Pachinko machine
The gaming machine optimizes data storage by implementing start operation detection, internal winning role determination, and 1-byte lottery processing to address memory limitations in the main control circuit, enhancing ROM capacity and efficiency.
Patent Information
- Application Number
- JP2024070445
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-24
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2037-06-28
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a pachislot gaming machine is known, which includes a plurality of reels provided with a plurality of symbols on their respective surfaces, a start switch, a stop switch, a stepping motor provided corresponding to each reel, and a control unit. The start switch detects that the start lever has been operated by the player after a gaming medium such as a medal or a coin has been inserted into the gaming machine (hereinafter also referred to as a "start operation"), and outputs a signal requesting the start of rotation of all reels. The stop switch detects that a stop button provided corresponding to each reel has been pressed by the player (hereinafter also referred to as a "stop operation"), and outputs a signal requesting the stop of rotation of the corresponding reel. The stepping motor transmits its driving force to the corresponding reel. Further, the control unit controls the operation of the stepping motor based on the signals output by the start switch and the stop switch, and performs the rotation operation and the stop operation of each reel.
[0003] In such a gaming machine, when a start operation is detected, a lottery process using a random number (hereinafter referred to as an "internal lottery process") is performed on the program, and the rotation of the reels is stopped based on the result of the lottery (hereinafter referred to as an "internal winning combination") and the timing of the stop operation. Then, when the rotation of all the reels stops and a combination of symbols (display combination) related to the establishment of a winning is displayed, a privilege corresponding to the combination of the symbols is given to the player. Examples of the privileges given to the player include the payout of a gaming medium (such as a medal), the activation of a replay (hereinafter also referred to as a "replay") in which the internal lottery process is performed again without consuming the gaming medium, the activation of a bonus game in which the payout opportunity of the gaming medium increases, and the like.
[0004] Conventionally, in a gaming machine having the above configuration, a gaming machine has been developed that has a function of navigating the establishment of a specific minor winning combination (a winning combination related to the payout of game media) using a lamp or the like, that is, an assist time (hereinafter referred to as "AT") function. Conventionally, a gaming machine has also been developed that has a function of activating a gaming state in which the winning probability of replay is higher than normal when a specific combination of symbols is displayed, that is, a replay time (hereinafter referred to as "RT") function. Furthermore, conventionally, a pachislot having a function of assist replay time (hereinafter referred to as "ART") in which AT and RT operate simultaneously has been developed.
[0005] The above-described gaming machine generally includes a main control board on which a circuit (main control circuit) for controlling the main gaming operations of the gaming machine, such as the determination of internal winning combinations, the rotation and stop of each reel, and the determination of the presence or absence of winning, is mounted, and a sub-control board on which a circuit (sub-control circuit) for controlling the effect operations by displaying images and the like is mounted. And the gaming operation is controlled by a CPU (Central Processing Unit) mounted on the main control circuit. At this time, under the control of the CPU, the programs and various table data stored in the ROM (Read Only Memory) of the main control circuit are expanded in the RAM (Random Access Memory) of the main control circuit, and processing related to various gaming operations is executed.
[0006] Conventionally, in a gaming machine having the above-described configuration, a gaming machine is known in which a lottery table for determining internal winning combinations and AT games is stored in the ROM (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0007]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0008] By the way, in the gaming machine described in Patent Document 1 above, the lottery table and lottery processing program for AT games are stored in the ROM provided on the sub-control board, which has sufficient memory capacity. However, due to reasons specific to the gaming machine industry in recent years, it is also necessary to store the table and program related to the lottery of AT games in the ROM provided on the main control board. For this reason, the ROM capacity of the main control board, which is limited to a small capacity, will be compressed.
[0009] The present invention has been made to solve the above problems, and an object of the present invention is to provide a gaming machine capable of reducing the capacity of data used in the processing of the main control circuit and increasing the free capacity of the ROM of the main control circuit.
Means for Solving the Problems
[0010] In order to solve the above problems, the present invention provides a gaming machine having the following configuration.
[0011] Start operation detection means for detecting a start operation by a player (for example, the start switch 79 described later), Internal winning role determination means for determining an internal winning role with a predetermined probability based on the detection of the start operation by the start operation detection means (for example, the internal lottery process described later), Benefit granting determination means for determining by lottery whether to grant an advantageous gaming state for the player as a benefit based on the information regarding the internal winning role determined by the internal winning role determination means (for example, the CT-in-CT lottery process described later), A lottery table provided for each type of information regarding the internal winning role, which is referred to by the benefit granting determination means (for example, the CT-in-CT lottery table described later), A lottery table selection table for selecting the lottery table associated with the information regarding the currently determined internal winning role (for example, the relative table for selecting a table by winning role described later), and The information regarding the internal lottery winners is, depending on its type, information that is commonly set for multiple types of internal lottery winners (for example, sub-flag data such as the sub-flag, sub-flag EX, sub-flag D, etc. described later). The type of the information regarding the internal lottery winners may change according to the result of the conversion lottery of the information regarding the internal lottery winners. In the lottery table selection table, For each type of the information regarding the internal lottery winners, a selection value (for example, a relative value described later) can be specified to determine whether the information regarding the internal lottery winners of that type is a lottery target and to specify the placement destination of the lottery table associated with the information regarding the internal lottery winners of that type. For the selection value of the information regarding the internal lottery winners that is not a lottery target, 0 is defined to treat the lottery result by the privilege granting determination means as a loss. For the selection value of the information regarding the internal lottery winners that is a lottery target, data other than 0 is defined. The privilege granting determination means has table data acquisition means (for example, table data acquisition processing described later) that refers to the lottery table selection table to acquire a predetermined address (for example, an address to be referred to in the CT mid-CT lottery table described later), and 1-byte lottery means (for example, 1-byte lottery processing described later) that performs a lottery using a 1-byte random number value. The privilege granting determination means executes the 1-byte lottery means based on the predetermined address and grants a value regarding the privilege (for example, the number of CT sets described later) according to the lottery result. A gaming machine characterized by the above.
Advantages of the Invention
[0012] According to the gaming machine of the present invention having the above configuration, the capacity of the data used in the processing of the main control circuit can be reduced, and the free capacity of the ROM of the main control circuit can be increased.
Brief Description of the Drawings
[0013]
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Embodiments for Carrying Out the Invention
[0014] Hereinafter, as a gaming machine according to various embodiments of the present invention, a pachislot will be taken as an example, and its configuration and operation will be described with reference to the drawings. In this embodiment, a pachislot equipped with a bonus activation function and an ART function will be described.
[0015] 1. First Embodiment <Function Flow> First, with reference to FIG. 1, the function flow of the pachislot will be described. In the pachislot of this embodiment, medals are used as gaming media for playing games. In addition, as gaming media, in addition to medals, for example, coins, game balls, gaming point data, tokens, etc. can also be applied.
[0016] When a medal is inserted into the pachislot by a player and the start lever is operated, one value (hereinafter referred to as a random number value) is extracted from a random number within a predetermined numerical range (for example, 0 to 65535).
[0017] The internal lottery means conducts a lottery based on the extracted random number value and determines the internal winning role. This internal lottery means is one of the various processing means (processing functions) provided in the main control circuit described later. By determining the internal winning role, a combination of symbols that permits display along the effective line (winning determination line) described later is determined. Note that as types of symbol combinations, those related to "winning" in which benefits such as medal payout, replay activation, bonus activation, etc. are given to the player, and those related to so-called "losing" other than that are provided. Hereinafter, the role related to medal payout is referred to as a "minor role", the role related to replay activation is referred to as a "replay role", and the role related to bonus activation (bonus game) is also referred to as a "bonus role".
[0018] Also, when the start lever is operated, the plurality of reels rotate. Thereafter, when the stop button corresponding to a predetermined reel is pressed by the player, the reel stop control means performs control to stop the rotation of the corresponding reel based on the internal winning role and the timing when the stop button was pressed. This reel stop control means is one of the various processing means (processing functions) provided in the main control circuit described later.
[0019] In pachislot machines, basically, control is performed to stop the rotation of the corresponding reel within a specified time (190 msec) from when the stop button is pressed. In 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.
[0020] When the internal winning role that permits the display of a symbol combination related to winning is determined, the reel stop control means usually stops the rotation of the reel so that the symbol combination is displayed along the effective line as much as possible within the specified time of 190 msec (equivalent to 4 symbol pieces). Also, the reel stop control means uses the specified time to stop the rotation of the reel so that a symbol combination whose display is not permitted by the internal winning role is not displayed along the effective line.
[0021] In this way, when the rotations of all the reels are stopped, the winning determination means determines whether the combination of symbols displayed along the valid line is a winning combination. This winning determination means is also one of the various processing means (processing functions) provided in the main control circuit described later. When it is determined by the winning determination means that the displayed combination of symbols is a winning combination, benefits such as medal payout are given to the player. In a pachislot machine, the above series of processes are performed as one game (unit game).
[0022] Also, in a pachislot machine, during the series of game operation processes described above, various effects are performed using the display of images by a display device, the output of light by various lamps, the output of sound by a speaker, or a combination of these.
[0023] Specifically, when the start lever is operated, a random number value for effect is extracted separately from the random number value used for determining the internal winning combination described above. When the random number value for effect is extracted, the effect content determination means determines by lottery the effect to be executed this time from among a plurality of types of effect contents associated with the internal winning combination. This effect content determination means is one of the various processing means (processing functions) provided in the sub-control circuit described later.
[0024] Next, when the effect content is determined by the effect content determination means, the effect execution means executes corresponding effects in conjunction with each timing such as at the start of the reel rotation, at the stop of each reel rotation, and at the determination of the presence or absence of winning. In this way, in a pachislot machine, for example, by executing the effect content associated with the internal winning combination, an opportunity for the player to know or anticipate the determined internal winning combination (in other words, the combination of symbols to aim for) is provided, and the player's interest can be enhanced.
[0025] <Structure of Pachislot Machine> Next, with reference to FIGS. 2 to 4, the structure of the pachislot machine according to the first embodiment of the present invention will be described.
[0026] [External Structure] Figure 2 is a perspective view showing the external structure of the pachislot machine 1.
[0027] As shown in FIG. 2, the pachislot machine 1 includes an exterior body (game machine main body) 2. The exterior body 2 has a cabinet 2a that houses reels, circuit boards, etc., and a front door 2b that is attached to the opening of the cabinet 2a so as to be openable and closable.
[0028] Inside the cabinet 2a, three reels 3L, 3C, 3R (variable display means, display column) are arranged side by side in a horizontal row. Hereinafter, each of the reels 3L, 3C, 3R (main reels) is also referred to as a left reel 3L, a middle reel 3C, and a right reel 3R, respectively. Each of the reels 3L, 3C, 3R has a reel body formed in a cylindrical shape and a light-transmitting sheet material attached to the circumferential surface of the reel body. And a plurality (for example, 20) of symbols are drawn on the surface of the sheet material at predetermined intervals along the circumferential direction (the rotation direction of the reel).
[0029] The front door 2b includes a door main body 9, a front panel 10, a waist panel 12, and a pedestal portion 13. The door main body 9 is attached to the cabinet 2a using a hinge (not shown) so as to be openable and closable. The hinge is provided at the left side end portion of the door main body 9 as viewed from the front side (player side) of the pachislot machine 1.
[0030] The front panel 10 is provided at the upper part of the door main body 9. This front panel 10 is composed of a frame-shaped member having an opening 10a. The opening 10a of the front panel 10 is closed by a display device cover 30, and the display device cover 30 is disposed opposite to a display device 11, which will be described later, disposed inside the cabinet 2a.
[0031] The display device cover 30 is formed of a black translucent synthetic resin. Therefore, the player can visually recognize the video (image) displayed by the display device 11 described later through the display device cover 30. Further, in the present embodiment, by forming the display device cover 30 of a black translucent synthetic resin, the entry of external light into the cabinet 2a is suppressed, and the video (image) displayed by the display device 11 can be clearly visually recognized.
[0032] The front panel 10 is provided with a lamp group 21. The lamp group 21 includes, for example, lamps 21a and 21b provided at the upper part of the front panel 10 as viewed from the player side. Each lamp constituting the lamp group 21 is composed of an LED (Light Emitting Diode) or the like (see the LED group 85 in FIG. 7 described later), and lights up and turns off in a pattern corresponding to the content of the effect.
[0033] The waist panel 12 is provided at a substantially central portion of the door main body 9. The waist panel 12 has a decorative panel on which an arbitrary image is drawn and a light source (an LED included in the LED group 85 described later) that emits light for illuminating the decorative panel from the back side.
[0034] The pedestal portion 13 is provided between the front panel 10 and the waist panel 12. The pedestal portion 13 is provided with a symbol display area 4 and various devices (a medal insertion port 14, MAX bet buttons 15a, 1 bet buttons 15b, a start lever 16, three stop buttons 17L, 17C, 17R, a settlement button (not shown), etc.) that are the objects of operation by the player.
[0035] The symbol display area 4 is an area that overlaps the three reels 3L, 3C, and 3R as viewed from the front, and is arranged at a position closer to the player side than the three reels 3L, 3C, and 3R, and has a size that enables the three reels 3L, 3C, and 3R to be visually recognized. This symbol display area 4 functions as a display window, and is configured to enable the respective reels 3L, 3C, and 3R provided behind it to be visually recognized. Hereinafter, the symbol display area 4 will be referred to as a reel display window 4.
[0036] The reel display window 4 is configured such that when the rotation of the three reels 3L, 3C, and 3R provided behind it stops, three consecutively arranged symbols out of the plurality of symbols provided on the circumferential surfaces of the respective reels are displayed within its frame. That is, when the rotation of the three reels 3L, 3C, and 3R stops, one symbol (a total of three symbols) is displayed in each of the upper, middle, and lower regions for each reel within the frame of the reel display window 4 (the symbols are displayed in a 3-row × 3-column manner within the frame of the reel display window 4). And in the present embodiment, within the frame of the reel display window 4, a pseudo line (center line) connecting the middle regions of the left reel 3L, the middle reel 3C, and the right reel 3R is defined as the effective line for determining whether or not a winning occurs.
[0037] The reel display window 4 is formed by an opening of a frame member 31 provided on the pedestal portion 13. Also, a pedestal area on a substantially horizontal plane is provided below the frame member 31 that defines the reel display window 4. And, when viewed from the player side, a medal insertion slot 14 is provided on the right side of the pedestal area, and a MAX bet button 15a and a 1 bet button 15b are provided on the left side.
[0038] The medal insertion slot 14 is provided to receive medals dropped into the pachislot 1 from the outside by the player. The medals received from the medal insertion slot 14 are used for one game with a preset predetermined number (for example, three) as the upper limit, and the number of medals exceeding the predetermined number can be stored inside the pachislot 1 (so-called credit function (game medium storage means)).
[0039] The MAX bet button 15a and the 1 bet button 15b are provided to determine the number of medals to be used for one game from the medals stored inside the cabinet 2a. Note that a bet button LED (not shown) that lights up when medal insertion is possible is provided inside the MAX bet button 15a. Also, a pay-out button is provided to draw out (discharge) the medals stored inside the pachislot 1 to the outside.
[0040] When a player presses the MAX bet button 15a, medals corresponding to the bet number of medals per unit game (3 medals) are inserted, and the active lines are activated. On the other hand, each time the 1 bet button 15b is pressed once, 1 medal is inserted. When the 1 bet button 15b is operated 3 times, medals corresponding to the bet number of medals per unit game (3 medals) are inserted, and the active lines are activated.
[0041] In the following, any operation of the MAX bet button 15a, the operation of the 1 bet button 15b, and the operation of inserting medals into the medal insertion slot 14 (the operation of inserting medals to play the game) are all referred to as "insertion operation".
[0042] The start lever 16 is provided to start the rotation of all the reels (3L, 3C, 3R). The stop buttons 17L, 17C, 17R are provided corresponding to the left reel 3L, the middle reel 3C, and the right reel 3R respectively, and each stop button is provided to stop the rotation of the corresponding reel. Hereinafter, the stop buttons 17L, 17C, 17R are also referred to as the left stop button 17L, the middle stop button 17C, and the right stop button 17R respectively.
[0043] In addition, an information display 6 is provided substantially at the center of the pedestal area on the substantially horizontal plane below the reel display window 4. Note that the information display 6 is covered by a transparent window cover (not shown).
[0044] The information display 6 is provided with a two-digit 7-segment LED (hereinafter referred to as "7-segment LED") for digitally displaying (notifying) to the player the information on the number of medals paid out to the player as a privilege (hereinafter referred to as "payout number"), and a two-digit 7-segment LED for digitally displaying (notifying) to the player information such as the number of medals stored inside the pachislot 1 (hereinafter referred to as "credit number"). In this embodiment, the two-digit 7-segment LED for displaying the payout number of medals is also used as a two-digit 7-segment LED for digitally displaying (notifying) to the player the information on the occurrence of an error and the type of error. Therefore, when an error occurs, the display mode of the two-digit 7-segment LED for displaying the payout number of medals switches from the display mode of the payout number to the display mode of the error type information.
[0045] Furthermore, the information display 6 is provided with an instruction monitor (not shown) for notifying the player of the information on the stop operation necessary for displaying the symbol combination corresponding to the role determined as the internal winning role along the effective line. The instruction monitor (instruction display) is composed of, for example, a two-digit 7-segment LED. Then, in the instruction monitor, the two-digit 7-segment LED lights up, blinks, or goes out in a mode that uniquely corresponds to the information on the stop operation to be notified, thereby notifying the player of the information on the necessary stop operation.
[0046] Here, the mode that uniquely corresponds to the information on the stop operation to be notified means, for example, when notifying the pressing order "1st (perform the first stop operation on the left reel 3L)", the numerical value "1" is displayed on the instruction monitor, when notifying the pressing order "2nd (perform the first stop operation on the middle reel 3C)", the numerical value "2" is displayed on the instruction monitor, and when notifying the pressing order "3rd (perform the first stop operation on the right reel 3R)", the numerical value "3" is displayed on the instruction monitor, and so on. The notification mode of the information on the stop operation in the instruction monitor (navigation data determined on the main side, which will be described later) will be described in detail later with reference to FIG. 63.
[0047] As shown in FIG. 7 described later, the information display 6 is electrically connected to the main control board 71 via the door relay terminal board 68 and the game operation display board 81, and the display operation of the information display 6 is controlled by the main control circuit 90 described later in the main control board 71. Further, the control method of the various 7-segment LEDs described above is dynamic lighting control.
[0048] In addition, in the pachislot machine 1 of this embodiment, in addition to the instruction monitor controlled by the main control board 71, a configuration is provided for notifying the information of the stop operation by using other means controlled by the sub-control board 72. Specifically, the information of the stop operation is notified by the display device 11 described later, which is composed of the projector mechanism 211 and the display unit 212 (see FIGS. 3 and 7 described later).
[0049] When such a configuration is applied, the notification mode in the instruction monitor and the notification mode in other means controlled by the sub-control board 72 may be different from each other. That is, in the instruction monitor, it is sufficient to notify in a mode that uniquely corresponds to the information of the stop operation to be notified, and it is not always necessary to directly notify the information of the stop operation (for example, even if the numerical value "1" is displayed on the instruction monitor, there is a possibility that the notification content cannot be specified by some players, and it cannot be said to be a direct notification). On the other hand, in the sub-side (sub-control board side) notification by other means such as the display device 11 described later, the information of the stop operation may be directly notified. For example, when notifying the push order "1st", the numerical value "1" that uniquely corresponds to the push order to be notified is displayed on the instruction monitor, but in other means (for example, the display device 11, etc.), the instruction information for causing the first stop operation to be performed on the left reel 3L may be directly notified.
[0050] In the pachislot machine 1 configured as described above, not only the control of the sub-control board 72 but also the control of the main control board 71 can notify the information on the necessary stop operation according to the internal winning combination. Further, the presence or absence of the notification of such stop operation information may be controlled according to the game state. For example, in the general game state (non-ART game state) described later, the stop operation information may not be notified, and in the ART game state (refer to FIG. 14 described later), the stop operation information may be notified.
[0051] Also, as viewed from the player side, a sub-display device 18 is provided to the left of the reel display window 4. As shown in FIG. 2, the sub-display device 18 is provided so as to stand substantially vertically from the pedestal area of the substantially horizontal plane of the pedestal portion 13 in the front portion of the door main body 9. The sub-display device 18 is composed of a liquid crystal display or an organic EL (Electro-Luminescence) display and displays various information.
[0052] Also, a touch sensor 19 is provided on the display surface of the sub-display device 18 (refer to FIG. 7 described later). The touch sensor 19 operates according to a predetermined operation principle such as a capacitance method, and when receiving an operation by a player, outputs a signal corresponding to the operation as touch input information. Then, the pachislot machine 1 of the present embodiment has a function of being able to switch the display of the sub-display device 18 according to the operation of the player received via the touch sensor 19 (touch input information output from the touch sensor 19). Note that the sub-display device 18 is controlled by a sub-control board 72 (refer to FIG. 7 described later) based on the touch input information output from the touch sensor 19.
[0053] At the lower part of the door main body 9, a medal payout port 24, a medal tray 25, two speaker holes 20L and 20R, etc. are provided. The medal payout port 24 guides the medals discharged by the drive of a medal payout device 51 described later to the outside. The medal tray 25 stores the medals discharged from the medal payout port 24. Also, sounds such as effect sounds and music corresponding to the production content are output from the two speaker holes 20L and 20R.
[0054] [Internal Structure] Next, the internal structure of the pachislot machine 1 will be described with reference to FIGS. 3 and 4. FIG. 3 is a diagram showing the internal structure of the cabinet 2a, and FIG. 4 is a diagram showing the internal structure on the back side of the front door 2b.
[0055] As shown in FIG. 3, the cabinet 2a has a top plate 27a, a bottom plate 27b, left and right side plates 27c and 27d, and a back plate 27e. And, a display device 11 is disposed at the upper part inside the cabinet 2a.
[0056] The display device 11 has a projector mechanism 211 and a box-shaped projection member 212a on which the video light projected from the projector mechanism 211 is projected, and performs video display by projection mapping. Specifically, in the display device 11, video light is generated based on the position (such as projection distance and angle) and shape of the projection member 212a that becomes a three-dimensional object, and the video light is projected onto the surface of the projection member 212a by the projector mechanism 211. By providing such an effect function, a high-level and impressive effect can be achieved. Also, although not shown in FIG. 3, another projection member with a curved display surface is provided on the back side of the box-shaped projection member 212a, and depending on the gaming state, one of the projection members is used as a screen onto which the video light is projected. Therefore, a function (not shown) for switching the projection member is also provided inside the cabinet 2a according to the gaming state.
[0057] At the lower part inside the cabinet 2a, a medal payout device (hereinafter referred to as a hopper device) 51, a medal auxiliary storage 52, and a power supply device 53 are disposed.
[0058] The hopper device 51 is attached to the central portion of the bottom plate 27b in the cabinet 2a. This hopper device 51 has a structure capable of accommodating a large number of medals and discharging them one by one. The hopper device 51 pays out medals when the stored medals exceed, for example, 50 pieces, or when the settlement button is pressed and the settlement of medals is executed. Then, the medals paid out by the hopper device 51 are discharged from the medal payout outlet 24 (see FIG. 2).
[0059] The medal auxiliary storage 52 stores the medals that overflow from the hopper device 51. This medal auxiliary storage 52 is arranged on the right side of the hopper device 51 when looking at the inside of the cabinet 2a from the front. Also, the medal auxiliary storage 52 is detachably attached to the bottom plate 27b of the cabinet 2a.
[0060] The power supply device 53 has a power switch 53a and a power supply board 53b (power supply means) (see FIG. 7 described later). This power supply device 53 is arranged on the left side of the hopper device 51 when looking at the inside of the cabinet 2a from the front and is attached to the left side plate 27c. The power supply device 53 converts the AC voltage power of 100V supplied from a sub-power supply device (not shown) into the required DC voltage power for each part and supplies the converted power to each part.
[0061] Also, above the power supply device 53 in the cabinet 2a, a sub-control board case 57 for accommodating a sub-control board 72 (see FIG. 7 described later) is provided. A sub-control circuit 200 (see FIG. 10 described later) is mounted on the sub-control board 72 housed in the sub-control board case 57. This sub-control circuit 200 is a circuit that controls the execution of effects such as the display of images. The specific configuration of the sub-control circuit 200 will be described later.
[0062] Above the sub-control board case 57 in the cabinet 2a, a sub-relay board 61 is disposed. This sub-relay board 61 is a relay board on which wirings for connecting the sub-control board 72 and the main control board 71 (described later) are mounted. Also, the sub-relay board 61 is a relay board on which wirings for connecting the sub-control board 72 and boards and various device parts (units) disposed around the sub-control board 72 are mounted.
[0063] Also, although not shown in FIG. 3, in the cabinet 2a, a cabinet-side relay board 44 (see FIG. 7 described later) is disposed. This cabinet-side relay board 44 is a relay board on which wirings for connecting the main control board 71 (see FIG. 7 described later) to each of the hopper device 51, the game medal auxiliary storage switch 77 (see FIG. 7 described later), and the medal payout count switch (not shown) are mounted.
[0064] As shown in FIG. 4, a middle door 41 is disposed at the center of the back side of the front door 2b, and the reel display window 4 (see FIG. 2) is attached so as to be openable and closable from the back side. Also, although not shown in FIG. 4, three reels 3L, 3C, and 3R are attached to the reel display window 4 side of the middle door 41, and a main control board case 55 in which the main control board 71 (see FIG. 7 described later) is housed is attached to the side of the middle door 41 opposite to the reel display window 4 side. Note that a stepping motor (not shown) is connected to the three reels 3L, 3C, and 3R via a gear having a predetermined reduction ratio.
[0065] The main control board 71 housed in the main control board case 55 has a main control circuit 90 (see FIG. 9 described later). The main control circuit 90 (main control means) is a circuit that controls the main flow of the game in the pachislot 1, such as determination of the internal winning combination, rotation and stop of each of the reels 3L, 3C, and 3R, and determination of the presence or absence of a winning. Also, in the present embodiment, for example, control such as a lottery process for determining the presence or absence of ART determination, a display process of navigation information on an instruction monitor, and a transmission process of various test signals is also performed by the main control circuit 90. The specific configuration of the main control circuit 90 will be described later.
[0066] On the back side of the front door 2b, below the middle door 41, speakers 65L and 65R are arranged. The speakers 65L and 65R are respectively arranged at positions facing the speaker holes 20L and 20R (see Fig. 2).
[0067] Also, above the speaker 65L, a selector 66 and a door open / close monitoring switch 67 are arranged. The selector 66 is a device for selecting whether the material, shape, etc. of the medal are appropriate, and guides the appropriate medal inserted into the medal insertion port 14 to the hopper device 51. A medal sensor (game medium detection means: not shown) for detecting that an appropriate medal has passed is provided on the path through which the medal passes in the selector 66.
[0068] The door open / close monitoring switch 67 is arranged diagonally below and to the left of the selector 66 when viewing the front door 2b from the back side. This door open / close monitoring switch 67 outputs a security signal for notifying the opening and closing of the front door 2b to the outside of the pachislot 1.
[0069] Also, although not shown in Fig. 4, on the back of the front door 2b, in the area opened and closed by the middle door 41 and below the reel display window 4, a door relay terminal board 68 is arranged (see Fig. 7 described later). This door relay terminal board 68 is a relay board on which wirings for connecting the main control board 71 in the main control board case 55 and each of various buttons, switches, sub-relay board 61, selector 66, game operation display board 81, test machine first interface board 301, and test machine second interface board 302 are mounted. Examples of various buttons and switches include, for example, MAX bet buttons 15a, 1 bet button 15b, door open / close monitoring switch 67, BET switch 77 described later, start switch 79, etc.
[0070] <Display example of sub-display device> Here, with reference to FIGS. 5A to 5E, various display screens displayed on the sub-display device 18 will be described. Note that FIG. 5A is a diagram showing the top screen 221 displayed on the sub-display device 18, and FIG. 5B is a diagram showing the menu screen 222 displayed on the sub-display device 18. FIGS. 5C to 5E are diagrams showing the game information screens 223, 224, and 225 displayed on the sub-display device 18.
[0071] On the sub-display device 18, various display screens are displayed by the touch operation of the player. As shown in FIGS. 5A to 5E, various display screens including the top screen 221, the menu screen 222, and the game information screens 223, 224, and 225 are displayed. These display screens are switched based on the operation signal of the player received via the touch sensor 19.
[0072] The top screen 221 is the initial screen among the display screens displayed on the sub-display device 18. On the top screen 221, a "MENU" button 221a and a summary game history 221b are displayed. The "MENU" button 221a is an operation button for calling the menu screen 222 shown in FIG. 5B. When a predetermined operation (for example, tapping) is performed by the player on the "MENU" button 221a, the menu screen 222 is called. Also, on the top screen 221, as the summary game history 221b, a part of the game history (summary game history) of Pachislo 1 is displayed. In the present embodiment, as the summary game history 221b, for example, the number of bonus times, the number of ART times, and the number of games (number of game times) are displayed.
[0073] The menu screen 222 is a screen that displays the menus that can be shown on the sub-display device 18. On the menu screen 222, a "Return" button 222a, a "Register" button 222b, an "Explanation" button 222c, an "Array Allocation" button 222d, a "Reach Goal" button 222e, a "Website" button 222f, and a "Volume" button 222g are displayed. The "Return" button 222a is an operation button for calling the top screen 221. When an operation is performed by a player on the "Return" button 222a, the top screen 221 is called. Also, the "Register" button 222b to the "Volume" button 222g are operation buttons for calling the display screens of the corresponding menu contents. When an operation is performed by a player on each button, the display screen of the corresponding menu content is called.
[0074] For example, when the "Register" button 222b is operated by a player on the menu screen 222, a registration screen (not shown) for registering the player during the game is called to the display screen of the sub-display device 18. In recent pachislot machines, a service for registering players for each model and managing various information such as the achievement status of defined missions from the player's past game history has been widely carried out. The registration screen called by the "Register" button 222b is a display screen for registering a player when receiving the provision of this service.
[0075] Also, for example, when the "Explanation" button 222c is operated by a player on the menu screen 222, an explanation screen (not shown) of the pachislot 1 is called to the display screen of the sub-display device 18. The information displayed on the explanation screen includes, for example, explanations regarding the specifications of the pachislot 1 such as the bonus winning probability and the ART winning probability for each set value, and an introduction and explanation of the characters appearing in the effects of the pachislot 1.
[0076] Also, for example, when the "Arrangement Payout" button 222d is operated by the player on the menu screen 222, the arrangement payout screen (not shown) of the pachislot 1 is called up on the display screen of the sub-display device 18. On the arrangement payout screen, for example, the correspondence relationship (payout table) between the combination of symbols determined to be winning in the pachislot 1 and the benefits when determined to be winning, and the symbol sequences (reel arrangements) drawn on each of the reels 3L, 3C, and 3R are displayed.
[0077] Also, for example, when the "Reach Target" button 222e is operated by the player on the menu screen 222, the reach target screen (not shown) of the pachislot 1 is called up on the display screen of the sub-display device 18. On the reach target screen, information on the symbol combination referred to as the "reach target" set in the pachislot 1 is displayed. The symbol combination referred to as the "reach target" is a symbol combination to which special benefits are granted when the symbol combination is displayed along the effective line. In the pachislot 1 of the present embodiment, the symbol combination corresponding to the abbreviation "Reach Target Rep" shown in the content column of the winning operation flag storage area in FIGS. 28 to 30 described later corresponds. And in the present embodiment, when the symbol combination related to "Reach Target Rep" is displayed along the effective line, thereafter, it is determined that the player will shift to an advantageous state (for example, a bonus state, normal ART, or CT (see FIG. 14 described later)).
[0078] Also, for example, when the "Website" button 222f is operated by the player on the menu screen 222, the web introduction screen (not shown) of the pachislot 1 is called up on the display screen of the sub-display device 18. On the web introduction screen, for example, a two-dimensional code (for example, a QR code (registered trademark)) indicating the URL of an arbitrary website such as a dedicated website provided for each model of the pachislot 1 or the website of the manufacturer of the pachislot 1 is displayed. The player can access the corresponding website by reading the two-dimensional code displayed on the web introduction screen with a mobile phone or the like.
[0079] Also, for example, when the "Volume" button 222g is operated by the player on the menu screen 222, a volume adjustment screen (not shown) that can adjust the volume of the sound output from the speakers 65L and 65R is called up on the display screen of the sub-display device 18. The player can adjust the volume of the effect sound of the pachislot 1 via the volume adjustment screen.
[0080] In addition, since the sub-display device 18 is provided separately from the above-described display device 11 (the projector mechanism 211 and the display unit 212), it can be controlled separately from the display device 11. Therefore, in the pachislot 1 of the present embodiment, even during the game (during the execution of the effect by the display device 11), the display screen of the sub-display device 18 can be switched by the operation of the player. As a result, for example, when the player wants to know about the characters appearing in the effect of the display device 11, the player can grasp information such as the relationship between the characters during the game by operating the "Explanation" button 222c to call up the explanation screen. Also, for example, when the player wants to grasp the symbols that should be used as a reference to win a rare combination during the reel rotation when a so-called "rare combination" is won during the game, the player can grasp the reel arrangement by operating the "Arrangement Payout" button 222d to call up the arrangement payout screen.
[0081] The game information screens 223, 224, and 225 are display screens that display detailed game history information including the overview game history to be displayed on the top screen 221 of the game history of the pachislot 1.
[0082] On the game information screen 223, a "Return" button 223a, a "MENU" button 223b, a "Previous" button 223c, a "Next" button 223d, and a game history 223e are displayed. The "Return" button 223a and the "MENU" button 223b are operation buttons for calling the top screen 221 and the menu screen 222 to the display screen of the sub-display device 18 respectively. When the player operates each button, the corresponding display screen is called. Also, the "Previous" button 223c and the "Next" button 223d are operation buttons for switching the game information screen in a predetermined order. When the "Previous" button 223c is operated by the player, the display screen switches from the game information screen 223 to the game information screen 225, and when the "Next" button 223d is operated by the player, the display screen switches from the game information screen 223 to the game information screen 224. Further, as the game history 223e, as shown in FIG. 5C, the number of games (number of game rounds), the number of bonus rounds, the number of ART rounds, and the number of CZ (Chance Zone) rounds are displayed.
[0083] On the game information screen 224, a "Return" button 224a, a "MENU" button 224b, a "Previous" button 224c, a "Next" button 224d, and a game history 214e are displayed. The "Return" button 224a and the "MENU" button 224b are operation buttons for calling the top screen 221 and the menu screen 222 to the display screen of the sub-display device 18, respectively. When the player operates each button, the corresponding display screen is called. Also, the "Previous" button 224c and the "Next" button 224d are operation buttons for switching the game information screen in a predetermined order. When the "Previous" button 224c is operated by the player, the display screen switches from the game information screen 224 to the game information screen 223, and when the "Next" button 224d is operated by the player, the display screen switches from the game information screen 224 to the game information screen 225. Also, as the game history 224e, the number of entries and the number of successes in the CZ (Chance Zone) described later are displayed. As will be described later, in the present embodiment, three types of CZs, CZ1, CZ2, and CZ3, are provided as the CZ. Therefore, as the game history 224e, as shown in FIG. 5D, the number of entries and the number of successes of each of CZ1 to CZ3 are displayed.
[0084] On the game information screen 225, a "Return" button 225a, a "MENU" button 225b, a "Previous" button 225c, a "Next" button 225d, and a game history 225e are displayed. The "Return" button 225a and the "MENU" button 225b are operation buttons for calling the top screen 221 and the menu screen 222 to the display screen of the sub-display device 18, respectively. When the player operates each button, the corresponding display screen is called. Also, the "Previous" button 225c and the "Next" button 225d are operation buttons for switching the game information screen in a predetermined order. When the "Previous" button 225c is operated by the player, the display screen switches from the game information screen 225 to the game information screen 224, and when the "Next" button 225d is operated by the player, the display screen switches from the game information screen 225 to the game information screen 223. Also, as the game history 225e, as shown in FIG. 5E, the number of winning times and the winning probability (a fraction with a numerator of 1) of minor winning combinations are displayed.
[0085] Note that, as a method for switching the display screen displayed on the sub-display device 18, for example, a method of switching based on a tap operation on an operation button displayed on each display screen may be adopted, or, for example, a method of switching based on a swipe operation on the display screen may be adopted.
[0086] <Various switching functions of the display screen of the sub-display device> Next, various switching functions of the display screen of the sub-display device 18 in the pachislot machine 1 of the present embodiment will be described.
[0087] [Transition example of the display screen of the sub-display device] First, with reference to FIGS. 6A and 6B, a transition example (switching mode) of the display screen of the sub-display device 18 in the pachislot machine 1 of the present embodiment will be described. Note that FIG. 6A is a diagram showing a transition example of the display screen of the sub-display device 18 in a situation where the player registration state is not set, and FIG. 6B is a diagram showing a transition example of the display screen of the sub-display device 18 in a situation where the player registration state is set.
[0088] In a situation where the player registration state is not set, as shown in FIG. 6A, the display screen of the sub-display device 18 can only transition between the top screen 221 and the menu screen 222, and between the menu screen 222 and various display screens that can be transitioned from the menu screen 222. The transition between these display screens is controlled by the sub-control board 72 (sub-CPU 201 described later). For example, the sub-control board 72 switches the display screen between the top screen 221 and the menu screen 222 based on a touch operation (for example, a tap operation on a predetermined button or a swipe operation on the display screen) acquired via the touch sensor 19. However, in a situation where the player registration state is not set, the sub-control board 72 controls so that the game information screens 223, 224, 225 cannot be displayed. That is, in a situation where the player registration state is not set, the player cannot display the game information screens 223, 224, 225 on the sub-display device 18.
[0089] On the other hand, in the situation where the player registration status is set, as shown in FIG. 6B, the display screen of the sub-display device 18 can transition not only between the top screen 221 and the menu screen 222, and between the menu screen 222 and various display screens that can be transitioned from the menu screen 222, but also between the menu screen 222 and the game information screens 223, 224, 225. The transition between these display screens is controlled by the sub-control board 72 (sub CPU 201 described later). That is, the sub-control board 72 can switch the display screen not only between the top screen 221 and the menu screen 222, but also between each of the top screen 221 and the menu screen 222 and the game information screens 223, 224, 225 based on the touch operation acquired via the touch sensor 19. Therefore, in the present embodiment, when the player registration status is set, the player can display the game information screens 223, 224, 225 on the sub-display device 18.
[0090] As shown in FIG. 6B, the order of transition of the display screen among the top screen 221, the menu screen 222, and the game information screens 223, 224, 225 is arbitrary. Therefore, for example, a configuration may be adopted in which it is possible to directly transition from the top screen 221 to the game information screens 223, 224, 225, or a configuration may be adopted in which it is possible to transition to the game information screens 223, 224, 225 only via the menu screen 222 from the top screen 221.
[0091] In the pachislot 1 of the present embodiment, a configuration is adopted in which it is possible to transition to the game information screens 223, 224, 225 only via the menu screen 222 from the top screen 221 (a configuration in which it is not possible to directly transition from the top screen 221 to the game information screens 223, 224, 225). In the pachislot 1 of the present embodiment, on the menu screen 222, when the player performs a swipe operation (not a menu selection operation) on the display screen, the display screen can be transitioned from the menu screen 222 to the game information screens 223, 224, 225.
[0092] In addition, in the present embodiment, the game information screens 223, 224, and 225 are display screens provided completely independently of the menu screen 222. That is, in the pachislot 1 of the present embodiment, game history, which is information indicating the results of a game that players are strongly interested in during the game, is independently displayed as information unrelated to the results of the game such as the payout arrangement and volume adjustment. And in the present embodiment, in a situation where the player registration state is set, the game information screens 223, 224, and 225 can be displayed without the player performing a menu selection operation on the menu screen 222. Therefore, in the present embodiment, when the player registration state is set, the player can easily access the game history information that the player desires.
[0093] Also, in the present embodiment, with a menu selection operation on the menu screen 222, the display screen cannot be transitioned to the game information screens 223, 224, and 225, and the display screen cannot be transitioned to the game information screens 223, 224, and 225 unless a swipe operation (an operation not specified in menu display) is performed on the menu screen 222. Therefore, in the pachislot 1 of the present embodiment, the swipe operation for transitioning the display screen to the game information screens 223, 224, and 225 can be treated as a hidden command in a situation where the player registration state is set. In this case, from the perspective of the player, since the player can view more detailed game history information that cannot be seen by other players with less knowledge based on the player's own knowledge of the pachislot 1, the player can play the game more advantageously than the other players, and as a result, it can be expected that the player will actively play the game.
[0094] [Function for switching display from game information screen to top screen] The pachislot machine 1 of the present embodiment has a function of causing the display screen of the sub-display device 18 to transition from the game information screens 223, 224, and 225 to the top screen 221 manually by the player or automatically. Specifically, in the present embodiment, when the "return" button is operated on the game information screens 223, 224, and 225, the display screen transitions from the game information screens 223, 224, and 225 to the top screen 221 (manual transition function). Further, in the present embodiment, when a predetermined condition is satisfied while the game information screens 223, 224, and 225 are being displayed, the display screen automatically transitions to the top screen 221 regardless of the player's operation (automatic transition function).
[0095] More specifically, in the pachislot machine 1, when an input operation (operation to the MAX bet button 15a, operation to the 1 bet button 15b, and operation of inserting medals into the medal insertion slot 14) is performed while the game information screens 223, 224, and 225 are being displayed, the display screen of the sub-display device 18 automatically transitions to the top screen 221. Note that in a game state where the probability of determining a replay role as an internal winning role is high (high replay state) such as in an ART game state, medals are automatically inserted due to the activation of a replay game accompanying a replay role win. As a result, in the high replay state, there is a possibility that the opportunity to display the game information screens 223, 224, and 225 will be restricted. Therefore, in the pachislot machine 1 of the present embodiment, when medals are automatically inserted due to the activation of a replay game, the display screen automatically transitions from the game information screens 223, 224, and 225 to the top screen 221 triggered by the start operation instead of the medal input operation.
[0096] That is, in the present embodiment, when a replay game is activated and the game information screens 223, 224, and 225 are being displayed, the display screen automatically transitions from the game information screens 223, 224, and 225 to the top screen 221 triggered by the start operation. On the other hand, when a replay game is not activated, the display screen automatically transitions from the game information screens 223, 224, and 225 to the top screen 221 triggered by the input operation.
[0097] [Function for switching display from menu content display screen to top screen (or menu screen)] The pachislot 1 of this embodiment has a function of transitioning the display screen of the sub-display device 18 from various menu content display screens (registration screen, explanation screen, arrangement and distribution screen, reach target screen, WEB introduction screen, and volume adjustment screen) that can be transitioned by menu selection operations for the menu screen 222 to the top screen 221 (or menu screen 222) manually or automatically by the player. Specifically, in this embodiment, when a predetermined button (for example, "Return to TOP" button) is operated on the menu content display screen, the display screen transitions from the menu content display screen to the top screen 221 (manual transition function). Also, in this embodiment, when a specific button (for example, "Back" button) is operated on the menu content display screen, the display screen transitions from the menu content display screen to the menu screen 222 (manual transition function).
[0098] Furthermore, in this embodiment, when a predetermined time elapses while the menu content display screen is being displayed, the display screen automatically transitions to the top screen 221 (or menu screen 222) regardless of the player's operation (automatic transition function). At this time, the predetermined time that triggers the automatic transition to the top screen 221 (or menu screen 222) varies depending on the type of the currently displayed menu content display screen. For example, if the volume adjustment screen for adjusting the volume output from the pachislot 1 is displayed for a long time, not only is there a risk that the volume will be adjusted to an unintended volume due to a misoperation, but there is also a risk of annoying other players due to a misoperation. Therefore, on the volume adjustment screen, it is set to automatically transition to the top screen 221 (or menu screen 222) in a shorter time than other menu content display screens. On the other hand, the registration screen is set to automatically transition to the top screen 221 (or menu screen 222) in a longer time than other menu content display screens in order to make it easier for the player to perform registration.
[0099] That is, for each menu content display screen, an elapsed time (automatic transition time) that triggers an automatic transition to the top screen 221 (or the menu screen 222) is appropriately set according to the type of the menu content display screen. For the volume adjustment screen, an automatic transition time shorter than that of other menu content display screens is set, and for the registration screen, an automatic transition time longer than that of other menu content display screens is set.
[0100] [Function for Selecting Whether to Operate the Menu] In the pachislot 1 of the present embodiment, by causing the display screen of the sub-display device 18 to transition from the menu screen 222 to the registration screen, the explanation screen, the arrangement and distribution screen, the reach target screen, the WEB introduction screen, and the volume adjustment screen, the player can perform various operations according to these menu content display screens and can also confirm various information. Note that a function (function for selecting whether to operate the menu) that can limit such a function that the player can select the menu according to the settings on the game parlor side may be provided.
[0101] For example, according to the settings on the game parlor side, it may be made impossible to transition the display screen from the menu screen 222 to the volume adjustment screen (for example, the "Volume" button 222g is not displayed on the menu screen 222). In this case, volume adjustment by the player can be made impossible.
[0102] [Control System Provided in the Pachislot] Next, the control system provided in the pachislot 1 will be described with reference to FIG. 7. FIG. 7 is a circuit block diagram showing the configuration of the control system of the pachislot 1.
[0103] The pachislot machine 1 has a main control board 71 provided in the middle door 41 and a sub-control board 72 provided in the front door 2b. The pachislot machine 1 also has a reel relay terminal board 74, a setting key-type switch 54 (setting switch), and a cabinet-side relay board 44 connected to the main control board 71. Further, the pachislot machine 1 has an external centralized terminal board 47, a hopper device 51, a medal auxiliary storage switch 75, a reset switch 76, and a power supply device 53 connected to the main control board 71 via the cabinet-side relay board 44. Since the configuration of the hopper device 51 has been described above, the description thereof is omitted here.
[0104] The reel relay terminal board 74 is disposed inside the reel bodies of the respective reels 3L, 3C, and 3R. The reel relay terminal board 74 is electrically connected to the stepping motors (not shown) of the respective reels 3L, 3C, and 3R, and relays the signals output from the main control board 71 to the stepping motors.
[0105] The setting key-type switch 54 is provided on the main control board case 55. The setting key-type switch 54 is used when changing the settings (settings 1 to 6) of the pachislot machine 1 or when checking the settings of the pachislot machine 1.
[0106] The cabinet-side relay board 44 is a relay board on which wirings for connecting the main control board 71 to each of the external centralized terminal board 47, the hopper device 51, the medal auxiliary storage switch 75, the reset switch 76, and the power supply device 53 are mounted. The external centralized terminal board 47 is provided for outputting signals such as medal insertion signals, medal payout signals, and security signals to the outside of the pachislot machine 1. The medal auxiliary storage switch 75 is provided in the medal auxiliary storage 52 and detects whether the medal auxiliary storage 52 is full of medals. The reset switch 76 is used, for example, when changing the settings of the pachislot machine 1.
[0107] The power supply device 53 includes a power supply board 53b and a power switch 53a connected to the power supply board 53b. The power switch 53a is pressed when supplying power necessary for the pachislot 1. The power supply board 53b is connected to the main control board 71 via the cabinet-side relay board 44 and is also connected to the sub-control board 72 via the sub-relay board 61.
[0108] In addition, the pachislot 1 has a door relay terminal board 68, and via the door relay terminal board 68, a selector 66, a door open / close monitoring switch 67, a BET switch 77, a settlement switch 78, a start switch 79, a stop switch board 80, a game operation display board 81, a sub-relay board 61, a first interface board 301 for a testing machine, and a second interface board 302 for a testing machine, which are connected to the main control board 71. Note that since the selector 66, the door open / close monitoring switch 67, and the sub-relay board 61 have been described above, their descriptions are omitted here.
[0109] The BET switch 77 (input operation detection means) detects that the MAX bet button 15a or the 1 bet button 15b has been pressed by the player. The settlement switch 78 detects that a settlement button (not shown) has been pressed by the player. The start switch 79 (start operation detection means) detects that the start lever 16 has been operated by the player (start operation).
[0110] The stop switch board 80 (stop operation detection means) includes a circuit for stopping the rotating main reel and a circuit for displaying the stoppable main reel using an LED or the like. In addition, a stop switch (not shown) is provided on the stop switch board 80. The stop switch detects that each stop button 17L, 17C, 17R has been pressed by the player (stop operation).
[0111] The gaming operation display board 81 is connected to the information display (7-segment display) 6 and the LED 82. The LED 82 includes, for example, three LEDs for displaying the number of medals inserted in the current game (hereinafter referred to as "inserted number") (hereinafter referred to as the "first LED" to the "third LED") that light up corresponding to the number of medals inserted, and LEDs that light up a mark indicating that medal insertion is possible, a mark indicating the start of the game, a mark for performing a replay, etc. based on a signal input from the gaming operation display board 81. In the first LED to the third LED (display means), when one medal is inserted, the first LED lights up, when two medals are inserted, the first and second LEDs light up, and when three medals (the number of medals required to start the game) are inserted, the first LED to the third LED light up. Since the information display 6 has been described above, its description is omitted here.
[0112] Both the first interface board 301 for the testing machine and the second interface board 302 for the testing machine are relay boards used for outputting various signals related to the game to the testing machine in the inspection test (firing test) of the pachislot 1 (note that these relay boards are not mounted on the pachislot 1 as a release product for sale, so 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 are not mounted on the main control circuit 90 of the main control board 71 for sale either). For example, a test signal for controlling a main operation related to the game (e.g., internal lottery, reel stop control, etc.) is output via the first interface board 301 for the testing machine, and a test signal related to the push order navigation determined by the main control board 71, for example, is output via the second interface board 302 for the testing machine.
[0113] The sub-control board 72 is connected to the main control board 71 via the door relay terminal board 68 and the sub-relay board 61. The pachislot machine 1 has a speaker group 84, an LED group 85, a 24-hour door opening / closing monitoring unit 63, a touch sensor 19, and a display unit 212, which are connected to the sub-control board 72 via the sub-relay board 61. Since the touch sensor 19 has been described above, its description is omitted here.
[0114] The speaker group 84 includes speakers 65L and 65R and various speakers (not shown). The LED group 85 includes a lamp group 21 provided on the front panel 10 and a light source that emits light for illuminating the decorative panel of the waist panel 12 from the back side. The 24-hour door opening / closing monitoring unit 63 stores the history information of the opening and closing of the middle door 41. Also, when the middle door 41 is opened, the 24-hour door opening / closing monitoring unit 63 outputs a signal for error display to the sub-control board 72 (sub-control circuit 200) by the display device 11. The display unit 212 includes, for example, a projection member 212a that constitutes the display device 11 and another projection member provided on the back side of the projection member 212a with a curved display surface.
[0115] The pachislot machine 1 also has a ROM cartridge board 86 and a liquid crystal relay board 87, which are connected to the sub-control board 72. The ROM cartridge board 86 and the liquid crystal relay board 87 are housed in the sub-control board case 57 together with the sub-control board 72.
[0116] The ROM cartridge board 86 is a board for managing various control programs executed by the sub-CPU 201, as well as images (videos), sounds (speaker group 84), lights (LED group 85), and communication data for effects. The liquid crystal relay board 87 is a board for relaying the connection wiring between the sub-control board 72, the projector mechanism 211 that constitutes the display device 11, and the sub-display device 18. Since the projector mechanism 211 and the sub-display device 18 have been described above, their descriptions are omitted here.
[0117] <Main control circuit> Next, with reference to FIG. 8, the configuration of the main control circuit 90 implemented on the main control board 71 will be described. FIG. 8 is a block diagram showing a configuration example of the main control circuit 90 of the pachislot machine 1.
[0118] The main control circuit 90 includes a microprocessor 91, a clock pulse generation circuit 92, a power management circuit 93, and a switching regulator 94 (power supply means).
[0119] The microprocessor 91 is a microprocessor with a security function for gaming machines. In the microprocessor 91 of the present embodiment, as will be described later, various instruction codes specific to the microprocessor 91 that can be specified in the source program (for example, the "LDQ" instruction described later: hereinafter referred to as the "main CPU 101 dedicated instruction code") are provided. In the present embodiment, by using this main CPU 101 dedicated instruction code, the processing efficiency and the reduction of the program capacity are realized. The internal configuration of the microprocessor 91 will be described in detail with reference to FIG. 9 described later, and the main CPU 101 dedicated instruction code provided in the microprocessor 91 will be described in detail in various processes executed by the main control circuit described later.
[0120] The clock pulse generation circuit 92 generates a clock pulse signal for main CPU operation and outputs the generated clock pulse signal to the microprocessor 91. The microprocessor 91 executes a control program based on the input clock pulse signal.
[0121] The power management circuit 93 manages the fluctuations of the DC 12V power supply voltage supplied from the power supply board 53b (see FIG. 7). When the power is turned on (when the power supply voltage exceeds the startup voltage value (10V) from 0V), for example, the power management circuit 93 outputs a reset signal to the "XSRST" terminal of the microprocessor 91. When a power failure occurs (when the power supply voltage drops below the power failure voltage value (10.5V) from 12V), the power management circuit 93 outputs a power failure detection signal to the "XINT" terminal of the microprocessor 91. That is, the power management circuit 93 also serves as means (startup means) for outputting a reset signal (startup signal) to the microprocessor 91 when the power is turned on, and means (power failure means) for outputting a power failure detection signal (power failure signal) to the microprocessor 91 when a power failure occurs.
[0122] The switching regulator 94 is a DC / DC conversion circuit that generates the DC drive voltage (DC 5V power supply voltage) of the microprocessor 91 and outputs the generated DC drive voltage to the "VCC" terminal of the microprocessor 91.
[0123] <Microprocessor> Next, with reference to FIG. 9, the internal configuration of the microprocessor 91 will be described. FIG. 9 is a block diagram showing the internal configuration of the microprocessor 91.
[0124] The microprocessor 91 includes a main CPU 101, a main ROM 102 (first storage means), a main RAM 103 (second storage means), an external bus interface 104, a clock circuit 105, a reset controller 106, an arithmetic circuit 107, a random number circuit 110 (random number generation circuit), a parallel port 111, an interrupt controller 112, a timer circuit 113, a first serial communication circuit 114, and a second serial communication circuit 115. These components constituting the microprocessor 91 are connected to each other via a signal bus 116.
[0125] The main CPU 101 executes various control programs based on the clock pulses generated by the clock circuit 105 to perform control related to all gaming operations. Here, reel stop control will be described as an example of the control operation of the main CPU 101.
[0126] The main CPU 101 counts the number of times pulses are output to the stepping motors of each reel 3L, 3C, 3L (main reels) after detecting the reel index. Thereby, the main CPU 101 manages the rotation angle of each reel (mainly, how many symbols the reel has rotated). Note that the reel index is information indicating that the reel has made one full rotation. This reel index is detected, for example, by a reel position detection unit (not shown) including a light sensor having a light emitting part and a light receiving part, and a detection piece provided at a predetermined position of each reel and interposed between the light emitting part and the light receiving part by the rotation of each main reel.
[0127] Here, the management of the rotation angle of each reel 3L, 3C, 3L (main reels) will be specifically described. The number of pulses output to the stepping motor is counted by a pulse counter provided in the main RAM 103. And each time the output of a predetermined number of pulses required for one symbol rotation is counted by the pulse counter, the symbol counter provided in the main RAM 103 is incremented by one. The symbol counter is provided corresponding to each reel. The value of the symbol counter is cleared when the reel index is detected by a reel position detection unit (not shown).
[0128] That is, in this embodiment, by managing the symbol counter, it is managed how many symbol rotations have been made since the reel index was detected. Therefore, the position of each symbol of each reel is detected based on the position where the reel index is detected.
[0129] The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, data for sending various control commands (commands) to the sub-control circuit 200, and the like. The main RAM 103 is provided with a storage area for storing various data such as internal lottery numbers determined by the execution of the control program. The internal configurations (memory maps) of the main ROM 102 and the main RAM 103 will be described in detail with reference to FIG. 12 described later.
[0130] The external bus interface 104 is an interface circuit for electrically connecting an external signal bus (not shown) to which various components (for example, each reel, etc.) provided outside the microprocessor 91 are connected and the microprocessor 91. The clock circuit 105 includes, for example, a frequency divider (not shown) and the like, and converts the clock pulse signal for CPU operation input from the clock pulse generation circuit 92 into a clock pulse signal having a frequency used by other components (for example, the timer circuit 113). The clock pulse signal generated by the clock circuit 105 is also output to the reset controller 106.
[0131] The reset controller 106 performs reset of the IAT (Illegal Address Trap) and the WDT (watchdog timer) based on the reset signal input from the power management circuit 93. The arithmetic circuit 107 includes a multiplication circuit and a division circuit. For example, when executing the "MUL (multiplication)" instruction (see FIG. 93B described later) on the source program, the arithmetic circuit 107 executes the multiplication process based on this "MUL" instruction.
[0132] The random number circuit 110 generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255). Although not shown, the random number circuit 110 is composed of a random number register 0 for obtaining 2-byte hard latch random numbers, random number registers 1 to 3 for obtaining 2-byte soft latch random numbers, and random number registers 4 to 7 for obtaining 1-byte soft latch random numbers. Note that the main CPU 101 extracts one value from the random numbers within the predetermined range generated by the random number circuit 110 as, for example, a random number value for internal lottery. The parallel port 111 is a port (memory map I / O) for signals input and output between the microprocessor 91 and various circuits (such as the power management circuit 93, etc.) provided outside the microprocessor 91. Also, the parallel port 111 is connected to the random number circuit 110 and the interrupt controller 112. The start switch 79 is connected to any of the input ports PI0 to PI4 of the parallel port 111, and at the timing (on edge) when the start switch 79 is turned on, a latch signal is output from the parallel port 111 to the random number register 0 of the random number circuit 110. Then, in the random number circuit 110, the random number register 0 is latched when the latch signal is input, and 2-byte hard latch random numbers are obtained.
[0133] The interrupt controller 112 controls the execution timing of the interrupt processing by the main CPU 101 based on the power-off detection signal input from the power management circuit 93 via the parallel port 111 or the timeout signal input from the timer circuit 113 at a cycle of 1.1172 ms. When the power-off detection signal is input from the power management circuit 93 or the timeout signal is input from the timer circuit 113, the interrupt controller 112 outputs an interrupt request signal indicating an interrupt processing start command to the main CPU 101. The main CPU 101 performs various interrupt processes (see FIG. 158 described later), such as input port check processing, reel control processing, communication data transmission processing, 7-segment LED drive processing, and timer update processing, based on the interrupt request signal input from the interrupt controller 112 in response to the timeout signal from the timer circuit 113.
[0134] The timer circuit 113 (PTC) operates (counts the elapsed time) with the clock pulse signal generated by the clock circuit 105 (a clock pulse signal having a frequency obtained by dividing the clock pulse signal for main CPU operation by a frequency divider (not shown)). Then, the timer circuit 113 outputs a timeout signal (trigger signal) to the interrupt controller 112 at a period of 1.1172 msec.
[0135] The first serial communication circuit 114 is a circuit that controls the serial transmission operation when transmitting data (various control commands (commands)) from the main control board 71 to the sub-control board 72. The second serial communication circuit 115 is a circuit that controls the serial transmission operation when transmitting data from the main control board 71 to the second interface board 302 for the testing machine.
[0136] <Sub-control circuit> Next, with reference to FIG. 10, the configuration of the sub-control circuit 200 (sub-control means) mounted on the sub-control board 72 will be described. FIG. 10 is a block diagram showing a configuration example of the sub-control circuit 200 of the pachislot 1.
[0137] The sub-control circuit 200 is electrically connected to the main control circuit 90, and performs processes such as determination and execution of production contents based on the commands transmitted from the main control circuit 90. The sub-control circuit 200 basically includes a sub-CPU 201, a sub-RAM 202, a rendering processor 203, a drawing RAM 204, and a driver 205.
[0138] Note that the sub-CPU 201 is connected to the ROM cartridge board 86. The driver 205 is connected to the liquid crystal relay board 87. That is, the driver 205 is connected to the projector mechanism 211 and the sub-display device 18 via the liquid crystal relay board 87.
[0139] The sub-CPU 201 controls the output of video, sound, and light according to the commands transmitted from the main control circuit 90 and in accordance with the control program stored in the ROM cartridge board 86. The ROM cartridge board 86 is basically composed of a program storage area and a data storage area.
[0140] The control program to be executed by the sub-CPU 201 is stored in the program storage area. For example, the control program includes various programs for executing a main board communication task for controlling communication with the main control circuit 90, an effect registration task for extracting random numbers for effects and determining and registering the effect content (effect data). Also, the control program includes various programs for executing a drawing control task for controlling the display of video by the display device 11 based on the determined effect content, a lamp control task for controlling the output of light by a light source such as the LED group 85, an audio control task for controlling the output of sound by the speaker group 84, and the like.
[0141] The data storage area includes a storage area for storing various data tables, a storage area for storing the effect data constituting each effect content, and a storage area for storing animation data related to the creation of video. Also, the data storage area includes a storage area for storing sound data related to BGM and sound effects, a storage area for storing lamp data related to the pattern of lighting and extinguishing of light, and the like.
[0142] In the sub-RAM 202, a storage area for registering the determined effect content and effect data and a storage area for storing various data such as sub-flags (internal lottery flags) transmitted from the main control circuit 90 are provided.
[0143] The sub-CPU 201, the rendering processor 203, the rendering RAM (including the frame buffer) 204, and the driver 205 create an image according to the animation data specified by the production content, and display the created image on the display device 11 (the projector mechanism 211) and / or the sub-display device 18. Note that the display device 11 (the projector mechanism 211) and the sub-display device 18 are individually controlled by the sub-control board 72.
[0144] In addition, the sub-CPU 201 outputs sounds such as BGM from the speaker group 84 according to the sound data specified by the production content. Further, the sub-CPU 201 controls the lighting and extinguishing of the LED group 85 according to the lamp data specified by the production content.
[0145] <Various registers of the main CPU> Next, with reference to FIG. 11, various registers of the main CPU 101 will be described. Note that FIG. 11 is a schematic configuration diagram of various registers included in the main CPU 101.
[0146] The main CPU 101 has, as main registers, an accumulator A (hereinafter referred to as the "A register"), a flag register F (flag register), a general-purpose register B (hereinafter referred to as the "B register"), a general-purpose register C (hereinafter referred to as the "C register"), a general-purpose register D (hereinafter referred to as the "D register"), a general-purpose register E (hereinafter referred to as the "E register"), a general-purpose register H (hereinafter referred to as the "H register"), and a general-purpose register L (hereinafter referred to as the "L register"). Further, the main CPU 101 has, as sub-registers, an accumulator A′, a flag register F′, a general-purpose register B′, a general-purpose register C′, a general-purpose register D′, a general-purpose register E′, a general-purpose register H′, and a general-purpose register L′ as general-purpose registers. Note that each register is composed of 1-byte registers.
[0147] Also, in this embodiment, the B register and the C register are used as a pair register (hereinafter referred to as the "BC register"), and the D register and the E register are used as a pair register (hereinafter referred to as the "DE register"). Further, in this embodiment, the H register and the L register are used as a pair register (hereinafter referred to as the "HL register").
[0148] As shown in FIG. 11, predetermined flag information indicating the result of arithmetic processing or the like is set in each bit of the flag registers F and F'. For example, in bit 6 (D6), data (zero flag) indicating whether the arithmetic result is "0" or not in the determination process of the arithmetic result is set. Specifically, when the arithmetic result is "0", the data "1" is set in bit 6, and when the arithmetic result is not "0", the data "0" is set in bit 6. Then, in the determination process of the arithmetic result, the main CPU 101 makes a determination (YES / NO) by referring to the data "0" / "1" in bit 6.
[0149] The main CPU 101 also has an extended register Q (hereinafter referred to as the "Q register"). The Q register is composed of 1-byte registers. In this embodiment, as will be described in various processing flows hereinafter, various main CPU 101 dedicated instruction codes for specifying an address using this Q register are provided in the source program. By using this instruction code, the efficiency of processing and the reduction of the capacity of the main ROM 102 are realized. In the various main CPU 101 dedicated instruction codes for specifying an address using the Q register, the upper address data (address value) of the address is stored in the Q register. Immediately after the reset of the main CPU 101, "F0H" is set as the initial value in the Q register. Also, in the "LD Q,n (8-bit data)" instruction using the Q register, the value of the Q register can be changed by setting arbitrary 1-byte data in "n" and executing this instruction.
[0150] Furthermore, the main CPU 101 has, as dedicated registers, an interrupt page address register I and a memory refresh register R, each composed of 1-byte registers, and an index register IX, an index register IY, a stack pointer SP, and a program counter PC, each composed of 2-byte registers.
[0151] <Internal configuration of main ROM and main RAM (memory map)> Next, with reference to FIGS. 12A to 12C, the internal configuration (hereinafter referred to as "memory map") of the main ROM 102 and the main RAM 103 included in the main control circuit 90 (microprocessor 91) will be described. Note that FIG. 12A is a diagram showing the memory map of the entire memory, FIG. 12B is a diagram showing the memory map of the main ROM 102, and FIG. 12C is a diagram showing the memory map of the main RAM 103.
[0152] In the memory map of the entire memory included in the main control circuit 90 (microprocessor 91), as shown in FIG. 12A, from the head (0000H) side of the address, the memory area of the main ROM 102, the memory area of the main RAM 103, the built-in register area, and the XCS decode area are arranged at predetermined addresses in this order, with unused areas interposed therebetween.
[0153] In the memory map of the main ROM 102, as shown in FIG. 12B, from the head (0000H) side of the address of the main ROM 102, a program area, a data area, an out-of-specification area, a trademark recording area, a program management area, and a security setting area are arranged at predetermined addresses in this order.
[0154] In addition, in the program area, control programs for various processes executed by the main CPU 101 are stored in various control processes related to the game properties of the game implemented by the player. In the data area, various data used by the main CPU 101 (for example, data tables such as internal lottery tables, data for sending various control commands (commands) to the sub-control circuit 42, etc.) are stored in various control processes related to the game properties of the game implemented by the player. That is, in the game ROM area (game storage area) consisting of the program area and the data area, various programs and various data necessary for control processes (processes related to game properties) related to the game properties of the game actually played by the player in the game parlor are stored.
[0155] Also, in the out-of-specification area, control programs and data for various processes that do not directly participate in the game properties of the game implemented by the player (processes that do not affect game properties) are stored. For example, programs and data used in the inspection test (firing test) of Pachisuro 1, control programs and data used in checksum generation processing at the time of power failure and sum check processing at the time of power restoration, and anti-cheating programs and necessary data therefor are stored in the out-of-specification area.
[0156] In the memory map of the main RAM 103, as shown in FIG. 12C, from the head (F000H) side of the address of the main RAM 103, a game RAM area (predetermined storage area, game temporary storage area) and an out-of-specification RAM area (out-of-specification temporary storage area) are arranged at predetermined addresses in this order.
[0157] In the game RAM area, a work area and a stack area for temporarily storing various data such as internal winning roles determined by the execution of a control program related to the game properties of the game implemented by the player are provided. And each of the various data is stored in the work area at a predetermined address within the game RAM area.
[0158] In addition, the off-specification RAM area is provided with an off-specification work area that serves as a work area for various processes not directly related to the gameplay of the game performed by the player, and an off-specification stack. In this embodiment, using this off-specification RAM area, various processes not directly related to the gameplay of the game performed by the player, such as sum check processing, are executed.
[0159] As described above, in the pachislot 1 of this embodiment, in the main ROM 102, various programs and various data (tables) used for various processes not directly related to the gameplay of the game performed by the player are stored in an off-specification ROM area (off-specification storage area) arranged at an address different from the game ROM area. Also, various processes not directly related to the gameplay of the game performed by such a player are performed using an off-specification RAM area arranged at an address different from the game RAM area in the main RAM 103.
[0160] With such a configuration of the main ROM 102, programs and data unnecessary for the game itself actually played by the player can be arranged in a ROM area (off-specification ROM area) where arrangement of programs and the like has been prohibited under the conventional rules. Therefore, in this embodiment, it is possible to avoid compressing the capacity of the game ROM area.
[0161] <Transition Flow of Game States> Next, with reference to FIGS. 13 and 14, various game states and their transition flows managed by the main control circuit 90 (main CPU 101) of the pachislot 1 of this embodiment will be described. Note that FIG. 13A is a transition flow diagram of the basic game states of the pachislot 1, and FIG. 13B is a table summarizing the transition conditions of those game states. Also, FIG. 14A is a transition flow diagram of the game states considering the presence or absence of the operation of the notification (ART) function, and FIG. 14B is a table summarizing the transition conditions of those game states.
[0162] [Transition Flow of Basic Game States] In the pachislot machine 1 of this embodiment, a big bonus (hereinafter referred to as "BB") is provided as a type of bonus game. BB is a special accessory continuous operation device related to a regular bonus (hereinafter referred to as "RB") called a first type special accessory, and continuously operates RB.
[0163] Therefore, in this embodiment, the main control circuit 90 manages the game state based on the presence or absence of winning / losing (prize winning) of the bonus combination. Specifically, as shown in FIG. 13A, the main control circuit 90 manages three types of game states called "bonus non-winning state", "inter-flag state", and "bonus state" based on the presence or absence of winning / losing (prize winning) of the bonus combination (the internal winning combination of the names "F_BB1" and "F_BB2" described later).
[0164] Note that the bonus non-winning state is a state where the bonus is not winning and the bonus is not operating (prize winning), and the bonus state is a state where the bonus is operating. Also, in this embodiment, when the bonus combination is determined as an internal winning combination, a state occurs in which the bonus combination is carried over as an internal winning combination over a plurality of games until the bonus wins. The inter-flag state is a state where the bonus combination is carried over as an internal winning combination, that is, a state where the bonus combination wins and the bonus is not operating.
[0165] Note that the presence or absence of winning of the bonus combination is managed based on data stored in a winning request flag storage area (see FIGS. 28 to 30 described later) and a carry-over combination storage area (see FIG. 31 described later) provided in the main RAM 103. Also, the presence or absence of operation (prize winning) of the bonus is managed based on data stored in a game state flag storage area (see FIG. 32 described later) provided in the main RAM 103.
[0166] In addition, in the present embodiment, as shown in FIG. 13A, in a gaming state where the bonus is not activated (bonus non-winning state and between-flag state), six types of states from RT0 gaming state to RT5 gaming state (hereinafter, referred to as "RT0 state" to "RT5 state" respectively) are provided, in which the types of internal winning combination related to replay and their winning probabilities are different from each other. Note that the RT0 state, RT2 state, and RT5 state are gaming states in which the probability of determining the replay combination as an internal winning combination is a low probability, and the RT1 state is a gaming state in which the probability of determining the replay combination as an internal winning combination is a medium probability of medium degree. Also, the RT3 state and RT4 state are gaming states in which the probability of determining the replay combination as an internal winning combination is a high probability. In the present embodiment, the RT state in the bonus non-winning state is any one of the RT0 state to RT4 state, and the RT state in the between-flag state is the RT5 state.
[0167] Therefore, in the present embodiment, the main control circuit 90 further manages six types of states from RT1 state to RT5 state based on the type of internal winning combination related to replay and its winning probability in a gaming state where the bonus is not activated (bonus non-winning state and between-flag state).
[0168] Note that the RT0 state to RT5 state are managed based on data stored in a gaming state flag storage area (refer to FIG. 32 described later) provided in the main RAM 103. Specifically, in the pachislot 1 of the present embodiment, five flags indicating RT states, namely RT1 state flag to RT5 state flag, are provided, and the RT state is managed by the main RAM 103 managing the on / off states of these flags. Then, the main control circuit 90 specifies the RT state corresponding to the RT state flag that is in the on state as the current RT state. When all the RT state flags are in the off state, the main control circuit 90 specifies that the current RT state is the RT0 state.
[0169] As shown in FIGS. 13A and 13B, when a bonus winning role (internal winning role with the later-described names "F_BB1" and "F_BB2") is determined as an internal winning role in the bonus non-winning state (when transition condition (1) is satisfied), the main control circuit 90 shifts the game state from the bonus non-winning state to the between-flag state. Further, when the bonus winning role wins in the between-flag state (when transition condition (2) is satisfied), the main control circuit 90 shifts the game state from the between-flag state to the bonus state.
[0170] Also, when more than the specified number of medals (216 medals) are paid out in the bonus state and the bonus state ends (when transition condition (3) is satisfied), the main control circuit 90 shifts the game state from the bonus state to the RT1 state (bonus non-winning state).
[0171] In the RT1 state, when 20 games have elapsed (when transition condition (4) is satisfied), the main control circuit 90 shifts the game state from the RT1 state to the RT0 state. Also, in the RT1 state, before 20 games have elapsed, when a symbol combination related to the abbreviation "bell spill pattern" (see FIG. 28 described later) is displayed on the effective line (when transition condition (5) is satisfied), the main control circuit 90 shifts the game state from the RT1 state to the RT2 state.
[0172] In the RT0 state, when a symbol combination related to the abbreviation "bell spill pattern" is displayed on the effective line (when transition condition (5) is satisfied), the main control circuit 90 shifts the game state from the RT0 state to the RT2 state. In the RT2 state, when a symbol combination related to the abbreviation "RT3 transition rip" (see FIG. 28 described later) is displayed on the effective line (when transition condition (6) is satisfied), the main control circuit 90 shifts the game state from the RT2 state to the RT3 state.
[0173] In the RT3 state, when a symbol combination related to the abbreviation "RT4 transition replay" (see FIG. 28 described later) is displayed on the effective line (when transition condition (7) is satisfied), the main control circuit 90 shifts the game state from the RT3 state to the RT4 state. Also, in the RT3 state, when a symbol combination related to the abbreviation "bell spill mark" or "RT2 transition replay" (see FIG. 28 described later) is displayed on the effective line (when transition condition (8) is satisfied), the main control circuit 90 shifts the game state from the RT3 state to the RT2 state. Further, in the RT4 state, when a symbol combination related to the abbreviation "bell spill mark" or "RT2 transition replay" is displayed on the effective line (when transition condition (8) is satisfied), the main control circuit 90 shifts the game state from the RT4 state to the RT2 state.
[0174] Note that the symbol combination related to the abbreviation "bell spill mark" is a combination of symbols displayed when the internal lottery result (minor winning combination) related to the names "F_3-choice bell_1st", "F_3-choice bell_2nd", or "F_3-choice bell_3rd" described later is determined and the stop operation order is incorrect with respect to the push order determined for each type of the minor winning combination (see FIG. 24 described later). The symbol combination related to the abbreviation "RT2 transition replay" is a combination of symbols displayed when the internal lottery result (replay winning combination) related to the names "F_maintenance replay_1st", "F_maintenance replay_2nd", or "F_maintenance replay_3rd" described later is determined and the stop operation order is incorrect with respect to the push order determined for each type of the replay winning combination.
[0175] The symbol combination related to the abbreviation "RT3 transition replay" is a symbol combination that is displayed when the internal lottery role (replay role) related to the following names "F_RT3 replay_1st", "F_RT3 replay_213", "F_RT3 replay_231", or "F_RT3 replay_3rd" is determined, and the order of the stop operation is correct with respect to the push order determined for each type of the replay role. Further, the symbol combination related to the abbreviation "RT4 transition replay" is a symbol combination that is displayed when the internal lottery role (replay role) related to the following names "F_RT4 replay_123", "F_RT4 replay_132", "F_RT4 replay_2nd", or "F_RT4 replay_3rd" is determined, and the order of the stop operation is correct with respect to the push order determined for each type of the replay role.
[0176] [Transition flow of game state considering presence or absence of operation of notification (ART) function] In the present embodiment, the main control circuit 90 (main CPU 101) determines the presence or absence of the operation of the function (ART function) for notifying the player of an advantageous stop operation. Therefore, in the present embodiment, the operation / non-operation state of the ART function in the non-bonus operation state is also managed as a game state.
[0177] In the pachislot 1 of the present embodiment, as shown in FIG. 14A, the main control circuit 90 manages "general game state" and "ART game state" as separate game states based on the presence or absence of notification (ART) in the non-bonus operation state. That is, in the management of the game state considering the presence or absence of notification (ART), as shown in FIG. 14A, the main control circuit 90 manages three types of game states, "bonus state", "general game state", and "ART game state", as major classifications.
[0178] Note that the general game state is basically a game state (non-ART) that does not notify the player of information on an advantageous stop operation, and is a game state disadvantageous to the player. Further, the general game state is any one of the RT0 to RT4 states and is a game state of non-ART lottery.
[0179] On the one hand, the ART game state is a game state that notifies the player of information on advantageous stop operations and is an advantageous game state for the player. Also, the ART game state is basically the RT4 state and is the game state during the ART winning tag. In this embodiment, after the ART winning tag, when the RT state transitions to the RT4 state, the ART game starts.
[0180] Also, in this embodiment, as shown in FIG. 14A, as general game states, two types of states called "normal game state" and "CZ (Chance Zone)" are provided.
[0181] The normal game state is the most disadvantageous game state for the player, but in the game of the normal game state, a lottery for transitioning to CZ is conducted. Then, as shown in FIGS. 14A and 14B, when winning the lottery for transitioning to CZ (when transition condition (A) is satisfied) in the game of the normal game state, the main control circuit 90 transitions the game state from the normal game state to CZ.
[0182] CZ is a game state (Chance Zone) with a high expectation of transitioning to the ART game state, and a lottery for transitioning to ART is conducted during the game in CZ. Then, as shown in FIGS. 14A and 14B, when not winning the lottery for transitioning to ART (when transition condition (B) is satisfied) during the game in CZ, the main control circuit 90 transitions the game state from CZ to the normal game state. On the other hand, when winning the lottery for transitioning to ART (when transition condition (C) is satisfied) during the game in CZ, the main control circuit 90 transitions the game state from CZ to the ART game state. At this time, although not shown in FIG. 14A, the main control circuit 90 transitions the game state from CZ to the ART game state (normal ART or CT described later) via the ART preparation state described later.
[0183] As described above, the ART game state starts when the RT state transitions to the RT4 state after the ART winning tag. As shown in Fig. 13A, since the RT4 state transitions from the RT0 - RT2 states via the RT3 state, the ART game state does not start immediately after the ART winning tag. Therefore, in the pachislo 1 of this embodiment, the game state during the period from after the ART winning tag until the RT state transitions to the RT4 state is defined as the ART preparation state. And in the game of this ART preparation state, information on the stop operation necessary to transition the RT state to the RT4 state is notified.
[0184] Also, in this embodiment, as shown in Fig. 14A, as the ART game state, two types of states called "normal ART" and "CT (bonus chance)" with different game characteristics are provided.
[0185] Normal ART is a game state in which, during a predetermined number of games, stop operations advantageous to the player (for example, a stop operation to display a combination of symbols with a large number of medals to be paid out or a stop operation necessary to maintain the RT4 state) are notified. Also, during the game in normal ART, a lottery for transitioning to CT is conducted.
[0186] CT is a game state in which stop operations advantageous to the player are notified, and during a specific period (the period of 8 games in one set), it is possible to extend the continuation period of normal ART. It is a game state that functions as a bonus chance zone. Also, during CT, the game is played without consuming the continuation period of normal ART. The game characteristics during CT will be described in detail later with reference to Figs. 52A - 52C.
[0187] As shown in FIGS. 14A and 14B, in the game during normal ART, when winning the lottery for the transition to CT (when the transition condition (D) is satisfied), the main control circuit 90 shifts the game state from normal ART to CT. Also, in normal ART, when the duration of the normal ART ends (when the transition condition (E) is satisfied), the main control circuit 90 shifts the game state from normal ART to the general game state (normal game state or CZ). In the present embodiment, the duration of normal ART is managed based on the number of games, but the present invention is not limited to this, and the method of managing the duration of normal ART is arbitrary. For example, the duration of normal ART may be managed based on the number of medals paid out or the difference in the number of medals during normal ART, or may be managed based on the number of times of providing notifications (navigation times) that affect the payout of medals during normal ART.
[0188] As shown in FIGS. 14A and 14B, in the game during CT, when the duration of CT (8 games per set) ends (when the transition condition (F) is satisfied), the main control circuit 90 shifts the game state from CT to normal ART.
[0189] Also, as shown in FIG. 14A, in the general game state (normal game state or CZ) or the ART game state (normal ART or CT), when a bonus combination wins (when the transition condition (2) described in FIGS. 13A and 13B is satisfied), the main control circuit 90 shifts the game state from the general game state or the ART game state to the bonus state.
[0190] In a bonus game, as described above, a lottery for transitioning to ART is conducted. In the bonus game, if the lottery for transitioning to ART is a non-winning draw (when transition condition (G) is satisfied), the main control circuit 90 transitions the game state from the bonus state to a general game state (a normal game state or CZ). However, if the game has transitioned from an ART game state (normal ART or CT) to the bonus state, even if the lottery for transitioning to ART in the bonus game is a non-winning draw, the main control circuit 90 transitions the game state from the bonus state to an ART game state (normal ART or CT). On the other hand, in the bonus game, if the lottery for transitioning to ART is a winning draw (when transition condition (H) is satisfied), the main control circuit 90 transitions the game state from the bonus state to an ART game state (normal ART or CT). As described above, at the end of the bonus state, the RT state transitions to the RT1 state. Therefore, when transitioning the game state from the bonus state to an ART game state, the main control circuit 90 transitions the game state to the ART game state via the ART preparation state.
[0191] <Configuration of the data table stored in the main ROM> Next, with reference to FIGS. 15 to 27, the configuration of various data tables stored in the main ROM 102 will be described. Regarding the various data tables used in various lotteries related to the game properties (the game properties of CZ, normal ART, and CT) during the general game state and the ART game state, they will be described separately together with the description of each game property later.
[0192] [Symbol Arrangement Table] First, with reference to FIG. 15, the symbol arrangement table will be described. The symbol arrangement table defines the correspondence between the positions of each symbol in the respective rotation directions of the left reel 3L, the middle reel 3C, and the right reel 3R, and the type of symbol (hereinafter referred to as the symbol code (refer to the symbol code table in FIG. 15)) arranged at each position.
[0193] In the symbol arrangement table, when the reel index is detected, the position of the symbol located in the middle area of each reel within the frame of the reel display window 4 is defined as "0". Then, for each reel, in the order of proceeding in the rotation direction of the reel (the direction from the symbol position "19" to the symbol position "0" in FIG. 15) with the symbol position "0" as a reference, "0" to "19" corresponding to the value of the symbol counter are assigned to each symbol as the symbol position.
[0194] That is, by referring to the value of the symbol counter ("0" to "19") and the symbol arrangement table, the types of symbols displayed in the upper, middle, and lower regions of each reel within the frame of the reel display window 4 can be specified. In this embodiment, as symbols, 10 types of symbols, namely "White 7", "Blue 7", "Chili Up 1", "Chili Up 2", "Chili Down", "Replay", "Hat", "Cactus 1", "Cactus 2", and "Cactus 3", are used.
[0195] Also, in this embodiment, as shown in the symbol code table, for the symbol "White 7" (symbol code 1), "00000001" is assigned as data, and for the symbol "Blue 7" (symbol code 2), "00000010" is assigned as data. For the symbol "Chili Up 1" (symbol code 3), "00000011" is assigned as data, and for the symbol "Chili Up 2" (symbol code 4), "00000100" is assigned as data.
[0196] For the symbol "Chili Down" (symbol code 5), "00000101" is assigned as data, and for the symbol "Replay" (symbol code 6), "00000110" is assigned as data. For the symbol "Hat" (symbol code 7), "00000111" is assigned as data, and for the symbol "Cactus 1" (symbol code 8), "00001000" is assigned as data. Also, for the symbol "Cactus 2" (symbol code 9), "00001001" is assigned as data, and for the symbol "Cactus 3" (symbol code 10), "00001010" is assigned as data.
[0197] [Internal lottery table] Next, with reference to FIGS. 16 and 17, the internal lottery table referred to when determining the internal winning combination will be described. Note that FIG. 16 is the internal lottery table referred to in each of the RT0 state to the RT4 state. FIG. 17A is the internal lottery table referred to in the RT5 state, and FIG. 17B is the internal lottery table referred to in the bonus state.
[0198] The internal lottery table is provided for each gaming state and defines the correspondence between various internal winning combinations and the lottery values when each internal winning combination is determined. Note that the lottery values are defined for each setting (settings 1 to 6) for adjusting the expected values of internal winning combinations such as preset bonus combinations and minor combinations. This setting is changed using, for example, the reset switch 76 and the setting key-type switch 54 (see FIG. 7).
[0199] In the internal lottery process of the present embodiment, first, a random number value extracted from a predetermined numerical range (for example, 0 to 65535) by the random number register 0 of the random number circuit 110 is sequentially added with the lottery values defined corresponding to each internal winning combination. Next, it is determined whether the lottery result (lottery value + random number value) exceeds 65535 (whether the lottery result overflows). Then, in a predetermined internal winning combination, if the lottery result exceeds 65535, it is determined that the internal winning combination has won. Note that in the internal lottery process of the present embodiment, an example of performing the lottery by adding the lottery value to the extracted random number value has been described, but the present invention is not limited to this, and the lottery value may be subtracted from the random number value, and it may be determined whether the subtraction result (lottery result) is less than "0" (whether the lottery result underflows), and the winning / non-winning of the internal lottery may be determined.
[0200] Therefore, in the internal lottery process of the present embodiment, the larger the numerical value defined as the lottery value for an internal winning combination, the higher the probability of being determined. Note that the winning probability of each internal winning combination can be represented by "the lottery value defined for each winning number / the number of all possible random number values to be extracted (random number denominator: 65536)".
[0201] In the internal lottery table referred to in each of the RT0 state to the RT4 state, as shown in FIG. 16, basically, according to the type of RT state, the type of replay role determined as the internal winning role and the winning probability change. For example, the replay roles related to the names "F_Chili Replay (No. 25)" to "F_Reach Eye Replay D (No. 31)" are not determined as internal winning roles in the RT0 state to the RT3 state, and are determined as internal winning roles only in the RT4 state. In the pachislot machine 1 of the present embodiment, when a replay role related to the names "F_Chili Replay (No. 25)" to "F_Reach Eye Replay D (No. 31)" is determined as an internal winning role during the RT4 state, specific control (flag conversion described later) is performed. This flag conversion will be described in detail later.
[0202] Also, as shown in FIG. 16, in the RT0 state to the RT3 state, although the internal winning roles of each of the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" may be determined in duplicate with the bonus roles related to the names "F_BB1" or "F_BB2" (see No. 3 to 6, 15 to 18), the internal winning roles (replay roles) of each of the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are not determined as internal winning roles alone. Therefore, in the present embodiment, when a replay role related to the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined as an internal winning role during the RT0 state to the RT3 state (when a symbol combination corresponding to the replay role related to the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is displayed from the perspective of the player), it means that the bonus role (the name "F_BB1" or "F_BB2") is simultaneously determined as an internal winning role.
[0203] In addition, the RT5 state, which is an intermediate state between flags, is a gaming state in which a bonus combination is carried over as an internal winning combination as described above. Therefore, as shown in FIG. 17A, in the internal lottery table referred to in the RT5 state, the carried-over bonus combination is always determined as an internal winning combination. Further, as shown in FIG. 17B, in the internal lottery table referred to in the bonus state, the internal winning combination related to any one of the names "F_RB combination 1" to "F_RB combination 4" always wins the lottery (it never happens that "losing" wins the lottery).
[0204] [Correspondence table between internal winning combinations and symbol combinations (winning combinations) (symbol combination determination table)] Next, with reference to FIGS. 18 to 23, the correspondence table between internal winning combinations and symbol combinations (symbol combination determination table) will be described. The symbol combination determination table defines the correspondence between various internal winning combinations and the symbol combinations (combinations) that can be displayed on the valid line (center line) associated with each internal winning combination. That is, when the internal winning combination is determined, the type of symbol combination (type of winning display combination) that can be displayed on the valid line is uniquely determined.
[0205] The various data described in the symbol combination column in each symbol combination determination table are data for identifying the symbol combinations that permit display along the valid line set across the left reel 3L, the middle reel 3C, and the right reel 3R. The relationship between each name described in the symbol combination (display combination) column and the specific symbol combination is shown in the winning operation flag storage area of FIGS. 28 to 30 described later.
[0206] In addition, the "○" mark described in the symbol combination determination table indicates a symbol combination (combination) that can be displayed on the effective line in the determined internal winning lottery, that is, a display combination that can result in a win. For example, when the internal winning lottery "F_Chiriri Rep" is determined, as shown in FIGS. 18 and 19, the symbol combinations related to the combination names "C_Maintain Rep A_01" to "C_Maintain Rep G_01", "C_Chiriri Rep A_01" to "C_Chiriri Rep D_01" can be stopped and displayed. Although the symbol combination determination table does not stipulate the case where the "internal winning lottery" is a "loss", this indicates that the display of all symbol combinations stipulated by the symbol combination tables shown in FIGS. 18 to 23 is not permitted.
[0207] In the pachislot 1 of this embodiment, the main control circuit 90 (main CPU 101) performs different stop controls according to the internal winning lottery and the game state, and when a predetermined combination is determined as the internal winning lottery, the left reel 3L, the middle reel 3C, and the right reel 3R are rotationally stopped so that the symbol combinations (combinations) with the corresponding relationships shown in FIGS. 18 to 23 can be displayed. In the correspondence tables shown in FIGS. 18 to 23, all symbol combinations that can be displayed for the determined internal winning lottery are listed with the "○" mark, but even a symbol combination with the "○" mark may not be displayed.
[0208] In this embodiment, it has a function of varying the stop control (for example, the symbol to be preferentially drawn in) according to the symbol combinations that can be stopped and displayed and the current game state. Due to the relationship of the symbol to be preferentially drawn in, even a symbol combination with the "○" mark may not be displayed. The correspondence between the type of the internal winning lottery and the actually displayed symbol combinations will be described with reference to FIGS. 24 and 25 described later.
[0209] [Correspondence between the winning lottery during the non-flag interval state and the symbol combinations that are stopped and displayed] Here, referring to FIG. 24, the correspondence between the internal winning combination in the gaming state (non-flag-intermediate state) excluding the flag-intermediate state and the symbol combination that is stopped and displayed will be described. Note that FIG. 24 is a diagram showing the correspondence (omitted for some combinations) between various internal winning combinations that can be determined in the non-flag-intermediate state and the symbol combinations (abbreviations) that are stopped and displayed when each internal winning combination is determined. Note that the names of the symbol combinations described in FIG. 24 are the "abbreviations" described in the content column shown in the winning operation flag storage areas of FIGS. 28 to 30 described later.
[0210] In the pachislot 1 of this embodiment, a so-called "push order combination" is provided, which is a combination where the symbol combination displayed varies according to the order (pushing order) of the player's stop operation. The symbol combination associated with the "correct push order" described in FIG. 24 is a symbol combination that is advantageous to the player among the symbol combinations displayed according to the push order, and the symbol combination associated with the "incorrect push order" is a symbol combination that is disadvantageous to the player among the symbol combinations displayed according to the push order. When notifying the player of an advantageous stop operation, if the correct push order is notified and the stop operation is performed according to that notification, the symbol combination associated with the "correct push order" will be displayed. Also, even in the ART gaming state, an incorrect push order may be notified, and the details of this will be described in detail later.
[0211] In this embodiment, for some of the pressing order roles, the correct pressing order is indicated at the end of their names. Specifically, the ending "1st" of the name of the internal tag winning role means that the correct pressing order is such that the first stop operation (the stop operation performed first) is for the left reel 3L. The ending "2nd" of the name of the internal tag winning role means that the correct pressing order is such that the first stop operation is for the middle reel 3C. The ending "3rd" of the name of the internal tag winning role means that the correct pressing order is such that the first stop operation is for the right reel 3R. Also, the ending "123" of the name of the internal tag winning role means that the correct pressing order is in the order of "left, middle, right". The ending "132" of the name of the internal tag winning role means that the correct pressing order is in the order of "left, right, middle". The ending "213" of the name of the internal tag winning role means that the correct pressing order is in the order of "middle, left, right". The ending "231" of the name of the internal tag winning role means that the correct pressing order is in the order of "left, right, middle".
[0212] Also, hereinafter, when the first stop operation is performed on the left reel 3L, the stop operation order, specifically, the pressing orders of "left, middle, right" and "left, right, middle" are also referred to as "sequential pressing". Furthermore, hereinafter, when the first stop operation is performed on the middle reel 3C or the right reel 3R, the stop operation order, specifically, the pressing orders of "middle, left, right", "middle, right, left", "right, middle, left", and "right, left, middle" are also referred to as "irregular pressing".
[0213] In this embodiment, as shown in FIG. 24, the internal winning combination “F_Chili Replay” is a winning combination with different symbol combinations displayed according to the pressing order. When the pressing order is correct, any of the displayable symbol combinations shown in FIGS. 18 to 23 among the symbol combinations related to the abbreviation “Chili Replay” (see FIG. 28 described later) is displayed along the effective line. On the other hand, when the pressing order is incorrect, any of the displayable symbol combinations shown in FIGS. 18 to 23 among the symbol combinations related to the abbreviation “Replay” (see FIG. 28 described later) is displayed along the effective line. When the internal winning combination “F_Chili Replay” is determined, as shown in FIGS. 18 to 23, the symbol combinations related to the combination names “C_Chili Replay A_01”, “C_Chili Replay B_01” or “C_Chili Replay C_01” (abbreviations “Single Chili Replay” or “Double Chili Replay”: corresponding to the abbreviation “Chili Replay (not 3 - consecutive)” in FIG. 28 described later) can be displayed, but the symbol combinations related to the combination names “C_Chili Replay D_01” to “C_1 Sure Chili Replay D_01” (abbreviation “Triple Chili Replay”: corresponding to the abbreviation “Chili Replay (3 - consecutive)” in FIG. 28 described later) cannot be displayed. That is, the internal winning combination “F_Chili Replay” is a combination that cannot display the symbol combinations related to the abbreviation “Triple Chili Replay”.
[0214] Also, both the internal winning combinations “F_Sure Chili Replay” and “F_1 Sure Chili Replay” are winning combinations with different symbol combinations displayed according to the pressing order. When the pressing order is correct, any of the displayable symbol combinations shown in FIGS. 18 to 23 among the symbol combinations related to the abbreviation “Chili Replay” (see FIG. 28 described later) is displayed along the effective line. On the other hand, when the pressing order is incorrect, any of the displayable symbol combinations shown in FIGS. 18 to 23 among the symbol combinations related to the abbreviation “Replay” (see FIG. 28 described later) is displayed along the effective line. When the internal winning combination “F_Sure Chili Replay” or “F_1 Sure Chili Replay” is determined, as shown in FIGS. 18 to 23, the symbol combinations related to the abbreviation “Triple Chili Replay” can be displayed. That is, the internal winning combinations “F_Sure Chili Replay” and “F_1 Sure Chili Replay” are combinations that can display the symbol combinations related to the abbreviation “Triple Chili Replay”.
[0215] In addition, the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" are winning roles with different symbol combinations displayed according to the pressing order. When the pressing order is correct, any of the displayable symbol combinations shown in FIGS. 18 to 23 among the symbol combinations related to the abbreviation "Reach Target Replay" (see FIGS. 28 and 29 described later) is displayed along the valid line. On the other hand, when the pressing order is incorrect, any of the displayable symbol combinations shown in FIGS. 18 to 23 among the symbol combinations related to the abbreviation "Replay" (see FIG. 28 described later) is displayed along the valid line.
[0216] In this embodiment, the correct pressing order at the time of lottery for the internal lottery winning roles "F_Chili Replay", "F_Confirmed Chili Replay", "F_One Confirmed Chili Replay", and "F_Reach Target Replay A" to "F_Reach Target Replay D" is to perform the first stop operation on the left reel 3L. Therefore, for example, in a game where the internal lottery winning role "F_Reach Target Replay A" is determined, when the player performs the first stop operation on the left reel 3L, the symbol combination related to the abbreviation "Reach Target Replay" is stopped and displayed. Note that the present invention is not limited to this, and the correct pressing order at the time of lottery for the internal lottery winning roles "F_Chili Replay", "F_Confirmed Chili Replay", "F_One Confirmed Chili Replay", and "F_Reach Target Replay A" to "F_Reach Target Replay D" can be set arbitrarily.
[0217] Also, both the internal lottery winning roles "F_Maintenance Replay A" and "F_Maintenance Replay B" are not winning roles related to the pressing order. Regardless of the pressing order, any of the displayable symbol combinations shown in FIGS. 18 to 23 among the symbol combinations related to the abbreviation "Replay" (see FIG. 28 described later) is displayed along the valid line.
[0218] In addition, the internal lottery-determining roles "F_Maintenance Replay_1st" to "F_Maintenance Replay_3rd" are all lottery-determining roles with different symbol combinations displayed according to the pressing order. When the pressing order is correct, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations related to the abbreviation "Replay" (see Figure 28 described later) is displayed along the effective line. On the other hand, when the pressing order is incorrect, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations related to the abbreviation "RT2 Transition Replay" (see Figure 28 described later) is displayed along the effective line.
[0219] In addition, the internal lottery-determining roles "F_RT3 Replay_1st" to "F_RT3 Replay_3rd" are all lottery-determining roles with different symbol combinations displayed according to the pressing order. When the pressing order is correct, the symbol combination related to the abbreviation "RT3 Transition Replay" (see Figure 28 described later) is displayed along the effective line. On the other hand, when the pressing order is incorrect, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations related to the abbreviation "Replay" (see Figure 28 described later) is displayed along the effective line.
[0220] In addition, the internal lottery-determining roles "F_RT4 Replay_123" to "F_RT4 Replay_3rd" are all lottery-determining roles with different symbol combinations displayed according to the pressing order. When the pressing order is correct, the symbol combination related to the abbreviation "RT4 Transition Replay" (see Figure 28 described later) is displayed along the effective line. On the other hand, when the pressing order is incorrect, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations related to the abbreviation "Replay" (see Figure 28 described later) is displayed along the effective line.
[0221] Also, the internal lottery-determining roles "F_3-choice bell_1st" to "F_3-choice bell_3rd" are all lottery-determining roles with different symbol combinations displayed according to the pressing order. When the pressing order is correct, the symbol combination related to the abbreviation "bell" (see Fig. 19 described later) is displayed along the effective line. On the other hand, when the pressing order is incorrect, the symbol combination related to the abbreviation "spilled bell pattern" (see Fig. 28 described later), or the symbol combination related to the abbreviation "single appearance" (see Fig. 30 described later) is displayed.
[0222] Also, the internal lottery-determining role "F_common bell" is not a lottery-determining role according to the pressing order. Regardless of the pressing order, any of the displayable symbol combinations shown in Figs. 18 to 23 among the symbol combinations related to the abbreviation "bell" (see Fig. 29 described later) is displayed along the effective line. Also, both the internal lottery-determining roles "F_slack 1" and "F_slack 2" are not lottery-determining roles according to the pressing order. Regardless of the pressing order, any of the displayable symbol combinations shown in Figs. 18 to 23 among the symbol combinations related to the abbreviation "cactus" (see Fig. 30 described later) is displayed along the effective line.
[0223] Also, the internal lottery-determining role "weak cherry" is not a lottery-determining role according to the pressing order. Regardless of the pressing order, any of the displayable symbol combinations shown in Figs. 18 to 23 among the symbol combinations related to the abbreviation "weak cherry" (see Fig. 30 described later) is displayed along the effective line. Also, both the internal lottery-determining roles "F_strong chili 1" and "F_strong chili 2" are not lottery-determining roles according to the pressing order. Regardless of the pressing order, any of the displayable symbol combinations shown in Figs. 18 to 23 among the symbol combinations related to the abbreviation "strong cherry" (see Fig. 30 described later) is displayed along the effective line.
[0224] [Correspondence between lottery-determining roles during flag interval state and symbol combinations stopped and displayed] Next, referring to FIG. 25, the correspondence between the internal winning combination and the symbol combination that is stopped and displayed in the state between flags will be described. Note that FIG. 25 is a diagram showing the correspondence (some combinations are omitted) between the internal winning combination and the symbol combination that is stopped and displayed in the state between flags. In particular, it is a diagram showing whether a symbol combination related to the bonus combination (BB combination) (combination name "C_BB1" or "C_BB2") can be displayed during the state between flags.
[0225] In the "BB establishment or not" column in the correspondence table of FIG. 25, the "○" mark indicates that the symbol combination related to the BB combination can be displayed, and the "×" mark indicates that the symbol combination related to the BB combination cannot be displayed. When the symbol combination related to the BB combination cannot be displayed, the symbol combination related to the combination that is determined to overlap with the bonus combination as the internal winning combination is displayed. For example, when the internal winning combination "F_BB1 + F_Chili Reel" wins (when the internal winning combination "F_BB1" and the internal winning combination "F_Chili Reel" overlap and win), as shown in FIG. 25, the symbol combination related to the internal winning combination "F_BB1" cannot be stopped and displayed, and the symbol combination related to the internal winning combination "F_Chili Reel" is stopped and displayed.
[0226] Also, during the state between flags, when the symbol combination related to the BB combination cannot be displayed and the symbol combination related to the combination that is determined to overlap with the bonus combination is displayed, it may be possible to display only the symbol combination at the correct pressing order as described in FIG. 24, or it may be possible to display only the symbol combination at the incorrect pressing order.
[0227] For example, when the internal lottery winning combination "F_BB1 + F_3-choice bell_1st" wins the lottery, as shown in Fig. 25, since the symbol combination related to the internal lottery winning combination "F_BB1" cannot be stopped from being displayed, the symbol combination related to the internal lottery winning combination "F_3-choice bell_1st" is stopped from being displayed. At this time, only the symbol combination related to the abbreviation "bell" displayed when the pressing order is correct may be made displayable, and the symbol combination related to the abbreviation "bell spill mark" or "one-piece appearance" displayed when the pressing order is incorrect may be made non-displayable (see Fig. 24). Also, for example, when the internal lottery winning combination "F_BB1 + F_RT3 replay_1st" wins the lottery, only the symbol combination related to the abbreviation "replay" displayed when the pressing order is incorrect may be made displayable, and the symbol combination related to the abbreviation "RT3 transition replay" displayed when the pressing order is correct may be made non-displayable (see Fig. 24).
[0228] Note that in the state between flags, as shown in Fig. 25, when a bonus combination (BB combination) and any one of the internal lottery winning combinations "loss", "F_special 1", "F_special 2", and "F_special 3" are determined to overlap, the symbol combination related to the BB combination can be stopped from being displayed.
[0229] [Reel stop initial setting table] Next, with reference to Fig. 26, the reel stop initial setting table will be described. The reel stop initial setting table defines the correspondence between internal lottery winning combinations and various data used in the reel stop control process described later.
[0230] The reel stop initial setting table shown in Fig. 26 defines the correspondence between internal lottery winning combinations (minor winning lottery numbers) and the draw priority order table selection table number, draw priority order table number, and stop table number. Note that Fig. 26 also shows the game state to be referred to and the names of the internal lottery winning combinations.
[0231] The draw priority table selection table number and the draw priority table number are data used in the selection process of the draw priority table. For example, in the reel stop initial setting table, if the draw priority table number corresponding to the stop table number is defined, data regarding the priority order of the display roles corresponding to the draw priority table number defined in the draw priority table (see FIG. 27 described later) can be obtained. On the other hand, if the draw priority table number corresponding to the stop table number is not defined in the reel stop initial setting table, a draw priority table selection table (not shown) is referred to, and the draw priority table number corresponding to the draw priority table selection table number is determined.
[0232] Here, the stop control of the reel (the method for determining the stop symbol position) in the pachislot 1 of the present embodiment will be briefly described. In the present embodiment, after a stop operation is detected by the stop switch, the stop control of the reel is performed so that the rotation of the corresponding reel stops within 190 msec. Specifically, a value of the slip piece number from "0" to "4" is added to the value of the symbol counter corresponding to the winning reel when the stop operation is detected, and the symbol position corresponding to the obtained value is determined as the symbol position at which the rotation of the reel stops (hereinafter referred to as the "planned stop position"). Note that the symbol position corresponding to the value of the symbol counter corresponding to the winning reel when the stop operation is detected is the symbol position at which the rotation of the reel starts to stop (hereinafter referred to as the "stop start position").
[0233] That is, the number of slip pieces is the amount of rotation of the reel from when the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. In other words, it is the number of symbols passing through the middle region of the corresponding reel of the reel display window 4 during the period from when the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. This is grasped by the value of the symbol counter updated after the stop operation is detected by the stop switch.
[0234] Referring to a stop table (not shown), the number of sliding pachinko balls is obtained according to the stop start position of each reel. In this embodiment, the number of sliding pachinko balls is obtained based on the stop table, but this is provisional, and the obtained number of sliding pachinko balls does not immediately determine the planned stop position of the reel. In this embodiment, if there is a more appropriate number of sliding pachinko balls than the number of sliding pachinko balls (hereinafter referred to as "sliding pachinko ball determination data") obtained based on the stop table, the number of sliding pachinko balls is changed by referring to a draw priority table (see FIG. 27 described later). The sliding pachinko ball determination data is referred to in order to determine the search order when comparing priorities for each symbol position from the stop start position to the symbol position four positions ahead, which is the maximum number of sliding pachinko balls.
[0235] [Draw Priority Table] Next, referring to FIG. 27, the draw priority table will be described. The draw priority table defines the correspondence between the draw data (winning operation flag data) for each type of the winning operation flag storage area (see FIGS. 28 to 30 described later) in each of the draw priority table numbers "00" to "05" and the predetermined priority thereof.
[0236] The draw priority table is used to search whether there is a more appropriate number of sliding pachinko balls in addition to the number of sliding pachinko balls obtained based on the stop table (not shown). The priority is data that defines the order in which winning symbol combinations (winning operation flags) are preferentially stopped (drawn) among types. Also, in FIG. 27, for the sake of convenience of explanation, the combination names of the winning operation flags are described in the column of the draw data (winning operation flag data), but in the actual draw priority table, each draw data is represented by 1-byte data as shown in the winning operation flag storage area (see FIGS. 28 to 30 described later), and a unique symbol combination (winning operation flag) is assigned to each bit in the 1-byte data.
[0237] In the reel stop control of this embodiment, first, the number of sliding pachinko balls is obtained based on a stop table (not shown). However, if there is a more appropriate number of sliding pachinko balls in addition to this number of sliding pachinko balls based on the priority order, it is changed to the appropriate number of sliding pachinko balls. That is, in this embodiment, regardless of the number of sliding pachinko balls obtained by the stop table, a more appropriate number of sliding pachinko balls is determined based on the priority order of the symbol combinations that permit stop display by the internal winning combination.
[0238] In this embodiment, the stop display (drawing-in) of the symbol combination with a higher priority order is performed preferentially over the stop display of the symbol combination with a lower priority order.
[0239] Also, in this embodiment, as shown in FIG. 27, not only does the priority order of the symbol combination (winning operation flag) differ according to the drawing-in priority order table number, but the number of distinguishable priority orders also differs. Specifically, when the drawing-in priority order table number is "00", the number of distinguishable priority orders is 5, and when the drawing-in priority order table number is "01" or "04", the number of distinguishable priority orders is 4. Also, when the drawing-in priority order table number is "02" or "03", the number of distinguishable priority orders is 2, and when the drawing-in priority order table number is "05", the number of distinguishable priority orders is 3.
[0240] Here, the priority order when the drawing-in priority order table number is "00" will be described, and the description of the priority order for other drawing-in priority order table numbers will be omitted. For the priority order "1" (the highest priority order) when the drawing-in priority order table number is "00", the drawing-in data corresponding to the combination names "C_9 sheets A_01", "C_1 sure chili repli C_01", "C_1 sure chili repli D_01", and "C_RT3 repli_01" is defined.
[0241] When the lead-in priority table number is "00" and the priority is "2", the lead-in data corresponding to the combination names "C_strong 2 cards C_01" to "C_strong 2 cards C_09", "C_weak 2 cards B_01" to "C_weak 2 cards B_03", "C_3 cards E_01", "C_3 cards E_02", "C_9 cards F_01" to "C_9 cards F_03", "C_1 certain chili replay B_01", "C_chili replay D_01", and "C_chili replay C_01" is defined.
[0242] When the lead-in priority table number is "00" and the priority is "3", the lead-in data corresponding to the combination names "C_1 certain chili replay A_01", "C_chili replay A_01", "C_chili replay B_01", and "C_maintenance replay E_01" to "C_maintenance replay E_04" is defined.
[0243] When the leading-in priority table number is "00", for priority "4", leading-in data corresponding to the combination names "C_SP1_01", "C_SP2_01", "C_Reach Eye Rep P_01", "C_Reach Eye Rep P_02", "C_Reach Eye Rep O_01", "C_Reach Eye Rep O_02", "C_Reach Eye Rep N_01", "C_Reach Eye Rep N_02", "C_Reach Eye Rep M_01", "C_Reach Eye Rep M_02", "C_Reach Eye Rep L_01" to "C_Reach Eye Rep L_03", "C_Reach Eye Rep K_01" to "C_Reach Eye Rep K_03", "C_Reach Eye Rep J_01", "C_Reach Eye Rep I_01" to "C_Reach Eye Rep I_09", "C_Reach Eye Rep H_01" to "C_Reach Eye Rep H_03", "C_Reach Eye Rep G_01", "C_Reach Eye Rep F_01", "C_Reach Eye Rep F_02", "C_Reach Eye Rep E_01", "C_Reach Eye Rep D_01", "C_Reach Eye Rep D_02", "C_Reach Eye Rep C_01" to "C_Reach Eye Rep C_03", "C_Reach Eye Rep B_01", "C_Reach Eye Rep B_02", "C_Reach Eye Rep A_01", "C_Maintenance Rep F_01", "C_Maintenance Rep F_02", "C_Maintenance Rep D_01" to "C_Maintenance Rep D_04", "C_Maintenance Rep C_01" to "C_Maintenance Rep C_03", "C_Maintenance Rep B_01", "C_Maintenance Rep B_02", and "C_Maintenance Rep A_01" is defined.
[0244] Also, when the leading-in priority table number is "00", for priority "5" (the lowest priority), leading-in data corresponding to the combination names "C_BB1" and "C_BB2" is defined.
[0245] <Configuration of the storage area provided in the main RAM> Next, with reference to FIGS. 28 to 35, the configuration of various storage areas provided in the main RAM 103 will be described.
[0246] [Hit request flag storage area and winning operation flag storage area] First, with reference to FIGS. 28 to 30, the configuration of the winning request flag storage area (internal winning tag storage area) and the winning operation flag storage area (display winning tag storage area) will be described. In the present embodiment, the winning request flag storage area (flag data storage area, winning tag flag data storage area) and the winning operation flag storage area (winning flag data storage area) have the same configuration as each other.
[0247] In the present embodiment, the winning request flag storage area is composed of winning request storage areas 0 to 11 each represented by 1-byte data, and the winning operation flag storage area is composed of winning operation storage areas 0 to 11 each represented by 1-byte data. Note that the data stored in each storage area of the winning request flag storage area and the winning operation flag storage area is only the 1-byte data in the "Data" column in FIGS. 28 to 30. However, in FIGS. 28 to 30, for convenience of explanation, the symbol combinations of each reel (described in the order of the symbol of the left reel 3L, the symbol of the middle reel 3C, and the symbol of the right reel 3R in the figure), their names (combination names) and abbreviations, and the number of medals paid out are also described in association with the bits of each storage area.
[0248] In each of the winning request flag storage areas 0 to 11, when "1" is stored in a predetermined bit, it indicates that the internal winning tag corresponding to the predetermined bit has won internally. Also, in each of the winning operation storage areas 0 to 11, when "1" is stored in a predetermined bit, it indicates that the display winning tag (winning operation flag) corresponding to the predetermined bit has won. That is, when "1" is stored in a predetermined bit, it indicates that the various symbol combinations of the internal winning tag corresponding to the predetermined bit have been displayed on the active line.
[0249] Also, in the winning request flag storage area and the winning operation flag storage area, as shown in FIGS. 28 to 30, there are some cases where a plurality of symbol combinations (combinations) are assigned to one bit (flag) in each storage area. That is, for such a flag, it means that there are a plurality of symbol combinations (winning possible combinations) that can be stopped and displayed.
[0250] For example, to the bit 5 of the winning requirement storage area 5 and the winning operation storage area 5, three symbol combinations are assigned: the symbol combination "Cactus 2" - "White 7" - "Hat" (combination name "C_Maintenance Rep C_01"), the symbol combination "Cactus 2" - "Chili Up 1" - "Hat" (combination name "C_Maintenance Rep C_02"), and the symbol combination "Cactus 2" - "Cactus 2" - "Hat" (combination name "C_Maintenance Rep C_03"). Therefore, when "1" is stored in the bit 5 of the winning requirement storage area 5, it indicates that these three symbol combinations can be stopped and displayed on the active line. Also, when "1" is stored in the bit 5 of the winning operation storage area 5, it indicates that any one of these three symbol combinations has been displayed on the active line.
[0251] [Carry-over role storage area] Next, referring to FIG. 31, the configuration of the carry-over role storage area will be described. In this embodiment, the carry-over role storage area is composed of a 1-byte data storage area.
[0252] When the internal lottery result determines the internal winning role "F_BB1" or "F_BB2", the internal winning role (BB role) is stored in the carry-over role storage area as a carry-over role. The carry-over role stored in the carry-over role storage area is held without being cleared until the corresponding symbol combination is displayed on the active line. Also, while a carry-over role is stored in the carry-over role storage area, in addition to the internal winning role determined by the internal lottery, the carry-over role is stored in the winning requirement storage area.
[0253] [Game state flag storage area] Next, referring to FIG. 32, the configuration of the game state flag storage area will be described. The game state flag storage area is composed of a 1-byte data storage area. In this embodiment, as shown in FIG. 32, a specific bonus type or RT type is assigned to each bit of the game state flag storage area.
[0254] When "1" is stored in a predetermined bit in the game state flag storage area, it indicates that a bonus game or RT corresponding to the predetermined bit is in operation. For example, when "1" is stored in bit 0 of the game state flag storage area, the big bonus "BB" is in operation, indicating that the game state is the BB game state. Also, for example, when "1" is stored in bit 3 of the game state flag storage area, it indicates that the game state is the RT3 state.
[0255] [Operation stop button storage area] Next, with reference to FIG. 33, the configuration of the operation stop button storage area will be described. The operation stop button storage area is composed of a 1-byte data storage area and stores an operation stop button flag consisting of 1 byte. In the operation stop button flag, the operation state of the stop button is assigned to each bit.
[0256] For example, when the left stop button 17L is the stop button pressed this time, that is, the operation stop button, "1" is stored in bit 0 of the operation stop button storage area. Also, for example, when the left stop button 17L is the stop button that has not been pressed yet, that is, the valid stop button, "1" is stored in bit 4. The main CPU 101 identifies the stop button pressed this time and the stop button that has not been pressed yet based on the data stored in the operation stop button storage area.
[0257] [Pressing order storage area] Next, with reference to FIG. 34, the configuration of the pressing order storage area will be described. The pressing order storage area is composed of a 1-byte data storage area and stores a pressing order flag consisting of 1 byte.
[0258] In the pressing order flag, the type of the pressing order of the stop button is assigned to each bit. For example, when the pressing order of the stop button is "left, middle, right", "1" is stored in bit 0 of the pressing order storage area.
[0259] [Symbol code storage area] Next, with reference to FIG. 35, the configuration of the symbol code storage area will be described. In the present embodiment, the symbol code storage area is composed of symbol code storage areas 0 to 11 each represented by 1-byte data. Note that the symbol code storage area has the same configuration as the winning request flag storage area and the winning operation flag storage area (see FIGS. 28 to 30).
[0260] In the symbol code storage area, a "1" is stored in the bit corresponding to the symbol combination (combination) that can be stopped on the effective line. Note that after all the reels stop, the symbol codes corresponding to the display roles (winning operation flags) are stored in symbol code storage areas 0 to 11.
[0261] [Relationship between internal winning roles and various sub-flags] In the general game state and the ART game state, various lotteries by the main control circuit 90 refer to various data tables. In this case, as parameters used, in the present embodiment, not only the internal winning roles but also various parameters with different names corresponding to the internal winning roles (hereinafter referred to as "sub-flags (first sub-flags)", "sub-flag EX (second sub-flags)", and "sub-flag D") are used. Therefore, in the present embodiment, the main control circuit 90 performs a process of converting the internal winning roles into various sub-flags (see the sub-flag conversion process, flag conversion process, and sub-flag compression process in FIG. 104 described later). Note that in the present embodiment, as information (communication parameters) regarding the internal winning roles, sub-flags are set in the start command and transmitted from the main control circuit 90 to the sub-control circuit 200.
[0262] Here, with reference to FIGS. 36 and 37, the correspondence relationship between the internal winning roles and various sub-flags will be described. FIG. 36 is a diagram showing the correspondence relationship between the internal winning roles (minor winning lottery numbers) and various sub-flags, and FIG. 37 is a diagram showing the correspondence relationship between the internal winning roles (special prize winning lottery numbers) and sub-flags.
[0263] In the flag conversion process of this embodiment, first, a plurality of internal lottery winning roles belonging to the same type are grouped into one sub-flag. In this embodiment, through this flag conversion process, as shown in FIG. 36, 32 types of internal lottery winning roles (minor winning lottery numbers) related to minor roles and replay roles are converted into 18 types of sub-flags ("01" to "18": flag data). For example, the internal lottery winning roles "F_Maintain Replay_1st (10: minor winning lottery number)" to "F_Maintain Replay_3rd (12)" are grouped into the sub-flag "Push Order Replay 1 (09: flag data)". Note that for the internal lottery winning role "Loss", the sub-flag "Loss (00)" is assigned.
[0264] Also, in the flag conversion process of this embodiment, as shown in FIG. 36, 19 types of sub-flags ("00" to "18") including the sub-flag "Loss (00)" are converted into 9 types of sub-flags EX ("00" to "08": flag data). Therefore, in this conversion process, the sub-flag data can be further compressed. Note that in this case, in this embodiment, the sub-flags are converted into sub-flags EX by lottery (flag conversion lottery). Specifically, the conversion is as follows.
[0265] The sub-flag "Loss (00)" is converted into the sub-flag EX "Loss (00)" regardless of the result of the flag conversion lottery, and the sub-flag "2-Consecutive Chili Replay (01)" is converted into the sub-flag EX "Replay (01)" regardless of the result of the flag conversion lottery.
[0266] The sub-flags "3-Consecutive Chili Replay A (02)" and "3-Consecutive Chili Replay B (03)" are converted into the sub-flag EX "Determined Role (06)" or "3-Consecutive Chili Replay (07)" when winning the lottery in the flag conversion lottery (in the case of "conversion exists" described later), and are converted into the sub-flag EX "Replay (01)" when not winning the lottery in the flag conversion lottery (in the case of "no conversion" described later).
[0267] When the sub - flags "Reach Target Reel 1(04)" to "Reach Target Reel 4(07)" win the flag conversion lottery, they are converted to sub - flag EX "Determined Role(06)" or "Reach Target Reel(08)". If they do not win the flag conversion lottery, they are converted to sub - flag EX "Replay(01)".
[0268] The sub - flags "Replay(08)" and "Push Order Reel 1(09)" to "Push Order Reel 3(11)" are converted to sub - flag EX "Replay(01)" regardless of the result of the flag conversion lottery. The sub - flags "Push Order Bell(12)" and "Common Bell(13)" are converted to sub - flag EX "Bell(02)" regardless of the result of the flag conversion lottery.
[0269] The sub - flags "Cactus(14)", "Weak Cherry(15)" and "Strong Cherry(16)" are converted to sub - flag EX "Cactus(03)", "Weak Cherry(04)" and "Strong Cherry(05)" respectively regardless of the result of the flag conversion lottery. Also, the sub - flags "Reach Target 1(17)" and "Reach Target 2(18)" are converted to sub - flag EX "Loss(00)" regardless of the result of the flag conversion lottery.
[0270] As described above, in this embodiment, substantially only the sub - flags "Triple Cherry Reel A(02)", "Triple Cherry Reel B(03)" and "Reach Target Reel 1(04)" to "Reach Target Reel 4(07)" are subject to the flag conversion lottery. The lottery table used for the above - mentioned flag conversion lottery will be described in detail later.
[0271] Furthermore, in the flag conversion process of this embodiment, as shown in FIG. 36, nine types of sub - flag EX ("00" to "08") are converted to seven types of sub - flag D ("00" to "06"). Therefore, in this conversion process, the sub - flag data can be further compressed. Note that in this conversion process, no lottery is conducted, and the sub - flag EX and the sub - flag D are associated and converted as follows.
[0272] Sub-flags EX "Loss (00)", "Replay (01)", and "Bell (02)" are converted to sub-flag D "Loss (00)". Sub-flag EX "Cactus (03)" is converted to sub-flag D "Cactus (01)", sub-flag EX "Weak Cherry (04)" is converted to sub-flag D "Weak Cherry (02)", and sub-flag EX "Strong Cherry (05)" is converted to sub-flag D "Strong Cherry (03)".
[0273] Also, sub-flag EX "Determined Role (06)" is converted to sub-flag D "Determined Role (04)", sub-flag EX "Triple Cherry Replay (07)" is converted to sub-flag D "Triple Cherry Replay (05)", and sub-flag EX "Reach Point Replay (08)" is converted to sub-flag D "Reach Point Replay (06)".
[0274] Also, in the flag conversion process of this embodiment, as shown in FIG. 37, both the internal winning tags "F_BB1 (01: Special Winning Tag Number)" and "F_BB2 (02)" are converted to sub-flag "BB".
[0275] [Gameplay during sub-flag EX conversion] Here, the process of converting the above-mentioned internal winning tags to sub-flags and sub-flag EX, and an example of the gameplay during sub-flag EX conversion will be described with reference to FIGS. 38A and 38B. FIG. 38A is a diagram showing the flag conversion process when the internal winning tag "F_Confirmed Cherry Replay" or "F_1 Confirmed Cherry Replay" is determined, and FIG. 38B is a diagram showing the flag conversion process when any one of the internal winning tags "F_Reach Point Replay A" to "F_Reach Point Replay D" is determined.
[0276] In the pachislot 1 of this embodiment, when any one of the internal winning tags "F_Confirmed Cherry Replay", "F_1 Confirmed Cherry Replay", and "F_Reach Point Replay A" to "F_Reach Point Replay D" is determined as an internal winning tag alone during the RT4 game state, a flag conversion lottery is conducted. And in this embodiment, when winning this flag conversion lottery, special benefits (for example, an increase in the number of ART games or a CT winning) are granted.
[0277] For example, when the internal winning flag "F_Exact Chili Replay" or "F_1 Exact Chili Replay" is determined, as shown in FIG. 38A, the internal winning flags "F_Exact Chili Replay" and "F_1 Exact Chili Replay" are respectively converted into sub-flags "Triple Chili Replay A (02)" and "Triple Chili Replay B (03)".
[0278] Next, when the sub-flags "Triple Chili Replay A (02)" and "Triple Chili Replay B (03)" win in the flag conversion lottery, they are converted into sub-flags EX "Triple Chili Replay (07)" or "Determined Role (06)". On the other hand, if they lose in the flag conversion lottery, both the sub-flags "Triple Chili Replay A (02)" and "Triple Chili Replay B (03)" are converted into the sub-flag EX "Replay (01)".
[0279] As described with reference to FIG. 24, when the internal winning flag "F_Exact Chili Replay" or "F_1 Exact Chili Replay" wins, the symbol combination related to the abbreviation "Triple Chili Replay" is displayed when the pressing order is correct, and the symbol combination related to the abbreviation "Replay" is displayed when the pressing order is incorrect. Therefore, in this embodiment, when the internal winning flag "F_Exact Chili Replay" or "F_1 Exact Chili Replay" is determined and wins in the flag conversion lottery, both the internal winning flags "F_Exact Chili Replay" and "F_1 Exact Chili Replay" are treated as the roles of sub-flags EX "Triple Chili Replay (07)" or "Determined Role (06)".
[0280] Then, when the internal winning flag "F_Exact Chili Replay" or "F_1 Exact Chili Replay" is converted into the sub-flag EX "Triple Chili Replay (07)" or "Determined Role (06)" through this flag conversion process, information for displaying the symbol combination related to the abbreviation "Triple Chili Replay" is notified (for example, information instructing the player to aim for the chili symbol by pressing in order is notified). On the other hand, in this flag conversion process, when the flag conversion lottery results in a loss and the internal winning flag "F_Exact Chili Replay" or "F_1 Exact Chili Replay" is converted into the sub-flag EX "Replay (01)", information for displaying the symbol combination related to the abbreviation "Replay" is notified (for example, a pressing order other than pressing in order (irregular pressing) is notified).
[0281] Also, for example, when any one of the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" is determined, as shown in FIG. 38B, the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" are each converted into sub-flags "Reach Target Replay 1 (04)" to "Reach Target Replay 4 (07)".
[0282] Next, when the sub-flags "Reach Target Replay 1 (04)" to "Reach Target Replay 4 (07)" win the flag conversion lottery, they are converted into sub-flag EX "Reach Target Replay (08)" or "Determined Role (06)". On the other hand, if they lose the flag conversion lottery, the sub-flags "Reach Target Replay 1 (04)" to "Reach Target Replay 4 (07)" are converted into sub-flag EX "Replay (01)".
[0283] As described with reference to FIG. 24, when any one of the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" wins the lottery, the symbol combination related to the abbreviation "Reach Target Replay" is displayed when the pressing order is correct, and the symbol combination related to the abbreviation "Replay" is displayed when the pressing order is incorrect. Therefore, in this embodiment, when any one of the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" is determined and wins the flag conversion lottery, all of the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" are treated as the roles of sub-flag EX "Reach Target Replay (08)" or "Determined Role (06)".
[0284] And when the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" are converted into, for example, sub-flag EX "Reach Target Replay (08)" or "Determined Role (06)" by this flag conversion process, information for displaying the symbol combination related to the abbreviation "Reach Target Replay" is notified (for example, information instructing the player to aim for the symbol "White 7" by pressing in order is notified). On the other hand, in this flag conversion process, when the flag conversion lottery results in a loss and the internal lottery winning roles "F_Reach Target Replay A" to "F_Reach Target Replay D" are converted into sub-flag EX "Replay (01)", information for displaying the symbol combination related to the abbreviation "Replay" is notified (for example, a pressing order other than pressing in order (irregular pressing) is notified).
[0285] Also, in the present embodiment, in the flag conversion process shown in FIG. 38A or 38B, when a player wins the flag conversion lottery and performs a stop operation according to the notification, a symbol combination related to the abbreviation "Triple Chiri Rep" or "Reach Point Rep" is stopped and displayed on the effective line, and a special privilege is granted. This granting process is, in essence, in terms of processing, to grant a special privilege to the player in response to the pachislot 1 winning the flag conversion lottery. However, for the player, it can be made to feel that a special privilege has been granted by the display of the symbol combination related to the abbreviation "Triple Chiri Rep".
[0286] In order to enhance the gaming performance of the pachislot, in some cases, it may be preferable that the appearance frequency of the symbol combination to which the privilege is granted varies according to the state rather than being constant. Since the stop control (the symbol combination to be displayed) varies depending on the type of internal winning combination, as a method of varying the appearance frequency of the symbol combination to which the privilege is granted according to the state, a method of varying the winning probability of the internal winning combination can also be considered (in the pachislot 1, the winning probability of the internal winning combination can be varied according to the presence or absence of the bonus operation and the RT state. For example, as an RT state corresponding to the ART gaming state, not only the RT4 state but also other RT states such as the RT6 state and the RT7 state can be considered). However, since the timing (the transition timing of the RT state) for varying the winning probability of the internal winning combination is limited, from the viewpoint of improving the gaming performance (interest), this method lacks flexibility.
[0287] On the other hand, in the pachislot 1 of the present embodiment, without changing the winning probability of the internal winning combination, in addition to the internal lottery for determining the internal winning combination, by performing a flag conversion lottery and a notification based on the lottery result, the appearance frequency of the symbol combination to which the privilege is granted can be flexibly varied according to the state. That is, in a state where it is easy to win the flag conversion lottery, the appearance frequency of the symbol combination to which the privilege is granted can be increased, and conversely, in a state where it is difficult to win the flag conversion lottery, the appearance frequency of the symbol combination to which the privilege is granted can be decreased.
[0288] <Gameplay during general gaming state> Next, with reference to FIGS. 39A to 39C, the flow of the game during the general gaming state will be described. In the pachislo 1 of the present embodiment, during the general gaming state, the gaming state transitions from the normal gaming state to CZ, and then, the gaming state transitions from CZ to the ART gaming state, whereby the transition from the general gaming state (non-ART gaming state) to the ART gaming state is made (see FIGS. 14A and 14B).
[0289] FIG. 39A is a diagram showing the flow of the game when the gaming state transitions from the normal gaming state to CZ during the general gaming state. As shown in FIG. 39A, the normal gaming state has a low probability state and a high probability state as the lottery states of CZ. These low probability state and high probability state are states in which the expectations of winning the CZ lottery conducted during the normal gaming state are different from each other. The low probability state is a state in which it is difficult to win the CZ lottery, and the high probability state is a state in which it is easy to win the CZ lottery. When winning the CZ lottery conducted in the game during the normal gaming state, the gaming state transitions from the normal gaming state to CZ.
[0290] Note that in the pachislo 1 of the present embodiment, as CZ (Chance Zone), a plurality of chance zones of "CZ1", "CZ2", and "CZ3" are provided. CZ1 to CZ3 are chance zones in which the expectations of winning the ART lottery conducted in the game during CZ are different from each other. CZ3 is a chance zone that always wins the ART lottery, and CZ1 and CZ2 are chance zones that win the ART lottery with a predetermined probability. In the CZ lottery conducted in the game during the normal gaming state, not only the winning / non-winning of CZ but also the type of CZ (any one of CZ1 to CZ3) to transition to when winning is determined (see FIG. 41 described later).
[0291] FIG. 39B is a diagram showing the flow of a game when the game state transitions from the general game states CZ1 and CZ2 to the ART game state. Both CZ1 and CZ2 are composed of a first half and a second half. The first half is a period for raising the rank of the expectation of winning the ART lottery conducted in the game during CZ, and the second half is a period for notifying the lottery result of the ART lottery based on the rank by a predetermined effect (in this embodiment, a battle effect by a character).
[0292] During CZ1, six levels of modes (modes 1 to 6) are prepared as ranks, and the higher the mode, the higher the expectation of winning the ART lottery. In the first half of CZ1, the game is continuously played for a first predetermined number of games (for example, up to 12 games at most), and a mode promotion lottery is conducted based on an internal winning lottery combination. Then, in the first game of the second half of CZ1, an ART lottery is conducted based on the mode promoted in the first half (the mode at the end of the first half).
[0293] Also, during CZ2, ten levels of points are prepared as ranks, and the higher the points, the higher the expectation of winning the ART lottery. In the first half of CZ2, the game is continuously played for a second predetermined number of games (for example, up to 15 games at most), and a point promotion lottery is conducted based on an internal winning lottery combination. Then, in the first game of the second half of CZ2, an ART lottery is conducted based on the points promoted in the first half (the points at the end of the first half).
[0294] In the second half of CZ1, a battle effect is performed in which the friendly character battles against enemy character A, and in the second half of CZ2, a battle effect is performed in which the friendly character battles against enemy character B. This battle effect is performed over the game for a third predetermined number of games (for example, up to 4 games at most). Also, the victory or defeat of the battle effect is managed (determined) based on the result of the ART lottery. If the ART lottery is won, the friendly character wins in the battle effect, and if not, the enemy character wins in the battle effect.
[0295] Also, in the second half of each of CZ1 and CZ2 (during the battle performance), an ART lottery is conducted based on the internal winning role every game. When winning the ART lottery, the result of the battle performance is rewritten. For example, when a so-called "rare" role is determined as the internal winning role during the battle performance, an ART lottery is conducted, and the result of the battle performance is rewritten based on the result.
[0296] In CZ1 and CZ2, if not winning the ART lottery, one loses in the second half of the battle performance, and basically, the game state then transitions to the normal game state. On the other hand, in CZ1 and CZ2, if winning the ART lottery, one wins in the second half of the battle performance, and then the game state transitions from CZ to the normal ART via the ART preparation state. Note that in this embodiment, in the games in the first half of CZ1 and CZ2, freezes may occur, and in that case, the game state transitions from CZ to CT (the bonus chance zone) via the ART preparation state instead of the normal ART.
[0297] FIG. 39C is a diagram showing the flow of the game when the game state transitions from the general game state CZ3 to the ART game state. CZ3 conducts continuous games during a fourth predetermined number of games (for example, up to 17 games). And in CZ3, an ART lottery is conducted based on the internal winning role every game.
[0298] CZ3 ends when winning the ART lottery, and from the next game onwards, the game state transitions from CZ3 to CT (the bonus chance zone) via the ART preparation state. Also, in CZ3, freezes may occur, and in that case too, from the next game onwards, the game state transitions from CZ3 to CT (the bonus chance zone) via the ART preparation state. On the other hand, in CZ3, when the game period (the fourth predetermined number of games) of CZ3 elapses without winning the ART lottery, the game state transitions from CZ3 to the normal ART via the ART preparation state. That is, in this embodiment, CZ3 is a chance zone where the transition to the ART game state is determined.
[0299] <Various data tables used during the general gaming state> Next, with reference to FIGS. 40 to 45, various data tables used in the lottery process related to the game performance during the general gaming state will be described. Note that the various data tables described below are stored in the main ROM 102.
[0300] Also, in the various data tables shown below, the information of the lottery values is conceptually shown. "0" in the data table means that a lottery value corresponding to a winning probability of "0%" is defined, "extremely low" means that a lottery value corresponding to a winning probability of "0% to less than 1%" is defined, and "very low" means that a lottery value corresponding to a winning probability of "1% to less than 10%" is defined. Also, "low" in the data table means that a lottery value corresponding to a winning probability of "10% to less than 30%" is defined, "medium" means that a lottery value corresponding to a winning probability of "30% to less than 60%" is defined, and "high" means that a lottery value corresponding to a winning probability of "60% to less than 80%" is defined. Furthermore, "extremely high" in the data table means that a lottery value corresponding to a winning probability of "80% to less than 99%" is defined, "extremely extremely high" means that a lottery value corresponding to a winning probability of "99% to less than 100%" is defined, and "certain" means that a lottery value corresponding to a winning probability of "100%" is defined.
[0301] And in the various data tables shown below, by sequentially subtracting the lottery values from the lottery random number value extracted from a predetermined numerical range (0 to 65535) by the random number register 1 of the random number circuit 110, and determining whether the result of the subtraction becomes negative (whether so-called "carry" occurs), an internal lottery is performed. Note that in this embodiment, an example of determining a win / loss by subtracting the lottery value from the lottery random number value in the lottery process related to the game performance during the general gaming state has been described, but the present invention is not limited to this, and the lottery value may be added to the extracted lottery random number value, and whether the addition result exceeds 65536 (whether so-called "overflow" occurs) may be determined to determine a win / loss.
[0302] [Normal Medium-High Probability Lottery Table] First, with reference to FIGS. 40A and 40B, the normal medium-high probability lottery table used in the transition lottery for the lottery status (low probability and high probability) of CZ will be described. In the pachislot machine 1 of this embodiment, not only is the transition lottery for the lottery status of CZ performed based on the internal lottery winning combination every game, but also the transition lottery for the lottery status of CZ is performed, for example, at the end of the bonus or at the end of CZ and ART. FIG. 40A is a configuration diagram of the normal medium-high probability lottery table referred to every game during the normal gaming state, and FIG. 40B is a configuration diagram of the normal medium-high probability lottery table referred to, for example, at the time of setting change, at the end of the bonus, or at the end of CZ and ART. Note that the names of the internal lottery winning combinations shown in FIG. 40A correspond to the names of the above-described sub-flags.
[0303] The normal medium-high probability lottery table shown in FIG. 40A defines the correspondence relationship between each combination of the current lottery status of CZ and the internal lottery winning combination, the lottery result (low probability / high probability) of the lottery status of CZ after the transition, and the information of the lottery value associated with each lottery result.
[0304] As is clear from the normal medium-high probability lottery table shown in FIG. 40A, when the current lottery status of CZ is low probability, the lottery status of CZ is likely to shift to high probability when the internal lottery winning combination is a combination corresponding to the sub-flag "weak cherry". On the other hand, when the current lottery status of CZ is high probability, the lottery status of CZ is maintained at high probability when the internal lottery winning combination is a combination corresponding to any of the sub-flags "common bell", "cactus", "weak cherry", and "strong cherry".
[0305] The normal medium-high probability lottery table shown in FIG. 40B defines the correspondence relationship between each situation when referring to this table, the lottery result (low probability / high probability) of the lottery status of CZ after the transition, and the information of the lottery value associated with each lottery result. As is clear from the normal medium-high probability lottery table shown in FIG. 40B, the lottery status of CZ always shifts to high probability at the end of the bonus.
[0306] [CZ Lottery Table] Next, with reference to FIGS. 41A and 41B, the CZ lottery table used in the CZ lottery will be described. FIG. 41A is a configuration diagram of the CZ lottery table used when performing a CZ lottery based on an internal winning lottery during a normal game state, and FIG. 41B is a configuration diagram of the CZ lottery table used when performing a CZ lottery to determine whether to pull back CZ, for example, when CZ fails or when ART ends. Note that the names of the internal winning lotteries shown in FIG. 41A correspond to the names of the above-described sub-flags.
[0307] The CZ lottery table shown in FIG. 41A defines the correspondence between each combination of the current CZ lottery state and the internal winning lottery, the winning / non-winning (lottery result) of CZ1, CZ2, and CZ3, and the information of the lottery values associated with each lottery result. As is clear from the CZ lottery table shown in FIG. 41A, when the current CZ lottery state is in the high-probability state, the probability of winning the CZ lottery is higher than when the current CZ lottery state is in the low-probability state.
[0308] The CZ lottery table shown in FIG. 41B defines the correspondence between the winning / non-winning (lottery result) of CZ1, CZ2, and CZ3 and the information of the lottery values associated with each lottery result at the time of CZ failure or at the end of ART. When CZ fails (when not winning in the ART lottery in CZ1 or CZ2) or at the end of the ART game state, a CZ pull-back lottery is performed using this CZ lottery table.
[0309] [CZ1 Middle Mode-Up Lottery Table] Next, with reference to FIG. 42, the CZ1 middle mode-up lottery table used in the CZ1 middle mode-up lottery performed in the first half of CZ1 will be described. FIG. 42 is a configuration diagram of the CZ1 middle mode-up lottery table. Note that the names of the internal winning lotteries shown in FIG. 42 correspond to the names of the above-described sub-flags.
[0310] The CZ1 medium mode-up lottery table defines the correspondence between each combination of the current mode and the internal lottery winning factor, the result of the mode-up lottery (winning / non-winning), and the information of the lottery value associated with each lottery result. As shown in FIG. 44A described later, in CZ1, the higher the mode (the higher the value of the mode), the higher the probability of winning the ART lottery. When the mode rises to mode 6, the ART lottery is sure to win.
[0311] Note that the lottery result "Mode 1UP" in FIG. 42 means that the mode of CZ1 rises by one step, and the lottery result "Mode 2UP" means that the mode of CZ1 rises by two steps. Therefore, for example, in the situation where the current mode is mode 2, if the lottery result "Mode 2UP" wins, the mode of CZ1 rises from mode 2 to mode 4. Also, for example, if the lottery result "Mode 6UP_Freeze Occurrence" wins, a freeze occurs, and the winning of the ART lottery and the granting of CT are determined.
[0312] [CZ2 Medium Point Lottery Table] Next, with reference to FIG. 43, the CZ2 medium point lottery table used in the CZ2 point-up lottery performed in the first half of CZ2 will be described. FIG. 43 is a configuration diagram of the CZ2 medium point lottery table. Note that the names of the internal lottery winning factors shown in FIG. 43 correspond to the names of the above-described sub-flags.
[0313] The CZ2 medium point lottery table defines the correspondence relationship between each combination of the current points and the internal lottery winning roles, the result of the point increase lottery (winning / non-winning), and the information of the lottery values associated with each lottery result. As shown in FIG. 44B described later, in CZ2, the higher the points, the higher the probability of winning the ART lottery. When the points reach "Point 10", the ART lottery will definitely win. Note that the lottery result "Point 2UP" in FIG. 43 means that "2" is added to the current points of CZ2. For example, when the current points are "2" and winning the lottery result "Point 2UP", the points of CZ2 will increase from "2" to "4". Also, for example, when winning the lottery result of "Point 10UP_Freeze Occurrence", a freeze occurs, and the winning of the ART lottery and the granting of CT are determined.
[0314] [ART lottery table in CZ] Next, with reference to FIGS. 44A to 44C and FIG. 45, the ART lottery table in CZ used in the ART lottery executed in CZ will be described. Note that FIG. 44A is a configuration diagram of the ART lottery table in CZ (for CZ1) used in the first game of the second half of CZ1, FIG. 44B is a configuration diagram of the ART lottery table in CZ (for CZ2) used in the first game of the second half of CZ2, and FIG. 44C is a configuration diagram of the ART lottery table in CZ (common to CZ1 and CZ2, used during the second half battle) used in the second half of CZ1 and CZ2. Also, FIG. 45 is a configuration diagram of the ART lottery table in CZ (for CZ3) used in the ART lottery executed in CZ3. Note that the names of the internal lottery winning roles shown in FIGS. 44C and 45 correspond to the names of the above-mentioned sub-flags.
[0315] The ART lottery table in CZ (for CZ1) shown in FIG. 44A defines the correspondence relationship between the current mode, the result of the ART lottery (presence or absence of winning), and the information of the lottery values associated with each lottery result. Also, the ART lottery table in CZ (for CZ2) shown in FIG. 44B defines the correspondence relationship between the current points, the result of the ART lottery (presence or absence of winning), and the information of the lottery values associated with each lottery result.
[0316] As is clear from the CZ medium ART lottery table (for CZ1) and the CZ medium ART lottery table (for CZ2), in CZ1 and CZ2, the higher the rank (mode or points) in the first half, the easier it is to win the ART lottery.
[0317] The CZ medium ART lottery table (common to CZ1 and CZ2, for use during the second half battle) shown in FIG. 44C defines the correspondence relationship between the internal winning role, the result of the ART lottery (presence or absence of winning), and the information on the lottery value associated with each lottery result. As is clear from the CZ medium ART lottery table (common to CZ1 and CZ2, for use during the second half battle), in the second half of CZ1 and CZ2, when a rare role (a role corresponding to the sub-flag "weak cherry", "cactus", or "strong cherry") is determined as the internal winning role, the ART lottery is won with a predetermined probability.
[0318] The CZ medium ART lottery table (for CZ3) shown in FIG. 45 defines the correspondence relationship between each combination of the number of cleared games in CZ3 and the internal winning role, the result of the ART lottery (presence or absence of winning), and the information on the lottery value associated with each lottery result. As is clear from the CZ medium ART lottery table (for CZ3), in this embodiment, if a player wins the ART lottery in CZ3, they will definitely also win the CT lottery.
[0319] <Gameplay during normal ART> Next, with reference to FIGS. 46A and 46B, the flow of the game during the game ART will be described. In the pachislot machine 1 of this embodiment, as described above, as the ART game state, normal ART and CT are provided (see FIGS. 14A and 14B), and the CT period is set as the bonus chance zone. Therefore, in this embodiment, the player will play the game aiming to transition to the CT during the game in normal ART.
[0320] [Mode of transition from normal ART to CT] FIG. 46A is a diagram showing a transition mode of a game state from normal ART to CT. In the pachislot machine 1 of the present embodiment, as shown in FIG. 46A, when winning the CT lottery conducted during normal ART, the game state shifts from normal ART to CT. Note that, as shown in FIG. 46A, the pachislot machine 1 of the present embodiment is provided with an ART level and a CT lottery state as parameters that affect various lotteries conducted during normal ART.
[0321] As the ART level, four levels from level 1 to level 4 are provided, and this ART level is mainly controlled (determined) based on the number of continuous (played) games during normal ART. Then, the ART level affects the determination of the CT lottery state and the flag conversion lottery during normal ART described later.
[0322] As the CT lottery state, four states of low probability, normal, high probability, and extremely high probability are provided, and the CT lottery state is mainly controlled (determined) based on the ART level, internal winning combination during normal ART, and the like. Then, the CT lottery state affects the CT lottery conducted during normal ART and the flag conversion lottery during normal ART described later.
[0323] [Flag Conversion during Normal ART] As described above, in the pachislot machine 1 of the present embodiment, during the RT4 state, that is, during the ART game state, when any one of the internal winning combinations "F_ sure chili replay", "F_ 1 sure chili replay", and "F_ reach eye replay A" to "F_ reach eye replay D" is determined as an internal winning combination alone, a flag conversion lottery is conducted, and special privileges (for example, adding extra ART game numbers or CT winning) are given according to the lottery result. FIG. 46B is a diagram showing an outline of the method of the flag conversion lottery conducted during normal ART.
[0324] In this embodiment, as shown in FIG. 46B, during normal ART, a flag conversion lottery is performed with reference to the ART level and the CT lottery status. As a result, if the player wins the flag conversion lottery, special benefits are provided, and a navigation (e.g., notification of information instructing the player to aim for a predetermined symbol by pressing in sequence) for causing a symbol combination related to the abbreviation "3 consecutive chiriripu" or a symbol combination related to the abbreviation "reach target ripu" to stop and be displayed on the active line is performed. On the other hand, if the player loses the flag conversion lottery, a navigation (e.g., notification of a pressing order other than pressing in sequence) for causing a symbol combination related to the abbreviation "replay" to stop and be displayed on the active line is performed.
[0325] When the player performs a stop operation in accordance with this notification (navigation), a symbol combination corresponding to the notification content stops and is displayed on the active line. Specifically, if the player wins the flag conversion lottery, a symbol combination related to the abbreviation "3 consecutive chiriripu" or a symbol combination related to the abbreviation "reach target ripu" stops and is displayed on the active line, and if the player loses the flag conversion lottery, a symbol combination related to the abbreviation "replay" stops and is displayed on the active line.
[0326] [Various data tables used during normal ART] Next, with reference to FIGS. 47 to 51, various data tables used in the lottery process during normal ART will be described. Note that the various data tables described below are stored in the main ROM 102.
[0327] [Flag conversion lottery table during ART] FIGS. 47A and 47B are configuration diagrams of the flag conversion lottery table during ART used in the flag conversion lottery performed during normal ART.
[0328] In the pachislot 1 according to this embodiment, the flag conversion lottery during the normal ART is conducted in two stages. Specifically, if the internal winning combination "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is won, the first stage of flag conversion lottery is conducted first. If the first stage of flag conversion lottery is won, the second stage of flag conversion lottery is conducted. If the second stage of flag conversion lottery is won, the internal winning combination "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is converted to the subflag EX "3 consecutive Chili Lip". On the other hand, if the first stage of flag conversion lottery or the second stage of flag conversion lottery is not won, the internal winning combination "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is converted to the subflag EX "replay" (treated as a normal replay combination). In addition, if any of the internal winning roles "F_Reach Eye Lip A" to "F_Reach Eye Lip D" is won, only the second stage flag conversion lottery will be held.
[0329] Figure 47A is a diagram of the configuration of the flag conversion lottery table during ART used in the first stage of flag conversion lottery, and Figure 47B is a diagram of the configuration of the flag conversion lottery table during ART used in the second stage of flag conversion lottery.
[0330] The flag conversion lottery table during ART shown in Figure 47A specifies the correspondence between the internal winning role ("F_sure Chililip" or "F_1 sure Chililip"), the lottery result of the first stage flag conversion lottery (no conversion / conversion (tentative)), and the lottery value information associated with each lottery result.
[0331] The ART flag conversion lottery table shown in Figure 47B defines the correspondence between each combination of internal winning combination, ART level, and CT lottery state, the lottery result of the second stage flag conversion lottery (no conversion / conversion), and the lottery value information associated with each lottery result. In addition, in the normal ART, in the game until the CT is won once, the table in the "First time (until the CT is won once)" column of the item "ART level" in Figure 47B is referenced.
[0332] In this embodiment, as shown in FIGS. 47A and 47B, in the first and second stage flag conversion lotteries using the respective ART in flag conversion lottery tables, a lottery is performed using a random number value (0 to 255) whose probability denominator is "256". Therefore, in this embodiment, the above-described two-stage flag conversion lottery can be regarded as substantially the same lottery as performing a single lottery using a random number value whose probability denominator is "65536".
[0333] In recent pachislot machines, conventionally, lotteries related to the appearance of winning balls (such as ART lotteries) that were performed on the sub-control board 72 side (hereinafter referred to as the "sub side") are required to be performed on the main control board 71 side (hereinafter referred to as the "main side"). However, since the capacity of the storage means (main ROM 102) on the main side is limited to a small capacity, a mechanism is required that enables a lottery that suppresses an increase in processing capacity and does not impair the game properties.
[0334] Regarding this point, in the pachislot machine 1 of this embodiment, by performing a lottery with a probability denominator of "256" in two stages, a lottery with a probability denominator of "65536" can be performed, so an increase in the capacity on the main side related to the lottery process can be suppressed. Also, in the second stage lottery, since the ART level, CT lottery status, etc. are referred to, not only internal winning lotteries but also flag conversion lotteries according to the current state can be performed, and as a result, flag conversion lotteries with various game properties can be performed.
[0335] [ART Level Determination Table] FIGS. 48A and 48B are configuration diagrams of the ART level determination table used when determining the ART level. Note that the ART level determination process is performed at the time of ART winning lottery when the transition to the ART game state is determined and during normal ART. FIG. 48A is a configuration diagram of the ART level determination table used at the time of ART winning lottery, and FIG. 48B is a configuration diagram of the ART level determination table used during normal ART.
[0336] The ART level determination table shown in Fig. 48A defines the correspondence between ART levels 1 to 4 (lottery results) and the information on lottery values associated with each ART level. In this embodiment, when a freeze occurs during ART lottery, ART level 2 is determined as the ART level.
[0337] The ART level determination table shown in Fig. 48B defines the correspondence between each combination of the current ART level and the number of games played (completed) in the normal ART, the various ART levels of the destination, and the information on lottery values associated with each ART level of the destination. Also, the ART level determination table shown in Fig. 48B defines the correspondence between each combination of the current ART level and the number of games played in the normal ART at the time of entering CT, the various ART levels of the destination, and the information on lottery values associated with each ART level of the destination. That is, during the normal ART, not only can the ART level be transferred when the number of games played (completed) in the normal ART reaches a predetermined number of games, but the ART level can also be transferred at the timing of entering CT during the normal ART.
[0338] [High-probability lottery table during normal ART] Fig. 49 is a configuration diagram of the high-probability lottery table during normal ART used when determining the CT lottery state during normal ART.
[0339] The high-probability lottery table during normal ART defines the correspondence between each combination of the current CT lottery state and the internal lottery role, the various CT lottery states of the destination, and the information on lottery values associated with each CT lottery state. The names of the internal lottery roles shown in Fig. 49 correspond to the names of the above-described sub-flags.
[0340] As is clear from the high-probability lottery table in normal ART, when an internal winning lottery role corresponding to a sub-flag "Triple Chiri Rep (Triple Chiri Rep A and Triple Chiri Rep B)" or a sub-flag "Reach Eye Rep (Reach Eye Rep 1 to 4)" wins the lottery, the CT lottery state is likely to shift (drop) to "low probability". However, as shown in FIG. 50 described later, when an internal winning lottery role corresponding to the sub-flag "Triple Chiri Rep" or "Reach Eye Rep" wins the lottery, even if the CT lottery state drops, it is configured to always win the CT lottery.
[0341] [CT lottery table during ART] FIG. 50 is a configuration diagram of the CT lottery table during ART used in the CT lottery performed during normal ART.
[0342] The CT lottery table during ART defines the correspondence relationship between each combination of the current CT lottery state and the internal winning lottery role, various lottery results (non-winning / normal CT / high-probability CT) of the CT lottery, and information on lottery values associated with each lottery result. Note that the names of the internal winning lottery roles shown in FIG. 50 correspond to the names of the above-described sub-flags.
[0343] In the present embodiment, when a role corresponding to a sub-flag "Cactus", "Weak Cherry", "Strong Cherry", "Triple Chiri Rep (Triple Chiri Rep A and Triple Chiri Rep B)", "Reach Eye Rep (Reach Eye Rep 1 to 4)", or "BB" is determined as the internal winning lottery role, in the CT lottery process using the CT lottery table during ART, a CT lottery using a random number value in the range where the probability denominator is "256" is performed. Also, when an internal winning lottery role other than these roles (for example, a role corresponding to a sub-flag "Replay", "Common Bell", "Push Order Bell", etc.) is determined as the internal winning lottery role, in the CT lottery process using the CT lottery table during ART, a CT lottery using a random number value in the range where the probability denominator is "65536" is performed.
[0344] In the pachislot machine 1 of the present embodiment, two types of CTs, namely, "normal CT" and "high-probability CT", are provided as CTs. In the normal CT and the high-probability CT, the expected number of ART games added during CT (the additional chance zone) is different from each other, and the high-probability CT is a CT in which a larger number of ART games are more likely to be added compared to the normal CT (see FIG. 55 described later).
[0345] [Additional draw table during normal ART] FIG. 51 is a configuration diagram of an additional draw table during normal ART used for the additional draw of the number of ART games performed during normal ART. Note that the names of the internal winning roles shown in FIG. 51 correspond to the names of the above-described sub-flags.
[0346] The additional draw table during normal ART defines the correspondence relationship between the internal winning roles, various draw results of the additional draw (non-winning / additional 10G to 300G), and the information on the draw values associated with each draw result.
[0347] [Gameplay during CT] Next, with reference to FIGS. 52A to 52C, the flow of the game during CT will be described. Note that FIGS. 52A and 52B are mainly diagrams showing an overview of the game flow during CT when the sub-flag EX "3 consecutive chiri rips" wins, and FIG. 52C is a diagram showing an overview of the flag conversion process performed during CT.
[0348] [Game content during CT] In the pachislot machine 1 of the present embodiment, during CT, a game of 8 times (8 games) in one set is performed. During the CT period, for each game, an additional draw of the number of ART games is performed based on the internal winning role. When winning the additional draw, the subtraction of the unit number of games (number of games) of the CT game is not performed. On the other hand, when the additional draw is a non-win, the subtraction of the unit number of games (number of games) of the CT game is performed. Therefore, during the CT period, in the game where the number of ART games is added, CT does not end, and when 8 games in which the number of ART games is not added are performed within the same set, CT ends.
[0349] In addition, in the present embodiment, as shown in FIGS. 52A and 52B, when the sub-flag EX "3-consecutive chiriripu" wins during the CT period, that is, when the internal winning combination "F_confirm chiriripu" or "F_1 confirm chiriripu" wins and the flag conversion lottery wins, a set of 8 CT games is reset (stocked). And the set of CT games reset (stocked) in this way starts after the set of the CT games ends.
[0350] For example, after 7 unit games that lose the additional draw of the number of ART games within the same set are played, when 1 CT game in which the number of ART games is not increased is played and then the CT ends, if the sub-flag EX "3-consecutive chiriripu" wins in this game, the CT game is reset. As a result, after the CT game is reset, the CT does not end until 8 unit games that lose the additional draw of the number of ART games are played. Therefore, the game period of the CT becomes longer as the sub-flag EX "3-consecutive chiriripu" wins.
[0351] [Flag Conversion during CT] Next, with reference to FIG. 52C, the method of the flag conversion lottery performed during the CT will be described. As described above, in the present embodiment, when the sub-flag EX "3-consecutive chiriripu" wins during the CT period (when the internal winning combination "F_confirm chiriripu" or "F_1 confirm chiriripu" wins and the flag conversion lottery wins), the CT is reset (stocked). Also, as shown in the CT in-game flag conversion lottery table of FIG. 54 described later, when the internal winning combination "F_confirm chiriripu" or "F_1 confirm chiriripu" wins during the CT, the flag conversion lottery always wins (it is always converted to the sub-flag EX "3-consecutive chiriripu"). That is, in the present embodiment, during the CT, when the internal winning combination "F_confirm chiriripu" or "F_1 confirm chiriripu" wins, the CT is always reset.
[0352] Also, in the flag conversion lottery when any one of the internal lottery winners "F_Reach Target Reel A" to "F_Reach Target Reel D" wins the lottery, the winning probability of the flag conversion lottery is controlled based on three types of flag conversion tables (Tables 0 to 2). Specifically, as shown in FIG. 52C, Table 0 is the flag conversion table with the lowest probability of being converted to the sub-flag EX "Reach Target Reel", Table 1 is the flag conversion table with the second lowest probability of being converted to the sub-flag EX "Reach Target Reel", and Table 2 is the flag conversion table with the highest probability of being converted to the sub-flag EX "Reach Target Reel". When winning the lottery for the sub-flag EX "Reach Target Reel" during CT, as shown in the CT in-set number addition lottery table of FIG. 56 described later, a new CT is assigned.
[0353] Also, in the present embodiment, in the normal CT, as shown in FIG. 52C, the flag conversion table is determined based on the ART level. On the other hand, in the high-probability CT, Table 0 is always determined as the flag conversion table regardless of the ART level.
[0354] <Various data tables used during CT> Next, with reference to FIGS. 53 to 56, various data tables used in the lottery process during CT will be described. Note that the various data tables described below are stored in the main ROM 102.
[0355] [CT in-table lottery table] FIG. 53 is a configuration diagram of the CT in-table lottery table used when determining the table to be used for the flag conversion lottery from among the three-level flag conversion tables (Tables 0 to 2).
[0356] The CT in-table lottery table defines the correspondence relationship between each state such as the ART level and the type of CT to be executed next, the type of the flag conversion table (Tables 0 to 2), and the lottery value information associated with each type. Note that the CT in-table lottery table is referred to when it is determined to win the CT lottery and shift to CT, or at the start of CT.
[0357] [CT Flag Conversion Lottery Table] FIG. 54 is a diagram showing the configuration of a flag conversion lottery table during a CT used in a flag conversion lottery performed during a CT.
[0358] The flag conversion lottery table during CT specifies the correspondence between the internal winning role (any of "F_Sure Chili Lip", "F_1 Sure Chili Lip" and "F_Reach Eye Lip A" to "F_Reach Eye Lip D"), the lottery result of the flag conversion lottery in each flag conversion table (tables 0 to 2) (no conversion / conversion), and the lottery value information associated with each lottery result. As is clear from the flag conversion lottery table during CT, if the internal winning role "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is won during CT, the flag conversion lottery will always be won (it will always be converted to sub-flag EX "3 consecutive Chili Lip").
[0359] [CT Extra Lottery Table] Figure 55 is a diagram of the CT additional lottery table used in the ART game number additional lottery held during the CT.
[0360] The CT additional lottery table specifies the correspondence between each combination of the current CT state and the internal winning combination, various lottery results of the additional lottery (non-winning / additional 10 games / ... / additional 300 games), and information on the lottery value associated with each lottery result. Note that the names of the internal winning combinations shown in Figure 55 correspond to the names of the above-mentioned sub-flags, and if a combination other than the internal winning combination (sub-flag) shown in Figure 55 is internally won, the additional lottery during CT will not be won.
[0361] In addition, in the additional lottery during the normal CT of this embodiment, the form in which the number of additional games is awarded changes depending on the number of times the sub-flag ``3 consecutive Chililip'' (internal winning role ``F_sure Chililip'' or ``F_1 sure Chililip'') is won.
[0362] Specifically, when the number of times the sub-flag "3-consecutive Chiri Rep" is drawn in the same CT set is between 1 and 8 times, the number of bonus games awarded by the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 is 10 games and 20 games respectively. Therefore, in this case, it is easier for 10 games to be determined as the number of bonus games for ART. Also, when the number of times the sub-flag "3-consecutive Chiri Rep" is drawn in the same CT set is between 9 and 16 times, the number of bonus games awarded by the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 is 20 games for both. That is, the number of bonus games (lottery result) corresponding to the lottery value "extremely high" of the sub-flag "3-consecutive Chiri Rep" in Figure 55 is upgraded to 20 games. Therefore, in this case, it is easier for 20 games to be determined as the number of bonus games for ART.
[0363] Moreover, when the number of times the sub-flag "3-consecutive Chiri Rep" is drawn in the same CT set is between 17 and 24 times, the number of bonus games awarded by the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 is 30 games for both. That is, the number of bonus games (lottery result) corresponding to the lottery values "extremely high" and "extremely low" of the sub-flag "3-consecutive Chiri Rep" in Figure 55 is upgraded to 30 games. Therefore, in this case, it is easier for "30 games" to be determined as the number of bonus games for ART. Furthermore, when the number of times the sub-flag "3-consecutive Chiri Rep" is drawn in the same CT set is 25 times or more, the number of bonus games awarded by the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 is 50 games for both. That is, the number of bonus games (lottery result) corresponding to the lottery values "extremely high" and "extremely low" of the sub-flag "3-consecutive Chiri Rep" in Figure 55 is upgraded to 50 games. Therefore, in this case, it is easier for "50 games" to be determined as the number of bonus games for ART.
[0364] As described above, in the pachislot machine 1 of the present embodiment, it is possible to increase the number of ART games that can be added by one additional draw according to the number of times the sub-flag "3-consecutive chiri-ri replays" is drawn during CT. Also, as described above, in the present embodiment, as long as the number of ART games is increased, CT does not end, and further, when the sub-flag EX "3-consecutive chiri-ri replays" is drawn, CT is reset (stocked). Therefore, in the present embodiment, it is possible to make the player expect an increase in the additional amount per game as CT continues, and it is possible to improve the interest during CT. Also, since the number of times the sub-flag "3-consecutive chiri-ri replays" that triggers an increase in the additional amount per game is more than the basic number of game times (8 times) for one set of CT (9 times or more), it is possible to prevent giving excessive benefits to the player, and a balance of benefits can be achieved between the player and the game parlor.
[0365] Note that in the present embodiment, the number of times the above-described sub-flag "3-consecutive chiri-ri replays" (internal lottery winning combination "F_ certain chiri-ri replays" or "F_1 certain chiri-ri replays") is drawn is the number counted during the same CT set, but the present invention is not limited to this. For example, a new CT given when winning the set number increase lottery conducted during CT may also be included in "during the same CT set".
[0366] [CT set number increase lottery table during CT] FIG. 56 is a configuration diagram of a CT set number increase lottery table used in the CT set increase lottery conducted during CT.
[0367] The CT set number increase lottery table defines the correspondence relationship between each combination of the current CT state and the internal lottery winning combination (sub-flag "reach target replays (reach target replays 1 to 4)"), various lottery results of the increase lottery (non-winning / normal CT winning / high probability CT winning), and the information of the lottery values associated with each lottery result.
[0368] As is clear from the CT additional lottery table, when winning the lottery for any of the internal lottery roles "F_Reach First Reel A" to "F_Reach First Reel D" during CT, one will surely win the additional lottery for the CT set (the CT set will surely be stocked). Note that the stocked CT set will start after the set of the currently operating CT ends.
[0369] <Gameplay during bonus state> Next, with reference to FIGS. 57A to 57C, the flow of the game during the bonus state will be described. FIG. 57A is a diagram showing the flow of the game when the game state shifts to the bonus state during the general game state (ART non-winning lottery), FIG. 57B is a diagram showing the flow of the game when the game state shifts to the bonus state during normal ART, and FIG. 57C is a diagram showing the flow of the game when the game state shifts to the bonus state during CT.
[0370] Note that in the pachislot machine 1 of the present embodiment, as shown in FIGS. 57A to 57C, in terms of gameplay, normal BB and special BB are provided as types of bonuses, and the type of this bonus is determined when shifting to the bonus state. At this time, when the special BB is determined, after the end of the bonus state, the game state shifts to CT via the ART preparation state. On the other hand, when the normal BB is determined, the destination game state differs depending on the state before shifting to the bonus state.
[0371]
[0372] When the game state shifts from the general game state to the normal BB, as shown in FIG. 57A, in the game during the normal BB, the ART lottery is conducted based on the internal lottery role. And when winning the lottery for this ART lottery, after the end of the bonus state, the game state shifts to the normal ART via the ART preparation state. Note that in this case, in the game during the bonus state after winning the lottery for the ART lottery, the additional lottery for the number of ART games is conducted.When the game state transitions from the normal ART to the normal BB, as shown in FIG. 57B, a CT lottery is conducted at the end of the normal BB. The winning probability of this CT lottery is 50%. If a win occurs, after the end of the bonus state, the game state transitions to the CT via the ART preparation state. On the other hand, if the CT lottery is a non-win, after the end of the bonus state, the game state transitions to the normal ART via the ART preparation state. In addition, during the game in the bonus state transitioned from the normal ART, a lottery for adding extra ART game counts is also conducted.
[0373] When the game state transitions from the CT to the normal BB or the special BB, as shown in FIG. 57C, after the end of the bonus state, the game state transitions to the CT via the ART preparation state. In addition, during the game in the bonus state transitioned from the CT, a lottery for adding extra ART game counts is also conducted.
[0374] <Various data tables used in the game during the bonus state> Subsequently, with reference to FIGS. 58 to 60, various data tables used in the lottery process conducted during the game in the bonus state will be described. Note that the various data tables described below are stored in the main ROM 102.
[0375] [Bonus type lottery table] FIG. 58 is a configuration diagram of a bonus type lottery table used when determining the bonus type (normal BB, special BB).
[0376] The bonus type lottery table defines the correspondence relationship between each game state (CT and others) before transitioning to the bonus state, various lottery results (bonus type: normal BB / special BB), and the information of lottery values associated with each lottery result. Note that the determination process of the bonus type by referring to the bonus type lottery table is performed at the start of the bonus state.
[0377] [Lottery table for adding extra ART game counts during the bonus state] FIG. 59 is a configuration diagram of a bonus-time ART game number addition lottery table used in the ART lottery and the addition lottery of the number of ART games performed during a game in the bonus state.
[0378] The bonus-time ART game number addition lottery table defines the correspondence relationship between each combination of the current bonus type and the internal lottery winning combination, various lottery results of the addition lottery (non-winning / 5 games / ... / 300 games), and the information of the lottery values associated with each lottery result.
[0379] In the present embodiment, in the state of non-winning in the ART lottery (the state until winning the ART lottery in a normal BB transferred from the general game state), the bonus-time ART game number addition lottery table is used for the ART lottery. Specifically, in the state of non-winning in the ART lottery, when the number of additional games of 1 game or more (50 games or more in the example shown in FIG. 59) is determined by the lottery using the bonus-time ART game number addition lottery table, it wins the ART lottery, and the corresponding number of games is given as the number of ART games. On the other hand, in the state after winning the ART lottery, the bonus-time ART game number addition lottery table is used only for the addition lottery of the number of ART games.
[0380] [CT lottery table at the end of bonus] FIG. 60 is a configuration diagram of a CT lottery table at the end of the bonus used in the CT lottery performed at the end of the bonus state.
[0381] The CT lottery table at the end of the bonus defines the correspondence relationship between each combination of the bonus type (normal BB, special BB) and the game state before transitioning to the bonus state (during normal CT, during high-probability CT), various lottery results of the CT lottery (non-winning / winning in normal CT / winning in high-probability CT), and the information of the lottery values associated with each lottery result. As is clear from the CT lottery table at the end of the bonus, for example, when a normal BB is performed during normal ART, there is a 50% probability of winning the CT lottery at the end of the bonus state.
[0382] <Exceptional game characteristics during general game state> Next, referring to FIG. 61, an exceptional game flow during the general game state will be described.
[0383] In the basic game state flow of the pachislot 1 of the present embodiment, during the general game state, the game state shifts from the normal game state to CZ, and by winning the ART lottery in CZ, the game state shifts to the ART game state. And in the present embodiment, the ART game state is realized by performing notification in the RT4 state. Further, in the present embodiment, as shown in FIG. 61, transition control of the RT state is performed according to the symbol combination to be stopped and displayed.
[0384] Note that the symbol combination for shifting the RT state is stopped and displayed according to the order (pressing order) of the player's stop operation (see FIG. 24). Therefore, even when no notification is performed, the RT state may accidentally shift to the RT4 state. Also, in the RT4 state, any one of the internal winning roles "F_Reach Eye Rep A" to "F_Reach Eye Rep D" may be determined. Therefore, even during the general game state (non-ART), a reach eye (symbol combination related to the abbreviation "Reach Eye Rep") to which a special privilege is given can be displayed.
[0385] Therefore, in the pachislot 1 of the present embodiment, as shown in FIG. 61, when the RT state accidentally shifts to the RT4 state during the general game state (non-ART) and the symbol combination related to the abbreviation "Reach Eye Rep" can be displayed, the game state can be shifted to the ART game state (normal ART) without going through CZ.
[0386] More specifically, in the general gaming state and during the RT4 state, when any one of the internal winning tags "F_Reach Target Replay A" to "F_Reach Target Replay D" is determined, a flag conversion lottery is conducted. If one wins the flag conversion lottery, a notification (navigation) for displaying the symbol combination related to the abbreviation "Reach Target Replay" is carried out, and the right of ART is granted. On the other hand, in the general gaming state and during the RT4 state, when any one of the internal winning tags "F_Reach Target Replay A" to "F_Reach Target Replay D" is determined, if one loses the flag conversion lottery, a notification for displaying the symbol combination related to the abbreviation "Replay" is carried out, and control is performed so that the symbol combination related to the abbreviation "Reach Target Replay" is not displayed.
[0387] <Various data tables used in exceptional game control during the general gaming state> Next, with reference to FIG. 62, the data table used in the lottery process performed in the exceptional game control during the above-described general gaming state will be described. The data table described below is stored in the main ROM 102.
[0388] [Flag conversion lottery table during non-ART] FIG. 62 is a configuration diagram of the flag conversion lottery table during non-ART used in the flag conversion lottery performed in the game during the general gaming state and during the RT4 state.
[0389] The flag conversion lottery table during non-ART defines the correspondence relationship between the internal winning tags ("F_Reach Target Replay A" to "F_Reach Target Replay D"), the lottery result of the flag conversion lottery (no conversion / conversion), and the information of the lottery value associated with each lottery result.
[0390] <Notification function by main side control> In conventional pachislot machines, during ART, information (such as the pressing order) about the reel stop operation was notified (navigated) by the control on the sub (sub-control board 72) side. However, since the presence or absence of this notification affects the player's profit (so-called payout), in recent years, it has been required to perform the notification on the main (main control board 71) side that manages the player's profit. Therefore, in the pachislot machine 1 of this embodiment, as described above, an instruction monitor (not shown) for notifying the information display 6 controlled on the main side of the stop operation information is provided, and a function for notifying the information of the reel stop operation is provided by the control on the main side.
[0391] Here, FIGS. 63A to 63D show the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side in the pachislot machine 1 of this embodiment. Note that FIG. 63A is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side in the ART preparation state, and FIG. 63B is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side during ART (normal ART or CT). Further, FIG. 63C is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side during the RT5 state (between BB1 flags), and FIG. 63D is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side during the RT5 state (between BB2 flags).
[0392] In this embodiment, as shown in FIGS. 63A to 63D, on the main (main control board 71) side, the information of the reel stop operation is notified by displaying numerical values from "1" to "11" on the instruction monitor. Note that the numerical values from "1" to "11" displayed on the instruction monitor each uniquely correspond to the content of the stop operation to be notified.
[0393] Specifically, the numerical values "1" to "3" each indicate the type of reel for which the first stop operation is performed. The numerical value "1" means that the first stop operation is performed on the left reel 3L, the numerical value "2" means that the first stop operation is performed on the middle reel 3C, and the numerical value "3" means that the first stop operation is performed on the right reel 3R.
[0394] Also, the numerical values "4" to "9" respectively indicate the pressing order for notification. The numerical value "4" means that the pressing order is "left, middle, right", the numerical value "5" means that the pressing order is "left, right, middle", the numerical value "6" means that the pressing order is "middle, left, right", the numerical value "7" means that the pressing order is "middle, right, left", the numerical value "8" means that the pressing order is "right, left, middle", and the numerical value "9" means that the pressing order is "right, middle, left".
[0395] Also, the numerical values "10" and "11" respectively notify bonus hands. The numerical value "10" means the symbol combination (symbol "White 7" - symbol "White 7" - symbol "White 7") related to the combination name "C_BB1", and the numerical value "11" means the symbol combination (symbol "Blue 7" - symbol "Blue 7" - symbol "Blue 7") related to the combination name "C_BB2".
[0396] Note that although the numerical values "1" to "11" notified on the main side (the instruction monitor) uniquely correspond to the content of the stop operation to be notified, not all players can clearly understand the notification content based on those numerical values. For example, just displaying the numerical value "6" on the instruction monitor on the main side may not allow some players to understand the notification content.
[0397] Therefore, in the pachislo 1 of this embodiment, in addition to the main side's notification, the sub - side also notifies information related to the stop operation of the stop button. Specifically, the display device 11 (the projector mechanism 211 and the display unit 212) controlled on the sub - side is used to notify information related to the stop operation under the control of the sub - side.
[0398] For example, when notifying the pressing order for performing the first stop operation on the left reel 3L, the main side displays the numerical value "1" on the instruction monitor, and on the sub side, the numerical value "1" is displayed above the left reel 3L within the display screen of the display device 11 to notify that the left reel 3L is the target of the first stop operation. Also, when notifying the pressing order "center, left, right", the main side displays the numerical value "6" on the instruction monitor, and on the sub side, the numerical value "1" is displayed above the center reel 3C within the display screen of the display device 11, the numerical value "2" is displayed above the left reel 3L, and the numerical value "3" is displayed above the right reel 3R. This display notifies that the pressing order is in the order of "center, left, right". Also, when the internal winning combination "F_BB1" is determined, the main side displays the numerical value "10" on the instruction monitor, and on the sub side, information regarding the symbol combination of "white 7" - "white 7" - "white 7" is displayed on the display screen of the display device 11 to notify the player of the symbols to aim for.
[0399] Note that the timing for performing the notification on the main side can be set to any timing as long as it is within the period of at least one game for which the notification is performed. For example, the main side notification may be performed at the timing when the start operation of the player is detected (received), or the main side notification may be performed at the start of the rotation of the reels, or the main side notification may be performed at the timing when any one of the first stop operation to the third stop operation is detected. On the other hand, the timing for performing the notification on the sub side is preferably at least before the first stop operation. Therefore, in the pachislot machine 1 of the present embodiment, notifications (navigation) are performed on both the main side and the sub side at the timing when the start operation is detected or at the start of the rotation of the reels. Thereby, before the player performs the stop operation, information on the stop operation is notified on both the main side instruction monitor and the sub side display device 11.
[0400] In the ART preparation state, as shown in FIG. 63A, under the control of the main side, notifications (navigations) called "Bernavi", "Maintain Replay Navi", "RT3 Transition Replay Navi", and "RT4 Transition Replay Navi" are carried out. In "Bernavi", when the internal winning tags "F_3 Selection Bell_1st" to "F_3 Selection Bell_3rd" are determined, the pressing order for stopping and displaying the symbol combination related to the abbreviation "Bell" (see FIG. 29) on the active line is notified. In "Maintain Replay Navi", when the internal winning tags "F_Maintain Replay_1st" to "F_Maintain Replay_3rd" are determined, the pressing order for stopping and displaying the symbol combination related to the abbreviation "Replay" (see FIG. 28) on the active line is notified. In "RT3 Transition Replay Navi", when the internal winning tags "F_RT3 Transition Replay_1st" to "F_RT3 Transition Replay_3rd" are determined, the pressing order for stopping and displaying the symbol combination related to the abbreviation "RT3 Transition Replay" (see FIG. 28) on the active line is notified. Also, in "RT4 Transition Replay Navi", when the internal winning tags "F_RT4 Transition Replay_123" to "F_RT4 Transition Replay_3rd" are determined, the pressing order for stopping and displaying the symbol combination related to the abbreviation "RT4 Transition Replay" (see FIG. 28) on the active line is notified.
[0401] Also, during the ART game state (normal ART or CT), as shown in FIG. 63B, under the control of the main side, notifications (navigations) called "Bernavi", "Maintain Replay Navi", "RT3 Transition Replay Navi", and "RT4 Transition Replay Navi" are carried out. Note that in the game during the ART game state (RT4 state), a flag conversion lottery is conducted, and based on the lottery result, the pressing order for displaying the symbol combination related to the abbreviations "3 - consecutive Chiri Replay", "Reach Point Replay", or "Replay" is notified. However, this notification is carried out only on the sub - side and not on the main side.
[0402] As described above, since the symbol combinations related to the abbreviations "Triple Chile Reel" or "Reach Target Reel" are related to the awarding of special privileges, the presence or absence of notification seems to affect the player's profit (number of balls), but in fact, in the pachislot machine 1 of this embodiment, the special privilege is awarded based on the lottery result of the flag conversion lottery, so the displayed symbol combination does not affect the privilege to be awarded. Therefore, for example, in a state where the flag conversion lottery is won, even if the symbol combination related to the abbreviation "Replay" stops being displayed, a special privilege is awarded. On the other hand, in a state where the flag conversion lottery is not won, even if the symbol combination related to the abbreviations "Triple Chile Reel" or "Reach Target Reel" can be stopped and displayed, no special privilege is awarded. In the pachislot machine 1 of this embodiment, when the displayed symbol combination does not affect the player's profit (number of balls) in this way, notification is made only on the display device 11 controlled on the sub side without making notification on the main side instruction monitor.
[0403] Also, during the RT5 state (between-flag state), as shown in FIGS. 63C and 63D, information is notified to make the player aim at the symbol combination related to the bonus combination carried over as an internal winning combination. For example, when the internal winning combination "F_BB1" is carried over, as shown in FIG. 63C, a notification (navi) called "White 7 Navi" is made under the control of the main side. When the internal winning combination "F_BB2" is carried over, as shown in FIG. 63D, a notification (navi) called "Blue 7 Navi" is made under the control of the main side.
[0404] In "White 7 Navi", information on the stop operation for stopping and displaying the symbol combination corresponding to the internal winning combination "F_BB1", that is, the symbol combination related to the combination name "C_BB1" ("White 7" - "White 7" - "White 7": see FIG. 28), on the active line is notified. Also, in "Blue 7 Navi", information on the stop operation for stopping and displaying the symbol combination corresponding to the internal winning combination "F_BB2", that is, the symbol combination related to the combination name "C_BB2" ("Blue 7" - "Blue 7" - "Blue 7": see FIG. 28), on the active line is notified.
[0405] In the state between flags, when a bonus combination and any one of the internal lottery combinations "miss", "F_special 1", "F_special 2", and "F_special 3" are determined, as described in FIG. 24, the symbol combination related to the bonus combination (BB combination) can be stopped and displayed on the effective line. However, when an internal lottery combination other than "miss", "F_special 1", "F_special 2", and "F_special 3" and the bonus combination are in the lottery, the symbol combination related to the bonus combination cannot be stopped and displayed on the effective line. Therefore, in this embodiment, as shown in FIGS. 63C and 63D, a notification called "White 7 Navigation" or "Blue 7 Navigation" by the main side control is performed only when the carried-over bonus combination and any one of the internal lottery combinations "miss", "F_special combination 1", "F_special combination 2", and "F_special combination 3" are in the lottery. Therefore, in this embodiment, the notification (navigation) called "White 7 Navigation" or "Blue 7 Navigation" by the main side control can be performed at an appropriate timing when the bonus combination can be won.
[0406] Note that the pachislot machine 1 of this embodiment is also provided with a function for performing bonus notification, for example, by displaying a bonus determination screen or lighting a bonus determination lamp. Therefore, on the main side, the navigation called "White 7 Navigation" or "Blue 7 Navigation" may be performed only after notifying (bonus notification) that the bonus combination has been determined as an internal lottery combination.
[0407] As the bonus notification, for example, an effect (so-called continuous effect) performed over a plurality of game periods is generally performed, and an effect that displays a bonus determination screen according to the result of this continuous effect is generally performed. If "White 7 Navigation" or the like is performed on the main side during such a continuous effect, the result of the continuous effect may be known halfway through, which may reduce the interest. Therefore, in this embodiment, the main control board 71 performs a notification (navigation) called "White 7 Navigation" or "Blue 7 Navigation" by the main side control after the bonus notification is performed.
[0408] Incidentally, the method for enabling the main side to grasp the timing at which the bonus notification is made is arbitrary. As one such method, when the bonus role is determined as the internal lottery role, the main control board 71 determines the number of games required until the bonus notification ends, and after playing through this number of games, a notification (navigation) called "White 7 Navigation" or "Blue 7 Navigation" is considered. More specifically, when the main control board 71 determines the number of games required until the bonus notification ends, it notifies the sub-control board 72 of this number of games. The sub-control board 72 controls the effects according to this number of games and displays the bonus confirmation screen at the timing when the games of this number have been played, so that the main side can grasp the timing at which the bonus notification was made. That is, the main control board 71 counts the number of unit games after determining the bonus role as the internal lottery role in a state where the bonus role has not been carried over, and after the count result reaches a predetermined number, when the bonus role and any one of the internal lottery roles "miss", "F_Special Role 1", "F_Special Role 2", and "F_Special Role 3" are determined as the internal lottery roles, "White 7 Navigation" or "Blue 7 Navigation" is performed.
[0409] Also, as another method, a method of controlling the bonus notification on the main side rather than the sub side is considered. More specifically, when the main control board 71 determines the bonus role as the internal lottery role in a state where the bonus role has not been carried over, it determines the effects to be executed on the display device 11 (at least the number of games required for the effects) and notifies the sub-control board 72. By the sub-control board 72 executing the notified effects and displaying the bonus confirmation screen, the main side can grasp the timing at which the bonus notification was made.
[0410] It is also possible to configure the main side to be able to grasp the timing at which the bonus notification is made by other methods other than the two methods described above. In this case, since the main control board 71 cannot receive signals from the sub-control board 72 or the like, it is necessary to grasp the timing at which the bonus notification is made based on signals that the main control board 71 can receive. For example, since the signal associated with the stop operation can be received by the main control board 71, a method of performing a bonus notification when a predetermined stop operation (for example, other than pressing in sequence) is performed in a state where the bonus role is determined as the internal lottery role is also conceivable. Specifically, the sub-control board 72 acquires information regarding the internal lottery role and information regarding the stop operation from the main control board 71, and performs a bonus notification when the combination of these pieces of information is a predetermined combination. By adopting such a method of bonus notification, the main control board 71 can also grasp the opportunity for the bonus notification, so that the main side can grasp the timing at which the bonus notification is made.
[0411] <Operation Explanation of Main Control Circuit> Next, with reference to FIGS. 64 to 170, the contents of various processes executed by the main CPU 101 of the main control circuit 90 using a program will be described.
[0412] [Processing at Power-On (Reset Interrupt)] First, the power-on (reset interrupt) processing of Pachislo 1 controlled by the main CPU 101 will be described with reference to FIGS. 64 and 65. FIG. 64 is a flowchart showing the procedure of the power-on (reset interrupt) processing, and FIGS. 65A to 65C are diagrams showing examples of source programs for executing the processes of S2, S7, S8, and S13 in the flowchart, respectively. The power-on (reset interrupt) processing shown in FIG. 64 is executed based on an interrupt request signal output from the interrupt controller 112 of the microprocessor 91 to the main CPU 101 when the power management circuit 93 detects that the supply of the power voltage to the microprocessor 91 has started, and outputs a reset signal to the "XSRST" terminal of the microprocessor 91.
[0413] First, the main CPU 101 determines whether the power supply monitoring port (power supply monitoring means) is in the on state (S1).
[0414] In S1, when the main CPU 101 determines that the power supply monitoring port is in the on state (when S1 is a YES determination), the main CPU 101 repeats the process of S1. Here, the power supply monitoring port being in the on state means that the power supply voltage (DC + 5V) supplied to the main CPU 101 is not stable.
[0415] On the other hand, in S1, when the main CPU 101 determines that the power supply monitoring port is not in the on state (when S1 is a NO determination), the main CPU 101 performs an initialization process on the timer circuit 113 (PTC) (S2). In this process, the main CPU 101 performs an initial setting of the timer circuit 113. Specifically, the main CPU 101 sets the division ratio in a timer prescaler register (not shown), makes settings such as enabling interrupts in a timer control register (not shown), and sets the initial count value of a timer counter (not shown).
[0416] Next, the main CPU 101 performs an initialization process on the first serial communication circuit 114 (SCU1) between the main control circuit 90 and the sub-control circuit 200, and an initialization process on the second serial communication circuit 115 (SCU2) for the second interface board (S3). Next, the main CPU 101 performs an initialization process on the random number circuit 110 (RDG) (S4). Next, the main CPU 101 performs a write test on the main RAM 103 (S5).
[0417] Next, the main CPU 101 determines whether the writing to the main RAM 103 was performed normally based on the result of the write test (S6).
[0418] In S6, when the main CPU 101 determines that the writing to the main RAM 103 has not been performed normally (when S6 is a NO determination), the main CPU 101 performs the process of S13 described later. On the other hand, in S6, when the main CPU 101 determines that the writing to the main RAM 103 has been performed normally (when S6 is a YES determination), the main CPU 101 acquires the state of the timer control register (not shown) of the timer circuit 113 (S7).
[0419] Next, the main CPU 101 determines whether the current state is the timing of interrupt processing based on the acquired state of the timer control register (S8). Specifically, the main CPU 101 determines whether 1.1172 ms has elapsed since the start of the timer count based on the acquired state of the timer control register.
[0420] In this embodiment, when the timer time 1.1172 ms is set by the initialization process of the timer circuit 113 in S2, the count process of the CPU built-in timer is started. Thereafter, the status of the timer circuit 113 can be acquired by reading the information of the timer control register (not shown). And in this embodiment, a bit (discrimination bit) capable of discriminating (referring) whether the current state is the timing of interrupt processing (whether it is in the timer interrupt state) is provided in the timer control register.
[0421] Therefore, in the process of S7 above, the main CPU 101 reads the information of the timer control register (not shown), and in the process of S8, the main CPU 101 refers to the on / off state ("1" / "0") of the discrimination bit in the timer control register to determine whether the current state is the timing of interrupt processing. Note that when 1.1172 ms has elapsed since the start of the count by the timer circuit 113 (if the count value of the timer circuit 113 is 0), the discrimination bit is in the on state.
[0422] In S8, when the main CPU 101 determines that the current state is not the timing for interrupt processing (when S8 is NO), the main CPU 101 returns the process to the process of S7 and repeats the processes after S7.
[0423] On the other hand, in S8, when the main CPU 101 determines that the current state is the timing for interrupt processing (when S8 is YES), the main CPU 101 performs a sum check process (off-specification) (S9). In this process, the main CPU 101 performs a sum check process on the main RAM 103, but the work of this process is performed in an off-specification work area (see FIG. 12C) in the main RAM 103. Also, the program used in this sum check process is stored in an off-specification area in the main ROM 102 (see FIG. 12B). Note that the details of the sum check process will be described later with reference to FIGS. 79 and 80.
[0424] Also, in S8, when the main CPU 101 determines that the current state is the timing for interrupt processing (when S8 is YES), the main CPU 101 executes an interrupt process (see FIG. 158 described later) before the process of S9. And by this interrupt process, a no-operation command is transmitted from the main control circuit 90 (main control board 71) to the sub-control circuit 200 (sub-control board 72).
[0425] After the process of S9, the main CPU 101 determines whether or not the setting key-type switch 54 is in the ON state (S10).
[0426] In S10, when the main CPU 101 determines that the setting key-type switch 54 is in the ON state (when S10 is YES), the main CPU 101 performs the process of S15 described later. On the other hand, in S10, when the main CPU 101 determines that the setting key-type switch 54 is not in the ON state (when S10 is NO), the main CPU 101 determines whether or not the sum check determination result is normal based on the result of the sum check process of S9 (S11).
[0427] In S11, when the main CPU 101 determines that the sum check result is not normal (when S11 is NO), the main CPU 101 performs the process of S13 described later. On the other hand, in S11, when the main CPU 101 determines that the sum check result is normal (when S11 is YES), the main CPU 101 performs a game return process (S12). In this process, the main CPU 101 performs a process of returning the game state to the state before power failure detection. Note that the details of the game return process will be described later with reference to FIG. 66.
[0428] When S6 or S11 is NO, the main CPU 101 displays the character string "rr" meaning error occurrence on the information display 6 (7-segment LED display) (S13). After that, the main CPU 101 repeats the clear process of the WDT (S14).
[0429] Here, returning to the process of S10 again, when S10 is YES, the main CPU 101 performs a setting change confirmation process (S15). In this process, the main CPU 101 mainly performs the process of generating and storing a setting change command at the start of setting change. Note that the details of the setting change confirmation process will be described later with reference to FIG. 68.
[0430] Next, the main CPU 101 performs a RAM initialization process (S16). In this process, the main CPU 101 sets the address of "when RAM abnormality or setting change starts" in t...
Claims
【Claim 1】 Start operation detection means for detecting a start operation by a player, Internal winning combination determination means for determining an internal winning combination with a predetermined probability based on the detection of the start operation by the start operation detection means, Benefit awarding determination means for determining by lottery whether to award an advantageous gaming state for the player as a benefit based on information regarding the internal winning combination determined by the internal winning combination determination means, A lottery table provided for each type of information regarding the internal winning combination, which is referred to by the benefit awarding determination means, A lottery table selection table for selecting the lottery table associated with the information regarding the currently determined internal winning combination, and comprising: The information regarding the internal winning combination is information commonly set in a plurality of types of internal winning combinations depending on the type thereof, and the type of the information regarding the internal winning combination may change according to the result of the conversion lottery of the information regarding the internal winning combination, In the lottery table selection table, For each type of the information regarding the internal winning combination, a selection value is defined that can determine whether the information regarding the internal winning combination of that type is a lottery target and can specify the arrangement destination of the lottery table associated with the information regarding the internal winning combination of that type, For the selection value of the information regarding the internal winning combination that is not a lottery target, 0 which treats the lottery result by the benefit awarding determination means as a losing result is defined, For the selection value of the information regarding the internal winning combination that is a lottery target, data other than 0 is defined, The benefit awarding determination means, Table data acquisition means for acquiring a predetermined address by referring to the lottery table selection table, 1-byte lottery means for performing a lottery using a 1-byte random number value, and having: The benefit awarding determination means executes the 1-byte lottery means based on the predetermined address and assigns a value regarding the benefit according to the lottery result. A gaming machine characterized by the above.
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