottery table for the additional state) The additional game number lottery table for the additional state is a table used when conducting an additional lottery for the number of games playable in the AT state when the ball output state is the additional state. Here, in the additional game number lottery table for the additional state, the lottery values corresponding to the number of additional games are defined for each winning combination. For example, when "Bell" is determined as the winning combination, "50" games are added with a probability of "65,000 / 65,536", "100" games are added with a probability of "500 / 65,536", and "300" games are added with a probability of "36 / 65,536".

[0351] Here, in the present embodiment, when winning the lottery using the additional game number lottery table, the number of additional games to be added is determined, but it is not limited to this. For example, a predetermined number of games (e.g., "30" games) may be set as "1" set, and the number of sets may be added, or the amount of game value given to the player may be added, or the number of times the operation order of the stop button 10 is notified may be added.

[0352] Note that the lottery values defined in the additional game number lottery table are not limited to the lottery values illustrated in FIG. 17 and can be set as appropriate.

[0353] (Additional state transition lottery table) Next, with reference to FIG. 18, the additional state transition lottery table will be described.

[0354] The additional state transition lottery table is a table used when conducting a lottery on whether to transition to the additional state, and is stored in 102a within the main ROM usage area.

[0355] Here, in the present embodiment, the additional state transition lottery table includes an additional state transition lottery table for the AT state (see FIG. 18(A)), an additional state transition lottery table for the bonus preparation state during AT (see FIG. 18(B)), and an additional state transition lottery table for the bonus state during AT (see FIG. 18(C)).

[0356] (Additional state transition lottery table for the AT state) The additional state transition lottery table for the AT state is a table used when conducting a lottery on whether to transition to the additional state when the ball output state is the AT state. Here, in the additional state transition lottery table for the AT state, the lottery values corresponding to the winning combinations are defined for each set value. For example, when the set value is "1" and the winning combination is determined to be "weak cherry", the lottery for transitioning to the additional state is won with a probability of "328 / 65,536".

[0357] (AT Medium Bonus Preparation State Ride - on State Transition Lottery Table) The AT Medium Bonus Preparation State Ride - on State Transition Lottery Table is a table used when conducting a lottery on whether to transition to the ride - on state when the outcome state is the AT Medium Bonus Preparation state. Here, for the AT Medium Bonus Preparation State Ride - on State Transition Lottery Table, the lottery values corresponding to the winning combinations are defined for each set value. For example, when the set value is "1" and the winning combination is determined to be "Weak Cherry", the probability of winning the ride - on state transition lottery is "328 / 65,536".

[0358] (AT Medium Bonus State Ride - on State Transition Lottery Table) The AT Medium Bonus State Ride - on State Transition Lottery Table is a table used when conducting a lottery on whether to transition to the ride - on state when the outcome state is the AT Medium Bonus state. Here, for the AT Medium Bonus State Ride - on State Transition Lottery Table, the lottery values corresponding to the winning combinations are defined for each set value. For example, when the set value is "1" and the winning combination is determined to be "Push - order Plum", the probability of winning the ride - on state transition lottery is "163 / 65,536".

[0359] Here, as shown in FIG. 18, the ride - on state transition lottery table illustrates the lottery values when the set value is "1" and when the set value is "6", and omits the illustration of the lottery values when the set value is "0", when the set value is "3", when the set value is "4", and when the set value is "5". Also, for the ride - on state transition lottery table, the lottery values are defined such that the higher the set value, the more advantageous it is for the player.

[0360] Note that the lottery values defined in the ride - on state transition lottery table are not limited to the lottery values illustrated in FIG. 18 and can be set as appropriate.

[0361] (Storage Area of Main RAM 103) Next, the memory area of the main RAM 103 will be described with reference to FIG. 19.

[0362] (Memory area within the main RAM usage area 103a) First, the memory area within the main RAM usage area 103a will be described.

[0363] As shown in FIG. 19, in the main RAM usage area 103a, a plurality of memory areas from the setting value storage area 103aa to the game value error storage area 103zd are provided. Each memory area will be described below.

[0364] (Setting value storage area 103aa) The setting value storage area 103aa is a "1"-byte memory area and is a memory area capable of storing a setting value indicating the degree of advantage for the player. Here, for example, when the setting value is "1", "00000001B" is stored in the setting value storage area 103aa, and when the setting value is "6", "00000110B" is stored in the setting value storage area 103aa.

[0365] (Bonus storage area 103ab) The bonus storage area 103ab is a "1"-byte memory area and is a memory area capable of storing the information that "BB" has been won and carrying it over until the bonus wins. Here, for example, when "First BB" is carried over, the value of the bonus storage area 103ab becomes "00000001B", when "Second BB" is carried over, the value of the bonus storage area 103ab becomes "00000010B", and when "BB" is not carried over, the value of the bonus storage area 103ab becomes "00000000B".

[0366] (Winning combination storage area 103ac) The elected role memory area 103ac is a "2"-byte memory area and is a memory area capable of storing information regarding the elected role. Here, for example, when "Replay" is determined as the elected role, the value of the upper byte of the elected role memory area 103ac becomes "00000000B" and the value of the lower byte becomes "00000001B".

[0367] (BET counter 103ad) The BET counter 103ad is a "1"-byte memory area and is a memory area capable of storing information regarding the game value on which BET has been placed. Here, for example, when the value of the game value on which BET has been placed is "3", the value of the BET counter 103ad becomes "00000011B".

[0368] (Wait timer 103ae) The wait timer 103ae is a "2"-byte memory area and is a memory area capable of storing information for counting the minimum game time. Here, in the present embodiment, the value set in the wait timer 103ae is decremented by "1" each time the main interrupt process (see FIG. 57) described later is executed. Note that the minimum game time in the present embodiment is approximately "4.1" seconds.

[0369] (Replay operation flag memory area 103af) The replay operation flag memory area 103af is a "1"-byte memory area and is a memory area capable of storing a replay operation flag that becomes ON when a replay wins. Here, when the replay operation flag is ON, the value of the replay operation flag memory area 103af becomes "00000001B", and when the replay operation flag is OFF, the value of the replay operation flag memory area 103af becomes "00000000B".

[0370] (Granted value memory area 103ag) The awarded value storage area 103ag is a "1"-byte storage area and is a storage area capable of storing information regarding the game value awarded to the player. For example, when the value of the game value awarded to the player is "13", the value of the awarded value storage area 103ag becomes "00001101B".

[0371] (Bonus end value counter 103ah) The bonus end value counter 103ah is a "1"-byte storage area and is a storage area capable of storing information regarding the game value that can be awarded in the bonus activation state. For example, when the value of the game value that can be awarded in the bonus activation state is "13", the value of the bonus end value counter 103ah becomes "00001101B".

[0372] (RB winning count counter 103ai) The RB winning count counter 103ai is a "1"-byte storage area and is a storage area capable of storing information regarding the number of times the "RB (first special symbol)" can be won. For example, when the number of times the "RB" can be won is "1", the value of the RB winning count counter 103ai becomes "00000001B".

[0373] (RB game count counter 103aj) The RB game count counter 103aj is a "1"-byte storage area and is a storage area capable of storing information regarding the number of games that can be played with "RB". For example, when the number of games that can be played with "RB" is "1", the value of the RB game count counter 103aj becomes "00000001B".

[0374] (Game state storage area 103ak) The game state memory area 103ak is a 1-byte memory area and is a memory area capable of storing information regarding the game state in the current game. Here, when the current game state is the normal game state, the value of the game state memory area 103ak becomes "00000000B", when it is the bonus carry-over state, the value of the game state memory area 103ak becomes "00000001B", and when it is the bonus activation state, the value of the game state memory area 103ak becomes "00000010B".

[0375] (Payout state memory area 103al) The payout state memory area 103al is a 1-byte memory area and is a memory area capable of storing information regarding the payout state in the current game. Here, for example, when the current payout state is the normal state, the value of the payout state memory area 103al becomes "00000001B".

[0376] (Next payout state memory area 103am) The next payout state memory area 103am is a 1-byte memory area and is a memory area capable of storing information regarding the payout state in the next game. Here, for example, when the payout state in the next game is the normal state, the value of the next payout state memory area 103am becomes "00000001B".

[0377] (Ceiling game count counter 103an) The ceiling game count counter 103an is a 2-byte memory area and is a memory area capable of storing the ceiling game count. Here, for example, when the number of games until the ceiling is "1" game, the value of the upper byte of the ceiling game count counter 103an becomes "00000000B" and the value of the lower byte becomes "00000001B".

[0378] (CZ game count counter 103ao) The CZ game number counter 103ao is a "1"-byte memory area and is a memory area capable of storing the number of games playable in the CZ state. Here, for example, when the number of games playable in the CZ state is "1" game, the value of the CZ game number counter 103ao becomes "00000001B".

[0379] (AT game number counter 103ap) The AT game number counter 103ap is a "2"-byte memory area and is a memory area capable of storing the number of games playable in the AT state. Here, for example, when the number of games playable in the AT state is "1" game, the value of the upper byte of the AT game number counter 103ap becomes "00000000B" and the value of the lower byte becomes "00000001B".

[0380] (Override state game number counter 103aq) The override state game number counter 103aq is a "1"-byte memory area and is a memory area capable of storing the number of games playable in the override state. Here, for example, when the number of games playable in the override state is "1" game, the value of the override state game number counter 103aq becomes "00000001B".

[0381] (CZ winning flag memory area 103ar) The CZ winning flag memory area 103ar is a "1"-byte memory area and is a memory area capable of storing the CZ winning flag indicating winning in the CZ state transition lottery. Here, when the CZ winning flag is ON, the value of the CZ winning flag memory area 103ar becomes "00000001B", and when the CZ winning flag is OFF, the value of the CZ winning flag memory area 103ar becomes "00000000B".

[0382] (AT winning flag memory area 103as) The AT winning flag storage area 103as is a storage area of "1" byte and can store an AT winning flag indicating that the transition lottery of the AT state has been won. Here, when the AT winning flag is ON, the value of the AT winning flag storage area 103as becomes "00000001B", and when the AT winning flag is OFF, the value of the AT winning flag storage area 103as becomes "00000000B".

[0383] (Overlaid state winning flag storage area 103at) The overlaid state winning flag storage area 103at is a storage area of "1" byte and can store an overlaid state winning flag indicating that the transition lottery of the overlaid state has been won. Here, when the overlaid state winning flag is ON, the value of the overlaid state winning flag storage area 103at becomes "00000001B", and when the overlaid state winning flag is OFF, the value of the overlaid state winning flag storage area 103at becomes "00000000B".

[0384] (First stop storage area 103au) The first stop storage area 103au is a storage area of "1" byte and can store information about the stop button 10 that was first operated when the reel 20 is in a state where all are rotating. Here, when the value of the first stop storage area 103au is "00000001B", it means that the first stop button 10 operated is the left stop button 11 and the first stop is the left reel 21.

[0385] (Pressed reference position storage area 103av) The pressed reference position memory area 103av is a memory area of "3" bytes and is a memory area capable of storing the symbol position when the stop button 10 corresponding to the rotating reel 20 is operated. Specifically, the first byte of the pressed reference position memory area 103av is a memory area capable of storing the symbol position when the left stop button 11 is operated, the second byte of the pressed reference position memory area 103av is a memory area capable of storing the symbol position when the middle stop button 12 is operated, and the third byte of the pressed reference position memory area 103av is a memory area capable of storing the symbol position when the right stop button 13 is operated. For example, when the pressed reference position of the left reel 21 is "01", the value of the first byte of the pressed reference position memory area 103av becomes "00000001B".

[0386] (Slip frame number memory area 103aw) The slip frame number memory area 103aw is a memory area of "3" bytes and is a memory area capable of storing information related to the slip frame number. Specifically, the first byte of the slip frame number memory area 103aw is a memory area capable of storing the slip frame number of the left reel 21, the second byte of the slip frame number memory area 103aw is a memory area capable of storing the slip frame number of the middle reel 22, and the third byte of the slip frame number memory area 103aw is a memory area capable of storing the slip frame number of the right reel 23. For example, when the slip frame number of the left reel 21 is "1", the value of the first byte of the slip frame number memory area 103aw becomes "00000001B".

[0387] (Difference counter 103ax) The difference counter 103ax is a "2"-byte memory area and is a memory area capable of storing information regarding the difference in game values during a "specific period". Also, the difference counter 103ax is capable of storing both positive and negative values. Specifically, when the difference in game values during the "specific period" is "200", the value of the upper byte of the difference counter 103ax becomes "11001000B" and the value of the lower byte becomes "00000000B". On the other hand, when the difference in game values during the "specific period" is "-200", the value of the upper byte of the difference counter 103ax becomes "00000000B" and the value of the lower byte becomes "11001000B". Note that when the difference in game values during the "specific period" is "0", both the value of the upper byte and the value of the lower byte of the difference counter 103ax become "00000000B".

[0388] (Specific period start flag memory area 103ay) The specific period start flag memory area 103ay is a "1"-byte memory area and is a memory area capable of storing a specific period start flag that turns ON at the start of the "specific period". Here, when the specific period start flag is ON, the value of the specific period start flag memory area 103ay becomes "00000001B", and when the specific period start flag is OFF, the value of the specific period start flag memory area 103ay becomes "00000000B".

[0389] (Specific period flag memory area 103az) The specific period flag memory area 103az is a "1"-byte memory area and is a memory area capable of storing a specific period flag that turns ON while staying in the "specific period". Here, when the specific period flag is ON, the value of the specific period flag memory area 103az becomes "00000001B", and when the specific period flag is OFF, the value of the specific period flag memory area 103az becomes "00000000B".

[0390] (Specific period end flag memory area 103za) The specific period end flag storage area 103za is a storage area of "1" byte and can store a specific period end flag that becomes ON at the end of the "specific period". Here, when the specific period end flag is ON, the value of the specific period end flag storage area 103za becomes "00000001B", and when the specific period end flag is OFF, the value of the specific period end flag storage area 103za becomes "00000000B".

[0391] (Main error information storage area 103zb) The main error information storage area 103zb is a storage area of "2" bytes and can store error information detected by the main control board 100. Specifically, information regarding an operation abnormality error of a setting change device, which will be described later, etc. is stored in the main error information storage area 103zb.

[0392] (Stop position storage area 103zc) The stop position storage area 103zc is a storage area of "3" bytes and can store the stop position of the reel 20. Specifically, the first byte of the stop position storage area 103zc can store the stop position of the left reel 21, the second byte of the stop position storage area 103zc can store the stop position of the middle reel 22, and the third byte of the stop position storage area 103zc can store the stop position of the right reel 23. For example, when the number of slipping frames of the left reel 21 is "1", the value of the first byte of the stop position storage area 103zc becomes "00000001B".

[0393] (Game value error storage area 103zd) The game value error storage area 103zd is a storage area of "2" bytes and can store error information detected by the game value control board 400 in response to a command received from the game value control board 400. Specifically, information regarding a lending device unconnected error (main stop), which will be described later, information regarding a lending device unconnected error (constant monitoring), which will be described later, etc. are stored in the game value error storage area 103zd.

[0394] Here, in the present embodiment, "main stop" is an error monitored during the game. Specifically, as will be described later, the in-game communication abnormality error (main stop), the game value count reach error (main stop), the lending device communication non-response error (main stop), the lending device unconnected error (main stop), and the door open error (main stop) fall under this category.

[0395] On the other hand, "constant monitoring" is an error monitored during non-game time. Specifically, as will be described later, the in-game communication abnormality error (constant monitoring), the game value count reach error (constant monitoring), the lending device communication non-response error (constant monitoring), the lending device unconnected error (constant monitoring), and the door open error (constant monitoring) fall under this category.

[0396] (Memory area outside the main RAM usage area 103b) Next, the memory area outside the main RAM usage area 103b will be described.

[0397] As shown in FIG. 19, in the area 103b outside the main RAM usage area, a plurality of memory areas from the stop MY counter 103ba to the game count counter 103yw for ratio calculation are provided. Each memory area will be described below.

[0398] (Stop MY counter 103ba) The stop MY counter 103ba is a "2"-byte memory area and is a memory area capable of storing the maximum increment value (also referred to as "maximum MY") from when power is supplied to the gaming machine 1 until now. For example, if the value of the game value given from when power is supplied to the gaming machine 1 until now is "200", the value of the upper byte of the stop MY counter 103ba will be "00000000B" and the value of the lower byte will be "11001000B". Note that the stop MY counter 103ba is not configured to store negative values.

[0399] Here, when the game parlor opens (when the power of the gaming machine 1 is turned on), the value of the stop MY counter 103ba is "0", and the value of the maximum increment number is also "0". When the MAXBET button 7 is operated, a game is played, and a winning is established, the value obtained by subtracting the value of the wagered game value from the value of the game value awarded by the winning is added to the value of the stop MY counter 103ba. On the other hand, when a winning is not established, the value of the wagered game value is subtracted from the value of the stop MY counter 103ba.

[0400] At this time, when the value of the stop MY counter 103ba becomes a negative value, the value of the stop MY counter 103ba becomes "0". For example, when the value of the stop MY counter 103ba is "0", the MAXBET button 7 is operated, a game is played, a winning is established, and the value of the game value given to the player is "1", then "0 (the value of the stop MY counter 103ba before the calculation)" - "3 (the value of the wagered game value)" + "1 (the value of the game value awarded by the winning)" = "-2", but the value of the stop MY counter 103ba becomes "0".

[0401] Also, when the value of the stop MY counter 103ba is "0", the MAXBET button 7 is operated, a game is played, and a winning is not established, then "0 (the value of the stop MY counter 103ba before the calculation)" - "3 (the value of the wagered game value)" = "-3", but the value of the stop MY counter 103ba becomes "0".

[0402] Here, when shifting to a state advantageous to the player (for example, the AT state, the bonus activation state), the value of the stop MY counter 103ba will change greatly. For example, assume that when the value of the stop MY counter 103ba is "0", the player shifts to the AT state. In the AT state, when the "push order plumb" wins, the operation order of the stop button 10 is notified, and when the stop button 10 is operated according to the notified operation order of the stop button 10, the "plumb" wins.

[0403] At this time, the value of the stop MY counter 103ba is "0 (the value of the stop MY counter 103ba before the operation)" - "3 (the value of the bet game value)" + "13 (the value of the game value awarded by winning) " = "10". Here, since the AT state is a game number addition lottery in addition to the initial number of games, it will stay over a plurality of games, so the value of the stop MY counter 103ba will change greatly. For example, assume that the value of the stop MY counter 103ba has become "1,500" while the AT state continues for a predetermined period.

[0404] Here, in the stop MY counter calculation process of step S14103 described later, when the maximum increase number is less than "1,500", the maximum increase number is updated to "1,500". On the other hand, when the maximum increase number is "1,500" or more, the maximum increase number is not updated. After that, before the value of the stop MY counter 103ba is subtracted to "0", if the AT state or the bonus activation state is shifted a plurality of times and the value of the stop MY counter 103ba gradually increases to "19,000" or more, the stop function will operate.

[0405] Here, the upper limit value of the value that can be stored in the stop MY counter 103ba is "19,009", and it can be stored with a width up to "19,009", and values exceeding "19,009" are not stored. The reason for setting the upper limit value of the value that can be stored in the stop MY counter 103ba to have a width up to "19,009" is that the operating condition of the stop function is that the value of the stop MY counter 103ba has become "19,000" or more, and due to differences in the values of the game values awarded by winning, etc., there are cases where the stop function operates when the value of the stop MY counter 103ba becomes "19,000", and cases where the stop function operates when the value of the stop MY counter 103ba exceeds "19,000".

[0406] And, for example, when the value of the stop MY counter 103ba is "18,999", the value of the bet game value is "3", and when a "plum" winning is established, "18,999 (the value of the stop MY counter 103ba before calculation)" - "3 (the value of the bet game value)" + "13 (the value of the game value awarded by winning ≒ the maximum value of the game value awarded in one game in the gaming machine 1 in this embodiment)" = "19,009". Therefore, the upper limit value of the stop MY counter 103ba is sufficient at "19,009".

[0407] Note that the stop MY counter 103ba can also be made storable with a range up to "19,013". Specifically, when the value of the stop MY counter 103ba is "18,999", the value of the bet game value is "1", and the value of the game value awarded by winning is "15", which is the maximum value in one winning defined by the rules of the gaming machine, then "18,999 (the value of the stop MY counter 103ba before calculation)" - "1 (the value of the bet game value)" + "15 (the value of the game value awarded by winning)" = "19,013". Therefore, the upper limit value of the stop MY counter 103ba is sufficient at "19,013" for any gaming machine 1.

[0408] By doing so, the labor of changing the upper limit value of the stop MY counter 103ba every time the gaming machine 1 is developed can be reduced. Of course, each time the gaming machine 1 is developed, the upper limit value of the stop MY counter 103ba may be set to the maximum value of the game value awarded in one game of that gaming machine 1.

[0409] Also, it may be possible not to provide an upper limit value for the stop MY counter 103ba. For example, when the value of the stop MY counter 103ba is "18,999" and a bonus activation state is entered, during the period until the bonus activation state ends, even after the value of the stop MY counter 103ba exceeds "19,000", the value of the stop MY counter 103ba may be updated and stored.

[0410] Here, in the present embodiment, the value of the stop MY counter 103ba is initialized when the power is turned on and off.

[0411] Although it will be described specifically later, the stop MY counter 103ba is referred to in the process of determining whether it has reached "18,500" or more and in the process of determining whether it has reached "19,000" or more, and can count up to a maximum of "20,000".

[0412] (Internal stack pointer storage area 103bb) The internal stack pointer storage area 103bb is a storage area capable of storing a stack pointer when executing a program stored outside the main ROM usage area 102b.

[0413] (Stop flag storage area 103bc) The stop flag storage area 103bc is a "1"-byte storage area and is a storage area capable of storing a stop flag indicating that a stop function that makes it impossible to continue the game has been activated. Here, when the stop flag is ON, the value of the stop flag storage area 103bc becomes "00000001B", and when the stop flag is OFF, the value of the stop flag storage area 103bc becomes "00000000B".

[0414] (Game count counter 103bd for performance information) The game count counter 103bd for performance information is a "2"-byte storage area and is a storage area capable of storing the number of games used when calculating game machine performance information.

[0415] (Total BET count counter 103be for performance information) The total BET count counter 103be for performance information is a "3"-byte storage area and is a storage area capable of storing the total BET count of game values used when calculating game machine performance information.

[0416] (Total Award Count Counter 103bf for Performance Information) The total award count counter 103bf for performance information is a "3"-byte storage area and is a storage area capable of storing the total number of game values used when calculating the performance information of the gaming machine.

[0417] (MY Counter 103bg for Performance Information) The MY counter 103bg for performance information is a "3"-byte storage area and is a storage area capable of storing the current MY used when calculating the performance information of the gaming machine.

[0418] (Maximum MY Counter 103bh for Performance Information) The maximum MY counter 103bh for performance information is a "3"-byte storage area and is a storage area capable of storing the maximum value of the MY counter 103bg for performance information.

[0419] (Total Award Count Counter 103bi for Performance Information of Accessories) The total award count counter 103bi for performance information of accessories is a "3"-byte storage area and is a storage area capable of storing the value of the game value given by the operation of the accessory used when calculating the performance information of the gaming machine.

[0420] (Total Award Count Counter 103bj for Continuous Accessories in Performance Information) The total award count counter 103bj for continuous accessories in performance information is a "3"-byte storage area and is a storage area capable of storing the value of the game value given by the operation of the first special accessory used when calculating the performance information of the gaming machine.

[0421] (Ring Pointer 103ya) The ring pointer 103ya is a "1"-byte storage area and is a pointer for aggregating or specifying sets such as the total award 103yb for (400 games), the continuous award total 103yc for (400 games), and the award ratio total 103yd for (400 games).

[0422] (Total Award 103yb for (400 Games)) (400 games) The total award 103yb has 15 sets of 2-byte memory areas, and is a buffer for storing the total value of the game value given by winning, with 400 games counted as one set.

[0423] ((400 games) Consecutive combination total award 103yc) (400 games) Consecutive combination total award 103yc has 15 sets of 2-byte memory areas, and is a buffer for storing the total value of the game value given by the activation of the first special accessory, with 400 games counted as one set.

[0424] ((400 games) Ratio of combinations total award 103yd) (400 games) Ratio of combinations total award 103yd has 15 sets of 2-byte memory areas, and is a buffer for storing the total value of the game value given by the activation of the accessory, with 400 games counted as one set.

[0425] ((400 games) Award for accessory with instruction input 103ye) (400 games) Award for accessory with instruction input 103ye has 15 sets of 2-byte memory areas, and is a buffer for storing the total value of the game value given by the activation of the accessory and the instruction function, with 400 games counted as one set.

[0426] ((6,000 games) Total award 103yf) (6,000 games) Total award 103yf has a 3-byte memory area, and is a buffer for storing the total sum of 15 sets of (400 games) total award 103yb.

[0427] ((6,000 games) Consecutive combination total award 103yg) (6,000 games) Consecutive combination total award 103yg has a 3-byte memory area, and is a buffer for storing the total sum of 15 sets of (400 games) consecutive combination total award 103yc.

[0428] ((6,000 Games) Total Bonus Ratio 103yh) (6,000 Games) Total Bonus Ratio 103yh is a memory area of "3" bytes and is a buffer for storing the total of a total of "15" sets of (400 Games) Total Bonus Ratio 103yd.

[0429] ((Accumulated) Total Bonus 103yi) (Accumulated) Total Bonus 103yi is a memory area of "4" bytes and is a buffer for storing the bonus value given to the game value in the total game counter 103yu.

[0430] ((Accumulated) Consecutive Bonus Total 103yj) (Accumulated) Consecutive Bonus Total 103yj is a memory area of "4" bytes and is a buffer for storing the bonus value given to the game value by the activation of the first type of special bonus item in the total game counter 103yu.

[0431] ((Accumulated) Total Bonus Ratio 103yk) (Accumulated) Total Bonus Ratio 103yk is a memory area of "4" bytes and is a buffer for storing the bonus value given to the game value by the activation of the bonus item in the total game counter 103yu.

[0432] ((Accumulated) Specified Bonus Item Assignment 103yl) (Accumulated) Specified Bonus Item Assignment 103yl is a memory area of "4" bytes and is a buffer for storing the bonus value given to the game value by the activation of the bonus item and the instruction function in the total game counter 103yu.

[0433] ((6,000 Games) Consecutive Bonus Ratio 103ym) (6,000 Games) Consecutive Bonus Ratio 103ym is a memory area of "1" byte and is a buffer for storing the consecutive bonus item ratio in the "6,000" games displayed on the monitor display 44.

[0434] ((6,000 Games) Bonus Item Ratio 103yn) (6,000 Games) The accessory ratio 103yn is a 1-byte memory area and is a buffer for storing the accessory ratio in the "6,000" games to be displayed on the monitor 44.

[0435] ((Total) Indicated Accessory Ratio 103yo) (Total) The indicated accessory ratio 103yo is a 1-byte memory area and is a buffer for storing the indicated accessory ratio in the total to be displayed on the monitor 44.

[0436] ((Total) Consecutive Winning Ratio 103yp) (Total) The consecutive winning ratio 103yp is a 1-byte memory area and is a buffer for storing the consecutive accessory ratio in the total to be displayed on the monitor 44.

[0437] ((Total) Accessory Ratio 103yq) (Total) The accessory ratio 103yq is a 1-byte memory area and is a buffer for storing the accessory ratio in the total to be displayed on the monitor 44.

[0438] ((Total) Accessory and Status Ratio 103yr) (Total) The accessory and status ratio 103yr is a 1-byte memory area and is a buffer for storing the accessory and status ratio in the total to be displayed on the monitor 44.

[0439] (Total Game Count Upper Limit Flag Memory Area 103ys) The total game count upper limit flag memory area 103ys is a 1-byte memory area and is a memory area for storing the total game count upper limit flag used when determining whether the value of the total game count counter 103yu has reached the upper limit.

[0440] (Total Award Count Upper Limit Flag Memory Area 103yt) The total award count upper limit flag memory area 103yt is a 1-byte memory area and is a memory area for storing the total award count upper limit flag used when determining whether the value of the (total) total award 103yi has reached the upper limit.

[0441] (Total game count counter 103yu) The total game count counter 103yu is a "4"-byte memory area and is a memory area for storing the total number of games used when performing ratio calculations.

[0442] (Game device status game count counter 103yv) The game device status game count counter 103yv is a "4"-byte memory area and is a memory area for storing the number of games in the game device status.

[0443] (Game count counter 103yw for ratio calculation) The game count counter 103yw for ratio calculation is a "2"-byte memory area and is a memory area for managing the number of games every "400" times.

[0444] (Memory area of game value RAM 403) Next, the memory area of the game value RAM 403 will be described with reference to FIG. 20.

[0445] (Memory area within the game value RAM usage area 403a) First, the memory area within the game value RAM usage area 403a will be described.

[0446] As shown in FIG. 20, in the game value RAM usage area 403a, a plurality of memory areas from the game value storage area 403aa to the lent game value number buffer 403aj are provided. Each memory area will be described below.

[0447] (Game value storage area 403aa) The game value storage area 403aa is a "2"-byte memory area and is a memory area capable of storing the value of the game value owned by the player. For example, when the value of the game value owned by the player is "200", the value of the upper byte of the game value storage area 403aa becomes "00000000B" and the value of the lower byte becomes "11001000B".

[0448] (Game value error information storage area 403ab) The game value error information storage area 403ab is a storage area of "2" bytes and can store error information generated on the main control board 100 and error information generated on the game value control board 400. Specifically, information regarding the lending device communication non-response error (main stop), information regarding the lending device communication non-response error (constant monitoring), etc., which will be described later, are stored in the game value error information storage area 403ab.

[0449] (BET number storage area 403ac) The BET number storage area 403ac is a storage area of "1" byte and can store information regarding the game value on which BET is placed. Here, for example, when the value of the game value on which BET is placed is "3", the value of the BET number storage area 403ac becomes "00000011B".

[0450] Here, in the present embodiment, the value on which BET is placed will be stored in the BET counter 103ad and the BET number storage area 403ac. Therefore, the BET counter 103ad and the BET number storage area 403ac have the same value.

[0451] (Game machine installation information storage area 403ad) The game machine installation information storage area 403ad is a storage area that can store the main game machine installation information received from the main control board 100.

[0452] (Timer 403ae for receiving main periodic commands) The timer 403ae for receiving main periodic commands is a storage area that can store information for measuring the time from when a main periodic command is received from the main control board 100 until the next main periodic command is received.

[0453] (Lending device communication timer 403af) The lending device communication timer 403af is a storage area of "1" byte and can store information for measuring the communication time between the game value control board 400 and the lending device 700.

[0454] (Credit buffer 403ag) The credit buffer 403ag is a storage area for storing the serial received data received from the lending device 700.

[0455] (Receive counter 403ah) The receive counter 403ah is a storage area for storing the receive counter used when determining the process to be executed when there is a lending notification from the lending device 700.

[0456] (Lending serial number buffer 403ai) The lending serial number buffer 403ai is a storage area where the received data is set when the value of the receive counter 403ah is "2".

[0457] (Lending game value number buffer 403aj) The lending game value number buffer 403aj is a storage area where the game values lent to the player are set.

[0458] The description of the area outside the game value RAM usage area 403b is omitted. Note that the stop MY counter 103ba to the ratio calculation game number counter 103yw stored in the area outside the main RAM usage area 103b may be stored by providing a storage area in the area outside the game value RAM usage area 403b.

[0459] (Main program start process) Next, with reference to FIG. 21, the main program start process performed by the main control board 100 will be described.

[0460] (Step S1) In step S1, the main CPU 101 performs a process of determining whether or not there is a power failure. Specifically, the main CPU 101 performs a process of determining whether or not the gaming machine 1 is in a power failure state by inspecting the power-off signal terminal. And if it is determined that there is a power failure (step S1 = YES), the process of step S1 is repeatedly executed. On the other hand, if it is determined that there is no power failure (step S1 = NO), the process proceeds to step S2.

[0461] (Step S2) In step S2, the main CPU 101 performs a startup command transmission process. Specifically, the main CPU 101 performs a process of transmitting a startup command to the sub-control board 300 and the game value control board 400. And when the process of step S2 is completed, the process proceeds to step S3.

[0462] Here, the "startup command" is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400 when power is supplied to the gaming machine 1. Note that the startup command may be transmitted from the main control board 100 to the game value control board 400 and then transmitted from the game value control board 400 to the sub-control board 300.

[0463] (Step S3) In step S3, the main CPU 101 performs a checksum calculation process. Specifically, the main CPU 101 sets an address for starting the calculation of the checksum of the main RAM 103 in a register, calculates the checksum of the main RAM 103, and sets the calculated checksum in the register. And when the process of step S3 is completed, the process proceeds to step S4.

[0464] (Step S4) In step S4, the main CPU 101 performs a process of determining whether the setting key signal is ON. Specifically, the main CPU 101 performs a process of determining whether the setting key switch 43sw is ON and a setting key signal is input. Here, when the setting key signal is ON (step S4 = YES), the process of step S5 is performed. On the other hand, when the setting key signal is OFF (step S4 = NO), the process proceeds to step S7.

[0465] (Step S5) In step S5, the main CPU 101 performs a process of determining whether the front door 3 is open. Specifically, the main CPU 101 performs a process of determining whether the door open / close sensor 14s is ON and a door open signal is input from the status board 500. When it is determined that the front door 3 is open (step S5 = YES), the process proceeds to step S11. On the other hand, when it is determined that the front door 3 is not open (step S5 = NO), the process proceeds to step S6.

[0466] (Step S6) In step S6, the main CPU 101 performs processing for a setting change device operation abnormal error. Specifically, the main CPU 101 performs a process of storing information regarding the setting change device operation abnormal error in the main error information storage area 103zb. Here, since the power-on operation and the setting change operation cannot be performed without opening the front door 3, it is normal that the power is not turned on (step S1 = NO), the setting key switch 43sw is ON (step S4 = YES), and the front door 3 is open (step S5 = YES) at the time of power-on. Therefore, when the power is not turned on (step S1 = NO), the setting key switch 43sw is ON (step S4 = YES), and the front door 3 is not open (step S5 = NO), a setting change device operation abnormal error occurs. When the process of step S6 is completed, the process proceeds to step S7.

[0467] (Step S7) In step S7, the main CPU 101 performs a process of determining whether the reset button 41 has been operated. Specifically, the main CPU 101 performs a process of determining whether the reset switch 41sw is turned on and a reset switch signal is input. And when it is determined that the reset button 41 has been operated (step S7 = YES), the process proceeds to step S8. On the other hand, when it is determined that the reset button 41 has not been operated (step S7 = NO), the process proceeds to step S9.

[0468] (Step S8) In step S8, the main CPU 101 performs a process of determining whether the front door 3 is open. Specifically, the main CPU 101 performs a process of determining whether the door open / close sensor 14s is turned on and a door open signal is input from the status board 500. And when it is determined that the front door 3 is open (step S8 = YES), the process proceeds to step S11. On the other hand, when it is determined that the front door 3 is not open (step S8 = NO), the process proceeds to step S9.

[0469] (Step S9) In step S9, the main CPU 101 performs a ratio monitor test display request process. Specifically, the main CPU 101 reads a program outside the main ROM usage area 102b and, when there is a ratio monitor test display request, performs a process of displaying ratio monitor test information on the monitor display 44. And when the process of step S9 is completed, the process proceeds to step S10.

[0470] Here, the display mode of the ratio monitor test information in the present embodiment is a blinking display mode in which it blinks by repeating lighting for about "0.3" seconds and extinguishing for about "0.3" seconds for about "5" seconds. Note that an arbitrary display mode can be adopted as the display mode of the ratio monitor test information.

[0471] In addition, the ratio monitor test information will also be displayed on the monitor display 44 when the setting value change process in step S100 ends or when the confirmation of the setting value ends. Then, after the ratio monitor test information is displayed on the monitor display 44, the ratio information will be switched and displayed on the monitor display 44.

[0472] Note that in this embodiment, when the setting value is being changed or when the setting value is being confirmed, the ratio monitor test information will not be displayed on the monitor display 44. At this time, all the lights of the monitor display 44 will be turned off. Of course, even when the setting value is being changed or when the setting value is being confirmed, the ratio monitor test information may be displayed on the monitor display 44. Even in this case, after the ratio monitor test information is displayed on the monitor display 44, the ratio information will be displayed.

[0473] (Step S10) In step S10, the main CPU 101 performs a power failure recovery process. Specifically, the main CPU 101 performs a process of restoring the values of the registers saved before the power failure and the values saved in the stack pointer. Then, when the process of step S10 ends, the game machine 1 will return to the state when the power was turned off.

[0474] (Step S11) In step S11, the main CPU 101 performs a process of determining whether the value of the checksum is a normal value. Specifically, the main CPU 101 performs a process of determining whether the value of the checksum set in the register by the checksum calculation process in step S3 is normal. Then, when it is determined that the checksum is a normal value (step S11 = YES), the process proceeds to step S13. On the other hand, when it is determined that the checksum is not a normal value (step S11 = NO), the process proceeds to step S12.

[0475] (Step S12) In step S12, the main CPU 101 performs monitor RAM initialization processing. Specifically, the main CPU 101 reads a program outside the main ROM usage area 102b and performs processing to initialize a predetermined area outside the main RAM usage area 103b. Then, when the processing of step S12 ends, the processing proceeds to step S13.

[0476] (Step S13) In step S13, the main CPU 101 determines whether the reset button 41 has been operated. Specifically, the main CPU 101 determines whether the reset switch 41sw is ON and a reset switch signal is input when the power is turned on. If it is determined that the reset button 41 has been operated (step S13 = YES), the processing proceeds to step S14. On the other hand, if it is determined that the reset button 41 has not been operated (step S13 = NO), the processing proceeds to step S16.

[0477] (Step S14) In step S14, the main CPU 101 performs reset start command transmission processing. Specifically, the main CPU 101 transmits a reset start command to the sub-control board 300 and the game value control board 400. Then, when the processing of step S14 ends, the processing proceeds to step S15.

[0478] Here, the "reset start command" is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400 when the operation of the reset button 41 is detected by the reset switch 41sw when the power of the gaming machine 1 is turned on. Note that the reset command may be transmitted from the main control board 100 to the game value control board 400 and then from the game value control board 400 to the sub-control board 300.

[0479] (Step S15) In step S15, the main CPU 101 performs a main RAM clear process. Specifically, the main CPU 101 performs a process of clearing a predetermined area within the main RAM usage area 103a. Then, when the process of step S15 is completed, the process proceeds to step S16.

[0480] (Step S16) In step S16, the main CPU 101 performs a ratio monitor test display request process. Specifically, the main CPU 101 reads a program outside the main ROM usage area 102b, and when there is a ratio monitor test display request, performs a process of displaying ratio monitor test information on the monitor display 44. Then, when the process of step S16 is completed, the process proceeds to step S17.

[0481] (Step S17) In step S17, the main CPU 101 performs a main gaming machine installation information command transmission process. Specifically, the main CPU 101 reads a program outside the main ROM usage area 102b, extracts the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, and stores them in a predetermined storage area outside the main RAM usage area 103b. Then, according to the program within the main ROM usage area 102a, referring to the predetermined storage area outside the main RAM usage area 103b, generates a gaming machine installation information command and transmits it to the game value control board 400. Then, when the process of step S17 is completed, the process proceeds to step S18.

[0482] Here, the "main gaming machine installation information command" is a command having information on the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, and is a command transmitted from the main control board 100 to the game value control board 400.

[0483] (Step S18) In step S18, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. Specifically, after the main CPU 101 transmits the main gaming machine installation information command by the main gaming machine installation information command transmission process in step S17, it performs a process of determining whether there is a response from the game value control board 400. And when it is determined that there is a response from the game value control board 400 (step S18 = YES), the process proceeds to step S20. On the other hand, when it is determined that there is no response from the game value control board 400 (step S18 = NO), the process proceeds to step S19.

[0484] (Step S19) In step S19, the main CPU 101 performs an in-game communication error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the in-game communication error (main stop) in the main error information storage area 103zb. Here, in the case of an in-game communication error (main stop), the processing by the main control board 100 does not proceed until the end (release) condition of the in-game communication error (main stop) is satisfied. That is, when there is no response to the main gaming machine installation information command, the processing by the main control board 100 does not proceed, so the setting value cannot be changed.

[0485] (Step S20) In step S20, the main CPU 101 performs a process of determining whether it is at the time of setting change. Specifically, the main CPU 101 performs a process of determining whether the setting key switch 43sw is ON and whether the door open / close sensor 14s is ON. And when it is determined that it is at the time of setting change (step S20 = YES), the process proceeds to step S21. On the other hand, when it is determined that it is not at the time of setting change (step S20 = NO), the process proceeds to step S22.

[0486] (Step S21) In step S21, the main CPU 101 performs setting change start command transmission processing. Specifically, the main CPU 101 performs processing to transmit a setting change start command to the sub-control board 300 and the game value control board 400. Then, when the processing of step S21 ends, the processing proceeds to step S100.

[0487] Here, the "setting change start command" is a command that is transmitted when the change of the set value can be started, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the setting change start command may be transmitted from the main control board 100 to the game value control board 400 and then transmitted from the game value control board 400 to the sub-control board 300.

[0488] (Step S100) In step S100, the main CPU 101 performs set value change processing, which will be described in detail later with reference to FIG. 22. Then, when the processing of step S100 ends, the processing proceeds to step S22.

[0489] (Step S22) In step S22, the main CPU 101 performs set value confirmation command transmission processing. Specifically, the main CPU 101 performs processing to transmit a set value confirmation command to the sub-control board 300 and the game value control board 400. Then, when the processing of step S22 ends, the processing proceeds to the main loop processing of step S1000.

[0490] Here, the "setting value confirmation command" is a command that is transmitted when the change of the setting value is completed, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Further, the setting value confirmation command is a command having the information stored in the setting value storage area 103aa. Note that the setting value confirmation command may be transmitted from the main control board 100 to the game value control board 400 and then transmitted from the game value control board 400 to the sub-control board 300.

[0491] (Setting value change process) Next, with reference to FIG. 22, the setting value change process performed in step S100 of the main program start process will be described.

[0492] (Step S101) In step S101, the main CPU 101 performs a process of determining whether the setting value is a normal value. Specifically, the main CPU 101 performs a process of determining whether the setting value stored in the setting value storage area 103aa is a normal value (for example, any one of setting "0", setting "1", setting "3", setting "4", setting "5", setting "6"). And when it is determined that the setting value is a normal value (step S101 = YES), the process proceeds to step S103. On the other hand, when it is determined that the setting value is not a normal value (step S101 = NO), the process proceeds to step S102.

[0493] (Step S102) In step S102, the main CPU 101 performs a process of setting the setting value initial value to the register. Specifically, the main CPU 101 performs a process of setting setting "0", which is the initial value of the setting value, to the register. Note that the initial value of the setting value may be any value as long as it is a normal value (for example, any one of setting "0", setting "1", setting "3", setting "4", setting "5", setting "6"). And when the process of step S102 is completed, the process proceeds to step S104.

[0494] (Step S103) In step S103, the main CPU 101 performs a process of setting the current set value in the register. Specifically, the main CPU 101 performs a process of setting the set value stored in the set value storage area 103aa in the register. Then, when the process of step S103 ends, the process proceeds to step S104.

[0495] (Step S104) In step S104, the main CPU 101 performs a process of determining whether the reset button 41 has been operated. Specifically, the main CPU 101 performs a process of determining whether the reset switch 41sw is turned on and a reset switch signal is input. And when it is determined that the reset button 41 has been operated (step S104 = YES), the process proceeds to step S105. On the other hand, when it is determined that the reset button 41 has not been operated (step S104 = NO), the process proceeds to step S109.

[0496] (Step S105) In step S105, the main CPU 101 performs a process of transmitting a set value change command. Specifically, the main CPU 101 performs a process of transmitting a set value change command to the sub-control board 300 and the game value control board 400. Then, when the process of step S105 ends, the process proceeds to step S106.

[0497] Here, the "set value change command" is a command that is transmitted when the reset button 41 is operated after the change of the set value is started, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the set value change command may be transmitted from the main control board 100 to the game value control board 400 and then transmitted from the game value control board 400 to the sub-control board 300.

[0498] (Step S106) In step S106, the main CPU 101 performs setting value update processing. Specifically, the main CPU 101 performs processing to add a predetermined value to the setting value set in the register. More specifically, when the current setting value is other than "1", the main CPU 101 performs processing to add "1" to the setting value set in the register, and when the current setting value is "1", the main CPU 101 performs processing to add "2" to the setting value set in the register. Then, when the processing of step S106 is completed, the processing proceeds to step S107.

[0499] (Step S107) In step S107, the main CPU 101 performs processing to determine whether the setting value is greater than "6". Specifically, the main CPU 101 performs processing to determine whether the setting value set in the register has become greater than "6" as a result of the setting value update processing in step S106. Then, when it is determined that the setting value is greater than "6" (step S107 = YES), the processing proceeds to step S108. On the other hand, when it is determined that the setting value is not greater than "6" (step S107 = NO), the processing proceeds to step S109.

[0500] (Step S108) In step S108, the main CPU 101 performs processing to set "0" to the setting value. Specifically, the main CPU 101 performs processing to set the setting value set in the register to "0". Then, when the processing of step S108 is completed, the processing proceeds to step S109.

[0501] (Step S109) In step S109, the main CPU 101 performs a process of determining whether the start lever 9 has been operated. Specifically, the main CPU 101 performs a process of determining whether the operation of the start lever 9 is detected by the start switch 9sw. And if it is determined that the start lever 9 has been operated (step S109 = YES), the process proceeds to step S110. On the other hand, if it is determined that the start lever 9 has not been operated (step S109 = NO), the process proceeds to step S104.

[0502] (Step S110) In step S110, the main CPU 101 performs a process of determining whether the setting key signal has become OFF. Specifically, the main CPU 101 performs a process of determining whether the setting key switch 43sw has become OFF and the setting key signal has become OFF when the inserted setting key (not shown) is rotated by a predetermined angle. And if it is determined that the setting key signal has become OFF (step S110 = YES), the process proceeds to step S111. On the other hand, if it is determined that the setting key signal has not become OFF (step S110 = NO), the process of step S110 is repeatedly executed.

[0503] (Step S111) In step S111, the main CPU 101 performs a setting value saving process. Specifically, the main CPU 101 performs a process of storing the setting value set in the register in the setting value storage area 103aa. Also, a process of clearing a predetermined area of the main RAM 103 is performed. And when the process of step S111 ends, the subroutine of the setting value change process ends.

[0504] (Main loop process) Next, with reference to FIG. 23, the main loop process performed in step S1000 of the program start process will be described.

[0505] (Step S1001) In step S1001, the main CPU 101 performs RAM initialization processing. Specifically, the main CPU 101 sets the initialization start address and the initialization end address of the main RAM 103, and then performs processing such as initializing the area from the initialization start address to the initialization end address area of the main RAM 103. As a result, the elected member storage area 103ac, the press reference position storage area 103av, the sliding frame number storage area 103aw, etc. are initialized. When the processing of step S1001 is completed, the processing proceeds to step S2000.

[0506] (Step S2000) In step S2000, the main CPU 101 performs game start error check processing, which will be described in detail later with reference to FIG. 24. When the processing of step S2000 is completed, the processing proceeds to step S3000.

[0507] (Step S3000) In step S3000, the main CPU 101 performs game value management processing, which will be described in detail later with reference to FIG. 25. When the processing of step S3000 is completed, the processing proceeds to step S1002.

[0508] (Step S1002) In step S1002, the main CPU 101 determines whether the BET number is "3". Specifically, the main CPU 101 refers to the value of the BET counter 103ad and determines whether the BET number is "3". If it is determined that the BET number is "3" (step S1002 = YES), the processing proceeds to step S1003. On the other hand, if it is determined that the BET number is not "3" (step S1002 = NO), the processing proceeds to step S2000.

[0509] (Step S1003) In step S1003, the main CPU 101 performs a process of determining whether the start lever 9 has been operated. Specifically, the main CPU 101 performs a process of determining whether the operation of the start lever 9 is detected by the start switch 9sw. And when it is determined that the start lever 9 has been operated (step S1003 = YES), the process proceeds to step S4000. On the other hand, when it is determined that the start lever 9 has not been operated (step S1003 = NO), the process proceeds to step S2000.

[0510] (Step S4000) In step S4000, the main CPU 101 performs an internal lottery process that will be described in detail later with reference to FIG. 26. And when the process of step S4000 is completed, the process proceeds to step S5000.

[0511] (Step S5000) In step S5000, the main CPU 101 performs a winning state management process during lever operation that will be described in detail later with reference to FIG. 27. And when the process of step S5000 is completed, the process proceeds to step S6000.

[0512] (Step S6000) In step S6000, the main CPU 101 performs a reel rotation start preparation process that will be described in detail later with reference to FIG. 37. And when the process of step S6000 is completed, the process proceeds to step S7000.

[0513] (Step S7000) In step S7000, the main CPU 101 performs a process during reel rotation that will be described in detail later with reference to FIG. 38. And when the process of step S7000 is completed, the process proceeds to step S8000.

[0514] (Step S8000) In step S8000, the main CPU 101 performs a display determination process, which will be described later in detail with reference to Fig. 39. Then, when the process of step S8000 ends, the process proceeds to step S9000.

[0515] (Step S9000) In step S9000, the main CPU 101 performs a game value granting process, which will be described in detail later with reference to Figure 40. Then, when the process of step S9000 ends, the process proceeds to step S10000.

[0516] (Step S10000) In step S10000, main CPU 101 performs a call process after full stop, which will be described in detail later with reference to Fig. 41. Then, when the process of step S10000 ends, the process proceeds to step S11000.

[0517] (Step S11000) In step S11000, the main CPU 101 performs a post-all-stop ball dispense state management process, which will be described in detail later with reference to Figure 44. Then, when the process of step S11000 ends, the process proceeds to step S12000.

[0518] (Step S12000) In step S12000, the main CPU 101 performs a game state transition process, which will be described in detail later with reference to Figure 53. Then, when the process of step S12000 ends, the process proceeds to step S13000.

[0519] (Step S13000) In step S13000, the main CPU 101 performs specific period-related processing, which will be described later in detail with reference to Fig. 54. Then, when the processing in step S13000 ends, the process returns to step S13000.

[0520] (Step S14000) In step S14000, the main CPU 101 performs pause-related processing, which will be described in detail later with reference to FIG. 55. Then, when the processing of step S14000 is completed, the processing proceeds to step S1001.

[0521] (Game start error check processing) Next, with reference to FIG. 24, the game start error check processing performed in step S2000 of the main loop processing will be described.

[0522] (Step S2001) In step S2001, the main CPU 101 performs game start command transmission processing. Specifically, the main CPU 101 transmits a game start command to the game value control board 400. Then, when the processing of step S2001 is completed, the processing proceeds to step S2002.

[0523] Here, the "game start command" is a command transmitted at the start of the game and is a command transmitted from the main control board 100 to the game value control board 400.

[0524] (Step S2002) In step S2002, the main CPU 101 determines whether there is a response from the game value control board 400. Specifically, after transmitting the game start command to the game value control board 400, the main CPU 101 determines whether there is a response from the game value control board 400. If it is determined that there is a response from the game value control board 400 (step S2002 = YES), the processing proceeds to step S2004. On the other hand, if it is determined that there is no response from the game value control board 400 (step S2002 = NO), the processing proceeds to step S2003.

[0525] (Step S2003) In step S2003, the main CPU 101 performs an in-game communication error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the in-game communication error (main stop) in the main error information storage area 103zb. Then, when the process of step S2003 ends, the process proceeds to step S2004.

[0526] (Step S2004) In step S2004, the main CPU 101 performs a process of determining whether it is an in-game communication error (main stop). Specifically, the main CPU 101 performs a process of determining whether information regarding the in-game communication error (main stop) is stored in the main error information storage area 103zb. And when it is determined that it is an in-game communication error (main stop) (step S2004 = YES), the process proceeds to step S2013. On the other hand, when it is determined that it is not an in-game communication error (main stop) (step S2004 = NO), the process proceeds to step S2005.

[0527] (Step S2005) In step S2005, the main CPU 101 performs a process of determining whether it is a game value count reach error (main stop). Specifically, the main CPU 101 performs a process of determining whether a game value error command, which will be described later and is received from the game value control board 400, has information regarding the game value count reach error (main stop). And when it is determined that it is a game value count reach error (main stop) (step S2005 = YES), the process proceeds to step S2006. On the other hand, when it is determined that it is not a game value count reach error (main stop) (step S2005 = NO), the process proceeds to step S2007.

[0528] (Step S2006) In step S2006, the main CPU 101 performs a game value number reach error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the game value number reach error (main stop) in the main error information storage area 103zb. Then, when the process of step S2006 ends, the process proceeds to step S2013.

[0529] (Step S2007) In step S2007, the main CPU 101 performs a process of determining whether it is a lending device communication no response error (main stop). Specifically, the main CPU 101 performs a process of determining whether a game value error command, which will be described later and is received from the game value control board 400, has information regarding the lending device communication no response error (main stop). And when it is determined that it is a lending device communication no response error (main stop) (step S2007 = YES), the process proceeds to step S2008. On the other hand, when it is determined that it is not a lending device communication no response error (main stop) (step S2007 = NO), the process proceeds to step S2009.

[0530] (Step S2008) In step S2008, the main CPU 101 performs a lending device communication no response error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the lending device communication no response error (main stop) in the main error information storage area 103zb. Then, when the process of step S2008 ends, the process proceeds to step S2013.

[0531] (Step S2009) In step S2009, the main CPU 101 performs a process of determining whether it is a lending device unconnected error (main stop). Specifically, the main CPU 101 performs a process of determining whether the game value error command received from the game value control board 400 has information regarding the lending device unconnected error (main stop). And when it is determined that it is a lending device unconnected error (main stop) (step S2009 = YES), the process proceeds to step S2010. On the other hand, when it is determined that it is not a lending device unconnected error (main stop) (step S2009 = NO), the process proceeds to step S2011.

[0532] (Step S2010) In step S2010, the main CPU 101 performs a lending device unconnected error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the lending device unconnected error (main stop) in the main error information storage area 103zb. And when the process of step S2010 ends, the process proceeds to step S2013.

[0533] (Step S2011) In step S2011, the main CPU 101 performs a process of determining whether the front door 3 is open. Specifically, the main CPU 101 performs a process of determining whether the door open / close sensor 14s turns ON and a door open signal is input from the status board 500. And when it is determined that the front door 3 is open (step S2011 = YES), the process proceeds to step S2012. On the other hand, when it is determined that the front door 3 is not open (step S2011 = NO), the subroutine of the game start error check process ends.

[0534] (Step S2012) In step S2012, the main CPU 101 performs door opening error (main stop) processing. Specifically, the main CPU 101 performs processing to store information regarding the door opening error (main stop) in the main error information storage area 103zb. Then, when the processing of step S2012 is completed, the processing proceeds to step S2013.

[0535] (Step S2013) In step S2013, the main CPU 101 performs main error command transmission processing. Specifically, the main CPU 101 performs processing to transmit a main error command to the sub-control board 300 and the game value control board 400. Then, when the processing of step S2013 is completed, the processing proceeds to step S2014.

[0536] Here, the "main error command" is a command having information regarding an error of the main control board 100, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the main error command may be transmitted from the main control board 100 to the game value control board 400 and then transmitted from the game value control board 400 to the sub-control board 300.

[0537] (Step S2014) In step S2014, the main CPU 101 performs main stop processing. Specifically, since information on an in-game machine communication abnormality error (main stop), a game value number reach error (main stop), a lending device communication non-response error (main stop), a lending device non-connection error (main stop), or a door opening error (main stop) is stored in the main error information storage area 103zb, the processing by the main control board 100 does not proceed until the end (release) conditions for each error are satisfied. Then, when the processing of step S2014 is completed, the processing proceeds to step S2015.

[0538] (Step S2015) In step S2015, the main CPU 101 performs a process of determining whether the error has been cleared. Specifically, the main CPU 101 performs a process of determining whether the above-described end (clearance) condition of the error stored in the main error information storage area 103zb is satisfied. And when it is determined that the error has been cleared (step S2015 = YES), the subroutine of the game start error check process is terminated. On the other hand, when it is determined that the error has not been cleared (step S2015 = NO), the process proceeds to step S2014.

[0539] (Game value management process) Next, with reference to FIG. 25, the game value management process performed in step S3000 of the main loop process will be described.

[0540] (Step S3001) In step S3001, the main CPU 101 performs a process of determining whether the replay operation flag is ON. Specifically, the main CPU 101 refers to the value of the replay operation flag storage area 103af and performs a process of determining whether the replay operation flag is ON. And when it is determined that the replay operation flag is ON (step S3001 = YES), the process proceeds to step S3002. On the other hand, when it is determined that the replay operation flag is not ON (step S3001 = NO), the process proceeds to step S3006.

[0541] (Step S3002) In step S3002, the main CPU 101 performs an automatic input number command transmission process. Specifically, the main CPU 101 performs a process of transmitting an automatic input number command to the sub-control board 300 and the game value control board 400. And when the process of step S3002 ends, the process proceeds to step S3003.

[0542] Here, the "automatic input number command" is a command having information regarding the automatic input of game values, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the automatic input number command may be transmitted from the game value control board 400 to the sub-control board 300 after being transmitted from the main control board 100 to the game value control board 400.

[0543] (Step S3003) In step S3003, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. Specifically, after the main CPU 101 transmits an automatic input number command to the game value control board 400 by the automatic input number command transmission process in step S3002, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. And when it is determined that there is a response from the game value control board 400 (step S3003 = YES), the process proceeds to step S3005. On the other hand, when it is determined that there is no response from the game value control board 400 (step S3003 = NO), the process proceeds to step S3004.

[0544] (Step S3004) In step S3004, the main CPU 101 performs an in-game communication error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the in-game communication error (main stop) in the main error information storage area 103zb. And when the process of step S3004 ends, the process proceeds to step S3005.

[0545] (Step S3005) In step S3005, the main CPU 101 performs a replay operation process. Specifically, the main CPU 101 performs a process of setting the value of the game value BET in the previous game to the BET counter 103ad. And when the process of step S3005 ends, the subroutine of the game value management process ends.

[0546] (Step S3006) In step S3006, the main CPU 101 performs a process of determining whether the settlement button 8 has been operated. Specifically, the main CPU 101 performs a process of determining whether the operation of the settlement button 8 is detected by the settlement switch 8sw. When it is determined that the settlement button 8 has been operated (step S3006 = YES), the process proceeds to step S3007. On the other hand, when it is determined that the settlement button 8 has not been operated (step S3006 = NO), the process proceeds to step S3012.

[0547] (Step S3007) In step S3007, the main CPU 101 performs a process of determining whether the value of the BET counter 103ad is "1" or more. Specifically, the main CPU 101 refers to the value of the BET counter 103ad and performs a process of determining whether the value of the BET counter 103ad is "1" or more. When it is determined that the value of the BET counter 103ad is "1" or more (step S3007 = YES), the process proceeds to step S3008. On the other hand, when it is determined that the value of the BET counter 103ad is not "1" or more (step S3007 = NO), the process proceeds to step S3012.

[0548] (Step S3008) In step S3008, the main CPU 101 performs a settlement command transmission process. Specifically, the main CPU 101 performs a process of transmitting a settlement command to the sub-control board 300 and the game value control board 400. When the process of step S3008 is completed, the process proceeds to step S3009.

[0549] Here, the "settlement command" is a command having information regarding the settlement of the game value bet, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the settlement command may be transmitted from the main control board 100 to the game value control board 400 and then transmitted from the game value control board 400 to the sub-control board 300.

[0550] (Step S3009) In step S3009, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. Specifically, after the main CPU 101 transmits a settlement command to the game value control board 400 by the settlement command transmission process in step S3008, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. If it is determined that there is a response from the game value control board 400 (step S3009 = YES), the process proceeds to step S3011. On the other hand, if it is determined that there is no response from the game value control board 400 (step S3009 = NO), the process proceeds to step S3010.

[0551] (Step S3010) In step S3010, the main CPU 101 performs an in-game communication error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the in-game communication error (main stop) in the main error information storage area 103zb. When the process in step S3010 ends, the process proceeds to step S3011.

[0552] (Step S3011) In step S3011, the main CPU 101 performs a settlement process. Specifically, the main CPU 101 performs a process of clearing the value of the BET counter 103ad. When the process in step S3011 ends, the process proceeds to step S3022.

[0553] (Step S3012) In step S3012, the main CPU 101 performs a process of determining whether the BET button 6 has been operated. Specifically, the main CPU 101 performs a process of determining whether the operation of the BET button 6 is detected by the BET switch 6sw. And when it is determined that the BET button 6 has been operated (step S3012 = YES), the process proceeds to step S3013. On the other hand, when it is determined that the BET button 6 has not been operated (step S3012 = NO), the process proceeds to step S3017.

[0554] (Step S3013) In step S3013, the main CPU 101 performs BET command transmission processing. Specifically, the main CPU 101 performs a process of transmitting a BET command to the sub-control board 300 and the game value control board 400. And when the process of step S3013 is completed, the process proceeds to step S3014.

[0555] Here, the "BET command" is a command having information regarding the operation of the BET button 6, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the BET command may be transmitted from the game value control board 400 to the sub-control board 300 after being transmitted from the main control board 100 to the game value control board 400.

[0556] (Step S3014) In step S3014, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. Specifically, after the main CPU 101 transmits a BET command to the game value control board 400 by the BET command transmission process in step S3013, it performs a process of determining whether there is a response from the game value control board 400. And when it is determined that there is a response from the game value control board 400 (step S3014 = YES), the process proceeds to step S3016. On the other hand, when it is determined that there is no response from the game value control board 400 (step S3014 = NO), the process proceeds to step S3015.

[0557] (Step S3015) In step S3015, the main CPU 101 performs an in-game machine communication error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the in-game machine communication error (main stop) in the main error information storage area 103zb. And when the process of step S3015 ends, the process proceeds to step S3016.

[0558] (Step S3016) In step S3016, the main CPU 101 performs a BET process. Specifically, the main CPU 101 performs a process of updating the value of the BET counter 103ad. Here, when the value of the BET counter 103ad is 2 or less, a process of adding 1 to the value of the BET counter 103ad is performed. Also, when the value of the BET counter 103ad is 3, a process of updating the value of the BET counter 103ad to 1 is performed. And when the process of step S3016 ends, the process proceeds to step S3022.

[0559] (Step S3017) In step S3017, the main CPU 101 performs a process of determining whether the MAXBET button 7 has been operated. Specifically, the main CPU 101 performs a process of determining whether the operation of the MAXBET button 7 is detected by the MAXBET switch 7sw. And when it is determined that the MAXBET button 7 has been operated (step S3017 = YES), the process proceeds to step S3018. On the other hand, when it is determined that the MAXBET button 7 has not been operated (step S3017 = NO), the subroutine of the game value management process is terminated.

[0560] (Step S3018) In step S3018, the main CPU 101 performs MAXBET command transmission processing. Specifically, the main CPU 101 performs a process of transmitting a MAXBET command to the sub-control board 300 and the game value control board 400. And when the process of step S3018 is completed, the process proceeds to step S3019.

[0561] Here, the "MAXBET command" is a command having information regarding the operation of the MAXBET button 7, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the MAXBET command may be transmitted from the game value control board 400 to the sub-control board 300 after being transmitted from the main control board 100 to the game value control board 400.

[0562] (Step S3019) In step S3019, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. Specifically, after the main CPU 101 transmits a MAXBET command to the game value control board 400 by the MAXBET command transmission process in step S3018, it performs a process of determining whether there is a response from the game value control board 400. If it is determined that there is a response from the game value control board 400 (step S3019 = YES), the process proceeds to step S3021. On the other hand, if it is determined that there is no response from the game value control board 400 (step S3019 = NO), the process proceeds to step S3020.

[0563] (Step S3020) In step S3020, the main CPU 101 performs an in-game communication error (main stop) process. Specifically, the main CPU 101 performs a process of storing information regarding the in-game communication error (main stop) in the main error information storage area 103zb. Then, when the process of step S3020 ends, the process proceeds to step S3021.

[0564] (Step S3021) In step S3021, the main CPU 101 performs a MAXBET process. Specifically, when the value of the game value owned by the player is 3 or more, the main CPU 101 performs a process of setting "3" to the value of the BET counter 103ad. When the value of the game value owned by the player is 2 or less, the main CPU 101 performs a process of setting the value of the game value owned by the player to the value of the BET counter 103ad. Specifically, when the value of the game value owned by the player is 2, the main CPU 101 performs a process of setting "2" to the value of the BET counter 103ad, and when the value of the game value owned by the player is 1, the main CPU 101 performs a process of setting "1" to the value of the BET counter 103ad. Then, when the process of step S3021 ends, the process proceeds to step S3022.

[0565] (Step S3022) In step S3022, the main CPU 101 performs the hall control fraud monitoring information (prescribed number (IN)) setting process. Specifically, the main CPU 101 performs a process of setting the value of the prescribed number (IN) of the hall control fraud monitoring information, which will be described later with reference to FIG. 150, according to the value of the wagered game value. Then, when the process of step S3022 ends, the subroutine of the game value management process ends.

[0566] (Internal lottery process) Next, the internal lottery process performed in step S4000 of the main loop process will be described with reference to FIG. 26.

[0567] (Step S4001) In step S4001, the main CPU 101 performs the winning combination determination process. Specifically, the main CPU 101 extracts the random number value generated by the main random number generator 104, and performs a process of determining the winning combination according to the extracted random number value and the winning combination determination table (see FIG. 12). Here, the information regarding the determined winning combination will be stored in the winning combination storage area 103ac. Then, when the process of step S4001 ends, the process proceeds to step S4002.

[0568] (Step S4002) In step S4002, the main CPU 101 performs a process of determining whether the current game state is a bonus activation state. Specifically, the main CPU 101 refers to the value of the game state storage area 103ak and performs a process of determining whether the current game state is a bonus activation state. If it is determined that the current game state is a bonus activation state (step S4002 = YES), the process proceeds to step S4006. On the other hand, if it is determined that the current game state is not a bonus activation state (step S4002 = NO), the process proceeds to step S4003.

[0569] (Step S4003) In step S4003, the main CPU 101 performs a process of determining whether "BB" has been elected. Specifically, the main CPU 101 refers to the value in the elected player storage area 103ac and performs a process of determining whether "BB" has been elected. If it is determined that "BB" has been elected (step S4003 = YES), the process proceeds to step S4004. On the other hand, if it is determined that "BB" has not been elected (step S4003 = NO), the process proceeds to step S4005.

[0570] (Step S4004) In step S4004, the main CPU 101 performs a process when "BB" is elected. Specifically, the main CPU 101 performs a process of storing information regarding the elected "BB" in the bonus storage area 103ab. When the process of step S4004 is completed, the process proceeds to step S4006.

[0571] (Step S4005) In step S4005, the main CPU 101 performs a "BB" setting process. Specifically, the main CPU 101 performs a process of setting the value in the bonus storage area 103ab to the elected player storage area 103ac. When the process of step S4005 is completed, the process proceeds to step S4006.

[0572] (Step S4006) In step S4006, the main CPU 101 performs a process of setting the payout state. Specifically, the main CPU 101 performs a process of storing the information stored in the next payout state storage area 103am in the payout state storage area 103al. When the process of step S4006 is completed, the subroutine of the internal lottery process ends.

[0573] (Payout State Management Process during Lever Operation) Next, with reference to FIG. 27, the payout state management process performed in step S5000 of the main loop process during lever operation will be described.

[0574] (Step S5001) In step S5001, the main CPU 101 performs a process of determining whether it is an "irregular period". Specifically, the main CPU 101 refers to the value in the specific period flag storage area 103az and performs a process of determining whether the current "game period" is an "irregular period". If it is determined that the current "game period" is an "irregular period" (step S5001 = YES), the process proceeds to step S5100. On the other hand, if it is determined that the current "game period" is not an "irregular period" (step S5001 = NO), the process proceeds to step S5002.

[0575] (Step S5100) In step S5100, the main CPU 101 performs a process for the irregular period, which will be described in detail later with reference to FIG. 28. When the process of step S5100 is completed, the process proceeds to step S5009.

[0576] (Step S5002) In step S5002, the main CPU 101 performs a process of determining whether the current ball payout state is a normal state. Specifically, the main CPU 101 refers to the value in the ball payout state storage area 103al and performs a process of determining whether the current ball payout state is a normal state. If it is determined that the current ball payout state is a normal state (step S5002 = YES), the process proceeds to step S5200. On the other hand, if it is determined that the current ball payout state is not a normal state (step S5002 = NO), the process proceeds to step S5003.

[0577] (Step S5200) In step S5200, the main CPU 101 performs a process for the normal state, which will be described in detail later with reference to FIG. 29. When the process of step S5200 is completed, the process proceeds to step S5009.

[0578] (Step S5003) In step S5003, the main CPU 101 performs a process of determining whether the current ball output state is a bonus preparation state. Specifically, the main CPU 101 refers to the value in the ball output state storage area 103al and performs a process of determining whether the current ball output state is a bonus preparation state. If it is determined that the current ball output state is a bonus preparation state (step S5003 = YES), the process proceeds to step S5300. On the other hand, if it is determined that the current ball output state is not a bonus preparation state (step S5003 = NO), the process proceeds to step S5004.

[0579] (Step S5300) In step S5300, the main CPU 101 performs a process for the bonus preparation state, which will be described in detail later with reference to FIG. 30. Then, when the process of step S5300 ends, the process proceeds to step S5009.

[0580] (Step S5004) In step S5004, the main CPU 101 performs a process of determining whether the current ball output state is a CZ state. Specifically, the main CPU 101 refers to the value in the ball output state storage area 103al and performs a process of determining whether the current ball output state is a CZ state. If it is determined that the current ball output state is a CZ state (step S5004 = YES), the process proceeds to step S5400. On the other hand, if it is determined that the current ball output state is not a CZ state (step S5004 = NO), the process proceeds to step S5005.

[0581] (Step S5400) In step S5400, the main CPU 101 performs a process for the CZ state, which will be described in detail later with reference to FIG. 31. Then, when the process of step S5400 ends, the process proceeds to step S5009.

[0582] (Step S5005) In step S5005, the main CPU 101 performs a process of determining whether the current payout state is a bonus state. Specifically, the main CPU 101 refers to the value in the payout state storage area 103al and performs a process of determining whether the current payout state is a bonus state. And when it is determined that the current payout state is a bonus state (step S5005 = YES), the process proceeds to step S5500. On the other hand, when it is determined that the current payout state is not a bonus state (step S5005 = NO), the process proceeds to step S5006.

[0583] (Step S5500) In step S5500, the main CPU 101 performs bonus state processing, which will be detailed later using FIG. 32. And when the process of step S5500 is completed, the process proceeds to step S5009.

[0584] (Step S5006) In step S5006, the main CPU 101 performs a process of determining whether the current payout state is an AT state. Specifically, the main CPU 101 refers to the value in the payout state storage area 103al and performs a process of determining whether the current payout state is an AT state. And when it is determined that the current payout state is an AT state (step S5006 = YES), the process proceeds to step S5600. On the other hand, when it is determined that the current payout state is not an AT state (step S5006 = NO), the process proceeds to step S5007.

[0585] (Step S5600) In step S5600, the main CPU 101 performs AT state processing, which will be detailed later using FIG. 33. And when the process of step S5600 is completed, the process proceeds to step S5009.

[0586] (Step S5007) In step S5007, the main CPU 101 performs a process of determining whether the current ball output state is the AT bonus preparation state. Specifically, the main CPU 101 refers to the value in the ball output state storage area 103al and performs a process of determining whether the current ball output state is the AT bonus preparation state. And when it is determined that the current ball output state is the AT bonus preparation state (step S5007 = YES), the process proceeds to step S5700. On the other hand, when it is determined that the current ball output state is not the AT bonus preparation state (step S5007 = NO), the process proceeds to step S5008.

[0587] (Step S5700) In step S5700, the main CPU 101 performs a process for the AT bonus preparation state, which will be described in detail later with reference to FIG. 34. And when the process of step S5700 ends, the process proceeds to step S5009.

[0588] (Step S5008) In step S5008, the main CPU 101 performs a process of determining whether the current ball output state is the AT bonus state. Specifically, the main CPU 101 refers to the value in the ball output state storage area 103al and performs a process of determining whether the current ball output state is the AT bonus state. And when it is determined that the current ball output state is the AT bonus state (step S5008 = YES), the process proceeds to step S5800. On the other hand, when it is determined that the current ball output state is not the AT bonus state (step S5008 = NO), the process proceeds to step S5900.

[0589] (Step S5800) In step S5800, the main CPU 101 performs a process for the AT bonus state, which will be described in detail later with reference to FIG. 35. And when the process of step S5800 ends, the process proceeds to step S5009.

[0590] (Step S5900) In step S5900, the main CPU 101 performs the overlaid state process, which will be described in detail later with reference to FIG. 36. Then, when the process of step S5900 ends, the process proceeds to step S5009.

[0591] (Step S5009) In step S5009, the main CPU 101 determines whether the current outcome state is a specific outcome state. Specifically, the main CPU 101 refers to the value in the outcome state storage area 103al and determines whether the current outcome state is a specific outcome state. Here, the "specific outcome state" is a state in which the operation order of the stop button 10 is notified, specifically, a bonus state, an AT state, an in-AT bonus state, or an overlaid state. If it is determined that the current outcome state is a specific outcome state (step S5009 = YES), the process proceeds to step S5010. On the other hand, if it is determined that the current outcome state is not a specific outcome state (step S5009 = NO), the process proceeds to step S5011.

[0592] (Step S5010) In step S5010, the main CPU 101 performs the grouping command transmission process. Specifically, the main CPU 101 transmits a grouping command to the sub-control board 300 and the game value control board 400. Then, when the process of step S5010 ends, the process proceeds to step S5011.

[0593] Here, the "grouping command" is a command having information about the winning combination, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. Note that the grouping command may be transmitted from the game value control board 400 to the sub-control board 300 after being transmitted from the main control board 100 to the game value control board 400.

[0594] Also, when the winning combination is any of the "specific groups", the same command will be transmitted. For example, even if the winning combination is "left-push sequence plum PCa" or even if the winning combination is "right-push sequence plum PRa", the same command will be generated and transmitted. As a result, even if the grouping command is illegally obtained, the operation sequence of the stop button 10 required for winning cannot be known, so the illegal act of illegally obtaining the grouping command can be suppressed.

[0595] (Step S5011) In step S5011, the main CPU 101 performs the push sequence command transmission process. Specifically, the main CPU 101 performs the process of transmitting the push sequence command to the sub-control board 300 and the game value control board 400. Then, when the process of step S5011 ends, the process proceeds to step S5012.

[0596] Here, the "push sequence command" is a command having the information of the value displayed on the instruction information display unit 17, and is a command transmitted from the main control board 100 to the sub-control board 300 and the game value control board 400. In other words, the push sequence command is a command having information regarding the operation sequence of the stop button 10. Note that the push sequence command may be transmitted from the main control board 100 to the game value control board 400 and then transmitted from the game value control board 400 to the sub-control board 300.

[0597] (Step S5012) In step S5012, the main CPU 101 performs a process of determining whether there is a response from the game value control board 400. Specifically, after the main CPU 101 transmits a push order command to the game value control board 400 by the push order command transmission process in step S5011, it performs a process of determining whether there is a response from the game value control board 400. And when it is determined that there is a response from the game value control board 400 (step S5012 = YES), the subroutine of the out-ball state management process during lever operation ends. On the other hand, when it is determined that there is no response from the game value control board 400 (step S5012 = NO), the process proceeds to step S5013.

[0598] (Step S5013) In step S5013, the main CPU 101 performs a game machine internal communication error (main stop) process. Specifically, the main CPU 101 performs a process of storing information related to the game machine internal communication error (main stop) in the main error information storage area 103zb. And when the process of step S5013 ends, the subroutine of the out-ball state management process during lever operation ends.

[0599] (Processing for non-specific period) Next, with reference to FIG. 28, the processing for the non-specific period performed in step S5100 of the out-ball state management process during lever operation will be described.

[0600] (Step S5101) In step S5101, the main CPU 101 performs a process of determining whether the winning combination is either "REPLAY" or "BB". Specifically, the main CPU 101 refers to the value in the winning combination storage area 103ac and performs a process of determining whether the winning combination is either "REPLAY" or "BB". If it is determined that the winning combination is either "REPLAY" or "BB" (step S5101 = YES), the process proceeds to step S5102. On the other hand, if it is determined that the winning combination is not either "REPLAY" or "BB" (step S5101 = NO), the subroutine for the non-specific period process ends.

[0601] (Step S5102) In step S5102, the main CPU 101 performs a process of turning on the specific period start flag. Specifically, the main CPU 101 performs a process of turning on the specific period start flag by updating the value in the specific period start flag storage area 103ay. When the process of step S5102 ends, the process proceeds to step S5103.

[0602] (Step S5103) In step S5103, the main CPU 101 performs a difference counter setting process. Specifically, the main CPU 101 performs a process of setting "0" to the value of the difference counter 103ax. When the process of step S5103 ends, the process proceeds to step S5104.

[0603] (Step S5104) In step S5104, the main CPU 101 performs a process of setting the next payout state to the normal state. Specifically, the main CPU 101 performs a process of storing information regarding the normal state in the next payout state storage area 103am. When the process of step S5104 ends, the process proceeds to step S5105.

[0604] (Step S5105) In step S5105, the main CPU 101 performs ceiling game number setting processing. Specifically, the main CPU 101 performs processing to set "800" in the ceiling game number counter 103an. Note that the value set in the ceiling game number counter 103an by the ceiling game number setting processing can be set as appropriate. For example, it may be another predetermined value, or it may be a value determined by lottery. Then, when the processing of step S5105 ends, the processing proceeds to the normal state processing of step S5200.

[0605] (Normal state processing) Next, with reference to FIG. 29, the normal state processing performed in step S5200 of the lever operation payout state management processing will be described.

[0606] (Step S5201) In step S5201, the main CPU 101 performs normal state AT lottery processing. Specifically, the main CPU 101 refers to the value in the winning combination storage area 103ac, and when the winning combination is any of "weak cherry", "strong cherry", and "bell", extracts the random number value generated by the main random number generator 104, and according to this extracted random number value and the normal state AT state transition lottery table (see FIG. 15(A)), performs processing to lottery whether to transition to the AT state. Then, when the processing of step S5201 ends, the processing proceeds to step S5202.

[0607] (Step S5202) In step S5202, the main CPU 101 performs processing to determine whether it has won the AT lottery. Specifically, the main CPU 101 performs processing to determine whether it has been determined to transition to the AT state as a result of performing the normal state AT lottery processing in step S5201. Then, if it is determined that the AT lottery has been won (step S5202 = YES), the processing proceeds to step S5203. On the other hand, if it is determined that the AT lottery has not been won (step S5202 = NO), the processing proceeds to step S5204.

[0608] (Step S5203) In step S5203, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value of the AT winning flag storage area 103as. Then, when the process of step S5203 ends, the subroutine for normal state processing ends.

[0609] (Step S5204) In step S5204, the main CPU 101 performs a CZ lottery process. Specifically, the main CPU 101 refers to the value of the winning combination storage area 103ac, and when the winning combination is any one of "weak cherry", "strong cherry", and "bell", extracts the random number value generated by the main random number generator 104, and performs a process of lottery whether to shift to the CZ state according to the extracted random number value and the CZ state transition lottery table (see FIG. 16). Then, when the process of step S5204 ends, the process proceeds to step S5205.

[0610] (Step S5205) In step S5205, the main CPU 101 performs a process of determining whether it has won the CZ lottery. Specifically, the main CPU 101 performs a process of determining whether it has been determined to shift to the CZ state as a result of the CZ lottery process in step S5204. And when it is determined that it has won the CZ lottery (step S5205 = YES), the process proceeds to step S5206. On the other hand, when it is determined that it has not won the CZ lottery (step S5205 = NO), the subroutine for normal state processing ends.

[0611] (Step S5206) In step S5206, the main CPU 101 performs a process of turning on the CZ winning flag. Specifically, the main CPU 101 performs a process of turning on the CZ winning flag by updating the value of the CZ winning flag storage area 103ar. Then, when the process of step S5206 ends, the subroutine for normal state processing ends.

[0612] (Processing for bonus preparation status) Next, with reference to FIG. 30, the processing for the bonus preparation status performed in step S5300 of the out-ball state management processing during lever operation will be described.

[0613] (Step S5301) In step S5301, the main CPU 101 performs a bonus preparation status AT lottery process. Specifically, the main CPU 101 refers to the value in the winning combination storage area 103ac, and when the winning combination is any of "weak cherry", "strong cherry", or "bell", it extracts the random number value generated by the main random number generator 104, and performs a process of lottery whether to shift to the AT state according to the extracted random number value and the AT state transition lottery table for bonus preparation status (see FIG. 15(B)). Then, when the process of step S5301 ends, the process proceeds to step S5302.

[0614] (Step S5302) In step S5302, the main CPU 101 performs a process of determining whether it has won the AT lottery. Specifically, the main CPU 101 performs a process of determining whether it has been determined to shift to the AT state as a result of the bonus preparation status AT lottery process in step S5301. Then, when it is determined that the AT lottery has been won (step S5302 = YES), the process proceeds to step S5303. On the other hand, when it is determined that the AT lottery has not been won (step S5302 = NO), the subroutine of the processing for the bonus preparation status is terminated.

[0615] (Step S5303) In step S5303, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value in the AT winning flag storage area 103as. Then, when the process of step S5303 ends, the subroutine of the processing for the bonus preparation status is terminated.

[0616] (Processing for CZ state) Next, with reference to FIG. 31, the processing for the CZ state performed in step S5400 of the out-of-pit state management processing during lever operation will be described.

[0617] (Step S5401) In step S5401, the main CPU 101 performs a CZ game count subtraction process. Specifically, the main CPU 101 performs a process of subtracting "1" from the value of the CZ game count counter 103ao. Then, when the process of step S5401 ends, the process proceeds to step S5402.

[0618] (Step S5402) In step S5402, the main CPU 101 performs an AT lottery process for the CZ state. Specifically, the main CPU 101 refers to the value in the winning combination storage area 103ac, and when the winning combination is any of "weak cherry", "strong cherry", or "bell", extracts the random number value generated by the main random number generator 104, and performs a process of lottery to determine whether to shift to the AT state according to the extracted random number value and the AT state transition lottery table for the CZ state (see FIG. 15(C)). Then, when the process of step S5402 ends, the process proceeds to step S5403.

[0619] (Step S5403) In step S5403, the main CPU 101 performs a process of determining whether it has won the AT lottery. Specifically, the main CPU 101 performs a process of determining whether it has been determined to shift to the AT state as a result of performing the AT lottery process for the CZ state in step S5402. If it is determined that the AT lottery has been won (step S5403 = YES), the process proceeds to step S5404. On the other hand, if it is determined that the AT lottery has not been won (step S5403 = NO), the subroutine of the processing for the CZ state ends.

[0620] (Step S5404) In step S5404, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value in the AT winning flag storage area 103as. Then, when the process of step S5404 ends, the subroutine for the CZ state process ends.

[0621] (Process for bonus state) Next, with reference to FIG. 32, the process for the bonus state performed in step S5500 of the lever operation winning state management process will be described.

[0622] (Step S5501) In step S5501, the main CPU 101 performs an AT lottery process for the bonus state. Specifically, the main CPU 101 extracts the random number value generated by the main random number generator 104, and performs a process of lottery to determine whether to shift to the AT state according to the extracted random number value and the AT state transition lottery table for the bonus state (see FIG. 15(D)). Then, when the process of step S5501 ends, the process proceeds to step S5502.

[0623] (Step S5502) In step S5502, the main CPU 101 performs a process of determining whether it has won the AT lottery. Specifically, the main CPU 101 performs a process of determining whether it has been determined to shift to the AT state as a result of the AT lottery process for the bonus state in step S5501. If it is determined that the AT lottery has been won (step S5502 = YES), the process proceeds to step S5503. On the other hand, if it is determined that the AT lottery has not been won (step S5502 = NO), the subroutine for the process for the bonus state ends.

[0624] (Step S5503) In step S5503, the main CPU 101 performs a process of turning on the AT winning flag. Specifically, the main CPU 101 performs a process of turning on the AT winning flag by updating the value in the AT winning flag storage area 103as. Then, when the process of step S5503 ends, the subroutine for bonus state processing ends.

[0625] (Processing for AT state) Next, with reference to FIG. 33, the AT state processing performed in step S5600 of the lever operation payout state management process will be described.

[0626] (Step S5601) In step S5601, the main CPU 101 performs an AT game count subtraction process. Specifically, the main CPU 101 performs a process of subtracting "1" from the value of the AT game count counter 103ap. Then, when the process of step S5601 ends, the process proceeds to step S5602.

[0627] (Step S5602) In step S5602, the main CPU 101 performs a top-up lottery process. Specifically, the main CPU 101 refers to the value in the winning combination storage area 103ac, and when the winning combination is any one of "weak cherry", "strong cherry", and "bell", extracts the random number value generated by the main random number generator 104, and according to this extracted random number value and the AT state top-up game number lottery table (see FIG. 17(A)), performs a process of lottery for the number of games to be added to the number of games playable in the AT state, and adds the result of the lottery to the AT game count counter 103ap. Then, when the process of step S5602 ends, the process proceeds to step S5603.

[0628] (Step S5603) In step S5603, the main CPU 101 performs an additional state transition lottery process for the AT state. Specifically, the main CPU 101 refers to the value in the winning symbol storage area 103ac. When the winning symbol is any one of "weak cherry", "strong cherry", or "bell", the main CPU 101 extracts the random number value generated by the main random number generator 104, and performs a process of lottery to determine whether to transition to the additional state according to the extracted random number value and the additional state transition lottery table (see Fig. 18(A)). When the process of step S5603 ends, the process proceeds to step S5604.

[0629] (Step S5604) In step S5604, the main CPU 101 performs a process of determining whether it has won the additional state transition lottery. Specifically, the main CPU 101 performs a process of determining whether it has been determined to transition to the additional state as a result of the additional state transition lottery process for the AT state in step S5603. When it is determined that the additional state transition lottery has been won (step S5604 = YES), the process proceeds to step S5605. On the other hand, when it is determined that the additional state transition lottery has not been won (step S5604 = NO), the subroutine of the AT state process ends.

[0630] (Step S5605) In step S5605, the main CPU 101 performs a process of turning on the additional state winning flag. Specifically, the main CPU 101 performs a process of turning on the additional state winning flag by updating the value in the additional state winning flag storage area 103at. When the process of step S5605 ends, the subroutine of the AT state process ends.

[0631] (Processing for the AT bonus preparation state) Next, with reference to Fig. 34, the processing for the AT bonus preparation state performed in step S5700 of the reel operation payout state management process will be described.

[0632] (Step S5701) In step S5701, the main CPU 101 performs a superimposed state transition lottery process for the bonus preparation state during the AT. Specifically, the main CPU 101 refers to the value in the winning combination storage area 103ac, and when the winning combination is any one of "weak cherry", "strong cherry", and "bell", extracts the random number value generated by the main random number generator 104, and performs a process of lottery to determine whether to transition to the superimposed state according to the extracted random number value and the superimposed state transition lottery table for the bonus preparation state during the AT (see Fig. 18(B)). Then, when the process of step S5701 ends, the process proceeds to step S5702.

[0633] (Step S5702) In step S5702, the main CPU 101 performs a process of determining whether it has won the superimposed state transition lottery. Specifically, the main CPU 101 performs a process of determining whether it has been determined to transition to the superimposed state as a result of performing the superimposed state transition lottery process for the bonus preparation state during the AT in step S5701. And when it is determined that it has won the superimposed state transition lottery (step S5702 = YES), the process proceeds to step S5703. On the other hand, when it is determined that it has not won the superimposed state transition lottery (step S5702 = NO), the subroutine of the process for the bonus preparation state during the AT is terminated.

[0634] (Step S5703) In step S5703, the main CPU 101 performs a process of turning on the superimposed state winning flag. Specifically, the main CPU 101 performs a process of turning on the superimposed state winning flag by updating the value in the superimposed state winning flag storage area 103at. Then, when the process of step S5703 ends, the subroutine of the process for the bonus preparation state during the AT is terminated.

[0635] (Process for the bonus state during the AT) Next, with reference to Fig. 35, the process for the bonus state during the AT performed in step S5800 of the out-of-pit state management process during lever operation will be described.

[0636] (Step S5801) In step S5801, the main CPU 101 performs a superimposed state transition lottery process for the bonus state during AT. Specifically, the main CPU 101 extracts the random number value generated by the main random number generator 104, and performs a process of lottery whether to transition to the superimposed state according to the extracted random number value and the superimposed state transition lottery table for the bonus state during AT (see Fig. 18(C)). When the process of step S5801 ends, the process proceeds to step S5802.

[0637] (Step S5802) In step S5802, the main CPU 101 performs a process of determining whether it has won the superimposed state transition lottery. Specifically, the main CPU 101 performs a process of determining whether it has been determined to transition to the superimposed state as a result of performing the superimposed state transition lottery process for the bonus state during AT in step S5801. When it is determined that it has won the superimposed state transition lottery (step S5802 = YES), the process proceeds to step S5803. On the other hand, when it is determined that it has not won the superimposed state transition lottery (step S5802 = NO), the subroutine of the process for the bonus state during AT ends.

[0638] (Step S5803) In step S5803, the main CPU 101 performs a process of turning on the superimposed state winning flag. Specifically, the main CPU 101 performs a process of turning on the superimposed state winning flag by updating the value of the superimposed state winning flag storage area 103at. When the process of step S5803 ends, the subroutine of the process for the bonus state during AT ends.

[0639] (Process for superimposed state) Next, with reference to Fig. 36, the process for the superimposed state performed in step S5900 of the out-come state management process during lever operation will be described.

[0640] (Step S5901) In step S5901, the main CPU 101 performs an addition state game number counter subtraction process. Specifically, the main CPU 101 performs a process of subtracting "1" from the value of the addition state game number counter 103aq. Then, when the process of step S5901 ends, the process proceeds to step S5902.

[0641] (Step S5902) In step S5902, the main CPU 101 performs an addition lottery process for the addition state. Specifically, the main CPU 101 extracts the random number value generated by the main random number generator 104, and according to this extracted random number value and the addition game number lottery table for the addition state (see FIG. 17(B)), performs a process of lottery for the number of games to be added to the number of games playable in the AT state. Then, when the process of step S5902 ends, the subroutine of the process for the addition state ends.

[0642] (Reel rotation start preparation process) Next, with reference to FIG. 37, the reel rotation start preparation process performed in step S6000 of the main loop process will be described.

[0643] (Step S6001) In step S6001, the main CPU 101 performs a process of determining whether or not the minimum game time has elapsed. Specifically, the main CPU 101 performs a process of determining whether or not the value of the weight timer 103ae has become "0". Then, when it is determined that the minimum game time has elapsed (step S6001 = YES), the process proceeds to step S6002. On the other hand, when it is determined that the minimum game time has not elapsed (step S6001 = NO), the process of step S6001 is repeatedly executed.

[0644] (Step S6002) In step S6002, the main CPU 101 performs minimum game time setting processing. Specifically, the main CPU 101 performs processing to set a predetermined value in the wait timer 103ae. Here, in the present embodiment, the value set in the wait timer 103ae by the minimum game time setting processing is "2,622". Then, when the processing of step S6002 ends, the processing proceeds to step S6003.

[0645] (Step S6003) In step S6003, the main CPU 101 performs reel rotation start command transmission processing. Specifically, the main CPU 101 performs processing to transmit a reel rotation start command to the sub-control board 300 and t...

Claims

【Claim 1】 Game control means capable of executing processing related to a game, Game value control means capable of executing processing related to game values, Effect control means capable of executing processing related to effects, Clear operation detection means capable of detecting a clear operation related to the game value, Settlement operation detection means capable of detecting a settlement operation, Reset operation detection means capable of detecting a reset operation for initializing a predetermined storage area, Calculation means for calculating a game value information value based on the number of game values used in the game and the number of game values acquired according to the result of the game, Count operation detection means capable of detecting a counting operation of the game value, A display unit capable of displaying the value of the game value owned by the player, In a gaming machine provided with The game control means A stop process for shifting to a stop state of the game where the progress of the game becomes impossible when the game value information value calculated by the calculation means reaches a specific value, A settlement process for settling the bet game value when the settlement operation is detected, A settlement signal output process for outputting a settlement signal to the game value control means when the settlement operation is detected, Is capable of executing The game value control means An update process for updating the display unit when the settlement signal is input from the game control means, A game value update storage process for updating and storing the value of the game value owned by the player when the settlement signal is input from the game control means, A game value clear process for clearing the stored game value when the clear operation is detected, A counting process for counting the stored game value when the counting operation is detected, Is capable of executing The stop state of the game Is not released even when the counting process is executed, Is not released even when the game value clear process is executed, Is not released even when the settlement process is executed, Is released when the reset operation is detected by the reset operation detection means, The game value clear process Does not clear the bet game value, Acceptance of lending of the game value Is possible even after the stop process is executed, The effect control means A game value number clear notification corresponding to the clear operation, A lending device unconnected error notification corresponding to the lending device capable of lending the game value being unconnected to the gaming machine, A settlement notification corresponding to the settlement, A stop notification corresponding to the transition to the stopped state of the game, A reset notification corresponding to the reset operation, are executable, The game machine is characterized in that the notification priorities of the game value number clear notification, the unconnected lending device error notification, the settlement notification, the stop notification, and the reset notification are different.

Citation Information

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