Pachinko machine

By optimizing ROM usage through separate storage areas and adaptive call instructions, the gaming machine addresses inefficient ROM capacity issues, enhancing code readability and maintainability.

JP7708434B2Active Publication Date: 2025-07-15UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2022165252
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 issues with inefficient use of ROM capacity due to varying instruction sizes for CALLEX instructions based on address ranges, leading to compression of the ROM area within the usage area.

Method used

The gaming machine is configured with separate storage areas for programs directly related and not directly related to game progress, with specific call instructions adjusting instruction sizes and storage positions to optimize ROM usage, using relative and absolute jump instructions to manage subroutines efficiently.

Benefits of technology

This configuration effectively saves ROM usage capacity and enhances program readability, improving development efficiency and maintainability by ensuring concise and easy-to-read code.

✦ 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 pachislot machine has been known, which includes a plurality of reels each having a plurality of symbols arranged on its respective peripheral surface, a plurality of display windows provided corresponding to each reel and configured to display a part of the symbols arranged on the peripheral surface of each reel so as to be visible to a player, a start switch that outputs a signal requesting start of rotation of each reel when an operation by the player (hereinafter referred to as a "start operation") is detected on condition that medals are inserted, a stop switch that outputs a signal requesting stop of rotation of the reel according to the type of the reel when an operation by the player (hereinafter referred to as a "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 performs rotation and stop of each reel. 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 as a winning, 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 a control area 2 (game medium number limit ROM area) from a program in a 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 the case of a gaming machine like 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 ("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 ("2100"H and above), 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 (e.g., pachislot machine 2001) that mounts a microprocessor (e.g., microprocessor 2100) including an arithmetic circuit (e.g., main CPU 2101), a read memory (e.g., main ROM 2102), and a read-write memory (e.g., main RAM 2103) to control the progress of the game, The read memory is composed of a first storage means (e.g., ROM area 2202a within the usage area) in which programs and data directly related to the progress of the game are stored, and a second storage means (e.g., ROM area 2202b outside the usage area) 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 executes a specific call instruction (for example, "CALLEX") used when calling the specific subroutine to call 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 so as to be within a predetermined range, the processing code is a jump instruction for jumping to the program body of the specific subroutine, 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 The jump instruction includes at least one of a first jump instruction that specifies the program body of the specific subroutine by a relative address with a restricted specifiable address range, and a second jump instruction that specifies by an absolute address. In the range of positions where the second jump instruction can be stored, there is a position where the first jump instruction cannot be stored. A gaming machine characterized by the above.

Effect 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 the 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 substantial 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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[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 of 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 disposed at the upper part of the front surface of the cabinet G, and a lower door mechanism DD disposed 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. Note that 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] The plate member G4b is used to fix the pachislot machine 1 to a game island (not shown) when installing the pachislot machine 1 in a game parlor. However, as long as such a fixing method is ensured, it can also be made 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 constituent member can also be made of wood or a resin material.

[0017] Further, inside the cabinet G, an upper opening G101 that opens forward is formed above with the intermediate support plate G1 interposed therebetween, and a lower opening G102 that opens forward is formed below 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. Also, 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. Also, the cabinet G can simply be referred to as a "box" or a "main body", and since it functions as a frame for supporting or fixing 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 pachislot machine 1.

[0020] Also, 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 of the door mechanisms is in an open state.

[0021] The upper door mechanism UD has a production display window UD1 provided at its central part and an upper lamp 23 provided above the production display window UD1. The production display window UD1 is configured as, for example, a transparent panel made of resin, and enables visual recognition of a production 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 production display via the production display window UD1 may be described as the main production display unit 21 in some cases.

[0022] The lower door mechanism DD has a main display window 4 provided at approximately 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. In addition, 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 certain 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 has 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 operation (effect operation) for the player's effect.

[0025] Also, 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 in 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 player's gaming operation (bet operation, which can also be referred to as an "insertion operation" or "betting operation", etc.) 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 pieces) and there are more than the difference in credited medals, medals of the maximum bet number are 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 receives a player's gaming operation (payout operation) for returning (payout) 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 creditable number (for example, 50 pieces), a credit mode (C mode) for crediting the medal and a pay mode (P mode) for not crediting the medal are provided. It may be possible to receive a player's gaming operation (C / P mode selection operation) for selecting either mode. 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 receives a player's effect operation (effect operation).

[0028] The medal insertion slot 5 receives 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 the received single medal is not proper, the received medal is returned from the medal payout opening 11 described later. Also, if the received single 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 creditable number, one medal is credited. On the other hand, if the credited medals have reached the creditable number, 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 composed of a plurality of lamps (LEDs) and 7-segment LEDs, and displays information related to the game by 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 respective rotation.

[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 store clerk of the game parlor, etc.; the same applies hereinafter) turns the key to the right with a door key (not shown) inserted into the keyhole, it is unlocked, 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 the key 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 may be configured to also become the open state in conjunction with this, or a locking mechanism corresponding to the upper door mechanism UD may be separately provided so that the opening and closing can be managed independently.

[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 (a waist lamp included in the lamps and LEDs described later) for illuminating the 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 the back side thereof toward the front side of the pachislot machine 1.

[0034] In this embodiment, the upper door mechanism UD and the lower door mechanism DD are provided corresponding to the fact that the inside of the cabinet G is partitioned into an upper space and a lower space. 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 be configured as a door mechanism double-structured 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 for opening and closing 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 the drive control of the stepping motors 51L, 51C, 51R described later. Thereby, the symbols displayed in the main display window 4 are variably displayed. Also, 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 the drive control of 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)", etc. Also, the symbol can also be referred to as a "picture symbol", a "pattern", etc., and since it may be information that can be identified visually by the player, it can also be referred to as "identification information", etc. in that sense.

[0037] Also, 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 (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 section", etc.

[0038] In addition, valid lines are defined in the main display window 4. The valid lines are lines for determining whether a specified combination of symbols is displayed when the symbols in all columns stop and are displayed in response to the player's stop operation. In this 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 as valid lines so-called irregular lines that connect the regions in each column with a broken line.

[0040] In addition, in order for the active lines to be activated, it is necessary that the number of medals required for this game (the number of playable start-up medals) be bet prior to the player's start operation. However, the number of active 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 active lines, in the former case, the "center line", "top line", and "bottom line" are activated regardless of whether the number of bets is 1, 2, or 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 the symbols are displayed 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 can be 1, 2, or 4 or more, and also, for example, the number of symbols displayed in each column can be 1, 2, or 4 or more, so that the symbols can be displayed in a format different from the above-described format. Also, in this case, the number of definable active lines can be increased or decreased as appropriate.

[0042] In this embodiment, the variable display unit is configured to variably display 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 and the sub-display device 220 described later may be used, or a configuration using other display devices (for example, organic EL, 7-segment LED, etc.) may be used. Also, for example, a configuration using other physical devices (for example, 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 display unit directly related to the game, which is controlled by the main control circuit 100 described later. At the same time, a variable display unit as a sub-display unit related to effects not directly related to the game, which is controlled by the sub-control circuit 200 described later, may be provided. Note that the sub-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 player's start operation (or the establishment of other start conditions) and stops displaying symbols in response to the player's stop operation (or the establishment of other stop conditions), not only the main display unit but also the sub-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 near the main display unit, and it should be possible to identify that the variable display unit is the main 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 the function of betting the number of medals required for one game, just like 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 player's bet operation. 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. Further, the game value can also be simply referred to as "value", "game value", or the like.

[0046] [1-1-5. Operation Unit] The pachislot machine 1 includes, as operation units operable by the player, for example, the following operation units. Note that the following operation units are merely examples, and the configuration may include operation units different from these, or for operation units that are not necessarily essential among these, the configuration may not include them.

[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 the player's bet operation for using the medals deposited (credited) inside it. Also, 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 the player's bet operation. Note that the bet button only needs to be capable of detecting the player's bet operation, and its shape, arrangement, size, etc. can be changed as appropriate. Also, 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. Also, 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 to start the game. 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 to stop the respective rotations. 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 to return (payout) the credited medals. 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 pachislot machine 1 is provided with effect buttons 10a and 10b for receiving the player's effect operations. Such effect operations are detected by detection switches (not shown) provided corresponding to the respective effect buttons. Therefore, the effect buttons 10a and 10b and the detection switches constitute an effect operation detection unit (means) capable of detecting the player's effect operations. Note that the effect buttons only need to be capable of detecting the player's effect operations, and their shapes, arrangements, sizes, etc. can be changed as appropriate. 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, the operation-linked effect described later), performing a selection / determination operation in the user menu described later, etc. Therefore, it is also possible to configure to provide effect buttons according to the uses. 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, etc. capable of receiving a selection / determination operation as another effect button.

[0053] [1-1-6. Medal Payout Opening] As described above, the pachislot machine 1 is provided with a medal payout opening 11 for discharging (or returning) the medals paid out (or returned) from the inside of the pachislot machine 1 to the outside. When a winning occurs and medals are paid out, since the medal payout opening 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 granting means for granting a privilege to the player. Also, the shape, arrangement, size, etc. of the medal payout opening 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.

[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 opening 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. However, 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, it can also be configured as one of the production execution means capable of executing production.

[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, and the like.

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

[0059] Also, 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 to be notified to the player in a situation where the stop operation information is notified to the player (for example, the AT state). Note that the "mode that uniquely corresponds to the stop operation information to be 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 a stop operation is notified to the player, not only the sub-side notification means (for example, the main effect display unit 21) controlled by the sub-control circuit 200 described later, but also the instruction monitor as the main-side notification means controlled by the main control circuit 100 described later notifies the information on the stop operation. 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 pressing 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 specify 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 pressing 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] Also, the section lamp indicates that the current state is within the advantageous section described later by lighting up. The section lamp lights up, for example, at an arbitrary timing from when shifting from the non-advantageous section to the advantageous section described later until the start of the game in the advantageous section, and goes out at an arbitrary timing from when the advantageous section ends and shifts to the non-advantageous section until the start of the game in the non-advantageous section. 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 start of the game in the increase section. 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 according to 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 opportunities for lighting, blinking, or turning off the lamp, 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 effects from a visual perspective for the player.

[0064] The main effect display unit 21 includes a main display device 210 that performs effect display via 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 within 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 on which an image appears 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-quality 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 execute an effect from a visual perspective for 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, for example, a game property mainly for enjoyment by so-called winning combinations, etc., it can also be configured not to provide the main effect display unit 21 (similarly for the sub effect display unit 22).

[0065] The sub-performance display unit 22 is configured to include a sub-display device 220. The sub-display device 220 is configured as a liquid crystal display device. Note that the sub-display device 220 can also be configured as other image display devices or display devices, similar to the main display device 210, or can be configured as a variable display device or a dot display device. From this perspective, its shape, arrangement, size, etc. can also be appropriately changed. Also, 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 can display the content separately according to the purpose, mainly displaying performances not so closely related to the current game, such as game history. In this embodiment, two performance display units, the main performance display unit 21 and the sub-performance display unit 22, are provided. However, it can also be configured without providing any of them, or only one of them can be provided. It can also be configured 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 according to their light-emitting modes (not only lighting, blinking, or extinguishing, but also including the brightness and light-emitting color when configured as a full-color LED), such as the upper lamp 23 cited as an example. Such light-emitting means is configured as one of the performance execution means capable of executing performances from a visual perspective for the player. From this perspective, its number, shape, arrangement, size, etc. can also be appropriately changed.

[0067] In addition, as other lamps included in the lamps and LEDs described later, for example, 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, operation unit lamps provided in each operation unit, etc. can be cited. Note that since the latter includes the function of informing the player whether each operation unit is operable or not, when such a function is to be exhibited, the light emission mode can be controlled to emit light in a unique light emission mode without changing the light emission mode according to the production content.

[0068] [1-1-12. Speaker] As described above, the pachislot machine 1 includes speakers 35a and 35b that output sounds such as effect sounds 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 executing 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 the pachislot machine 1, production devices other than the above-described various production devices (production execution means) can also be provided. For example, it is possible to provide production devices such as movable production devices such as so-called accessory devices, vibration production devices that perform production by vibration, or air production devices that perform production by injecting air, and execute production. That is, any production device that can appeal to any of the five senses (vision, hearing, touch, taste, smell) of the player (enable the player to recognize that production is being executed) can be used. Therefore, in this embodiment, "executing production" means that, unless otherwise specified, any of the above-described various production devices (production execution means) may be used to execute 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 from 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 described later.

[0071] Medal sensor 31S detects medals inserted from medal insertion slot 5 and determines whether the detected medals are appropriate medals. The sorting device is driven and controlled so that when it is determined by medal sensor 31S that the detected medals are appropriate medals and the medals can be received, the medals are guided to hopper device 32 described later. In this case, the number of bets or the credit count is incremented by one. On the other hand, the sorting device is driven and controlled so that when it is determined by medal sensor 31S that the detected medals are not appropriate medals or when the medals cannot be received, the medals are returned from medal payout opening 11 through the cancel chute. 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 (for example, medal jamming) 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. Further, selector 31 constitutes a determination means capable of determining whether the inserted game media is appropriate. Further, selector 31 constitutes a sorting means for storing internally when the inserted game media is appropriate and discharging externally when the inserted game media is 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 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 section that stores medals inserted from the medal insertion port 5 and guided by the selector 31, a disk section provided at the bottom of the bucket section that stirs the medals stored in the bucket section and guides them one by one to the discharge section, a discharge section that discharges the medals guided by the disk section one by one, and a count sensor that counts the medals discharged from the discharge section.

[0074] The bucket section is configured to be able 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 section become empty, a hopper empty error occurs. In this case, after replenishing the medals and performing a reset operation, the error state is released.

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

[0076] The count sensor detects the medals discharged from the discharge section and counts the number of them. For example, when paying out one medal, the disk section starts to rotate, and subsequently, when the count sensor counts the payout of one medal, the rotation of the disk section stops. 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 pachislot 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 within the cabinet G. The medal auxiliary storage 33 has, for example, a storage unit for storing medals guided from the bucket unit of the hopper device 32, and a medal auxiliary storage switch 33S provided near the storage unit for detecting 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, when the number of medals stored in the storage unit is reduced to at least less than the certain number and a reset operation is performed, the error state is released.

[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 pachislot 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), similar to household electrical appliances, 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, the setting key-type switch 52 and the reset switch 53, which will be described later, are configured to be provided on the main control board 71 (more specifically, on the main control board case described later), but 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 the 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 performing 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 sub-control board case (not shown). Note that the sub-control board case can also be configured as a resin case that is transparent (or substantially transparent) in the same manner as the main control board case, or can be configured as a case using other materials that are 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 (not shown by reference numerals 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 are no particular problems, 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 such a viewpoint, 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. 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 is no particular problem, all the functions of the sub-relay board 74 can be provided to the sub-control board 72, and the sub-relay board 74 can be omitted. 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 input 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 the output end condition of the external signals 1 to 4 can be set as appropriate, and it is possible to report the transition of the internal state (for example, the bonus state or the AT state) of the pachislot machine 1 to the outside according to the game characteristics. And since the external centralized terminal board 55 is usually connected to an external data display machine or a hall computer, these devices can also recognize not only the medal input / payout status and the occurrence status of errors in the pachislot machine 1, but also the transition status of such internal states.

[0090] (Interface board for test machine) The first interface board 301 for the testing machine and the second interface board 302 for the testing machine are both relay boards used when outputting various signals related to the game to the testing machine in the inspection test (trial shot test) of the pachislot machine 1. (Note that these relay boards are not installed in the pachislot 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 main operations related to the game (such as 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 Pachislot Machine] Subsequently, with reference to FIG. 3, the electrical configuration of the pachislot machine 1 will be described. Note that FIG. 3 is a block diagram showing the electrical configuration of the pachislot machine 1.

[0092] As described above, the pachislot 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 each electrically connected. 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 random numbers 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 implemented. The sub-control circuit 200 is configured to include, for example, a sub-CPU 201, a sub-RAM 203, and the like. Further, 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 random number value for 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. Further, 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. Further, 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. Further, 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] The main control board 71 is electrically connected to stepping motors 51L, 51C, 51R, a setting key-type switch 52, a reset switch 53, a winning ratio monitor device 54, an external centralized terminal board 55, a hopper device 32, a medal auxiliary storage switch 33S, and a power supply device 34. Further, the main control board 71 is electrically connected to a door opening / closing monitor switch 56, a medal sensor 31S, a bed switch 6S, a start switch 7S, a stop switch 8S, a settlement switch 9S, and an information display device 14 via a main relay board 73. Incidentally, if a first interface board 301 for a testing machine and a second interface board 302 for a testing machine are mounted, they are electrically connected to the main control board 71 via the main relay board 73, for example.

[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 first interface board 301 for a testing machine, and the second interface board 302 for a testing machine have already been described, the description here is omitted.

[0097] Each of the stepping motors 51L, 51C, 51R is connected to each of the reels 3L, 3C, 3R via a gear having a predetermined reduction ratio, and rotates and stops each of the reels 3L, 3C, 3R by driving it. Incidentally, since each of the reels 3L, 3C, 3R rotates at a constant 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 of the reels 3L, 3C, 3R based on this count result. Further, each of the reels 3L, 3C, 3R is provided with a reel index (not shown) for determining an initial position for performing 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 settings 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 the 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 returning from the state of turning to the left to the initial position. 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, four-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 at other locations. For example, it may be provided on the main control board case. Further, a management switch for starting the display in 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. Also, 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 four-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 special item ratio information and special item ratio information between the most recent 6000 games, cumulative consecutive special item ratio information and special item ratio information, etc.

[0102] The specific interval ratio information indicates the ratio of the number of games in a game interval (e.g., 175,000 games if it is "cumulative", 6,000 games if it is "the most recent 6,000 games", the same applies hereinafter) of the target number of games, in which information on a stop operation advantageous to the player (e.g., the AT state) was notified. In other words, it may simply be the number of games during the advantageous interval. Also, the continuous accessory ratio information indicates the ratio of the number of medals paid out during the game interval of the target number of games, among which is the number of medals paid out during the operation of the first special accessory (RB) (including the operation of the first special accessory (RB) when the accessory continuous operation device (BB) related to the first special accessory is operating). Further, the accessory ratio information indicates the ratio of the number of medals paid out during the game interval of the target number of games, among which is 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). 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, a game section (e.g., AT state) in which information on a stop operation 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. Further, for example, when displaying continuous accessory ratio information in a model not equipped with the first special accessory (RB), or when displaying 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 two vertical bars in the center like "--" is performed, so that it is desirable for the checker to be able to 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. Further, 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. Further, 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, the main display device 210, the sub-display device 220, the effect buttons group, the lamps / LEDs, and the 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. Note that it has the same function of monitoring the opening and closing of the lower door mechanism DD as the door opening / closing monitoring switch 56, but by enabling such monitoring to be also performed on the sub-control circuit 200 side, 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 game parlor has left, or when there is an opening / closing history that has been open for a long time during business hours, it becomes possible to recognize that there is a high possibility that illegal acts have been committed.

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

[0109] When a player inserts medals into the pachislot 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 (for example, 0 to 65535) of random numbers.

[0110] The internal lottery means (the main CPU 101 that performs the internal lottery process described later) conducts a lottery based on the extracted random number value and determines the internal winning combination. By determining the internal winning combination, the combination of symbols permitted to be displayed on the active line is determined in advance. Note that as types of symbol combinations, there are 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. Note that the combination related to medal payout is called a "minor combination", the combination related to activation of replay is called a "replay combination", and the combination related to activation of bonus (bonus state) is called a "bonus combination". Also, the combinations that can be internally drawn (i.e., the symbol combinations whose establishment is permitted) may simply be called "combinations". Also, the internal winning combination may be called a "winning combination", "predetermined result", or "derived allowable condition", etc. Also, the internal lottery means may be called a "combination determination means", "winning combination determination means", "predetermined means", or "derived allowable condition determination means", etc.

[0111] Also, when the start lever 7 is operated (a start operation is performed), the reels rotate. Then, when the stop buttons (each stop button 8L, 8C, 8R) corresponding to the reels (each reel 3L, 3C, 3R) are operated (a stop operation is performed) by the player, the reel stop control means (the main CPU 101 that performs the reel stop control process described later) controls to stop the rotation of the corresponding reel based on the internal winning combination and the timing when the stop button is pressed (or including the order of pressing). 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 the time when the stop button is pressed. In the present 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 the present embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum number of sliding pieces) is determined to be equivalent to 4 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 usually stops the rotation of the reel within a specified time of 190 msec (equivalent to 4 symbol pieces) so that the symbol combination is displayed on the effective line as much as possible. 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 combination is not displayed on the effective 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] Also, 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 the player's stop operation, even when any internal winning lottery combination has been determined, it is desirable to stop the rotation of the reel so that any symbol combination related to winning is not displayed along the effective 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 predefined combinations). That is, it determines whether a winning combination of symbols (or other predefined combinations of symbols) has been established. When it is determined that the displayed combination of symbols is a winning combination (or other predefined combination) by the winning determination means (i.e., a winning combination of symbols (or other predefined combination) has been established), benefits such as the payout of medals are given to the player, or various controls are performed based on this. In the pachislot 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 predefined 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 winning combination of symbols separately 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 also being able to 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] Also, in pachislot machines, during the series of game operation flows described above, various effects are performed using the display of images by a display device (e.g., main display device 210, sub-display device 220, etc.), the output of light by various lamps (e.g., upper lamp 23, etc.), the output of sound by speakers (e.g., speakers 35a, 35b, etc.), or combinations thereof. That is, these are effect execution means for executing effects. Note that the content of the effects executed by the effect execution means may be determined on the main control circuit 100 side (main side) or may be determined on the sub-control circuit 200 side (sub side). That is, any of these can be an effect content determination means.

[0118] For example, when the start lever 7 is operated (a start operation is performed), an effect random value is extracted separately from the internal lottery random value. When the effect random value is extracted, the effect content determination means determines the effect to be executed this time by lottery (or according to predetermined determination conditions) from among a plurality of types of effect 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 timing such as at the start of the rotation of the reels, at the stop of the rotation of each reel, and at the determination of the presence or absence of a winning. 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 paraphrased as the combination of symbols to aim for or the order of presses to operate, etc.), and the interest of the player can be improved.

[0120] [4. Basic Specifications Regarding the Gameplay of Pachislot Machines] Subsequently, the basic specifications regarding the gameplay of the pachislot machine 1 will be described.

[0121] [4-1. Symbol Arrangement] As described above, in the pachislot machine 1, the game is configured such that a plurality of symbols are variably displayed and stopped to play the game. 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 type of symbol 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. 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 rotational direction of each of the reels 3L, 3C, and 3R is defined. Further, data (for example, symbol code) for specifying the type of symbol is associated with each symbol position data. 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 appropriately changed and defined.

[0123] [4-2. Symbol combination] As described above, in the pachislot machine 1, the combination of the displayed symbols affects the game result. That is, the pachislot 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 a symbol combination. For this reason, the main ROM 102 stores data for specifying such a symbol combination. As long as such an object is achieved, various data configurations can be adopted. 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 (such as "display winning combination" or "winning operation flag") indicating types of a plurality of predetermined symbol combinations among the symbol combinations that can be displayed on the effective line. Note that the symbols constituting each symbol combination can be specified using, for example, the above-mentioned symbol codes. Also, data (such as "payout") indicating the type of privilege or the like is associated with each symbol combination. Further, the symbol combination table basically has a data configuration corresponding to the tag flag storage area, the winning operation flag storage area, and the symbol code storage area (see FIG. 17) described later. Note that the number of types of symbol combinations or the content of privilege grant can be defined by appropriately changing them.

[0125] [4-3. Internal lottery winning combination] 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 can determine the internal lottery winning combination (that is, the type of symbol combination that can be displayed (or the type of privilege that can be granted)) prior to the player's stop operation (in advance). Therefore, the main control circuit 100 needs to be configured to be able to grasp such an internal lottery winning combination. For this reason, data for specifying such an internal lottery winning combination 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, the 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) for 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 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 in S64) described later in this embodiment, first, a random number value extracted from a range of numerically defined values (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 has overflowed). 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 that exceeds 65535 even after performing the determination for all internal winning roles, the internal winning role in this game is "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 performed 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 has underflowed) 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. The winning probability of each internal winning role can be represented by "the lottery value defined for each winning lottery number / the number of all possible random number values that can 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 lottery result, 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 combination of symbols finally displayed not only according to the type of the determined internal lottery result but also according to the stop operation timing of the player 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 lottery result 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. 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] The stop table defines data (e.g., "number of slipping pieces") indicating the amount of symbol movement 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. Then, 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 slipping 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 four symbols (the planned stop position becomes "4"). In this way, the stop table defines data (number of slipping pieces) that enables directly determining the position to stop. Note that such a data configuration is merely an example. Also, performing stop control using such a stop table is generally referred to as "table control".

[0131] The draw priority table defines data (e.g., "draw priority") indicating which combination of symbols (which one to draw) should be preferentially displayed when there are multiple combinations of symbols permitted to be displayed. 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. Then, 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 that make up symbol combination A and symbols that make up 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 that make up symbol combination A, it is determined to stop at the position corresponding to the symbol. If there are only symbols that make up 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 symbols that make up 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 just 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, it is also possible to adopt a configuration in which stop control is executed only by performing "table control", or a configuration in which stop control is executed only by performing "control control". Alternatively, it is also possible to adopt a configuration in which the position to stop is temporarily determined by first performing "table control", then searching for whether there is a more appropriate stop position by performing "control control", and changing the position to stop 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 (the 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 role, the combination of symbols related to small roles, or the combination of symbols related to bonus roles 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 the present 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 permitted combination of symbols 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 called 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 the present embodiment, there may be a case where an internal lottery result associated with a combination of multiple symbols is determined. In this case, the combination of symbols finally displayed on the valid line may vary depending on the order of pressing by the player. Such an internal lottery result is called an "order-of-pressing role", and when it is a replay role, it may be called an "order-of-pressing replay", and when it is a small role, it may be called an "order-of-pressing small role".

[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 a bonus combination is won 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 the machine not to have such a bonus state. Further, by providing multiple types of bonus combinations, it is also possible to configure the machine to have multiple bonus states. When a bonus combination is won, a state (carry-over state) occurs in which the bonus combination is carried over as an internal winning combination for multiple 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 lottery mode of minor 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 lottery 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 lottery mode becomes a lottery 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 lottery mode becomes a lottery 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 operation device (BB) related to the first type of special accessory, the second type of special accessory (CB) (excluding carry-over roles), the accessory continuous operation 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 lottery 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 when the combination of symbols related to the bonus combination is displayed on the effective line. For example, during the operation of the continuous symbol operation device (BB) related to the first type of special symbol device, at the start of the operation of the continuous symbol operation device (BB) related to the first type of special symbol device, at the start of the game when the first type of special symbol device is not in operation, or at the end of the operation of the first type of special symbol device, etc., it can also be configured to automatically operate the first type of special symbol device (RB). That is, without defining the combination of symbols related to RB, it is also possible to control so 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 so that RB is in operation when the defined combination of symbols related to 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. Also, the relationship between the continuous symbol operation device (MB) related to the second type of special symbol device and the second type of special symbol device (CB) is the same. That is, without defining the combination of symbols related to CB, it is also possible to control so that CB is always in operation during the operation of MB, and during the operation of MB, it is also possible to control so that CB is in operation when the defined combination of symbols related to 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. Additionally, it is possible to configure the machine to have multiple 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 multiple RT states are provided, the same applies to the multiple 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 "high-probability replay 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 "low-probability replay state", etc.

[0145] The RT state can be transitioned, for example, by the satisfaction of any of the following transition conditions. Also, when multiple RT states are provided, the same applies to the multiple RT states. (1) When winning the 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 the lottery for RB, BB, or MB (not carried over) and not in the RB state, BB state, or MB state, and 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 pachislot 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. Additionally, it is possible to configure the machine to have multiple 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 a tag for the above-mentioned draw order small role.

[0147] Note that when providing multiple AT states, by making the gaming period of each AT state (including the ease of extension if extension (or "top-up", the same applies hereinafter) of the period is possible), the type of the role for which information on the stop operation is notified, or the occurrence probability of the notification of the information on the stop operation different from each other, the degree of advantage for the player can be varied. Also, the transition conditions and end conditions of the AT state can be appropriately set according to the gaming properties (except for the end due to the execution of the limit process described later). Additionally, the AT state may be treated in the same way as the above-mentioned bonus state in some cases, and in this case, it may be referred to as a "pseudo-bonus state" or the like.

[0148] Also, the gaming period of the AT state may be managed by the number of games (number of gaming sessions) (game number management) as long as the period is appropriately managed, or may be managed by the number of sets with a predetermined number of games as one set (set number management). Further, it may be managed by the number of payouts or the net increase number (difference in the number of medals) during the AT state (payout number management, difference in the number of medals management). Also, it may be managed by the number of times of notification (navi number) that affects the payout of medals in the AT state (for example, the draw order navigation at the time of winning a tag for the draw order small role) (navi number management). The same applies when the AT state is extended. Also, 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 providing multiple AT states, 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 the machine shifts to the high RT state (or to avoid shifting to the low RT state)). 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, a game state other than the above-described various game states can also be provided. For example, although each mode during the advantageous section described later (see FIGS. 5 and 6) is a state in which the player plays the game and 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, a game state can be provided 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 the bonus combination is won (is likely to be won) with a predetermined probability and a game state in which the bonus combination is won with a probability lower than the predetermined probability (is relatively less likely to be won) are provided, so that the degree of advantage of the player can be varied.

[0151] Also, as a method of varying the degree of advantage of shifting to the AT state or not (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 can be made 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 is made 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 the current game to a favorable one (this 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 the "favorable determination"). On the other hand, if there are no 8 payouts, the favorable determination is made in the current 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 the current game. On the other hand, if there are no 8 payouts, the favorable determination is not made in the current game.

[0153] In this way, when a player plays a game using a specific gaming method, it can also be configured such that, as a game result, there are cases where a favorable determination is made in the current 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 the current 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 the current 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 pachislo 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. Hereinafter, an example of such a gaming period will be described. 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 any 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 updated as the game progresses in the favorable section (for example, the value of the favorable section game number counter or the favorable section payout number counter described later) reaches a specified value (for example, 1500 games or 2400 pieces)), a non-favorable section is set as the initial state. Note that referring to the predetermined value, even if it is before the predetermined value reaches the specified value, if it becomes a specific update value, a non-favorable section may be set on this condition. Also, when a predetermined end condition is satisfied and an end decision 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 this condition. (4) In the non-favorable section, regarding the processing related to the favorable section (for example, the determination process of whether to shift to the favorable section, etc.), only the process referring to the determined internal lottery winning combination is possible, 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 generated or converted from the data of the internal lottery winning combination (where multiple combinations are taken as one determination target data). (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 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, push 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 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 during the advantageous period, it is necessary to end the advantageous period. (4) During the advantageous period, the processing related to the advantageous period (for example, the determination process 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 push order, etc. (5) A plurality of states can be set within the advantageous 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 shift 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 actually transitioning 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 actually transitioning 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 the section lamp (state display section) capable of notifying whether it is in the non-advantageous section or the advantageous section, it is possible to notify that it is in the advantageous section (if the section lamp is off, it is possible to notify that it is in the non-advantageous 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-advantageous section to the advantageous section and continue lighting until transitioning to the non-advantageous section. Or, when transitioning from the non-advantageous section to the advantageous section (the advantageous section is started), if the transitioned advantageous section is in the normal state, it may not start lighting and start lighting when it first becomes the AT state. If the transitioned advantageous 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 probability of winning due to the advantageous section continuing for too long, it is possible to set an upper limit (restriction) on the period during which the advantageous section continues continuously. Such an upper limit is referred to as a "limiter". Also, in this embodiment, ending the advantageous 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 (even if there remains a game period in the AT state), and the transition is made to the non-advantageous period. 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 gambling nature 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 there is a medal payout. 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 (even if there remains a game period in the AT state), and the transition is made to the non-advantageous period. 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 gambling nature step by step according to the number of medals paid out during the advantageous period.

[0162] Also, for example, the number-of-payouts counter for the advantageous section described below 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 "2,400" medals since the number of medals started to increase during the advantageous section (e.g., when the AT state is started). Also, for example, the number-of-payouts counter for the advantageous section described below may count not the above-described net increase but simply the actual payout number (i.e., the number without subtracting the bet number from the payout number).

[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 starts.

[0164] Also, the types of limiters are not limited to only the game-number limiter and the payout limiter described above. For example, a navigation-number limiter may be provided that executes limit processing when the number of navigations for minor winning combinations in the order of pressing during the AT state (i.e., the number of times information on a stop operation advantageous to the player is notified for the winning combination related to the payout of medals) reaches a predetermined number (e.g., "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 pachislo machine 1 is configured to be able to output a plurality of types of external signals to the outside. For example, if external signal 1 is turned on based on the start of the bonus state and turned off 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 external signal 1 is turned on based on the start of the BB state and turned off based on the end of the BB state, and external signal 2 is turned on based on the start of the MB state and turned off 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 external signal 1 is turned on based on the start of the AT state and turned off 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 external signal 1 is turned on based on the start of a predetermined AT state and turned off based on the end of the predetermined AT state, and external signal 2 is turned on based on the start of a specific AT state and turned off 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, the external signal 1 is set to the on state based on the start of the first set of the AT state, and the external signal 2 is set to the on state each time a set after the second set starts, then both the initial hit count of the AT state and the extended count of the AT state can be counted on an external data display device. 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, or the like, the output mode of each external signal can be set as appropriate. For example, various conditions such as a predetermined time period, 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 and the like 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) has been 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, the content of the privilege to be granted, and the like. Also, for example, when starting a favorable section, a favorable section start command is sent. The favorable section start command is configured to include parameters that identify the start of the favorable section, the mode (game state), and the like. Also, for example, when ending a favorable section, a favorable section end command is sent. The favorable section end command is configured to include parameters that identify the end of the favorable section 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 and the like. Note that these are merely examples, and other commands can be sent as needed, or unnecessary commands among these can be not 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 characteristics, 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 player of the stop operation information 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 predetermined execution conditions are satisfied, a performance can be carried out to stop the progress of the game for a predetermined period (render the player's game operations 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 it is also possible to configure to carry out multiple types of lock performances.

[0174] Also, the game operations to be invalidated may be, for example, the start operation, the 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 operations are invalidated) and the types of game operations 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 according to the effect display modes (including not only the variable display mode but also combinations with the stop display mode) of the respective reels 3L, 3C, and 3R. Such an effect is also referred to as a "reel effect" or a "symbol effect". Note that it is also possible to configure so that such a reel effect is not performed, or it is also possible to configure so that a plurality of types of reel effects can be performed. 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.

[0176] The reel effect is, in short, an effect performed by rotating or stopping (temporarily stopping) the respective 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 a plurality of operation patterns are set, a plurality of types of reel effects can be provided. Further, by combining a plurality of types of reel effects and a plurality of types of lock effects, a wider variety of effect patterns can be set. Note that any one of the respective reels 3L, 3C, and 3R, any two, or all three may be used for the reel effect.

[0177] (Pseudo-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 pseudo-game to be played can be performed. Such an effect is referred to as a "pseudo-game". Note that it is also possible to configure so that such a pseudo-game is not performed, or it is also possible to configure so that a plurality of types of pseudo-games can be performed. In addition, when it is said that "a lock effect is performed (executed)", this includes both cases where a pseudo-game is performed and cases where a pseudo-game is not performed.

[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 doing so, 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 an effect with the player's game operation intervening. For example, the MAX bet button 6a, 1 bet button 6b, start lever 7, each stop button 8L, 8C, 8R, and 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 doing so, each reel is temporarily stopped (during the pseudo game) (4) After going through a random delay process, each reel actually starts rotating (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 situation where, for example, in the situation of (3) above, a specific symbol is arranged and displayed, and if each reel starts normal rotation in the situation of (4) above as it is, it becomes easier for the player to perform a stop operation using the specific symbol as a mark (so-called "button pressing" assistance). Such a delay period is also referred to as a "relocation period". Further, when each reel is temporarily stopped in the situations of (3) and (4) above, it is desirable to alternately change the phase signal in the excitation control of each stepping motor in the forward and reverse directions so that it is not misrecognized as being completely stopped, with the phase signal being less than a predetermined time (e.g., 500 ms).

[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 is 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 in less than the above predetermined time, such oscillation may not be performed when the first reel is temporarily stopped or when the second reel is temporarily stopped.

[0182] Also, as one of the above measures, for example, a pseudo-game lamp for reporting that it is in a pseudo-game is provided, and the pseudo-game lamp is lit from when the pseudo-game is started in the situation of the above (1) until the random delay process is started 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. Also, 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 explanatory 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.). Also, the explanatory portion of the pseudo-game lamp is preferably a description (such as "FREEPLAY", "During pseudo-game performance", or "During reel automatic performance", etc.) that can recognize that the pseudo-game lamp is a lamp for reporting that it is in a pseudo-game, 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] Also, as one of the above measures, for example, a pseudo-game-in-progress display for reporting that it is in a pseudo-game is performed on the main display device 210 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. Note that the pseudo-game-in-progress display is preferably displayed at a position above the operation unit that receives the player's game operation and is 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 (for example, descriptions such as "FREEPLAY", "During pseudo-game performance", or "During automatic reel performance") that can be recognized as a display for reporting 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 concealed 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 so 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 actually during the game during the pseudo-game. Note that 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 has become possible is output via the first interface board 301 for a test machine. However, during a pseudo-game, a pseudo-game operation of the player or a test signal corresponding to the state in which the pseudo-game operation has become 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. 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 is advanced 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 advancing a pseudo-game). Further, when providing such a function for advancing a pseudo-game to the first interface board 301 for a test machine, a changeover switch for switching on / off of 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 contents of the pseudo-game.

[0186] [4-10-2. Sub-side production] In the pachislot machine 1, by the control on the sub-control circuit 200 side (sub-side), for example, the following productions can be performed. 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. Note that 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 pachinko machine 1, when predetermined execution conditions are satisfied, it is possible to perform an effect that continues over a plurality of games (that is, continues between a plurality of games). Such an effect is also referred to as a "continuous effect" or "continuous performance" in addition to being called a "serial effect". Note that it is also possible to configure it so that such a continuous effect is not performed, or it is also possible to configure it so that a plurality of types of continuous effects can be performed.

[0189] (Operation-linked effect) In the pachinko 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 so. Note that it is also possible to configure it so that such an operation-linked effect is not performed, or it is also possible to configure it 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-mentioned various effects can be used for various purposes. For example, it can be used to give suggestions or notifications about setting values, internal winning combinations, game states, game periods, the content of benefits to be given, the period until a benefit is given, and the like. Further, it can be used to give suggestions or notifications about the degree of advantage of these. Further, these uses are only examples.

[0191] (Other effects) In the pachislot machine 1, it is also possible to perform effects other than the various effects described above. For example, as things used for purposes other than those described 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, when the period during which no game is being played becomes a predetermined period or when a settlement operation has been performed, a notification that the machine is available, etc.

[0192] [5. First gaming machine] Subsequently, with reference to FIGS. 5 to 22, a specific example of the specifications regarding the game performance of the pachislot machine 1 will be described as the "first gaming machine". Note that regarding the 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 the 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, the 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, as gaming states, a non-bonus state and a bonus state are provided. Further, the non-bonus state includes between the 2BB flags that carry over the "F_2BB" (a bonus combination that can only be won in the 2-coin bet state; hereinafter may be simply referred to as "2BB"), between the 3BB flags that carry over the "F_3BB" (a bonus combination that can only be won in the 3-coin bet state; hereinafter may be simply referred to as "3BB"), and the non-flag intervals where no bonus combination has been won (or 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 the game 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 1 bet button 6b to bet two or three medals from the credit, and the automatic betting of two or three medals due to winning the 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 state in which the player plays the game is roughly divided 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 increase 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 disadvantageous 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 a gaming state disadvantageous to 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 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 increase section can be varied by mode transition or the like.

[0198] On the other hand, the increase section is a gaming state (AT state) in which information on a favorable stop operation is notified to the player, and is a gaming state advantageous to the player. That is, the increase section is a control state as an advantageous state in which the player can increase the medals. Note that both the production section and the increase section are favorable sections, and 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-favorable section, a non-favorable 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 (various processes related to the favorable section) by the main control circuit 100 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-favorable section, a lottery using this non-favorable section sub-flag is conducted.

[0200] The non-favorable section sub-flag "Replay level" is determined when the internal lottery role is any one of "F_Replay A" (No. "3"), "F_Replay B" (No. "4"), and "F_Bell 123A1" to "F_Bell 321B2" (No. "10" to No. "33"). The non-favorable section sub-flag "Weak cherry" is determined when the internal lottery role is "F_Cherry" (No. "5"). The non-favorable section sub-flag "Watermelon" is determined when the internal lottery role is "F_Watermelon" (No. "9"). The non-favorable section sub-flag "Determined role" is determined when the internal lottery role is either "F_Determined cherry" (No. "6") or "F_Reach target" (No. "8"). The non-favorable section sub-flag "Medium cherry" is determined when the internal lottery role is "F_Middle-stage cherry" (No. "7"). In the non-favorable section as well, similar to the favorable section, it can also be configured such that a sub-flag at the time of winning and a sub-flag at the time of prize winning can be determined. Also, these correspondence relationships are not limited to the above.

[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 lottery in the advantageous section as secondary information (sub-flag) corresponding to an internal lottery role (see Fig. 10 described later) is determined. Further, in the advantageous section, a sub-flag at the time of winning in the advantageous section as secondary information (sub-flag) corresponding to the combination of displayed symbols is determined. In the advantageous section, a lottery is conducted using these sub-flags at the time of lottery in the advantageous section and the sub-flag at the time of winning in the advantageous section.

[0202] The sub-flag "Bell" at the time of lottery in the advantageous section is determined when the internal lottery role is any one of "F_Bell123A1" to "F_Bell321B2" (No. "10" to No. "33"). The sub-flag "Weak Che" at the time of lottery in the advantageous section is determined when the internal lottery role is "F_Cherry" (No. "5"). The sub-flag "Watermelon" at the time of lottery in the advantageous section is determined when the internal lottery role is "F_Watermelon" (No. "9"). The sub-flag "Fixed Role" at the time of lottery in the advantageous section is determined when the internal lottery role is either "F_Fixed Cherry" (No. "6") or "F_Reach Point" (No. "8"). The sub-flag "Medium Che" at the time of lottery in the advantageous section is determined when the internal lottery role is "F_Middle Row Cherry" (No. "7").

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

[0204] Here, in the first gaming machine, as will be described later, when the internal winning combination is "F_Replay A" (No. "3"), between the 3BB flags, a combination of symbols of "ascending 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 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) and 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 winning combination where the sub-flag at the time of winning in the advantageous section varies depending on 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 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. Therefore, when winning a combination like this, without varying (or it may be made to vary) the number of medals paid out, the combination of symbols displayed is made different, and in this way, 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 draw for such a role, if it is possible to win without a spill occurring 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 manner (this specific manner may be, for example, a manner in which the stop operation is performed in a predefined batting order (correct pressing order), a manner in which the pressing position (timing of the stop operation) is appropriate, or a combination of these manners, any manner is acceptable), a combination of "Parallel Replay" symbols is displayed, and if it is not performed in a specific manner, a combination of "Diagonal Up 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 a 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 of these, and different secondary information can be determined according to the different stop display modes, thereby enabling all modes that can vary the degree of advantage to be applied.

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

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

[0212] The start mode is a mode that is likely to stay when shifting from the non-favorable section to the favorable section (effect section), and is a relatively disadvantageous mode. The expectancy of shifting to a pseudo bonus is relatively low (refer to Fig. 7(c) described later), and the expectancy of shifting to a more favorable mode is also relatively low (refer to 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 shift to a pseudo bonus when the period without shifting to a 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 game count 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 are played 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 entering the disadvantageous section, the apparent ceiling game count is "965 games" + the game period of "32 games" in the End A mode or the End B mode + the number of games required to transition from the disadvantageous section to the advantageous section. This is what represents this. The same applies to the Normal B mode, the Heaven Preparation mode, and the Chance mode 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 game count is set to "965 games".

[0215] In the Heaven Preparation mode, although the expectation of transitioning to the pseudo-bonus is relatively low (see (c) of FIG. 7 described later), the ceiling game count 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 its end (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] When transitioning to the pseudo-bonus in the end A mode, it is likely to stay if it does not transition to the heaven mode (including the heaven preparation mode) after the end, making it a relatively disadvantageous mode. The expectation of transitioning to the 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 the end A mode, when 32 games are played without transitioning to the pseudo-bonus after the end of the pseudo-bonus, the advantageous section itself ends and it transitions to a non-advantageous section.

[0218] When transitioning to the pseudo-bonus in the end B mode, it is likely to stay if it does not transition to the heaven mode (including the heaven preparation mode) after the end, making it a relatively disadvantageous mode, but it is more advantageous than the end 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 end B mode, similar to the end A mode, when 32 games are played without transitioning to the 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 stays when the Heavenly Kingdom 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 Heavenly Kingdom mode is not high (see (f) of FIG. 8 described later). That is, when the Heavenly Kingdom C mode ends, in order to prevent the resulting decline in interest, it is positioned as a mode that tries to maintain (safeguard) a relatively advantageous state for a certain period of time.

[0220] The Heavenly Kingdom A mode is a mode in which it can be expected that the pseudo-bonus will continue to win (in the case of a specification in which the AT state continues by making a decision to extend (add on) during the AT state, this extension (add on) may also be included. 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 the probability of maintaining the ceiling mode (Heavenly Kingdom mode loop rate) is set to a medium level, making it a relatively advantageous mode. Although not shown in FIG. 6, for example, a setting difference can 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%. Or, the lottery value can simply be set so that the higher the set value, the higher the ceiling mode loop rate. The same applies to the Heavenly Kingdom B mode and the Heavenly Kingdom C mode described later, and a setting difference can also be provided for the ceiling mode loop rate.

[0221] The Heavenly Kingdom 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 the probability of maintaining the ceiling mode (Heavenly Kingdom mode loop rate) is set high, making it a relatively advantageous mode. That is, in terms of the ceiling mode loop rate, it is a mode that is more advantageous than the Heavenly Kingdom A mode.

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

[0223] Note that each of the above modes is merely an example, and the configuration of the modes is not limited to this. It is possible to set modes other than the above-mentioned modes, or it is also possible not to set some of the above-mentioned 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. However, the relationship between the non-advantageous section and the advantageous section is not limited to such a manner. For example, in the case of the non-advantageous section, the transition ratio 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 can be made the 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 of the store. Also, even when the lighting of the section lamp ends after 32 games have passed since the end of the pseudo-bonus, it is not certain that the most disadvantageous state will occur, so this also serves as a motivation to continue the game even at such times. Also, so far, the production section has been described as a game state in which information on advantageous stop operations is not notified to the player. However, if it is in a more disadvantageous manner 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 the lottery) is conducted by referring to the sub-flag at the time of winning the advantageous section lottery. Specifically, the pseudo-bonus transition lottery table shown in Fig. 7(c) is referred to, the internal winning lottery combination is determined, and at a predetermined timing during the game after the sub-flag at the time of winning the advantageous section lottery is determined according to the internal winning lottery combination, it is determined whether to transition to the pseudo-bonus according to the sub-flag at the time of winning the advantageous section lottery. In Fig. 7(c), "not winning the lottery" means not transitioning to the pseudo-bonus, "winning the lottery (this game)" means transitioning to the pseudo-bonus from this game, and "winning the lottery (next game)" means transitioning to the pseudo-bonus from the next game.

[0226] In addition, in the first gaming machine, when "winning the lottery (this game)" is determined, at the start of this game, when "winning the lottery (next game)" is determined, at the start of the next game, the game operation (stop operation) is invalidated 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 where 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 when the above-mentioned random delay process starts), 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), 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 subsequent pseudo-bonus transition lottery (when winning a prize), mode transition lottery (when winning a prize), and mode transition lottery (when reaching 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 may be 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 determined to be "Through replay 2" than when it is determined to be "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 the pseudo-bonus due to 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 end of the pseudo-bonus.

[0234] Note that the processes related to the pseudo-bonus transition lottery (when winning) and the pseudo-bonus transition lottery (when hitting) are the same in terms of 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 (when winning) and the mode transition lottery (when hitting) are the same in terms of 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 "win (this game)" is not set as the 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 (when winning), the pseudo-bonus transition lottery (when hitting), and the pseudo-bonus transition process at ceiling arrival can be performed in one process. Similarly, the mode transition lottery (when winning), the mode transition lottery (when hitting), 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. Also, 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 pseudo bonus ends. 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 it) regardless of the mode after the pseudo bonus ends. 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 continuous 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 accordingly) 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 end"), and 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 due to reaching the number of ceiling games, the above-described mode transition lottery (at the ceiling) is performed.

[0239] In the increasing section (pseudo bonus), for each game (more specifically, in the game where "winning combination" or "medium check" is determined as the sub flag at the time of winning the advantageous section lottery), the mode transition lottery (at the time of winning) is performed. 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 the advantageous section lottery. Even when the sub flag at the time of winning the advantageous section lottery other than the above is determined, the destination mode may be determined. In this case, in principle, in order not to determine a mode that is relatively disadvantageous compared to the current mode 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.

[0240] In the increasing section (pseudo bonus), for each game (more specifically, in the game that wins 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 disadvantageous compared to the current mode from being determined as the destination mode, another 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 it is determined whether to generate a 1G consecutive 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), "non-winning" means not generating a 1G consecutive, and "winning (1G consecutive + 1)" means that one right to generate a 1G consecutive (1G consecutive stock) is granted (the 1G consecutive stock counter is incremented by 1). Note that multiple (up to 255) 1G consecutive stocks can be stocked (stored) 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 shortening lottery, the ceiling game number 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 as if the ceiling game number is temporarily set here), the pseudo bonus ends (in Fig. 5, "pseudo bonus ends"), and the game shifts to the production section (normal game).

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

[0244] In the first gaming machine, as an example of the configuration of the increasing section (pseudo bonus), one that continues for "55 games" and allows a maximum of 275 tokens to be obtained is cited, 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 tokens 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, or in the 1G continuous 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, although the number of continuous games is the same as that of "pseudo BB", by setting the Bernabei rate (the notification probability at which information on the stop operation is notified) to a lower value, a difference can be made in the maximum number of tokens that can be obtained, making the values different. Also, when starting "pseudo RB", a reel effect in which the "BAR" symbols are aligned and displayed in 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 continuous games (game 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, a shift will occur 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-coin bet state. Therefore, when the game is played in a two-coin bet state, for example, various lotteries using (a) to (d) of FIG. 7, (e) and (f) of FIG. 8, etc. are not performed, and the ceiling game number is not updated either. Also, when the game is played in a two-coin bet state during the pseudo bonus, since it is configured such that medals do not increase in the two-coin 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-coin bet state, the player is basically configured to be at a disadvantage.

[0247] Here, when the game is played in a two-coin 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 number, etc.) are not performed, it is desirable that the advantageous period game number counter for the above-described game number limiter and the advantageous period payout number counter for the above-described payout number limiter be updated. Since these limiters have a function of appropriately suppressing the fortuitousness by limiting the upper limit 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-coin bet state, the number of games stayed in the advantageous period and the upper limit of the number of acquired medals set by the intervention of the game in the two-coin bet state may be exceeded, and as a result, the fortuitousness 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 number of bets.

[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 7(d), FIGS. 8(e) and 8(f), etc. are not performed, and the ceiling game count is not updated either. Also, when a bonus state occurs during a 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-bet state of the non-bonus state), there may be cases where the period during the pseudo-bonus does not become an increasing section. That is, in the first gaming machine, the game is configured such that the player may be disadvantaged when playing in a bonus state.

[0249] Therefore, in the first gaming machine, it is recommended to play the game in the three-bet state between the 2BB flags (in this embodiment, the three-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 is only drawn in the two-bet state, and the combination of symbols related to 2BB only wins in the two-bet state and does not win in the three-bet state during the 2BB flag period. Also, 3BB is a bonus combination that is only drawn in the three-bet state, and the combination of symbols related to 3BB only wins in the three-bet state and does not win in the two-bet state during the 3BB flag period. Also, 3BB is not drawn during the 2BB flag period, and 2BB is not drawn during the 3BB flag period.

[0250] And in the first gaming machine, using these configurations, for example, if 2BB is drawn (without winning 2BB) in the two-bet state between non-flags to create the 2BB flag period and then the game is played in the three-bet state, it is possible to play the game in the above-described recommended gaming state without worrying about whether to win a 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, heaven A mode, heaven B mode, and heaven C mode, one wins the ceiling shortening lottery with a probability of 1 / 8 (32 / 256), while when it is other modes, one does not win the ceiling shortening lottery. That is, in the case of the mode where the ceiling game number is "32 games", the "32 games" may be shortened to "0 games", and in the case of the mode where the ceiling game number is more than that, the ceiling game number is not shortened.

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

[0253] Also, the mode of shortening the ceiling game number 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 effects can be achieved. Therefore, when winning the ceiling shortening lottery, the number of games to be shortened may be further determined, or in the ceiling shortening lottery, the number of games to be shortened may be determined in advance.

[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, heaven A mode, heaven B mode, and 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, a 1G consecutive lottery is conducted during the pseudo-bonus. 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 an advantageous section (production 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 a 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. By doing so, 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 it may have also won the ceiling shortening lottery can be given. Further, this special bonus middle performance may be executed at a predetermined probability or a 100% probability also when winning the 1G consecutive lottery during the pseudo-bonus. By doing so, various possibilities such as (1) only the heaven mode, (2) heaven mode + winning the ceiling shortening lottery, (3) heaven mode + winning the 1G consecutive lottery, (4) 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 after an advantageous state (for example, a pseudo-bonus) ends, it will be controlled to an advantageous state again within a predetermined period (for example, 32 games) (for example, in the case of the heaven mode), since there may be a case where that period can be further shortened, even when the game period of a series of advantageous sections is restricted (for example, when limit processing is executed), it is possible to prevent a decrease in the interest of the game by enabling the player to play the game in a state with as high an advantage degree as possible.

[0260] Further, in the first gaming machine, even when it is not certain that after an advantageous state ends, it will be controlled to an advantageous state again within a predetermined period (for example, in the case of the end mode), since there may be a case where an advantageous state is started again by granting a right (for example, a 1G consecutive stock), it is possible to enhance 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 a "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 a "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 winning 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 has been a pseudo-bonus transition and a Heaven C mode transition, which greatly enhances the player's interest. The special lock effect is configured, for example, as an effect in which the game operation (stop operation) is 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 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 midway and proceed with the game).

[0263] However, in the first gaming machine, as shown in FIG. 16 to be described later, for example, even if staying in the Heaven C mode, the advantageous section may be forcibly terminated by executing the limit process. Therefore, there may be 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, when 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, when 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 is made, but when 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 of the "decisive role", 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 may be cases where the Heaven C mode is entered by a trigger other than the drawing of the "decisive role" (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 drawing of the "decisive role" is the trigger, or a different probability).

[0267] Also, for example, upon drawing of the "decisive role", first, it may be determined whether or not to execute the special lock effect. If it is determined that the special lock effect is to be executed, the Heaven C mode may be entered. That is, the special lock effect may be executed in response to the determination that the Heaven C mode is to be entered, or the Heaven C mode may be entered 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 section 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 section game number counter or the control game number counter described later is less than "750", or when the value of the advantageous section 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 section game number counter or the control game number counter described later becomes "750" or more, or when the value of the advantageous section 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 sections.

[0269] In this way, in the first gaming machine, the gaming period of a series of advantageous periods is restricted to a certain period (see FIG. 16 described later). And within the same series of advantageous periods, even when control information with a high degree of advantage for the player (for example, the Heaven C mode) is set multiple times, it is controlled so that a special effect (for example, a special lock effect) is not performed each time. Therefore, it is possible to prevent a decrease in the interest of the game while suppressing the excessive increase in the probability of winning of the game.

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

[0271] Also, in the first gaming machine, it is possible to determine secondary information (for example, a sub flag at the time of advantageous period winning) according to the determined internal winning combination, and it is also possible to determine secondary information (for example, a sub flag at the time of winning in an advantageous period) according to the combination of symbols displayed, and according to the determined secondary information respectively, it is possible to determine whether to give an advantageous state (for example, a pseudo bonus) in which information regarding the player's stop operation is notified.

[0272] In this way, in the first gaming machine, not only when the internal winning combination is determined, but also when the combination of symbols is displayed, it is possible to give a sense of expectation regarding the granting of an advantageous state, so the gaming 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 regarding the provision of an advantageous state.

[0274] Also, in the first gaming machine, when the bet gaming value is the first amount (for example, 3 pieces), 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 pieces), the second special combination can be won, while the first special combination cannot be won. Also, 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 predetermined combination of symbols (for example, "ascending Replay") is displayed, and if it is in the second special permission state (for example, between 2BB flags), a specific combination of 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 predetermined combination of symbols is displayed or a specific combination of 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 provision of an advantageous state can be varied, so that while suppressing an increase in the control load and the amount of information regarding the provision of an advantageous state, the gameplay can be further diversified.

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

[0277] Here, in the first gaming machine, since both the predetermined combination of symbols and the specific combination of 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 grant of game 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 grant of game value corresponding to "ascending rip") that grants one piece (this value is arbitrary and may be other values below the bet game value or may be a value exceeding the bet game value) of game value is displayed. In the second special permission state, a combination of specific symbols (a combination of symbols related to the grant of game value corresponding to "parallel rip") that grants the same number of game 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 different from the case of a pure "loss"). Even in this case, there is no change in the point that the values are 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 decision content regarding the grant of an advantageous state can be varied. Therefore, while suppressing an increase in the control load and information volume regarding the grant of an advantageous state, the gameplay can be diversified. Also, in the game where a 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 a stop operation is not performed in the specific mode, a combination of specific symbols cannot be displayed.

[0282] Furthermore, 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 a combination of specific symbols is displayed and when a combination of specific symbols is not displayed.

[0283] In addition, when a specific role is won, if it is in the first special permission state, a combination of predetermined symbols may be displayed regardless of the stop operation mode. If it is in 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 ○" or "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 ×" or "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 be more concentrated 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, on 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 (that is, 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. Also, it may be configured such that a smaller number of game values are awarded for the predetermined number than 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 focus more on the game, and the game characteristics can be further diversified, and the interest of the game can be improved.

[0286] Also, if there is only one specific winning combination, the timing at which the stop operation is appropriate will be limited. Therefore, it is desirable to provide a plurality of specific winning combinations 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. There is a first specific winning combination. When the timing of the stop operation is a 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. There is a second specific winning combination. When the timing of the stop operation is a 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. There is a third specific winning combination. These can be set to win with the same winning probability.

[0287] Also, in this case, the specific winning combination can be configured such that when the batting order is appropriate (in the case of the correct pressing order), a specific combination of symbols is displayed, and when the batting order is inappropriate (in the case of an incorrect pressing order), a predetermined combination of symbols is displayed. As a result, since the degree of advantage regarding the provision 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 special 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 for the specific number. Further, it may be configured such that a smaller number of game values are awarded for the predetermined number than for the specific number. Also, 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 game properties can be further diversified, improving the interest of the game.

[0289] Also, if there is only one type of special role, the appropriate batting order will be limited. Therefore, it is desirable to provide a plurality of special 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 special role where an appropriate stop operation does not result in the display of a combination of specific symbols. 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 special role where an appropriate stop operation does not result in the display of a combination of specific symbols. 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 special role where an appropriate stop operation does not result in the display of a combination of specific symbols. These can be set to win with the same winning probability.

[0290] So far, in the unit game where a specific role is won by lottery, 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 penalties. 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 winning a specific role by lottery, 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 given preferentially compared to the first special permission state (for example, between 3BB flags).

[0292] Also, in the first gaming machine, when winning a lottery for a predetermined role (for example, "push - 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 - coin 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 push - order defined in advance, but if the batting order is not the correct push - order defined in advance, the combination of symbols to be granted is not displayed, resulting in a missed opportunity 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 - coin 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 given preferentially compared to 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 slope values between 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 can be defined as, for example, 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 slope values between 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 can be defined as, for example, a "rough wave state".

[0295] Here, the methods for creating the two states of the stable state and the rough wave state are 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 set higher than that in the "rough wave state", while in the above-mentioned mode transition lottery, the transition probability to the heaven mode is set lower than that in 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 set lower than that in the "stable state", while in the above-mentioned mode transition lottery, the transition probability to the heaven mode is set higher than that in the "stable state". In this way, in the "stable state", a state can be created where it is easy to get a first win in the pseudo-bonus but difficult to achieve consecutive wins, and in the "rough wave state", a state can be created where it is difficult to get a first win in the pseudo-bonus but easy to achieve consecutive wins. Regarding the stop control of the predetermined 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 Combination Configuration of the First Gaming Machine] Next, with reference to FIGS. 10 to 15, the internal lottery winning combination 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. FIGS. 11 to 14 are diagrams showing an example of the symbol combination table of the first gaming machine. FIG. 15 is a diagram showing an example of the correspondence relationship between the internal lottery winning combination, the stop operation mode, the display role, 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 paraphrased as display roles, winning roles, stop display modes, display results, etc.) will be displayed according to the stop operation mode (i.e., batting order, stop operation timing, etc.) when winning each internal lottery winning combination will be described.

[0298] First, in the first gaming machine, in the internal lottery process (see FIG. 26) described later, each internal lottery winning combination shown in FIG. 10 is drawn at the probabilities (lottery value / probability denominator: 65536) shown in FIG. 10. Note that the symbol combinations for which display is permitted when winning each internal lottery winning combination 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 the draw 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 the draw 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 addition, 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 coins 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 once it starts operating, it ends once two winnings occur or two games are played and then starts operating again. Also, in the first gaming machine, the end condition for the 2BB state is defined as having more than one medal paid out in the 2BB state, and the end condition for the 3BB state is defined as having more than 176 medals paid out in the 3BB state.

[0302] Here, when the 2BB state or 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". Moreover, 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 the 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 at 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 the 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 symbol regardless of the number of bets in the non-bonus state. Note that it can be configured to be determinable as an internal winning lotteried symbol in the 3-bet state, but not in the 2-bet state. When determined as an internal winning lotteried symbol, in the 2-bet state, "Middle Reel Rep" is displayed regardless of the stop operation mode, and a replay is awarded. In the 3-bet state, if at least the left reel 3L is at the press position ○, any one of "REP28", "REP60" to "REP63" (since these cause the "Cherry" symbol to be displayed in the lower row on the left reel 3L, they can be collectively referred to as "Cherry Rep") is displayed, and a replay is awarded. On the other hand, if at the press position ×, other reps (e.g., "REP57" to "REP59") are displayed, and a replay is awarded.

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

[0307] "F_Middle Cherry" is configured to be determinable as an internal winning 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 role in a 3-bet state, but not in a 2-bet state. When determined as an internal winning role, in a 2-bet state, "Middle Rep" is displayed regardless of the stop operation mode, and a replay game is granted. In a 3-bet state, when the pressing order is any one of "Batting Order 1" to "Batting Order 4", if at least the left reel 3L is at the pressing position ○, any one of "REP15" to "REP19" (since these are for displaying 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 granted. On the other hand, if it is at the pressing position ×, other reps (for example, "REP20" to "REP27") are displayed, and a replay game is granted. 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 granted.

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

[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 press 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") is displayed. In the case of a 3-bet state, 3 medals are paid out, and in the case of a 2-bet state, 2 medals are paid out. On the other hand, if the press 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") is displayed, and 1 medal is paid out. Note that in the case of the press position ×, it can also be configured to cause a spill so that the medal payout is 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, "Push Order Bell A" is a small winning combination of 6 selections (any one of the batting orders from "Batting Order 1" to "Batting Order 6" is the correct push order). When it is determined as an internal winning combination by lottery, if the stop operation is performed in the corresponding correct push order, one of the following "bells" will be displayed: "Diagonal Down Bell" ("FRU03"), "Upper Bell" ("FRU01" and "FRU02"), "Middle Bell" ("FRU04"), "Diagonal Up Bell" ("FRU05"), "Hill Bell" ("FRU06"), and "Lower Bell" ("FRU07"). If it is in a 3-bet state, 8 medals will be paid out; if it is in a 2-bet state, 2 medals will be 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, the pressing position will be ○ with a probability of 1 / 2. If it is the pressing position ○, one of the "1-coin winning combinations" ("FRU13" to "FRU116") that are winning by lottery will be displayed, and 1 medal will be paid out. On the other hand, if it is the pressing position ×, a miss will occur and no medal will be paid out. Also, if the first stop operation is incorrect, in the remaining stop operations, the pressing position will be ○ with a probability of 1 / 8. If it is the pressing position ○, one of the "1-coin winning combinations" that are winning by lottery will be displayed, and 1 medal will be paid out. On the other hand, if it is the pressing position ×, a miss will occur and no medal will be 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 combinations by lottery regardless of the number of bets in a non-bonus state. These can be collectively referred to as "Push Order Bell B".

[0313] As shown in FIG. 15, the "Push Order Bell B" is not a small winning combination in terms of push order between the 3BB flags in the two-bet state and the three-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 three-bet state, 8 medals are paid out. If it is in the two-bet state, 2 medals are paid out.

[0314] Also, as shown in FIG. 15, the "Push Order Bell B" is a small winning combination in terms of push order in states other than between the 3BB flags in the three-bet state (between non-flags in the three-bet state, between the 2BB flags in the three-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 becoming the push position ○. If it is the push position ○, any of the "one-coin 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 medal is paid out. Also, if the first stop operation is incorrect, in the remaining stop operations, there is a 1 / 8 probability of becoming the push position ○. If it is the push position ○, any of the "one-coin 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 medal is paid out.

[0315] The "F_RB Winning Combination of 8 Coins" 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] The "F_RB Winning Combination of 1 Coin" 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 "one-coin 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 mode, display combination, 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 missed and results in a "loss" in the 2-bet state where "BB01" can be displayed, when "BB02" is missed and results in a "loss" in the 3-bet state where "BB02" can be displayed, when a "loss" occurs due to being in the 3-bet state between 2BB flags, when a "loss" occurs due to being in the 2-bet state between 3BB flags, when a "loss" occurs due to missing a "small winning combination by pressing order", etc., "losses" may occur in various states. Therefore, in order to make the combinations of symbols that are 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 depending on the determined internal winning combination, these are also allowed to be displayed as "corresponding combinations of symbols", so that the combinations of symbols related to "losses" displayed according to the state, etc. can be made different.

[0319] [5-4. Limit processing configuration of the first gaming machine] Next, 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), semi-limit processing (number of games), and semi-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, or it is also possible not to execute some of these limit processes.

[0320] Normally, the limit process (number of games) is executed when the value of the advantageous section game number counter becomes "1500" or more (that is, when the games in the advantageous section are continuously played 1500 times). The advantageous section game number counter starts counting the number of games when the advantageous section (including the effect 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 advantageous section game number counter counts in both cases where the number of bets is 2 or 3. Further, the advantageous section game number counter counts 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 effect section or during the increasing section (pseudo bonus), the advantageous section is forcibly ended and the non-advantageous section is entered. Also, at this time, all information regarding the advantageous section (for example, information for controlling the effect section and the increasing section, 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 section such as the value of the 1G consecutive stock counter, and various information necessary for controlling the advantageous section) 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 production 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 subtracted 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 (alternatively, 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 production interval or during the increase interval (pseudo bonus), the favorable interval is forcibly ended and the process shifts 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 effect 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 (activated), if it is during the pseudo-bonus (that is, if it is during the increasing section), without forcibly ending the pseudo-bonus midway, 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 effect section), first, it is forcibly shifted to the pseudo-bonus. That is, even if not winning 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 regulation 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, etc., 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 in which the normal limit process (number of games) is executed, it is possible to prevent the pseudo bonus from ending halfway and the player from having a sense of distrust or loss, etc.

[0329] From this perspective, the timing at which the special limit process (number of games) is executed (operates) is not limited to the above. For example, the special limit process (number of games) may be executed in a game before the end of the playable period per two increase intervals (55 games × 2 sets = 110 games), which is longer than the game in which the normal limit process (number of games) is executed. Also, for example, in order to give a slight grace period, the special limit process (number of games) may be executed in a game before the end of the playable period per one increase interval (55 games) + grace period (2 games), which is longer than the game in which the normal limit process (number of games) is executed. Also, for example, in the case of a specification such as going through a precursor state before transitioning to a pseudo bonus, and if 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 end of the playable period per one increase interval (55 games) + maximum precursor period (4 games), which is longer than the game in which 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 earlier than the timing at which the normal limit process (number of games) is executed, and it can be appropriately set 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 this limit process). Also, the control payout counter performs the counting when the bet number is 3, and does not perform the counting when the bet number is 2. Also, the control payout counter performs the counting when in the non-bonus state, and does not perform the counting when in the 2BB state and the 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 "pushing-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, the control payout counter counts the difference number "+5 medals" in any case in this game.

[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 operation 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 (operates), 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 the one hand, if it is not in the pseudo-bonus state (i.e., during the production period), first, it is forced to transition to the pseudo-bonus state. That is, even if it does not win the pseudo-bonus transition lottery, it is made to transition to the pseudo-bonus state by executing this special limit process (payout number). Then, when the pseudo-bonus that has been transitioned ends, the advantageous period is forced to end accordingly and it is made to transition to the non-advantageous period. Also, at this time, all the information regarding the above-mentioned advantageous period is cleared (initialized).

[0335] Here, paying attention to the fact that the value of the advantageous period payout number counter for which the normal limit process (payout number) is executed (operates) is "2401", while the value of the control game number counter for which the special limit process (payout number) 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 Fig. 5), this difference takes into account the amount of available game value during the pseudo-bonus.

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

[0337] From this perspective, the timing at which the special limit process (payout number) is executed (operates) is not limited to the above. For example, the special limit process (payout number) may be executed when the amount of game values that can be granted per two increase intervals is less than the amount of game values granted during the normal limit process (payout number) by the amount of game values that can be granted per two increase intervals (275 sheets × 2 sets = 550 sheets). 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 granted per one 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 granted 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 continuous available 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 amount) is executed when the value obtained by adding to the value of the control payout counter the value obtained by multiplying the value of the 1G consecutive counter (when winning the ceiling shortening lottery and having "ceiling shortening exists", "1" is further added) by "275" (i.e., the amount of gaming value for which a 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 = 5...

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 storing a program and data directly related to the progress of the game, and a second storage means storing a program and data not directly related to the progress of the game, the program stored in the second storage means includes a specific subroutine that, after being called from the program stored in the first storage means and executing a process, always returns to the program of the first storage means that called it, and a normal subroutine that, after being called from the program stored in the second storage means and executing a process, always returns to the program of the second storage means that called it, 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 more 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 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 to be within a predetermined range, the processing code is a jump instruction for jumping to the program body of the specific subroutine, When the specific call instruction calls a program stored before a specific address of the second storage means, the program is specified using the lower address of the address where the program is stored, The jump instruction includes at least one of a first jump instruction that specifies the program body of the specific subroutine by a relative address with a limited specifiable address range and a second jump instruction that specifies by an absolute address, The gaming machine is characterized in that there is a position within the range of positions where the second jump instruction can be stored and where the first jump instruction cannot be stored.

Citation Information

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