Gaming machine

By segregating programs and adjusting call instructions, the gaming machine optimizes ROM usage and simplifies code, addressing inefficiencies in instruction size variation and enhancing development efficiency.

JP7708431B2Active Publication Date: 2025-07-15UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2022165247
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-14
Publication Date
2025-07-15
Estimated Expiration
2042-10-14

AI Technical Summary

Technical Problem

The existing gaming machines face inefficiencies in ROM usage capacity due to varying instruction sizes for CALLEX instructions based on address ranges, leading to compression and complexity in program storage.

Method used

The gaming machine segregates programs into two storage areas, adjusting call instructions and storage positions to maintain a consistent instruction size within a predetermined range, optimizing ROM usage and simplifying program code.

Benefits of technology

This approach effectively saves ROM usage capacity and enhances program readability, improving development efficiency and maintainability by standardizing instruction sizes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of effectively saving a use capacity regarding a specific program storage area of a main ROM.SOLUTION: In a program stored in a program area within a use area of a main ROM, an instruction size can be reduced when essentially calling a sub-program at addresses at and subsequent to a specific address by intermediating a jump instruction in consideration of a situation in which the instruction size becomes large when an instruction (for example, CALLEX) when calling a sub-program stored in a program area outside the use area calls the sub-program at addresses at and subsequent to the specific address in the program area outside the use area of the main ROM.SELECTED DRAWING: Figure 193
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine comprising a plurality of reels each having a plurality of symbols arranged on its circumferential surface, a plurality of display windows provided corresponding to each reel and configured to display some of the symbols arranged on the circumferential surface of each reel so that a player can visually recognize them, a start switch that outputs a signal requesting the start of rotation of each reel when an operation by the player (hereinafter referred to as "start operation") is detected on the condition that medals are inserted, a stop switch that outputs a signal requesting the stop of rotation of the reel according to the type of the reel when an operation by the player (hereinafter referred to as "stop operation") is detected, and a control unit that controls the operation of a stepping motor based on the signals output by the start switch and the stop switch and rotates and stops each reel, is known. Usually, in such a pachislot machine, it is determined whether or not a winning occurs based on the combination of symbols displayed by the plurality of display windows, and when it is determined that a winning occurs, medals are paid out from a hopper and stored in a medal receiving unit.

[0003] In such a gaming machine, a program technique using a CALLEX instruction is disclosed when calling a program in control area 2 (gaming medium number limit ROM area) from a program in control area 1 (main control ROM area) (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In a gaming machine such as that of Patent Document 1, when a program stored in the ROM area outside the usage area is called by a "CALLEX" instruction from a program stored in the ROM area within the usage area, if the called program exists in the first address range (from "2000"H to "20FF"H) of the ROM area outside the usage area, the "CALLEX" instruction becomes a 2-byte instruction. However, if it exists in the second address range (from "2100"H onwards), the "CALLEX" instruction becomes a 4-byte instruction. In such a situation, every time the "CALLEX" instruction is used, the capacity of the ROM area within the usage area is compressed.

[0006] The present invention has been made in view of the above points, and an object thereof is to provide a gaming machine that can effectively save the usage capacity with respect to a specific program storage area of the main ROM.

[0007] Another object of the present invention is to provide a gaming machine having a simple and easy-to-view program code that is easy to develop and maintain.

Means for Solving the Problems

[0008] To achieve the above object, the present invention provides the following gaming machine.

[0009] The invention according to the first embodiment of the present invention has the following configuration. A gaming machine (for example, a pachislot machine 2001) that mounts a microprocessor (for example, a microprocessor 2100) including an arithmetic circuit (for example, a main CPU 2101), a read memory (for example, a main ROM 2102), and a read / write memory (for example, a main RAM 2103) to control the progress of the game, The read memory is composed of a first storage means (for example, a ROM area within the usage area 2202a) in which programs and data directly related to the progress of the game are stored, and a second storage means (for example, a ROM area outside the usage area 2202b) in which programs and data not directly related to the progress of the game are stored. The program stored in the second storage means, after being called from the program stored in the first storage means and executing processing, always returns to the program of the first storage means that was called, to a specific subroutine (for example, the subroutine that executes the initialization process of the external RAM outside the usage area (continuation) shown in FIG. 177, or the subroutine that executes the interface 2 output process (continuation) shown in FIG. 180), and after being called from the program stored in the second storage means and executing processing, always returns to the normal subroutine (for example, the CRC calculation process (outside the usage area) shown in FIG. 173) of the program of the second storage means that was called. The arithmetic circuit calls the specific subroutine by executing a specific call instruction (for example, "CALLEX") used when calling the specific subroutine. When the specific subroutine to be called calls a program stored before a specific address (for example, "2100"H) of the second storage means and when it calls a program stored at an address after the specific address, the instruction capacity stored in the first storage means is different (for example, a 2-byte instruction when calling a program before the specific address, and a 4-byte instruction when calling a program after the specific address). More instruction capacity is required when calling a program stored at an address after the specific address than when calling a program stored before the specific address. When the program body of the specific subroutine is stored at an address after the specific address, in order to reduce the instruction capacity, the specific call instruction executes the program body of the specific subroutine via the call of a program (for example, "JR" or "JP" instruction) stored at an address before the specific address. When the program body of the specific subroutine is stored at an address after the specific address, a processing code (for example, code interpretable by the main CPU 2101) for executing the program body of the specific subroutine is stored at an address before the specific address. The specific call instruction executes the program body of the specific subroutine by executing the processing code, the storage positions of the processing code and the program body of the specific subroutine are adjusted to be within a predetermined range, when the specific call instruction calls a program stored before the specific address of the second storage means, the program is specified using the lower address of the address where the program is stored and depending on whether the processing code uses relative addresses with a restricted specifiable address range, the range of storage locations capable of storing the processing code is different A gaming machine characterized by the above.

Effects of the Invention

[0010] According to the present invention, by reducing the size of the program stored in a specific area (program area within the used area) of the main ROM, the usage capacity of that specific area can be effectively saved. Further, according to the present invention, in the program stored in a specific area of the main ROM, by configuring to set the actual storage position of the called subprogram before a predetermined address, a concise and easy-to-read program code is realized, and as a result, the development efficiency and maintainability can be improved.

Brief Description of the Drawings

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Embodiments for Carrying Out the Invention

[0012] [First Embodiment] Hereinafter, with reference to the drawings, the gaming machine according to this embodiment will be described. In this embodiment, a pachislot machine will be described as an example of the gaming machine.

[0013] [1. Structure of Pachislot Machine] First, with reference to FIGS. 1 and 2, the structure of the pachislot machine 1 will be described. Note that FIG. 1 is a diagram showing the external structure of the pachislot machine 1, and FIG. 2 is a diagram showing the internal structure of the pachislot machine 1. Also, for the sake of convenience in explanation, in the following description of the external structure, a part of the internal structure may be described, and in the description of the internal structure, a part of the external structure may be described.

[0014] [1-1. External Structure] [1-1-1. Cabinet] The pachislot machine 1 is composed of a rectangular box-shaped cabinet 2. The cabinet 2 has a metal cabinet G having a rectangular opening on the front side as the main body of the gaming machine, an upper door mechanism UD arranged at the upper part of the front surface of the cabinet G, and a lower door mechanism DD arranged at the lower part of the front surface of the cabinet G.

[0015] The cabinet G has an intermediate support plate G1, a pair of left and right side walls G2, a rear wall G3, an upper wall G4, and a bottom wall G5. In FIGS. 1 and 2, the illustration of the rear wall G3 and the bottom wall G5 is omitted. Also, two openings G4a penetrating in the vertical direction are formed in the upper wall G4 of the cabinet G at a predetermined interval in the left-right direction. And a wooden plate member G4b is attached to the upper wall G4 so as to close each of these two openings G4a.

[0016] Note that the plate member G4b is used to fix the pachislot machine 1 to a gaming island (not shown) when installing the pachislot machine 1 in a gaming parlor. As long as such a fixing method is ensured, it can also be composed of a metal material or a resin material, or can be integrally formed with the upper wall G4. Also, as long as a certain strength is ensured for the cabinet G, a part or all of each component member can also be composed of wood or a resin material.

[0017] In addition, inside the cabinet G, an upper opening G101 that opens forward is formed above the intermediate support plate G1 with the intermediate support plate G1 interposed therebetween, and a lower opening G102 that opens forward is formed below the intermediate support plate G1 with the intermediate support plate G1 interposed therebetween. That is, the inside of the cabinet G is partitioned into an upper space and a lower space with the intermediate support plate G1 interposed therebetween, and the intermediate support plate G1 functions as a partition plate that partitions the inside of the cabinet G into the upper space and the lower space. The upper space is a space behind the upper door mechanism UD inside the cabinet G, and the main display device 210 and the like, which will be described later, are accommodated therein. The lower space is a space behind the lower door mechanism DD inside the cabinet G, and the reel unit RU, the main control board 71, and the like, which will be described later, are accommodated therein.

[0018] Note that the cabinet G does not necessarily have to be configured to include the intermediate support plate G1. That is, as long as each device and the like are appropriately accommodated inside the cabinet G, it may be configured not to partition the upper space and the lower space. In addition, the cabinet G can simply be referred to as a "box body" or a "main body", and since it functions as a frame body that supports or fixes the upper door mechanism UD and the lower door mechanism DD, it can also be referred to as a "main body frame", a "support body", a "support frame", or a "fixing frame", etc.

[0019] [1-1-2. Front Door] The upper door mechanism UD and the lower door mechanism DD are formed to correspond to the shape and size of the opening of the cabinet G, and are provided so as to be able to close the upper space and the lower space of the opening in the cabinet G. That is, the upper door mechanism UD and the lower door mechanism DD function as front doors (front doors) provided on the front side of the pachislo machine 1.

[0020] In addition, each of the upper door mechanism UD and the lower door mechanism DD is attached to the cabinet G so as to be openable and closable by an opening and closing mechanism (not shown) such as a hinge provided on the left side wall G2, for example. Note that either one of the upper door mechanism UD and the lower door mechanism DD can be configured to be openable and closable by the above-described opening and closing mechanism, and the other can be configured to be detachable only when one door mechanism is in an open state.

[0021] The upper door mechanism UD has an effect display window UD1 provided at its central part and an upper lamp 23 provided above the effect display window UD1. The effect display window UD1 is configured as, for example, a transparent panel made of resin, and enables visual recognition of an effect image displayed on a screen device C that constitutes a main display device 210 described later and is provided on the back side thereof. In this embodiment, the main display device 210 that performs effect display via the effect display window UD1 may sometimes be described as the main effect display unit 21.

[0022] The lower door mechanism DD has a main display window 4 provided at substantially the central part of its upper part, and a reel unit RU that is on the back side of the main display window 4 and is attached to the inner side of the cabinet G.

[0023] The reel unit RU is mainly composed of three reels 3L (left reel), 3C (center reel), and 3R (right reel). Each of the reels 3L, 3C, and 3R is composed of, for example, a reel body formed in a cylindrical shape and a light-transmissive reel tape attached to the circumferential surface of the reel body. A plurality (for example, 20) of symbols are drawn on the reel tape at predetermined intervals along the rotation direction of the reel. Also, each of the reels 3L, 3C, and 3R is arranged in a parallel state (in a horizontal row) so that each can rotate at a constant speed in the vertical direction. The main display window 4 is configured as, for example, a transparent panel made of resin, and enables visual recognition of at least a part (for example, 3) of the symbols on the circumferential surfaces of the respective reels 3L, 3C, and 3R. Further, a light source (a reel lamp included in lamps and LEDs described later) is provided inside each of the reels 3L, 3C, and 3R at least at a position where the symbols can be visually recognized from the main display window 4, and by illuminating these from the inside with a constant luminance at least when each of the reels 3L, 3C, and 3R is rotating, the visibility of the symbols is ensured.

[0024] Further, the lower door mechanism DD includes a sub-effect display unit 22 provided on the left side of the main display window 4 and an effect button 10b provided on the right side of the main display window 4. The sub-effect display unit 22 displays an effect image displayed on a sub-display device 220 described later. Note that the sub-effect display unit 22 can be configured as a touch panel and can function not only as a unit for performing effect display but also as one of the effect buttons. The effect button 10b is an operation unit that receives an effect operation (effect operation) of the player.

[0025] Further, the lower door mechanism DD has a MAX bet button 6a, a 1 bet button 6b, a settlement button 9 provided on the left side, an effect button 10a provided at approximately the center, and a medal insertion slot 5 provided on the right side on a substantially horizontal pedestal portion formed below the main display window 4.

[0026] The MAX bet button 6a and the 1 bet button 6b are operation units that receive a gaming operation (bet operation, which can also be referred to as an "insertion operation" or a "betting operation") of the player for using medals deposited (credited) inside the pachislot machine 1. When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3 medals) and there are more than the difference in credited medals, the maximum bet number of medals is bet. On the other hand, if there are not more than the difference in credited medals, no medals are bet. Also, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is 1 or more credited medal, 1 medal is bet.

[0027] The payout button 9 is an operation unit that accepts a player's gaming operation (payout operation) for returning the credited medals. When the payout button 9 is operated in a state where there are no credited medals, regarding the medals to be inserted or paid out, within the range of the credit limit (for example, 50 medals), it may be possible to accept a player's gaming operation (C / P mode selection operation) for selecting either a credit mode (C mode) for crediting the medal or a pay mode (P mode) for not crediting the medal. That is, the payout button 9 can also function as a so-called C / P button. The effect button 10a is an operation unit that accepts a player's effect operation (effect operation).

[0028] The medal insertion slot 5 accepts medals inserted into the pachislot machine 1 from the outside by the player. The received medals are detected by a selector 31 described later, and it is determined whether they are proper medals. If a received medal is not proper, the received medal is returned from a medal payout opening 11 described later. Also, if a received medal is proper and the current bet number is less than the maximum bet number, one medal is bet. If the current bet number is the maximum bet number and the credited medals have not reached the credit limit, one medal is credited. On the other hand, if the credited medals have reached the credit limit, the received medal is returned from the medal payout opening 11 described later.

[0029] Also, the lower door mechanism DD has an information display device 14 provided between the main display window 4 and the pedestal portion described above. The information display device 14 is configured to include a plurality of lamps (LEDs) and 7-segment LEDs, and displays information related to the game according to its lighting pattern.

[0030] Also, the lower door mechanism DD has, below the pedestal portion described above, a start lever 7 provided on the left side, three stop buttons 8L, 8C, 8R provided at approximately the center, and a locking mechanism 15 provided on the right side. The start lever 7 is attached so as to be tiltable within a predetermined angle range, and is an operation unit that receives a player's gaming operation (start operation) for starting the game. Each of the stop buttons 8L, 8C, 8R is provided corresponding to each reel 3L, 3C, 3R, and is an operation unit that receives a player's gaming operation (stop operation) for stopping the rotation of each.

[0031] The locking mechanism 15 is composed of, for example, a key cylinder lock. When the lower door mechanism DD is in the closed state, when a game parlor side administrator (for example, a game parlor staff member, etc. The same applies hereinafter) turns the key to the right with a door key (not shown) inserted into the keyhole, it unlocks and the lower door mechanism DD becomes the open state. Note that the locking mechanism 15 may have not only a function of managing the opening and closing of the door mechanism but also a function as a reset switch. For example, when the game parlor side administrator turns to the left with the door key inserted into the keyhole, it may be possible to detect a reset operation similar to the reset switch 53 described later. Also, in the present embodiment, when the lower door mechanism DD becomes the open state, the upper door mechanism UD can be configured to also become the open state in conjunction with this, or a locking mechanism corresponding to the upper door mechanism UD can be provided separately so that each can be independently managed for opening and closing.

[0032] Also, the lower door mechanism DD has a waist panel 13 provided at the center of its lower part, a medal tray 12 provided below the waist panel 13, a medal payout port 11 provided above the medal tray 12, and sound transmission holes 24a, 24b provided on the left and right of the medal payout port 11.

[0033] The waist panel 13 is composed of, for example, a decorative panel with model information such as a logo representing the model name or a character representing a motif, and a light source (the waist lamp included in the lamps and LEDs described later) for illuminating this decorative panel from the back side. The medal tray 12 stores the medals paid out from the medal payout port 11. The medal payout port 11 discharges the medals paid out (or returned) from the inside of the pachislot machine 1 to the outside. Note that the medals discharged from the medal payout port 11 include those paid out from the hopper device 32 described later and those returned from the selector 31 through a cancel chute (not shown). The sound transmission holes 24a and 24b transmit sounds such as sound effects and BGM output from the speakers 35a and 35b (the reference numeral of the speaker 35a is omitted in FIG. 2) attached to the inner side of the cabinet G on their respective back sides toward the front side of the pachislot machine 1.

[0034] In addition, in the present embodiment, corresponding to the fact that the inside of the cabinet G is partitioned into an upper space and a lower space, the upper door mechanism UD and the lower door mechanism DD are provided. However, as long as the opening in the cabinet G can be appropriately opened and closed, it can be configured as a single door mechanism or as three or more door mechanisms. Further, it can also be configured as a door mechanism double-constructed in the front-rear direction (for example, an outer door and an inner door, etc.). Also, the upper door mechanism UD and the lower door mechanism DD can simply be referred to as "door" or "gate", and since they function as members that can open and close the opening in the cabinet G, they can also be referred to as "opening / closing member", "door member", or "gate member", etc.

[0035] [1-1-3. Variable Display Section] As described above, the pachislot machine 1 includes each reel 3L, 3C, 3R and the main display window 4. When the start lever 7 is operated (when the start operation is performed by the player), each reel 3L, 3C, 3R starts to rotate by driving and controlling the stepping motors 51L, 51C, 51R described later. Thereby, the symbols displayed in the main display window 4 are variably displayed. Further, when each stop button 8L, 8C, 8R is operated (when the stop operation is performed by the player), each reel 3L, 3C, 3R stops its rotation by driving and controlling the stepping motors 51L, 51C, 51R described later. Thereby, the symbols displayed in the main display window 4 are stopped and displayed.

[0036] That is, each reel 3L, 3C, 3R and the main display window 4 constitute a variable display unit (means) capable of variably displaying (and stopping and displaying) a plurality of symbols in a plurality of columns, or a plurality of variable display units (means) capable of variably displaying (and stopping and displaying) a plurality of symbols. Note that the variable display unit (means) can also be referred to as a "symbol display unit (means)", a "variable display unit (means)", or the like. Further, the symbol can also be referred to as a "picture symbol", a "pattern", or the like, and since it may be information that can be identified visually by the player, it can also be referred to as "identification information" or the like in that sense.

[0037] In addition, when the rotation of each reel 3L, 3C, 3R stops, the main display window 4 is configured such that three symbols arranged continuously for each are displayed within its frame. That is, the main display window 4 displays one symbol (a total of three) in each of the upper, middle, and lower regions in each column (the symbols are displayed in a 3-row × 3-column manner within the frame of the main display window 4). Note that the main display window 4 may be referred to as a "symbol display area", a "window portion", or the like.

[0038] In addition, valid lines are defined in the main display window 4. The valid lines are lines for determining whether a prescribed combination of symbols is displayed when the symbols in all columns stop and are displayed in response to the player's stop operation. In that sense, the valid lines can also be referred to as "winning lines", "judgment lines", etc. Further, the valid lines are configured as lines connecting any one of the regions in each column. That is, when the main display window 4 is configured to display symbols in a 3-row × 3-column format, it is possible to define a maximum of 27 valid lines. However, in practice, one or more of these lines can be defined as valid lines, and the other lines can be defined as invalid lines that are not valid lines.

[0039] For example, the line connecting the middle regions of reel 3L, reel 3C, and reel 3R is called the "center line", the line connecting the upper regions of reel 3L, reel 3C, and reel 3R is called the "top line", the line connecting the lower regions of reel 3L, reel 3C, and reel 3R is called the "bottom line", the line connecting the lower region of reel 3L, the middle region of reel 3C, and the upper region of reel 3R is called the "cross-up line", the line connecting the upper region of reel 3L, the middle region of reel 3C, and the lower region of reel 3R is called the "cross-down line", etc. Since these are lines that connect the regions in each column in a straight line, one or more of these lines are often defined as valid lines. However, as described above, it is also possible to define a so-called irregular line that connects the regions in each column with a broken line as a valid line.

[0040] Also, in order for the effective lines to be activated, it is necessary that the number of medals required for this game (the number of playable start medals) be bet prior to the player's start operation. However, the number of effective lines to be activated may be the same regardless of the number of bets, or may vary according to the number of bets. For example, assuming that the three lines of "center line", "top line", and "bottom line" described above are defined as effective lines, in the former case, the "center line", "top line", and "bottom line" are activated regardless of whether the number of bets is 1 to 3. On the other hand, in the latter case, if the number of bets is 1, only the "center line" is activated; if the number of bets is 2, the "center line" and "top line" are activated; and if the number of bets is 3 (the maximum number of bets), the "center line", "top line", and "bottom line" are activated.

[0041] In this embodiment, the variable display unit has three reels 3L, 3C, 3R and a main display window 4 capable of displaying three symbols in each column, and thus displays symbols in a 3-row × 3-column format. However, the symbol display format in the variable display unit is not limited to this. For example, the number of reels may be 1, 2, or 4 or more, and also, for example, the number of symbols displayed in each column may be 1, 2, or 4 or more, so that symbols can be displayed in a format different from the above-described format. Also, in this case, the number of definable effective lines is appropriately increased or decreased.

[0042] Also, in this embodiment, the variable display unit varies the display of symbols by rotating each of the reels 3L, 3C, 3R. However, the configuration of the variable display unit is not limited to this. For example, a configuration using an image display device similar to the main display device 210 or the sub-display device 220 described later may be used, or a configuration using other display devices (e.g., organic EL, 7-segment LED, etc.) may be used. Also, for example, a configuration using other physical devices (e.g., a belt, etc.) may be used. Also, the arrangement, size, etc. of the variable display unit can be changed as appropriate.

[0043] Also, in this embodiment, the variable display unit functions as the main-side display unit directly related to the game, which is controlled by the main control circuit 100 described later. However, together with this, a variable display unit as a sub-side display unit related to an effect not directly related to the game, which is controlled by the sub-control circuit 200 described later, may be provided. Note that the sub-side display unit can be configured using, for example, the main display device 210 and the sub-display device 220. That is, as a variable display unit that variably displays symbols in response to the start operation of the player (or the establishment of other start conditions) and stops displaying the symbols in response to the stop operation of the player (or the establishment of other stop conditions), not only the main-side display unit but also the sub-side display unit may be provided. In this case, in order for the player to be able to identify whether the variable display unit is directly related to the game, an identification display with characters such as "reel rotation" or "main reel" is attached in the vicinity of the main-side display unit, and it suffices to be able to identify that the variable display unit is the main-side display unit. Note that such an identification display may be displayed on the main display device 210 or the sub-display device 220.

[0044] [1-1-4. Medal Insertion Slot] As described above, the pachislot machine 1 includes a medal insertion slot 5 that receives medals inserted into the pachislot machine 1 from the outside by the player. Note that the medal insertion slot 5 and the selector 31 described later have a function of betting the number of medals required for one game, similar to the MAX bet button 6a and the 1 bet button 6b. Therefore, such an insertion operation can also be referred to as a bet operation, for example. Thus, it can be said that the medal insertion slot 5 is a bet operation detection unit (means) capable of detecting the bet operation of the player. Note that the shape, arrangement, size, etc. of the medal insertion slot can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medal-less gaming machine described later, it is not necessarily an essential configuration.

[0045] In addition, in this embodiment, as an example of the game value used in the game or given according to the game result, the description is made by using medals as the game medium. However, the game value used in this way is not limited to this. For example, coins, game balls, game point data, tokens, etc. can also be used. In addition, the game value can also be simply referred to as "value" or "game value".

[0046] [1-1-5. Operation Unit] The pachislot machine 1 includes, as an operation unit operable by a player, for example, each of the following operation units. Note that each of the operation units shown below is merely an example, and a configuration including operation units different from these may be adopted, or for operation units that are not necessarily essential among these, a configuration that does not include them may be adopted.

[0047] [1-1-5-1. Bet Button] As described above, the pachislot machine 1 includes a MAX bet button 6a and a 1 bet button 6b for receiving a player's bet operation for using the medals deposited (credited) inside it. In addition, such a bet operation is detected by a bet switch 6S described later. Therefore, the MAX bet button 6a, the 1 bet button 6b, and the bet switch 6S constitute a bet operation detection unit (means) capable of detecting a player's bet operation. Note that the bet button only needs to be able to detect a player's bet operation, and its shape, arrangement, size, etc. can be changed as appropriate. In addition, in this embodiment, the MAX bet button 6a and the 1 bet button 6b are provided, but only the MAX bet button 6a may be provided without providing the 1 bet button 6b. In addition, a 2 bet button for betting two medals may be provided separately.

[0048] [1-1-5-2. Start Lever] As described above, the pachislot machine 1 includes a start lever 7 that receives a start operation of the player for starting the game. Further, such a start operation is detected by a start switch 7S described later. Therefore, the start lever 7 and the start switch 7S constitute a start operation detection unit (means) capable of detecting the start operation of the player. Note that the start lever only needs to be capable of detecting the start operation of the player, and its shape, arrangement, size, etc. can be changed as appropriate.

[0049] [1-1-5-3. Stop Button] As described above, the pachislot machine 1 includes stop buttons 8L, 8C, 8R that are provided corresponding to the respective reels 3L, 3C, 3R and receive a stop operation of the player for stopping the respective rotations. Further, such a stop operation is detected by a stop switch 8S described later. Therefore, the stop buttons 8L, 8C, 8R and the stop switch 8S constitute a stop operation detection unit (means) capable of detecting the stop operation of the player. Note that the stop button only needs to be capable of detecting the stop operation of the player, and its shape, arrangement, size, etc. can be changed as appropriate.

[0050] [1-1-5-4. Payout Button] As described above, the pachislot machine 1 includes a payout button 9 that receives a payout operation (return operation) of the player for returning (payout) the credited medals. Further, such a payout operation is detected by a payout switch 9S described later. Therefore, the payout button 9 and the payout switch 9S constitute a payout operation detection unit (means) capable of detecting the payout operation of the player. Note that the payout button only needs to be capable of detecting the payout operation of the player, and its shape, arrangement, size, etc. can be changed as appropriate.

[0051] [1-1-5-5. Effect Button] As described above, the pachinko machine 1 includes effect buttons 10a and 10b for receiving a player's effect operation. Such an effect operation is detected by a detection switch (not shown) provided corresponding to each effect button. Therefore, the effect buttons 10a and 10b and the detection switch constitute an effect operation detection unit (means) capable of detecting a player's effect operation. Note that the effect buttons only need to be capable of detecting a player's effect operation, and their shape, arrangement, size, etc. can be appropriately changed. In the present embodiment, two effect buttons 10a and 10b are provided, but it is also possible to configure without providing any of them, or to configure to provide only one of them. It is also possible to configure to provide three or more effect buttons.

[0052] Note that the main uses of the effect buttons include changing the effect mode when executing a specific effect (for example, an operation-linked effect described later), performing a selection / determination operation in the user menu described later, and the like. Therefore, it is also possible to configure to provide effect buttons according to the use. For example, it is assumed that the effect buttons 10a and 10b are used for the former use, and it is also possible to configure to use the above-described touch panel for the latter use. Note that in order to be used for the latter use, it is also possible to configure to provide a jog dial, a cross key, or the like capable of receiving a selection / determination operation as another effect button.

[0053] [1-1-6. Medal Payout Outlet] As described above, the pachinko machine 1 includes a medal payout outlet 11 for discharging (or returning) medals paid out from the inside of the pachinko machine 1 to the outside. When a winning occurs and medals are paid out, since the medal payout outlet 11 gives the medals paid out from the hopper device 32 described later to the player, it can be said that it is a part of the privilege-giving means for giving a privilege to the player. Also, the shape, arrangement, size, etc. of the medal payout outlet can be appropriately changed. Also, when the pachinko machine 1 is configured as a medal-less gaming machine described later, it is not necessarily an essential configuration.

[0054] [1-1-7. Medal Tray] As described above, the pachislot machine 1 includes a medal tray 12 that stores medals paid out from the medal payout outlet 11. That is, the medal tray 12 constitutes a storage unit (means) capable of storing the given game value. Note that the shape, arrangement, size, etc. of the medal tray can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medal-less gaming machine described later, it is not necessarily an essential configuration.

[0055] [1-1-8. Waist Panel] As described above, the pachislot machine 1 includes a waist panel 13 composed of, for example, a decorative panel on which model information is drawn and a waist lamp for illuminating this decorative panel from the back side. Note that the waist panel 13 basically shows the player clearly what kind of model the pachislot machine 1 is, but it can also be configured as one of the production execution means capable of executing production, for example, by the lighting mode of the waist lamp or by configuring the waist panel 13 itself with an image display device or the like.

[0056] [1-1-9. Information Display Section] As described above, the pachislot machine 1 includes an information display device 14 that displays information related to the game by its lighting mode. That is, the information display device 14 constitutes an information display section (means) capable of displaying information related to the game.

[0057] The information display device 14 includes, for example, an insert lamp, a start lamp, a replay lamp, a bet number lamp, a credit lamp, a payout number lamp, an instruction monitor, a limit lamp, etc.

[0058] The insert lamp indicates that medals can be inserted when it lights up. The start lamp indicates that the game can be started with the operation of the start lever 7 when it lights up. The replay lamp indicates that medals have been automatically inserted by the operation of replay when it lights up. The bet number lamp indicates the number of medals bet when it lights up. The credit lamp indicates the number of credited medals by its lighting mode. The payout number lamp indicates the number of medals (payout number) paid out according to the game result by its lighting mode.

[0059] In addition, the instruction monitor includes a notification lamp (stop operation display section) and a section lamp (status display section). The notification lamp displays the stop operation information by lighting up in a mode that uniquely corresponds to the stop operation information notified to the player in a situation where the stop operation information is notified (for example, in the AT state). Note that the "mode that uniquely corresponds to the stop operation information notified" means, for example, when notifying the pressing order (in this embodiment, this may be described as the "hitting order") "1st (performing the first stop operation on reel 3L)", the numerical value "1" is displayed on the instruction monitor, when notifying the pressing order "2nd (performing the first stop operation on reel 3C)", the numerical value "2" is displayed on the instruction monitor, and when notifying the pressing order "3rd (performing the first stop operation on reel 3R)", the numerical value "3" is displayed on the instruction monitor, etc. Note that the notification lamp does not necessarily have to be provided separately from the credit lamp or the payout number lamp. For example, either the credit lamp or the payout number lamp may be used to display the stop operation information.

[0060] As described above, in this embodiment, in a situation where information on the stop operation is notified to the player, the information on the stop operation is notified not only in the sub-side notification means (for example, the main effect display unit 21) controlled by the sub-control circuit 200 described later, but also in the instruction monitor as the main-side notification means controlled by the main control circuit 100 described later. Note that the notification mode in the main-side notification means and the notification mode in the sub-side notification means may be different from each other. That is, in the main-side notification means, it is sufficient to notify in a mode that uniquely corresponds to the information on the stop operation to be notified, and it is not always necessary to directly notify the information on the stop operation. For example, when notifying the push order "1st", even if the numerical value "1" is displayed on the instruction monitor, there is a possibility that the player may not be able to identify the notification content. On the other hand, in the sub-side notification means, it is sufficient to directly notify the information on the stop operation. For example, when notifying the push order "1st", the main effect display unit 21 may directly notify the instruction information for causing the first stop operation to be performed on the reel 3L.

[0061] In addition, the section lamp lights up to indicate that the current state is within the advantageous section described later. The section lamp lights up at an arbitrary timing from, for example, when shifting from the non-advantageous section to the advantageous section described later until the game in the advantageous section starts, and goes out at an arbitrary timing from when the advantageous section ends and shifts to the non-advantageous section until the game in the non-advantageous section starts. Note that the lighting timing of the section lamp is not limited to this. For example, when shifting from the later-described effect section (normal advantageous section) in the non-advantageous section or the advantageous section to the later-described increase section (AT state) in the advantageous section for the first time, it may be configured to light up at an arbitrary timing until the game in the increase section starts. That is, the section lamp may report that it is within the advantageous section regardless of whether it is an effect section or an increase section, or may report the period from at least the start of the first increase section to the end of the advantageous section including this.

[0062] In addition, the limit lamp indicates that the limit process described below has been executed or has the possibility of being executed in accordance with its lighting mode. For example, when the limit process is executed, it lights up to inform the player that a favorable state (e.g., the AT state) has been forcibly terminated by the execution of the limit process. Also, for example, when the execution of the limit process is approaching, it blinks to inform that there is a high possibility that the favorable state will be forcibly terminated by the execution of the limit process. In addition to these, by providing an opportunity for lighting, blinking, or extinguishing, other information regarding the limit process can also be appropriately reported.

[0063] [1-1-10. Effect display unit] As described above, the pachislot machine 1 includes a main effect display unit 21 and a sub-effect display unit 22 that display effect images. The main effect display unit 21 and the sub-effect display unit 22 constitute an effect display unit (means) capable of performing effect display. Also, it is configured as one of the effect execution means capable of executing an effect from a visual perspective for the player.

[0064] The main effect display unit 21 includes a main display device 210 that performs effect display through the effect display window UD1. The main display device 210 is configured as a display unit A that is replaceably placed on an intermediate support plate G1 inside the cabinet G. The display unit A is a so-called projection mapping device having an irradiation unit B that emits irradiation light for image display and a screen device C that causes an image to appear when irradiated with the irradiation light from the irradiation unit B. In this embodiment, by configuring the main display device 210 in this way, a high-level and impressive effect display is enabled. However, the configuration of the main display device 210 is not limited to this. That is, it is only necessary to be able to perform an effect from a visual perspective on the player, and it can also be configured as an image display device such as a liquid crystal display device or an organic EL, or a display device such as a 7-segment LED. It can also be configured as a variable display device such as a sub reel or a dot display device. Also, from such a perspective, its shape, arrangement, size, etc. can be appropriately changed. Further, in the case where the pachislot machine 1 has a playability mainly centered around enjoying it by, for example, the so-called outcome, it is also possible to configure it without providing the main effect display unit 21 (the same applies to the sub effect display unit 22).

[0065] The sub-performance display unit 22 is configured to include a sub-display device 220. Further, the sub-display device 220 is configured as a liquid crystal display device. Note that, similar to the main display device 210, the sub-display device 220 can also be configured as other image display devices or display devices, or can be configured as a variable display device or a dot display device. Also, from such a perspective, its shape, arrangement, size, etc. can be appropriately changed. Further, since the main performance display unit 21 is configured with a large screen, it mainly displays performances closely related to the current game, such as notification of pressing order, winning notification, or continuous performance. Since the sub-performance display unit 22 is configured with a small screen, it is possible to separately display the display content according to the purpose, mainly displaying performances not so closely related to the current game, such as game history. Also, in the present embodiment, two performance display units, the main performance display unit 21 and the sub-performance display unit 22, are provided, but it is also possible to configure without providing any of them, or to configure by providing only one of them. Also, it is possible to configure to provide three or more performance display units.

[0066] [1-1-11. Lamp] As described above, the pachislot machine 1 includes one or more lamps (light emitting means) capable of performing performances by their light emitting modes (not only lighting, flashing, or extinguishing, but also including the luminance and emission color when configured as full-color LEDs), such as the upper lamp 23 cited as an example. Also, such light emitting means is configured as one of the performance execution means capable of executing performances from a visual perspective for the player. Note that, from such a perspective, its number, shape, arrangement, size, etc. can be appropriately changed.

[0067] In addition, examples of other lamps included in the lamps and LEDs described later include side lamps provided on both end faces on the sides of the upper door mechanism UD and both end faces on the sides of the lower door mechanism DD, and operation unit lamps provided in each operation unit. Note that since the latter includes the function of notifying the player whether each operation unit is operable or not, when such a function is to be exhibited, the light emission mode is not changed according to the production content, and it can be controlled to emit light in a unique light emission mode.

[0068] [1-1-12. Speaker] As described above, the pachislot machine 1 includes speakers 35a and 35b that output sounds such as sound effects and BGM. The speakers 35a and 35b constitute sound output means capable of performing production by outputting sounds. Also, it is configured as one of the production execution means capable of performing production from an auditory perspective for the player. From such a perspective, the number, shape, arrangement, size, etc. can also be appropriately changed.

[0069] [1-1-13. Other Production Devices] In addition, in the pachislot machine 1, it is also possible to provide production devices other than the above-described various production devices (production execution means). For example, it is possible to provide production devices such as movable production devices such as so-called accessory objects, vibration production devices that perform production by vibration, or air production devices that perform production by injecting air, and perform production. That is, any production device that can appeal to any of the five senses (vision, hearing, touch, taste, smell) of the player (and enable the player to recognize that production is being performed) can be used. Therefore, in the present embodiment, "performing production" means that, unless otherwise specified, any one or more of the above-described various production devices (production execution means) may be used to perform production.

[0070] [1-2. Internal Structure] [1-2-1. Selector] Selector 31 (reference numeral omitted in Fig. 2) is a flow path for medals inserted through medal insertion slot 5, and is provided on the back side of lower door mechanism DD. Selector 31 has, for example, a medal sensor 31S and a sorting device, which will be described later.

[0071] Medal sensor 31S detects medals inserted through medal insertion slot 5 and determines whether the detected medals are appropriate. The sorting device is driven and controlled so that when medal sensor 31S determines that the detected medals are appropriate and the reception of medals is possible, the medals are guided to hopper device 32, which will be described later. In this case, the number of bets or credits is incremented by one. On the other hand, the sorting device is driven and controlled so that when medal sensor 31S determines that the detected medals are not appropriate and the reception of medals is not possible, the medals are returned through the cancel chute from medal payout opening 11. When an abnormality occurs in the detection of medals by medal sensor 31S, a selector error occurs. In this case, when the cause of the abnormality (e.g., jammed medals) is eliminated and a reset operation is performed, the error state is released.

[0072] That is, selector 31 constitutes a game medium detection unit (means) capable of detecting inserted game media. Selector 31 also constitutes a determination means capable of determining whether the inserted game media are appropriate. Selector 31 also constitutes a sorting means for storing internally when the inserted game media are appropriate and discharging externally when the inserted game media are not appropriate. Also, the configuration, arrangement, size, etc. of selector 31 can be changed as appropriate. Also, when pachislot machine 1 is configured as a medal-less gaming machine, which will be described later, it is not necessarily an essential configuration.

[0073] [1-2-2. Hopper Device] The hopper device 32 is provided in the lower space within the cabinet G. The hopper device 32 has, for example, a bucket portion that stores medals inserted from the medal insertion port 5 and guided by the selector 31, a disk portion provided at the bottom of the bucket portion that stirs the medals stored in the bucket portion and guides them one by one to the discharge portion, a discharge portion that discharges the medals guided by the disk portion one by one, and a count sensor that counts the medals discharged from the discharge portion.

[0074] The bucket portion is configured to store a certain number of medals. Medals exceeding the certain number are guided through a guiding passage provided on the upper surface side to a medal auxiliary storage 33 described later. When the medals stored in the bucket portion become empty, a hopper empty error occurs. In this case, when a reset operation is performed after replenishing the medals, the error state is released.

[0075] The disk portion has a plurality of medal-shaped cutout portions formed radially from the center, and by rotating the central axis in accordance with a drive signal, the medals fitted in the cutout portions are guided one by one to the discharge portion. When the disk portion rotates, the medals stored in the bucket portion are stirred. When an abnormality occurs in the rotation of the disk portion, a hopper jam error occurs. In this case, when the cause of the abnormality (for example, medal clogging) is eliminated and a reset operation is performed, the error state is released.

[0076] The count sensor detects the medals discharged from the discharge portion and counts the number thereof. For example, when paying out one medal, the disk portion starts to rotate, and subsequently, the rotation of the disk portion stops in response to the count sensor counting the payout of one medal. In this way, the appropriate number of medals is paid out.

[0077] That is, the hopper device 32 constitutes a game medium payout unit (means) capable of paying out game media. Also, as described above, it can be said to be a part of the privilege granting means for granting privileges to the player. Further, the configuration, arrangement, size, etc. of the hopper device 32 can be changed as appropriate. Also, when the pachislo machine 1 is configured as a medal-less gaming machine described later, it is not necessarily an essential configuration.

[0078] [1-2-3. Medal auxiliary storage] The medal auxiliary storage 33 is provided in the lower space inside the cabinet G. The medal auxiliary storage 33 has, for example, a storage unit that stores medals guided from the bucket unit of the hopper device 32, and a medal auxiliary storage switch 33S that is provided in the vicinity of the storage unit and detects the capacity of the medals stored in the storage unit.

[0079] The storage unit is configured to be able to store a certain number of medals. When it is determined by the medal auxiliary storage switch 33S that more than the certain number of medals are stored, a medal auxiliary storage error occurs. In this case, after reducing the medals stored in the storage unit to at least less than the certain number, the error state is released when a reset operation is performed.

[0080] That is, the medal auxiliary storage 33 constitutes a surplus game medium storage unit (means) capable of storing surplus game media. Note that the configuration, arrangement, size, etc. of the medal auxiliary storage 33 can be changed as appropriate. Also, when the pachislo machine 1 is configured as a medal-less gaming machine described later, it is not necessarily an essential configuration.

[0081] [1-2-4. Power supply device] The power supply device 34 is provided in the lower space within the cabinet G. The power supply device 34 has, for example, a power supply board 34a and a power switch 34b, and supplies power to the pachislot machine 1 in response to the power switch 34b being turned on. Note that the power supply device 34 converts the power of the AC voltage of 100V supplied from a power cable (not shown), like a household electrical appliance, etc., into the power of the necessary DC voltage at each part and supplies the converted power to each part. That is, the power supply device 34 constitutes a power supply unit (means) capable of supplying the necessary power to the gaming machine. Note that the configuration, arrangement, size, etc. of the power supply device 34 can be changed as appropriate.

[0082] In this embodiment, although the setting key-type switch 52 and the reset switch 53 described later are configured to be provided on the main control board 71 (more specifically, on the main control board case described later), these switches can also be configured to be provided on the power supply device 34.

[0083] [1-2-5. Substrate] The pachislot machine 1 includes, for example, the following substrates as substrates necessary for various controls. Note that the following substrates are merely examples, and the configuration may include substrates different from these, or for substrates that are not necessarily essential among these, the configuration may not include them.

[0084] [1-2-5-1. Main control board] The main control board 71 is attached to the back side of the reel unit RU within the cabinet G. Note that the main control board 71 is a game control board that performs controls related to the game, and is housed within a resin-made main control board case (not shown) configured to be transparent (or substantially transparent) so that its state can be visually recognized. The electrical configuration of the main control board 71 will be described later.

[0085] Note that there are various restrictions on the specifications of the main control board 71. Basically, various electronic components are configured by DIP mounting, but some or all of the various electronic components may be configured by SMT mounting (surface mounting). Also, in this case, test points may be provided for operation confirmation using a tester or an oscilloscope. Also, small electronic components not exceeding 6 square millimeters may be used for some or all of the various electronic components. Also, the board surface of the main control board 71 may be configured as a multi-layer board.

[0086] [1-2-5-2. Sub-control board] The sub-control board 72 is attached to the back side of the intermediate support board G1 inside the cabinet G. Note that the sub-control board 72 is an effect control board that performs control related to effects and is housed in a resin-made sub-control board case (not shown). Note that the sub-control board case can also be configured as a resin-made case that is transparent (or substantially transparent) like the main control board case, or can be configured as a case using another material that is opaque (or substantially opaque). The electrical configuration of the sub-control board 72 will be described later.

[0087] [1-2-5-3. Other boards] (Main relay board) The main relay board 73 (reference numerals omitted in FIG. 2) is attached to a specific position inside the cabinet G (for example, the back side of the lower door mechanism DD), and is an intermediate control board for relaying between various devices and the like connected to the main relay board 73 and the main control board 71, and between the main control board 71 and the sub-control board 72. Note that since the main relay board 73 is configured as a separate board from the main control board 71 for the convenience of control efficiency and wiring efficiency, if there is no particular problem, all the functions of the main relay board 73 can also be provided to the main control board 71, and the configuration can be such that the main relay board 73 is not provided. Also, from this perspective, the main relay board 73 may be further divided into a plurality of relay boards to improve control efficiency and wiring efficiency. That is, a plurality of boards may be provided as the main relay board.

[0088] (Sub-relay board) The sub-relay board 74 is attached to a specific position within the cabinet G (for example, the back side of the lower door mechanism DD), and is an intermediate control board for relaying between various devices and the like connected to the sub-relay board 74 and the sub-control board 72, and between the main control board 71 and the sub-control board 72. Note that since the sub-relay board 74 is configured as a separate board from the sub-control board 72 for the convenience of control efficiency and wiring efficiency, if there are no particular problems, all the functions of the sub-relay board 74 can be provided to the sub-control board 72, and the configuration can be such that the sub-relay board 74 is not provided. Also, from such a perspective, the sub-relay board 74 may be further divided into a plurality of relay boards to improve control efficiency and wiring efficiency. That is, a plurality of boards may be provided as the sub-relay board.

[0089] (External centralized terminal board) The external centralized terminal board 55 is attached to a specific position within the cabinet G (for example, the back side of the lower space), and outputs signals such as a medal insertion signal, a medal payout signal, external signals 1 to 4, and a security signal to the outside of the pachislot machine 1. Note that the output start condition and output end condition of the external signals 1 to 4 can be set as appropriate, and it is possible to report to the outside the transition of the internal state (for example, the bonus state or the AT state) of the pachislot machine 1 according to its gaming property. And since the external centralized terminal board 55 is usually connected to an external data display device or a hall computer, in these devices as well, not only the medal insertion / payout status and the occurrence status of errors in the pachislot machine 1 but also the transition status of such internal states can be recognized.

[0090] (Interface board for testing machine) The first interface board 301 for the testing machine and the second interface board 302 for the testing machine are both relay substrates used when outputting various signals related to the game to the testing machine in the inspection test (test firing test) of the pachislo machine 1. (Note that these relay substrates are not mounted on the pachislo machine 1 as a release product for sale, so the main control board 71 for sale also does not have various electronic components necessary for connecting to the first interface board 301 for the testing machine and the second interface board 302 for the testing machine). For example, a test signal for controlling major operations related to the game (e.g., internal lottery, reel stop control, etc.) is output via the first interface board 301 for the testing machine, and a test signal related to the push order navigation determined by the main control board 71, etc., is output via the second interface board 302 for the testing machine.

[0091] [2. Electrical Configuration of Pachislo Machine] Subsequently, with reference to FIG. 3, the electrical configuration of the pachislo machine 1 will be described. Note that FIG. 3 is a block diagram showing the electrical configuration of the pachislo machine 1.

[0092] As described above, the pachislo machine 1 has a main control board 71, a sub-control board 72, a main relay board 73, and a sub-relay board 74. The main control board 71 and the main relay board 73, the main relay board 73 and the sub-relay board 74, and the sub-relay board 74 and the sub-control board 72 are electrically connected to each other. Also, the main control board 71 and the sub-control board 72 are electrically connected via the main relay board 73 and the sub-relay board 74 so that one-way serial communication from the main control board 71 to the sub-control board 72 is possible.

[0093] On the main control board 71, a main control circuit 100 as a game control unit for performing game-related control is implemented. The main control circuit 100 includes, for example, a main CPU 101, a main ROM 102, a main RAM 103, a clock pulse generation circuit (not shown), a random number circuit (not shown), and the like. In the main ROM 102, various control programs executed by the main CPU 101, various data tables, data for transmitting various control commands (commands) to the sub-control circuit 200, and the like are stored. In the main RAM 103, a storage area for storing various data such as internal winning roles determined by the execution of the control program is provided. The clock pulse generation circuit generates a clock pulse signal for operating the main CPU 101. The random number circuit generates a random number within a predetermined range (for example, 0 to 65535 or 0 to 255, etc.). The main CPU 101 executes various control programs based on the generated clock pulse signal. Also, one or more values are extracted as random number values from the generated random numbers as needed. In this way, control related to the entire game operation is performed.

[0094] On the sub-control board 72, a sub-control circuit 200 as an effect control unit for performing control related to effects is mounted. The sub-control circuit 200 is configured to include, for example, a sub-CPU 201, a sub-RAM 203, and the like. Also, a ROM cartridge board 202 is connected to the sub-control board 72. On the ROM cartridge board 202, various control programs executed by the sub-CPU 201, various data tables, various effect data (for example, video data and drive data related to the main display device 210, video data related to the sub-display device 220, lamp data related to the lamp / LED group, sound data related to the speaker group, etc.) and the like are stored. In the sub-RAM 203, a storage area for registering the effect content and various effect data determined by the execution of the control program, a storage area for storing data related to various control commands (commands) transmitted from the main control board 71, and the like are provided. Regarding the effect random number values related to effects, generation and extraction may be performed within the sub-CPU 201 from a random number within a predetermined range (for example, 0 to 32767, etc.), or generation and extraction may be performed by providing a random number circuit in the same manner as the main control circuit 100. Also, instead of the ROM cartridge board 202, a sub-ROM may be included in the sub-control circuit 200, and various control programs and the like may be configured to be stored in the sub-ROM. Also, various effect data may be stored in the ROM cartridge board 202, and various control programs and various data tables may be stored in the sub-ROM within the sub-control circuit 200. Also, the sub-control circuit 200 may be configured to include an image dedicated microprocessor such as a GPU (for example, also referred to as a "VDP"), and thereby generate (edit) the video displayed on the main display device 210 and the sub-display device 220.

[0095] On the main control board 71, the stepping motors 51L, 51C, 51R, the setting key-type switch 52, the reset switch 53, the winning ratio monitor device 54, the external centralized terminal board 55, the hopper device 32, the medal auxiliary storage switch 33S, and the power supply device 34 are electrically connected. Also, on the main control board 71, via the main relay board 73, the door opening / closing monitor switch 56, the medal sensor 31S, the bed switch 6S, the start switch 7S, the stop switch 8S, the settlement switch 9S, and the information display device 14 are electrically connected. In addition, if the test machine's first interface board 301 and the test machine's second interface board 302 are mounted, for example, they are electrically connected to the main control board 71 via the main relay board 73.

[0096] Since the external centralized terminal board 55, the hopper device 32, the medal auxiliary storage switch 33S, the power supply device 34, the medal sensor 31S, the bed switch 6S, the start switch 7S, the stop switch 8S, the settlement switch 9S, the information display device 14, the test machine's first interface board 301, and the test machine's second interface board 302 have already been described, the description here is omitted.

[0097] Each of the stepping motors 51L, 51C, 51R is connected to each reel 3L, 3C, 3R via a gear having a predetermined reduction ratio, and drives to rotate and stop each reel 3L, 3C, 3R. Since each reel 3L, 3C, 3R rotates at a certain angle each time one pulse is output to each of the stepping motors 51L, 51C, 51R, the main CPU 101 counts the number of times pulses are output to each of the stepping motors 51L, 51C, 51R, and manages the symbol positions of each reel 3L, 3C, 3R based on this count result. Also, each of the reels 3L, 3C, 3R is provided with a reel index (not shown) for determining an initial position for such management and an index sensor (not shown) for detecting the position of the reel index.

[0098] The setting key-type switch 52 is used when changing the setting value (for example, setting 1 to setting 6 in six levels) of the pachislot machine 1 (setting change) or when checking the setting of the pachislot machine 1 (setting check). Here, the setting value indicates the degree of advantage of the player regarding the game. Usually, the lower the setting value (for example, the closer to setting 1), the relatively lower the degree of advantage of the player, and the higher the setting value (for example, the closer to setting 6), the relatively higher the degree of advantage of the player. The setting key-type switch 52, for example, turns on when an administrator on the game parlor side inserts a setting key (not shown) into the keyhole and turns it to the left from the initial position, and turns off when it returns to the initial position from the state of being turned to the left. When the power of the pachislot machine 1 is off, if the setting key-type switch 52 is turned on and then the power is turned on, the setting can be changed, and if the setting key-type switch 52 is turned on while the power of the pachislot machine 1 is on, the setting can be checked.

[0099] The reset switch 53 can detect a reset operation by the manager of the gaming establishment. The reset operation is an operation for releasing various error states. The reset switch 53 can detect a setting value determination operation by the manager of the gaming establishment when the setting can be changed. When the reset switch 53 is operated when the setting can be changed, the setting value increases by one each time it is operated (when the setting reaches setting 6, it returns to setting 1). In this way, the setting value determination operation can be performed. The setting value determined in this way is confirmed when the start lever 7 is operated once thereafter. That is, the start switch 7S can detect a setting value confirmation operation by the manager of the gaming establishment. In this way, when changing the setting, a setting change operation is required in which the setting key switch 52 is turned on, the reset switch 53 is operated to select a setting value, the start lever 7 is operated to confirm the selected setting value, and then the setting key switch 52 is turned off. This is one example of a setting change operation, and the setting can be changed by other operations. When changing or checking the settings, for example, the current setting value may be displayed on the credit lamp or payout number lamp described above.

[0100] The ratio monitor device 54 is composed of, for example, 4-digit 7-segment LEDs and is provided inside the main control board case. The ratio monitor device 54 sequentially displays various ratio information related to the game aggregated and calculated by the main CPU 101. These ratio information are used, for example, when the administrator of the game parlor checks whether there is any unauthorized modification to the pachislot machine 1. Note that the ratio monitor device 54 may be mounted on the main control board 71, or may be mounted on another board (for example, the ratio display board) connected to the main control board 71. Also, within the cabinet G, it may be provided in other locations. For example, it may be provided on the main control board case. Further, a management switch for starting the display of the ratio monitor device 54 or switching its content may be provided within the cabinet G, and when this is operated, the above-mentioned various ratio information may be displayed. Also, on the premise of using such a management switch, for example, the information display device 14 may be configured to be used in combination with the ratio monitor device 54. Further, immediately after power-on or after a predetermined time (for example, about 10 seconds, a buffer time considering the startup time of the main control circuit 100 and the sub-control circuit 200) has elapsed, in order to be able to confirm that the 4-digit 7-segment LEDs of the ratio monitor device 54 are functioning properly, for example, it is desirable to adopt a configuration in which it lights (or blinks) for a predetermined period in a test pattern such as "8.8." (a pattern in which all segments and decimal LEDs are lit).

[0101] In the ratio monitor device 54, for example, the type of the ratio information is displayed in the upper two digits, and the value (%) indicating the ratio information is displayed in the lower two digits. Here, the various ratio information displayed on the ratio monitor device 54 includes, for example, cumulative specific interval ratio information, consecutive accessory ratio information and accessory ratio information during the most recent 6000 games, cumulative consecutive accessory ratio information and accessory ratio information, etc.

[0102] The specific interval ratio information indicates the ratio of the number of games in a game interval (for example, if it is "cumulative", it is 175,000 games; if it is "the most recent 6,000 games", it is 6,000 games; the same applies hereinafter) in which information on a stop operation advantageous to the player has been notified (for example, the AT state) among the game intervals of the target number of games. Alternatively, it may simply be the number of games during the advantageous interval. The continuous accessory ratio information indicates the ratio of the number of medals paid out during the operation of the first special accessory (RB) (including during the operation of the first special accessory (RB) when the accessory continuous operation device (BB) related to the first special accessory is operating) among the number of medals paid out in the game intervals of the target number of games. The accessory ratio information indicates the ratio of the number of medals paid out during the operation of the first special accessory (RB), the second special accessory (CB), and the normal accessory (SB) among the number of medals paid out in the game intervals of the target number of games. Here, the operation of the first special accessory (RB) includes the operation of the first special accessory (RB) when the accessory continuous operation device (BB) related to the first special accessory is operating. Also, the operation of the second special accessory (CB) includes the operation of the second special accessory (CB) when the accessory continuous operation device (MB) related to the second special accessory is operating.

[0103] In addition, the game section (for example, the AT state) in which information on stop operations advantageous to the player is notified can be regarded as during the operation of the accessory or during the operation of the accessory continuous operation device, and can also be the target of aggregation and calculation in each ratio information. That is, the ratio monitor device 54 only needs to appropriately display the necessary ratio information, and various displayable ratio information is not limited to these. Also, for example, when displaying the continuous accessory ratio information in a model not equipped with the first special accessory (RB), or when displaying the specific section ratio information in a model not equipped with the advantageous section function (AT function), etc., in a model where the corresponding numerical information (corresponding information) does not exist, when displaying this item, in the lower two-digit 7-segment LEDs that display the numerical information (% information indicating the ratio) among the four-digit 7-segment LEDs, for example, non-corresponding information identification display such as lighting the two vertical bars in the center as " - - " is performed, so that the checker can recognize at a glance that it is a model without corresponding information.

[0104] The door opening / closing monitoring switch 56 is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD. Note that it may be configured to be provided on the back side of the lower door mechanism DD, or may be configured to be provided on the cabinet G side. Also, a similar door opening / closing monitoring switch may be provided on the upper door mechanism UD. The door opening / closing monitoring switch 56 monitors the opening and closing of the lower door mechanism DD by becoming on when the lower door mechanism DD is in the open state and becoming off when in the closed state. Note that when the door opening / closing monitoring switch 56 is in the on state, a door open error occurs. In this case, when the lower door mechanism DD is set to the closed state, the error state is released.

[0105] The sub-control board 72 is electrically connected to the ROM cartridge board 202, the main display device 210, and the sub-display device 220. Also, the sub-control board 72 is electrically connected to the 24h door monitoring unit 61, the group of effect buttons such as the effect buttons 10a and 10b, the lamps / LEDs such as the upper lamp 23, and the group of speakers such as the speakers 35a and 35b via the sub-relay board 74.

[0106] Note that since the ROM cartridge substrate 202, main display device 210, sub-display device 220, effect button group, lamps / LEDs, and speaker group have already been described, the description here is omitted.

[0107] The 24h door monitoring unit 61 is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD, similar to the door opening / closing monitoring switch 56. In terms of having the function of monitoring the opening and closing of the lower door mechanism DD, it is the same as the door opening / closing monitoring switch 56. However, by enabling such monitoring to be also performed on the side of the sub-control circuit 200, the opening / closing history of the lower door mechanism DD can be saved for a certain period. Note that this opening / closing history can be confirmed from the hall menu described later. Therefore, for example, when there is an opening history after business hours and after the manager of the gaming parlor has left, or when there is an opening / closing history that has been open for a long time during business hours, it is possible to recognize that there is a high possibility of illegal behavior.

[0108] [3. Function Flow of Pachislo Machine] Subsequently, with reference to FIG. 4, the function flow of the pachislo machine 1 will be described. Note that FIG. 4 is a diagram for explaining the function flow of the pachislo machine 1.

[0109] When a player inserts medals into the pachislo machine 1 (a bet operation is performed) and operates the start lever 7 (a start operation is performed), one random number value (in this embodiment, this may be described as an "internal lottery random number value" in some cases) is extracted from a predetermined range of random numbers (for example, 0 to 65535).

[0110] The internal lottery means (the main CPU 101 that performs the internal lottery process described below) conducts a lottery based on the extracted random number value and determines the internal winning role. By determining the internal winning role, the combination of symbols permitted to be displayed on the effective line is determined in advance. Note that as types of symbol combinations, those related to "winning" where benefits such as medal payout, activation of replay, activation of bonus, etc. are given to the player, and those related to so-called "losing" other than that are provided. Note that the role related to medal payout is called a "minor role", the role related to activation of replay is called a "replay role", and the role related to activation of bonus (bonus state) is called a "bonus role". Also, the roles that can be internally drawn (i.e., the symbol combinations whose establishment is permitted) may simply be called "roles". Also, the internal winning role may be called the "winning role", "predetermined result", or "derived allowable condition", etc. Also, the internal lottery means may be called the "role determination means", "winning role determination means", "predetermination means", or "derived allowable condition determination means", etc.

[0111] Also, when the start lever 7 is operated (start operation is performed), the rotation of a plurality of reels is performed. Thereafter, when the stop buttons (each stop button 8L, 8C, 8R) corresponding to the reels (each reel 3L, 3C, 3R) are operated by the player (stop operation is performed), the reel stop control means (the main CPU 101 that performs the reel stop control process described below) controls to stop the rotation of the corresponding reel based on the internal winning role and the timing when the stop button is pressed (or including the pressing order). Note that the operation means for performing the start operation is not limited to a lever-shaped one like the start lever 7, and any operation means may be used as long as the player can perform the start operation. Also, the operation means for performing the stop operation is not limited to a button-shaped one like each stop button 8L, 8C, 8R, and any operation means may be used as long as the player can perform the stop operation.

[0112] In the pachislot machine 1, basically, control is performed to stop the rotation of the corresponding reel within a specified time (190 msec) from when the stop button is pressed. In this embodiment, the number of symbols that move along with the rotation of the reel within this specified time is referred to as the "number of sliding pieces". And in this embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum number of sliding pieces) is set to four symbols.

[0113] When an internal winning lottery combination that permits the display of a winning symbol combination has been determined, the reel stop control means normally stops the rotation of the reel so that the symbol combination is displayed on the valid line as much as possible within a specified time of 190 msec (equivalent to four symbol pieces). Also, the reel stop control means uses the specified time to stop the rotation of the reel so that a symbol combination whose display is not permitted by the internal winning lottery is not displayed on the valid line. Note that the symbols displayed when the rotation of the reel stops may be referred to as "stop display" or "display result", etc. Also, the fact that symbols are displayed when the rotation of the reel stops may be referred to as "derivation of stop display" or "derivation of display result", etc.

[0114] Further, the reel stop control means may perform automatic stop control to automatically stop each reel even when the player has not performed a stop operation when a predetermined automatic stop time has elapsed since the reel started rotating. In this case, since the reel stops without going through the player's stop operation, even when any internal winning lottery has been determined, it is desirable to stop the rotation of the reel so that no symbol combination related to any winning is displayed along the valid line.

[0115] In this way, when the rotations of all the reels are stopped, the winning determination means (the main CPU 101 that performs the winning operation determination process described later) determines whether the combination of symbols displayed on the active lines is a winning combination (or other predetermined combination). That is, it determines whether a combination of symbols related to winning (or other predetermined combination of symbols) has been established. Then, when it is determined that the displayed combination of symbols is a winning combination (or other predetermined combination) by the winning determination means (that is, a combination of symbols related to winning (or other predetermined combination of symbols) has been established), benefits such as medal payout are given to the player, or various controls are performed based on this. In the pachislo machine 1, as an example, a series of the above processes are performed as one game (unit game).

[0116] Note that the winning determination means may determine whether the combination of symbols displayed on the active lines simply corresponds to any one of a plurality of predetermined combinations of symbols, or may determine whether it corresponds to the combination of symbols related to the internal winning lottery result determined by the internal lottery means. That is, in the former case, it may determine whether it is a combination of symbols related to winning, separated from the internal winning lottery result. In this case, as long as appropriate stop control is performed by the reel stop control means, the occurrence of false wins can be sufficiently ensured, so it is possible to reduce the control burden related to false win detection. On the other hand, in the latter case, by making it possible to also determine whether the combination of symbols related to winning is a combination of symbols for which winning is permitted, when a false win occurs due to a malfunction of the reel or the like, the false win can be detected, so it is possible to improve security.

[0117] In addition, in pachislots, during the flow of the series of game operations described above, various effects are produced by using the display devices (e.g., the main display device 210 and the sub display device 220, etc.), the light output from various lamps (e.g., the upper lamp 23, etc.), the sound output from speakers (e.g., speakers 35a, 35b, etc.), or a combination of these. In other words, these are effect execution means that execute the effects. The content of the effect executed by the effect execution means may be determined on the main control circuit 100 side (main side) or on the sub control circuit 200 side (sub side). In other words, any of these may be effect content determination means.

[0118] For example, when the start lever 7 is operated (a start operation is performed), a random number value for performance is sampled in addition to the random number value for internal lottery. When the random number value for performance is sampled, the performance content determination means determines by lottery (or according to a predetermined determination condition) the performance to be executed this time from among a plurality of types of performance contents associated with the internal winning combination.

[0119] Next, when the effect content is determined by the effect content determination means, the effect execution means executes the corresponding effect in conjunction with each trigger, such as when the reels start to spin, when each reel stops spinning, when it is determined whether or not a prize has been won, etc. In this way, in the pachislot machine 1, for example, by executing the effect content associated with the internal winning combination, the player is provided with an opportunity to know or predict the determined internal winning combination (which can also be expressed as the combination of symbols to be aimed for or the order in which buttons should be pressed, etc.), thereby increasing the interest of the player.

[0120] [4. Basic specifications regarding the playability of Pachislot machines] Next, the basic specifications regarding the playability of the pachislot machine 1 will be explained.

[0121] [4-1. Design layout] As described above, in the pachinko machine 1, the game is configured such that a plurality of symbols are variably displayed and then stopped to be displayed. Therefore, the main control circuit 100 needs to be configured to be able to grasp which symbol is arranged at which position on each of the reels 3L, 3C, and 3R. For this reason, the main ROM 102 stores data for identifying the types of symbols at each symbol position on at least each of the reels 3L, 3C, and 3R. As long as such an object is achieved, various data configurations can be adopted, but in this embodiment, as an example, a symbol arrangement table (see FIG. 9) described later is used.

[0122] In the symbol arrangement table, symbol position data (for example, "0" to "19") indicating each symbol position in the rotation direction of each of the reels 3L, 3C, and 3R is defined. Also, data (for example, symbol codes) for specifying the types of symbols are associated with the respective symbol position data. Further, in the symbol arrangement table, when the reel index is detected, the position of the symbol located in the middle region of each reel within the frame of the main display window 4 is defined as "0". Note that the number of symbols in each column, the number of types of symbols, or the maximum number of sliding pieces, etc. can be defined by appropriately changing them.

[0123] [4-2. Symbol combination] As described above, in the pachinko machine 1, the combination of the displayed symbols affects the game result. That is, the pachinko machine 1 can grant various privileges, shift to a relatively advantageous state from the current state, or shift to a relatively disadvantageous state from the current state according to the combination of the displayed symbols. Therefore, the main control circuit 100 needs to be configured to be able to grasp such combinations of symbols. For this reason, the main ROM 102 stores data for specifying such combinations of symbols. As long as such an object is achieved, various data configurations can be adopted, but in this embodiment, as an example, a symbol combination table (see FIGS. 11 to 14) described later is used.

[0124] The symbol combination table defines data (e.g., "display role" or "winning activation flag") indicating types of a plurality of predetermined symbol combinations among symbol combinations that can be displayed on the effective line. Note that symbols constituting each symbol combination can be specified using, for example, the above-described symbol codes. Also, data (e.g., "payout, etc.") indicating types of benefits, etc. is associated with each symbol combination. Further, the symbol combination table basically has a data configuration corresponding to a tag flag storage area, a winning activation flag storage area, and a symbol code storage area (see FIG. 17) described later. Note that the number of types of symbol combinations or the details of benefit conferment, etc. can be defined by appropriately changing them.

[0125] [4-3. Internal winning tag] As described above, in the pachislot machine 1, the specification is such that which symbol combination is permitted to be displayed (whether it is determined in advance) affects the game result. That is, the pachislot machine 1 enables the determination of an internal winning tag (i.e., the type of symbol combination that can be displayed (or the type of benefit that can be conferred)) prior to (in advance of) the player's stop operation. Therefore, the main control circuit 100 needs to be configured to be able to grasp such an internal winning tag. For this reason, data for specifying such an internal winning tag is defined in the main ROM 102. Note that as long as such an object is achieved, various data configurations can be adopted, but in this embodiment, as an example, an internal lottery table (see FIG. 10) described later is used.

[0126] In the internal lottery table, data indicating a plurality of types of internal winning roles determined in advance (for example, "No." or "winning lottery number") and lottery values at which each internal winning role is determined in each gaming state are defined. Note that the lottery value may vary depending on the set value. In addition, the types of combinations of symbols for which display is permitted (corresponding) to each internal winning role are associated. In the pachislot machine 1, it is possible to associate a plurality of combinations of symbols with one internal winning role. When such an internal winning role is determined, which combination of symbols is to be displayed is determined by stop control.

[0127] Here, for example, in the internal lottery process (see FIG. 26. More specifically, the internal winning role determination process of S64) described later in the present embodiment, first, a random number value extracted from a predetermined numerical range (for example, 0 to 65535) by a random number circuit is sequentially added and updated with the lottery values defined for each internal winning role. Next, it is determined whether the lottery result (lottery value + random number value) exceeds 65535 (whether the lottery result overflows). Then, in a predetermined internal winning role, if the result of the determination exceeds 65535, the internal winning role is made a winning one (the internal winning role is determined). However, if there is no value exceeding 65535 even when the determination is made for all internal winning roles, the internal winning role in this game will be "a miss". Note that this is merely an example of the internal lottery process, and various lottery process methods can be adopted as long as an appropriate lottery is conducted according to the lottery value (winning probability). For example, the extracted random number value may be sequentially subtracted and updated with the lottery values defined for each internal winning role, and then it may be determined whether the subtraction result (lottery result) is less than 0 (whether the lottery result underflows) to determine the internal winning role.

[0128] In this way, in the internal lottery table, the higher the numerical value of the defined lottery value for an internal winning role, the higher the probability (winning probability) of being determined. Note that the winning probability of each internal winning role can be expressed as "the lottery value defined for each winning lottery number / the number of all possible random number values to be extracted (random number denominator: 65536)".

[0129] [4-4. Stop Control] As described above, in the pachislot machine 1, among the combinations of symbols permitted to be displayed by the determination of the internal winning combination, which combination of symbols is finally displayed by the player's stop operation affects the game result. That is, the pachislot machine 1 is capable of performing control (stop control) to vary (determine) the type of the combination of symbols finally displayed not only by the type of the determined internal winning combination but also by the timing of the player's stop operation and the pressing order (also referred to as "stop operation mode" or "stop operation procedure"). Therefore, the main control circuit 100 needs to be configured to be able to grasp how to perform stop control for each internal winning combination according to the stop operation mode of the player. For this reason, data for specifying such a stop control mode is defined in the main ROM 102. Note that as long as such an object is achieved, various data configurations can be adopted, but in this embodiment, as an example, a stop table, a draw priority table (not shown), etc. are used.

[0130] In the stop table, data indicating the amount of symbol movement (e.g., "number of sliding pieces") is defined for each symbol position data of each reel 3L, 3C, and 3R. For example, assume that a predetermined stop table is selected in a game where a predetermined internal winning combination is determined. Next, assume that a stop operation is performed on the rotating reel 3L. At this time, assume that the stop start position (the symbol position data of the middle area of the reel 3L when the stop operation is performed) is "0". And assume that in the predetermined stop table, the number of sliding pieces defined for the symbol position data "0" is "4". Then, the main control circuit 100 controls to stop the reel 3L at the symbol position (the position of the symbol position data "4") where the symbol has moved by 4 symbols (the planned stop position becomes "4"). In this way, the stop table defines data (number of sliding pieces) that enables the position to be stopped to be directly determined. Note that such a data configuration is just an example. Also, performing stop control using such a stop table is generally referred to as "table control".

[0131] In the draw priority table, when there are multiple combinations of symbols permitted to be displayed, data (e.g., "draw priority") indicating which combination of symbols should be preferentially displayed (drawn) is defined. For example, assume that a predetermined draw priority table is selected in a game where a predetermined internal winning combination is determined. Here, assume that the predetermined internal winning combination permits the display of symbol combination A and symbol combination B, and the predetermined draw priority table has a draw priority defined such that symbol combination B is preferentially displayed over symbol combination A. Next, assume that a stop operation is performed on the rotating reel 3L. At this time, assume that the stop start position is "0".

[0132] Then, the main control circuit 100 searches for whether there are symbols constituting symbol combination A and symbols constituting symbol combination B for each symbol position within the range of the maximum number of sliding symbols (for example, "4") including the stop start position. If there are no symbols on both sides, the position to stop is determined according to a predetermined rule (for example, stop at a closer position, stop at a farther position, etc.). If there are only symbols constituting symbol combination A, it is determined to stop at the position corresponding to the symbol. If there are only symbols constituting symbol combination B, it is determined to stop at the position corresponding to the symbol. If there are symbols on both sides, since symbol combination B is preferentially displayed over symbol combination A, it is determined to stop at the position corresponding to the symbol constituting symbol combination B. Note that the draw priority order may be stored for all symbol positions during the rotation of the target reel according to the selected draw priority order table, or may be stored for each symbol position within the range of the maximum number of sliding symbols including the stop start position when a stop operation is performed on the target reel. Also, such a data configuration is only an example. Also, performing stop control using such a draw priority order table is generally referred to as "control control".

[0133] Note that in this embodiment, the stop control can be executed by only performing "table control", or the stop control can be executed by only performing "control control". Alternatively, a stop control configuration can be adopted in which the position to stop is tentatively determined by first performing "table control", then "control control" is performed to search for a more appropriate stop position, and the position to stop is changed depending on the search result.

[0134] In this way, in the pachislot machine 1, which symbol combination will finally be displayed on the effective line is determined based on, for example, the following three elements.

[0135] The first element is the determined internal lottery result (lottery result of the internal lottery process). For example, if the result of the internal lottery process is "loss", the combination of symbols related to any replay combination, the combination of symbols related to small combinations, or the combination of symbols related to bonus combinations will not be finally displayed on the valid line. Note that "loss" can be regarded as one of the internal lottery results, or it can be regarded as the lottery result when the internal lottery result is not determined.

[0136] The second element is the timing of the player's stop operation (the position of the symbol (pressing position) when the player operates any stop button). For example, in this embodiment, since the maximum number of sliding symbols is set to 4 symbols, even if the player wins any internal lottery result, if the symbols constituting the combination of symbols whose display is permitted are arranged more than 4 symbols with respect to the valid line (each valid line in the case of multiple valid lines), the combination of symbols may not be displayed depending on the timing of the player's stop operation. This is so-called "oversight".

[0137] The third element is the order of pressing by the player (the order in which the player operates the stop button). For example, in this embodiment, there may be a case where an internal lottery result associated with a combination of a plurality of symbols is determined. In this case, the combination of symbols finally displayed on the valid line may vary according to the order of pressing by the player. Note that such an internal lottery result is called an "order-of-pressing combination", and when it is a replay combination, it may be called an "order-of-pressing replay", and when it is a small combination, it may be called an "order-of-pressing small combination".

[0138] [4-5. Game state] In the pachislot machine 1, in order to vary the degree of advantage of the player or to achieve the intended game characteristics, it is possible to provide various game states as the states in which the game is played. Hereinafter, an example of the game state will be described.

[0139] [4-5-1. Bonus state] In the pachislot machine 1, when winning a bonus combination and the combination of symbols related to the bonus combination is displayed on the valid line, it is possible to shift to the bonus state (activate the bonus state). Note that it is also possible to configure it so as not to provide such a bonus state. Further, by providing a plurality of types of bonus combinations, it is also possible to configure it to provide a plurality of bonus states. When winning a bonus combination, a state (carry-over state) occurs in which the bonus combination is carried over as an internal winning combination for a plurality of games until the combination of symbols related to the bonus combination is displayed on the valid line. Such a bonus combination may be referred to as a "carry-over combination". Further, such a carry-over state may be referred to as "(bonus) between flags" or "(bonus) inside" etc.

[0140] The bonus state is a state in which it is possible to change the drawing mode of small combinations (including the winning probability, its content, or the mode of stop control, etc. The same applies hereinafter) with respect to the state where the bonus state is not activated (non-bonus state). (Since it is also a state in which it is possible to change the drawing mode of the replay combination, the bonus state can also be regarded as an aspect of the RT state described later). Therefore, when such a drawing mode becomes a drawing mode that is relatively advantageous to the player, the bonus state becomes a more advantageous gaming state than the non-bonus state. On the other hand, when such a drawing mode becomes a drawing mode that is relatively disadvantageous to the player, the bonus state becomes a more disadvantageous gaming state than the non-bonus state.

[0141] Examples of bonus roles include, for example, the first type of special accessory (RB), the accessory continuous operating device (BB) related to the first type of special accessory, the second type of special accessory (CB) (excluding carry-over roles), the accessory continuous operating device (MB) related to the second type of special accessory, and the ordinary accessory (SB) (excluding carry-over roles), etc. Also, for example, the bonus states corresponding to each bonus role are configured as follows. The RB state is configured as a game state that ends when a game is played for a predetermined arbitrary number of winning times (for example, the upper limit is 8 times) or a predetermined arbitrary number of game times (for example, the upper limit is 12 times). The BB state is configured as a game state that ends when there is a medal payout exceeding a predetermined arbitrary payout number (for example, the upper limit is 285 pieces).

[0142] The CB state is configured as a game state that ends when one game is played. The MB state is configured as a game state that ends when there is a medal payout exceeding a predetermined arbitrary payout number (for example, the upper limit is 153 pieces), or when winning a prize for RB or SB during the MB state. The SB state is configured as a game state that ends when one game is played.

[0143] Note that the operating conditions for the bonus state are not limited to only the combination of symbols related to the bonus combination being displayed on the effective line. For example, during the operation of the continuous symbol operation device (BB) related to the first special symbol device, at the start of the operation of the continuous symbol operation device (BB) related to the first special symbol device, at the start of the game when the first special symbol device is not in operation, or at the end of the operation of the first special symbol device, etc., the first special symbol device (RB) can be configured to automatically operate. That is, without defining the combination of symbols related to RB, it is also possible to control such that RB is always in operation during the operation of BB. Here, RB during the operation of BB may be referred to as "JAC", etc., and the specification in which RB during the operation of BB automatically operates in this way may be referred to as "Auto JAC", etc. Also, during the operation of BB, it is also possible to control such that RB is in operation when the combination of symbols related to the defined RB is displayed on the effective line. The specification in which RB operates based on the display of the corresponding combination of symbols in this way may be referred to as "Manual JAC", etc. The relationship between the continuous symbol operation device (MB) related to the second special symbol device and the second special symbol device (CB) is the same. That is, without defining the combination of symbols related to CB, it is also possible to control such that CB is always in operation during the operation of MB, and during the operation of MB, it is also possible to control such that CB is in operation when the combination of symbols related to the defined CB is displayed on the effective line.

[0144] [4-5-2.RT state] In the pachislot machine 1, when predetermined transition conditions are satisfied, it is possible to transition to the RT state (activate the RT state). Note that it is also possible to configure the machine not to have such an RT state. Further, it is also possible to configure the machine to have a plurality of RT states. The RT state is a state in which it is possible to vary the lottery mode of the replay role with respect to the state where the RT state is not activated (non-RT state). Therefore, when such a lottery mode becomes a lottery mode that is relatively advantageous to the player, the RT state becomes a game state that is more advantageous than the non-RT state. On the other hand, when such a lottery mode becomes a lottery mode that is relatively disadvantageous to the player, the RT state becomes a game state that is more disadvantageous than the non-RT state. Also, when a plurality of RT states are provided, the same applies to between the plurality of RT states. In this case, an RT state in which the lottery mode (particularly, the winning probability) of the replay role is relatively advantageous to the player is sometimes referred to as a "high RT state" or a "high-probability replay game state", etc., and an RT state in which the lottery mode (particularly, the winning probability) of the replay role is relatively disadvantageous to the player is sometimes referred to as a "low RT state" or a "low-probability replay game state", etc.

[0145] The RT state can be transitioned, for example, by the satisfaction of any of the following transition conditions. Also, when a plurality of RT states are provided, the same applies to between the plurality of RT states. (1) When winning a lottery for RB, BB, or MB (2) When a combination of symbols related to RB, BB, or MB is displayed (3) When the RB state, BB state, or MB state ends (4) When not winning a lottery for RB, BB, or MB (not carried over) and not in the RB state, BB state, or MB state, when a specific combination of symbols is displayed (5) When a predetermined number of games are played after the satisfaction of the transition condition in (3) or (4)

[0146] [4-5-3.AT state] In the pachinko machine 1, when predetermined transition conditions are satisfied, it is possible to transition to the AT state (activate the AT state). Note that it is also possible to configure the machine not to have such an AT state. Further, it is also possible to configure the machine to have a plurality of AT states. The AT state is, for example, a gaming state configured to be more advantageous than the state where the AT state is not activated (non-AT state) when information on a stop operation advantageous to the player is notified when winning the above-described draw order role.

[0147] When a plurality of AT states are provided, the gaming period of each AT state (including the ease of extension (or "overlay", the same applies hereinafter) when extension of the period is possible), the type of role to which information on the stop operation is notified, or the occurrence probability at which information on the stop operation is notified can be made different from each other, so that the degree of advantage to the player can be varied. Further, the transition conditions and end conditions of the AT state can be appropriately set according to the gaming performance (except for the end by execution of the limit process described later). Further, the AT state may be treated in the same way as the above-described bonus state, and in this case, it may be referred to as a "pseudo-bonus state" or the like.

[0148] Also, as long as the gaming period of the AT state is appropriately managed, it may be managed by the number of games (number of gaming sessions) (game number management), with a predetermined number of games set as one set and managed by the number of sets (set number management). Further, it may be managed by the number of payouts or the net increase (number of remaining balls) during the AT state (payout number management, number of remaining balls management). Further, it may be managed by the number of times (number of navigations) of notifying information that affects medal payout in the AT state (for example, draw order navigation when winning a small draw order role) (number of navigations management). The same applies when the AT state is extended. Further, the gaming period granted when transitioning to the AT state and the gaming period granted when the AT state is extended may be managed by different management methods. When a plurality of AT states are provided, they may be managed by the same management method or by different management methods.

[0149] [4-5-4. ART state] In the pachislot machine 1, when predetermined transition conditions are satisfied, it is possible to shift to (operate) the ART state which is a combination of the above-described high RT state and the AT state. That is, since the ART state means the AT state performed in the high RT state, at least the low RT state and the high RT state are provided as the RT states, and although it is different from the AT state in that control is performed to shift to the high RT state (or to avoid shifting to the low RT state), the basic control is the same as that of the AT state (it can be said to be synonymous with the AT state as long as as a result, information on a stop operation advantageous to the player is notified and a shift to the high RT state (or a shift to the low RT state is avoided)). When the transition conditions for the ART state are satisfied, it may shift to the ART state by first shifting to the AT state and then shifting to the high RT state, or it may shift to the ART state by shifting to the high RT state and the AT state simultaneously (or substantially simultaneously).

[0150] [4-5-5. Other gaming states] In addition, in the pachislot machine 1, it is also possible to provide a game state other than the various game states described above. For example, although each mode during the advantageous period described later (see FIGS. 5 and 6), these are also states in which the player plays the game, and since the degree of advantage of shifting to the AT state as a pseudo-bonus state can be varied, these can be regarded as game states. Also, from the same viewpoint, for example, it is possible to provide a game state in which the degree of advantage of shifting to the bonus state can be varied. For example, when a bonus combination is won (carried over), a game state in which the combination of symbols related to the bonus combination is likely to be displayed by stop control and a game state in which the combination of symbols related to the bonus combination is relatively less likely to be displayed are provided, so that the degree of advantage of the player can be varied. Also, for example, a game state in which a bonus combination is won (easily won) with a predetermined probability and a game state in which the bonus combination is won with a probability lower than the predetermined probability (relatively difficult to win) are provided, so that the degree of advantage of the player can be varied.

[0151] Also, as a method capable of varying the degree of advantage of shifting to the AT state (which may also include whether to extend the game period of the AT state in the AT state; the same applies hereinafter), the following method can also be adopted. For example, it is possible to make it possible to determine a "specific combination" as an internal winning combination. The specific combination is such that the number of medals paid out varies according to the player's stop operation mode (which may be the stop operation timing, the order of pressing, or a combination of these) (for example, 8 medals are paid out if the stop operation mode is appropriate (correct), 1 medal is paid out or no payout if it is inappropriate (incorrect)).

[0152] When winning the specific winning combination in a specific gaming state, if there are 8 payouts, a determination is not made as to whether to change the degree of advantage of shifting to the AT state in this game to a favorable one (which may also include a determination of whether to directly shift to the AT state or whether to directly extend the gaming period of the AT state. This will be described below as a "favorable determination"). On the other hand, if there are no 8 payouts, the favorable determination is made in this game. Alternatively, when winning the specific winning combination in the above-mentioned specific gaming state, if there are 8 payouts, the favorable determination is made in this game. On the other hand, if there are no 8 payouts, the favorable determination is not made in this game.

[0153] In this way, when a player plays the game in a specific gaming method, it can also be configured such that as a result of the game, there are cases where a favorable determination is made in this game and cases where the favorable determination is not made (the making of the favorable determination is restricted). Note that there may be cases where the player changes between this game and the next game. If such a restriction continues after the next game, there is a risk that the (next) player will suffer significant disadvantages. Therefore, it is desirable that such a restriction applies only to this game and does not continue after the next game. Also, such a restriction may be referred to as a "penalty".

[0154] [4-6. Gaming Period] In the pachislot machine 1, in order to prevent the probability of winning from becoming excessively high, it is possible to provide various gaming periods as states in which the game is played with a concept different from the above-mentioned gaming state. An example of the gaming period will be described below. The gaming period is roughly composed of an unfavorable period and a favorable period.

[0155] (Unfavorable Period) The unfavorable period is configured as a gaming period in which it is not possible to notify the player of a favorable stop operation mode and has the following requirements. Note that the following requirements are merely examples, and if at least one of the requirements is relaxed or tightened, it can be appropriately changed accordingly.

[0156] (1) It is not possible to notify the player of a favorable stop operation mode (for example, push order navigation, etc.). Therefore, it is not possible to control to the above-mentioned AT state or ART state. (2) When the set value is changed (setting change), or when initialization conditions such as "RAM abnormality" described later are satisfied, a non-favorable section is set as the initial state. (3) When the limit process described later is executed in the favorable section (that is, when a predetermined value (for example, the value of the favorable section game number counter or the favorable section payout number counter described later) updated as the game progresses in the favorable section becomes a specified value (for example, 1500 games or 2400 pieces)), a non-favorable section is set as the initial state. Note that even before the predetermined value reaches the specified value, if it becomes a specific update value when referring to the predetermined value, a non-favorable section may be set on that condition. Also, when a predetermined end condition is satisfied and an end determination is made during the favorable section (for example, when configured to perform a favorable section end lottery and winning this lottery, etc.), a non-favorable section may be set on that condition. (4) In the non-favorable section, only the process referring to the determined internal lottery winning combination is possible for the process related to the favorable section (for example, the determination process of whether to shift to the favorable section), and it is not possible to perform a process referring to various parameters other than the internal lottery winning combination such as the derived result display (combination of symbols) and the number of games during the non-favorable section (or the favorable section before the shift). Note that regarding which internal lottery winning combination is determined, it is possible to refer to data directly indicating the internal lottery winning combination such as the lottery number, or it is also possible to refer to data indirectly indicating the internal lottery winning combination such as a sub-flag (combining multiple winning combinations into one determination target data) generated or converted from the data of the internal lottery winning combination. (5) The non-favorable section is basically in one state, and it is not possible to set multiple states within the non-favorable section. For example, it is not possible to set the non-favorable section after the end of the favorable section as non-favorable section A and the non-favorable section after the setting change as non-favorable section B as different states.

[0157] (Favorable section) The advantageous period is configured as a gaming period capable of notifying a player of a stop operation mode advantageous to the player, and has the following requirements. Note that the following requirements are merely examples, and when at least any one of the requirements is relaxed or tightened, it can be appropriately changed accordingly.

[0158] (1) It is possible to notify the player of a stop operation mode advantageous to the player (for example, pressing order navigation, etc.). Therefore, it is possible to control to the above-mentioned AT state or ART state. (2) When the set value is changed (setting change), or when the initialization conditions such as "RAM abnormality" described later are satisfied, it is not possible to set the advantageous period as its initial state. (3) When the limit process described later is executed in the advantageous period, it is necessary to end the advantageous period. (4) In the advantageous period, the processing related to the advantageous period (for example, the determination processing of whether to shift the gaming state (mode) during the advantageous period, or whether to extend a specific gaming state (mode), etc.) can be performed not only by referring to the determined internal winning combination, but also by referring to various parameters other than the internal winning combination such as the derived result display (symbol combination) and the number of games during the advantageous period. Note that other examples of various parameters that can be referred to include, for example, privilege information such as points that can be granted according to the above-mentioned various parameters, the type of bonus state, the type of RT state, the stop operation timing of any reel, or the pressing order, etc. (5) Multiple states can be set within the favorable section. For example, it is possible to set states such as a normal state that is disadvantageous to the player, a CZ state that is likely to transition to the AT state, or an AT state where the expected value of medal increase becomes positive when a stop operation is performed according to the notification. Also, for example, in response to the determination of the transition to the CZ state in the normal state, a CZ precursor state can be set as a standby state until the actual transition to the CZ state, and a precursor effect suggesting the transition to the CZ state can be performed. Or, in response to the determination of the transition to the AT state in the normal state or the CZ state, an AT precursor state can be set as a standby state until the actual transition to the AT state, and a precursor effect suggesting the transition to the AT state can be performed. States such as these can also be set according to the game characteristics. (6) By lighting a section lamp (state display section) capable of notifying whether it is in the non-favorable section or the favorable section, it is possible to notify that it is in the favorable section (if the section lamp is off, it can be notified that it is in the non-favorable section). Regarding the lighting start timing of the section lamp, as described above, it can be set at an arbitrary timing to some extent. Basically, it may start lighting when transitioning from the non-favorable section to the favorable section and continue lighting until transitioning to the non-favorable section. Or, when transitioning from the non-favorable section to the favorable section (the favorable section has started), if the transitioned favorable section is in the normal state, it may not start lighting and start lighting when it first becomes the AT state. If the transitioned favorable section is in the AT state, it may start lighting from that time.

[0159] [4-7. Limiter] In the pachislot machine 1, in order to suppress the excessive increase in the winning probability due to the favorable section continuing for too long, it is possible to set an upper limit (restriction) on the period during which the favorable section continues continuously. Such an upper limit is referred to as a "limiter". Also, in this embodiment, ending the favorable section by such a limiter is described as the execution of the limit process or the operation of the limiter. Hereinafter, an example of such a limiter will be described.

[0160] (Game number limiter) The game number limiter is configured as a limiter that executes limit processing when the number of games (number of plays) during the advantageous period reaches "1500" times. For example, the advantageous period game number counter described later starts counting when the advantageous period starts, and adds 1 to the count each time one game is completed. Then, based on the fact that the value of the advantageous period game number counter has reached a specified value (for example, "1500" or more), the advantageous period is forcibly ended and shifted to the non-advantageous period (even if there remains a game period in the AT state). Note that the number of games at which the game number limiter operates can be set to any number of games as long as it is "1500" times or less, which is the upper limit. Also, when the requirements for such a game number limiter are relaxed or tightened, it can be appropriately changed accordingly. Also, it may suppress the probability of winning step by step according to the number of games during the advantageous period.

[0161] (Payout number limiter) The payout number limiter is configured as a limiter that executes limit processing when the number of medals paid out during the advantageous period reaches "2400" pieces. For example, the advantageous period payout number counter described later starts counting when the advantageous period starts, and adds the corresponding number of pieces (more specifically, the net increase obtained by subtracting the bet number from the payout number) to the count each time a medal is paid out. Then, based on the fact that the value of the advantageous period payout number counter has reached a specified value (for example, "2400" or more), the advantageous period is forcibly ended and shifted to the non-advantageous period (even if there remains a game period in the AT state). Note that the payout number at which the payout number limiter operates can be set to any payout number as long as it is "2400" pieces or less, which is the upper limit. Also, when the requirements for such a payout number limiter are relaxed or tightened, it can be appropriately changed accordingly. Also, it may suppress the probability of winning step by step according to the number of medals paid out during the advantageous period.

[0162] Further, for example, the number-of-payouts counter for the advantageous section described later may be configured to count the plus amount from the most recent lowest point, with the lowest point (starting point) being the point where the absolute value of the number of medals has decreased the most since the start of the advantageous section (i.e., when there is no payout, the count is subtracted, etc.). That is, the payout limiter may be configured as a limiter that executes limit processing when there has been a payout of up to a maximum of "2400" medals since the number of medals started to increase during the advantageous section (for example, when the AT state is started). Further, for example, the number-of-payouts counter for the advantageous section described later may count not the above-mentioned net increase but simply the actual payout amount (i.e., the amount without subtracting the bet amount from the payout amount).

[0163] Note that the pachislot machine 1 may execute limit processing for the advantageous section using only the game-number limiter, may execute limit processing for the advantageous section using only the payout limiter, or may execute limit processing for the advantageous section using both the game-number limiter and the payout limiter. When using both limiters, it is desirable to end the advantageous section when the operating condition of either one of the limiters is satisfied after the advantageous section has started.

[0164] Also, the types of limiters are not limited to only the above-mentioned game-number limiter and payout limiter. For example, a navigation-number limiter may be provided that executes limit processing when the number of times of navigating small winning combinations during the AT state (i.e., the number of times information on a stop operation advantageous to the player is notified for a winning combination related to medal payout) reaches a predetermined number of times (for example, "400" times). That is, as long as the probability of winning can be appropriately suppressed, it is possible to execute limit processing using various conditions related to the game.

[0165] [4-8. External Signal] As described above, the pachinko machine 1 is configured to be able to output a plurality of types of external signals to the outside. For example, if the external signal 1 is set to the on state based on the start of the bonus state and set to the off state based on the end of the bonus state, the external data display can also perform an effect during the bonus state in conjunction with this. Also, for example, if the external signal 1 is set to the on state based on the start of the BB state and set to the off state based on the end of the BB state, and the external signal 2 is set to the on state based on the start of the MB state and set to the off state based on the end of the MB state, the external data display can not only perform the above-described effect during the bonus state, but also count the number of bonus times by type.

[0166] Also, for example, if the external signal 1 is set to the on state based on the start of the AT state and set to the off state based on the end of the AT state, the external data display can also perform an effect during the AT state in conjunction with this. Also, for example, if the external signal 1 is set to the on state based on the start of a predetermined AT state and set to the off state based on the end of the predetermined AT state, and the external signal 2 is set to the on state based on the start of a specific AT state and set to the off state based on the end of the specific AT state, the external data display can not only perform the above-described effect during the AT state, but also count the number of AT times by type.

[0167] Also, for example, if the AT state is configured as the AT state for set number management, and external signal 1 is set to the on state based on the start of the first set of the AT state, and external signal 2 is set to the on state each time a set after the second set is started, then in an external data display device as well, the number of initial hits of the AT state and the number of extended times of the AT state can be counted. Note that the timing for setting each external signal to the on state and the timing for setting it to the off state can be set as appropriate. That is, as long as the situation is appropriately recognized by an external data display device, a hall computer, etc., the output mode of each external signal can be set as appropriate. For example, various conditions such as a predetermined time, during one game until the state changes, can be adopted for the period from the off state to the on state and then back to the off state again.

[0168] [4-9. Command] As described above, in the pachislot machine 1, it is configured such that a plurality of types of commands can be transmitted from the main control circuit 100 to the sub-control circuit 200. Note that in the pachislot machine 1, the main control circuit 100 and the sub-control circuit 200 cannot communicate with each other, and it is a requirement that communication is performed only in one direction from the main control circuit 100 to the sub-control circuit 200. Therefore, the main control circuit 100 needs to timely transmit information (commands) for reporting changes in the state in the pachislot machine 1 to the sub-control circuit 200. An example of such a command will be described below.

[0169] The main control circuit 100 sends an initialization command to the sub-control circuit 200, for example, when a setting change operation is performed. The initialization command is configured to include parameters that identify setting values, game states, and the like. Also, for example, when a bet operation is performed, a medal insertion command is sent. The medal insertion command is configured to include parameters for identifying the number of bets and the like. Also, for example, when a start operation is performed, a start command is sent. The start command is configured to include parameters that identify internal winning roles, game states, and the like. Also, for example, when a lock effect is performed, a lock command is sent. The lock command is configured to include parameters that identify the content of the lock effect and the like. Also, for example, when the rotation of each reel 3L, 3C, 3R starts, a reel rotation start command is sent. The reel rotation start command is configured to include parameters that identify that the rotation of the reel has started and the like.

[0170] Also, for example, when a stop operation is performed, a reel stop command is sent. The reel stop command is configured to include parameters that identify the reel to be stopped and the position at which the reel is stopped. Also, for example, when all reels have stopped and the display winning combination (winning activation flag) is determined, a winning activation command is sent. The winning activation command is configured to include parameters that identify the type of the display winning combination and the content of the awarded benefits. Also, for example, when a favorable period starts, a favorable period start command is sent. The favorable period start command is configured to include parameters that identify the start of the favorable period and the mode (game state). Also, for example, when a favorable period ends, a favorable period end command is sent. The favorable period end command is configured to include parameters that identify the end of the favorable period and the cause of the end. Also, for example, when a settlement operation is performed, a settlement command is sent. The settlement command is configured to include parameters for identifying the number of returns. Note that these are merely examples, and other commands can be sent as needed, or unnecessary commands among these can be refrained from being sent.

[0171] [4-10. Performance] As described above, in the pachislot machine 1, in order to enhance the interest of the game, to inform the player of useful information, or to achieve the intended game playability, various performances can be executed using various performance devices. Hereinafter, an example of such a performance will be described.

[0172] [4-10-1. Main-side performance] In the pachislot machine 1, under the control of the main control circuit 100 side (main side), for example, the following performances can be carried out. As described above, in the pachislot machine 1, it is possible to notify the information of the stop operation by the instruction monitor, and this is also included in the performance in a broad sense.

[0173] (Lock performance) In the pachislot machine 1, when a predetermined execution condition is satisfied, a performance can be carried out to stop the progress of the game for a predetermined period (render the player's game operation invalid for a predetermined period). Such a performance is also referred to as a "lock performance (or simply 'lock')", and also as a "freeze performance (or simply 'freeze')", etc. Note that it is also possible to configure so that such a lock performance is not carried out, or to configure so that multiple types of lock performances can be carried out.

[0174] Also, the game operation to be invalidated may be, for example, a start operation, a stop operation, or other operations. For example, when the start operation is invalidated for a predetermined period, the progress of the game is stopped in a predetermined period after all stop operations have been performed. Also, for example, when the stop operation is invalidated for a predetermined period, the progress of the game is stopped in a predetermined period after the start operation has been performed. Also, when providing multiple types of lock performances, for each lock performance, the period during which the progress of the game is stopped (the period during which the player's game operation is invalidated) and the type of game operation to be invalidated, etc. may be set.

[0175] (Reel performance) In the pachinko machine 1, when predetermined execution conditions are satisfied, during the execution of the above-described lock effect, an effect can be performed based on the effect display modes (including not only the variable display mode but also combinations with the stop display mode) of each of the reels 3L, 3C, and 3R. Such an effect is also referred to as a "reel effect" or a "symbol effect", etc. Note that it is also possible to configure the machine so that such a reel effect is not performed, or it is also possible to configure the machine to be able to perform multiple types of reel effects. In addition, when it is said that a "lock effect is performed (executed)", this includes both cases where a reel effect is performed and cases where a reel effect is not performed in addition to this.

[0176] Briefly, the reel effect is an effect performed by rotating or stopping (temporarily stopping) each of the reels 3L, 3C, and 3R without depending on the player's gaming operation during a period when the player's gaming operation is invalidated. Therefore, an operation pattern for causing such an effect operation can be set without considering the rotation speed, the maximum number of sliding pieces, etc. Also, if multiple operation patterns are set, multiple types of reel effects can be provided. In addition, by combining multiple types of reel effects and multiple types of lock effects, a wider variety of effect patterns can be set. Note that any one of the reels 3L, 3C, and 3R, any two of them, or all three of them may be used for the reel effect.

[0177] (Simulated game) In the pachinko machine 1, when predetermined execution conditions are satisfied, during the execution of the above-described lock effect, an effect for causing a simulated game to be played can be performed. Such an effect is referred to as a "simulated game". Note that it is also possible to configure the machine so that such a simulated game is not performed, or it is also possible to configure the machine to be able to perform multiple types of simulated games. In addition, when it is said that a "lock effect is performed (executed)", this includes both cases where a simulated game is performed and cases where a simulated game is not performed in addition to this.

[0178] The pseudo-game is, in short, during the period when the player's game operation is invalidated, it pseudo-receives the player's game operation, and by this, it performs effects such as rotating or stopping (temporarily stopping) each of the reels 3L, 3C, and 3R. That is, regarding the above-mentioned reel effect, it further performs the effect with the player's game operation intervening. For example, the MAX bet button 6a, the 1 bet button 6b, the start lever 7, each stop button 8L, 8C, 8R, and the settlement button 9, etc. are basically provided for the purpose of being used for game operations, so it is not originally desirable to be used for other purposes. However, in the pseudo-game, on the premise that measures are taken so that the player does not misrecognize that it is during the actual game, it is made possible to receive these operations.

[0179] Here, an example will be given to explain the flow of the pseudo-game. The pseudo-game is performed, for example, in the following flow. (1) The player's actual start operation (here the execution condition is satisfied and the pseudo-game starts) (2) Each reel rotates pseudo (during the pseudo-game) (3) A pseudo-stop operation is received, and by this, each reel is temporarily stopped (during the pseudo-game) (4) After passing through the random delay process, each reel actually starts to rotate (the pseudo-game ends and the actual game starts)

[0180] Note that the random delay process is a process for generating a random delay period for each reel and then starting rotation in order to correct the following situation: for example, in the situation of (3) above, when specific symbols are arranged and displayed, and if each reel starts normal rotation as it is in the situation of (4) above, it may become easier for the player to perform a stop operation using the specific symbol as a mark (which is so-called "assistance for button pressing"). Such a delay period is also referred to as a "relocation period". Also, when each reel is temporarily stopped in the situations of (3) and (4) above, it is desirable to alternately change the reel in the forward and reverse directions with the phase signal in the excitation control of each stepping motor always being less than a predetermined time (for example, 500 ms) so as not to be misrecognized as being completely stopped.

[0181] As one of the above measures, for example, when an arbitrary combination of symbols is temporarily stopped in the situation of (3) above (when the third reel is temporarily stopped and all reels are temporarily stopped), each reel may be slightly vibrated (oscillated) up and down until the random delay process is started in the situation of (4) above. Note that as long as the phase signal changes within less than the above-mentioned predetermined time, such oscillation may not be performed when the first reel is temporarily stopped or when the second reel is temporarily stopped.

[0182] As one of the above measures, for example, a pseudo-game lamp for reporting that a pseudo-game is in progress is provided, and the pseudo-game lamp is lit between the start of the pseudo-game in the situation of the above (1) and the start of the random delay process in the situation of the above (4). The pseudo-game lamp is preferably installed at a position above the operation unit that receives the player's game operation and is visible during the game. The pseudo-game lamp is an independent lamp not used for other purposes, and it is desirable that the entire display portion of the pseudo-game lamp is covered with a single-color border. Further, the pseudo-game lamp preferably has a display range including the explanation portion of the pseudo-game lamp having a certain surface area (for example, one side exceeding 10 mm and the surface area exceeding 642 square mm, etc.). The explanation portion of the pseudo-game lamp is preferably a description (for example, descriptions such as "FREEPLAY", "During pseudo-game performance", or "During reel automatic performance") that can recognize that the pseudo-game lamp is a lamp for reporting that a pseudo-game is in progress, and such a description portion preferably occupies 1 / 3 or more of the surface area. Note that the pseudo-game lamp may be controlled by the main control circuit 100 or the sub-control circuit 200.

[0183] As one of the above measures, for example, a pseudo-game-in-progress display for notifying that it is in a pseudo-game is performed on the main display device 210 and / or the sub-display device 220 (or both) from when the pseudo-game is started in the situation of (1) above until the random delay process is started in the situation of (4) above. The pseudo-game-in-progress display is preferably displayed above the operation unit that receives the player's game operations and at a position visible during the game (in this embodiment, since both the main display device 210 and the sub-display device 220 are above the operation unit, either can be used). Also, the pseudo-game-in-progress display preferably has a display range including its explanation part with a certain surface area (for example, one side exceeding 10 mm, when the display screen is less than 7 inches, the surface area exceeding 642 square mm, when the display screen is 7 inches or more, the surface area being 8.2% or more of the entire screen, etc.). Further, the explanation part of the pseudo-game-in-progress display is preferably a description (such as "FREEPLAY", "During pseudo-game performance", or "During reel automatic performance", etc.) that can be recognized as a display for notifying that the pseudo-game-in-progress display is in a pseudo-game, and is preferably of a size that can be read by the player without being hidden or the like.

[0184] Also, for example, during a pseudo-game (for example, from when the pseudo-game is started in the situation of (1) above until the random delay process is started in the situation of (4) above), it is preferably configured such that information on the stop operation is not notified on the instruction monitor (when it is necessary to display information on the stop operation on the instruction monitor in the game, the display is started at the timing when the random delay process is started). In this way, it is possible to further suppress the player from misrecognizing that it is an actual game during the pseudo-game. If any of the above measures are taken, during the pseudo-game, the sub-side effect device (for example, the main display device 210 or the sub-display device 220) may notify information on the stop operation. Similarly, during the pseudo-game, the sub-side effect device may perform an effect according to the game result of the pseudo-game (linked to the pseudo-game operation).

[0185] Also, in an actual game, a game operation of a player or a test signal corresponding to the state in which the game operation becomes possible is output via the first interface board 301 for a test machine. However, during a pseudo game, a pseudo game operation of a player or a test signal corresponding to the state in which the pseudo game operation becomes possible is not output. Therefore, during a pseudo game, a test signal (pseudo game signal) for enabling the test machine side to recognize that it is in a pseudo game may be output. Incidentally, when the first interface board 301 for a test machine receives a pseudo game signal from the main control board 71, it may output a signal for controlling the progress of the pseudo game to the main control board 71 so that the pseudo game progresses on the main control board 71 side (that is, the first interface board 301 for a test machine may be provided with a function for progressing a pseudo game). Further, when providing such a function for progressing a pseudo game to the first interface board 301 for a test machine, a changeover switch for switching on / off the function may be provided. Thereby, in the inspection test (firing test) of the pachislot machine 1, it becomes possible to arbitrarily set whether to confirm the production content of the pseudo game or not.

[0186] [4-10-2. Sub-side production] In the pachislot machine 1, for example, the following productions can be performed under the control of the sub-control circuit 200 side (sub side). As described above, in the pachislot machine 1, it is possible to notify information on a stop operation by the main display device 210 or the like, and this is also included in the production in a broad sense.

[0187] (Normal production) In the pachislot machine 1, when predetermined execution conditions are satisfied, a production that is completed in the current game (that is, ends in one game) can be performed. Such a production is also referred to as a "normal production" or also as a "single-shot production" or the like. Incidentally, it is also possible to configure so that such a normal production is not performed, or it is also possible to configure so that a plurality of types of normal productions can be performed.

[0188] (Continuous production) In the pachislot machine 1, when predetermined execution conditions are satisfied, it is possible to perform an effect that continues over a plurality of games (i.e., continues between a plurality of games). Such an effect is also referred to as a "continuous effect" or "continuous presentation" in addition to being called a "serial effect". Note that it can be configured so that such a continuous effect is not performed, or it can be configured so that a plurality of types of continuous effects can be performed.

[0189] (Operation-linked effect) In the pachislot machine 1, when predetermined execution conditions are satisfied, it is possible to perform an effect in which the content of the effect changes according to the player's effect operation. Such an effect is also referred to as an "operation-linked effect" or "button effect" in addition to being called a "button-linked effect". Note that it can be configured so that such an operation-linked effect is not performed, or it can be configured so that a plurality of types of operation-linked effects can be performed. Further, the operation-linked effect can be configured as a normal effect or as a continuous effect. Further, the effect operation can include not only operations on the effect button group but also various game operations.

[0190] Note that the above-described various effects can be used for various purposes. For example, it can be used to give suggestions or notifications regarding setting values, internal winning combinations, game states, game intervals, the content of benefits, the period until a benefit is given, and the like. Further, it can be used to give suggestions or notifications regarding the degree of advantage of these. Further, these uses are merely examples.

[0191] (Other effects) In the pachislot machine 1, it is also possible to perform effects other than the above-described various effects. For example, as things used for purposes other than the above, various notifications to the player or the game parlor (for example, anti-slip notification, anti-forgetfulness notification, error state notification, demo state notification, etc.) are also included in the effects in a broad sense. Note that the anti-slip notification can be, for example, a warning indicating that the advantageous section has ended. Also, the anti-forgetfulness notification can be, for example, a warning indicating that the advantageous section has ended or when a settlement operation has been performed. Also, the error state notification can be a warning indicating that until the error is resolved after it has occurred. Also, the demo state notification can be, for example, when the period during which the game is not being played reaches a predetermined period or when a settlement operation has been performed, it can be notified that it is an empty machine.

[0192] [5. First gaming machine] Subsequently, with reference to FIGS. 5 to 22, a specific example of the specifications regarding the gaming properties of the pachislot machine 1 will be described as the "first gaming machine". Note that regarding various specifications, functions, etc. described as the first gaming machine in this embodiment, part or all of them can be applied to those described as other gaming machines in this embodiment, and regarding various specifications, functions, etc. described as other gaming machines in this embodiment, part or all of them can be applied to those described as the first gaming machine in this embodiment. That is, an invention according to this embodiment can be a combination of these as appropriate.

[0193] First, in the first gaming machine, the effective line is defined as only one line of the above-mentioned "center line". Also, in the first gaming machine, there are provided a non-bonus state and a bonus state as gaming states. Further, the non-bonus state includes between the 2BB flags carried over by the "F_2BB" (a bonus combination that can be won only in the 2-coin bet state, hereinafter may be simply referred to as "2BB"), between the 3BB flags carried over by the "F_3BB" (a bonus combination that can be won only in the 3-coin bet state, hereinafter may be simply referred to as "3BB"), and non-flag intervals where no bonus combination has been won (carried over). Also, the bonus state is composed of a 2BB state that transitions when a combination of symbols related to 2BB is displayed, and a 3BB state that transitions when a combination of symbols related to 3BB is displayed.

[0194] Also, in the first gaming machine, it is possible to play games in a state where two medals are bet (2-coin bet state) and a state where three medals are bet (3-coin bet state). Note that "bet" includes the player inserting two or three medals into the medal insertion slot 5 for use in the game, the player operating the MAX bet button 6a or the 1-coin bet button 6b to bet two or three medals from the credit, and automatically betting two or three medals by winning a replay combination.

[0195] [5-1. Gameplay of the First Gaming Machine] Subsequently, with reference to FIGS. 5 to 8, the flow of the game in the first gaming machine will be described. Note that FIG. 5 is a diagram showing an example of the transition flow of the gaming state in the non-favorable section and the favorable section in the first gaming machine, FIG. 6 is a diagram for explaining an example of each mode in the first gaming machine, and FIGS. 7 and 8 are diagrams showing examples of various tables in the first gaming machine.

[0196] As shown in FIG. 5, in the first gaming machine, the gaming states for the player to play the game are roughly classified into a non-favorable section and a favorable section. In the favorable section, there are further provided a production section (favorable section · normal game) and an increasing section (favorable section · pseudo bonus). The non-favorable section is a gaming state (non-AT state) in which information on a favorable stop operation is not notified to the player, and is a gaming state unfavorable to the player. The production section is a gaming state (non-AT state) in which information on a favorable stop operation is not notified to the player, and is the same as the non-favorable section in that it is an unfavorable gaming state for the player. However, as will be described later, it is different from the non-favorable section in that mode transition is performed.

[0197] That is, the non-favorable section is a control state as an initial state that is controlled when the game in the favorable section ends, when a setting change operation is performed, when other initialization conditions are satisfied, or at the time of factory shipment, etc. The production section is a control state as a normal state in which the player plays a normal game, and the degree of expectation of transition (grant) to the increasing section can be varied by mode transition or the like.

[0198] On the other hand, the increasing section is a gaming state (AT state) in which information on a favorable stop operation is notified to the player, and is a favorable gaming state for the player. That is, the increasing section is a control state as a favorable state in which the player can increase medals. Note that both the production section and the increasing section are in the favorable section, and they are configured as a series of favorable sections by mutually transitioning between these sections.

[0199] In the first gaming machine, as shown in Fig. 7(a), in the non - advantageous section, a non - advantageous section sub - flag as secondary information (sub - flag) corresponding to an internal lottery role (see Fig. 10 described later) is determined. The sub - flag is information for identifying a group by grouping internal lottery roles that play the same role (such as whether it is a lottery target role and its winning probability, etc.) in various lotteries related to game performance by the main control circuit 100 (various processes related to the advantageous section), and assigning the same information. As a result, it is not necessary to provide various data tables for each internal lottery role, so the data volume can be compressed, and the pressure on the capacity of the main ROM 102 can be avoided. In the non - advantageous section, a lottery using this non - advantageous section sub - flag is conducted.

[0200] The non - advantageous section sub - flag "Replay Bell" is determined when the internal lottery role is any one of "F_Replay A" (No. "3"), "F_Replay B" (No. "4"), and "F_Bell123A1" to "F_Bell321B2" (No. "10" to No. "33"). The non - advantageous section sub - flag "Weak Che" is determined when the internal lottery role is "F_Cherry" (No. "5"). The non - advantageous section sub - flag "Watermelon" is determined when the internal lottery role is "F_Watermelon" (No. "9"). The non - advantageous section sub - flag "Determined Role" is determined when the internal lottery role is either "F_Determined Cherry" (No. "6") or "F_Reach Point" (No. "8"). The non - advantageous section sub - flag "Medium Che" is determined when the internal lottery role is "F_Middle - stage Cherry" (No. "7"). In the non - advantageous section as well, similar to the advantageous section, it can also be configured so that a sub - flag at the time of winning and a sub - flag at the time of winning can be determined. Also, these correspondence relationships are not limited to the above - mentioned ones.

[0201] In addition, in the first gaming machine, as shown in Fig. 7(a), in the advantageous section, a sub-flag at the time of winning the lottery in the advantageous section as secondary information (sub-flag) corresponding to an internal lottery winning combination (refer to Fig. 10 described later) is determined. Further, in the advantageous section, a sub-flag at the time of winning a prize in the advantageous section as secondary information (sub-flag) corresponding to the combination of the displayed symbols is determined. In the advantageous section, a lottery is conducted using these sub-flag at the time of winning the lottery in the advantageous section and the sub-flag at the time of winning a prize in the advantageous section.

[0202] The sub-flag "Bell" at the time of winning the lottery in the advantageous section is determined when the internal lottery winning combination is any one of "F_Bell123A1" to "F_Bell321B2" (No. "10" to No. "33"). The sub-flag "Weak Che" at the time of winning the lottery in the advantageous section is determined when the internal lottery winning combination is "F_Cherry" (No. "5"). The sub-flag "Watermelon" at the time of winning the lottery in the advantageous section is determined when the internal lottery winning combination is "F_Watermelon" (No. "9"). The sub-flag "Determined Winning Combination" at the time of winning the lottery in the advantageous section is determined when the internal lottery winning combination is either "F_Determined Cherry" (No. "6") or "F_Reach Position" (No. "8"). The sub-flag "Medium Che" at the time of winning the lottery in the advantageous section is determined when the internal lottery winning combination is "F_Middle Stage Cherry" (No. "7").

[0203] The sub-flag "Continuous Replay 1" at the time of winning a prize in the advantageous section is determined when the internal lottery winning combination is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and the combination of the symbols "Upward Replay" is displayed (that is, when the winning combination is "Upward Replay"). The sub-flag "Continuous Replay 2" at the time of winning a prize in the advantageous section is determined when the internal lottery winning combination is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and the combination of the symbols "Parallel Replay" is displayed (that is, when the winning combination is "Parallel Replay").

[0204] Here, in the first gaming machine, as will be described later, when the internal lottery winning combination is "F_Replay A" (No. "3"), between the 3BB flags, a combination of symbols of "Diagonal Replay" is displayed, and between the 2BB flags and in non-flag periods, a combination of symbols of "Parallel Replay" is displayed.

[0205] That is, when the internal lottery winning combination is "F_Replay A" (No. "3"), between the 3BB flags, "Through Replay 1" is determined as the sub-flag at the time of winning in the advantageous section, and between the 2BB flags and in non-flag periods, "Through Replay 2" is determined as the sub-flag at the time of winning in the advantageous section. And in the first gaming machine, when the sub-flags at the time of winning in the advantageous section are different in this way, the degree of advantage in various lotteries described later (for example, the pseudo-bonus transition lottery using the pseudo-bonus transition lottery table shown in Fig. 7(c) or the mode transition lottery using the mode transition lottery table shown in Fig. 8(f)) is made to vary.

[0206] Note that in the first gaming machine, for example, taking "F_Replay A" (No. "3") as an example of a combination whose sub-flag at the time of winning in the advantageous section varies according to whether it is between the 3BB flags or between the 2BB flags, the mode in which the sub-flag at the time of winning in the advantageous section varies is not limited to this. For example, as will be described later, when the internal lottery winning combination is "F_Bell 123B1" (No. "12"), the stop control is made different between the case of being between the 3BB flags and the case of being between the 2BB flags. So, when winning the lottery for such a combination, without varying the number of medals paid out (or it may be made to vary), the combination of symbols displayed is made different, and thus different sub-flags at the time of winning in the advantageous section may be determined. And according to the difference in the sub-flags at the time of winning in the advantageous section, the degree of advantage in various lotteries described later may be made to vary.

[0207] Also, for example, as will be described later, when the internal winning role is "F_Watermelon" (No. "9"), regardless of whether it is between any flags (non-flag intervals), if the pressing position (stop operation timing) is appropriate, a combination of "Watermelon" symbols is displayed, and if the pressing position is inappropriate, a spill occurs and a combination of "Spilled Watermelon" symbols is displayed. Therefore, when winning the lottery for such a role, if it is possible to win without a spill, and if a spill occurs, different sub-flags at the time of winning in the advantageous section may be determined. Then, according to the difference in the sub-flags at the time of winning in the advantageous section, the degree of advantage in various lotteries described later may be varied.

[0208] Also, for example, when the internal winning role is "F_Replay A" (No. "3"), between the 3BB flags, if the stop operation is performed in a specific mode (this specific mode may be, for example, a mode in which the stop operation is performed in a predefined batting order (correct pressing order), a mode in which the pressing position (timing of the stop operation) is appropriate, or a combination of these modes, any mode is acceptable), a combination of "Parallel Replay" symbols is displayed, and if it is not performed in the specific mode, a combination of "Up-Right Replay" symbols is displayed. Thus, different sub-flags at the time of winning in the advantageous section may be determined. Then, according to the difference in the sub-flags at the time of winning in the advantageous section, the degree of advantage in various lotteries described later may be varied.

[0209] That is, in the first gaming machine, regarding the specific role, it is possible that the final stop display mode may differ depending on the bet amount, gaming state, mode of the stop operation, or any combination thereof, and different secondary information can be determined according to the different stop display modes, thereby allowing all modes that can vary the degree of advantage to be applied.

[0210] Return to the description of the gaming performance of the first gaming machine. In the non-favorable section, a lottery for transitioning to the favorable section is conducted for each game. Specifically, the lottery table for transitioning to the favorable section shown in FIG. 7(b) is referred to, an internal lottery winning combination is determined, and after the non-favorable section sub-flag is determined according to the internal lottery winning combination, at a predetermined timing during the game, the destination mode and the like are determined according to the non-game section sub-flag. In this determination, there are cases where only the type of mode when transitioning to the favorable section is determined (in FIG. 5, "start of favorable section"), and cases where it is determined not only the type of the mode but also to transition to the pseudo-bonus (in FIG. 5, "start of favorable section + start of pseudo-bonus"). However, in the non-favorable section, it can also be configured such that it is not determined to transition to the pseudo-bonus.

[0211] Here, referring to FIG. 6, each mode in the first gaming machine will be described. In the first gaming machine, the mode is control information (which may also be referred to as the gaming state or control state) for varying the expectation of transitioning (granting) to the increasing section (pseudo-bonus) in the production section (normal game). In the production section (normal game), according to this mode, the presence or absence of transitioning to the pseudo-bonus is determined, or the favorable section is maintained, or it is determined to end the favorable section and transition to the non-favorable section.

[0212] The start mode is a relatively disadvantageous mode that is likely to stay when transitioning from the non-favorable section to the favorable section (production section). The expectation of transitioning to the pseudo-bonus is relatively low (see FIG. 7(c) described later), and the expectation of transitioning to a more favorable mode is also relatively low (see FIG. 8(f) described later). Although not shown in the figure, in the start mode, the ceiling game number is set to "965 games". The ceiling game number is used to forcibly transition to the pseudo-bonus when the period without transitioning to the pseudo-bonus reaches a certain period. Therefore, the smaller the ceiling game number, the more advantageous it is for the player, and the larger the ceiling game number, the more disadvantageous it is for the player.

[0213] Generally, the Normal A mode is the mode in which players are most likely to stay during the game and is a relatively disadvantageous mode. The expectation of transitioning to the pseudo-bonus is relatively low (see (c) of FIG. 7 described later), and the expectation of transitioning to a more advantageous mode is also relatively low (see (f) of FIG. 8 described later). In the Normal A mode, the ceiling number of games is set to "965 games". Also, in FIG. 6, the notation "about 999G after the pseudo-bonus" means that after the pseudo-bonus ends, the game transitions to the End A mode or the End B mode described later, and 32 games of play are conducted in this mode without transitioning to the pseudo-bonus. When this Normal A mode is selected when transitioning from the disadvantageous section to the advantageous section after once transitioning to the disadvantageous section, the apparent ceiling number of games is the sum of "965 games", the game period of "32 games" in the End A mode or the End B mode, and the number of games required to transition from the disadvantageous section to the advantageous section. This is what is expressed here. The same applies to the Normal B mode, the Heaven Preparation mode, and the Chance mode described below.

[0214] The Normal B mode is a mode in which players are relatively likely to stay during the game and is a relatively disadvantageous mode, but is more advantageous than the Normal A mode. The expectation of transitioning to the pseudo-bonus is relatively low (see (c) of FIG. 7 described later), and the expectation of transitioning to a more advantageous mode is also relatively low (see (f) of FIG. 8 described later). In the Normal B mode, the ceiling number of games is set to "965 games".

[0215] Although the expectation of transitioning to the pseudo-bonus in the Heaven Preparation mode is relatively low (see (c) of FIG. 7 described later), the ceiling number of games is set to "466 games". Also, when transitioning to the pseudo-bonus, it is certain that the game will transition to the Heaven mode after the pseudo-bonus ends (see (f) of FIG. 8 described later). In this sense, it is a relatively advantageous mode.

[0216] The chance mode has a relatively high expectation of transitioning to a pseudo-bonus (see (c) of FIG. 7 described later), and since the ceiling number of games is set to "222 games", it is a relatively advantageous mode in that sense. However, the expectation of transitioning to the heaven mode is not high (see (f) of FIG. 8 described later).

[0217] In the end A mode, when transitioning to a pseudo-bonus, if it does not transition to the heaven mode (including the heaven preparation mode) after the end, it is likely to stay, making it a relatively disadvantageous mode. The expectation of transitioning to a pseudo-bonus is the lowest (see (c) of FIG. 7 described later), and the expectation of transitioning to a more advantageous mode is also relatively low (see (f) of FIG. 8 described later). In this end A mode, when 32 games are played without transitioning to a pseudo-bonus after the end of the pseudo-bonus, the advantageous section itself ends and it transitions to a non-advantageous section.

[0218] In the end B mode, when transitioning to a pseudo-bonus, if it does not transition to the heaven mode (including the heaven preparation mode) after the end, it is likely to stay, making it a relatively disadvantageous mode but more advantageous than the end A mode. The expectation of transitioning to a pseudo-bonus is relatively low (see (c) of FIG. 7 described later), and the expectation of transitioning to a more advantageous mode is also relatively low (see (f) of FIG. 8 described later). In this end B mode, similar to the end A mode, when 32 games are played without transitioning to a pseudo-bonus after the end of the pseudo-bonus, the advantageous section itself ends and it transitions to a non-advantageous section. Note that the end A mode and the end B mode can also be collectively referred to as the "end mode".

[0219] The safeguard mode is the mode that remains when the Heaven C mode ends. The expectation of transitioning to the pseudo-bonus is relatively high (see (c) of FIG. 7 described later). Since the ceiling game count is set to "32 games", it is a relatively advantageous mode in that sense. However, the expectation of transitioning to the Heaven mode is not high (see (f) of FIG. 8 described later). That is, when the Heaven C mode ends, in order to prevent a decrease in the interest due to this, it is positioned as a mode that tries to maintain (safeguard) a relatively advantageous state for a certain period.

[0220] The Heaven A mode is a mode in which it can be expected that the pseudo-bonus will continue to win (when the AT state continues by making a decision to extend (add-on) during the AT state, this may also include such an extension (add-on). The same applies hereinafter). The expectation of transitioning to the pseudo-bonus is relatively high (see (c) of FIG. 7 described later). The ceiling game count is set to "32 games", and it is a relatively advantageous mode in which the probability of maintaining the ceiling mode (Heaven mode loop rate) is set to a medium level. Although not shown in FIG. 6, for example, a setting difference can also be provided for this ceiling mode loop rate. For example, when the set value is an odd number (1, 3, 5), the ceiling mode loop rate can be set to about 75%, and when the set value is an even number (2, 4, 6), the lottery value can be set so that the ceiling mode loop rate is about 67%. Alternatively, the lottery value can be set so that the higher the set value, the higher the ceiling mode loop rate. The same applies to the Heaven B mode and the Heaven C mode described later, and a setting difference can also be provided for the ceiling mode loop rate.

[0221] The Heaven B mode is a mode in which it can be expected that the pseudo-bonus will continue to win. The expectation of transitioning to the pseudo-bonus is relatively high (see (c) of FIG. 7 described later). The ceiling game count is set to "32 games", and it is a relatively advantageous mode in which the probability of maintaining the ceiling mode (Heaven mode loop rate) is set high. That is, in terms of the ceiling mode loop rate, it is a more advantageous mode than the Heaven A mode.

[0222] The Heavenly Kingdom C mode is a mode in which it is expected that the pseudo-bonus will continue to win, and the expectation of shifting to the pseudo-bonus is relatively high (see (c) of FIG. 7 described later). The ceiling number of games is set to "32 games", and the probability of maintaining the ceiling mode (the Heavenly Kingdom mode loop rate) is set to be quite high, making it a relatively advantageous mode. That is, in terms of the Heavenly Kingdom mode loop rate, it is a more advantageous mode than the Heavenly Kingdom A mode and the Heavenly Kingdom B mode. Note that the Heavenly Kingdom A mode, the Heavenly Kingdom B mode, and the Heavenly Kingdom C mode can be collectively referred to as the "Heavenly Kingdom mode".

[0223] Note that each of the above modes is merely an example, and the configuration of the mode is not limited to this. It is also possible to set modes other than the above modes, or not to set some of the above modes.

[0224] Also, so far, the non-advantageous section has been described as being in a state where the degree of advantage is relatively low compared to the advantageous section, but the relationship between the non-advantageous section and the advantageous section is not limited to such a mode. For example, in the case of the non-advantageous section, the transition rate to the increasing section may be higher than when at least one or more modes are set in the advantageous section, or the average number of games required for the transition to the increasing section may be shortened, or the non-advantageous section may be configured to be most likely to become the increasing section. By doing so, an incentive to play the game is generated even in a state where it is certain that it is a non-advantageous section after the setting change, etc., which serves as a motivation to start the game even from the opening. Also, even when the lighting of the section lamp ends after 32 games have elapsed after the end of the pseudo-bonus, it is not certain that it will be in the most disadvantageous state, so this also serves as a motivation to continue the game at such a time. Also, so far, the effect section has been described as a game state in which information on advantageous stop operations is not notified to the player, but if it is in a more disadvantageous mode compared to the increasing section (for example, reducing the frequency of notification or changing the winning combination to be notified), it can also be a game state in which information on the stop operation is notified.

[0225] Return to the description of the gaming performance of the first gaming machine. In the effect period (normal game), first, for each game, a pseudo-bonus transition lottery (at the time of winning) is conducted by referring to the sub-flag at the time of winning in the advantageous section. Specifically, the pseudo-bonus transition lottery table shown in Fig. 7(c) is referred to, the internal winning combination is determined, and after the sub-flag at the time of winning in the advantageous section is determined according to the internal winning combination, at a predetermined timing during the game, it is determined whether to transition to the pseudo-bonus according to the sub-flag at the time of winning in the advantageous section. In Fig. 7(c), "non-winning" means not to transition to the pseudo-bonus, "winning (this game)" means to transition to the pseudo-bonus from this game, and "winning (next game)" means to transition to the pseudo-bonus from the next game.

[0226] In the first gaming machine, when "winning (this game)" is determined, at the start of this game, when "winning (next game)" is determined, at the start of the next game, the game operation (stop operation) is invalid for a certain period, and during the invalid period, after a reel effect (the "red 7 alignment" effect) in which the "red 7" symbols are aligned and displayed in the main display window 4 is performed, the pseudo-bonus is started. In a game in which the "red 7 alignment" effect is performed, when it is necessary to notify the information of the stop operation, at least when the invalid period ends and the game operation (stop operation) becomes valid (it may also be before that, but not at a timing earlier than the start of the above-mentioned random delay process), the information of the stop operation is notified.

[0227] During the performance period (normal game), if it is determined to shift to the pseudo bonus as a result of the pseudo bonus transition lottery (when winning), a mode transition lottery (when winning) is conducted. Specifically, the mode transition lottery table shown in Fig. 8(f) is referred to, and the destination mode is determined according to the current mode and the sub-flag at the time of winning in the advantageous section. Note that this destination mode may be a mode including during the pseudo bonus or a mode after the end of the pseudo bonus. Also, if it is determined to shift to the pseudo bonus as a result of the pseudo bonus transition lottery (when winning) and the mode transition lottery (when winning) is conducted, the subsequent pseudo bonus transition lottery (when winning a prize), mode transition lottery (when winning a prize), and mode transition lottery (at the ceiling) are not conducted.

[0228] During the performance period (normal game), if it is not determined to shift to the pseudo bonus as a result of the pseudo bonus transition lottery (when winning), for each game (more specifically, in the game that wins in "F replay A" or "F replay B"), the sub-flag at the time of winning in the advantageous section is referred to, and the pseudo bonus transition lottery (when winning a prize) is conducted. Specifically, the pseudo bonus transition lottery table shown in Fig. 7(c) is referred to, the winning combination is determined, and at a predetermined timing during the game (before the start of the next game) after the sub-flag at the time of winning in the advantageous section is determined according to the winning combination, it is determined whether to shift to the pseudo bonus according to the sub-flag at the time of winning in the advantageous section.

[0229] Note that in the pseudo bonus transition lottery table shown in Fig. 7(c), the ratio of being determined to shift to the pseudo bonus is higher when the sub-flag at the time of winning in the advantageous section is "through replay 2" than when it is "through replay 1". However, the mode of preferring "through replay 2" over "through replay 1" is not limited to this. For example, when the sub-flag at the time of winning in the advantageous section is determined to be "through replay 2", it may be determined to shift to the pseudo bonus with a predetermined probability, but when the sub-flag at the time of winning in the advantageous section is determined to be "through replay 1", it may be determined that it is not possible to shift to the pseudo bonus.

[0230] During the performance period (normal game), if it is determined to shift to the pseudo bonus as a result of the pseudo bonus transition lottery (when winning), the mode transition lottery (when winning) is conducted. Specifically, the mode transition lottery table shown in Fig. 8(f) is referred to, and the destination mode is determined according to the current mode and the sub-flag at the time of winning in the advantageous section. Note that this destination mode may be a mode including during the pseudo bonus or a mode after the pseudo bonus ends. Also, if it is determined to shift to the pseudo bonus as a result of the pseudo bonus transition lottery (when winning) and the mode transition lottery (when winning) is conducted, the mode transition lottery (at the ceiling) described later is not conducted.

[0231] In the mode transition lottery table shown in Fig. 8(f), the ratio of determining to shift to a mode relatively advantageous to the player is higher when the sub-flag at the time of winning in the advantageous section is "Through replay 2" than when it is "Through replay 1". However, the mode of preferring "Through replay 2" over "Through replay 1" is not limited to this. For example, when the sub-flag at the time of winning in the advantageous section is determined to be "Through replay 2", it may be determined to shift to a mode relatively advantageous to the player with a predetermined probability, but when the sub-flag at the time of winning in the advantageous section is determined to be "Through replay 1", it may be made so that it cannot be determined to shift to a mode relatively advantageous to the player.

[0232] During the performance period (normal game), if it is not determined to shift to the pseudo bonus as a result of the pseudo bonus transition lottery (when winning), the ceiling game count is updated (either by an addition method or a subtraction method), and when the ceiling game count reaches the ceiling game count associated with the current mode (or predetermined at the time of shifting to the advantageous section, etc.), it is determined to shift to the pseudo bonus. In this case, it can be made so that "winning this game" is always determined, or it can be made so that "winning the next game" is always determined. Also, it can be made so that either of these is determined by lottery.

[0233] During the performance period (normal game), when it is determined to shift to a pseudo-bonus upon reaching the ceiling game count, a mode transition lottery (at ceiling) is conducted. Specifically, the mode transition lottery table shown in Fig. 8(f) is referred to, and the destination mode is determined according to the current mode. Note that this destination mode may be a mode including during the pseudo-bonus or a mode after the pseudo-bonus ends.

[0234] Note that the processes related to the pseudo-bonus transition lottery (winning) and the pseudo-bonus transition lottery (prize winning) are the same in terms of the processing content except for the types of sub-flags, so they can be controlled using the same lottery table and control flow. Also, the processes related to the mode transition lottery (winning) and the mode transition lottery (prize winning) are the same in terms of the processing content except for the types of sub-flags, so they can be controlled using the same lottery table and control flow.

[0235] Also, if the "winning (this game)" is not provided as a type of winning in the pseudo-bonus, at the timing when the sub-flag for winning in the advantageous section is determined, the sub-flag for winning at the advantageous section lottery is also determined, and the ceiling game count can also be updated. Therefore, the pseudo-bonus transition lottery (winning), the pseudo-bonus transition lottery (prize winning), and the pseudo-bonus transition process at ceiling can be performed in one process. Similarly, the mode transition lottery (winning), the mode transition lottery (prize winning), and the mode transition lottery (at ceiling) can also be performed in one process.

[0236] Return to the description of the game characteristics of the first gaming machine. As described above, in the effect period (normal game), when it is determined to shift to the pseudo bonus and the pseudo bonus is started (in FIG. 5, "pseudo bonus start"), it shifts to the increase period (pseudo bonus). Also, as described above, in the effect period (normal game), when it is controlled to the end A mode or the end B mode and 32 games are played without shifting to the pseudo bonus (in FIG. 5, "end of advantageous period (via end A·B)"), it shifts to the non-advantageous period. Further, when the conditions of the limit process shown in FIG. 16 described later are satisfied, the advantageous period is forcibly ended (in FIG. 5, "end of advantageous period (limit process)"), and as a result, it shifts to the non-advantageous period.

[0237] In the increase period (pseudo bonus), when the pseudo bonus is started, a ceiling reduction lottery is conducted. Specifically, the ceiling reduction lottery table shown in FIG. 8(e) is referred to, and depending on the current mode, it is determined whether to reduce the number of ceiling games after the end of the pseudo bonus. In FIG. 8(e), "non-winning" means not reducing the number of ceiling games, and "winning (ceiling game number = 0 update)" means setting the number of ceiling games to be set to "0" (reducing) regardless of the mode after the end of the pseudo bonus. Note that the ceiling reduction lottery can be conducted not only when the pseudo bonus is started but also in each game during the pseudo bonus.

[0238] If it is determined as a result of the ceiling shortening lottery not to shorten the number of ceiling games, when the pseudo bonus ends and the player does not have the 1G consecutive stock described later, the number of ceiling games is set according to the current mode (in the end mode, the advantageous section ends (and is cleared) after 32 games have elapsed, so it is not set, but it may be temporarily set here). When the pseudo bonus ends (in FIG. 5, "pseudo bonus end"), the game shifts to the production section (normal game). On the other hand, if it is determined as a result of the ceiling shortening lottery to shorten the number of ceiling games, when the pseudo bonus ends, "0 games" is set as the number of ceiling games. As a result, the pseudo bonus will start again from the next game after the pseudo bonus ends. In this case, since the pseudo bonus starts when the number of ceiling games is reached, the above-described mode transition lottery (at the ceiling) is performed.

[0239] In the increasing section (pseudo bonus), a mode transition lottery (at the draw) is performed for each game (more specifically, in a game in which "confirmed combination" or "medium check" is determined as the sub flag at the advantageous section draw). Specifically, the mode transition lottery table shown in FIG. 8(f) is referred to, and the destination mode is determined according to the current mode and the sub flag at the advantageous section draw. Even when the sub flag at the advantageous section draw other than the above is determined, the destination mode may be determined. In this case, in principle, a different mode transition lottery table with a different lottery value from the mode transition lottery table shown in FIG. 8(f) may be referred to so that a mode relatively disadvantageous to the current mode is not determined as the destination mode.

[0240] In the increasing section (pseudo-bonus), for each game (more specifically, in the game that has won the lottery for "F replay A" or "F replay B"), a mode transition lottery (at the time of winning) is conducted. Specifically, the mode transition lottery table shown in Fig. 8(f) is referred to, and the destination mode is determined according to the current mode and the sub-flag at the time of winning in the advantageous section. In this case, similar to the above, in principle, in order to prevent a mode that is relatively more disadvantageous than the current mode from being determined as the destination mode, a different mode transition lottery table with a different lottery value from the mode transition lottery table shown in Fig. 8(f) may be referred to.

[0241] In the increasing section (pseudo-bonus), for each game, a 1G consecutive lottery is conducted. Specifically, the 1G consecutive lottery table shown in Fig. 7(d) is referred to, and whether to generate a 1G consecutive is determined according to the current mode and the sub-flag at the time of winning in the advantageous section or the sub-flag at the time of winning in the advantageous section. In Fig. 7(d), "not winning the lottery" means not generating a 1G consecutive, and "winning the lottery (1G consecutive + 1)" means that the right to generate a 1G consecutive (1G consecutive stock) is granted (the 1G consecutive stock counter is incremented by 1). The 1G consecutive stock can be stored (reserved) in multiple numbers (up to 255) by the 1G consecutive stock counter. Therefore, it is possible that multiple 1G consecutive stocks are granted during one pseudo-bonus. Also, the 1G consecutive lottery table can be configured so that multiple 1G consecutive stocks can be granted in one 1G consecutive lottery.

[0242] When the value of the 1G consecutive stock counter is 1 or more when the pseudo bonus ends (that is, when holding 1G consecutive stocks), one 1G consecutive stock is consumed (the 1G consecutive stock counter is decremented by 1), and the pseudo bonus will start again from the next game after the pseudo bonus ends. In this case, since it is the start of the pseudo bonus corresponding to the right of 1G consecutive stocks, the above-mentioned mode transition lottery is not performed. On the other hand, when the value of the 1G consecutive stock counter is not 1 or more when the pseudo bonus ends (that is, when not holding 1G consecutive stocks), and when not winning the above-mentioned ceiling reduction lottery, the ceiling game count is set according to the current mode (in the case of the end mode, the advantageous section ends (and is cleared) after 32 games have elapsed, so it is not set, but it may be set temporarily here), the pseudo bonus ends (in FIG. 5, "pseudo bonus ends"), and the game shifts to the production section (normal game).

[0243] Note that when winning the ceiling reduction lottery and also holding 1G consecutive stocks, the result of the ceiling reduction lottery may be prioritized, and after the pseudo bonus corresponding to the ceiling reduction is executed, the pseudo bonus corresponding to the 1G consecutive stocks may be executed, or the 1G consecutive stocks may be prioritized, and after the pseudo bonus corresponding to the 1G consecutive stocks is executed, the pseudo bonus corresponding to the ceiling reduction may be executed. In the latter case, information that can carry over the existence of the ceiling reduction may be separately stored.

[0244] In the first gaming machine, as an example of the configuration of the increasing section (pseudo bonus), there is one that continues for "55 games" and allows a maximum of 275 medals to be obtained, but the configuration of the pseudo bonus is not limited to this. For example, the pseudo bonus may be configured as "pseudo BB (big bonus)", and in addition, a "pseudo RB (regular bonus)" that continues for "22 games" and allows a maximum of 110 medals to be obtained may be installed. In this case, when it is determined to shift to the pseudo bonus (grant the right) in the above-mentioned pseudo bonus transition lottery, when reaching the ceiling, and in the 1G consecutive lottery, the type (for example, whether it is "pseudo BB" or "pseudo RB") may be determined with a predetermined probability (for example, 50% each). Note that since "pseudo RB" should have a different value from "pseudo BB" (more specifically, a lower value than "pseudo BB"), for example, the number of consecutive games is the same as that of "pseudo BB", but the bell navigation rate (the notification probability at which information on the stop operation is notified) can be set low to create a difference in the maximum number of medals that can be obtained and make the values different. Also, when starting "pseudo RB", a reel effect in which the "BAR" symbols are aligned and displayed on the main display window 4, or a reel effect in which "red 7 - red 7 - BAR" is displayed may be performed. Furthermore, the increasing section is not limited to being configured as a pseudo bonus. For example, it can also be configured as an AT state or an ART state in which the number of consecutive games (gaming period) can be changed.

[0245] Also, during the pseudo bonus, if the execution conditions of the limit process shown in FIG. 16 described later are satisfied, the advantageous section will be forcibly terminated (in FIG. 5, "termination of the advantageous section due to the limit process"), and as a result, it will shift to the non-advantageous section.

[0246] In the first gaming machine, the above-described game flow is basically premised on the game being played in a three-bet state. Therefore, when the game is played in a two-bet state, for example, various lotteries using (a) to (d) of FIG. 7, (e) and (f) of FIG. 8, etc. are not conducted, and the ceiling game count is not updated either. Also, when the game is played in a two-bet state during a pseudo bonus, since it is configured such that medals do not increase in the two-bet state, the pseudo bonus period does not become an increasing period. That is, in the first gaming machine, when the game is played in a two-bet state, the player is basically disadvantaged.

[0247] Here, when the game is played in a two-bet state, although lotteries related to the advantageous period (AT) (for example, various lotteries using (a) to (d) of FIG. 7, (e) and (f) of FIG. 8, etc.) and processes (for example, updating the ceiling game count, etc.) are not conducted, it is desirable that the advantageous period game count counter for the game count limiter described above and the advantageous period payout count counter for the payout count limiter described above be updated. Since these limiters have a function of appropriately suppressing the gambling nature by limiting the upper limits of the number of games stayed in the advantageous period and the number of acquired medals, if it is assumed that these counters are not updated in the two-bet state, there may be a case where the upper limits of the number of games stayed in the advantageous period and the number of acquired medals set by the intervention of the game in the two-bet state are exceeded, and as a result, the gambling nature may not be appropriately suppressed. Therefore, it is desirable that the counters for the limiters be configured to be updatable every game regardless of the bet number.

[0248] In addition, in the first gaming machine, the above-described game flow is basically premised on the game being played in a non-bonus state. Therefore, when the game is played in a bonus state (2BB state and 3BB state), for example, various lotteries using FIGS. 7(a) to (d), FIGS. 8(e) and (f), etc. are not performed, and the ceiling game count is not updated either. Also, when the bonus state is entered during the pseudo-bonus, since the bonus state is configured to have a lower expected medal increase value than the non-bonus state (more specifically, the three-coin bet state of the non-bonus state), there may be cases where the pseudo-bonus period does not become an increasing period. That is, in the first gaming machine, the game is configured such that the player may be disadvantaged when playing in the bonus state.

[0249] Therefore, in the first gaming machine, it is configured to recommend playing the game in the three-coin bet state between the 2BB flags (in this embodiment, the three-coin bet state between the 2BB flags may be described as the "recommended gaming state", and other states may be described as the "non-recommended gaming state"). That is, in the first gaming machine, 2BB is a bonus combination that only wins in the two-coin bet state. The combination of symbols related to 2BB only wins in the two-coin bet state between the 2BB flags and does not win in the three-coin bet state. Also, 3BB is a bonus combination that only wins in the three-coin bet state. The combination of symbols related to 3BB only wins in the three-coin bet state between the 3BB flags and does not win in the two-coin bet state. Also, 3BB does not win between the 2BB flags, and 2BB does not win between the 3BB flags.

[0250] And in the first gaming machine, using these configurations, for example, if 2BB is made to win (without winning 2BB) in the two-coin bet state between non-flags to create the state between the 2BB flags and then the game is played in the three-coin bet state, it is possible to play the game in the above-described recommended gaming state without worrying about whether to win the bonus combination.

[0251] As described above, in the first gaming machine, a ceiling shortening lottery is conducted during the pseudo bonus. Here, referring to the ceiling shortening lottery table shown in Fig. 8(e), when the current mode is any one of the guarantee mode, the heaven A mode, the heaven B mode, and the heaven C mode, the ceiling shortening lottery wins with a probability of 1 / 8 (32 / 256), while when it is any other mode, the ceiling shortening lottery does not win. That is, in the case of the mode where the ceiling game count is "32 games", the "32 games" may be shortened to "0 games", and in the case of the mode where the ceiling game count is more than that, the ceiling game count is not shortened.

[0252] Note that even in the case of the mode where the ceiling game count is more than "32 games", it may be determined that the ceiling game count is shortened with a lower probability (for example, 1 / 64) than in the case of the mode where the ceiling game count is "32 games".

[0253] Also, the mode of shortening the ceiling game count is not limited to the above. For example, if "32 games" is shortened to a predetermined number of games less than that (0 to 31 games), the same operational effects can be achieved. Therefore, the number of games to be shortened when winning the ceiling shortening lottery may be further determined, or it may be determined in advance how many games are to be shortened in the ceiling shortening lottery.

[0254] Also, the trigger for conducting the ceiling shortening lottery is not limited to the above. For example, during the pseudo bonus, the ceiling shortening lottery may be conducted for each game. Also, in the advantageous section (normal game), when the current mode is any one of the guarantee mode, the heaven A mode, the heaven B mode, and the heaven C mode, the ceiling shortening lottery may be conducted for each game. In these cases, the sub flag at the time of winning the advantageous section lottery or the sub flag at the time of winning in the advantageous section may be referred to, and it may be determined whether to win the ceiling shortening lottery.

[0255] Also, as described above, in the first gaming machine, during the pseudo-bonus, a 1G consecutive lottery is conducted. Here, looking at the 1G consecutive lottery table shown in Fig. 7(d), it seems that a 1G consecutive stock may be awarded regardless of the current mode. That is, regardless of whether the mode is such that the ceiling game count is "32 games", the right to continue the pseudo-bonus can be granted.

[0256] Note that the manner of granting such a right is not limited to the above. For example, when the mode is such that the ceiling game count is "32 games", considering that a ceiling reduction lottery is conducted, the 1G consecutive lottery may not be conducted, and when the mode is such that the ceiling game count is more than "32 games", the 1G consecutive lottery may be conducted, thereby suppressing the excessive increase in the gambling nature of the game.

[0257] Also, the trigger for conducting the 1G consecutive lottery is not limited to the above. For example, even in a favorable section (performance section) other than the pseudo-bonus, the 1G consecutive lottery may be conducted, and the 1G consecutive stock stocked as a result may be consumed in the next pseudo-bonus.

[0258] Although not shown in FIGS. 5 to 8, in the first gaming machine, when the current mode is the heaven mode at the start of the pseudo bonus or during the pseudo bonus, a special bonus middle performance for suggesting an advantageous state is executed at a predetermined probability. Therefore, when the special bonus middle performance is executed, it can be expected that the ceiling shortening lottery will be executed. Further, this special bonus middle performance may be executed at a 100% probability when winning the ceiling shortening lottery. In this way, for example, when the special bonus middle performance is executed at the start of the pseudo bonus, it is suggested that at least staying in the heaven mode, and a sense of expectation that the ceiling shortening lottery may also be won can be given. Further, this special bonus middle performance may also be executed at a predetermined probability or a 100% probability when winning the 1G consecutive lottery during the pseudo bonus. In this way, various possibilities such as (1) only the heaven mode, (2) the heaven mode + winning the ceiling shortening lottery, (3) the heaven mode + winning the 1G consecutive lottery, (4) the heaven mode + winning the ceiling shortening lottery + winning the 1G consecutive lottery, (5) only winning the 1G consecutive lottery, etc. can be suggested, and the interest of the game can be improved.

[0259] In this way, in the first gaming machine, when it is certain that the gaming machine will be controlled to an advantageous state again within a predetermined period (for example, 32 games) after the advantageous state (for example, the pseudo bonus) ends (for example, in the case of the heaven mode), since the period may be further shortened, even when the gaming period of a series of advantageous sections is limited (for example, when the limit process is executed), it is possible to prevent the decrease in the interest of the game by allowing the player to play the game in a state with a higher degree of advantage as much as possible.

[0260] Further, in the first gaming machine, even when it is not certain that the gaming machine will be controlled to an advantageous state again within a predetermined period after the advantageous state ends (for example, in the case of the end mode), since there is a case where an advantageous state is started again by the grant of a right (for example, 1G consecutive stock), it is possible to increase the player's sense of expectation and improve the interest of the game.

[0261] Also, although not shown in FIGS. 5 to 8, in the first gaming machine, when a "determined winning combination" is determined as a sub-flag at the time of winning in the advantageous section (that is, when "F_ determined cherry" or "F_ reach target" is determined as an internal winning combination), and as a result of the above-mentioned mode transition lottery, it is determined that the game shifts to the Heaven C mode, a special lock effect can be executed with a probability of 1 / 2 (this probability is arbitrary). In addition, since the player can receive the same benefits when the sub-flag "medium cherry" is determined at the time of winning in the advantageous section (that is, when "F_ middle-stage cherry" is determined as an internal winning combination) as when the "determined winning combination" is determined as a sub-flag at the time of winning in the advantageous section, when the sub-flag "medium cherry" is determined at the time of winning in the advantageous section, a special lock effect may also be made executable in the same manner as when the "determined winning combination" is determined as a sub-flag at the time of winning in the advantageous section.

[0262] Here, since the "determined winning combination" is a combination that also determines the pseudo-bonus transition (see (c) in FIG. 7), when the special lock effect is executed, the player can recognize that there have been a pseudo-bonus transition and a Heaven C mode transition, and it has become very interesting for the player. The special lock effect is configured, for example, as an effect in which game operations (stop operations) are invalidated for about 20 seconds at the start of the game. During this period, a special reel effect in which each reel vibrates or rotates in reverse may be performed, or a special video or the like that is not normally displayed may be displayed on the main effect display unit 21. Also, a special music piece that is not normally output may be output. Of course, an effect can also be performed by combining these. Also, although the game operation is not invalidated, these effects can also be made to be performed until the player performs the next game operation (that is, it is also possible to leave it to the player to decide whether to execute the effect until the end or to cancel it halfway and proceed with the game).

[0263] However, in the first gaming machine, as shown in FIG. 16 described later, for example, even if it is staying in the Heaven C mode, the advantageous section may be forcibly terminated by the execution of the limit process. Therefore, there are cases where it is not desirable to execute the above-described special lock effect many times.

[0264] Therefore, in the first gaming machine, within the same series of advantageous sections, the special lock effect is executed only once. Specifically, within a series of advantageous sections, if it is determined to execute the special lock effect for the first time, the special lock effect is executed. However, thereafter, within the same series of advantageous sections, even if the same conditions are satisfied, the control is such that the special lock effect is not executed. As a method, when the special lock effect is executed once, information indicating that fact is stored. Thereafter, within the same series of advantageous sections, if the information is stored, the determination as to whether or not to execute the special lock effect may not be made at all. Or, the determination may be made, but if the information is stored, the determination result may be rewritten to indicate non-execution even though it originally indicated execution. Then, the stored information may be cleared when the advantageous section ends.

[0265] Note that the mode in which the execution of the special lock effect is restricted is not limited to the above. For example, the upper limit number of times the execution of the special lock effect is restricted may be set to "2 times" or "3 times" instead of "1 time". That is, the execution of the special lock effect is restricted, but the upper limit may be set to a plurality of times. This can be appropriately set according to the expected value of the number of balls output per execution of the special lock effect.

[0266] Also, the conditions for determining whether or not to execute the special lock effect are not limited to those described above. That is, in the above description, upon drawing the "decisive role" lottery, mode transition is performed, and based on the condition that the mode is the Heaven C mode, a determination is made as to whether or not to execute the special lock effect. However, for example, since there are cases where the mode transitions to the Heaven C mode due to triggers other than the "decisive role" lottery (see (f) of FIG. 8), it is assumed that in these cases as well, a determination is made as to whether or not to execute the special lock effect, and it may be determined that the special lock effect is executed with a predetermined probability (which may be the same probability as when the "decisive role" lottery is the trigger, or a different probability).

[0267] Also, for example, upon drawing the "decisive role" lottery, first, it is assumed that a determination is made as to whether or not to execute the special lock effect, and if it is determined that the special lock effect is to be executed, the mode may be transitioned to the Heaven C mode. That is, the special lock effect may be executed in response to the determination that the mode is to be transitioned to the Heaven C mode, or the mode may be transitioned to the Heaven C mode in response to the determination that the special lock effect is to be executed.

[0268] Also, for example, the degree of progress of the game during the advantageous period may be adopted as a condition for determining whether or not to execute the special lock effect. For example, when the value of the advantageous period game number counter or the control game number counter described later is less than "750", or when the value of the advantageous period payout number counter or the control payout number counter described later is less than "1201", a determination is made as to whether or not to execute the special lock effect as described above. When the value of the advantageous period game number counter or the control game number counter described later becomes "750" or more, or when the value of the advantageous period payout number counter or the control payout number counter described later becomes "1201" or more, it is also possible to prevent a determination as to whether or not to execute the special lock effect from being made in the same subsequent series of advantageous periods.

[0269] As described above, in the first gaming machine, the gaming period of a series of advantageous sections is restricted to a fixed period (see FIG. 16 described later). And within the same series of advantageous sections, even when control information with a high degree of advantage for the player (e.g., Heaven C mode) is set multiple times, control is performed so that a special effect (e.g., special lock effect) is not performed each time. Therefore, it is possible to prevent a decrease in the amusement of the game while suppressing the excessive increase in the gambling nature of the game.

[0270] Also, in the first gaming machine, within a series of advantageous sections, when it is determined that control will be switched to an advantageous state (e.g., pseudo bonus) triggered by a winning of a specific combination (e.g., "confirmed combination"), control information with a high degree of advantage for the player (e.g., Heaven C mode) may be set. And within the same series of advantageous sections, even when such cases occur multiple times, control is performed so that a special effect (e.g., special lock effect) is not performed each time. Therefore, it is possible to prevent a decrease in the amusement of the game while suppressing the excessive increase in the gambling nature of the game.

[0271] Further, in the first gaming machine, it is possible to determine secondary information (e.g., sub flag at the time of advantageous section lottery) corresponding to the determined internal lottery combination, and it is also possible to determine secondary information (e.g., sub flag at the time of winning in the advantageous section) corresponding to the combination of displayed symbols, and it is possible to determine whether or not to grant an advantageous state (e.g., pseudo bonus) in which information regarding the player's stop operation is notified according to the determined secondary information.

[0272] As described above, in the first gaming machine, it is possible to give an expectation regarding the granting of an advantageous state not only when the internal lottery combination is determined but also when the combination of symbols is displayed, so that the game properties regarding the granting of an advantageous state can be diversified.

[0273] In addition, in the first gaming machine, since the information corresponding to the determined internal winning combination and the information corresponding to the displayed combination of symbols are both managed as common secondary information, it is possible to suppress an increase in the control load and the amount of information related to the granting of an advantageous state.

[0274] In addition, in the first gaming machine, when the bet gaming value is the first amount (for example, 3 sheets), the first special combination (for example, 3BB) can be won, while the second special combination (for example, 2BB) cannot be won. Further, when the bet gaming value is the second amount (for example, 2 sheets), the second special combination can be won, while the first special combination cannot be won. Further, when winning a specific combination (for example, "F_Replay A"), if it is in the first special permission state (for example, between 3BB flags), a combination of predetermined symbols (for example, "ascending Replay") is displayed, and if it is in the second special permission state (for example, between 2BB flags), a combination of specific symbols (for example, "parallel Replay") can be displayed (see FIG. 15 described later).

[0275] And in the first gaming machine, different secondary information can be determined depending on whether a combination of predetermined symbols is displayed or a combination of specific symbols is displayed. That is, in the first gaming machine, depending on which special permission state it is in, even when the same specific combination is determined, the determination content regarding the granting of an advantageous state can be changed, so while suppressing an increase in the control load and the amount of information related to the granting of an advantageous state, the gaming performance can be further diversified.

[0276] In addition, in the first gaming machine, it is possible to determine whether to grant an advantageous state at least when winning a specific combination and a combination of specific symbols is displayed.

[0277] Here, in the first gaming machine, since both the combination of predetermined symbols and the combination of specific symbols are combinations of symbols related to a replay, the same privilege of activating a replay is granted regardless of which is displayed.

[0278] Note that the modes of granting the same privilege are not limited to those described above. For example, a specific role is configured as a specific minor role related to the granting of gaming value. When winning the specific minor role, for example, in the first special permission state, a combination of predetermined symbols (a combination of symbols related to the granting of gaming value corresponding to "ascending rip") that grants 1 piece of gaming value (this value is arbitrary and can be another value less than or equal to the bet gaming value or a value exceeding the bet gaming value) is displayed. In the second special permission state, a combination of specific symbols (a combination of symbols related to the granting of gaming value corresponding to "parallel rip") that grants the same number of gaming values as when a combination of predetermined symbols is displayed may be displayed.

[0279] Also, both the combination of predetermined symbols and the combination of specific symbols may be configured as a combination of "losing" symbols (however, in order to be able to determine whether to grant an advantageous state, it is a distinguishable combination of symbols that is different from the case of a pure "loss"). Even in this case, the value remains the same.

[0280] In this way, in the first gaming machine, depending on which special permission state it is in, even when the same specific role is determined, the determination content regarding the granting of the advantageous state can be varied. Thus, it is possible to diversify the gameplay while suppressing an increase in the control load and information volume regarding the granting of the advantageous state. Also, in the game where the specific role is determined, since the same privilege is granted regardless of which special permission state it is in, it is possible to prevent the player from suffering direct disadvantages even when the gameplay is varied.

[0281] Also, in the first gaming machine, when winning the specific role, in the case of the second special permission state, it may be configured such that when a stop operation is performed in a specific mode, a combination of specific symbols can be displayed, and when the stop operation is not performed in the specific mode, a combination of specific symbols cannot be displayed.

[0282] Moreover, when at least a specific role is won and a combination of specific symbols is displayed, it may be possible to determine whether to grant an advantageous state. When the specific role is determined as an internal winning role, it may be possible to vary the degree of advantage regarding the granting of the advantageous state between when the combination of specific symbols is displayed and when the combination of specific symbols is not displayed.

[0283] Also, when a specific role is won, in the case of the first special permission state, a combination of predetermined symbols may be displayed regardless of the stop operation mode. In the case of the second special permission state, when the stop operation is performed in a specific mode, a combination of specific symbols may be displayed, and when the stop operation is not performed in the specific mode, a combination of predetermined symbols may be displayed.

[0284] In this case, the specific role can be configured such that in at least one reel, when the timing of the stop operation is appropriate (in this embodiment, this may be described as "depression position ○", "correct depression position", etc.), a combination of specific symbols is displayed, and when the timing of the stop operation is inappropriate (in this embodiment, this may be described as "depression position ×", "incorrect depression position", etc.), a combination of predetermined symbols is displayed. As a result, since the degree of advantage regarding the granting of the advantageous state can be varied due to the stop operation (timing) of the player, the player will concentrate more on the game, and the interest of the game can be improved.

[0285] Also, as described above, the specific role can also be configured as a specific minor role. In this case, in at least one reel, when the timing of the stop operation is appropriate (in the case of the press position ○), a specific combination of symbols is displayed and a predetermined number of game values are awarded, and when the timing of the stop operation is not appropriate (in the case of the press position ×), a predetermined combination of symbols is displayed and a specific number of game values are awarded. In this case, the predetermined number may be the same as the specific number (i.e., the same privilege). Also, it may be configured such that a larger number of game values are awarded for the predetermined number than for the specific number. Also, it may be configured such that a smaller number of game values are awarded for the predetermined number than for the specific number. Also, it may be the combination of symbols when at least one of the specific combination of symbols and the predetermined combination of symbols is missed. That is, either the predetermined number or the specific number may be set to "0". As a result, not only can the degree of advantage regarding the granting of an advantageous state be varied due to the player's stop operation (timing), but also the content of the direct privilege can be varied. Therefore, the player will concentrate more on the game, and the game playability can be further diversified, and the interest of the game can be improved.

[0286] In addition, if there is only one type of specific role, the timing at which the stop operation is appropriate will also be limited. Therefore, it is desirable to provide a plurality of specific roles with different timings at which the stop operation is appropriate. For example, on one reel, when the timing of the stop operation is the first timing, an appropriate stop operation is performed and a specific combination of symbols is displayed. When the timing is other than the first timing, an appropriate stop operation is not performed and the specific combination of symbols is not displayed. For the first specific role, when the timing of the stop operation is the second timing different from the first timing, an appropriate stop operation is performed and a specific combination of symbols is displayed. When the timing is other than the second timing, an appropriate stop operation is not performed and the specific combination of symbols is not displayed. For the second specific role, when the timing of the stop operation is the third timing different from the first and second timings, an appropriate stop operation is performed and a specific combination of symbols is displayed. When the timing is other than the third timing, an appropriate stop operation is not performed and the specific combination of symbols is not displayed. For the third specific role, these can be provided so that they win the lottery with the same winning probability.

[0287] Also, in this case, the specific role can be configured such that a specific combination of symbols is displayed when the batting order is appropriate (in the case of the correct pressing order), and a predetermined combination of symbols is displayed when the batting order is inappropriate (in the case of the incorrect pressing order). As a result, since the degree of advantage regarding the granting of an advantageous state can be varied due to the stop operation (procedure) of the player, the player will concentrate more on the game, and the interest of the game can be improved.

[0288] In addition, the specific role can also be configured as a specific minor role as described above. In this case, when the batting order is appropriate (in the case of the correct pressing order), a combination of specific symbols is displayed and a predetermined number of game values are awarded. When the batting order is inappropriate (in the case of an incorrect pressing order), a combination of predetermined symbols is displayed and a specific number of game values are awarded. In this case, the predetermined number may be the same as the specific number (i.e., the same privilege). Also, it may be configured such that a larger number of game values are awarded for the predetermined number than the specific number. Or, it may be configured such that a smaller number of game values are awarded for the predetermined number than the specific number. Further, at least one of the combination of specific symbols and the combination of predetermined symbols may be the combination of symbols when a miss occurs. That is, either the predetermined number or the specific number may be set to "0". As a result, not only can the degree of advantage regarding the granting of an advantageous state be varied due to the player's stop operation (procedure), but also the content of the direct privilege can be varied. Therefore, the player will concentrate more on the game, and the gameplay can be further diversified, improving the interest of the game.

[0289] Also, if there is only one type of specific role, the appropriate batting order will also be limited. Therefore, it is desirable to provide a plurality of specific roles with different appropriate batting orders. For example, when it is the first stop on the left, an appropriate stop operation results in the display of a combination of specific symbols. When it is the first stop in the middle or on the right, a first specific role where an appropriate stop operation does not occur and the combination of specific symbols is not displayed, when it is the first stop in the middle, an appropriate stop operation results in the display of a combination of specific symbols. When it is the first stop on the left or right, a second specific role where an appropriate stop operation does not occur and the combination of specific symbols is not displayed, and when it is the first stop on the right, an appropriate stop operation results in the display of a combination of specific symbols. When it is the first stop on the left or in the middle, a third specific role where an appropriate stop operation does not occur and the combination of specific symbols is not displayed may be provided, and they may be drawn with the same winning probability.

[0290] So far, in the unit game where a specific role is drawn, due to the stop operation mode (at least one or both of the timing of the stop operation and the batting order), the transition determination process from the non - advantageous section to the advantageous section and the determination process regarding the granting of the advantageous state in the advantageous section (including pseudo - bonus transition lottery, mode transition lottery, and other processes for changing the degree of advantage of the game situation in the advantageous section) have been described. Among such changes, the changes that are relatively disadvantageous to the player (and may be disadvantageous as a result) can be regarded as the above - mentioned penalty. Therefore, when such a change occurs, it may be configured to be able to generate any effect (warning notification) for alerting.

[0291] Also, in the first gaming machine, when a specific role is drawn, the possibility of being granted an advantageous state is higher when a specific combination of symbols is displayed than when a predetermined combination of symbols is displayed. That is, assuming three - bet, the second special permission state (for example, between 2BB flags) is a state where the granting of the advantageous state is more preferentially treated than the first special permission state (for example, between 3BB flags).

[0292] Also, in the first gaming machine, when winning a predetermined role (for example, the "pushing - order bell B" described later), if it is in the first special permission state, the combination of symbols to be granted (for example, the combination of symbols resulting in 8 payouts) is displayed regardless of the batting order. On the other hand, if it is in the second special permission state, the combination of symbols to be granted is displayed when the batting order is the correct pushing order defined in advance, but if the batting order is not the correct pushing order defined in advance, the combination of symbols to be granted is not displayed, resulting in a miss where no gaming value is granted, or a combination of symbols that grants less gaming value than when the combination of symbols to be granted is displayed (for example, the combination of symbols resulting in 1 payout) is displayed. That is, if the operation of the advantageous state is not considered, the first special permission state is a state where the granting of gaming value is more preferentially treated than the second special permission state.

[0293] That is, even if the player is in a non-recommended gaming state and plays in a three-bet state between 3BB flags, although the probability of granting an advantageous state is not preferentially treated, the probability of granting a gaming value when the advantageous state is not activated is preferentially treated. Therefore, the game can proceed in a state where the difference in the slope values when the advantageous state is activated and when it is not activated is relatively small. In this way, although the possibility for the player to rapidly increase the gaming value is reduced, a state where the player's gaming value is less likely to decrease, for example, can be defined as a "stable state".

[0294] On the other hand, if the player plays in a recommended gaming state, although the probability of granting an advantageous state is preferentially treated, the probability of granting a gaming value when the advantageous state is not activated is not preferentially treated. Therefore, the game can proceed in a state where the difference in the slope values when the advantageous state is activated and when it is not activated is relatively large. In this way, although the possibility for the player to rapidly increase the gaming value is increased, a state where the player's gaming value is likely to decrease, for example, can be defined as a "rough wave state".

[0295] Here, the method of creating the two states of the stable state and the rough wave state is not limited to the above. For example, in the "stable state", in the above-mentioned pseudo-bonus transition lottery, the transition probability of the pseudo-bonus is increased compared to the "rough wave state", while in the above-mentioned mode transition lottery, the transition probability to the heaven mode is decreased compared to the "rough wave state". Also, in the "rough wave state", in the above-mentioned pseudo-bonus transition lottery, the transition probability of the pseudo-bonus is decreased compared to the "stable state", while in the above-mentioned mode transition lottery, the transition probability to the heaven mode is increased compared to the "stable state". In this way, in the "stable state", a state where it is easy to get a first hit on the pseudo-bonus but difficult to achieve consecutive wins can be created, and in the "rough wave state", a state where it is difficult to get a first hit on the pseudo-bonus but easy to achieve consecutive wins can be created. Regarding the stop control of the predetermined winning combination, as described above, it may vary between between 2BB flags and between 3BB flags, or it may be different (that is, not preferentially treated between 3BB flags).

[0296] [5-2. Symbol Arrangement Configuration of the First Gaming Machine] Next, with reference to FIG. 9, the symbol arrangement configuration of the first gaming machine will be described. FIG. 9 is a diagram showing an example of the symbol arrangement table of the first gaming machine. As shown in FIG. 9, in the first gaming machine, ten types of symbols, namely, "Red 7", "BAR", "Replay", "Bell", "Watermelon", "Cherry", "Red Blank", "Yellow Blank", "White Blank 1", and "White Blank 2", are arranged at the positions shown in FIG. 9 on each of the reels 3L, 3C, and 3R. Also, as shown in the symbol code table, symbol codes 1 to 10 are assigned to each symbol.

[0297] [5-3. Internal Lottery Winning Combinations Configuration of the First Gaming Machine] Next, with reference to FIGS. 10 to 15, the internal lottery winning combinations configuration of the first gaming machine will be described. FIG. 10 is a diagram showing an example of the internal lottery table of the first gaming machine. Also, FIGS. 11 to 14 are diagrams showing an example of the symbol combination table of the first gaming machine. Also, FIG. 15 is a diagram showing an example of the correspondence between the internal lottery winning combinations, the stop operation modes, the display roles, etc. of the first gaming machine. That is, hereinafter, the types of internal lottery winning combinations drawn in the first gaming machine, and which symbol combinations (which can also be referred to as display roles, winning combinations, stop display modes, display results, etc.) will be displayed according to the stop operation modes (that is, batting order, stop operation timing, etc.) when winning each of the internal lottery winning combinations will be described.

[0298] First, in the first gaming machine, in the internal lottery process (see FIG. 26) described later, each of the internal lottery winning combinations shown in FIG. 10 is drawn at the probabilities shown in FIG. 10 (lottery value / probability denominator: 65536). Note that the symbol combinations for which display is permitted when winning each of the internal lottery winning combinations are as shown in "Corresponding Symbol Combinations" in FIG. 10. Also, in FIGS. 11 to 14, "BB" indicates the symbol combination related to the bonus role, "REP" indicates the symbol combination related to the replay role, and "FRU" indicates the symbol combination related to the small role.

[0299] "F_2BB" can be determined as an internal winning combination when the game is played in a two-bet state in a non-bonus state (more specifically, between non-flags), while it is configured not to be determined as an internal winning combination when the game is played in a three-bet state. In a two-bet state, in a game where "F_2BB" wins or a game that "loses" between the 2BB flags, if the pressing position for each reel is ○, "BB01" is displayed and the game transitions to the 2BB state (bonus state based on 2BB). On the other hand, even between the 2BB flags, "BB01" is never displayed in a three-bet state.

[0300] "F_3BB" can be determined as an internal winning combination when the game is played in a three-bet state in a non-bonus state (more specifically, between non-flags), while it is configured not to be determined as an internal winning combination when the game is played in a two-bet state. In a three-bet state, in a game where "F_3BB" wins or a game that "loses" between the 3BB flags, if the pressing position for each reel is ○, "BB02" is displayed and the game transitions to the 3BB state (bonus state based on 3BB). On the other hand, even between the 3BB flags, "BB02" is never displayed in a two-bet state.

[0301] In the 2BB state and the 3BB state, in FIG. 10, the lottery value in the "bonus state" column is referred to and the internal winning combination is determined (the number of playable starting medals is only three bets). During the 2BB state and the 3BB state, it is always controlled to be in a state where the first type of special accessory, RB, is operating (RB state). Note that the RB state is controlled such that it once ends and then operates again when two winnings occur or two games are played after it starts. Also, in the first gaming machine, the end condition for the 2BB state is defined as that more than one medal is paid out in the 2BB state, and the end condition for the 3BB state is defined as that more than 176 medals are paid out in the 3BB state.

[0302] Here, when the 2BB state or the 3BB state ends, special mode transition processing is performed. For example, when transitioning to the bonus state (since mode transitions do not occur during the bonus state, this is synonymous with when the bonus state ends), that is, if the current mode is the "start mode", the destination mode will be the "start mode". Also, if the current mode is any of the "normal A mode", "normal B mode", "heaven preparation mode", or "chance mode", the destination mode will be the "normal A mode". Further, if the current mode is any of the "end A mode" or "end B mode", the destination mode will be the "end A mode". Additionally, if the current mode is any of the "guarantee mode", "heaven A mode", "heaven B mode", or "heaven C mode", the destination mode will be the "guarantee mode".

[0303] "F_replay A" is configured to be determinable as an internal winning combination regardless of the bet amount in a non-bonus state. When determined as an internal winning combination, between non-flag intervals and 2BB flag intervals, regardless of the stop operation mode, any one of "REP64" to "REP72" (since these display the "replay" symbol in a straight line at the lower stage or in a straight line in the middle stage, these can be collectively referred to as "parallel replays". Also, "REP64" to "REP71" can be collectively referred to as "lower-stage replays", and "REP72" can be referred to as "middle-stage replay") is displayed, and a replay game is awarded. On the other hand, between 3BB flag intervals, regardless of the stop operation mode, "REP73" (since this displays the "replay" symbol diagonally upwards to the right, this can be referred to as "diagonal-upward replay") is displayed, and a replay game is awarded.

[0304] "F_replay B" is configured to be determinable as an internal winning combination regardless of the bet amount in a non-bonus state. Note that it can also be configured to be determinable as an internal winning combination in the 3-bet state but not in the 2-bet state. When determined as an internal winning combination, in any state, regardless of the stop operation mode, "parallel replay" is displayed, and a replay game is awarded.

[0305] "F_Cherry" is configured to be determinable as an internal winning lotteried role regardless of the number of bets in a non-bonus state. Note that it can be configured to be determinable as an internal winning lotteried role in a 3-bet state, but not in a 2-bet state. When determined as an internal winning lotteried role, in a 2-bet state, "Middle Reel Rep" is displayed regardless of the stop operation mode, and a replay game is awarded. In a 3-bet state, if at least for the left reel 3L the pressing position is ○, any one of "REP28", "REP60" to "REP63" (since these are for displaying the "Cherry" symbol at the lower stage on the left reel 3L, these can be collectively referred to as "Cherry Rep") is displayed, and a replay game is awarded. On the other hand, if the pressing position is ×, other reps (for example, "REP57" to "REP59") are displayed, and a replay game is awarded.

[0306] "F_Confirmed Cherry" is configured to be determinable as an internal winning lotteried role regardless of the number of bets in a non-bonus state. Note that it can be configured to be determinable as an internal winning lotteried role in a 3-bet state, but not in a 2-bet state. When determined as an internal winning lotteried role, in a 2-bet state, "Middle Reel Rep" is displayed regardless of the stop operation mode, and a replay game is awarded. In a 3-bet state, when the pressing order is any one of "Batting Order 1" to "Batting Order 4", if at least for the left reel 3L the pressing position is ○, any one of "REP42" to "REP56" (since these are for displaying the "Cherry" symbol at the lower stage on the left reel 3L, and for example, like "REP42", symbols that can raise the player's expectations are also displayed on other reels, these can be collectively referred to as "Confirmed Cherry Rep") is displayed, and a replay game is awarded. On the other hand, if the pressing position is ×, other reps (for example, the above-mentioned "Cherry Rep" and "REP29" to "REP41") are displayed, and a replay game is awarded. Also, when the pressing order is any one of "Batting Order 5" and "Batting Order 6", "Middle Reel Rep" is displayed regardless of the stop operation mode, and a replay game is awarded.

[0307] "F_Middle Cherry" is configured to be determinable as an internal winning lot in a non-bonus state regardless of the number of bets. Note that it can be configured to be determinable as an internal winning lot in a 3-bet state, but not in a 2-bet state. When determined as an internal winning lot, in a 2-bet state, "Middle Rep" is displayed regardless of the stop operation mode, and a replay game is awarded. In a 3-bet state, when the pressing order is any one of "Batting Order 1" to "Batting Order 4", if the pressing position of at least the left reel 3L is ○, any one of "REP15" to "REP19" (since these are used to display the "Cherry" symbol in the middle on the left reel 3L, they can be collectively referred to as "Middle Cherry Rep") is displayed, and a replay game is awarded. On the other hand, if the pressing position is ×, other reps (for example, "REP20" to "REP27") are displayed, and a replay game is awarded. Also, when the pressing order is either "Batting Order 5" or "Batting Order 6", "Middle Rep" is displayed regardless of the stop operation mode, and a replay game is awarded.

[0308] "F_Reach Point" is configured to be determinable as an internal winning lot in a non-bonus state regardless of the number of bets. Note that it can be configured to be determinable as an internal winning lot in a 3-bet state, but not in a 2-bet state. When determined as an internal winning lot, in a 2-bet state, "Middle Rep" is displayed regardless of the stop operation mode, and a replay game is awarded. In a 3-bet state, when the pressing order is any one of "Batting Order 1" to "Batting Order 4", any one of "REP01" to "REP14" (since these are configured as a combination of symbols that can, by convention, confirm (or suggest) the transition to a state favorable to the player, they can be collectively referred to as "Reach Point Rep") is displayed regardless of the stop operation mode, and a replay game is awarded. Also, when the pressing order is either "Batting Order 5" or "Batting Order 6", "Middle Rep" is displayed regardless of the stop operation mode, and a replay game is awarded.

[0309] "F_Watermelon" is configured to be determinable as an internal winning symbol regardless of the number of bets in a non-bonus state. When determined as an internal winning symbol, if the pressing position for each reel is ○, any one of "FRU10" to "FRU12" (since these display the "Watermelon" symbols in sequence, they can be collectively referred to as "Watermelon") will be displayed. In the case of a 3-bet state, 3 medals will be paid out, and in the case of a 2-bet state, 2 medals will be paid out. On the other hand, if the pressing position is ×, any one of "FRU08" and "FRU09" (since these do not display the "Watermelon" symbols in sequence, they can be collectively referred to as "Spilled Watermelon") will be displayed, and 1 medal will be paid out. Note that in the case of the pressing position ×, it can also be configured to cause a spillage so that the payout of medals becomes 0.

[0310] "F_Bell 123A1", "F_Bell 123A2", "F_Bell 132A1", "F_Bell 132A2", "F_Bell 213A1", "F_Bell 213A2", "F_Bell 231A1", "F_Bell 231A2", "F_Bell 312A1", "F_Bell 312A2", "F_Bell 321A1", and "F_Bell 321A2" are configured to be determinable as internal winning symbols regardless of the number of bets in a non-bonus state. Note that these can be collectively referred to as "Pressed-Order Bell A".

[0311] As shown in Fig. 15, "Pushing Order Bell A" is a small pushing order bet with six options (any one of the batting orders from "Batting Order 1" to "Batting Order 6" is the correct pushing order). When it is determined as an internal winning lottery, if the stop operation is performed in the corresponding correct pushing order, one of the "Bells" of "Diagonal Down Bell" ("FRU03"), "Upper Bell" ("FRU01" and "FRU02"), "Middle Bell" ("FRU04"), "Diagonal Up Bell" ("FRU05"), "Hill Bell" ("FRU06"), and "Lower Bell" ("FRU07") is displayed. If it is in a three-bet state, eight medals are paid out, and if it is in a two-bet state, two medals are paid out. On the other hand, if the stop operation is not performed in the corresponding correct pushing order, if the first stop operation is correct, the pressing position will be ○ with a probability of 1 / 2 in the remaining stop operations. If it is the pressing position ○, one of the "one-coin winning combinations" ("FRU13" to "FRU116") that has won the lottery is displayed, and one medal is paid out. On the other hand, if it is the pressing position ×, a miss occurs and no medal is paid out. Also, if the first stop operation is incorrect, the pressing position will be ○ with a probability of 1 / 8 in the remaining stop operations. If it is the pressing position ○, one of the "one-coin winning combinations" that has won the lottery is displayed, and one medal is paid out. On the other hand, if it is the pressing position ×, a miss occurs and no medal is paid out.

[0312] "F_Bell 123B1", "F_Bell 123B2", "F_Bell 132B1", "F_Bell 132B2", "F_Bell 213B1", "F_Bell 213B2", "F_Bell 231B1", "F_Bell 231B2", "F_Bell 312B1", "F_Bell 312B2", "F_Bell 321B1", and "F_Bell 321B2" are configured to be determinable as internal winning lottery regardless of the number of bets in a non-bonus state. These can be collectively referred to as "Pushing Order Bell B".

[0313] As shown in Fig. 15, the "Push Order Bell B" does not become a small winning combination during the 3BB flags in the 2-bet state and the 3-bet state. When determined as an internal winning combination, regardless of the stop operation mode, any of the above-mentioned "bells" is displayed. If it is in the 3-bet state, 8 medals are paid out. If it is in the 2-bet state, 2 medals are paid out.

[0314] Also, as shown in Fig. 15, the "Push Order Bell B" becomes a small winning combination in states other than during the 3BB flags in the 3-bet state (between non-flags in the 3-bet state, between 2BB flags in the 3-bet state). When determined as an internal winning combination, if the stop operation is performed in the corresponding correct push order, any of the above-mentioned "bells" is displayed and 8 medals are paid out. On the other hand, if the stop operation is not performed in the corresponding correct push order, if the first stop operation is correct, in the remaining stop operations, there is a 1 / 2 probability of getting the push position ○. If it is the push position ○, any of the "1-piece winning combinations" that have won the draw is displayed and 1 medal is paid out. On the other hand, if it is the push position ×, a miss occurs and no medals are paid out. Also, if the first stop operation is incorrect, in the remaining stop operations, there is a 1 / 8 probability of getting the push position ○. If it is the push position ○, any of the "1-piece winning combinations" that have won the draw is displayed and 1 medal is paid out. On the other hand, if it is the push position ×, a miss occurs and no medals are paid out.

[0315] "F_RB winning combination of 8 pieces" is configured to be determinable as an internal winning combination in the bonus state. When determined as an internal winning combination, regardless of the stop operation mode, any of the above-mentioned "bells" is displayed and 8 medals are paid out.

[0316] "F_RB winning combination of 1 piece" is configured to be determinable as an internal winning combination in the bonus state. When determined as an internal winning combination, regardless of the stop operation mode, any of the above-mentioned "1-piece winning combinations" (more specifically, "FRU117" to "FRU120" are added) is displayed and 1 medal is paid out.

[0317] Note that the internal lottery table shown in FIG. 10, the symbol combination tables shown in FIGS. 11 to 14, and the correspondence between the internal winning combination, stop operation modes, display modes, etc. shown in FIG. 15 are merely examples and are not limited to the modes shown therein.

[0318] For example, in the first gaming machine, in the case of a pure "loss", when "BB01" is displayable in a 2-bet state and "BB01" is missed and it results in a "loss", when "BB02" is displayable in a 3-bet state and "BB02" is missed and it results in a "loss", when it results in a "loss" due to being in a 3-bet state between 2BB flags, when it results in a "loss" due to being in a 2-bet state between 3BB flags, when the "pushing order minor winning combination" is missed and it results in a "loss", etc., "losses" may occur in various states. Therefore, in order to make the combinations of symbols respectively displayed as "losses" different in some or all of these cases, these different combinations of symbols are defined in advance in the symbol combination table, and by allowing these to be displayed as "corresponding combinations of symbols" according to the determined internal winning combination, it is also possible to make the combinations of symbols related to the "losses" displayed according to the state, etc., different.

[0319] [5-4. Limit Processing Configuration of the First Gaming Machine] Subsequently, with reference to FIG. 16, the limit processing configuration of the first gaming machine will be described. FIG. 16 is a diagram for explaining an example of each limit processing in the first gaming machine. As shown in FIG. 16, in the first gaming machine, normal limit processing (number of games), normal limit processing (payout number), special limit processing (number of games), special limit processing (payout number), quasi-limit processing (number of games), and quasi-limit processing (payout number) are each executed. Note that this is an example of executable limit processing, and it is also possible to execute limit processing other than these each limit processing, or it is also possible not to execute some of these each limit processing.

[0320] Normally, the limit process (number of games) is executed when the value of the advantageous interval game number counter becomes "1500" or more (that is, when the games in the advantageous interval are continuously played 1500 times). Note that the advantageous interval game number counter starts counting the number of games when the advantageous interval (including the production interval) starts, and ends and clears (initializes) the count when the advantageous interval ends (including the end due to the operation of this limit process). Also, the advantageous interval game number counter performs the counting in both cases where the number of bets is 2 and 3. Further, the advantageous interval game number counter performs the counting even in the 2BB state and the 3BB state.

[0321] When the normal limit process (number of games) is executed (activated), regardless of whether it is during the production interval or during the increasing interval (pseudo bonus), the advantageous interval is forcibly ended and shifted to the non-advantageous interval. Also, at this time, all information regarding the advantageous interval (for example, information for controlling the production interval and the increasing interval, information related to the current mode, information related to the game period of the pseudo bonus, information related to the presence or absence of the ceiling number of games and ceiling shortening, various information obtained during the advantageous interval such as the value of the 1G consecutive stock counter, and various information necessary for controlling the advantageous interval) is also cleared (initialized).

[0322] Normally, the limit process (payout amount) is executed when the value of the favorable interval payout counter becomes "2401" or more (that is, when the number of medals paid out during the favorable interval exceeds 2400). The favorable interval payout counter starts counting the number of medals paid out (here, for example, "net increase (difference in number of medals)") since the start of the favorable interval (including the effect interval), and ends and clears (initializes) the count when the favorable interval ends (including the end due to the operation of this limit process). Also, the favorable interval payout counter performs the counting in both cases where the number of bets is 2 and 3. Further, the favorable interval payout counter performs the counting even in the 2BB state and the 3BB state. Also, the favorable interval payout counter, for example, when a "miss" or "oversight" occurs during the favorable interval, has a value that is appropriately counted decreased according to the actual payout amount (for example, "-2 medals" or "-3 medals", etc.). Therefore, in the case where the number of medals decreases without increasing after the start of the favorable interval, it may become a negative value (or it can also be configured to always maintain "0" when it becomes a negative value). That is, the favorable interval payout counter can count from the lowest point to the highest point (difference in number of medals: 2400 medals) defined by the number of medals paid out during the favorable interval.

[0323] When the normal limit process (payout amount) is executed (operates), regardless of whether it is during the effect interval or during the increase interval (pseudo bonus), the favorable interval is forcibly ended and shifted to the non-favorable interval. Also, at this time, all the information regarding the above-mentioned favorable interval is also cleared (initialized).

[0324] The special limit process (number of games) is executed when the value of the control game number counter becomes "1445" or more (that is, when the games in the advantageous section are continuously played 1445 times). Note that the control game number counter starts counting the number of games when the advantageous section (including the production section) starts, and ends and clears (initializes) the count when the advantageous section ends (including the end due to the operation of this limit process). Also, the control game number counter performs the count when the number of bets is 3, and does not perform the count when the number of bets is 2. Further, the control game number counter performs the count when in the non-bonus state, and does not perform the count when in the 2BB state and the 3BB state. However, the control game number counter can also have the same configuration as the advantageous section game number counter.

[0325] When the special limit process (number of games) is executed (operates), if it is during the pseudo-bonus (that is, if it is during the increasing section), without forcibly ending the pseudo-bonus halfway, when the pseudo-bonus ends, the advantageous section is forcibly ended accordingly and shifted to the non-advantageous section. Also, at this time, all the information regarding the above-mentioned advantageous section is also cleared (initialized).

[0326] On the other hand, if it is not during the pseudo-bonus (that is, if it is during the production section), first, it is forcibly shifted to the pseudo-bonus. That is, even if it does not win the pseudo-bonus transfer lottery, it is shifted to the pseudo-bonus by the execution of this special limit process (number of games). Then, when the shifted pseudo-bonus ends, the advantageous section is forcibly ended accordingly and shifted to the non-advantageous section. Also, at this time, all the information regarding the above-mentioned advantageous section is also cleared (initialized).

[0327] Here, paying attention to the fact that the value of the advantageous section game number counter for which the normal limit process (number of games) is executed (operates) is "1500", while the value of the control game number counter for which the special limit process (number of games) is executed (operates) is "1445", in the first gaming machine, since the maximum number of games (sustainable period) during the pseudo bonus is "55 games" (see FIG. 5), this difference takes into account the playable period during the pseudo bonus.

[0328] That is, the normal limit process (number of games) is executed when a predetermined regulated period of games is played in the advantageous section in order to suppress the excessive increase in the gambling nature of the game. However, for example, if this normal limit process (number of games) is executed immediately after the start of the pseudo bonus or during the process, the player may have a sense of distrust or loss, and the interest in the game may decrease. Therefore, in the first gaming machine, by executing the special limit process (number of games) in the game before the sustainable period per increase section (55 games) before the game where the normal limit process (number of games) is executed, it is possible to prevent the pseudo bonus from ending in the middle and the player from having a sense of distrust or loss.

[0329] From this perspective, the timing at which the special limit process (number of games) is executed (operates) is not limited to those described above. For example, the special limit process (number of games) may be executed in a game before the start of a playable period (55 games × 2 sets = 110 games) per two increase intervals, rather than in a game where the normal limit process (number of games) is executed. Also, for example, in order to provide a slight grace period, the special limit process (number of games) may be executed in a game before the start of a playable period (55 games) per increase interval + grace period (2 games), rather than in a game where the normal limit process (number of games) is executed. Also, for example, in the case of a specification such as passing through a precursor state before transitioning to a pseudo bonus, and when the maximum number of games in this precursor state is "4 games", the special limit process (number of games) may be executed in a game before the start of a playable period (55 games) per increase interval + maximum precursor period (4 games), rather than in a game where the normal limit process (number of games) is executed. That is, the timing at which the special limit process (number of games) is executed (operates) may be any timing as long as it is before the timing at which the normal limit process (number of games) is executed, and it can be set appropriately according to individual game specifications and the like.

[0330] The special limit process (number of payouts) is executed when the value of the control payout counter reaches "2126" or more (that is, when the number of medals paid out during the advantageous period exceeds 2125). The control payout counter starts counting the number of medals paid out (here, for example, "net increase (difference in number of medals)") from the start of the advantageous period (including the production period), and ends and clears (initializes) the count when the advantageous period ends (including the end due to the operation of the limit process). Also, the control payout counter performs the count when the number of bets is 3, and does not perform the count when the number of bets is 2. Also, the control payout counter performs the count when in a non-bonus state, and does not perform the count when in a 2BB state and a 3BB state.

[0331] Also, when a "miss" occurs during the advantageous period, the value to be counted by the control payout counter is appropriately subtracted according to the actual payout number (e.g., "-3 medals", etc.). However, when a "miss" occurs during the advantageous period (at least when a difference occurs from the maximum value of the medal payout number), the control payout counter counts the medal payout number as if no "miss" (or difference) occurred. Specifically, for example, in a game where a bet of 3 medals wins the "Push-order Bell A", if the batting order is appropriate, the medal payout number (maximum value) is "8 medals" (the difference number is "+5 medals"), while if the batting order is inappropriate and the pressing position is appropriate, the medal payout number is "1 medal" (the difference number is "-2 medals"), and if the pressing position is inappropriate, a miss occurs and the medal payout number is "0 medals" (the difference number is "-3 medals"). However, in this game, the control payout counter counts the difference number of "+5 medals" in any case.

[0332] Also, for example, when the value of the advantageous period payout counter becomes larger than the value of the control payout counter due to the activation of the 2BB state or 3BB state, etc., the value of the control payout counter is corrected to the value of the advantageous period payout counter. Note that the control payout counter can also have the same configuration as the advantageous period payout counter.

[0333] When the special limit process (payout number) is executed (activated), if it is during the pseudo-bonus (i.e., during the increasing period), without forcibly ending the pseudo-bonus halfway, when the pseudo-bonus ends, the advantageous period is forcibly ended accordingly and shifted to the non-advantageous period. Also, at this time, all the information regarding the above-mentioned advantageous period is also cleared (initialized).

[0334] On one hand, if it is not during the pseudo-bonus (i.e., if it is during the production period), first, force a transition to the pseudo-bonus. That is, even if not winning the pseudo-bonus transfer lottery, execute this special limit process (payout amount) to cause a transition to the pseudo-bonus. And when the transferred pseudo-bonus ends, forcibly end the advantageous period accordingly and transition to the non-advantageous period. Also, at this time, all information regarding the above-mentioned advantageous period is cleared (initialized).

[0335] Here, noting that the value of the advantageous period payout counter for which the normal limit process (payout amount) is executed (operates) is "2401", while the value of the control game number counter for which the special limit process (payout amount) is executed (operates) is "2126", in the first gaming machine, since the maximum number of acquired medals (amount of available game value) during the pseudo-bonus is "275" (see Figure 5), this difference takes into account the amount of available game value during the pseudo-bonus.

[0336] That is, the normal limit process (payout amount) is executed when the amount of game value corresponding to the regulated game value amount predetermined in the advantageous period is given in order to suppress the excessive increase in the gaming probability of the game. However, for example, if this normal limit process (payout amount) is executed immediately after the start of the pseudo-bonus or during the process, the player may have a sense of distrust or loss, and the interest in the game may decrease. Therefore, in the first gaming machine, by executing the special limit process (payout amount) when the amount of game value given per increase period is less than the amount of game value corresponding to the amount of available game value per increase period (275 medals) by which the normal limit process (payout amount) is executed, it prevents the pseudo-bonus from ending halfway and the player from having a sense of distrust or loss.

[0337] From such a perspective, the timing at which the special limit process (payout number) is executed (operates) is not limited to those described above. For example, the special limit process (payout number) may be executed when the amount of game values that can be awarded per increase interval (275 sheets × 2 sets = 550 sheets) is less than the amount of game values awarded during the normal limit process (payout number). Also, for example, in order to give a slight grace period, the special limit process (number of games) may be executed when the amount of game values that can be awarded per increase interval (275 sheets) plus the amount of game values corresponding to the grace period (8 sheets) is less than the amount of game values awarded during the normal limit process (payout number). That is, the timing at which the special limit process (payout number) is executed (operates) may be any timing as long as it is earlier than the timing at which the normal limit process (payout number) is executed, and it can be appropriately set according to individual game specifications and the like.

[0338] The quasi-limit process (number of games) is executed when the value of the control game number counter is added to the value of the 1G consecutive counter (when winning the ceiling shortening lottery and having "ceiling shortening yes", "1" is further added) multiplied by "55" (that is, the sustainable period of the pseudo-bonus), and the addition result becomes 1390 or more. For example, when the value of the 1G consecutive counter is "1" and "ceiling shortening yes", the latter value becomes "55 × 2 = 110", so the quasi-limit process (number of games) is executed (operates) when the value of the control game number counter becomes 1280.

[0339] The quasi-limit process (payout number) is executed when the value obtained by adding to the value of the control payout number counter the value obtained by multiplying the value of the 1G consecutive counter (when winning the ceiling shortening lottery and being in the state of "ceiling shortening exists", "1" is further added) by "275" (that is, the amount of game value for which the pseudo-bonus can be granted) becomes "1851" or more. For example, when the value of the 1G consecutive counter is "1" and "ceiling shortening exists", the latter value becomes "275×2 = 550", so the quasi-limit process (payout number) is executed (operates) when the value of the control payout number counter becomes "1301". Note that since both the quasi-limit process (number of games) and the quasi-limit process (payout number) regulate the same content, after one of the operating conditions is satisfied and it operates, even if the other operating condition is satisfied, it is not necessary to operate repeatedly.

[0340] When the quasi-l...

Claims

【Claim 1】 A gaming machine that controls the progress of a game by implementing a microprocessor including an arithmetic circuit, a read-only memory, and a read-write memory, wherein the read-only memory is composed of a first storage means in which programs and data directly related to the progress of the game are stored, and a second storage means in which programs and data not directly related to the progress of the game are stored, the programs stored in the second storage means include a specific subroutine that, after being called from the program stored in the first storage means and executing processing, always returns to the program of the first storage means that was called, and a normal subroutine that, after being called from the program stored in the second storage means and executing processing, always returns to the program of the second storage means that was called, the arithmetic circuit executes a specific call instruction used when calling the specific subroutine to call the specific subroutine, the specific call instruction has different instruction capacities stored in the first storage means depending on whether the specific subroutine to be called calls a program stored before a specific address of the second storage means or a program stored at an address after the specific address, the instruction capacity is greater when calling a program stored at an address after the specific address than when calling a program stored before the specific address, when the program body of the specific subroutine is stored at an address after the specific address, in order to reduce the instruction capacity, the specific call instruction executes the program body of the specific subroutine via a call to a program stored at an address before the specific address, when the program body of the specific subroutine is stored at an address after the specific address, a processing code for executing the program body of the specific subroutine is stored at an address before the specific address, the specific call instruction executes the program body of the specific subroutine by executing the processing code, the storage positions of the processing code and the program body of the specific subroutine are adjusted so as to be within a predetermined range, When the specific call instruction calls a program stored before the specific address of the second storage means, the program is specified using the lower address of the address where the program is stored, The gaming machine is characterized in that the range of storage positions where the processing code can be stored differs depending on whether or not the processing code uses a relative address whose specifiable address range is restricted.

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