Pachinko machine
The gaming machine's innovative substrate design with angled lead wires and non-overlapping seal enhances player engagement by improving visual and operational amusement, addressing the lack of interest in conventional machines.
Patent Information
- Application Number
- JP2022206181
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-23
- Publication Date
- 2025-07-02
- Estimated Expiration
- 2042-12-23
AI Technical Summary
Conventional gaming machines lack sufficient mechanisms to enhance player interest and engagement, despite improvements in operability and game properties.
The gaming machine incorporates a specific substrate configuration with angled lead wires, an information display lamp, and a seal to identify the substrate, along with a seal positioned to avoid overlapping with the information display lamp, enhancing the amusement value through improved visual and operational design.
This configuration enhances the amusement value of the gaming machine by improving player engagement and interest through a more engaging visual and operational experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as slot machines and pachinko machines.
Background Art
[0002] Conventionally, gaming machines include slot machines (rotary gaming machines), pachinko gaming machines, arrangement ball gaming machines, jan ball gaming machines, etc. Among this type of gaming machines, there is, for example, a slot machine as shown in Patent Document 1.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In conventional gaming machines, various devices have been made to improve the operability in playing games, enhance the game properties, improve the interest of the games, and not significantly arouse the gambling mentality of players. However, there is still room for further improvement.
[0005] An object of the present invention is to provide a gaming machine capable of improving the interest of games.
Means for Solving the Problems
[0006] The present invention has the following features. In the description of the following feature configurations, an example of the corresponding configuration in the embodiments described later is shown in parentheses.
[0007] The gaming machine according to the present invention A predetermined substrate having a first surface portion on which a plurality of types of components are arranged and a second surface portion on which lead wires of the plurality of types of components are soldered, a substrate case for accommodating the predetermined substrate, the plurality of types of components including a first component, a second component, and a third component, the first component having lead wires 1a and 1b, the second component having lead wires 2a and 2b, the third component having lead wires 3a and 3b, the lead wire 1a of the first component being inserted into a through hole 1c of the predetermined substrate from the first surface side, the lead wire 1b of the first component being inserted into a through hole 1d of the predetermined substrate from the first surface side, a virtual line segment connecting the through hole 1c and the through hole 1d being defined as a predetermined virtual line segment 1, the lead wire 1a protruding from the second surface portion having an angle of n1 degrees with respect to the predetermined virtual line segment 1 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 1b protruding from the second surface portion having an angle of n2 degrees with respect to the predetermined virtual line segment 1 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 2a of the second component being inserted into a through hole 2c of the predetermined substrate from the first surface side, the lead wire 2b of the second component being inserted into a through hole 2d of the predetermined substrate from the first surface side, a virtual line segment connecting the through hole 2c and the through hole 2d being defined as a predetermined virtual line segment 2, the lead wire 2a protruding from the second surface portion having an angle of n3 degrees with respect to the predetermined virtual line segment 2 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 2b protruding from the second surface portion having an angle of n4 degrees with respect to the predetermined virtual line segment 2 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 3a of the third component being inserted into a through hole 3c of the predetermined substrate from the first surface side, the lead wire 3b of the third component being inserted into a through hole 3d of the predetermined substrate from the first surface side, a virtual line segment connecting the through hole 3c and the through hole 3d being defined as a predetermined virtual line segment 3, the lead wire 3a protruding from the second surface portion having an angle of n5 degrees with respect to the predetermined virtual line segment 3 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation,The n1 degree and the n3 degree are substantially the same angle, the n2 degree and the n4 degree are substantially the same angle, the n1 degree and the n5 degree are different angles, an information display lamp is disposed on the first surface portion of the predetermined substrate, in the substrate case, a seal having information capable of identifying the predetermined substrate is attached to a predetermined surface where the first surface portion is visible, and the seal is attached at a position that does not overlap with the information display lamp in a front view of the predetermined surface. 。
Effects of the Invention
[0008] According to the gaming machine having the above configuration, the amusement of the game can be improved.
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 described with reference to the above drawings. Note that the "role determination process" in the following description refers to a selection act such as a lottery executed using an electronic device or the like (also referred to as "role determination") for randomly selecting one or more role determination result numbers (winning items) from a plurality of preset role determination result numbers (constituted by one or more game roles or losses (excluding cases where losses are not set)). Here, the role determination result number defines one or more game roles (also referred to as "permissible winning roles" or "winning roles") or losses that are allowed to be established in the game in which the role determination result number is determined (selected). Note that role determination is also referred to as "internal lottery" or "role lottery", and the "selection" in lottery or winning is also referred to as "lot" or "sen".
[0011] Also, when describing "a game role is established", "the establishment of a game role", etc., "establishment" means that the symbol combination (corresponding symbol) constituting the game role corresponding to the determined role determination result number (regardless of whether it is a game role with a payout of game medals (minor role) or a game role without a payout (replay role or special role)) is displayed in a predetermined stop mode (for example, the mode of arranging on the effective line described later). However, regarding the timing of establishment, for example, the timing when the reel stop operation is performed at a timing when the corresponding symbol of the game role can be stopped and displayed on the effective line, the timing when the corresponding symbol of the game role is stopped and displayed on the effective line, the timing when the slot machine identifies that the corresponding symbol of the game role is stopped and displayed on the effective line, or the timing when the identified result is stored in the storage area, etc., can be an appropriate timing.
[0012] In the following description, the operation of the player to insert (manipulate) game medals into the medal insertion slot 21 described later, and the pressing operation of the 1-BET switch 22 or the MAX-BET switch 23 to provide a prescribed number of game medals necessary for playing from the credited (stored) game medals for use in the game are collectively referred to as the bet operation. Further, this bet operation, the pressing operation of the clearing switch 24 described later by the player, the tilting operation of the start lever (also referred to as the "start switch") 25, and the pressing operations of the stop switches (also referred to as the "stop buttons") 26a, 26b, 26c are collectively referred to as the game operation.
[0013] Note that generally, in a slot machine, "insertion" may be used in the sense of "putting game medals into the slot machine" and in the sense of "providing game medals for use in the game". In the following description, basically, the term "insertion" will be used in the former sense, and the term "bet" will be used in the latter sense. Also, "things provided for use in the game" are also referred to as "game media". As this game media, in addition to game medals, objects such as so-called pachinko balls may be used, or recording media such as magnetic cards or contactless / contact IC cards, or storage devices such as servers accessible by personal authentication, etc., may be used, and it may be a value (game value) necessary for playing a game electromagnetically recorded thereon. This game value may be represented by a conceptual game medal having the same value as a real game medal, or may be represented by an imaginary or real currency unit, or a point having no particular meaning, etc.
[0014] Also, the pressing operation performed on any one of the stop switches when all the reels are rotating is called the first stop operation. Also, the pressing operation performed on any one of the two stop switches corresponding to the rotating reels when the remaining two reels are rotating is called the second stop operation. Further, the pressing operation performed on the stop switch corresponding to the reel when the remaining one reel is rotating is called the third stop operation.
[0015] In addition, the "payout number" (also referred to as the "payout number of medals") of the gaming medals means the number of gaming medals given to the player in one game. Also, the act of paying out gaming medals includes the act of actually paying out gaming medals from the slot machine to the outside (also referred to as "actual payout"), and the act of increasing the numerically stored value electromagnetically as gaming medals stored in the slot machine (also referred to as "stored addition payout").
[0016] In addition, the "acquisition number" (also referred to as the "acquisition number of medals") of the gaming medals means the numerical value counted as the total number of gaming medals acquired (paid out to the player) by the player during a predetermined period (which can be arbitrarily set, for example, during the AT period or the bonus period). Also, the "difference number of medals" (also referred to as the "difference number") of the gaming medals means the value obtained by subtracting the total number of bet gaming medals from the total number of paid-out gaming medals during a predetermined period (which may be a negative value). Although the "acquisition number" and the "difference number of medals" of the gaming medals can be used as different concepts, they will be treated as synonymous hereinafter.
[0017] Also, "freeze" (also referred to as "freeze effect") means that the execution of a predetermined control process related to the progress of the game is delayed for a certain period of time. As freezes, a freeze set when the operation of the start lever 25 is received (also referred to as "freeze at the start of reel rotation") and a freeze set after the rotation of all reels stops (also referred to as "freeze at the stop of reel rotation") can be provided as appropriate. During the freeze period, the state becomes such that the gaming operations by the player are not effectively received. Also, during the freeze period, a spinning drum effect (also referred to as "reel effect") may be performed. The spinning drum effect is an effect of rotating the reels 3a, 3b, 3c described later and stopping and displaying an arbitrary symbol combination, independent of the gaming operations by the player.
[0018] In the following description, "push navigation" refers to the process (act) of notifying the push order and push position in order to assist the establishment of a game role selected by role determination. Among the push navigations, the one that particularly assists the establishment of a replay role is called "RP navigation" (RP is an abbreviation of replay), the one that assists the establishment of a winning role (minor role) is called "winning navigation", and the one that assists the push position where a specific symbol can be stopped and displayed on the active line is also called "symbol push navigation" (mainly performed on the side of the sub-control means). Assisting the push position can also be said to assist the timing at which the player should operate the stop switch from another perspective. Also, when it is desired to distinguish between the push navigation performed on the main control means side and the push navigation performed on the sub-control means side, the former is also called "main side push navigation" ("main side RP navigation", "main side winning navigation", "main side symbol push navigation"), and the latter is also called "sub side push navigation" ("sub side RP navigation", "sub side winning navigation", "sub side symbol push navigation"), or also called "push navigation effect" ("RP navigation effect", "winning navigation effect", "symbol push navigation effect"). Also, the former and the latter are collectively called the operation mode notification effect of the stop switch.
[0019] Also, in the following description and drawings, numerical values may be expressed in binary or hexadecimal in addition to decimal. Therefore, in order to distinguish these, when expressed in binary, "B" is appended to the end of the numerical value, and when expressed in hexadecimal, "H" is appended to the end of the numerical value. Also, when expressed in decimal, nothing is particularly appended to the end of the numerical value.
[0020] [First Embodiment] FIG. 1 shows a slot machine (referred to as "slot machine 1") as the first embodiment of a gaming machine according to the present invention. Hereinafter, the basic configuration of this slot machine 1 will be described with reference to FIGS. 1 to 8. ≪Appearance of Slot Machine≫ The slot machine 1 includes a box-shaped housing 5 (main body member) with an open front (front side), and a front door 2 that is attached to the front opening of the housing 5 so as to be openable and closable. The front door 2 is attached to the front opening of the housing 5 so as to be horizontally openable and closable using hinge mechanisms 6a to 6c disposed at the front portion of the left side plate 5a of the housing 5 in a front view. As shown in FIG. 1(A), an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a tray assembly 40 are attached to the front surface of the front door 2 in order from the top.
[0021] At the center of the upper panel assembly 10, a display screen 11a (also referred to as “image display portion DP”) of an image display device (also referred to as “liquid crystal display device”) 11 (see FIG. 2) disposed on the back side thereof is arranged to face forward, and a first effect lamp 12, second effect lamps 13a and 13b, and third effect lamps 14a and 14b are arranged at the peripheral portion thereof. Further, a pair of fourth effect lamps 16a and 16b are arranged on the left and right of the display screen 11a, and an upper speaker 15a is arranged between the third effect lamp 14a and the fourth effect lamp 16a, and an upper speaker 15b is arranged between the third effect lamp 14b and the fourth effect lamp 16b.
[0022] In the central part of the middle panel assembly 20, there is a display window W facing the surfaces of three reels 3a, 3b, and 3c arranged side by side in the main body housing. Below this display window W, there are a medal insertion slot 21 for inserting game medals (game media), a 1-BET switch 22 for betting one game medal within the credited range, a MAX-BET switch 23 for betting the maximum allowable number of game medals (also referred to as the "specified number", for example, 3 medals) at once, a clearing switch 24 for paying out the bet game medals and / or the credited game medals, a start lever 25 operated when starting the rotation of all the reels 3a, 3b, and 3c (the reels are also referred to as "drums"), three stop switches 26a, 26b, and 26c for individually stopping the rotation of each reel 3a, 3b, and 3c (the left stop switch 26a in the figure corresponds to reel 3a, the middle stop switch 26b corresponds to reel 3b, and the right stop switch 26c corresponds to reel 3c), and a reject switch 27 for returning the game medals inserted through the medal insertion slot 21 and staying therein, etc. are provided.
[0023] Each stop switch has a button-shaped operation receiving part that retracts when pressed by the player's hand and returns to its original position by spring force or the like when the hand is released. When this operation receiving part is pressed (pressed by hand), the contacts of the electric circuit close and switch from the off (OFF) state to the on (ON) state, and when the pressing operation is released (the hand is removed), the contacts open and switch from the on state to the off state.
[0024] Between the medal insertion slot 21 and the MAX-BET switch 23, there are provided a selection button (also referred to as a "direction button" or a "cross key") 54 for a player to input information to the slot machine 1 and a determination button (also referred to as a "menu button" or a "PUSH button") 55. Hereinafter, the selection button 54 and the determination button 55 are collectively also referred to as "sub-buttons". As shown in FIG. 1(B), the selection button 54 is composed of four buttons: an upper button 54U, a lower button 54D, a left button 54L, and a right button 54R for designating the up, down, left, and right directions. Then, corresponding to the button operated by the player, one of the up direction, down direction, left direction, or right direction is designated. The determination button 55 is formed of a member through which light can pass, and a light source such as an LED is provided inside thereof. When the operation of the determination button 55 is invalid, the light source inside the switch is turned off, and when it is valid, it blinks (it may also be lit).
[0025] When the sub-button (also referred to as a "sub-switch") is pressed (pressed by hand), the contact of the electric circuit closes and switches from the off state to the on state, and when the pressing operation is released (the hand is removed), the contact opens and switches from the on state to the off state. When the sub-button is effectively operated, in the sub-control means 200 described later, a predetermined effect process corresponding to the operation may be executed. Also, there may be a case where an effect process for prompting the player to operate the sub-button is performed. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the screen of the image display device 11 or the volume of the speaker.
[0026] Here, the upper button 54U, lower button 54D, left button 54L, and right button 54R that constitute the selection button 54 may be individually turned on / off, or a cross-shaped key top (cross key) may be provided so that the button in the direction in which the cross key is tilted and operated is turned on. When the upper button 54U, lower button 54D, left button 54L, and right button 54R can be turned on / off by the cross key, two adjacent buttons (upper and right, right and lower, lower and left, left and upper) can be turned on simultaneously, but the opposing buttons (upper and lower, right and left) may be configured so that they cannot be turned on simultaneously.
[0027] The inside of the medal insertion port 21 branches into an acceptance passage (leading to the hopper 50 described later) through which the inserted game medal passes when the inserted game medal can be effectively accepted, and a return passage (leading to the game medal payout port 41 described later) through which the inserted game medal passes when the inserted game medal cannot be accepted. A blocker 48 (see FIG. 2) is provided at the branching portion. This blocker 48 is configured to selectively open one of the acceptance passage and the return passage and close the other so that the game medal inserted into the medal insertion port 21 is guided to the acceptance passage during the period when the inserted game medal can be effectively accepted, and the game medal inserted into the medal insertion port 21 is guided to the return passage during other periods. In the following description, the ON state of the blocker 48 indicates a state in which the game medal inserted into the medal insertion port 21 is guided to the acceptance passage (game medal acceptance possible state), and the OFF state of the blocker 48 indicates a state in which the game medal inserted into the medal insertion port 21 is guided to the return passage (game medal acceptance impossible state).
[0028] In addition, inside the medal insertion port 21, three inserted medal sensors 28a, 28b, 28c (see Fig. 2) for detecting game medals are provided. The inserted medal sensor 28a detects that a game medal has been inserted into the medal insertion port 21, and is installed at a position upstream of the position where the blocker 48 is installed on the passage through which the inserted game medal flows down. The inserted medal sensor 28b detects that the game medal inserted into the medal insertion port 21 has been guided to the receiving passage and effectively received, and is arranged at a position downstream of the position where the blocker 48 is installed (nearer to the hopper 50 described later). The inserted medal sensor 28c detects that the game medal inserted into the medal insertion port 21 has passed through the branch portion between the receiving passage and the return passage, and is arranged near the branch portion (at a position slightly nearer to the inserted medal sensor 28b than the position where the blocker 48 is installed).
[0029] When both the inserted medal sensor 28a and the inserted medal sensor 28b detect a game medal, it means that a game medal has been inserted into the medal insertion port 21 and the inserted game medal has been effectively received. On the other hand, when the inserted medal sensor 28a detects a game medal but the inserted medal sensor 28b does not detect a game medal, it means that a game medal has been inserted into the medal insertion port 21 but the inserted game medal has not been effectively received and has been returned. Also, when the three inserted medal sensors 28a, 28b, 28c detect the passage of a game medal in an order different from the predetermined order (the order of 28a, 28c, 28b) or when the passage of a game medal is not detected by some of the inserted medal sensors, it means that an abnormal passage such as the game medal flowing backward has occurred.
[0030] It is configured such that when all three reels 3a to 3c stop, a total of nine symbols, three symbols for each reel, are visibly displayed to the player on the window W. The winning line 29 that horizontally connects the symbol display areas in the middle stages of the reels 3a, 3b, and 3c is a winning line that is activated when a specified number of game medals are bet, and is configured such that the presence or absence of the establishment of a game combination can be determined by the symbol combination stopped and displayed on the activated winning line. The activated winning line is also referred to as the "effective line". Incidentally, separately from the winning line 29, the line that horizontally connects the symbol display areas in the upper stages of the reels 3a, 3b, and 3c is called the upper line, and the line that horizontally connects the symbol display areas in the lower stages of the reels 3a, 3b, and 3c is called the lower line. Also, the line that connects the symbol display areas in the upper stage of reel 3a, the middle stage of reel 3b, and the lower stage of reel 3c is called the downward-sloping right line, and the line that connects the symbol display areas in the lower stage of reel 3a, the middle stage of reel 3b, and the upper stage of reel 3c is called the upward-sloping right line.
[0031] In addition, various display lamps composed of LED lamps or the like are arranged on the slot machine 1. In this embodiment, as the display lamps, there are provided a MAX - BET switch display lamp 46a, a BET number display lamp 46b, a deposit - available display lamp 46c, a game start display lamp 46d, a replay display lamp 46e, a status display lamp 46f, a count display lamp 46g, a stored number display lamp 46h, a payout number display lamp 46j, and stop - operation reception lamps 46ka, 46kb, 46kc. These display lamps are configured to be controlled by the main control board 60 (main control means 100) described later.
[0032] The MAX-BET switch display lamp 46a is lit under the circumstances where game medals can be bet, is disposed inside the MAX-BET switch 23, and when lit, causes the MAX-BET switch 23 to glow partially or entirely. Also, the left stop operation reception lamp 46ka is disposed inside the left stop switch 26a, the middle stop operation reception lamp 46kb is disposed inside the middle stop switch 26b, and the right stop operation reception lamp 46kc is disposed inside the right stop switch 26c. Each of them, when lit, causes the MAX-BET switch 23 to glow partially or entirely. Other display lamps are disposed laterally or downward of the display window W in the middle panel assembly 20.
[0033] The BET number display lamp 46b (hereinafter also referred to as the "BET lamp 46b") displays the number of game medals bet, and is composed of a 1-BET display lamp 46bC that is lit when the number of game medals bet is one or more, a 2-BET display lamp 46bB that is lit when the number of game medals bet is two or more, and a MAX-BET display lamp 46bA that is lit when the number of game medals bet is three. The insertable display lamp 46c is lit under the circumstances where game medals can be inserted, and the game start display lamp 46d is lit under the circumstances where the game can be started by operating the start lever 25. The replay display lamp 46e is lit when a replay combination described later is formed in an arbitrary game and game medals are automatically bet by the automatic bet process described later.
[0034] The status display lamp 46f is lit when clearing the stored (credited) game medals. The count display lamp 46g displays, for example, the number of times the push navigation can be executed (it is decremented by 1 each time the push navigation is executed and may also be incremented by a lottery or the like) when AT is set. The stored number display lamp 46h (hereinafter also referred to as the "CRE lamp 46h") displays while incrementing the number of stored game medals one by one. The payout number display lamp 46j displays while incrementing the number of game medals paid out when a small winning combination described later is established one by one. The stored number display lamp 46h and the payout number display lamp 46j each consist of two 7-segment displays (each consisting of seven segment lamps representing numbers and one segment lamp representing a decimal point (dot)) in order to display the upper digit and the lower digit numbers.
[0035] Also, when any abnormality (error) occurs in the slot machine 1, the payout number display lamp 46j is configured to display characters (alphabets) and numbers indicating the type of the error (hereinafter also referred to as "error code"). Errors set in this embodiment include HP error, HE error, H0 error, CE error, CP error, CH error, C0 error, C1 error, FE error, E1 error, E5 error, E6 error, E7 error, etc. The HP error is an error when it is determined that game medals have accumulated at the medal payout outlet of the hopper 50 described later. The HE error is an error (hopper empty error) when it is determined that the game medals in the hopper 50 are empty. The H0 error is an error when it is determined that game medals have passed through the payout sensor abnormally. The CE error is an error (game medal accumulation error) when it is determined that game medals have accumulated by the inserted medal sensor. The CP error is an error when it is determined that the inserted game medals have passed through illegally. The C0 error is an error when it is determined that there is an abnormal input to the inserted medal sensor. The C1 error is an error when it is determined that there is an abnormality in the passage of the inserted medal sensor. The FE error is an error (full error) when it is determined that the auxiliary storage 85 described later is full. The E1 error is an error (RAM error) when the content of the storage device (RAM) is not normal at the time of power-on. The E5 error is an error (reel stop error) when the combination of symbols at the time of all-reel stop is abnormal (the corresponding symbols constituting a winning combination other than the winning allowable combination are stopped and displayed). The E6 error is an error (set value error) when the value (set value) of the set value described later for determining the winning probability is out of range. The E7 error is an error (built-in random number error) when an abnormality in the update state of the built-in random number used in each lottery etc. is detected. Each of the E1, E5, E6, and E7 errors (collectively also referred to as "E-series errors") is released by the setting change described later, and the other errors are released by the operation of the reset switch 82 described later.
[0036] Furthermore, this payout number display lamp 46j also has a function of displaying navigation numbers described later, which indicate the operation order (pressing order) of the stop switches 26a to 26c. The payout number display lamp 46j when displaying the navigation numbers is also referred to as the "main side pressing order display". Also, this payout number display lamp 46j has a function of displaying set values described later during setting confirmation and setting change described later. The payout number display lamp 46j when displaying the set values is also referred to as the "set value display". The stop operation reception lamps 46ka, 46kb, 46kc light up when the stop operation of the corresponding stop switch is valid and go out when the stop operation is invalid.
[0037] A transparent lower panel cover 31 is attached to the central part of the lower panel assembly 30, and decorative lamps 32a, 32b are arranged at both left and right ends thereof. Note that a translucent lower panel base with a predetermined pattern and a lower panel illumination lamp (both not shown) are attached to the back side of the lower panel cover 31, and by lighting this lower panel illumination lamp, the pattern of the lower panel base is configured to be illuminated from the rear side.
[0038] The tray assembly 40 is provided with a game medal payout opening 41 for paying out game medals, and a game medal storage tray 42 for storing game medals so as to face the game medal payout opening 41. A ashtray 43 is provided to the left of this game medal storage tray 42. Also, on the left and right of the game medal payout opening 41, speaker openings 45a, 45b composed of a large number of small holes are formed so as to face the front surfaces of a pair of lower speakers 44a, 44b (see FIG. 2) arranged on the back side of the tray assembly 40.
[0039] Furthermore, inside the main body housing 5, there is provided a hopper 50 (see Fig. 2) for paying out game medals obtained when a predetermined winning mode is formed as a result of the game. A medal detection unit 51 (see Fig. 2) for detecting game medals is provided in this hopper 50. Also, this hopper 50 has a function of physically storing the game medals that have been inserted and validly accepted. Further, in the vicinity of the hopper 50, an auxiliary storage 85 (see Fig. 2) for storing the game medals that have overflowed from the hopper 50 is provided, and a full detection unit 86 (see Fig. 2) for detecting whether or not this auxiliary storage 85 is in a full state (a state where game medals may overflow from the auxiliary storage 85) is provided.
[0040] <<Connection between the control board and each device>> In this embodiment, as shown in Fig. 2, as the main control board for controlling the slot machine 1, there are provided three control boards: a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B (the sub-main control board 70A and the sub-sub control board 70B are collectively referred to as the sub-control board 70). The main control related to the progress of the game (including the drive control of the reels 3a to 3c and the winning determination process, etc.) is performed by a control circuit arranged on the main control board 60, and the lighting control by the lamps such as the back lamps 38a to 38c is configured to be performed by a control circuit arranged on the sub-main control board 70A. Also, the production image display control by the image display device 11 and the sound generation control from the speakers such as the upper speakers 15a and 15b are configured to be mainly performed by a control circuit arranged on the sub-sub control board 70B. Further, the information transmission between the main control board 60 and the sub-control board 70 can be performed only in one direction from the main control board 60 to the sub-main control board 70A, and the information transmission between the sub-main control board 70A and the sub-sub control board 70B can be performed bidirectionally.
[0041] <Configuration of the main control board 60> On the main control board 60, a main CPU 61 that performs various arithmetic processes related to the game, a ROM 62 which is a read-only storage device that stores control programs and the like, and a RAM 63 (also referred to as "RWM" for "RAM") which is a storage device capable of writing and reading information are arranged. The main CPU 61 controls each drive circuit and the like according to the control program stored in the ROM 62, so that control related to the progress of the game in the slot machine 1 is performed. Note that the ROM 62 and the RAM 63 are non-volatile storage devices configured to be able to hold the stored information even when power is not supplied.
[0042] The main CPU 61 is connected with a clock pulse generator 64 for generating a clock pulse (clock signal), a frequency divider 65 for dividing the clock pulse generated by the clock pulse generator 64, a random number generator 66 for generating a random number used for role determination etc. based on the clock pulse (or the divided clock pulse), and a random number capture circuit 67 for capturing the random number generated by the random number generator 66. The clock pulse generator 64 is composed of two oscillators (not shown), and clock signals asynchronous with each other are output from each oscillator. Hereinafter, the clock signal with a predetermined frequency output from one oscillator is referred to as an internal clock, and the clock signal with a predetermined frequency (which may be the same as or different from the internal clock) output from the other oscillator is referred to as an external clock. For example, the internal clock is used as an operation clock of the main CPU 61 and an update clock of a random number used for a predetermined lottery other than role determination, and the external clock is used as an update clock of the random number used for role determination. Note that the main CPU 61, ROM 62, RAM 63, frequency divider 65, random number generator 66, random number capture circuit 67, interface circuit 68, etc. may be mounted on one IC chip and configured as a one-chip microcomputer. Also, the main CPU 61 is configured to transmit signals to the motor drive circuit 36, display lamp control circuit 47, hopper drive circuit 52 and sub-control board 70 via the interface circuit 68, and receive signals from the reel position detection circuits 37a, 37b, 37c, the pay-out detection signal circuit 53 and the storage state signal circuit 87.
[0043] The motor drive circuit 36 is a circuit for controlling the rotation and stop of the stepping motors 35a, 35b, and 35c that rotationally drive the reels 3a, 3b, and 3c respectively. The display lamp control circuit 47 is a circuit for controlling the various display lamps described above. The reel position detection circuits 37a, 37b, and 37c are circuits that transmit detection signals from reel sensors (not shown) installed on each of the reels 3a, 3b, and 3c to the main control board 60 (detection circuit 37a corresponds to reel 3a, detection circuit 37b corresponds to reel 3b, and detection circuit 37c corresponds to reel 3c). The hopper drive circuit 52 is a circuit that drives the hopper 50 to pay out game medals when a small combination is formed. The payout detection signal circuit 53 is a circuit that transmits a payout detection signal to the main control board 60 when the medal detection unit 51 detects that game medals have been paid out from the hopper 50. The storage state signal circuit 87 is a circuit that transmits a storage state signal indicating whether the auxiliary storage bin 85 is full to the main control board 60 according to the detection result of the full detection unit 86.
[0044] Also, power from the power supply device 80 is supplied to the slot machine 1 via the main control board 60. A power switch 81, a reset switch 82, and a setting key type switch 83 are connected to this power supply device 80, and signals from these switches are configured to be transmitted to the main CPU 61 via the interface circuit 68. Further, the main CPU 61 is configured to receive a signal from the setting change switch 84 via the interface circuit 68.
[0045] The power switch 81 is a switch that accepts the operation of turning on and off the power supply from the power supply device 80 to the slot machine 1. The reset switch 82 is a switch that is operated by a game store employee or the like when a predetermined error (an error other than the above-described E-series error) occurs in the slot machine 1 and the cause of the error is removed and the error is resolved. When this reset switch 82 is operated, the error occurrence information stored in the main control board 60 and the sub-control board 70 is cleared, and accordingly, the processing at the time of error resolution is executed by the main control board 60 and the sub-control board 70. Further, the setting key type switch 83 is a switch that is operated when performing setting confirmation and setting change of a setting value that determines the degree (rank) of the high and low of the winning determination probability. The setting change switch 84 is a switch for changing the setting value in a plurality of steps (six steps in this embodiment).
[0046] In a state where the front door 2 is open (also referred to as the "door open state") and the slot machine 1 is supplied with power (the power switch 81 is in the ON state), when the setting key type switch 83 is operated to the ON state, the setting confirmation mode is entered and setting confirmation becomes possible. Also, in the door open state and when the slot machine 1 is not supplied with power (the power switch 81 is in the OFF state), when the setting key type switch 83 is operated to the ON state and then the power switch 81 is operated to the ON state (the slot machine 1 is powered on) while maintaining that state, the setting change mode is entered and setting change becomes possible. Further, each time the setting change switch 84 is operated in that state, the setting value can be updated step by step. Also, after the update of the setting value, by tilting the start lever 25, the updated setting value is determined, and after the determination, by operating the setting key type switch 83 to the OFF state, the setting change operation is completed.
[0047] Note that the setting key type switch 83 is configured such that by inserting and rotating a predetermined key member (setting key) into a predetermined locking member provided on the main body side, the ON state and the OFF state can be switched. Also, setting confirmation and setting changes cannot be executed during the game execution state (a state where game medals are bet (including the case of automatic betting) or a state where the reels are rotating), and can only be executed in the game standby state. Note that in the setting confirmation mode and the setting change mode, the set value is displayed on the payout number display lamp 46j using six integer values from "1" to "6" (another lamp for displaying the set value may be provided inside the housing of the slot machine 1 or the like).
[0048] The power from the power supply device 80 is supplied to the sub-main control board 70A via the main control board 60, and further supplied to the sub-sub control board 70B via the sub-main control board 70A (the power may be directly supplied from the power supply device 80 to the sub-main control board 70A and the sub-sub control board 70B). On the circuit for supplying power from the power supply device 80 to the main control board 60 and on the circuit for supplying power to the sub-main control board 70A via the main control board 60, supply voltage monitoring circuits (not shown) for monitoring the supply voltage state are provided respectively. Each supply voltage monitoring circuit is configured to determine power-off when the supply voltage drops to a predetermined voltage value and output a power-off detection signal to the main CPU 61 and the sub-main CPU 71 described later. Also, each supply voltage monitoring circuit is configured to determine power-on when the supply voltage returns to a predetermined voltage value (a value different from the voltage value for power-off determination (for example, a higher value), but may be the same value) and output a power-on detection signal to the main CPU 61 and the sub-main CPU 71. Note that the voltage value when detecting power-off of the main control board 60 is set to a higher value than the voltage value when detecting power-off of the sub-main control board 70A, and the main control board 60 is configured to perform a process (power-off process) programmed to be executed at power-off before the sub-main control board 70A (the same may apply to power-on).
[0049] Further, signals from a reel stop signal circuit 91, a start lever 25, insertion medal sensors 28a, 28b, 28c, a 1-BET switch 22, a MAX-BET switch 23, and a clearing switch 24, which are connected to the switch board 90 or mounted on the switch board 90, are input to the main CPU 61 via an interface circuit 68.
[0050] Also, a blocker 48 is connected to the main CPU 61 via an interface circuit 68, and is configured to control the blocker 48 to be turned on / off. In the following description, a signal for controlling the blocker 48 to be turned on / off is also referred to as a "blocker signal". Further, although not shown, the slot machine 1 is provided with a door sensor for detecting the open / closed state of the front door 2, and a signal from this door sensor is input to the main CPU 61 via the interface circuit 68. The main CPU 61 is configured to determine whether the front door 2 is in a closed state (also referred to as a "door closed state") or an open state (door open state) based on the signal from the door sensor.
[0051] Also, although not shown, when the main CPU 61 enters a predetermined gaming state (for example, an AT state or a bonus state), it outputs a predetermined signal (also referred to as an "outer end signal") to a data counter, a hole computer, etc. via an external connection terminal board or the like, and is configured to manage the number of times set in the predetermined gaming state or present it to the player based on this outer end signal.
[0052] <Configuration of the sub-control board 70> The sub-control board 70 is composed of a sub-main control board 70A and a sub-sub control board 70B. On the sub-main control board 70A, there are arranged a sub-main CPU 71 that mainly performs various arithmetic processes related to the management of effects, a ROM 72 which is a read-only storage device storing control programs and the like, and a RAM 73 which is a storage device capable of writing and reading information. According to the control program stored in the ROM 72, each drive circuit and the like operates, so that control related to the management of image effects and sound effects in the slot machine 1, control related to lamp effects, and the like are carried out. Note that the ROM 72 and the RAM 73 are non-volatile storage devices and are configured to be able to retain the stored information even when power is not supplied. Also, a clock pulse generator and a frequency divider (not shown) are connected to the sub-main CPU 71, and predetermined processes are executed according to the clock signal generated by this clock pulse generator and frequency divider.
[0053] The sub-main CPU 71 is configured to receive various signals from the main control board 60 via the interface circuit 74 and transmit signals to the lamp control circuit 18. The lamp control circuit 18 is a circuit that controls the lighting of lamps such as the back lamps 38a to 38c. Also, the sub-main CPU 71 receives output signals from the selection button 54 and the determination button 55 via the interface circuit 74, and causes the sub-sub control board 70B to display a menu screen on the image display device 11 according to the received output signals of each button, provide information corresponding to the player's selection operation, or change the content of the effects being displayed on the image display device 11 during the game.
[0054] The sub-main CPU 71 is configured to transmit various signals to the sub-sub control board 70B via the interface circuit 74 and receive various signals from the sub-sub control board 70B. Hereinafter, the signal (control signal) transmitted from the main control board 60 to the sub-main control board 70A is also referred to as a "control command", and the signal (notification signal or effect signal) transmitted from the sub-main control board 70A to the sub-sub control board 70B is also referred to as an "effect command". Also, the signal (status signal) transmitted from the sub-sub control board 70B to the sub-main control board 70A is also referred to as a "status command".
[0055] The sub-sub control board 70B is provided with a sub-sub CPU 75 that mainly performs various arithmetic processes related to the control of image effects and audio effects, a ROM 76 which is a read-only storage device storing a control program and the like, and a RAM 77 which is a storage device capable of writing and reading information. According to the control program stored in the ROM 76, each drive circuit and the like operates, so that control related to image effects and audio effects is performed. Note that the ROM 76 and the RAM 77 are non-volatile storage devices and are configured to be able to retain the stored information even when power is not supplied.
[0056] The sub-sub CPU 75 is configured to receive a notification signal or an effect signal from the sub-main control board 70A via the interface circuit 78, transmit signals to the display device control circuit 16 and the speaker control circuit 17, and transmit a status signal to the sub-main control board 70A. The display device control circuit 16 is a circuit that controls the image display device 11 to display a predetermined effect image, and the speaker control circuit 17 is a circuit that controls the types and volumes of sounds generated from speakers such as the upper speakers 15a and 15b. Note that the image display device 11 is also configured to function as a push display device (also referred to as a "sub-side push order display device") that displays the operation order (push order) of the stop switches 26a to 26c.
[0057] ≪Configuration within the main body housing≫ Next, the configuration inside the main body housing 5 will be described with reference to FIG. 3. As shown in FIG. 3, a hopper 50, an auxiliary storage 85, and a power supply device 80 are provided at the lower part (on the bottom plate 5d) inside the main body housing 5. A middle plate 5f is provided at the central part inside the main body housing 5 so as to span the left and right side plates 5a and 5b, and a reel unit RU having three reels 3a, 3b, and 3c is provided on this middle plate 5f. At the upper part (the upper inner surface of the back plate 5e) inside the main body housing 5, a main control board case unit 160 having a main control board 60 (see FIG. 2) is provided so as to be swingable in the front-rear direction via a board case holding bracket mechanism 170. Further, a sub-control board case unit (not shown) having a sub-control board 70 (see FIG. 2) is provided on the back surface part of the front door 2.
[0058] <Reel> Each of the reels 3a, 3b, and 3c is configured to rotate by the drive of stepping motors 35a, 35b, and 35c, respectively. Further, each of the reels 3a, 3b, and 3c is constituted by a cylindrical member having translucency, and a translucent reel tape on which a plurality of types of patterns shown in FIG. 4 are displayed is attached to the outer peripheral surface thereof. Further, back lamps 38a, 38b, and 38c are disposed on the inner surface side of each of the reels 3a, 3b, and 3c. By lighting these back lamps 38a, 38b, and 38c, the regions of the respective reels 3a, 3b, and 3c facing the display window W are illuminated entirely from the inner surface side, or only a partial region of each of the reels 3a, 3b, and 3c is illuminated so as to make a predetermined combination of patterns (for example, on the valid line 29 or the corresponding patterns of game roles arranged at positions different from those on the valid line 29) stopped and displayed on each of the reels 3a, 3b, and 3c conspicuous.
[0059] <Symbol arrangement of reel> In this embodiment, the symbols displayed on each of the reels 3a to 3c are arranged as shown in FIG. 4(a). Here, in FIG. 4(a), the "left reel" represents reel 3a, the "middle reel" represents reel 3b, and the "right reel" represents reel 3c. In this way, on each of the reels 3a to 3c, a predetermined number of each of the 10 types of symbols, namely, "Red Seven", "Golden Seven", "Black Bar", "Blue Bar", "Blank A", "Blank B", "Bell A", "Bell B", "Watermelon", and "Replay", are arranged. Each symbol arranged on the reel tape has one symbol printed in each symbol area partitioned into 20 equal parts in the longitudinal direction of the reel tape. Hereinafter, the reels 3a, 3b, and 3c are also referred to as the left reel (left rotating cylinder), the middle reel (middle rotating cylinder), and the right reel (right rotating cylinder), respectively. Note that each symbol shown in FIG. 4 is for explaining the symbol arrangement of each of the reels 3a to 3c and does not reflect the actual size of the symbols drawn on the reel tape (the relative ratio of the sizes of each symbol). As shown in FIG. 4(a), the symbol at the upper end in the longitudinal direction of this reel tape is the "Bell A" symbol with symbol number 19, and the symbol at the lower end is the "Replay" symbol with symbol number 0. Therefore, when the reel tape is attached to the reel, the joint of the reel tape is between the "Bell A" symbol with symbol number 19 and the "Replay" symbol with symbol number 0.
[0060] <Type of gaming role> In this embodiment, the symbol combinations stopped and displayed on each of the reels 3a to 3c are set as shown in FIGS. 5 to 8, and they are the symbol combinations (corresponding symbols) that constitute the gaming roles. As the gaming roles in this embodiment, there are a total of 51 types, including 2 types of special roles of BB roles 1 and 2 (BB role; BB is an abbreviation for Big Bonus. Also referred to as "Type 1 BB" and "Bonus role"), 5 types of replay roles 1 to 5, and 44 types of winning roles (minor roles) of minor roles 1 to 44. The symbol combinations (corresponding symbols) for each gaming role to be established, the number of payout game medals when the gaming role is established, etc. are as shown in FIGS. 5 to 8.
[0061] When BB roles 1 and 2 are formed, no gaming medals are paid out. Triggered by their formation, a predetermined bonus (also referred to as "BB" in this embodiment) as a special accessory activates, and a predetermined bonus game (also referred to as "BB game") that is executed under conditions different from normal games starting from the next game becomes startable, transitioning to a favorable special gaming state (also referred to as "during BB activation") for the player. BB role 1 has its corresponding symbols in the combination of "blue bar · blue bar · red seven", and BB role 2 has its corresponding symbols in the combination of "black bar · black bar · red seven" (the names of the symbols constituting the gaming role are noted in the order of reels 3a, 3b, 3c. The same applies hereinafter). The bonus game that can be started by the formation of BB role 1 or BB role 2 ends when a predetermined number (in this embodiment, for example, 70 pieces, but the numerical value can be changed as appropriate) of gaming medals are obtained (as a modified aspect, it may end when a predetermined number (for example, 30 games) of games are executed). BB roles 1 and 2 may be established in non-RT and RT1 (inside BB) described later, but are roles that cannot be established in RT2 (during BB activation) (the "-" in FIGS. 5 to 8 indicates that it is not established).
[0062] In this embodiment, only the BB role is provided as a special role, but as another special role, an RB role (RB is an abbreviation for Regular Bonus) or an MB role (MB is an abbreviation for Middle Bonus, also referred to as "two types of BB") may be provided. When the RB role is established, it may be set to start the RB game as a bonus game from the next game, and when the MB role is established, it may be set to start the MB game as a bonus game from the next game. In this case, the RB game may end, for example, when a minor role is established a predetermined number of times (for example, 8 times) or when a predetermined number of games (for example, 12 times) are completed, and the MB game may end, for example, when a predetermined number (for example, more than 200) of gaming medals are paid out. Also, multiple special roles (for example, multiple types of BB roles may be provided, or both BB roles and MB roles may be provided).
[0063] When the replay roles 1 to 5 are established, there is no payout of game medals, but the player is permitted to play the next game without reducing the number of game medals the player holds (without newly inserting game medals). The replay role 1 is configured such that when its corresponding symbols "Bell A · Replay · (Blue bar / Black bar / Golden Seven / Red Seven)" (the " / " within () means "or") stop and are displayed on the valid line 29, the symbol "Replay" is arranged on the downward-sloping line in the lower right of the display window W. For this reason, the replay role 1 is also referred to as "downward-sloping Replay" (Replay is also denoted as "RP"). For the same reason, the replay roles 2 to 4 are also referred to as upward-sloping RP, upper-stage RP, and middle-stage RP, respectively. Also, when the corresponding symbols "Bell A · (Blue bar / Black bar / Golden Seven / Red Seven) · Bell B" of the replay role 5 stop and are displayed on the valid line 29, the symbol "Watermelon" is arranged on the upper line in the display window W. For this reason, the replay role 1 is also referred to as "upper-stage Watermelon RP".
[0064] As shown in FIG. 4 (reel symbols), the symbol "Replay" on each of the left reel 3a, middle reel 3b, and right reel 3c that constitutes the replay role 4 is arranged within every 5 symbols on each reel. Thus, when the replay role 4 is won, its corresponding symbols "Replay · Replay · Replay" can be stopped and displayed (also referred to as "pulled in") on the valid line 29 regardless of the pressing order and pressing position (refer to the description of the reel rotation stop control by the reel control means 134 described later). A role like this replay role 4, which can pull in its corresponding symbol (any one of multiple sets if there are multiple sets) onto the valid line 29 regardless of the operation timing of each stop switch, is also referred to as a "100% pull-in possible game role" or a "game role with no omission". Note that the replay roles 1 to 3, 5 are also 100% pull-in possible game roles like the replay role 4. Also, the replay roles 1 to 5 may be established in non-RT and RT1 described later, but are roles that do not hold in RT2.
[0065] The minor winning combinations 1 to 44 are winning combinations (prize-winning combinations) configured to pay out a predetermined number of gaming medals upon formation. Among the minor winning combinations 1 to 44, the minor winning combinations 1 to 36 can be formed in any of the non-RT, RT1, and RT2 described later, while the minor winning combinations 37 to 39 can only be formed during RT2 (when BB is activated). Also, since the payout number at the time of formation of the minor winning combinations 1 to 23, 40 to 43 is set to 1, they are also referred to as "1-medal combinations". Similarly, the minor winning combinations 24 to 37 are also referred to as "15-medal combinations", and the minor winning combinations 38, 39 are also referred to as "3-medal combinations". Incidentally, the 15-medal combination is also referred to as the "bell minor winning combination".
[0066] When the corresponding symbol "Bell A, Watermelon, (Blue Bar / Black Bar / Golden Seven / Red Seven)" of the minor winning combination 37 stops and is displayed on the valid line 29, the symbol "Watermelon" is configured to line up on the downward-sloping line in the lower right of the display window W. For this reason, the minor winning combination 37 is also referred to as the "Watermelon minor winning combination". Also, the minor winning combination 40 is a 1-medal combination with its corresponding symbols being "Red Seven, Red Seven, Red Seven". For this reason, the minor winning combination 40 is also referred to as the "1-medal combination with three Red Sevens". Incidentally, the minor winning combinations 1 to 7, 24 to 37 are winning combinations that can be drawn in 100%.
[0067] <Basic operations for playing the game> To play the game on the slot machine 1, first, bet by actually inserting gaming medals into the medal insertion slot 21, or operate either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of gaming medals within the credit range, thereby activating the winning line 29. In this embodiment, the specified number of gaming medals required to activate the winning line 29 is set to 3 in any of the RT states of non-RT, RT1, and RT2 described later. However, the specified number is not limited to this, and it can be appropriately changed, such as setting different values for the specified number according to the RT state, etc. Also, a plurality of winning lines may be provided, and the number of winning lines to be activated, etc. may be changed according to the bet number of the gaming medals.
[0068] Next, when the player operates the start lever 25, the number of bets is determined (the bet game medals are dedicated for the game), and the role determination process described later is performed. Then, after it is confirmed that the minimum game time has elapsed, each of the reels 3a to 3c starts rotating. Here, the minimum game time refers to the time that must be ensured at least from when all the reels start rotating in one game until all the reels start rotating in the next game. In this embodiment, it is set to 4.1 seconds. When each of the reels 3a to 3c starts rotating, a plurality of types of symbols displayed on the outer peripheral surfaces of the reels 3a to 3c are moved and displayed up and down (usually from top to bottom) within the display window W. Then, when the rotation of the reels 3a to 3c reaches a predetermined speed and becomes a constant speed rotation, each of the stop switches 26a to 26c is activated (the operation of the stop switch can be effectively accepted). When the player operates the stop switch 26a, the rotation of the reel 3a stops. When the player operates the stop switch 26b, the rotation of the reel 3b stops. When the player operates the stop switch 26c, the rotation of the reel 3c stops.
[0069] Here, when it is determined that the symbol combination stopped and displayed on the valid line 29 is a predetermined winning mode (the corresponding symbols of the game roles that can obtain game medals), the number of game medals corresponding to each winning mode is paid out by the hopper 50 or added as credit.
[0070] Next, with additional reference to FIGS. 9 to 29, the characteristic configuration of the slot machine 1 according to this embodiment will be described. ≪Functional Blocks≫ As shown in FIG. 9, from a functional perspective, the slot machine according to this embodiment mainly includes a bet operation for betting game medals (for example, an operation of inserting game medals into the medal insertion port 21, a pressing operation of the 1-BET switch 22 or the MAX-BET switch 23), a reel rotation start operation for rotating each of the reels 3a to 3c that are stopped (for example, a tilting operation of the start lever 25), a reel rotation stop operation for stopping the rotation of the three reels 3a, 3b, 3c that variably display a plurality of types of symbols (for example, a pressing operation of the stop switches 26a, 26b, 26c), a clearing operation for paying out the bet or stored (credited) game medals (for example, a pressing operation of the clearing switch 24), etc., and an operation signal output means 95 that outputs a signal (also referred to as a "game operation signal") corresponding to each game operation performed by the player, a main control means 100 (corresponding to the main control board 60) that performs main control related to the progress of the game, and a sub-control means 200 (corresponding to the sub-control board 70) that performs predetermined effect control according to the situation of the game.
[0071] (1) Functional Blocks of the Main Control Means 100 The main control means 100 is mainly composed of a game state management means 110 that manages the game state, a game progress management means 130 that manages the game progress, and a main communication control means 150 that controls communication in the main control means 100. Among these, the game state management means 110 includes a set value control means 111, an RT state control means 112, a replay operation control means 113, a bonus operation control means 114, a freeze control means 115, a game mode control means 116, and a random number generation and capture means 117.
[0072] In addition, the game progress management means 130 includes a received medal management means 131, a winning combination determination means 132, a production group number determination means 133, a reel control means 134, a stopped display symbol determination means 135, a paid-out medal management means 136, a blocker control means 137, a display lamp control means 138, a pressing order management means 139, and a condition device group number determination means 140. The main communication control means 150 includes a control command transmission means 151 and an outer end signal transmission means 152. Each of the above-mentioned means in the main control means 100 functionally represents a configuration composed of hardware such as a main CPU 61, a ROM 62, a RAM 63, an electronic circuit, etc. arranged on the main control board 60 shown in FIG. 2 and software such as a control program stored in the ROM 62, etc.
[0073] (1-1) Each means constituting the game state management means 110 The setting value control means 111 is configured to control a numerical value (also referred to as a "management setting value") for internally managing the setting value of the winning combination determination probability (a six-step configuration of settings 1 to 6). In the present embodiment, consecutive integer values from 1 to 6 (the integer values of 1 to 6 respectively correspond to settings 1 to 6) are used as the management setting value. The data of the management setting value is stored in a predetermined storage area of the RAM 63, and is referred to when confirming the setting value in the winning combination determination process, and is also referred to when displaying the setting value on the setting value display (the paid-out number display lamp 46j) at the time of setting confirmation or setting change. In addition, the management setting value is changed according to the setting change operation by the game store staff. Specifically, each time the setting key type switch 83 is operated to the ON state and the setting change switch 84 is operated in that state, the setting value is updated by 1.
[0074] The RT state control means 112 is configured to control the setting of three RT states: non-RT, RT1, and RT2. Non-RT is an RT state that is set when the RAM (RAM63) is initialized. RT1 is an RT state (also called "inside BB") that is set when the selection of a type 1 BB-A condition device or a type 1 BB-B condition device (winning of BB role 1 or BB role 2) is carried over. RT2 is an RT state (also called "in BB operation") that is set from the next game when the BB role 1 or BB role 2 is established, and during this RT2, a bonus game can be executed. In RT2, the replay role is not won, and any of the winning J to Q condition devices is selected (no miss). The transition control of each of the above-mentioned RT states will be explained in detail later.
[0075] The re-play operation control means 113 is configured to set a state (also called a "re-play operation state") in which the player is permitted to play the next game without betting game medals owned by the player when a re-play role is established. When the re-play operation state is set, information indicating the re-play operation state (also called a "re-play operation state flag") is set (for example, a value of "1" is stored) in a predetermined storage area of the RAM 63. The set re-play operation state flag is cleared (for example, a value of "0" is stored) at a predetermined point in time until the re-play operation state is resolved.
[0076] The bonus operation control means 114 is configured to execute a predetermined process during the period from the winning of the bonus combination (in this embodiment, BB combination 1 or BB combination 2) (when the 1st type BB-A condition device or the 1st type BB-B condition device is selected) to the end of the bonus game executed upon the establishment of BB combination 1 or BB combination 2. Specifically, when BB combination 1 or BB combination 2 wins, information indicating that BB combination 1 or BB combination 2 has won (also referred to as the "1st type BB winning flag") is set in a predetermined storage area of the RAM 63 (for example, the value "1" is stored). Further, upon the establishment of BB combination 1 or BB combination 2, information indicating the BB operation state (also referred to as the "1st type BB operation flag") is set in a predetermined storage area of the RAM 63 (for example, the value "1" is stored).
[0077] The freeze control means 115 is configured to set a freeze that delays the execution of control processes related to the progress of the game (for example, processes that receive bet operations, reel rotation start operations, reel rotation stop operations, etc.) for a predetermined time upon the establishment of a predetermined condition. In this embodiment, four types of freezes, namely, the winning wait (freeze time: 2 seconds), the fake wait (freeze time: 5 seconds), the notification wait (freeze time: 2 seconds), and the all-stop end wait (freeze time: 5 seconds), can be executed.
[0078] The game mode control means 116 is configured to control the settings of eight game modes from game mode 0 to game mode 7. The game mode means a game state (also referred to as the "main game state") mainly related to the setting state of AT, which is controlled on the main control means side separately from the RT state. In addition, the game mode control means 116 manages whether to stay in either the normal section or the advantageous section, which will be described later, based on the section type number (taking a value of 0 or 1). Here, section type number = 0 indicates staying in the normal section, and section type number = 1 indicates staying in the advantageous section. Furthermore, the game mode control means 116 manages whether a hit has occurred in the AT based on the AT hit flag (taking a value of 0 or 1). Here, AT hit flag = 0 indicates that no hit has occurred in the AT, and AT hit flag = 1 indicates that a hit has occurred in the AT.
[0079] Game mode 0 is a normal (non-advantageous) game state. Game mode 0 is a mode that stays in the normal section and is a mode in which no lottery or the like related to the AT game (assist game) is performed. Game mode 1 is a game state mainly referred to as "chance" that stays when the section type number = 1 but no hit has occurred in the AT. Game mode 2 is a game state mainly referred to as "after AT hit 1" that stays when the section type number = 1 and a hit has occurred in the AT but no hit has occurred in the BB. Game mode 3 is a game state of the AT that mainly shifts when a hit has occurred in the BB while a hit has occurred in the AT. During this game mode 3, the push navigation described later is executed, resulting in a game state that is very advantageous for the player.
[0080] Game mode 4 is mainly a game state also referred to as "after AT" which is entered after BB is established in game mode 7 described later. Game mode 5 is mainly a game state also referred to as "after AT win 2" which is entered after winning the AT in game mode 4. Game mode 6 is mainly a game state also referred to as "during chance inside" which is entered while inside the BB without winning the AT when the section type number = 1. Game mode 7 is mainly a game state also referred to as "inside after AT" which is entered when the arrival flag = 0 after one AT ends.
[0081] The above eight game modes 0 to 7 are divided into a game mode belonging to the normal section (game mode 0) and game modes belonging to the advantageous section (game modes 1 to 7). The normal section is a period during which push navigation (winning navigation, RP navigation, and button push navigation) is not performed, and is also a period during which information for determining the push order (information such as the condition device number and instruction number) is not transmitted from the main control means side to the sub-control means side. Also, the normal section is a period during which a lottery (for example, advantageous section transition lottery) for determining whether to transition to the advantageous section can be performed.
[0082] The advantageous section is a period during which push navigation can be performed, and is also a period during which information for determining the push order may be transmitted from the main control means side to the sub-control means side. Also, the advantageous section is a period during which a lottery for changing the performance of the advantageous section (for example, AT mode lottery) or a process for adding extra AT game counts during the advantageous section (for example, sequence stock 1 lottery, sequence stock 2 lottery) can be performed. Furthermore, in the advantageous section, a section indicator for notifying the player that they are in the advantageous section (for example, among the payout number display lamps 46j, the DP segment lamp other than the 7-segment lamp (also referred to as the "advantageous section lamp") is lit. While staying in the advantageous section, it is also possible to perform winning navigation at least once (in this case, if winning navigation has not been performed even once, it may be made impossible to transition to the normal section).
[0083] Also, for the period during which continuous stay in the advantageous section is possible, an upper limit (1500 games) is provided. Further, when the upper limit is reached and the advantageous section ends, all information related to the advantageous section (for example, information such as the AT hit flag, the value of the seven-stock number counter, etc.) is cleared. Note that when the upper limit is reached and the advantageous section ends, the prize navigation may not have been performed even once during the stay in the advantageous section. Also, when performing a lottery for determining whether to transition to the advantageous section or a lottery for changing the performance of the advantageous section, etc., based on the role determination result (condition device), it may be performed only for the role determination result with no setting difference, or in particular, the lottery for changing the performance of the advantageous section, etc., may be performed based on conditions other than the role determination result. And in that case, it may be performed without referring to the set value.
[0084] The random number generation and capture means 117 is composed of the above-mentioned CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number capture circuit 67, and generates and captures random numbers used for various lotteries. In this embodiment, it has four (4ch: ch is an abbreviation for "channel") 16-bit random number means capable of generating a random number sequence in a numerical range of up to "0 to 65535" at most, and four (4ch) 8-bit random number means capable of generating a random number sequence in a numerical range of up to "0 to 255" at most, and each can independently generate a random number sequence. Since the random numbers generated by these 16-bit random number means or 8-bit random number means are updated based on the clock signal generated by the clock pulse generator 64, they are also referred to as hardware random numbers (hard random numbers). Although not shown in the figure, in this embodiment, there is another random number generation means separate from the random number generation and capture means 117. This random number generation means is composed of the above-mentioned CPU 61 and RAM 63, and has a random number means capable of generating a random number sequence in a predetermined numerical range as the random number used for role determination, etc. Since this random number is updated based on a program, it is also referred to as a software random number (soft random number).
[0085] (Regarding the transition control of the RT state) The above-mentioned RT state transition control by the RT state control means 112 will be explained with reference to Fig. 10. As shown in this figure, when a type 1 BB-A condition device or a type 1 BB-B condition device is selected during non-RT, condition P1 is satisfied, and this triggers the RT state control means 112 to transition the RT state from non-RT to RT1. Also, when a BB role 1 or a BB role 2 is established during RT1 (also referred to as "BB establishment" or "BB operation"), condition P2 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT1 to RT2.
[0086] RT2 is an RT state (also called "BB operation in progress") that is set from the next game when BB role 1 or BB role 2 is established, and during this RT2, a bonus game can be executed. In RT2, the replay role is not won, and it is set so that one of the winning J to Q condition devices is selected (no misses). During RT2, when more than a predetermined number (70 coins) of game medals are won and the bonus game ends (also called "BB operation end"), the condition P3 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT2 to non-RT.
[0087] (Game mode transition control) The transition control of the game mode by the game mode control means 116 described above will be described with reference to Fig. 11 and Fig. 12. As shown in Fig. 11, in game mode 0, the game mode 0 transitions to game mode 1 when condition Q1 is satisfied, the game mode 0 transitions to game mode 2 when condition Q2 is satisfied, the game mode 0 transitions to game mode 3 when condition Q3 is satisfied, and the game mode 0 transitions to game mode 6 when condition Q4 is satisfied. The contents of each transition condition (conditions Q1 to Q15) are shown in simplified form in Fig. 11, but more detailed contents are described in the flow chart described later.
[0088] During game mode 1, when condition Q5 is satisfied, the game mode shifts from game mode 1 to game mode 0; when condition Q6 is satisfied, the game mode shifts from game mode 1 to game mode 6; when condition Q7 is satisfied, the game mode shifts from game mode 1 to game mode 2; and when condition Q8 is satisfied, the game mode shifts from game mode 1 to game mode 3. Here, the chance game number counter included in condition Q5 is a counter (taking values from 0 to 30) that manages the number of games staying in game mode 1. When shifting to game mode 1, the value of the chance game number counter is set to 30, and then it is decremented by 1 for each subsequent game (see also Figure 12). Also, the one-kind BB hit flag included in conditions Q6 to Q8 is a flag (taking values of 0 or 1) that manages whether BB is won in the role lottery in the game. One-kind BB hit flag = 0 indicates that BB is not won in the game, and one-kind BB hit flag = 1 indicates that BB is won in the game (see also Figure 12).
[0089] During game mode 2, when condition Q9 is satisfied, the game mode is shifted to game mode 3. During game mode 3, when condition Q11 is satisfied, the game mode shifts to game mode 0; when condition Q12 is satisfied, the game mode shifts to game mode 7. Here, the bell count counter included in conditions Q11 and Q12 is a counter (taking values from 0 to 134) that manages the executable number of times of pressing navigation (winning navigation) during AT (also referred to as "bell count"). When the value of the bell count counter is 1 or more, the winning navigation becomes executable (see also Figure 12).
[0090] In addition, the seven-digit numbers included in conditions Q11 and Q12 are numbers for managing the type of AT (Red Seven or Gold Seven). A seven-digit number = 1 indicates Red Seven, and a seven-digit number = 2 indicates Gold Seven (see also Fig. 12). The seven-counter is a counter for managing the stock count of Red Sevens (taking values from 0 to 26), the cumulative counter is a counter for managing the number of game medals won (the difference in the number of medals) in one advantageous period (taking values from 0 to 2412), and the reach flag is a flag for adjusting the reaching of the upper limit of the number of game medals won (the difference in the number of medals) (taking values of 0 or 1) (see also Fig. 12).
[0091] During Game Mode 6, when condition Q10 is satisfied, the game shifts to Game Mode 1. During Game Mode 7, when condition Q10 is satisfied, the game shifts to Game Mode 4. During Game Mode 4, when condition Q8 is satisfied, the game shifts from Game Mode 4 to Game Mode 3, when condition Q13 is satisfied, the game shifts from Game Mode 4 to Game Mode 0, and when condition Q14 is satisfied, the game shifts from Game Mode 4 to Game Mode 7. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter for managing the stay cycle during AT (taking values from 0 to 3).
[0092] Also, during Game Mode 4, when condition Q7 is satisfied, the game shifts from Game Mode 4 to Game Mode 5, and during Game Mode 5, when condition Q9 is satisfied, the game shifts to Game Mode 3.
[0093] Furthermore, when condition Q15 is satisfied while staying in any of game modes 1 to 7 (i.e., the advantageous section), the game mode is shifted to game mode 0. The advantageous section clear counter included in condition Q15 is a counter (taking values from 0 to 1500) that manages the number of consecutive games stayed in the advantageous section. It is set to 1500 when shifting from the normal section to the advantageous section, and is decremented by 1 each time a game is played in the advantageous section (see also Fig. 12). Also, the net gain counter is a counter (taking values from 0 to 2412) that manages the number of winnings (number of difference cards) during the advantageous section. It is set to 0 when shifting from the normal section to the advantageous section, and is updated according to the number of winnings thereafter (see also Fig. 12).
[0094] In this way, when shifting from the normal section to the advantageous section, the value of the advantageous section clear counter is set to "1500", and the value of the advantageous section clear counter is decremented by 1 each time a game is played in the advantageous section. When the value of the advantageous section clear counter becomes "0", the game mode is forced to shift to the normal section. Also, when shifting from the advantageous section to the normal section before the value of the advantageous section clear counter becomes "0", the value of the advantageous section clear counter is cleared (set to "0"), and when shifting from the normal section to the advantageous section again, the value of the advantageous section clear counter is reset to "1500".
[0095] Also, in this embodiment, a net increase counter is provided to count the number of game medals won (the difference in the number of medals) during the advantageous period. This net increase counter sets its counter value to "0" at the start of the advantageous period (it may also be set to "0" at the end of the advantageous period), and then updates the counter value according to the result of each game hereafter. When updating, if the difference in the number of medals is less than 0, the counter value is corrected to "0", and if the difference in the number of medals is a positive value, it is accumulated and updated as it is (such correction may not be performed). And when the accumulated difference in the number of medals exceeds 2400, the advantageous period ends and the game shifts to the normal period. Note that the cumulative counter is a counter that performs the same counting function as the net increase counter. When checking the number of game medals won (the difference in the number of medals) during the control process, there are cases where the value of the cumulative counter is referred to and the value of the net increase counter is referred to according to the processing content.
[0096] Furthermore, a correction counter is also provided as a counter that counts related to the number of game medals won (the difference in the number of medals) during the advantageous period. This correction counter calculates the value of the net increase counter (cumulative counter) by taking into account the number of AT stocks such as red sevens and gold sevens and the value of the bell count counter, and is a counter (taking values from 0 to 2101) that counts the number of game medals that can be expected to be won during one advantageous period (also referred to as "expected number of wins" or "expected possible number of wins"). And when the value of the correction counter (expected number of wins) exceeds a predetermined value (2100), there may be a case where, triggered by this, the advantageous period ends at a predetermined timing and the game shifts to the normal period.
[0097] By adopting such a configuration, it is possible to make it difficult for the player to know the end timing of the advantageous section. For example, when determining the end timing of the advantageous section only based on the value of the advantageous section clear counter or the value of the net increase counter, if these values are displayed to the player, the player can easily grasp the end timing of the advantageous section by checking them. However, when a correction counter is provided, even though the values of the advantageous section clear counter and the net increase counter have not reached the upper limit value, the advantageous section may end due to the value of the correction counter reaching a predetermined value. Therefore, the end timing of the advantageous section becomes difficult to understand, and the interest of the game can be improved. Also, by setting the predetermined value (2100) in the correction counter to a value smaller than the upper limit value (2400) in the net increase counter, it is possible to reduce the possibility of the advantageous section ending during the AT. For example, if it is assumed that when the value (expected number of acquisitions) of the correction counter exceeds the predetermined value (2100) during the AT, the next AT can be executed after the end of that AT, there is a high possibility that the net increase counter will exceed the upper limit value (2400) and the advantageous section will end during the execution of the next AT. If the advantageous section ends during the AT, the player may be discouraged, but if the advantageous section is ended when the value (expected number of acquisitions) of the correction counter exceeds the predetermined value (2100), such a situation can be avoided.
[0098] (Lottery executed in each game mode) Next, various lotteries performed by the game mode control means 116 in the above-described game modes 0 to 7 will be described with reference to FIGS. 13 to 20. The advantageous section transition lottery shown in FIG. 13(A) is a lottery for determining whether to transition to the advantageous section, and based on the conditional device group A number (the conditional device group number will be described later), either a win (1) or a loss (0) is selected. The winning numbers corresponding to each conditional device group A number are as shown in the figure.
[0099] The chance mode 1 lottery shown in FIG. 13(B) is a lottery for determining a chance mode number (a number for managing the ease of winning in the lottery during the chance (game mode 1)), and based on the conditional device group H number, any one of chance mode numbers 0 to 4 is selected. The winning number of positions corresponding to each conditional device group H number is as shown in the figure.
[0100] The chance mode 2 lottery - 1 shown in FIG. 13(C) is a lottery for determining a chance mode number during BB operation in the chance (game mode 1), and based on the conditional device group D number, any one of chance mode numbers 0 to 4 (actually 0 or 4) is selected. The winning number of positions corresponding to each conditional device group D number is as shown in the figure.
[0101] The chance mode 2 lottery - 2 shown in FIG. 13(D) is a lottery for determining a chance mode number during non - BB operation in the chance (game mode 1), and based on the conditional device group B number, any one of chance mode numbers 0 to 4 (actually 0 or 4) is selected. The winning number of positions corresponding to each conditional device group B number is as shown in the figure.
[0102] The chance mode 3 lottery shown in FIG. 13(E) is a lottery for newly determining a chance mode number at the end of the stay period during the chance (game mode 1), and based on the current chance mode numbers 1 to 3 (no lottery is conducted when it is 0), any one of new chance mode numbers 0 to 4 (actually 0 or 4) is selected. The winning number of position values corresponding to each chance mode number is as shown in the figure. Note that the chance mode number 4 indicates an AT win. The chance mode lotteries in FIGS. 13(B) to (E) are collectively also referred to as the AT lottery.
[0103] The chance game number lottery shown in Fig. 14(A) is a lottery for determining the number of games to stay in the chance (game mode 1) when any one of the chance mode numbers 1 to 3 is selected in the chance mode 1 lottery (also referred to as "when the chance mode is won"). Based on the selected chance mode numbers 1 to 3, one of the game numbers 0, 10, 20, 30 is selected. The winning positions corresponding to each chance mode number are as shown in the figure.
[0104] The chance cycle lottery shown in Fig. 14(B) is a lottery for determining the cycle number when the chance mode is won. Based on the chance mode numbers 1 to 3 selected in the chance mode 1 lottery, one of the cycle numbers 0 to 4 is selected. The winning positions corresponding to each chance mode number are as shown in the figure.
[0105] The EX1 mode lottery shown in Fig. 14(C) is a lottery for determining the additional mode number after the AT win (the number for managing the stock addition state during AT). Based on the condition device group F number, one of the additional mode numbers 0 to 2 (actually 1 or 2) is selected. The winning positions corresponding to each condition device group F number are as shown in the figure.
[0106] The EX2 mode lottery shown in Fig. 14(D) is a lottery for determining the additional mode number after the AT win, similar to the EX1 mode lottery. Specifically, it is a lottery performed while staying in game mode 2 or 5. Based on the condition device group F number, one of the additional mode numbers 0 to 2 (actually 0 or 2) is selected. The winning positions corresponding to each condition device group F number are as shown in the figure.
[0107] The AT mode lottery - 1 shown in Fig. 14(E) is a lottery for determining the next AT mode number (the number for managing the ease of winning in the lottery during AT) when the AT is won. Specifically, it is a lottery performed while staying in game modes 0 to 2. Based on the condition device group J number, one of the AT mode numbers 0 to 5 is selected. The winning positions corresponding to each condition device group J number are as shown in the figure.
[0108] The AT mode draw - 2 shown in FIG. 14(F) is a draw that determines the next AT mode number (a number for managing the ease of winning in the draw during AT), just like the AT mode draw - 1, and is particularly a draw that is performed during the stay in game modes 3 to 5. Based on the conditional device group J number, one of the AT mode numbers 0 to 5 is selected. The winning numbers corresponding to each conditional device group J number are as shown in the figure.
[0109] The AT mode draw - 3 shown in FIG. 14(G) is a draw that determines the next AT mode number (a number for managing the ease of winning in the draw during AT), just like the AT mode draws - 1 and 2, and is particularly a draw that is performed after all - reel stops (also referred to as "after all stops"). Based on the conditional device group J number, one of the AT mode numbers 0 to 5 is selected. The winning numbers corresponding to each conditional device group J number are as shown in the figure.
[0110] The Seven 1 draw shown in FIG. 15(A) is a draw for determining the type of AT (Red Seven or Gold Seven), and is particularly a draw that is performed during the stay in game mode 1 or 4 and after all stops. Based on the conditional device group F number, one of the Seven numbers 0 to 2 is selected. The winning numbers corresponding to each conditional device group F number are as shown in the figure.
[0111] The Seven 2 draw shown in FIG. 15(B) is, like the Seven 1 draw, a draw for determining the type of AT, and is particularly a draw that is performed during the stay in game mode 2 or 5. Based on the conditional device group F number, one of the Seven numbers 0 to 2 is selected. The winning numbers corresponding to each conditional device group F number are as shown in the figure.
[0112] The AT mode rewrite draw shown in FIG. 15(C) is a draw for rewriting the AT mode number after the end of AT. Based on the value of the advantageous section clear counter (less than 300 or 300 or more), one of the AT mode numbers 0 to 5 is selected. The winning numbers corresponding to each value of the advantageous section clear counter are as shown in the figure.
[0113] The seven-loop lottery shown in FIG. 15(D) is a lottery for determining whether to continue the Red Seven, and based on the loop number (the number for managing the continuation rate of the Red Seven), either a win (1) or a loss (0) is selected. The winning weights corresponding to each loop number are as shown in the figure.
[0114] The Golden Seven loop lottery shown in FIG. 15(E) is a lottery for determining whether to continue the Golden Seven, and either a win (1) or a loss (0) is selected. The winning weights assigned to the win (1) and loss (0) are as shown in the figure.
[0115] The Golden Seven loop rewrite lottery shown in FIG. 15(F) is a lottery for rewriting the continuation rate of the Golden Seven, and based on the condition device group E number, either a win (1) or a loss (0) is selected. The winning weights corresponding to each condition device group E number are as shown in the figure.
[0116] The override mode lottery shown in FIG. 15(G) is a lottery for determining the override mode number during AT, and any one of the override mode numbers 0 to 2 (actually 1 or 2) is selected. The winning weights assigned to each override mode number are as shown in the figure.
[0117] The bell count switch lottery shown in FIG. 16(A) is a lottery for rewriting the bell count, and based on the value of the bell count counter, either a win (1) or a loss (0) is selected. The winning weights corresponding to each value of the bell count counter are as shown in the figure.
[0118] The seven-stock 1 lottery shown in FIG. 16(B) is a lottery for determining whether to add the AT stock number, and based on the condition device group C number, either a win (1) or a loss (0) is selected. The winning weights corresponding to each condition device group C number are as shown in the figure.
[0119] The seven-stock 2 draw shown in Fig. 16(C) is a lottery to determine whether to add the number of AT stocks, and based on the condition device group E number, either a win (1) or a loss (0) is selected. The winning numbers corresponding to each condition device group E number are as shown in the figure.
[0120] The effect lever weight draw shown in Fig. 16(D) is a lottery to determine whether to perform a fake weight as a freeze, and based on the condition device group J number, either a win (1) or a loss (0) is selected. The winning numbers corresponding to each condition device group J number are as shown in the figure.
[0121] The AT cycle draw-1 shown in Fig. 17(A) is a lottery specifically performed when the AT mode number is 1 or 2 to determine the number of stay cycles during AT (the number of BB operations required to return from game mode 3 via game modes 7 and 4 to game mode 3) at the end of AT. Based on the value of the bell count counter, one of the stay cycle numbers 0 to 3 (actually 1 to 3) is selected. The winning numbers corresponding to each value of the bell count counter are as shown in the figure.
[0122] The AT cycle draw-2 shown in Fig. 17(B) is a lottery similar to the AT cycle draw-1 to determine the number of stay cycles during AT at the end of AT, specifically performed when the AT mode number is 3 or 4. Based on the value of the bell count counter, one of the stay cycle numbers 0 to 3 (actually 1 to 3) is selected. The winning numbers corresponding to each value of the bell count counter are as shown in the figure.
[0123] The pull-back 1 draw-1 shown in Fig. 17(C) is a lottery specifically performed when the AT mode number is 1 to 3 to determine whether to win the AT again after the end of AT. Based on the condition device group C number, either a win (1) or a loss (0) is selected. The winning numbers corresponding to each condition device group C number are as shown in the figure.
[0124] The draw 1 extraction - 2 shown in Fig. 17(D) is a draw that, like the draw 1 extraction - 1, determines whether to win the AT again after the end of the AT. In particular, it is a draw that is carried out when the AT mode number is 4, and based on the conditional device group C number, either a win (1) or a loss (0) is selected. The winning numbers corresponding to each conditional device group C number are as shown in the figure.
[0125] The draw 1 extraction - 3 shown in Fig. 18(A) is a draw that, like the draw 1 extractions - 1 and 2, determines whether to win the AT again after the end of the AT. In particular, it is a draw that is carried out when the AT mode number is 5, and based on the conditional device group C number, either a win (1) or a loss (0) is selected. The winning numbers corresponding to each conditional device group C number are as shown in the figure.
[0126] The draw 2 extraction shown in Fig. 18(B) is a draw that determines whether to win the AT again after the number of stay cycles during the AT becomes 0, and based on the AT mode number, either a win (1) or a loss (0) is selected. The winning numbers corresponding to each AT mode number are as shown in the figure.
[0127] The AT cycle privilege game number draw shown in Fig. 18(C) is a draw that determines the number of games (also referred to as the "privilege state game number") set to a predetermined privilege state after the end of the AT, and based on the AT mode number, one of the privilege state game numbers 0, 10, 20, 30 is selected. The winning numbers corresponding to each AT mode number are as shown in the figure.
[0128] The seven - table 1 draw shown in Fig. 19(A) is a draw that determines the seven - table number (the number that manages the table for determining the continuation rate in the red seven), and based on the AT mode number, one of the seven - table numbers 0 to 15 is selected. The winning numbers corresponding to each AT mode number are as shown in the figure.
[0129] The seven-table 2 draw shown in Fig. 19(B) is a draw for determining the seven-table number, just like the seven-table 1 draw. Based on the condition device group G number, one of the seven-table numbers from 0 to 15 is selected. The winning numbers corresponding to each condition device group G number are as shown in the figure.
[0130] The bell count 1 draw - 1 shown in Fig. 20(A) is a first-time draw specifically conducted when the game mode is 0 to 2 to determine the bell count. Based on the CU rank number (a number for managing the ease of counting up), one of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning numbers corresponding to each CU rank number are as shown in the figure.
[0131] The bell count 1 draw - 2 shown in Fig. 20(B) is a first-time draw specifically conducted when the game mode is 4 or 5 to determine the bell count, just like the bell count 1 draw - 1. Based on the CU rank number, one of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning numbers corresponding to each CU rank number are as shown in the figure.
[0132] The bell count 2 draw shown in Fig. 20(C) is a draw for the second time and later to determine the bell count. Based on the CU rank number, one of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning numbers corresponding to each CU rank number are as shown in the figure.
[0133] The bell count 3 draw shown in Fig. 20(D) is a draw for the second time and later to determine the bell count, just like the bell count 2 draw. One of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning numbers assigned to each bell count are as shown in the figure.
[0134] (1-2) Each means constituting the game progress management means 130 Returning to FIG. 9, the received medal management means 131 is configured to control whether the game medals (also referred to as "inserted game medals") inserted from the medal insertion port 21 and actually received (the game medals guided to the receiving passage and detected by the inserted medal sensor 28b, also referred to as "received game medals") are to be used as the directly bet game medals or the credited game medals. In the present embodiment, when the number of bets has not reached the maximum allowable number of bets (the number of bets required to execute the game (the specified number "3")), the received game medals are used as the directly bet game medals, and when the number of bets has reached the maximum allowable number of bets and the credit number has not reached the maximum allowable credit number (for example, "50"), the received game medals are configured to be the credited game medals.
[0135] Further, the received medal management means 131 is configured to perform an automatic bet process (a process of setting a state in which the same number of game medals as the number of bets in the previous game are bet without reducing the number of game medals held by the player) in a game set to the replay operation state. Even in the replay operation state, when the credit number has not reached the maximum allowable credit number, the inserted game medals may be received (or may not be received) as the credited game medals. When the number of bets has reached the maximum allowable number of bets and the credit number has reached the maximum allowable credit number, the inserted game medals are not received and are returned.
[0136] The role determination means 132 is configured to perform a role determination process (internal lottery) for selecting at least one role determination result from among a plurality of role determination results (condition devices) based on a preset role determination probability (lottery setting number) when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted). This role determination process is performed using a random number generated by the above-mentioned 16-bit random number means. Specifically, when the start lever 25 is operated, the random number generated by the 16-bit random number means is taken in. Then, when performing the role determination process, the taken-in random number is read out, a predetermined software random number is added to the read out random number, and the condition device is selected using the random number after the addition. The condition device may be selected using the read out random number without adding the predetermined software random number.
[0137] The role determination process is performed by referring to a predetermined role determination table (not shown) that is set in advance. The role determination table is configured such that the lottery placement number data corresponding to each condition device is stored in a predetermined storage area (multiple addresses) in the ROM 62 according to the set value. When one or more condition devices are selected in the role determination process, the game role corresponding to the selected condition device becomes the role that is allowed to be established in the game. Information on the selected condition device (winning role) is stored in a predetermined storage area of the RAM 63, but if the information on the winning item stored in one game is information on the winning of a small role or a replay role, it is cleared (reset to "0") after the end of the game, regardless of whether or not these small roles and replay roles are established. On the other hand, information on the winning of a BB role is stored and not cleared until the BB role is established if the BB role is won but not established.
[0138] The performance group number determination means 133 is configured to perform a process of associating a performance group number with the conditional device selected by the role determination process. In the present embodiment, as shown in FIG. 21, the bonus conditional device is associated with a performance group A group number (0 or 1), and the winning replay conditional device is associated with a performance group B group number (0 to 29). For example, as shown in FIG. 21(A), the 1 type BB-A conditional device and the 1 type BB-B conditional device are commonly associated with the performance group A group number 1. Also, as shown in FIG. 21(B), the winning-A1 to A12 conditional devices, in which the difference in the pushing order causes advantages and disadvantages in the game (influence on the appearance of balls) or a difference in the number of paid-out game medals (number of acquired medals), are commonly associated with the performance group B group number 13, and the winning-B1 to B12 conditional devices are commonly associated with the performance group B group number 14.
[0139] On the other hand, for the replay-A to L conditional devices corresponding to the winning of replay roles that are not affected by the difference in the pushing order in terms of game advantages and disadvantages (no influence on the appearance of balls), or for the winning replay conditional devices corresponding to the winning of small roles (winning roles) where the difference in the pushing order does not cause a difference in the number of paid-out game medals (number of acquired medals) or the number of game medals that can be acquired is small (for example, less than the specified number of bets), different performance group B numbers are associated with each conditional device.
[0140] Returning to FIG. 9, the reel control means 134, after confirming that the minimum game time has elapsed, with the operation of the start lever 25 (the operation of the start lever 25 being validly received) as an opportunity, starts rotating the reels 3a to 3c, and after all the rotated reels have reached a constant speed rotation state, with the sequential operation of the stop switches 26a, 26b, 26c (the operations of the stop switches 26a to 26c being validly received) as an opportunity, is configured to sequentially stop the rotation of the corresponding reels 3a to 3c.
[0141] The rotation stop control of each reel 3a to 3c is performed according to the operation modes (such as the pressing order and operation timing) of the stop switches 26a to 26c based on each stop table (not shown) set according to the winning determination result selected by the winning determination process. Each reel 3a to 3c is operated so that each reel 3a to 3c stops within a predetermined stop allowable time (for example, 190 milliseconds) from the timing when the stop switches 26a, 26b, and 26c are operated (in this embodiment, within the range of a maximum of 5 slippage frames).
[0142] That is, as a result of the winning determination process, when a predetermined game winning combination is selected as a winning allowable combination, within the range of the stop allowable time, the corresponding symbols of the selected game winning combination are stopped and displayed on the effective line 29 as much as possible. In the case of a losing combination, the stop control of the reels 3a to 3c is performed so that the corresponding symbols of any game winning combination are not stopped and displayed on the effective line 29. In addition, when a re - game winning combination or a minor winning combination wins during the holdover of a special winning combination, or when a special winning combination and a re - game winning combination or a minor winning combination win simultaneously, reel rotation stop control with re - game winning combination priority (the priority order of the minor winning combination may be higher than that of the special winning combination), which gives priority to the establishment in the order of re - game winning combination, special winning combination, and minor winning combination, may be performed.
[0143] The stop display symbol determination means 135 determines which symbol is stopped and displayed by the reels 3a to 3c based on the timing when the stop switches 26a to 26c are operated, and determines whether a game winning combination is established based on the combination of symbols determined to be stopped and displayed on the effective line 29 (which may be different from the actually stopped and displayed symbol combination).
[0144] When a small winning combination is formed, the paid-out medal management means 136 pays out a number of game medals corresponding to the formed small winning combination. When the credit count has not reached the maximum credit allowable number, it adds the medals to the credit count by means of reserve addition payout. When the credit count has reached the maximum credit allowable number, it drives the hopper 50 via the hopper drive circuit 52 for actual payout. Also, when a clearing operation (pressing operation of the clearing switch 24) is validly received, the paid-out medal management means 136 drives the hopper 50 to pay back the number of game medals that were bet or the number of game medals that were credited.
[0145] The blocker control means 137 is configured to output a blocker signal for controlling the above-described blocker 48 and switch the blocker 48 between the ON state (game medal receivable state) and the OFF state (game medal non-receivable state). When the blocker 48 is set to the OFF state, the game medals inserted into the medal insertion slot 21 are guided to the return passage and returned. However, the insertion of game medals is detected by the inserted medal sensor 28a.
[0146] The display lamp control means 138 is configured to perform control regarding lighting and extinguishing of the above-described various display lamps (MAX - BET display lamp 46a, BET lamp 46b, insertable display lamp 46c, game start display lamp 46d, replay display lamp 46e, status display lamp 46f, count display lamp 46g, CRE lamp 46h, paid-out number display lamp 46j) via the display lamp control circuit 47. When the paid-out number display lamp 46j functions as the main side push order notification device, the push order management means 139 controls the paid-out number display lamp 46j.
[0147] The push order management means 139 is configured to select an instruction number (any one of 0 to 6) corresponding to the push order to be notified according to the decision result (condition device) selected by the role decision process. Instruction number 0 is selected when the push order is not to be notified, and instruction numbers 1 to 6 are selected when the push order is to be notified. In the present embodiment, instruction number 1 is associated with the push order of "left middle right", instruction number 2 with "left right middle", instruction number 3 with "middle left right", instruction number 4 with "middle right left", instruction number 5 with "right left middle", and instruction number 6 with "right middle left".
[0148] Also, the push order management means 139 is configured to perform push navigation (main side push navigation) by causing the payout number display lamp 46j to function as a main side push order notifier and notifying the selected instruction number. This push navigation uses two 7-segment lamps (hereinafter sometimes abbreviated as "7-seg") provided on the payout number display lamp 46j to notify the navigation number. For example, "=" is displayed on the left 7-seg and the numerical value of the instruction number (for example, "2" if the instruction number is 2) is displayed on the right 7-seg. The "=" displayed on the left 7-seg is for distinguishing from the case when the payout number is displayed on the payout number display lamp 46j. When navigation number 0 is selected, the display by the payout number display lamp 46j is not performed. As another aspect, "=" may be displayed on the left 7-seg and "0" on the right 7-seg, or "0" may be displayed on both the left 7-seg and the right 7-seg, or "0" may be displayed on only one of the left and right 7-segs.
[0149] The condition device group number determination means 140 is configured to determine the condition device group number used to select the winning value in various lotteries according to the production group A group number and the production group B group number determined by the production group number determination means 133. Specifically, the condition device group numbers are divided into 10 types from the condition device group A number to the condition device group J number, and for each combination of the production group A group number and the production group B group number, the respective number values from the condition device group A number to the condition device group J number are associated in advance. The specific association is as shown in FIG. 22. For example, for the combination of the production group A group number 1 and the production group B group number 0, the condition device group A number 1, the condition device group B number 2, the condition device group C number 2, the condition device group D number 0, the condition device group E number 0, the condition device group F number 1, the condition device group G number 0, the condition device group H number 1, the condition device group I number 0, and the condition device group J number 1 are respectively associated. In addition, in the remarks column of the table in FIG. 22, an abbreviation representing the content of each combination of the production group A group number and the production group B group number is described.
[0150] (Detailed Explanation of Role Determination Processing) The role determination process executed by the role determination means 132 is a series of processes that, once per game, perform a role lottery based on a predetermined probability (role determination probability), and determine a symbol combination or the like that can be stopped and displayed on the valid lines based on the winning number determined by the role lottery. More specifically, first, a role lottery is performed based on the role determination probability, and one winning number is determined from among a plurality of winning numbers (including losing numbers) by this role lottery. Each of the winning numbers is associated in advance with a bonus condition device number or a winning replay condition device number. When one winning number is determined, the bonus condition device number or the winning replay condition device number associated with that winning number is stored in a predetermined storage area of the RAM. Here, the bonus condition device number and the winning replay condition device number are stored in different storage areas. As a result, the symbol combinations associated with the condition devices of the various condition device numbers stored in the RAM can be aligned on the valid lines.
[0151] In the above-described example, either a bonus condition device number or a winning replay condition device number was associated with one winning number, but both a bonus condition device number and a winning replay condition device number may be associated with one winning number.
[0152] The above-described winning determination probability can be arbitrarily set. Further, the winning determination probability can be configured to be changeable according to the above-described set value set by a game store employee or the like. In the present embodiment, there is a six-step set value configuration of settings 1 to 6, and there are provided winning numbers with different winning determination probabilities according to the set value and winning numbers with an unchanged winning determination probability even when the set value changes. Hereinafter, setting such that the winning determination probability changes according to the set value is referred to as "providing a setting difference". Regarding each winning number, it is possible to arbitrarily determine whether or not to provide a setting difference. As an example, for the winning number associated with the condition device number of the condition device that is a lottery trigger for a lottery that affects the payout rate (the ratio of the number of paid-out game medals to the number of game medals used for the game) in the slot machine 1, no setting difference is provided, and for the winning number associated with the condition device number of the condition device that is not a lottery trigger, it may or may not be provided with a setting difference.
[0153] Fig. 23 shows, as an example of the winning determination probability in the slot machine 1, the number of winning positions (total number of positions: 65536) assigned to each winning number. Fig. 23 does not show the winning numbers and shows the condition devices of the condition device numbers associated with each winning number. Also, in this example, the number of winning positions in each RT state of non-RT, RT1, and RT2 is shown for the three set values of setting 1, setting 3, and setting 6. According to this example, during non-RT, the probability that the winning number associated with the type 1 BB-A condition device number or the winning number associated with the type 1 BB-B condition device number is selected is set relatively high, at about 7 / 100 each. Also, during non-RT or RT1, the probability that any of the winning numbers corresponding to the winning-A1 to A12 condition device numbers is selected is set quite high, at about 7 / 10.
[0154] In the table of FIG. 24(A), the types of bonus condition devices, the bonus condition device numbers assigned to those bonus condition devices, and the symbol combinations associated with each condition device (denoted as "winning combination" in FIG. 24(A)) are shown. In the tables of FIGS. 24(B), 25 to 29, the types of winning replay condition devices, the winning replay condition device numbers assigned to those winning replay condition devices, the symbol combinations associated with each condition device (denoted as "winning combination" in FIGS. 24(B), 25 to 29), etc. are shown. Hereinafter, the details of some condition devices will be specifically described.
[0155] In the bonus condition device shown in FIG. 24(A), the 1st type BB-A condition device is assigned the bonus condition device number 1, and the 1st type BB-B condition device is assigned the bonus condition device number 2. The bonus condition device number 0 indicates that it does not correspond to any bonus condition device. The 1st type BB-A condition device is associated with the symbol combination of BB role 1, and this symbol combination can be stopped and displayed during non-RT described later. Also, if the symbol combination of BB role 1 cannot be aligned on the active line, it will shift to RT1 described later, and the state where the symbol combination can be aligned will be carried over. On the other hand, in RT2, the symbol combination of BB role 1 cannot be aligned on the active line, and therefore, that state will not be carried over (in FIG. 24(A), the "-" in the "RT2 (BB operation in progress)" column indicates that the symbol combination cannot be aligned and the aligned state will not be carried over). The 1st type BB-B condition device is associated with the symbol combination of BB role 2, and this symbol combination can be stopped and displayed during non-RT. Also, if the symbol combination of BB role 2 cannot be aligned on the active line, it will shift to RT1, and the state where the symbol combination can be aligned will be carried over. Also, in RT2, the symbol combination of BB role 2 cannot be aligned on the active line, and therefore, that state will not be carried over.
[0156] For the replay game - A to L condition devices shown in FIG. 24(B), winning replay game condition device numbers are assigned corresponding to each of the numbers from 1 to 12. These condition devices are condition devices associated with the symbol combinations of the replay game. During non - RT and RT1, the symbol combinations of the replay game may be aligned, but they are configured such that there is no such state during RT2. Also, when any one of the winning replay game device numbers 1 to 12 in FIG. 24(B) is linked to the winning number determined by the role lottery, it becomes a state where the symbol combination shown in the "winning role" column corresponding to the condition device of that number can be aligned on the active line. For example, when the winning number 1 is determined by the role lottery, one of the symbol combinations of replay game roles 1 to 4 associated with the replay game - A condition device of the winning replay game condition device number 1 can be aligned. Also, when the winning number 12 is determined by the role lottery, one of the symbol combinations of replay game roles 2 to 5 associated with the replay game - L condition device of the winning replay game condition device number 12 can be aligned. The number 0 shown in FIG. 24(B) indicates that a winning number has been determined that cannot align any of the winning and replay game symbol combinations, that is, a losing situation. In this embodiment, the losing state can only occur during non - RT, but it may also be in a losing state during RT1 or RT2.
[0157] The winning-A1 to A12 conditional devices shown in FIGS. 24(B), 25, and 26 are each assigned a winning replay conditional device number corresponding to numbers from 13 to 24. These conditional devices are conditional devices associated with symbol combinations of minor winning combinations. Also, during non-RT and RT1, the symbol combinations corresponding to the winning-A1 to A12 conditional devices may be aligned, but they are configured not to be in such a state during RT2. The winning-B1 to B12 conditional devices shown in FIGS. 26 to 28 are each assigned a winning replay conditional device number corresponding to numbers from 25 to 36. These conditional devices are conditional devices associated with symbol combinations of minor winning combinations, and during non-RT and RT1, the symbol combinations corresponding to the winning-B1 to B12 conditional devices may be aligned, but they are configured not to be in such a state during RT2. The winning-C to E conditional devices shown in FIG. 29 are each assigned a winning replay conditional device number corresponding to numbers from 37 to 39. These conditional devices are conditional devices associated with symbol combinations of minor winning combinations, and during non-RT and RT1, the symbol combinations corresponding to the winning-C to E conditional devices may be aligned, but they are configured not to be in such a state during RT2.
[0158] (Detailed Explanation of Reel Control According to Result of Winning Combination Drawing) Next, the reel control executed by the reel control means 134 when the symbol combinations corresponding to the above-described respective conditional devices are aligned will be described. (a) Reel Control Regarding 1-Type BB During non-RT when the symbol combinations corresponding to the one-type BB-A condition device shown in FIG. 24(A) are aligned or during RT1 when the state of the symbol combinations corresponding to the one-type BB-A condition device is carried over, if the corresponding symbol of BB winning combination 1, "blue bar · blue bar · red seven", can be drawn onto the active line 29 depending on the pressing position by the player, then BB winning combination 1 is established. Similarly, during non-RT when the symbol combinations corresponding to the one-type BB-B condition device are aligned or during RT1 when the state of the symbol combinations corresponding to the one-type BB-B condition device is carried over, if the corresponding symbol of BB winning combination 2, "black bar · black bar · red seven", can be drawn onto the active line 29 depending on the pressing position by the player, then BB winning combination 2 is established.
[0159] (b) Reel control regarding replay When the symbol combinations corresponding to the replay-A to D condition devices shown in FIG. 24(B) are aligned, reel control is performed such that replay winning combination 4 (middle-stage RP) is always established regardless of the pressing order and pressing position, whether it is during non-RT or RT1. Also, when the symbol combinations corresponding to the replay-E to G condition devices are aligned during non-RT or RT, reel control is performed such that replay winning combination 1 or 3 is established. Further, when the symbol combinations corresponding to the replay-H to J condition devices are aligned during non-RT, replay winning combination 2 (ascending-right RP) is always established regardless of the pressing order and pressing position, while when the symbol combinations corresponding to the replay-H to J condition devices are aligned during RT1, reel control is performed such that replay winning combination 4 (middle-stage RP) is always established regardless of the pressing order and pressing position. Moreover, when the symbol combinations corresponding to the replay-K, L condition devices are aligned during non-RT, replay winning combination 5 (upper-stage watermelon RP) is always established regardless of the pressing order and pressing position, while when the symbol combinations corresponding to the replay-K, L condition devices are aligned during RT1, reel control is performed such that replay winning combination 4 (middle-stage RP) is always established regardless of the pressing order and pressing position.
[0160] In addition, when a losing draw number is determined to be among the RT1 draws, when the losing draw number is determined, in the case of a predetermined pressing order such as a reverse pressing order (a pressing order in which the stop switch 26c is operated first), depending on the pressing position, a symbol combination of "Red Seven, Red Seven, Red Seven" (also referred to as the "Red Seven aligned symbols") may be configured to be displayed within the display window W (for example, on the effective line 29). This Red Seven aligned symbol is common to the corresponding symbol of the minor winning combination 40 (Red Seven aligned minor winning combination), but the minor winning combination 40 is established only during RT2 (see FIG. 8). Therefore, the Red Seven aligned symbol that is stopped and displayed during RT1 is merely a losing symbol.
[0161] (c) Reel control regarding winning When the symbol combinations corresponding to the winning-A1 to A12 condition devices shown in FIGS. 24(B), 25, and 26 are aligned during non-RT, a predetermined single winning combination is always established regardless of the pressing order or pressing position. When they are aligned during RT1, reel control is performed such that the winning combinations vary depending on the pressing order and pressing position. For example, the winning-A11 condition device shown in FIG. 26 is a condition device corresponding to the symbol combinations of the minor winning combinations 6, 10, 15, 16, 21, and 34. When these symbol combinations are aligned during non-RT, reel control is performed such that the minor winning combination 6, which is a single winning combination, is always established regardless of the pressing order or pressing position.
[0162] On the one hand, when the symbol combination corresponding to the winning - A11 condition device is aligned in RT1, if the pressing order is "center - right - left", the minor winning combination 6 which is a 15 - symbol winning combination is established with a probability of 1 / 1. If the pressing order is "right - center - left", the minor winning combination 34 which is a 15 - symbol winning combination is established with a probability of 1 / 1. For other pressing orders ("left - center - right", "left - right - center", "center - left - right", "center - right - left"), reel control is performed such that one of the minor winning combinations 10, 15, 16 which are 1 - symbol winning combinations is established with a probability of 1 / 8 respectively. Here, "left", "center", "right" mean the stop switches 26a, 26b, 26c, and their order indicates the operation order. For example, "center - right - left" represents the pressing order of operating the stop switches in the order of 26b→26c→26a. In FIGS. 25 to 28, each pressing order is shown in the order of the numbers "1", "2", "3". "123", "132", "213", "231", "312", "321" in the figure correspond to the pressing orders of "left - center - right", "left - right - center", "center - left - right", "center - right - left", "center - right - left", "right - center - left" respectively.
[0163] In RT1, since the state of aligning the symbol combination corresponding to the bonus condition device is carried over, depending on the pressing order and the pressing position, BB winning combination 1 or BB winning combination 2 may be established. For example, when the symbol combination corresponding to the winning - A11 condition device is aligned in RT1 where the state of aligning the symbol combination corresponding to the 1 - type BB - B condition device (that is, the symbol combination of BB winning combination 2) is carried over, when the pressing order is "center - right - left" and "right - center - left", the minor winning combinations 6 and 34 are established respectively, so BB winning combination 2 is not established. On the other hand, for other pressing orders ("left - center - right", "left - right - center", "center - left - right", "center - right - left"), when it is possible to draw in the corresponding symbol of one of the minor winning combinations 10, 15, 16 depending on the pressing position, BB winning combination 2 is not established. However, when it is not possible to draw in these corresponding symbols and instead it is possible to draw in the corresponding symbol of BB winning combination 2, "black bar / black bar / red seven", reel control is performed such that BB winning combination 2 is established.
[0164] Specifically, taking the pressing order of "left, middle, right" as an example, the case where the pressing position on the first left reel can draw in the symbol "Red Seven" will be explained first. In this case, since reel control is performed to draw in the symbol "Red Seven" on the left reel, there remains a possibility that either minor winning combination 16 or minor winning combination 21 will be formed at that stage. Subsequently, when the pressing position on the second middle reel can draw in the symbol "Blue Bar", reel control is performed to draw in the symbol "Blue Bar" on the middle reel, so there remains a possibility that minor winning combination 16 will be formed at that stage. Finally, when the pressing position on the third right reel can draw in the symbol "Blue Bar", reel control is performed to draw in the symbol "Blue Bar" on the right reel, and ultimately minor winning combination 16 (corresponding symbol combination "Red Seven · Blue Bar · Blue Bar") will be formed. On the contrary, when the pressing position on the second middle reel can draw in the symbol "Red Seven", reel control is performed to draw in the symbol "Red Seven" on the middle reel, so at that stage a miss (no winning combination is formed) is determined (although there remains a possibility that the symbol combination "Red Seven · Red Seven · Red Seven" will be stopped and displayed finally). Finally, when the pressing position on the third right reel can draw in the symbol "Red Seven", reel control is performed to draw in the symbol "Red Seven" on the right reel, and ultimately the symbol combination "Red Seven · Red Seven · Red Seven" will be stopped and displayed.
[0165] Next, a case where the pushing position on the first left reel is within the range where the symbol "black bar" can be drawn in will be described. In this case, since reel control for drawing in the symbol "black bar" is performed on the left reel, there remains a possibility that either BB hand 2, small hand 10, or small hand 15 is established at that stage. Subsequently, when the pushing position on the second middle reel is within the range where the symbol "black bar" can be drawn in, since reel control for drawing in the symbol "black bar" is performed on the middle reel, there remains a possibility that BB hand 2 is established at that stage. Finally, when the pushing position on the third right reel is within the range where the symbol "red seven" can be drawn in, since reel control for drawing in the symbol "red seven" is performed on the right reel, ultimately BB hand 2 (corresponding symbols "black bar · black bar · red seven") is established. On the other hand, when the pushing position on the second middle reel is within the range where the symbol "gold seven" can be drawn in, since reel control for drawing in the symbol "gold seven" is performed on the middle reel, there remains a possibility that small hand 10 is established at that stage. Finally, when the pushing position on the third right reel is within the range where the symbol "gold seven" can be drawn in, since reel control for drawing in the symbol "gold seven" is performed on the right reel, ultimately small hand 10 (corresponding symbols "black bar · gold seven · gold seven") is established.
[0166] Even when the symbol combinations of the winning - B1 to B12 condition devices shown in FIGS. 26 to 28 are aligned during non - RT or during RT1, reel control is performed such that the winning combinations differ depending on the pressing order and pressing position. For example, the winning - B7 condition device shown in FIG. 27 is a condition device to which the symbol combinations of the small winning combinations 4, 5, 8, 13, 18, 23, 30 are assigned. When these symbol combinations are aligned during non - RT, if the pressing order is "center first", the small winning combination 30, which is a 15 - symbol winning combination, is established with a probability of 1 / 1, and if the pressing order is "left first" or "right first", the small winning combination 5, which is a 1 - symbol winning combination, is established with a probability of 1 / 1. Here, "left first" represents the pressing order in which the stop switch 26a is operated first, "center first" represents the pressing order in which the stop switch 26b is operated first, and "right first" represents the pressing order in which the stop switch 26c is operated first. In FIGS. 26 to 29, the pressing orders of "left first", "center first", and "right first" are represented by "1·-·-", "-·2·-", and "-·-·3", respectively.
[0167] On the other hand, when the symbol combination corresponding to the winning - B7 condition device is aligned in RT1, if the pressing order is "center - left - right", the minor winning combination 4 or minor winning combination 5, which is a 1 - symbol winning combination, is established with a probability of 1 / 1. If the pressing order is "right - left - center", the minor winning combination 30, which is a 15 - symbol winning combination, is established with a probability of 1 / 1. For other pressing orders ("left - center - right", "left - right - center", "center - right - left", "right - center - left"), reel control is performed such that one of the minor winning combinations 8, 13, 18, 23, which is a 1 - symbol winning combination, is established with a probability of 1 / 8 each. Also, when the symbol combination corresponding to the winning - B7 condition device is aligned in RT1 while the symbol combination corresponding to the 1 - type BB - A condition device (i.e., the symbol combination of BB winning combination 1) that has been carried over is in an aligned state, when the pressing order is "center - left - right" or "right - left - center", the minor winning combinations 4, 5 and minor winning combination 30 are always established respectively, so BB winning combination 1 is not established. On the other hand, for other pressing orders ("left - center - right", "left - right - center", "center - right - left", "right - center - left"), when it is possible to draw the corresponding symbol of one of the minor winning combinations 8, 13, 18, 23 depending on the pressing position, BB winning combination 1 is not established. However, when it is not possible to draw these corresponding symbols and instead it is possible to draw the corresponding symbol of BB winning combination 1, "blue bar / blue bar / red seven", reel control is performed such that BB winning combination 1 is established.
[0168] The symbol combinations of the winning - C to E condition devices shown in FIG. 29 are such that, regardless of the pressing order or pressing position, the minor winning combination 36, which is a 15 - symbol winning combination, is always established when the combinations are aligned either during non - RT or during RT1.
[0169] The winning-F to Q condition devices shown in FIG. 29 are configured such that during non-RT and RT1, the associated symbol combinations do not align, but are selected during RT2. Among these, when the associated symbol combinations of the winning-F, G, L, M condition devices align during RT2, regardless of the pressing order or position, reel control is performed such that a watermelon minor combination (minors 24 to 37), which is always a 15-symbol combination, is established. When the symbol combinations associated with the winning-I, J, K, O, P, Q condition devices are in a state of being aligned during RT2, reel control is performed such that a 1-symbol combination (minors 1 to 23, 40 to 44) is established depending on the pressing position. When the symbol combinations associated with the winning-H condition device are in a state of being aligned during RT2, reel control is performed such that a 3-symbol combination (minors 38, 39) is established depending on the pressing position. When the symbol combinations associated with the winning-N condition device are in a state of being aligned during RT2, when the pressing order is "left first" or "center first", a 1-symbol combination is established depending on the pressing position, and when the pressing order is "right first", reel control is performed such that a 7-aligned 1-symbol combination (minor 40) is established depending on the pressing position.
[0170] (1-3) Each means constituting the main communication control means 150 The control command transmission means 151 is configured to transmit control commands including various information related to the game at a predetermined timing. For example, the control commands transmitted before the start lever 25 is operated include a control command including information indicating which game mode is set (also referred to as a "game mode command"), a control command including information indicating which RT state is set (also referred to as an "RT command"), and a control command including information indicating the operation state of replay (also referred to as an "operation state command"). In addition, the control commands transmitted in response to the operation of the start lever 25 include, for example, a control command including information on the instruction number (also referred to as an "instruction number command"), and a control command including information on the performance group number (performance group A number and performance group B number) (also referred to as a "performance group number command"). In addition, control commands including information on set values, control commands including information on the values of various counters such as a bell count counter, control commands including information instructing the performance content to be executed by the sub-control means, and control commands including information to be transmitted in the bonus game described below may be transmitted before the start lever 25 is operated, when the start lever 25 is operated, or at some other trigger.
[0171] In this way, when the operation of the start lever 25 is validly accepted, various control commands (collectively referred to as "lever operation acceptance commands") equivalent to the instruction number command and the performance group number command in the slot machine 1 are transmitted from the control command transmission means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. By receiving this lever operation acceptance command, the sub-control means 200 can identify that the operation of the start lever 25 has been validly accepted (that the start lever 25 has been operated validly).
[0172] In addition, when it is confirmed that the minimum game time has elapsed, the control command transmitting means 151 transmits a control command (also referred to as the "all-reel rotation start command") including information indicating that all reels start to rotate, before all reels start to rotate. Further, when the first stop operation (operation of the stop switch for stopping the reel for the first time) is received, the control command transmitting means 151 transmits a control command (also referred to as the "first stop reception command") including information indicating that the first stop operation has been received, and when the first reel stop (stop of the reel corresponding to the first stop operation) occurs, the control command transmitting means 151 transmits a control command (also referred to as the "first stop command") including information on the first reel stop. Similarly, when the second stop operation (operation of the stop switch for stopping the reel next) is received, the control command transmitting means 151 transmits a control command (also referred to as the "second stop reception command") including information indicating that the second stop operation has been received, and when the second reel stop (stop of the reel corresponding to the second stop operation) occurs, the control command transmitting means 151 transmits a control command (also referred to as the "second stop command") including information on the second reel stop. Likewise, when the third stop operation (operation of the stop switch for stopping the reel last) is received, the control command transmitting means 151 transmits a control command (also referred to as the "third stop reception command") including information indicating that the third stop operation has been received, and when the third reel stop (stop of the reel corresponding to the third stop operation) occurs, the control command transmitting means 151 transmits a control command (also referred to as the "third stop command") including information on the third reel stop.
[0173] In this way, each time each stop switch effectively receives a stop operation and switches from the off state to the on state, a control command (first, second, and third stop reception commands) including information indicating that the stop operation has been received is transmitted from the control command transmitting means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. Then, the sub-control means 200 can identify that each stop switch has effectively received a stop operation (first, second, and third stop operations) by receiving these stop reception commands.
[0174] Also, after each stop switch has validly received a stop operation, when the stop operation is released and each stop switch switches from the on state to the off state, each time the control command transmission means 151 transmits a control command (stop operation release command) including information indicating that the received stop operation has been released. Specifically, a control command including information indicating that the first stop operation has been released (referred to as the "first stop operation release command"), a control command including information indicating that the second stop operation has been released (referred to as the "second stop operation release command"), and a control command including information indicating that the third stop operation has been released (referred to as the "third stop operation release command") are transmitted. By receiving these stop operation release commands, the sub-control means 200 can identify that the stop operation validly received by each stop switch has been released (the player's hand has left the stop switch). Note that only the third stop operation release command may be transmitted without transmitting the first and second stop operation release commands.
[0175] Furthermore, before determining the stop symbol, the control command transmission means 151 transmits a control command including information on all-reel stop (also referred to as the "all-stop command"), and after determining the stop symbol, a control command including information on the number of game medals paid out (also referred to as the "payout number command"). Also, at a predetermined timing after all-reel stop, a control command including information on the winning determination result (also referred to as the "winning determination result command") is transmitted. Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is possible only in one direction from the former to the latter.
[0176] The outer end signal transmitting means 152 is configured to transmit an outer end signal to an external device such as a data counter or a hall computer when a predetermined gaming state is reached. In the present embodiment, when the gaming mode 3 in the advantageous section is in progress and a situation occurs where 15 game medals are paid out twice (continuously) when the symbol combinations associated with the winning-A1 to A12 condition devices or the winning-B1 to B12 condition devices are aligned, an outer end signal is output. Such a situation can occur whether it is inside the BB or not (outside the BB). If the outer end signal is configured to be output only when such a situation occurs inside the BB, it becomes possible to determine that it is inside the BB when the outer end signal is output. In contrast, in the present embodiment, whether it is inside the BB or outside the BB, when the above-described situation occurs, an outer end signal is output. Therefore, even when the outer end signal is output, it is difficult to reliably determine whether it is inside the BB. However, the possibility of 15 game medals being paid out outside the BB is considerably lower than inside the BB. Therefore, when the outer end signal is output, the possibility that it is output inside the BB is high. Therefore, even if the player checks the number of times the outer end signal is output by an external device or the like and determines that number as the number of times of transitioning inside the BB, that determination will not greatly deviate from the actual situation (it is possible to ensure the reliability when the outer end signal is regarded as a signal indicating that it has become inside the BB).
[0177] (2) Functional blocks of the sub-control means 200 The sub-control means 200 mainly includes a sub-main control means 200A (also referred to as the "first sub-control means") that manages (gives instructions) mainly for lamp effects, image effects, and sound effects, and a sub-sub control means 200B (also referred to as the "second sub-control means") that controls (executes) mainly image effects and sound effects.
[0178] (2-1) Each means constituting the sub-main control means 200A The sub-main control means 200A mainly includes a production management means 210 and a sub-main communication control means 230. The production management means 210 includes a game production management means 211, a notification production management means 212, and a lamp production control means 213. The sub-main communication control means 230 includes a control command receiving means 231, a production command transmitting means 232, and a status command receiving means 233. Each of the above means in the sub-main control means 200A functionally represents a component constituted by hardware such as a sub-main CPU 71, a ROM 72, a RAM 73, an electronic circuit, etc., arranged on the sub-main control board 70A shown in FIG. 2, and software such as a control program stored in the ROM 72.
[0179] (Each means constituting the production management means 210) The game production management means 211 is configured to manage, mainly for the purpose of enhancing the interest and playability of the game, the timing of execution of productions (also referred to as "game productions") by images and sounds executed by the sub-sub control means 200B, etc., based on control commands from the main control means 100. Examples of game productions include continuous productions, single-shot productions, assist productions, etc.
[0180] The continuous production is a production that continues over a plurality of game periods. Mainly using the image display device 11, it displays images that form a continuous story over a plurality of game periods, or displays production images that symbolize staying in a predetermined game mode (for example, game mode 5), etc. When performing continuous productions or single-shot productions described below, productions using the production lamps 12, 13a, 13b, 14a, 14b and the decorative lamps 32a, 32b, or combinations of productions using the speakers 15a, 15b, 44a, 44b may also be performed.
[0181] A single-shot effect is an effect that is executed singularly when a specific situation occurs during the progress of the game. For example, when each reel rotates, an effect such as displaying an image that implies the winning expectancy of the game role on the image display device 11 is an example. Also, an effect of displaying the value of the added AT game number (for example, a character such as “+10”) on the display screen 11a of the image display device 11 triggered by the addition of the AT game number (bell count) in the main control means 100 is also cited as an example of a single-shot effect.
[0182] The assist effect is an effect for assisting the player. In this embodiment, mainly, according to the information of the navigation number transmitted by the navigation number command from the main control means 100, a push navigation effect is performed. This push navigation effect (sub-side push navigation) is a single-shot effect that uses the image display device 11 as a sub-side push order display to display the push order (correct push order) corresponding to the navigation number on the display screen 11a for the player. In this embodiment, an RP navigation effect (sub-side RP navigation) corresponding to the above-mentioned RP navigation, a winning navigation effect (sub-side winning navigation) corresponding to the winning navigation, and a button press navigation effect (sub-side button press navigation) corresponding to the button press navigation are executed.
[0183] As a specific mode of the push navigation effect (RP navigation effect, winning navigation effect) for notifying the push order, a mode of displaying a number indicating the corresponding push order (for example, when the push order is “first on the left”, “1” is displayed at the lower left of the display screen 11a, and when the push order is “center, left, right”, the numbers indicating the push order are arranged in the order of “2”, “1”, “3” from the left at the lower part of the display screen 11a and notified) is cited as an example. When displaying from the first push order to the third push order, when the player operates the first stop switch according to the displayed first push order, the display of the first push order is erased. When the player operates the second stop switch according to the displayed second push order, the display of the second push order is erased. When the player operates the third stop switch according to the displayed third push order, the display of the third push order may be erased.
[0184] Also, when the player operates the stop switch in an order different from the displayed pressing order, the pressing navigation effect may be immediately terminated. Further, when displaying the pressing order, voices such as "middle", "left", and "right" may be output from speakers 15a, 15b, etc. in association with the operation to be performed next. Further, the effect lamp 13a may be associated with "left", the effect lamp 12 with "middle", and the effect lamp 13b with "right", and caused to emit light or blink in association with the operation to be performed next. Also, a display for performing sub-side pressing navigation may be provided. For example, a display composed of three 7-segment lamps arranged horizontally may be provided under the display window W, and in the case of the pressing order of "right, middle, left", the numbers "3", "2", and "1" may be respectively displayed on the left, middle, and right 7-segment lamps.
[0185] The notification effect management means 212 is configured to manage, based on a control command from the main control means 100, the execution timing and the like of effects by images and voices (hereinafter referred to as "notification effects") executed by the sub-sub control means 200B mainly for the purpose of notifying the player of information related to the game. Examples of the notification effects include an error notification effect that notifies the occurrence of an error with character information such as "error occurred", and an effect that notifies that an image is being prepared at the time of power-off recovery with character information such as "image preparation in progress". Also, an effect of displaying an image (also referred to as an "attention-grabbing image") including character information for arousing the player's attention in order to prevent the player from being overly engrossed in the game is also cited as an example of the notification effect.
[0186] The lamp effect control means 213 is configured to control various lighting effects using the effect lamps 12, 13a, 13b, 14a, 14b, the decoration lamps 32a, 32b, and the back lamps 38a to 38d. It is also configured to perform a suggestion effect described later.
[0187] (Each means constituting the sub-main communication control means 230) The control command receiving means 231 is configured to receive a control command from the main control means 100 and store it in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received control command).
[0188] The effect command transmitting means 232 is configured to transmit an effect command (for example, an effect command including image information) including various types of information related to the effect to the sub-sub control means 200B based on the control command from the main control means 100.
[0189] The status command receiving means 233 is configured to receive a status command (for example, a status command including information that an error has occurred in receiving the effect command) from the sub-sub control means 200B and store it in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received status command).
[0190] (2-2) Each means constituting the sub-sub control means 200B For the sub-main control means 200A configured as described above, the sub-sub control means 200B generally includes an effect execution control means 250 and a sub-sub communication control means 270. The effect execution control means 250 includes a game effect execution control means 251 and a notification effect execution control means 252, and the sub-sub communication control means 270 includes an effect command receiving means 271 and a status command transmitting means 272. Note that each of the above means in the sub-sub control means 200B functionally represents those constituted by hardware such as a sub-sub CPU 75, a ROM 76, a RAM 77, an electronic circuit, etc. arranged on the sub-sub control board 70B shown in FIG. 2 and software such as a control program stored in the ROM 76.
[0191] (Each means constituting the effect execution control means 250) The game effect execution control means 251 is configured to control the image display device 11, the speakers 15a, 15b, etc. based on the effect command from the sub-main control means 200A and execute the above-described game effect.
[0192] The notification effect execution control means 252 is configured to control the image display device 11, the speakers 15a and 15b, etc. based on the effect command from the sub-main control means 200A and execute the above-described notification effect.
[0193] (Each means constituting the sub-sub communication control means 270) The effect command receiving means 271 is configured to receive the effect command from the sub-main control means 200A and store it in a predetermined storage area such as the RAM 77 (for example, a command buffer for the received effect command).
[0194] The status command transmitting means 272 is configured to transmit the above-described status command to the sub-main control means 200A.
[0195] The transmission of the control command from the control command transmitting means 151 described above, the transmission of the effect command from the effect command transmitting means 232, and the transmission of the status command from the status command transmitting means 272 are all performed by the serial communication method (it may be performed by the parallel communication method). Also, each of the transmitting means 151, 232, and 272 has a similar configuration, and includes a command buffer (also referred to as "CB") as a storage area for temporarily storing the command to be transmitted, a command processing unit that performs processes such as writing and reading of the command to be transmitted, and a command transmitting unit that transmits the command by serial communication.
[0196] The CB has a plurality of storage areas distinguished by respective addresses, and is configured to be able to store 1-byte command data in each storage area. The command processing unit generates the command data to be transmitted, writes it into the address area indicated by the write pointer of the CB, reads the command data written previously from the address area indicated by the read pointer of the CB, and writes it into the TDR (transmission data register) of the command transmitting unit. The command transmitting unit transfers the command data written in the TDR to the TSR (transmission shift register), and performs serial conversion and transmission there.
[0197] In the case of using the parallel communication method, the command data written previously is read from the address area indicated by the read pointer of the CB, and the command data is written to a predetermined output port (the output port for transmitting to the sub-control means) for transmission. One command in the present embodiment usually has a two-byte configuration (the checksum has a one-byte configuration). Further, the communication method is a step-synchronous type (asynchronous type), and has a one-bit stop bit and a one-bit parity bit (even parity) (the communication method and the command configuration can be changed as appropriate).
[0198] ≪Main control process≫ Hereinafter, among the control processes performed in the main control means 100 of the slot machine 1, in particular, the setting change process, the game progress control process, and the timer interrupt process will be described with additional reference to FIGS. 30 to 58. Note that, regarding variables such as counters and flags used in the following description, a simple explanation is described in the variable list of FIG. 12.
[0199] <Setting change process> First, with reference to FIG. 30(A), the basic flow of the setting change device process will be described. The setting change device process is executed when a setting change is made, and a process of storing "0" in all storage areas (addresses for storing information related to the advantageous section in the RAM 63) that affect the performance related to the instruction function is performed (step K1).
[0200] <Game progress control process> Next, referring to FIGS. 30(B) to 57, the basic flow of the game progress control process will be described. The game progress control process is a process repeatedly executed during the game. As shown in FIG. 30(B), first, a standby process at the start of the game is performed (step S1). In this standby process at the start of the game, as shown in FIG. 30(C), it is determined whether the all-stop wait number is 0 (step S11). Here, if the all-stop wait number is not 0, the process waits for the wait time corresponding to the all-stop wait number (step S12), and proceeds to step S13. If the all-stop wait number is 0, the process directly proceeds to step S13. Then, in step S13, 0 is saved in the all-stop wait number, the standby process at the start of the game ends, and the process returns.
[0201] After the end of the standby process at the start of the game, the process proceeds to step S2 in FIG. 30(B). Here, the process waits in that state until an operation of the start lever 25 is received, and when it is received, an internal lottery start process is performed (step S3). In this internal lottery start process, as shown in FIG. 31(A), an internal lottery is performed (step S21). In this internal lottery, the bonus condition device number and the winning replay condition device number are determined. After the execution of the internal lottery, the process proceeds to the group number setting process.
[0202] In the group number setting process, as shown in FIG. 31(B), a value corresponding to the bonus condition device number (see FIG. 21(A)) is saved in the effect group A number (step S31), and a value corresponding to the winning replay condition device number (see FIG. 21(B)) is saved in the effect group B number (step S32). Next, a value corresponding to the effect group A number and the effect group B number (see FIG. 22, the same applies hereinafter) is saved in the condition device group A number (step S33), a value corresponding to the effect group A number and the effect group B number is saved in the condition device group D number (step S34), and a value corresponding to the effect group A number and the effect group B number is saved in the condition device group G number (step S35).
[0203] Similarly, save values corresponding to the production group A number and the production group B number in the condition device group B number (step S36), save values corresponding to the production group A number and the production group B number in the condition device group C number (step S37), and save values corresponding to the production group A number and the production group B number in the condition device group E number (step S38). Further, save values corresponding to the production group A number and the production group B number in the condition device group I number (step S39), save values corresponding to the production group A number and the production group B number in the condition device group F number (step S40), and save values corresponding to the production group A number and the production group B number in the condition device group H number (step S41). Then, save values corresponding to the production group A number and the production group B number in the condition device group J number (step S42), and proceed to the section type number management lever process.
[0204] In the section type number management lever process, as shown in FIG. 32, first, it is determined whether the section type number is 0 (normal section) (step S51). Here, if the section type number is 0, the process proceeds to step S52 to determine whether BB is not operating. Here, if BB is not operating, it is determined whether it is inside BB (step S53). If it is not inside BB, the process directly proceeds to step S55. If it is inside BB, it is determined whether the condition device group A number is 1 (step S54). If the condition device group A number is 1, the process proceeds to step S51. On the other hand, when it is determined in step S52 that BB is operating and when it is determined in step S54 that the condition device group A number is not 1, the process does not proceed to step S51 but proceeds to the standby production process described later.
[0205] In step S51, favorable interval transition processing is performed. In this favorable interval transition processing, as shown in Fig. 34(A), it is determined whether the conditional device group A number is 0 (step S71). If it is 0, the favorable interval transition processing is terminated as it is and the process returns. On the other hand, if the conditional device group A number is not 0, favorable interval extraction is performed (step S72), and the extraction result is saved to the interval type number (step S73). Next, it is determined whether the interval type number is 0 (step S74). If it is 0, the favorable interval transition processing is terminated as it is and the process returns. On the other hand, if the interval type number is not 0, chance mode 1 extraction is performed (step S75), and the extraction result is saved to the chance mode number (step S76). Further, seven table 1 extraction is performed (step S77), and the extraction result is saved to the seven table number (step S78).
[0206] Next, it is determined whether the chance mode number is 4 (step S79). Here, if the chance mode number is not 4, the process proceeds to step S83, and chance game number extraction processing is performed. In this chance game number extraction processing, as shown in Fig. 34(B), chance game number extraction is performed (step S91), the extraction result is saved to the chance game number counter (step S92), and then the process returns. When returning from the chance game number extraction processing, the process proceeds to step S84 in Fig. 34(A), and chance period extraction is performed. Then, the extraction result is saved to the chance period counter, and the favorable interval transition processing is terminated and the process returns.
[0207] On the other hand, if in the determination of step S79 above, the chance mode number is 4, the process proceeds to step S80, and AT draw time processing is performed. In this AT draw time processing, as shown in Fig. 35, first, 1 is saved to the AT draw flag (step S101). Next, AT mode extraction is performed and the extraction result is saved to the AT mode number (step S102), and further, seven 1 extraction is performed and the extraction result is saved to the seven number (step S103). Next, seven number correction processing is performed (step S104).
[0208] In this Seven Number Correction Process, as shown in Fig. 36(A), first, a correction counter process is performed (step S121). In this correction counter process, as shown in Fig. 36(B), 0 is set in the correction counter data (a counter obtained by adding the value of the Gold Seven counter and the value of the Seven counter) (step S131), and it is determined whether the Seven number is 2 (step S132). Here, if the Seven number is 2, the value of the Gold Seven counter is set in the correction counter data (step S133), and further 1 is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if it is determined in step S132 that the Seven number is not 2, the process directly proceeds to step S135 from there. In this step S135, the value of the Seven counter is added to the correction counter data and the process proceeds to step S136. In step S136, a value calculated based on the values of the cumulative counter, the correction counter data, and the bell count counter is stored in the correction counter data, and the process returns from the correction counter process.
[0209] Upon returning from the correction counter process, the process proceeds to step S122 in Fig. 36(A), and it is determined whether the value of the correction counter is 1901 or more. Here, if the value of the correction counter is 1901 or more, 1 is stored in the Seven number (step S123), and then the Seven Number Correction Process is terminated and returned. If the value of the correction counter is less than 1901, the process simply returns. In the reach flag process described later, the processing procedure branches depending on whether the value of the correction counter is 2101 or more. In contrast, in this process, it is determined whether to store 1 in the Seven number depending on whether the value of the correction counter is 1901 or more, and the value of the correction counter used for the branch determination (also referred to as the "discrimination value") is different. This is because storing 1 in the Seven number enables at least one or more AT games in the next time, and considering that the number of game medals that can be obtained in the future increases accordingly, the discrimination value is set to be less than 2101 in the reach flag process. In this way, by changing the discrimination value according to the situation, the number of game medals that can be obtained in the future can be managed without overcounting it more than necessary.
[0210] Returning from the Seven Number correction process, proceed to step S105 in FIG. 35 to determine whether the Seven Number is 1. Here, if the Seven Number is not 1, save 3 in the Gold Seven counter (step S106), then proceed to step S107. If the Seven Number is 1, directly proceed to step S107. In this step S107, perform the arrival flag process.
[0211] In this arrival flag process, as shown in FIG. 36(C), first perform the correction counter process (step S141). After the correction counter process is completed, determine whether the correction counter is 2101 or more (step S142). If it is 2101 or more, save 1 in the arrival flag (step S143), end the arrival flag process, and return. On the other hand, if the correction counter is not 2101 or more, determine whether the main game state number is 3 (step S144). If it is 3, return as it is. If it is not 3, save 0 in the arrival flag (step S145), and then return.
[0212] Returning from the arrival flag process, proceed to step S108 in FIG. 35 to determine whether the conditional device group A number is 1. Here, if the conditional device group A number is 1, end the AT aiming process and return as it is. On the other hand, if the conditional device group A number is not 1, perform the EX mode 1 draw (step S109), save the draw result in the EX mode number (step S110), and then end the AT aiming process and return.
[0213] Returning from the AT aiming process, proceed to step S81 in FIG. 34(A) to determine whether the conditional device group A number is 1. Here, if the conditional device group A number is not 1, end the advantageous section transition and return. If the conditional device group A number is 1, perform the AT entry lever process (step S82).
[0214] In this AT entry lever process, as shown in FIG. 37, first, loop CU rank set processing is performed (step S151). In the loop CU rank set processing, as shown in FIG. 38(A), the seven-set counter is incremented by 1 (step S171), a value corresponding to the seven-table number and the seven-set counter is stored in the loop number (step S172), a value corresponding to the seven-table number and the seven-set counter is stored in the CU rank number (step S173), and then the process returns.
[0215] Upon returning from the loop CU rank set processing, the process proceeds to step S152 in FIG. 37 to determine whether the seven number is 1. Here, if the seven number is 1, the process proceeds to step S154 to perform seven-loop extraction processing. In the seven-loop extraction processing, as shown in FIG. 38(B), seven-loop extraction is performed (step S181), the extraction result is stored in the seven counter (step S182), and then the process returns. Upon returning from the seven-loop extraction processing, the process proceeds to step S155 in FIG. 37, where the reach flag processing is executed and then the process proceeds to step S156. On the other hand, if in the determination of step S153 above, the value of the seven counter is not 0, the process directly proceeds to step S156 from there. Also, if in the determination of step S152 above, the seven number is not 1, the value of the gold seven counter is decremented by 1 (step S158), and gold seven-loop extraction correction processing is performed (step S159).
[0216] In this Seven Gold Loop extraction correction process, as shown in FIG. 38(C), it is determined whether the arrival flag is 0. If it is not 0, the Seven Gold Loop extraction correction process is directly terminated and returned. On the other hand, if the arrival flag is 0, the correction counter process is performed (step S192). After its completion, it is determined whether the value of the correction counter is less than 1900 (step S193). Here, if the value of the correction counter is 1900 or more, the Seven Gold Loop extraction correction process is directly terminated and returned. On the other hand, if the value of the correction counter is less than 1900, the Seven Gold Loop extraction is performed (step S194), and it is determined whether the result is 0 (step S195). Here, if the result of the Seven Gold Loop extraction is 0, the Seven Gold Loop extraction correction process is directly terminated and returned. On the other hand, if the result of the Seven Gold Loop extraction is not 0, 3 is saved in the Seven Gold counter (step S196), the arrival flag process is executed (step S197), and then it is returned.
[0217] Upon returning from the Seven Gold Loop extraction correction process, it proceeds to step S156 in FIG. 37, performs the additional mode extraction, and saves the result in the additional mode number (step S157). Next, the correction counter process is performed (step S160). After its completion, the bell count 1 extraction is performed (step S161), and the result is saved in the bell count counter (step S162). Next, the bell count counter correction process is performed (step S163).
[0218] In this bell count correction process, as shown in FIG. 39, first, a value of the allowable number of bell rings (the value of the allowable number of bell rings until the correction counter reaches the upper limit value) calculated based on the difference between the upper limit value (2100) of the correction counter and the current value is stored in the correction counter (step S201). Next, it is determined whether the arrival flag is 0 (step S202). If it is not 0, the process directly proceeds to step S203. If it is 0, it is determined whether the value of the correction counter is smaller than the value of the bell count counter (step S206). If it is smaller, the process proceeds to step S203. In step S203, 7 is stored in the bell count counter. After the storage, the bell count correction process ends and returns. When returning from the bell count correction process, the process proceeds to step S164 in FIG. 37, where the arrival flag process is executed, and after the lever process at the time of AT entry ends and returns. When returning from the lever process at the time of AT entry, the advantageous section transition process in FIG. 34(A) also ends and returns, and the process proceeds to step S56 in FIG. 32, where the weight process at the time of lever is executed.
[0219] In this weight process at the time of lever, as shown in FIG. 40, first, it is determined whether the condition device group A number is 1 (step S211). Here, if the condition device group A number is 1, it is determined whether the AT aiming flag is 0 (step S212). If the AT aiming flag is 0, 2 is stored in the lever weight number (step S213). If it is not 0, 1 is stored in the lever weight number (step S214). After the storage, the weight process at the time of lever ends and returns. On the other hand, if in the determination in step S211, the condition device group A number is not 1, the process proceeds to step S215, and it is determined whether the main game state number is smaller than 2. Here, if the main game state number is smaller than 2, the process directly proceeds to step S217. If the main game state number is 2 or more, it is determined whether the main game state number is 4 (step S230). If it is 4, the process proceeds to step S217. On the other hand, if the main game state number is not 4, the weight process at the time of lever directly ends and returns.
[0220] In step S217, it is determined whether the AT alignment flag is 0. If it is 0, the lever-time weight process is terminated as it is and the process returns. On the other hand, if the AT alignment flag is not 0, the effect lever weight extraction is performed (step S218). Then, it is determined whether the result is 0 (step S219). If it is 0, the lever-time weight process is terminated as it is and the process returns. On the other hand, if the result of the effect lever weight extraction is not 0, the process proceeds to step S213, 2 is saved in the lever weight number, and after the saving, the lever-time weight process is terminated and the process returns. By returning from the lever-time weight process, the process returns to the section type number management lever process in FIG. 32 and proceeds to the standby effect process described later.
[0221] On the other hand, in the determination of step S51 in FIG. 32, if the section type number is not 0, 0 is saved in the lever full stop flag (step S57), and it is determined whether the condition device group A number is 1 (step S58). Here, if the condition device group A number is 1, 1 is saved in the 1 type BB alignment flag (step S59), and if it is not 1, 0 is saved in the 1 type BB alignment flag (step S60). Then, after the saving, it is determined whether the winning replay condition device number is any one of 13 to 36 (step S61). Here, if the winning replay condition device number is any one of 13 to 36, a value corresponding to the winning replay condition device number is saved in the instruction number (step S62), and then the process proceeds to step S63 in FIG. 33. If the winning replay condition device number is not any one of 13 to 36, the process directly proceeds to step S63.
[0222] In step S63, the main game state number is determined. Depending on the main game state number, if the main game state number is 1, the main game state number 1 lever process is performed (step S64); if the main game state number is 2, the main game state numbers 2 and 5 lever process is performed (step S65). Also, if the main game state number is 3, the main game state number 3 lever process is performed (step S66); if the main game state number is 4, the main game state number 4 lever process is performed (step S67); if the main game state number is 5, the main game state numbers 2 and 5 lever process is performed (step S68). Then, after each lever process is executed, the process proceeds to step S56 in FIG. 32. On the other hand, if the main game state number is any other number, no special process is performed and the process directly proceeds to step S56.
[0223] In the main game state number 1 lever process, as shown in FIG. 41(A), a chance mode 2 lottery is performed (step S241), and then, a chance mode number determination process is performed (step S2421). In this chance mode number determination process, as shown in FIG. 41(B), it is determined whether the lottery result of the chance mode 2 lottery or the chance mode 3 lottery is 0 (step S251). Here, if the lottery result is 0, the chance mode number determination process is directly terminated and returned. If the lottery result is not 0, the lottery result is saved in the chance mode number (step S252) and then returned.
[0224] Upon returning from the chance mode number determination process, proceed to step S243 in FIG. 41(A) and determine whether the chance mode number is 4. Here, if the chance mode number is not 4, proceed to step S247 and determine whether the one-kind BB hit flag is 0. If it is 0, directly end the main game state number 1 lever process and return. If it is not 0, perform the chance game number lottery process, and after its completion, end the main game state number 1 lever process and return. On the other hand, if in the determination of step S242, the chance mode number is 4, proceed to step S244 and perform the AT hit time process. After its completion, determine whether the one-kind BB hit flag is 0 (step S245). If it is 0, directly end the main game state number 1 lever process and return. If it is not 0, perform the lever process at the time of entering AT, and then return.
[0225] In the main game state numbers 2 and 5 lever processes, as shown in FIG. 41(C), first, perform the lever process after AT winning (step S261). In this lever process after AT winning, as shown in FIG. 42, first, determine whether the arrival flag is 0 (step S271). Here, if the arrival flag is not 0, directly end the lever process after AT winning and return. If the arrival flag is 0, proceed to step S272 and determine whether the EX mode number is 1. Here, if the EX mode number is 1, perform the EX mode 2 lottery (step S273) and determine whether the lottery result is 2 (step S274). Here, if the lottery result is 2, save 2 to the EX mode number (step S275) and then proceed to step S276. On the other hand, if in the determination of step S272, the EX mode number is not 1, directly proceed to step S276 from there. If in the determination of step S274, the result of the EX mode 2 lottery is not 2, directly proceed to step S276 from there.
[0226] In step S276, it is determined whether the seven - table number is less than 13. Here, if the seven - table number is less than 13, it is determined whether the sampling - completed flag is 0 (step S277). If it is 0, it is further determined whether the conditional device group G number is 0 (step S278). If the conditional device group G number is not 0, the process proceeds to step S279. In step S279, seven - table 2 sampling is performed, and it is determined whether the sampling result is 0 (step S280). Here, if the result of the seven - table 2 sampling is 0, the process directly proceeds to step S282. If the result of the seven - table 2 sampling is not 0, after saving the sampling result in the seven - table number (step S281), the process proceeds to step S282. In step S282, 1 is saved in the sampling - completed flag, and the process proceeds to step S283. On the other hand, if the seven - table number is 13 or more in the determination of step S276, if the sampling - completed flag is not 0 in the determination of step S277, or if the conditional device group G number is 0 in the determination of step S278, the process proceeds to step S283 from each of these cases.
[0227] In step S283, it is determined whether the seven number is 1. Here, if the seven number is 1, seven-two lottery is performed (step S284), and it is determined whether the lottery result is 2 (step S285). Here, if the result of the seven-two lottery is 2, the lottery result is saved in the seven number (step S286), and seven number correction processing is performed (step S287). After the execution of the seven number correction processing, it is determined whether the seven number is 2 (step S288). If it is 2, 3 is saved in the gold seven counter (step S289), and the process proceeds to step S290. On the other hand, if the seven number is not 1 in the determination of step S283, if the result of the seven-two lottery is not 2 in the determination of step S285, or if the seven number is not 2 in the determination of step S289, the process proceeds to step S291 from each of these cases. In step S291, seven stock one lottery is performed, the lottery result is added to the seven counter, and then the process proceeds to step S290. In this step S290, arrival flag processing is performed, and then, after the lever processing after winning at AT ends, the process returns.
[0228] Upon return from the lever processing after winning at AT, the process proceeds to step S262 in FIG. 41(C), and it is determined whether the flag for the one-kind BB lottery is 0. Here, if the flag for the one-kind BB lottery is 0, the lever processing for the main game state numbers 2 and 5 ends and returns as it is. If it is not 0, the lever processing at the time of entering AT is performed, and then, the lever processing for the game state numbers 2 and 5 ends and returns.
[0229] In the main game state number 3 lever process, as shown in Fig. 43(A), first, it is determined whether the instruction number is 0 (step S301). Here, if the instruction number is not 0, the value of the bell count counter is decremented by 1 (step S302), and then the process proceeds to step S303. If the instruction number is 0, the process directly proceeds to step S303. In step S303, it is determined whether the arrival flag is 0. Here, if the arrival flag is not 0, the main game state number 3 lever process is terminated and returned as it is. If the arrival flag is 0, a seven-stock 2 draw is performed (step S304), and the draw result is added to the seven counter (step S306). Next, the arrival flag process is performed (step S306), and it is determined whether the arrival flag is 0 (step S307). Here, if the arrival flag is not 0, the main game state number 3 lever process is terminated and returned as it is. If the arrival flag is 0, it is determined whether the value of the gold seven counter is 1 or 2 (step S308). Here, if the value of the gold seven counter is not 1 or 2, the main game state number 3 lever process is terminated and returned as it is. If the value of the gold seven counter is 1 or 2, the process proceeds to the gold seven loop rewrite draw correction process.
[0230] In the Seven Loop Rewrite Extraction Correction Process, as shown in FIG. 43(B), first, the correction counter process is performed (step S311), and then it is determined whether the value of the correction counter is less than 1900 (step S312). Here, if the value of the correction counter is 1900 or more, the Seven Loop Rewrite Extraction Correction Process is terminated and returned as it is. If the value of the correction counter is less than 1900, the Seven Loop Rewrite Extraction is performed (step S313), and it is determined whether the extraction result is 0 (step S314). Here, if the result of the Seven Loop Rewrite Extraction is 0, the Seven Loop Rewrite Extraction Correction Process is terminated and returned as it is. If it is not 0, 3 is saved in the Seven Counter (step S316). Then, the arrival flag process is performed (step S316), and after that, the Seven Loop Rewrite Extraction Correction Process is terminated and returned. By returning from the Seven Loop Rewrite Extraction Correction Process, the main game state number 3 lever process in FIG. 43(A) is also terminated and returned.
[0231] In the main game state number 4 lever process, as shown in Fig. 44(A), one draw of the pull-back is performed, and it is determined whether the draw result is 0 (step S321). Here, if the result of the one draw of the pull-back is not 0, the AT hit lottery time process is performed (step S323), and then it is determined whether the flag for the first type of BB hit lottery is 0 (step S324). Here, if the flag for the first type of BB hit lottery is 0, the main game state number 4 lever process is terminated and returned as it is. If the flag for the first type of BB hit lottery is not 0, after performing the lever process at the time of entering AT (step S325), the main game state number 4 lever process is terminated and returned as it is. On the other hand, if in the determination of step S322, the result of the one draw of the pull-back is 0, the process proceeds to step S326, and it is determined whether the flag for the first type of BB hit lottery is 0. Here, if the flag for the first type of BB hit lottery is 0, the main game state number 4 lever process is terminated and returned as it is. If the flag for the first type of BB hit lottery is not 0, the process proceeds to the lottery process for the number of AT cycle privileged games. In this lottery process for the number of AT cycle privileged games, as shown in Fig. 44(B), a lottery for the number of AT cycle privileged games is performed (step S331), the lottery result is stored in the AT cycle privileged game number counter (step S332), and the lottery process for the number of AT cycle privileged games is terminated and returned. With the return from this lottery process for the number of AT cycle privileged games, the main game state number 4 lever process in Fig. 44(A) is also terminated and returned.
[0232] Next, the standby effect process performed after the section type number management lever process in FIG. 32 will be described. In this standby effect process, as shown in FIG. 45, first, it is determined whether the section type number is 0 (step S341). Here, if the section type number is not 0, it is determined whether the main game state number is 3 (step S342). If the main game state number is 3, it is further determined whether the value of the seven-set counter is 1 (step S344). Here, if the value of the seven-set counter is 1, it is determined whether the seven-table number is less than 15 (step S344). If it is less than 15, the process proceeds to step S345, and if it is 15 or more, the process proceeds to step S347. In step S347, it is determined whether the winning replay condition device number is any one of 1 to 12 or 37 to 39. If it is determined that it is not any of them, the process proceeds to step S345. If it is determined that it is any of them, the standby effect process ends and returns. On the other hand, when it is determined in the determination of step S341 that the section type number is 0 and when it is determined in the determination of step S342 that the main game state number is not 3, the processes directly proceed to step S345 respectively.
[0233] In step S345, it is determined whether the lever weight number is 0. Here, if the lever weight number is 0, the process proceeds to step S345 next. If the lever weight number is not 0, it waits for a time corresponding to the lever weight number, saves 0 in the lever weight number (step S349), and then proceeds to step S346. In step S346, it is determined whether the standby effect number is 0. Here, if the standby effect number is 0, the standby effect process ends and returns. On the other hand, if the standby effect number is not 0, after executing the standby effect (step S349), the standby effect process ends and returns.
[0234] When returning from the end of the standby presentation process, the section type number management lever process in FIG. 32 also ends, thereby the internal extraction start process in FIG. 31(A) also ends, and the process proceeds to step S4 in FIG. 30(B). In this step S4, it is continuously determined whether or not all the reels have stopped. If all the reels have stopped, the game medals are paid out (only when a winning combination is formed) (step S5), and further, count management is performed to update the display number on a display (not shown) that displays the number of game medals won during the AT according to the number of game medals paid out (step S6). After that, the section type number management game end process is performed (step S7).
[0235] In this section type number management game end process, as shown in FIG. 46, first, it is determined whether or not the section type number is 0 (step S361). Here, if the section type number is 0, the section type number management game end process is directly ended and returned. On the other hand, if the section type number is not 0, 1 is saved in the lever all-stop flag (step S362), and the cumulative counter process is performed (step S363). In the cumulative counter process, as shown in FIG. 47, it is determined whether or not a replay activation symbol (the corresponding symbol for the replay winning combination) is displayed (step S381). If it is displayed, the cumulative counter process is directly ended and returned. On the other hand, if the replay activation symbol is not displayed, the number of game medals paid out (including the case of 0) is added to the value of the cumulative counter (step S382), and after further subtracting 3 from the value of the cumulative counter (step S383), the cumulative counter process is ended and returned.
[0236] Returning from the cumulative counter process, proceed to step S364 in FIG. 46 to determine the main game state number. Then, according to the main game state number, if the main game state number is 0, perform the main game state number 0 all-stop process (step S365); if the main game state number is 1, perform the main game state number 1 all-stop process (step S366); if the main game state number is 2, perform the main game state numbers 2 and 5 all-stop process (step S367). Also, if the main game state number is 3, perform the main game state number 3 all-stop process (step S368); if the main game state number is 4, perform the main game state number 4 all-stop process (step S369); if the main game state number is 5, perform the main game state numbers 2 and 5 all-stop process (step S370). Further, if the main game state number is 6, perform the main game state number 6 all-stop process (step S371); if the main game state number is 7, perform the main game state number 7 all-stop process (step S372).
[0237] In the main game state number 0 all-stop process in step S365 of FIG. 46, as shown in FIG. 48, first, it is determined whether the AT hit flag is 0 (step S391). Here, if the AT hit flag is 0, it is determined whether the conditional device group A number is 1 (step S392). If the conditional device group A number is 1, it is further determined whether BB is not established (step S393). And if BB is not established, 6 is saved in the main game state number (step S394), the main game state number 0 all-stop process is ended and returned. On the other hand, when the conditional device group A number is not 1 in the determination of step S392 and when BB is established in the determination of step S393, 0 is saved in the main game state number (step S396), the main game state number 0 all-stop process is ended and returned. Also, if the AT hit flag is not 0 in the determination of step S391, it proceeds to step S396, where it is determined whether the conditional device group A number is 1. Here, if the conditional device group A number is not 1, 2 is saved in the main game state number (step S398), the main game state number 0 all-stop process is ended and returned. On the other hand, if the conditional device group A number is 1, it proceeds to step S397, and the game end process at the time of AT entry is performed.
[0238] In this game end process at the time of AT entry, as shown in FIG. 49, 0 is saved in the chance mode number (step S401), 0 is saved in the chance game number counter (step S402), and 0 is saved in the chance cycle counter (step S403). After that, 0 is saved in the EX mode number (step S404), 0 is saved in the AT cycle counter (step S405), and 0 is saved in the lottery completed flag (step S406). Further, 3 is saved in the main game state number (step S407), and the advantageous section lamp is set to the lit state (step S408).
[0239] Next, as shown in FIG. 50, it is determined whether or not three symbols of "Red Seven" are lined up and stopped on the upper line in the display window W (step S409). If they are stopped, the process proceeds to step S410; if not, the process proceeds to step S412. In step S412, it is determined whether or not three symbols of "Red Seven" are lined up and stopped on the valid line 29 in the display window W. If they are stopped, the process proceeds to step S410; if not, the process proceeds to step S413. In step S413, it is determined whether or not three symbols of "Red Seven" are lined up and stopped on the lower line in the display window W. If they are stopped, the process proceeds to step S410; if not, the process proceeds to step S414. In step S414, it is determined whether or not three symbols of "Red Seven" are lined up and stopped on the downward right diagonal line in the display window W. If they are stopped, the process proceeds to step S410; if not, the process proceeds to step S415. In step S415, it is determined whether or not three symbols of "Red Seven" are lined up and stopped on the upward right diagonal line in the display window W. If they are stopped, the process proceeds to step S410; if not, the process proceeds to step S416.
[0240] When the process proceeds to step S410 above (when three symbols of "Red Seven" are lined up and stopped in the display window W), 1 is saved in the all-stop wait number, and further 0 is saved in the standby effect number (step S411), and the process proceeds to step S418 in FIG. 49. On the other hand, when the process proceeds to step S416 above (when three symbols of "Red Seven" are not lined up and stopped in the display window W), 0 is saved in the all-stop wait number, and further 1 is saved in the standby effect number (step S417), and the process proceeds to step S418 in FIG. 49. In this step S418, it is determined whether or not the seven number is 2. Here, if the seven number is not 2, the game end process at the time of entering AT is terminated as it is and returns. If the seven number is 2, after adding 2 to the standby effect number (step S419), the game end process at the time of entering AT is terminated and returns. When returning from the game end process at the time of entering AT, the all-stop process of the main game state number 0 in FIG. 48 is also terminated and returns.
[0241] In the main game state number 1 all-stop process in step S366 of FIG. 46, as shown in FIG. 51(A), the chance game number counter is decremented by 1 (step S431), and it is determined whether the game is a BB operation end game (a game in which the operation of the BB game ends) (step S432). Here, if it is not a BB operation end game, it directly proceeds to step S435. If it is a BB operation end game, 0 is stored in the chance game number counter (step S433), the chance cycle counter is decremented by 1 (step S434), and then it proceeds to step S435. In step S435, it is determined whether the AT hit flag is 0. Here, if the AT hit flag is 0, it is determined whether the value of the chance game number counter is 0 (step S436). If the value of the chance game number counter is 0, it is further determined whether the value of the chance cycle counter is 0 (step S437). Here, if the value of the chance cycle counter is 0, chance mode 3 lottery is performed (step S438), and further chance mode number determination processing is performed (step S439).
[0242] Next, it is determined whether the chance mode number is 4 (step S441). Here, if the chance mode number is not 4, 1 is saved in the advantageous section counter (step S441), and the main game state number 1 all-stop process ends and returns. On the other hand, if the chance mode number is 4, the AT hit processing is performed (step S445), and then 2 is saved in the main game state number (step S448), and the main game state number 1 all-stop process ends and returns. On the other hand, when the value of the chance game number counter is not 0 in the determination of step S436 and the value of the chance cycle counter is not 0 in the determination of step S437, the process proceeds to step S442, and it is determined whether the flag for the first type of BB hit is 0. Here, if the flag for the first type of BB hit is 0, the main game state number 1 all-stop process simply ends and returns. On the other hand, if the flag for the first type of BB hit is not 0, it is determined whether the first type of BB activation symbol is not displayed (step S443). If the first type of BB activation symbol is not displayed, 6 is saved in the main game state number (step S444), and if the first type of BB activation symbol is displayed, the main game state number 1 all-stop process simply ends and returns.
[0243] Also, in the determination of step S435, if the AT hit flag is not 0, the process proceeds to step S446, and it is determined whether the flag for the first type of BB hit is 0. Here, if the flag for the first type of BB hit is 0, 2 is saved in the main game state number (step S448), and the main game state number 1 all-stop process ends and returns. On the other hand, if the flag for the first type of BB hit is not 0, the game end process at the time of AT entry is performed (step S447), and then the main game state number 1 all-stop process ends and returns.
[0244] In the main game state number 2, 5 all-stop process in step S367 of FIG. 46, as shown in FIG. 51(B), it is determined whether the flag for the first type BB hit is 0 (step S421). If the flag for the first type BB hit is 0, it remains as it is. If the flag for the first type BB hit is not 0, after performing the game end process at the time of AT entry (step S422), the main game state number 2, 5 all-stop process ends and returns.
[0245] In the main game state number 3 all-stop process in step S368 of FIG. 46, as shown in FIG. 52, first, it is determined whether the value of the bell count counter is 0 (step S451). Here, if the value of the bell count counter is not 0, the main game state number 3 all-stop process ends and returns as it is. If the value of the bell count counter is 0, it proceeds to step S452 and determines whether the seven number is 1. Here, if the seven number is 1, it proceeds to step S452 and determines whether the value of the seven counter is 0. If the value of the seven counter is 0, it proceeds to step S454 and determines whether the value of the cumulative counter is less than 2001. Here, if the value of the cumulative counter is less than 2001, it determines whether the value of the reach flag is 0 (step S455). When the value of the reach flag is 0, it performs the AT mode rewrite lottery (step S456). Next, it determines whether the lottery result is 0 (step S457). When the lottery result is 0, it directly proceeds to step S459. When the lottery result is not 0, after saving the lottery result to the AT mode number (step S458), it proceeds to step S459.
[0246] In step S459, AT cycle extraction is performed, and the extraction result is stored in the AT cycle counter (step S460). Further, seven-table 1 extraction is performed (step S462), and the extraction result is stored in the seven-table number (step S463). Next, AT cycle privilege game number extraction processing is performed (step S464), and then, 0 is stored in the AT hit flag (step S465), 0 is stored in the seven number (step S466), and 0 is stored in the seven counter (step S467). Next, 0 is stored in the gold seven counter (step S468), 0 is stored in the seven set counter (step S469), and 0 is stored in the loop number (step S470). Subsequently, 0 is stored in the CU rank number (step S471), 0 is stored in the arrival flag (step S472), and 0 is stored in the topping-up mode number (step S473). Further, 0 is stored in the bell count counter (step S474), and 0 is stored in the total acquisition counter (step S475). Then, 7 is stored in the main game state number (step S476), and further, 2 is stored in the all-stop time weight number (step S477), and the main game state number 3 all-stop process ends and returns.
[0247] On the other hand, when the seven number is not 1 in the determination of step S452 and the seven counter is not 0 in the determination of step S453, the process proceeds to step S481 in FIG. 53, and it is determined whether the value of the seven set counter is 7. Here, if the value of the seven set counter is not 7, the process directly proceeds to step S484. If the value of the seven set counter is 7, 15 is stored in the seven table number (step S482), and after further storing 0 in the seven set counter (step S483), the process proceeds to step S484. In step S484, loop CU rank set processing is performed, and then, it is determined whether the seven number is 1 (step S485). Here, if the seven number is not 1, it is determined whether the value of the gold seven counter is 0 (step S487), and after storing 1 in the seven number (step S488), the process proceeds to step S489. In contrast, if the seven number is 1, the value of the seven counter is decremented by 1 (step S488), and the process proceeds to step S489.
[0248] In step S489, it is determined whether the value of the seven counter is 0. When the value of the seven counter is 0, it is determined whether the arrival flag is 0 (step S490). Here, when the arrival flag is 0, seven-loop extraction processing (step S491) and arrival flag processing (step S492) are performed, and then the process proceeds to step S493. On the other hand, when the value of the seven counter is not 0 in the determination of step S489 and when the arrival flag is not 0 in the determination of step S490, the process directly proceeds to step S493. Also, when the value of the gold seven counter is not 0 in the determination of step S487, the process proceeds to step S495, and it is determined whether the value of the gold seven counter is 3. Here, when the value of the gold seven counter is not 3, the process directly proceeds to step S497. When the value of the gold seven counter is 3, after saving 3 in the standby effect number (step S496), the process proceeds to step S497. In step S497, the value of the gold seven counter is decremented by 1, and further gold seven-loop extraction processing is executed (step S498), and then the process proceeds to step S493.
[0249] In step S493, overloading mode extraction is performed, and the extraction result is saved in the overloading mode number (step S494). Then, the process proceeds to step S501 in FIG. 54 to perform correction counter processing. Next, bell count switching extraction is performed (step S502), and it is determined whether the extraction result is 0 (step S503). Here, when the result of the bell count switching extraction is 0, bell count 2 extraction is performed (step S504), and after saving the extraction result in the bell count counter (step S505), the process proceeds to step S508. When the result of the bell count switching extraction is not 0, bell count 3 extraction is performed (step S506), and after saving the extraction result in the bell count counter (step S507), the process proceeds to step S508.
[0250] In step S508, bell count correction processing is performed, and then arrival flag processing is performed (step S509). Next, 3 is stored in the lever weight number (step S510), and it is determined whether the standby effect number is 0 (step S511). Here, if the standby effect number is 0, 1 is stored in the standby effect number (step S512), and the process proceeds to step S477 in FIG. 54. On the other hand, if the standby effect number is not 0, the process directly proceeds to step S477. Then, 2 is stored in the all-stop weight number, and the all-stop process for main game state number 3 ends and returns.
[0251] In the all-stop process for main game state number 4 in step S369 of FIG. 46, as shown in FIG. 55, the value of the AT cycle preferential game number counter is decremented by 1 (step S521), and it is determined whether the game is a BB operation end game (step S522). Here, when the game is not a BB operation end game, the process directly proceeds to step S525. When the game is a BB operation end game, 0 is stored in the AT cycle preferential game number counter (step S523), and after further decrementing the value of the AT cycle counter by 1 (step S524), the process proceeds to step S525. In step S525, it is determined whether the AT aiming flag is 0. Here, if the AT aiming flag is 0, it is determined whether the value of the AT cycle counter is 0 (step S526). If the value of the AT cycle counter is also 0, a draw for a second pull-back is performed (step S527). Then, it is determined whether the draw result is 0 (step S528). When the draw result is 0, 1 is stored in the advantageous section clear counter (step S529), and the all-stop process for main game state number 4 ends and returns.
[0252] On the other hand, if the value of the AT cycle counter is not 0 in the determination of step S526, the process proceeds to step S534 to determine whether the flag for single-kind BB hit is 0. Here, when the flag for single-kind BB hit is 0, the main game state number 4 all-stop process is terminated as it is and returns. In contrast, when the flag for single-kind BB hit is not 0, the process proceeds to step S535 to determine whether BB is not established. Then, when BB is not established, the main game state number 4 all-stop process is terminated as it is and returns, and when BB is established, after saving 7 in the main game state number (step S536), the main game state number 4 all-stop process is terminated and returns.
[0253] Also, if the AT hit flag is not 0 in the determination of step S525, the process proceeds to step S531 to determine whether the flag for single-kind BB hit is 0. Here, when the flag for single-kind BB hit is not 0, the process proceeds to step S532 to perform the game end process at the time of AT entry, and the main game state number 4 all-stop process is terminated and returns. In contrast, when the flag for single-kind BB hit is 0, the process proceeds to step S533, saves 5 in the main game state number, and then the main game state number 4 all-stop process is terminated and returns. Further, if the result of the second draw for pulling back is not 0 in the determination of step S528, the process proceeds to step S530 to perform the process at the time of AT hit, and then, after saving 5 in the main game state number (step S533), the main game state number 4 all-stop process is terminated and returns.
[0254] In the main game state number 6 all-stop process in step S371 of FIG. 46, as shown in FIG. 56(A), it is determined whether BB is established (step S541). Then, when BB is not established, the main game state number 6 all-stop process is terminated as it is and returns, and when BB is established, after saving 1 in the main game state number (step S542), the main game state number 6 all-stop process is terminated and returns.
[0255] In the all-stop process of main game state number 7 in step S372 of FIG. 46, as shown in FIG. 56(B), it is determined whether BB is established (step S551). If BB is not established, the all-stop process of main game state number 7 is terminated as it is and returns. If BB is established, after saving 4 in the main game state number (step S552), the all-stop process of main game state number 6 is terminated and returns.
[0256] After executing any of the all-stop processes of main game state numbers 0 to 7 shown in steps S365 to S372 of FIG. 46, it proceeds to step S373 of FIG. 46. Here, 0 is saved in the instruction number, and the section type number management game end process is terminated and returns. When returning from the section type number management game end process, it proceeds to step S8 of FIG. 30(B) to perform the advantageous section clear counter management process.
[0257] In the advantageous section clear counter management process, as shown in FIG. 57, the value of the advantageous section clear counter is decremented by 1 (step S561), and it is determined whether the value of the advantageous section clear counter is 0 from before this subtraction (step S562). Here, when the value of the advantageous section clear counter is not 0 before this subtraction, it proceeds to step S565 to determine whether the value of the advantageous section clear counter has become 0 as a result of this subtraction. Here, when the value of the advantageous section clear counter has become 0 as a result of this subtraction, it proceeds to step S566 as it is. On the other hand, when the value of the advantageous section clear counter is not 0 even after this subtraction, it proceeds to step S567 to determine whether a replay activation symbol has been displayed in the game. Then, when a replay activation symbol has been displayed in the game, it proceeds to step S569 as it is, and when it has not been displayed, the value obtained by subtracting the bet number from the number of game medals paid out in the game is added to the net increase counter (step S568), and then it proceeds to step S569.
[0258] In step S569, it is determined whether the value of the net increase counter is 2401 or more. When the value of the net increase counter is less than 2401, the process proceeds to step S566. When it is 2401 or more, the advantageous section clear counter management process is simply terminated and the program returns. In step S566, 0 is stored in all storage areas that store data values affecting the performance of the instruction function, and the process proceeds to step S563. On the other hand, if in the determination of step S562, the value of the advantageous section clear counter is 0 from before this subtraction, the process proceeds directly to step S563. In step S563, it is determined whether the section type number is 0. When the section type number is 0, the advantageous section clear counter management process is simply terminated and the program returns. In contrast, when the section type number is not 0, 1500 is stored in the advantageous section clear counter (step S564), and then the advantageous section clear counter management process is terminated and the program returns.
[0259] <Timer interrupt process> Next, the timer interrupt process will be described with reference to FIG. 58. In this embodiment, processes such as reading each game operation signal output in response to a game operation such as a bet operation performed by a player, detecting (confirming) the signal level, transmitting each control command, and driving and controlling the reels are performed by a timer interrupt process that is executed every preset fixed time (for example, 2.235 milliseconds). In this timer interrupt process, as shown in FIG. 58, first, interrupt initial processing (saving registers, disabling interrupts, etc.) is performed (step MT11), and then it is determined whether power-off has been detected (step MT12). Here, if power-off has been detected, power-off processing is performed (step MT25). In the power-off processing, saving registers, saving the stack pointer, saving the interrupt state, etc. are performed. Also, processing such as holding information regarding the result of role determination and information regarding the game state (including information regarding AT) stored in a predetermined storage area, calculating and storing a checksum, etc. is also performed.
[0260] On the one hand, if power-off is not detected, a process of updating (subtracting "1") the interrupt counter value is performed (step MT13), and further timer measurement is performed (step MT14). This timer measurement performs processes such as subtraction and addition of the timer value of an arbitrary timer set in the above-described game progress control process. Next, reading of the input port is performed (step MT15). In this reading of the input port, reading and storage of the signal levels of each game operation signal and the like input to the input port, determination of the signal levels, and the like are performed.
[0261] Next, a reel drive control process for controlling the driving (acceleration, deceleration, constant speed maintenance, stop maintenance, etc. of rotation) of reels 3a to 3c is performed (step MT16). In this reel drive control process, according to the reel drive state (stopped, waiting for reel rotation, accelerating, at constant speed, decelerating, etc.), processes such as updating the reel drive pulse output counter value indicating the timing for switching the output phase (excitation phase) of the stepping motor, obtaining, updating, and outputting reel drive pulse data for driving the stepping motor are performed. In the next step MT17, it is determined whether the reel drive control process has been executed for all reels. If not, the process returns to step MT16 and the reel drive control process is performed again. On the other hand, if it has been executed for all reels, port output processing for performing excitation output to ports such as reels, hoppers, and blockers is performed (step MT18), and further, control command transmission processing for transmitting the control commands stored in the control command buffer (CB) is performed (step MT19).
[0262] Next, proceed to step MT20, read the outer end signal (external signal) data stored in a predetermined storage area, and output the outer end signal. Then, perform LED display to cause the above-described display lamp to execute a predetermined display (step MT21). In this LED display, for example, in the payout number display lamp 46j, the following display is executed. That is, when no error (excluding E-series errors) has occurred, the payout numbers "0 to 9" are displayed based on the number of payout game medals, or the numerical values "1 to 6" are displayed based on the set values. Further, when notifying the pressing order, the display modes "=1" to "=6" of the instruction number are displayed. When an error (excluding E-series errors) has occurred, an error display is executed based on the value of the error number.
[0263] Next, proceed to step MT22 to perform error management. In this error management, first, an error check is performed. In this error check, determinations are made as to whether an H0 error has occurred, whether a CE error has occurred, whether a CP error has occurred, whether a CH error has occurred, whether a C0 error has occurred, whether a C1 error has occurred, whether an E6 error has occurred, and whether an E7 error has occurred. Further, when an E6 error or an E7 error has occurred, an error display is caused on the payout number display lamp 46j, and processing such as stopping the execution of the game is performed. Note that when an E-series error has occurred, error recovery becomes possible if the above-described processing at the time of setting change is executed. After this error check, when an error has occurred, a process of setting an output request set at the time of error detection for transmitting error information to the sub-control means 200 is performed. After executing the process of this error management, a process of updating the random number used for role determination and the like is performed (step MT23), and further, an interrupt return process (return of registers, interrupt permission, etc.) is performed (step MT24), and an interrupt return is made.
[0264] <LED Substrate and Light-Emitting Components> Next, mainly with reference to FIGS. 59 to 66, the LED substrates and light-emitting components used for each of the effect lamps (the first effect lamp 12, the second effect lamps 13a and 13b, the third effect lamps 14a and 14b, the fourth effect lamps 16a and 16b, the decorative lamps 32a and 32b) shown in FIG. 1 will be described. Note that the uses of the LED substrates and light-emitting components described below are not limited to the effect lamps of the slot machine 1.
[0265] (Component surface shape of LED substrate and configuration of light-emitting component) The LED substrate 310 shown in FIG. 59 is an example of an LED substrate used for the first effect lamp 12 of the slot machine 1. Similarly, the LED substrates 320 and 330 shown in FIG. 59 are examples of LED substrates used for the fourth effect lamps 16a and 16b of the slot machine SM, respectively. The LED substrates 310, 320, and 330 are arranged around a display portion (here, the display screen 11a) that is often noticed by the player during the game.
[0266] The component surfaces 311 of the LED substrate 310, the component surfaces 321 of the LED substrate 320, and the component surfaces 331 of the LED substrate 330 are each formed in a curved shape in a front view. That is, the upper edge portion 312a and the lower edge portion 312b of the component surface 311 of the LED substrate 310 are formed in an overall curved shape, and the component surface 321 of the LED substrate 320 is formed in a shape that curves to the right overall as it goes upward. Further, the component surface 331 of the LED substrate 330 is formed in a shape that curves to the left overall as it goes upward. Note that with respect to the component surface, the curved shape is not limited to the shapes of the component surfaces 311, 321, and 331 described above. For example, like the LED substrate 301 shown in FIG. 60(A), a bent portion 303 or a curved portion 304 as shown in the figure is formed at a part of the side edge portion of the component surface 302, or like the LED substrate 306 shown in FIG. 60(B), the component surface 307 is formed in a shape that is bent at one or a plurality of positions overall, and these are also regarded as LED substrates in which the component surface is formed in a curved shape.
[0267] On the component surfaces 311 of the LED substrate 310, the component surfaces 311 of the LED substrate 320, and the component surface 331 of the LED substrate 330, a plurality of light-emitting components 340 (only some are numbered) are respectively mounted. As shown in FIG. 61, the light-emitting component 340 is a surface-mount type PLCC (with a molding frame) type LED device having a lamp house (molding frame) 341 formed in a rectangular parallelepiped shape, a lead frame (electrode) 342 provided on the lamp house 341, and three light-emitting elements installed in a cylindrical recess 343 formed in the lamp house 341. The three light-emitting elements are composed of a red LED element 344R, a green LED element 344G, and a blue LED element 344B, and are connected to the lead frame 342 by bonding wires (not shown). Resin is injected into the recess 343 of the lamp house 341 to seal the three light-emitting elements.
[0268] In the light-emitting component 340, as shown in FIG. 61, the three light-emitting elements (red LED element 344R, green LED element 344G, and blue LED element 344B) are positioned in an equilateral triangle shape, and are arranged in the order of the blue LED element 344B and the green LED element 344G clockwise from the red LED element 344R. In this way, the relative positions of the three light-emitting elements are determined. Note that the arrangement of the three light-emitting elements is not limited to this. For example, as in the light-emitting component 340A shown in FIG. 62(A), the three light-emitting elements (red LED element 344R, green LED element 344G, and blue LED element 344B) may be arranged linearly, or as in the light-emitting component 340B shown in FIG. 62(B), the three light-emitting elements (red LED element 344R, green LED element 344G, and blue LED element 344B) may be arranged in an L shape. Also, the arrangement order of the red LED element 344R, the green LED element 344G, and the blue LED element 344B may be an arrangement order different from the illustrated example (for example, in the illustrated example, an arrangement order in which the positions of the red LED element 344R and the green LED element 344G are swapped, or an arrangement order in which the positions of the green LED element 344G and the blue LED element 344B are swapped, etc.).
[0269] Here, a surface-mounted PLCC type LED device has been described as an example, but other types of LED devices, such as surface-mounted PCB (substrate) type LED devices or pin-insertion type (vertical) LED devices, etc., may also be used. Further, in addition to the light-emitting elements of red, green, and blue that constitute the three primary colors of light, an LED device equipped with a light-emitting element of another color (for example, white or yellow) may also be used.
[0270] (Installation Posture of Light-Emitting Components and Direction of Red LED Elements) Each light-emitting component 340 mounted on the component surface 311 of the LED substrate 310 is installed in the same posture. Also, each light-emitting component 340 mounted on the component surface 321 of the LED substrate 320 is installed in the same posture, and each light-emitting component 340 mounted on the component surface 331 of the LED substrate 330 is installed in the same posture. Specifically, on the component surface 311 of the LED substrate 310 disposed above the display screen 11a, as shown in FIG. 63(A), each light-emitting component 340 is installed in the same posture in which the red LED element 344R faces downward (toward the display screen 11a) (a posture in which the red LED element 344R is biased toward the display screen 11a). The four arrows in FIG. 63(A) indicate the up, down, left, and right directions with respect to the component surface 311 in a state where the LED substrate 310 is installed in the slot machine SM.
[0271] Also, on the component surface 321 of the LED substrate 320 arranged to the left of the display screen 11a, as shown in FIG. 63(B), each light-emitting component 340 is installed in the same posture (a posture in which the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing right (toward the display screen 11a). Further, on the component surface 331 of the LED substrate 330 arranged to the right of the display screen 11a, as shown in FIG. 63(C), each light-emitting component 340 is installed in a posture (a posture in which the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing left (toward the display screen 11a). The four arrows in FIG. 63(B) indicate the up, down, left, and right directions with respect to the component surface 321 in a state where the LED substrate 320 is installed in the slot machine SM, and the four arrows in FIG. 63(C) indicate the up, down, left, and right directions with respect to the component surface 331 in a state where the LED substrate 330 is installed in the slot machine SM.
[0272] In this way, by aligning each light-emitting component mounted on the component surface of one LED substrate in the same posture, the way of lighting of each light-emitting component can be made uniform, so that it is possible to enhance the production effect by the illumination of each light-emitting component. On the other hand, if the postures of the light-emitting components mounted on the component surface of one LED substrate are various, there is a possibility that variations occur in the way of lighting of each light-emitting component and the production effect is reduced when all the light-emitting components are made to emit light in the same color at the same time. Note that on the component surface of one LED substrate, it is preferable to align all the light-emitting components mounted thereon in the same posture, but some light-emitting components may be installed in different postures. As the ratio of the light-emitting components installed in the same posture, it is preferably 70% or 80% or more of all the light-emitting components arranged on the component surface of one LED substrate, but if 50% or more of the light-emitting components are installed in the same posture, a certain effect can be obtained. This also applies to the effect of the direction of the red LED element 344R described below.
[0273] Also, as described above, by installing each light-emitting component 340 such that the red LED element 344R is in a posture biased toward the display screen 11a, the following effects can be obtained. That is, the red light emitted by the red LED element 344R has a longer wavelength than green light and blue light and is more likely to reach the human eye. Also, red is a color that attracts people's attention and is prominent. On the other hand, the display screen 11a is often noticed by the player during the game. Therefore, by installing each light-emitting component 340 such that the red LED element 344R faces the display screen 11a, red light is more likely to enter the eyes of the player looking at the display screen 11a, and as a result, an effect can be obtained in which the way the light-emitting component 340 emits light is enhanced visually, so that it is possible to enhance the production effect by lighting.
[0274] In the light-emitting component 340, the posture in which the red LED element 344R is in a state biased toward the display screen 11a preferably means a posture in which the red LED element 344R is located closest to the display screen 11a side than the green LED element 344G and the blue LED element 344B (the postures shown in FIGS. 63(A) to (C)), but is not limited thereto. For example, consider the case where the light-emitting component 340 is installed in the posture shown in FIG. 64(A). At this time, assume that the display screen 11a is arranged on the right side. In the case of this posture, the green LED element 344G will be located on the right side (the side closer to the display screen 11a) than the red LED element 344R. However, when a virtual line L11 that bisects the light-emitting component 340 in the left-right direction is set, the red LED element 344R is located in the region on the right side of this virtual line L11, and in that regard, it can be said that it faces the display screen 11a. Therefore, even for such a posture of the light-emitting component 340, the posture is such that the red LED element 344R is in a state biased toward the display screen 11a (right side).
[0275] Also, similarly, consider the case where the light-emitting component 340 is installed in the posture as shown in FIG. 64(B). At this time, it is assumed that the display screen 11a is arranged downward. In the case of this posture, the blue LED element 344B is located closer to the lower side (the side closer to the display screen 11a) than the red LED element 344R. However, when a virtual line L12 that bisects the light-emitting component 340 in the vertical direction is set, the red LED element 344R is located in the region below this virtual line L11, and in that regard, it can be said that it faces the display screen 11a. Therefore, also for such a posture of the light-emitting component 340, the posture is such that the red LED element 344R is biased toward the display screen 11a (downward).
[0276] (Installation density of light-emitting component) As shown in FIG. 59, the component surface 311 of the LED substrate 310 is divided into two regions, a region AR1 and a region AR2. The region AR1 is arranged on the lower side closer to the display screen 11a than the region AR2. And the installation density (the number of installations per unit area) of the light-emitting component 340 is set to be higher in the region AR1, which is relatively closer to the display screen 11a, than in the region AR2, which is relatively farther from the display screen 11a (for example, the distance from the center of the display screen 11a). That is, the light-emitting components 340 are installed such that the arrangement pitch (the distance between adjacent light-emitting components 340) of the plurality of light-emitting components 340 in the region AR1 is shorter than the arrangement pitch of the plurality of light-emitting components 340 in the region AR2.
[0277] Thus, by setting a higher installation density of the light-emitting components 340 in the region AR1, which is relatively closer to the display screen 11a than the region AR2, which is relatively farther from the display screen 11a, the following effects can be obtained. That is, by increasing the installation density of the light-emitting components 340 in the region AR1, the light intensity per unit area by each light-emitting component 340 in the region AR1 can be increased. Also, since the region AR1 is closer to the display screen 11a than the region AR2, the light from the light-emitting components 340 in the region AR1 is more likely to enter the eyes of the player looking at the display screen 11a. Therefore, by increasing the light intensity per unit area by each light-emitting component 340 in the region AR1, it becomes possible to enhance the production effect by illumination.
[0278] Regarding such an installation density of the light-emitting components 340, the component surface 321 of the LED substrate 320 and the component surface 331 of the LED substrate 330 are configured in the same manner, and the same effects can be obtained. That is, as shown in FIG. 59, the component surface 321 of the LED substrate 320 is divided into five regions: regions AR11 to R15. The region AR11 is arranged on the right side closer to the display screen 11a than the region AR12, and the installation density of the light-emitting components 340 is set higher in the region AR11 than in the region AR12. Also, the region AR14 is arranged on the lower right diagonal side closer to the display screen 11a than the region AR15, and the region AR13 is arranged on the lower right diagonal side closer to the display screen 11a than the region AR14. And the installation density of the light-emitting components 340 is set higher in the region AR14 than in the region AR15, and higher in the region AR13 than in the region AR14.
[0279] Similarly, the component surface 331 of the LED substrate 330 is divided into five regions: regions AR21 to R25. Region AR21 is arranged on the left side closer to the display screen 11a than region AR22, and the installation density of the light-emitting components 340 in region AR21 is set higher than that in region AR22. Also, region AR24 is arranged on the lower left diagonal side closer to the display screen 11a than region AR25, and region AR13 is arranged on the lower left diagonal side closer to the display screen 11a than region AR14. And the installation density of the light-emitting components 340 is set higher in region AR24 than in region AR25, and higher in region AR23 than in region AR24.
[0280] (Red LED elements are not close to each other) On the component surfaces 311 of the LED substrate 310, 321 of the LED substrate 320, and 331 of the LED substrate 330, the light-emitting components 340 are arranged such that the red LED elements 344R do not come close to each other. Here, the state where the red LED elements 344R do not come close to each other means that on the component surface of one LED substrate, between the red LED element 344R of one of the two closest arranged light-emitting components and the red LED element 344R of the other light-emitting component, two light-emitting components are arranged such that an LED element of another color that is not red (green LED element 344G or blue LED element 344B) is located. Hereinafter, this point will be specifically described.
[0281] For example, in the region AR1 of the component surface 311, two light-emitting components 340 arranged closest to each other in the left-right direction are arranged in the state shown in Fig. 65(A). At this time, between the red LED element 344R of the light-emitting component 340 on the left side in the figure and the red LED element 344R of the light-emitting component 340 on the right side in the figure (more specifically, between the two red LED elements 344R and within the region (the rectangular region surrounded by the two-dot chain line in the figure) within the vertical width of the two light-emitting components 340), there are located the green LED element 344G of the light-emitting component 340 on the left side in the figure and the blue LED element 344B of the light-emitting component 340 on the right side in the figure. Therefore, the two light-emitting components 340 are arranged such that their respective red LED elements 344R are not close to each other.
[0282] As another example, in the region AR11 of the component surface 321, two light-emitting components 340 arranged closest to each other in the up-down direction are arranged in the state shown in Fig. 65(B). At this time, between the red LED element 344R of the upper light-emitting component 340 in the figure and the red LED element 344R of the lower light-emitting component 340 in the figure (more specifically, between the two red LED elements 344R and within the region (the rectangular region surrounded by the two-dot chain line in the figure) within the left-right width of the two light-emitting components 340), there are located the blue LED element 344B of the upper light-emitting component 340 in the figure and the green LED element 344G of the lower light-emitting component 340 in the figure. Therefore, the two light-emitting components 340 are arranged such that their respective red LED elements 344R are not close to each other.
[0283] Note that on the component surface of one LED substrate, if there is no LED element of another color other than red located between the red LED element 344R of one of the two light-emitting components arranged closest to each other and the red LED element 344R of the other light-emitting component, then those two light-emitting components are arranged such that their respective red LED elements 344R are close to each other.
[0284] For example, consider a case where on the component surface of one LED substrate, two light-emitting components 340 arranged closest to each other in the left-right direction are arranged in a state as shown in Fig. 66(A). At this time, between the red LED elements 344R of the light-emitting component 340 on the left side in the figure and the red LED elements 344R of the light-emitting component 340 on the right side in the figure (within the region between the two red LED elements 344R and within the vertical width of the two light-emitting components 340 (the rectangular region surrounded by the two-dot chain line in the figure)), neither the green LED element 344G nor the blue LED element 344B is located. Therefore, these two light-emitting components 340 are arranged in a state where their respective red LED elements 344R are close to each other.
[0285] In addition, another light-emitting component 340 may be arranged between the two light-emitting components 340 arranged in the state as shown in Fig. 66(A), for example, in the state as shown in Fig. 66(B). In that case, between the red LED element 344R of the light-emitting component 340 on the left side in the figure and the red LED element 344R of the light-emitting component 340 on the right side in the figure (within the rectangular region surrounded by the two-dot chain line in the figure), the green LED element 344G and the blue LED element 344B of the light-emitting component 340 on the lower side in the figure will be located. Therefore, thereby, the state where the red LED elements 344R are arranged close to each other will be eliminated.
[0286] As described above, by arranging each light-emitting component 340 so that the red LED elements 344R are not close to each other, the following effects can be obtained. That is, as described above, red, which is the emission color of the red LED element 344R, is a conspicuous color that attracts people's attention. Therefore, if the red LED elements 344R are close to each other, there is a risk that red will be biased in such a close part, and color unevenness or the like may occur visually. By making the red LED elements 344R not close to each other, partial red bias can be eliminated and the color can be made uniform, so that the lighting effect can be enhanced.
[0287] In addition, on the component side of one LED substrate, for all the light-emitting components mounted thereon, it is preferable that each light-emitting component is installed such that the respective red LED elements are not close to each other. However, for some light-emitting components, they may be installed with the respective red LED elements close to each other. As the ratio of the light-emitting components installed such that the respective red LED elements are not close to each other, it is preferably 70% or more, or 80% or more, of all the light-emitting components arranged on the component side of one LED substrate. However, if 50% or more of the light-emitting components are installed such that the respective red LED elements are not close to each other, a certain effect can be obtained.
[0288] Here, taking the LED substrate 310 used for the first effect lamp 12 in the slot machine SM and the LED substrates 320 and 330 used for the fourth effect lamps 16a and 16b respectively as examples, the characteristic configurations regarding the shape of the LED substrate and the arrangement of the mounted light-emitting components etc. have been described. However, it is not limited thereto, and the above-mentioned characteristic configurations can be applied to any LED substrate and light-emitting components. Also, the characteristic configurations of the LED substrate and light-emitting components as described above can be applied to any LED substrate and light-emitting components in the pachinko gaming machine PM.
[0289] Also, here, the display screen 11a in the slot machine SM has been described as an example of the display unit. However, it is not limited thereto. For example, the display window W or the lower panel cover 31 may be used as the display unit. Also, the area where a specific character is displayed may be used as the display unit. Examples of the display unit in the pachinko gaming machine PM include the gaming area PA, the effect image display unit provided in the gaming area PA, or the area where a specific character is displayed.
[0290] The LED substrate and the light-emitting components described above are applicable not only to slot machines but also to the effect lamps and decorative lamps of pachinko gaming machines. An example of an applicable pachinko gaming machine is shown below.
[0291] <<Schematic Configuration of Pachinko Machine PM>> Figures 67 and 68 show the schematic configuration of the pachinko machine PM to which the above-described LED substrate and light-emitting components are applicable. In the following description, for convenience, the directions indicated by the respective arrows in Figure 67 will be referred to as the front-rear direction, the left-right direction, and the up-down direction, respectively, for explanation. As shown in Figure 67, the pachinko machine PM has a front frame 402 configured as an opening and closing mounting frame with a rectangular frame size that matches the outer frame 401, which forms a vertical fixed holding frame configured with an outer rectangular frame size, attached to the front opening surface of the outer frame 401 so as to be horizontally openable, closable, and detachable by upper and lower hinge mechanisms 403 disposed at the front left edge portions of each other, and is always held in a closed state engaged and connected to the outer frame 401 using a locking device 404 called a double lock provided at the front right edge portion.
[0292] A square glass frame 405 that matches the upper front area of the front frame 402 is assembled to the front frame 402 so as to be horizontally openable, closable, and detachable using the upper and lower hinge mechanisms 403, and is always held in a closed state covering the front surface of the front frame 402 using the locking device 404. A game board 410 is detachably set and held on the front frame 402, and the front game area PA of the game board 410 is made visible through the multilayer glass 405a of the glass frame 405 that is always closed and held.
[0293] Upper and lower ball trays (upper ball tray 406a and lower ball tray 406b) for storing game balls are provided below the glass frame 405, and a firing handle 407 for performing the firing operation of the game balls is provided on the front right side of the lower ball tray 406b. On the front side of the glass frame 405, there are provided a decorative lamp 408 having a light-emitting element such as a light-emitting diode (LED), and a speaker 409 that generates sound effects according to the progress of the game.
[0294] Although detailed illustration is omitted in Fig. 67, the game board 410 is formed with a decorative board as a substrate, which is a rectangular laminated plywood subjected to router processing or the like and has cells with predetermined symbols printed thereon pasted thereto. A substantially circular game area PA is formed and surrounded by upper and lower rail decorations. In the game area PA, a number of game nails, windmills, a central decoration, an effect image display unit for displaying a predetermined image according to the progress of the game, various winning openings and other game components (all not shown in the figure) are provided. At the lower end of the game area PA, an out port (not shown in the figure) for discharging the game balls that have fallen without falling into the winning opening to the back side penetrates through the game board 410 in the front-rear direction.
[0295] As shown in Fig. 68, on the back side of the front frame 402, a back set board 430 is formed with a base frame body having a window communicating front and rear at the center and formed in a rectangular frame shape slightly smaller than the front frame 402 as a base, and is connected to the rear of the front frame 402 via upper and lower hinge mechanisms 403 so as to be horizontally opened, closed, detached and attached. A back set cover 430C having a rectangular box shape with an open front is detachably attached to the back set board 430, and is always disposed to cover the back side of the game board 410 attached to the front frame 402.
[0296] In each part of the back set board 430, a ball storage tank 431 for storing a large number of game balls, a tank rail 432 extending from the ball storage tank 431 to the right with a gentle downward slope, a ball supply passage member 433 connected to the right end of the tank rail 432 and extending downward, a prize ball payout unit 434 for paying out the game balls guided by the ball supply passage member 433, a prize ball passage member 435 for guiding the game balls paid out from the prize ball payout unit 434 to the upper ball tray 406, and the like are provided.
[0297] On the back side of the game board 410, there are a main control board case unit CU1 having a main control board (not shown) that comprehensively controls the operation of the pachinko game machine PM, and an effect control board case unit CU2 having an effect control board (not shown) that controls all aspects of effects such as image display, effect lighting, and effect sounds according to the game progression. These are attached so as to be covered by the back set cover 430C. On the other hand, on the back side of the back set board 430, there are a payout control board case unit CU3 having a payout control board (not shown) that controls the launch and payout of game balls, and a power supply board case unit CU4 having a power supply board (not shown) that receives power from the game facility side and supplies power to various control boards and electrical and electronic components. These control boards and the electrical and electronic components of each part of the pachinko game machine PM are connected by a harness (connector cable), and the pachinko game machine PM is configured to be operable.
[0298] In the pachinko game machine PM, the outer frame 401 is fixedly installed on the game island (installation frame base) of the game facility, and the game is provided with the front frame 402, the glass frame 405, etc. in a closed and locked state. The game starts by storing game balls in the upper ball tray 406a and rotating the launch handle 407. When the launch handle 407 is rotated, the game balls stored in the upper ball tray 406a are sent one by one to the launch mechanism by a ball feeding mechanism disposed on the back side of the glass frame 405, and are launched into the game area PA by the launch mechanism, and then the pachinko game unfolds.
[0299] <Board case unit> Next, with reference to FIGS. 69 to 77, the board case unit 500 shown in these figures will be described. In the following description, for convenience, this board case unit 500 will be described as corresponding to the main control board case unit CU1 (see FIG. 68) of the pachinko game machine PM, but it is not limited thereto. Also, in the following description, for the sake of convenience in explanation, the directions of front, back, left, right, up, and down are defined with reference to the state of FIG. 69 as the directions in the mounted state on the pachinko game machine PM, and the directions of the arrows shown in FIG. 69 are referred to as front, back, left, right, up, and down, respectively, for explanation.
[0300] The main control board case unit 500 mainly includes, for example, a main control board 510 that serves as the center of control in a pachinko gaming machine PM, and a substantially rectangular container-shaped board case 560 that houses the main control board 510 inside.
[0301] The main control board 510 is configured with a rectangular printed wiring board as the board. As shown in FIG. 70, on its component surface (also referred to as the "mounting surface") 511, a CPU 520, a setting change unit 530, a set value display monitor 540, a performance display monitor 550, and a plurality of connectors (only connectors CN1 to CN5 are numbered in the figure) are mounted. Also, although not shown in detail in this figure, electronic devices such as ROM and RAM and electronic and electrical components such as resistors are also mounted on this component surface 511. Note that the CPU 520 is arranged on the component surface 511 such that its long side is along the long side direction of the main control board 510 (the left-right direction in FIG. 69). The main control board 510 has screw insertion holes 512a to 512d at its four corners, and is fixed to the inner surface side of the board case 560 (top case 565 described later) by screws (refer to the screw 513 shown in FIG. 77) inserted through each of the screw insertion holes 512a to 512d.
[0302] As shown in FIG. 70, the setting change unit 530 includes a setting key type switch 531 and a setting change switch 536. The setting key type switch 531 is a switch that is operated when performing setting confirmation and setting change of a setting value that determines the degree (rank) of the winning probability in a predetermined winning / losing lottery that affects the winning rate for the player, such as the winning / losing lottery of special symbols. The setting change switch 536 is a switch for changing the setting value in multiple steps (six steps in this embodiment). The setting key type switch 531 has a setting change key cylinder 532 that can be rotated by inserting a setting change key (not shown) held by a game store employee. The setting key type switch 531 is configured to be switched by the rotation operation of the setting change key cylinder 532. The setting change switch 536 has a setting change button 537 that is pressed by a game store employee and is configured to be switched by the pressing operation of the setting change button 537. Note that the setting change unit 530 (the setting key type switch 531 and the setting change switch 536) may be provided on a different board from the main control board 510, or may be provided at a part other than the board.
[0303] When the power is not supplied to the main control board 510, the setting change key is inserted into the setting change key cylinder 532 and rotated about 90 degrees clockwise (also referred to as the "setting change key operation direction") when viewed from the rear, and the setting change switch 536 is in the ON state (the setting change button 537 is pressed), and when the power is supplied, the setting change mode (a mode in which the set value can be changed) is started. Also, in this setting change mode, each time the setting change switch 536 (setting change button 537) is pressed, the set value is switched in six steps from 1 to 6, and the switched set value is displayed on the set value display monitor 540. Then, when the setting change key is returned to the original position, the set value is determined, the setting change mode is terminated, and the normal mode (a mode in which gaming is possible and the set value display monitor 540 is turned off) is entered. In addition, as a condition for starting the setting change mode, in addition to the above conditions, it may be added that the front frame 402 is open with respect to the outer frame 401 (also referred to as the "front frame open state"). Also, when the front frame is not in the open state, it may be arranged not to shift from the setting change mode to the normal mode. When shifting from the setting change mode to the normal mode, a setting change sound notifying that the setting change has been completed is output from a predetermined speaker.
[0304] In addition, the setting change switch 536 in the setting change unit 600 is configured to also function as a RAM clear switch. That is, when power is turned on while the setting change switch 536 (setting change button 537) is being pressed to start the setting change mode, the main control board 510 clears at least the information related to the game state (information such as the normal state, probability variation state, time shortening state, latent probability variation state, etc.) among all the information stored in the RAM. Also, at this time, the set value is updated to the set value with the lowest payout rate (for example, setting 1). Note that instead of making the setting change switch 536 also serve as a RAM clear switch, a dedicated RAM clear switch (RAM clear button) may be provided separately. In this case, when power is supplied with the dedicated RAM clear switch in the on state, the setting change mode may be activated. Also, the configuration may be such that there is only one step of the set value (for example, setting 1). In that case, even if the setting change switch 536 (setting change button 537) is pressed, the set value will not be updated (for example, it remains at setting 1 without change).
[0305] Furthermore, when power is supplied to the setting change unit 530 while the main control board 510 is not powered and the setting change key is inserted into the setting change key cylinder 532 and rotated approximately 90 degrees in the setting change key operation direction (however, the setting change switch 536 is in the off state), the setting confirmation mode (a mode that enables confirmation of the set value) is started, and the current set value is displayed on the set value display monitor 540. Then, when the setting change key is returned to its original position, the setting confirmation mode ends and the normal mode is entered. Note that as a condition for activating the setting confirmation mode, in addition to the above conditions, it may be added that the front frame is in the open state. In the pachinko gaming machine PM, after power is supplied, even if the setting change key cylinder 532 is rotated by the setting change key to turn on the setting key type switch 531, neither the setting change mode nor the setting confirmation mode is entered, and the set value is not displayed on the set value display monitor 540.
[0306] The substrate case 560 is composed of a bottom case 561 that is detachably attached to the back surface of the game board 20, and a top case 565 that is detachably attached to the bottom case 561. An engagement connection mechanism 570 is provided at the right edge of the case that aligns front and back in the closed state where the top case 565 is mounted on the bottom case 561. The bottom case 561 and the top case 565 are combined and integrated in a closed state with their openings facing each other. The bottom case 561 and the top case 565 are both formed by a molding means such as injection molding using a colorless and transparent resin material (for example, polycarbonate, etc.), and are configured such that the inside of the substrate case 560 can be visually recognized from the outside.
[0307] The bottom case 561 is formed as a rectangular box shape with an open back as a whole, and the top case 565 is formed as a rectangular box shape with an open front as a whole. The top case 565 is configured to be slidably mounted in the left-right direction with respect to the bottom case 561. That is, with the top case 565 slightly shifted to the left with respect to the bottom case 561, the two cases 561 and 565 are combined while facing each other in the front-rear direction, and by sliding the top case 565 in the right direction (hereinafter also referred to as the "closing direction"), the bottom case 561 and the top case 565 can be integrated in a closed state with their openings facing each other. On the other hand, the integrated two cases 561 and 565 can be separated by sliding the top case 565 a predetermined distance in the left direction (hereinafter also referred to as the "opening direction") with respect to the bottom case 561.
[0308] The engaging and connecting mechanism 570 engages and connects the integrated bottom case 561 and top case 565 with each other using a caulking member 575, thereby restricting the top case 565 from sliding in the opening direction with respect to the bottom case 561. That is, the engaging and connecting mechanism 570 includes a bottom-side locking portion 571 (see FIG. 71) provided at the right edge portion of the bottom case 561, a top-side locking portion 573 (see FIG. 72) provided at the right edge portion of the top case 565, and a caulking member 575 (see FIG. 69) for engaging and connecting the bottom-side locking portion 571 and the top-side locking portion 573.
[0309] The bottom-side locking portion 571 has a bottom-side locking hole (not shown) that opens rearward. The top-side locking portion 573 has upper and lower top-side locking holes 573a (see FIG. 69) that penetrate through from front to back at a position aligned with the bottom-side locking hole in the front-rear direction. The caulking member 575 has a shaft portion 575a that extends in the front-rear direction, an operation portion 575b formed in a disk shape with a larger diameter than the shaft portion 575a, and a cylindrical locking pin 575c provided in a pin receiving hole (not shown) recessed in the shaft portion 575b and supported so as to be able to advance and retreat in a direction perpendicular to the central axis of the shaft portion 575a. The locking pin 575c is biased by the repulsive force of a spring (not shown) provided in the pin receiving hole so that the tip of the pin protrudes outward from the shaft portion 575a.
[0310] In the engaging and connecting mechanism 570 configured as described above, when the bottom case 561 and the top case 565 are integrated in the closed state, the bottom-side locking portion 571 and the top-side locking portion 573 face each other and overlap in the front-rear direction. In this state, the shaft portion 575a of the caulking member 575 is inserted so as to straddle the bottom-side locking hole and the top-side locking holes 573a, and the caulking member 575 is engaged and connected to the bottom-side locking portion 571 and the top-side locking portion 573, whereby the top case 565 cannot be removed (opened) in the closed state with respect to the bottom case 561.
[0311] The top case 565 is formed with connector insertion / removal openings (not shown) that penetrate through from the front to the back corresponding to the mounting positions of the connectors (including connectors CN1 to CN5) of the main control board 510. With the main control board 510 attached to the top case 565, each connector of the main control board 510 is exposed to the outside through the connector insertion / removal openings (see FIG. 69), and can be electrically connected to the effect control board, the image control board, the payout control board, etc. via a harness (connector cable).
[0312] Further, the top case 565 is formed with a setting change part corresponding opening (not shown) that penetrates through from the front to the back corresponding to the mounting positions of the setting change part 530 (the setting key type switch 531 and the setting change switch 536) of the main control board 510. With the main control board 510 attached to the top case 565, the setting change part 530 is exposed to the outside through the setting change part corresponding opening (see FIG. 69). Note that a small door 567 (see FIG. 72) that covers the setting change part 530 facing rearward from the setting change part corresponding opening is attached to the top case 565 so as to be swingable for opening and closing (not shown in FIG. 69). When operating the setting change part 530 (the setting key type switch 531 and the setting change switch 536), this small door 567 is swung upward to expose the setting change part 530.
[0313] The substrate case unit 500 configured as described above and housing the main control board 510 in the substrate case 560 is attached to the back side of the game board 420 with the bottom case 561 on the front side and the top case 565 on the rear side. In a state where the substrate case unit 500 is attached to the back side of the game board 420, the right edge part of the substrate case 560 (the edge part on the side where the engagement and connection mechanism 570 is provided among the left and right edge parts of the substrate case 560) is located on the side of the open end edge part of the front frame 402 (the edge part on the side where the hinge mechanisms 403a and 403b are provided among the left and right edge parts of the front frame 402, and on the side opposite to the side where the front frame 402 opens).
[0314] (Differences in the configuration of the 7-segment LED) As shown in FIG. 73, the above-described set value display monitor 540 is composed of a single-digit LED display lamp (7-segment LED with dots) 541. This LED display lamp 541 is composed of seven bar-shaped LED segments arranged in an 8-shape and one dot-shaped LED segment formed in a dot point shape. Each LED segment of the LED display lamp 541 is configured to light up in red and also to appear red even in the non-lighting state (extinguished state). For example, an LED element that lights up in red is used as the light-emitting element of each LED segment, and a cover member (lamp cover) or a diffusion sheet that covers the LED element is composed of a red translucent member.
[0315] Note that the red color of the LED segment in the lighting state and the red color of the LED segment in the non-lighting state are not necessarily exactly the same color. Specifically, for example, when expressing a color in a 256-level RBG color system, if the red color of the LED segment in the lighting state is set to (R, G, B) = (255, 0, 0), the red color of the LED segment in the non-lighting state is not necessarily (R, G, B) = (255, 0, 0). For example, in the case of a color where the R component is 200 or more and the G component and the B component are 100 or less, as specific examples, cases such as (R, G, B) = (237, 26, 61) and (R, G, B) = (241, 91, 91) are also included in the red color. Note that the color of the LED segment in the non-lighting state is the color when the LED segment in the non-lighting state is illuminated with white light (including the light of indoor lighting in a game arcade). In consideration of the strict color difference, in the following description, the color of the LED segment in the lighting state is referred to as "red", and the color of the LED segment in the non-lighting state is also referred to as "reddish color".
[0316] FIG. 73(A) shows the case where all the LED segments of the LED display lamp 541 are in the non-lighting state, and FIG. 73(B) shows the case where all the LED segments of the LED display lamp 541 are in the lighting state. Further, FIG. 73(C) shows the lighting / non-lighting state of each LED segment when the LED display lamp 541 displays the number "6". In these figures, for the sake of convenience, the lit LED segments are shown in black (the actual color is red), and the non-lit LED segments are shown in gray (the actual color is a red-based color) to distinguish between the two. Red is a prominent color that attracts people's attention and has high visibility. Therefore, by configuring each LED segment of the LED display lamp 541 to light up in red, it is possible to enhance the visibility of the LED display lamp 541 in the lighting state. In addition, the LED display lamp 541 of the set value display monitor 540 is configured to appear red (red-based color) even when each LED segment is in the non-lighting state, so the visibility is high and it is easy to stand out even in the non-lighting state.
[0317] On the other hand, as shown in FIG. 74, the performance display monitor 550 is composed of four-digit LED display lights (dot-matrix 7-segment LEDs) 551 to 554. Each digit's LED display lights 551 to 554 are composed of seven bar-shaped LED segments arranged in a figure-eight shape and one dot-shaped LED segment formed in a dot-point shape. Each LED display light 551 to 554 can display numbers from 0 to 9, alphabetic characters, hyphens, etc. by selectively lighting the eight LED segments. The upper two-digit LED display lights 551 and 552 display an identification symbol (e.g., "bL.") for identifying the type of game performance data of the pachinko machine PM. On the other hand, the lower two-digit LED display lights 553 and 554 display numerical values (calculated values "00" to "99") indicating the calculation results of the game performance data. Also, each LED display light 551 to 554 blinks when the sample number of the count data (cumulative number of balls played) has not reached a preset specified number, and lights up when the sample number has reached the specified number. Further, each LED display light 551 to 554 of the performance display monitor 550 blinks all the LED segments including the dot-shaped LED segment for a predetermined period (e.g., 5 seconds) from when the power is turned on. This is provided as a test pattern to make it visible whether all the LED segments can be lit. Note that the blinking display is performed in a pattern where lighting and extinguishing are alternately repeated every predetermined time (e.g., an interval with an error of ±10% of 0.3 seconds; a time within the range of 0.297 seconds or more and 0.33 seconds or less) according to the interval at which the interrupt process is executed.
[0318] Each LED segment of the LED display lights 551 to 554 in the performance display monitor 550 is configured to light up in red (for example, (R, G, B) = (255, 0, 0)), and is configured to appear white in the non-lighting state (extinguished state). For example, an LED element that lights up in red is used as the light-emitting element of each LED segment, and a cover member (lamp cover) or a diffusion sheet that covers the LED element is composed of a white translucent member. Note that the white color basically refers to an achromatic color that relatively evenly contains the R component, the G component, and the B component and is relatively bright (for example, brightness of 7 or more), such as white with (R, G, B) = (255, 255, 255) or milky white with (R, G, B) = (243, 243, 243). However, colors in which the ratio of the R component, the G component, and the B component is relatively different by about 10%, such as (R, G, B) = (250, 240, 230), are also included in the white color. Red is a conspicuous color that attracts...
Claims
Claim 1: A predetermined substrate having a first surface portion on which a plurality of types of components are arranged and a second surface portion to which lead wires of the plurality of types of components are soldered, comprising a substrate case for accommodating the predetermined substrate, wherein the plurality of types of components include a first component, a second component, and a third component, the first component having lead wires 1a and 1b, the second component having lead wires 2a and 2b, the third component having lead wires 3a and 3b, the lead wire 1a of the first component is inserted into a through hole 1c of the predetermined substrate from the first surface side, the lead wire 1b of the first component is inserted into a through hole 1d of the predetermined substrate from the first surface side, a virtual line segment connecting the through hole 1c and the through hole 1d is defined as a predetermined virtual line segment 1, when the second surface is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 1a protruding from the second surface has an angle of n1 degrees with respect to the predetermined virtual line segment 1, when the second surface is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 1b protruding from the second surface has an angle of n2 degrees with respect to the predetermined virtual line segment 1, the lead wire 2a of the second component is inserted into a through hole 2c of the predetermined substrate from the first surface side, the lead wire 2b of the second component is inserted into a through hole 2d of the predetermined substrate from the first surface side, a virtual line segment connecting the through hole 2c and the through hole 2d is defined as a predetermined virtual line segment 2, when the second surface is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 2a protruding from the second surface has an angle of n3 degrees with respect to the predetermined virtual line segment 2, when the second surface is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 2b protruding from the second surface has an angle of n4 degrees with respect to the predetermined virtual line segment 2, the lead wire 3a of the third component is inserted into a through hole 3c of the predetermined substrate from the first surface side, the lead wire 3b of the third component is inserted into a through hole 3d of the predetermined substrate from the first surface side, a virtual line segment connecting the through hole 3c and the through hole 3d is defined as a predetermined virtual line segment 3, when the second surface is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 3a protruding from the second surface has an angle of n5 degrees with respect to the predetermined virtual line segment 3, The n1 degree and the n3 degree are at substantially the same angle, The n2 degree and the n4 degree are at substantially the same angle, The n1 degree and the n5 degree are at different angles, An information display lamp is arranged on the first surface portion of the predetermined substrate, In the substrate case, a seal having information capable of identifying the predetermined substrate is attached to a predetermined surface where the first surface portion is visible, The seal is attached to a position that does not overlap with the information display lamp in a front view of the predetermined surface, which is a gaming machine.
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