Pachinko machine

The gaming machine employs a comprehensive control unit with various processing means to detect and address abnormalities and fraud, enhancing security and fairness in gameplay.

JP7715430B2Active Publication Date: 2025-07-30UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2024077789
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-13
Publication Date
2025-07-30
Estimated Expiration
2039-07-31

AI Technical Summary

Technical Problem

Existing gaming machines lack effective fraud and abnormality determination processing, with existing technologies not specifying the nature of such processing.

Method used

A gaming machine equipped with a control unit that includes arithmetic processing means, storage means, interrupt processing means, main processing means, storage area check means, setting value check means, and non-returnable error processing means to detect and address abnormalities and fraud, along with random number generation and monitoring for abnormality detection.

Benefits of technology

Enables effective determination of fraud and abnormalities, ensuring secure and fair gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enable effective determination processing against fraudulence and abnormality.SOLUTION: A game machine of the present invention includes: calculation processing means; second storage means for reading and writing data; interrupt processing means; main processing means; storage area check means for detecting abnormality in the second storage means before the main processing means is performed; setting value check means; and unrecoverable error processing means. When the unrecoverable error processing means is performed on the basis of a check result of the setting value check means is when abnormality is detected in a setting value either by the main processing means or the interrupt processing means. When the unrecoverable error processing means is performed on the basis of other than the check result of the setting value check means is when abnormality is detected by the storage area check means. A control unit performs the unrecoverable error processing means when abnormality is also detected by random number abnormality monitoring means.SELECTED DRAWING: Figure 246
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine called pachislot is known, which includes a plurality of reels each provided with a plurality of symbols on its surface, 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 (hereinafter also referred to as "start operation") after a gaming value such as a medal or a coin has been inserted, and outputs a signal requesting the start of rotation of all the reels. The stop switch detects that the stop button provided corresponding to each reel has been pressed by the player (hereinafter also referred to as "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 "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 "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 giving a gaming value (such as a medal), activating a replay (hereinafter also referred to as "replay") in which the internal lottery process is performed again without consuming the gaming value, activating a bonus game in which the opportunity to give a gaming value increases, and the like.

[0004] In addition, in such a gaming machine, there is a function of notifying the player of information on a stop operation advantageous to the player so that the establishment probability of a specific winning combination (for example, a winning combination related to the provision of game value), that is, a function of assist time (hereinafter referred to as "AT"). Also, there is a function in which a gaming state in which the winning probability of replay is higher than normal operates when specific conditions such as the display of a specific symbol combination are satisfied, that is, a function of replay time (hereinafter referred to as "RT"). Furthermore, there is also a function of assist replay time (hereinafter referred to as "ART") in which AT and RT operate simultaneously.

[0005] Conventionally, a gaming machine is known in which each of a ROM and a RAM provided on the main control side is divided into two areas, a first area stores a program related to the progress of the game, and a second area stores a program related to fraud and abnormalities (a program not involved in the progress of the game) (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0007] By the way, conventionally, there has been a demand for a gaming machine capable of executing effective abnormality determination processing. Although Patent Document 1 described above states that a program related to fraud and abnormalities is stored in the second area, it does not disclose specifically what kind of fraud and abnormality determination processing is being performed.

[0008] 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 executing effective fraud and abnormality determination processing.

Means for Solving the Problems

[0009] In order to solve the above problems, the present invention provides a gaming machine having the following configuration.

[0010] It includes a control unit (for example, the main control circuit 500 described later) for controlling the progress of the game, The control unit has arithmetic processing means (for example, the main CPU 101 described later) for performing arithmetic processing, a first storage means (for example, the main ROM 102 described later) in which a program and data for the arithmetic processing means to perform the arithmetic processing are stored, a second storage means (for example, the main RAM 103 described later) for the arithmetic processing means to read and write data for performing the arithmetic processing, interrupt processing means (for example, the interrupt processing performed by the main CPU 101 described later) for executing processing based on an interrupt signal generated at a fixed period (for example, a 1.1172 ms period described later), different from the interrupt processing means, main processing means (for example, the main processing described later) for executing processing in a loop for each unit game based on a reset signal generated when the power is turned on, storage area check means (for example, S3005, S3006, S3009, S3011 during the power-on (reset interrupt) processing (FIG. 246 described later)) for detecting an abnormality in the second storage means before the execution of the main processing means, setting value check means (for example, the setting value check processing described later) for checking the occurrence of an abnormality in a setting value stored in the second storage means and indicating the degree of advantage of the player regarding the game, and non-returnable error processing means (for example, the non-returnable game error processing and the out-of-specification non-returnable game error processing described later) for performing non-returnable game error processing. Based on the check result of the setting value check means, the non-returnable error processing means is executed when an abnormality in the setting value is detected in either the main processing means or the interrupt processing means. The non-returnable error processing means is executed based on something other than the check result of the setting value checking means when an abnormality is detected by the storage area checking means. When the main processing means executes the non-returnable error process based on the check result of the setting value check means, the work area (for example, the game RAM area described later) in the second storage means used is different from the work area (for example, the out-of-specification RAM area described later) in the second storage means used when the interrupt processing means executes the non-returnable error process based on the check result of the setting value check means. The control unit further includes a random number generation means (for example, the random number circuit 110 described later) for generating a random number value, and a random number abnormality monitoring means (for example, the random number inspection process described later) for detecting an abnormality in the random number generation means. The control unit executes the non-returnable error processing means even when an abnormality is detected by the random number abnormality monitoring means. A gaming machine characterized by the above.

Effect of the Invention

[0011] According to the gaming machine having the above configuration, effective determination processing for fraud and abnormalities can be executed.

Brief Description of the Drawings

[0012]

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[0013] Hereinafter, a pachislot will be taken as an example of a gaming machine according to an embodiment of the present invention, and its configuration and operation will be described with reference to the drawings. In this embodiment, a pachislot equipped with a bonus activation function, an AT function, and an ART function will be described.

[0014] <Function Flow> First, referring to FIG. 1, the function flow of the pachislot will be described. In the pachislot of the present embodiment, medals are used as game media for playing games. In addition to medals, as game media, for example, coins, game balls, game point data, tokens, etc. can also be applied. Further, the game media may also be referred to as "game value" or "game-use value".

[0015] When a player inserts a medal into the pachislot and operates the start lever, 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).

[0016] The internal lottery means conducts a lottery based on the extracted random number value and determines the internal winning combination. This internal lottery means is one of various processing means (processing functions) provided in the main control circuit described later. By determining the internal winning combination, a combination of symbols that permits display along the effective line (winning determination line) described later is determined in advance. 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 combination related to medal payout is referred to as a "minor combination", the combination related to replay activation is referred to as a "replay combination", and the combination related to bonus activation (bonus game) is also referred to as a "bonus combination". Also, the combinations that can be internally won (that is, the symbol combinations whose establishment is permitted) may simply be referred to as "combinations", and the internal winning combination may be referred to as a "winning combination", "predetermined result", or "derived allowable condition". Further, the internal lottery means may be referred to as a "combination determination means", "winning combination determination means", "predetermined means", or "derived allowable condition determination means".

[0017] Also, when the start lever is operated, the reels rotate. Then, when the player presses the stop button corresponding to a predetermined reel, the reel stop control means performs control to stop the rotation of the corresponding reel based on the internal winning combination and the timing when the stop button is pressed. This reel stop control means is one of the various processing means (processing functions) provided in the main control circuit described later. Note that the operation means for performing the start operation is not limited to a lever-shaped one such as a start lever, and any operation means may be used as long as the player can perform the start operation. Also, the operation means for performing the stop operation is not limited to a button-shaped one such as a stop button, and any operation means may be used as long as the player can perform the stop operation.

[0018] 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 symbols". And in the present embodiment, when the specified period is 190 msec, the maximum number of sliding symbols (maximum number of sliding symbols) is set to 4 symbols.

[0019] When the internal winning combination that permits the display of the 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 valid line as much as possible within the specified time of 190 msec (for 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 that is not permitted to be displayed by the internal winning combination is not displayed along the valid line. Note that the symbols displayed when the rotation of the reel stops may be referred to as "stop display" or "display result". Also, when a symbol is displayed on the valid line when the rotation of the reel stops, it may be expressed as "derivation of stop display" or "derivation of display result", etc.

[0020] Further, the reel stop control means may be configured to perform automatic stop control to automatically stop each reel even when the player has not performed a stop operation when a predetermined automatic stop time has elapsed after the reel starts rotating. In this case, since the reel stops without the player's stop operation, it is desirable to stop the rotation of the reel so that even if any internal winning combination is determined, no combination of symbols related to any winning is displayed along the valid line.

[0021] In this way, when the rotation of all the plurality of reels stops, the winning determination means determines whether the combination of symbols displayed along the valid line is a winning combination (or other predetermined combination). That is, it determines whether a winning combination of symbols (or other predetermined combination of symbols) is formed. This winning determination means is also one of the various processing means (processing functions) provided in the main control circuit described later. When the displayed combination of symbols is determined by the winning determination means to be a winning combination (or other predetermined combination) (that is, a winning combination of symbols (or other predetermined combination of symbols) is formed), the player is given a privilege such as payout of medals, or various controls are performed based on this. In a pachislo game, the above series of processes is performed as one game (unit game).

[0022] Note that the winning determination means may determine whether the combination of symbols displayed along the effective line corresponds to any one of a plurality of predetermined combinations of symbols, or may determine whether the combination of symbols corresponds to the combination of symbols related to the internal winning role determined by the internal lottery means. That is, in the former case, it may be determined whether the combination of symbols related to winning is a winning combination of symbols separately from the internal winning role. In this case, as long as the stop control is appropriately performed by the reel stop control means, the occurrence of incorrect winning can be sufficiently ensured, so that the control burden related to incorrect winning detection can be reduced. On the other hand, in the latter case, by making it possible to determine whether the combination of symbols related to winning is a combination of symbols for which winning is permitted, when an incorrect winning occurs due to a malfunction of the reel or the like, the incorrect winning can be detected, so that the security can be improved.

[0023] Also, in pachislot machines, during the series of game operation flows described above, various effects are performed using the display of images by a display device or the like, the output of light by various lamps, the output of sound by a speaker, or a combination of these.

[0024] 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 above-described internal winning role. When the random number value for effect is extracted, the effect content determination means determines the effect to be executed this time by lottery from among a plurality of types of effect contents associated with the internal winning role. This effect content determination means is one of various processing means (processing functions) provided in the sub-control circuit described later. Also, when the main control circuit described later determines the effect content, this effect content determination means can also be regarded as one of various processing means (processing functions) provided in the main control circuit described later.

[0025] Next, when the production content is determined by the production content determination means, the production execution means executes corresponding productions in conjunction with each trigger such as the start of rotation of the reels, the stop of rotation of each reel, and the determination of the presence or absence of a winning combination. In this way, in a pachislot machine, for example, by executing the production content associated with the internal winning lottery combination, an opportunity for the player to know or anticipate the determined internal winning lottery combination (in other words, the combination of symbols to aim for) is provided, and the player's interest can be enhanced.

[0026] <Pachislot Structure> Next, with reference to FIGS. 2 to 5, the structure of a pachislot machine according to an embodiment of the present invention will be described.

[0027] [Appearance Structure] FIG. 2 is a perspective view showing the external structure of the pachislot machine 1.

[0028] 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 (housing) 2a that houses reels, a circuit board, etc., and a front door (front panel) 2b that is attached to open and close the opening of the cabinet 2a.

[0029] 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) will also be referred to as the left reel 3L, the middle reel 3C, and the right reel 3R, respectively. Each of the reels 3L, 3C, 3R has a reel body formed in a cylindrical shape and a translucent sheet material attached to the circumferential surface of the reel body. And on the surface of the sheet material, a plurality (for example, 20) of symbols are drawn at predetermined intervals along the circumferential direction (the rotation direction of the reel). Note that each of the reels 3L, 3C, 3R may also be expressed as a "symbol display means", a "variable display means", or a "variable display device", etc. Also, as these components, it may include a symbol display area 4 described later. Also, a "symbol" may be any information that can be identified by the player visually, and in that sense, it may also be expressed as "identification information", etc.

[0030] The front door 2b includes a door body 9, a front panel 10, a waist panel 12, and a pedestal portion 13. The door body 9 is attached to the cabinet 2a via a hinge (not shown) so as to be openable and closable. The hinge is provided at the left side end portion of the door body 9 when viewed from the front side (player side) of the pachislot 1. Note that the cabinet 2a can also be simply referred to as a "box body", and the front door 2b can also be simply referred to as a "door" or a "front door". Further, since the cabinet 2a functions as a frame body for supporting or fixing the front door 2b, it may be expressed as a "support body", a "support frame", or a "fixing frame". Further, the front door 2b may be composed of a plurality of door members. For example, it may be composed of an upper door member attached to the upper side of the opening of the cabinet 2a and a lower door member attached to the lower side of the opening of the cabinet 2a, or may be composed of an inner door member attached to the opening side of the cabinet 2a and an outer door member attached to the front side of the gaming machine when viewed from the front side of the gaming machine.

[0031] The front panel 10 is provided at the upper part of the door 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 arranged to face a display device 11, which will be described later, arranged inside the cabinet 2a.

[0032] 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, which will be 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 so that the video (image) displayed by the display device 11 can be clearly visually recognized.

[0033] 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. 6 described later), and lights up and turns off in a pattern corresponding to the presentation content.

[0034] 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.

[0035] 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 button 15b, start lever 16, three stop buttons 17L, 17C, 17R, a settlement button (not shown), etc.) that are the objects of operation by the player.

[0036] 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, enabling the visual recognition of a predetermined area on the three reels 3L, 3C, and 3R. This symbol display area 4 functions as a display window and is configured to enable the visual recognition of each of the reels 3L, 3C, and 3R provided behind it. Hereinafter, the symbol display area 4 will be referred to as the reel display window 4.

[0037] When the rotation of the three reels 3L, 3C, and 3R provided behind the reel display window 4 stops, among the plurality of symbols provided on the circumferential surfaces of the respective reels, three consecutively arranged symbols are configured to be 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).

[0038] And in the present embodiment, within the frame of the reel display window 4, a line (center line) connecting the middle regions of the left reel 3L, the middle reel 3C, and the right reel 3R, a line (top line) connecting the upper regions of the left reel 3L, the middle reel 3C, and the right reel 3R, and a line (bottom line) connecting the lower regions of the left reel 3L, the middle reel 3C, and the right reel 3R are defined (specified) as valid lines for determining whether or not there is a winning combination. Note that the valid lines may also be referred to as "winning lines" or "judgment lines".

[0039] In addition, in this embodiment, other lines, for example, a line (cross-up line) connecting the lower region of the left reel 3L, the middle region of the middle reel 3C, and the upper region of the right reel 3R, and a line (cross-down line) connecting the upper region of the left reel 3L, the middle region of the middle reel 3C, and the lower region of the right reel 3R may be defined as further effective lines. Also, in this embodiment, the effective lines are the above-mentioned three lines (alternatively, they may be five lines as described here), but the number of those lines can be increased or decreased as appropriate. For example, only one line of the center line may be set as an effective line, or only two lines of the top line and the bottom line may be set as effective lines. Also, when defining the effective lines, instead of or together with each line in which the above-described symbols are arranged in a straight line, a line in which the symbols are not arranged in a straight line can also be defined as an effective line. That is, as long as it is a line passing through any one symbol (region) for each column (left reel 3L, middle reel 3C, right reel 3R), one or a plurality of lines formed by connecting with a straight line or a broken line can be set as effective lines.

[0040] For example, a line (irregular line) connecting the middle region of the left reel 3L, the lower region of the middle reel 3C, and the upper region of the right reel 3R may be defined as an effective line. That is, in this embodiment, since the symbols are displayed in a 3-row × 3-column manner within the frame of the reel display window 4, it is possible to define 27 types of effective lines, and at least any one of them may be defined as an effective line.

[0041] The reel display window 4 is formed by an opening of a frame member 31 provided on the pedestal portion 13. Also, a pedestal region of a substantially horizontal plane is provided below the frame member 31 that defines the reel display window 4. Then, when viewed from the player side, a medal insertion port 14 is provided on the right side of the pedestal region, and a MAX bet button 15a and a 1 bet button 15b are provided on the left side.

[0042] 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 maximum number of medals (for example, 3 medals), and the number of medals exceeding the preset number can be stored inside the pachislot 1 (so-called credit function (game medium storage means)).

[0043] The MAX bet buttons 15a and 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 inside the MAX bet button 15a, there is a bet button LED (not shown) that lights up when medal insertion is possible. Also, the payout button is provided to draw out (eject) the medals stored inside the pachislot 1 to the outside.

[0044] Note that when the 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.

[0045] Note that hereinafter, 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".

[0046] 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.

[0047] Further, an information display 6 is provided substantially at the center of the pedestal area on a substantially horizontal plane below the reel display window 4. The information display 6 is covered by a transparent window cover (not shown).

[0048] 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 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 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.

[0049] In addition, 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 turns off in a manner 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.

[0050] 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 (performing the first stop operation on the left reel 3L)", the numerical value "1" is displayed on the instruction monitor, and when notifying the pressing order "2nd (performing 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 (performing the first stop operation on the right reel 3R)", the numerical value "3" is displayed on the instruction monitor, etc. Regarding the notification mode of the stop operation information on the instruction monitor (navigation data determined on the main side described later), it will be described in detail later with reference to FIG. 45 and the like.

[0051] In addition, the information display 6 is provided with a status indicator (not shown) for notifying that it is an advantageous section (including the "normal advantageous section" and the "advantageous section" described later. Refer to FIG. 14 described later) that is advantageous to the player. The status indicator is composed of, for example, 7-segment LEDs. In principle, the status indicator lights up at a predetermined timing during the game when it is determined that the game shifts to the advantageous section (for example, any timing from the start of the game to the end of the game), and the lighting continues while the advantageous section continues. And when the advantageous section ends, the lighting ends and it goes out. Thereby, since it is notified to all players that an advantageous section that is advantageous to the player starts, that the game is in the advantageous section, and that the advantageous section ends, the fairness of the game is ensured.

[0052] As shown in FIG. 6 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. Also, the control method of the above-mentioned various 7-segment LEDs is dynamic lighting control.

[0053] In the pachislot machine 1 of the present embodiment, in addition to the instruction monitor controlled by the main control board 71, a configuration is provided in which information on the stop operation is notified using other means controlled by the sub-control board 72. Specifically, the information on the stop operation is notified by a display device 11 described later, which is constituted by a projector mechanism 211 and a display unit 212 (see FIGS. 3 and 6 described later).

[0054] 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 on the stop operation to be notified, and it is not always necessary to directly notify the information on 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 the player, 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 on 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 other means (for example, the display device 11, etc.) may directly notify the instruction information for causing the first stop operation to be performed on the left reel 3L.

[0055] In the pachislot machine 1 having such a configuration, not only the control of the sub-control board 72 but also the control of the main control board 71 can notify the necessary information on the stop operation according to the internal winning combination. Further, the presence or absence of such notification of the information on the stop operation can be controlled according to the game state. For example, in the game state (normal state) in the normal section described later, the information on the stop operation is not notified, and in each game state in the normal advantageous section and the advantageous section described later, the information on the stop operation can be notified.

[0056] Also, as viewed from the player's 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 upright substantially vertically from a pedestal region on a substantially horizontal plane of the pedestal portion 13 in the front portion of the door 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.

[0057] Further, a touch sensor 19 is provided on the display surface of the sub-display device 18 (see FIG. 6 described later). The touch sensor 19 operates according to a predetermined operation principle such as a capacitance method, and when receiving an operation by the player, outputs a signal corresponding to the operation as touch input information. Then, the pachislot 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 (see FIG. 6 described later) based on the touch input information output from the touch sensor 19.

[0058] At the lower part of the door body 9, a medal payout port 24, a medal tray 25, two speaker holes 20L, 20R, etc. are provided. The medal payout port 24 guides the medals discharged by the drive of a hopper device 51 (medal payout device) 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, 20R.

[0059] [Internal Structure] Next, the internal structure of the pachislot 1 will be described with reference to FIGS. 3 to 5. FIG. 3 is a diagram showing the internal structure of the cabinet 2a, FIG. 4 is a diagram showing the internal structure on the back side of the front door 2b, and FIG. 5 is a diagram showing the structure of a selector 66 described later provided on the back side of the front door 2b.

[0060] As shown in FIG. 3, the cabinet 2a has a top panel 27a, a bottom panel 27b, left and right side panels 27c and 27d, and a back panel 27e. And a display device 11 is disposed at the upper part inside the cabinet 2a.

[0061] The display device 11 has a projector mechanism 211 and a box-shaped projection member 212a on which the image light projected from the projector mechanism 211 is projected, and performs video display by projection mapping. Specifically, in the display device 11, the image 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 image 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. 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 game state, either one of the projection members is used as a screen onto which the image light is projected. Therefore, a function (not shown) for switching the projection member is also provided inside the cabinet 2a according to the game state. Note that the display device 11 can also use various other display devices (for example, a liquid crystal display device) as long as it can display an image for the player.

[0062] 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.

[0063] The hopper device 51 is attached to the central part of the bottom panel 27b in the cabinet 2a. This hopper device 51 has a structure capable of storing a large amount 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 medal settlement is executed. And the medals paid out by the hopper device 51 are discharged from the medal payout port 24 (see FIG. 2).

[0064] The medal auxiliary storage 52 stores the medals that have overflowed 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.

[0065] The power supply device 53 has a power switch 53a and a power supply board 53b (power supply means) (see FIG. 6 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 power of the AC voltage of 100V supplied from a sub-power supply device (not shown) into the power of the required DC voltage for each part, and supplies the converted power to each part.

[0066] Also, above the power supply device 53 in the cabinet 2a, a sub-control board case 57 for housing a sub-control board 72 (see FIG. 6 described later) is arranged. The sub-control board 72 housed in the sub-control board case 57 is mounted with a sub-control circuit 200 (see FIG. 9 described later). 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.

[0067] Above the sub-control board case 57 in the cabinet 2a, a sub-relay board 61 is arranged. This sub-relay board 61 is a relay board on which the wirings 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 the wirings connecting the sub-control board 72 and the boards and various device parts (units) arranged around the sub-control board 72 are mounted.

[0068] Also, although not shown in FIG. 3, in the cabinet 2a, a cabinet-side relay board 44 (see FIG. 6 described later) is arranged. This cabinet-side relay board 44 is a relay board on which the wirings connecting the main control board 71 (see FIG. 6 described later) and each of the hopper device 51, the medal auxiliary storage switch 75 (see FIG. 6 described later), and the medal payout count switch (not shown) are mounted.

[0069] At the central part on the back side of the front door 2b, as shown in FIG. 4, a middle door 41 is disposed, and a reel display window 4 (see FIG. 2) is attached so as to be openable and closable from the back side. Although not shown in FIG. 4, three reels 3L, 3C, and 3R are attached to the side of the middle door 41 where the reel display window 4 is located, and on the side of the middle door 41 opposite to the side where the reel display window 4 is located, a main control board case 55 in which a main control board 71 (see FIG. 6 described later) is housed is attached. 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.

[0070] The main control board 71 housed in the main control board case 55 has a main control circuit 90 (see FIGS. 7 and 8 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 the determination of the internal winning combination, the rotation and stop of each of the reels 3L, 3C, and 3R, and the determination of the presence or absence of a win. Also, in the present embodiment, for example, control such as processing related to the determination regarding AT or ART, display processing to the instruction monitor of the navigation information, and transmission processing of various test signals is also performed by the main control circuit 90. Note that the specific configuration of the main control circuit 90 will be described later.

[0071] On the back side of the front door 2b, below the middle door 41, speakers 65L and 65R are disposed. The speakers 65L and 65R are respectively arranged at positions facing speaker holes 20L and 20R (see FIG. 2).

[0072] Above the speaker 65L, a selector 66 and a door opening / closing monitoring switch 67 are provided. The selector 66 is a device that detects the medals inserted into the medal insertion slot 14 and also a device that sorts out whether the inserted medals are proper medals. When selected as proper medals, the medals are guided to the hopper device 51 side and driven to be accommodated in the hopper device 51. When selected as not proper medals, the medals are guided to the medal payout opening 24 side and driven to be discharged from the medal payout opening 24. That is, the selector 66 is also a device that distributes the medals inserted into the medal insertion slot 14 to the hopper device 51 side or the medal payout opening 24 side.

[0073] As shown in FIG. 5, the selector 66 includes a base 803 in which a medal rail (medal passage) 802 through which medals pass is formed, a select plate 804 that guides the inserted medals to the hopper device 51 side or the medal payout opening 24 side, a medal pusher 805 that pushes the medal to the medal payout opening 24 side when the inserted medal is not a proper medal, an upstream medal sensor (first medal sensor) 806 that detects the inserted medal on the upstream side of the medal rail 802, and a downstream medal sensor (second medal sensor) 807 that detects the inserted medal on the downstream side of the medal rail 802.

[0074] Although not shown in FIG. 5, the selector 66 is detachably attached with a medal guide (not shown) that forms a medal flow path from the selector 66 to the hopper device 51 when the medal is guided to the hopper device 51 side by the select plate 804, and a cancel chute (not shown) that forms a medal flow path from the selector 66 to the medal payout opening 24 when the medal is guided to the medal payout opening 24 side by the select plate 804.

[0075] The selection plate 804 is driven by a solenoid (not shown) provided in the selector 66. When the solenoid is driven, the selection plate 804 moves to a guide position that guides the passing medals toward the hopper device 51. When the solenoid is not driven, the selection plate 804 moves to a discharge position that does not guide the passing medals toward the hopper device 51 (i.e., guides them toward the medal payout port 24 side). Specifically, when the solenoid is driven, the selection plate 804 moves in the rearward direction of the pachislot 1 to guide above the medals. When the solenoid is not driven, the selection plate 804 moves in the forward direction of the pachislot 1 so as not to guide above the medals. Note that the method of guiding medals by the selection plate 804 is not limited to this. For example, a mechanism that can move in the vertical direction of the pachislot 1 may be used to enable movement between the guide position and the discharge position. That is, the selection plate 804 can be shifted between a guide position that does not prevent the passing medals from moving toward the hopper device 51 and a discharge position that prevents the passing medals from moving toward the hopper device 51 and guides them toward the medal payout port 24 side by a solenoid or other drive source on the medal rail 802. Any mechanism can be adopted as long as it has such a function.

[0076] For example, when the selection plate 804 is moved to the guide position, the medal pusher 805 operates so as not to project in the rearward direction of the pachislot 1. When the selection plate 804 is not moved to the guide position (moved to the discharge position), the medal pusher 805 operates so as to project in the rearward direction of the pachislot 1. That is, when the medal pusher 805 is in a position where it does not project in the rearward direction of the pachislot 1, it becomes a guide position that guides the passing medals toward the hopper device 51. When the medal pusher 805 is in a position where it projects in the rearward direction of the pachislot 1, it becomes a discharge position that does not guide the passing medals toward the hopper device 51 (i.e., guides them toward the medal payout port 24 side).

[0077] The upstream medal sensor 806 and the downstream medal sensor 807 constitute a game medium detection means for detecting the passage of a medal. Each medal sensor is composed of, for example, a reflective sensor composed of a pair or a plurality of pairs of light emitting elements and light receiving elements. The light emitting element irradiates light onto the medal, and the light receiving element receives the reflected light reflected from the medal to detect the passage of the medal. Note that the configuration of the sensor can be changed as appropriate, and for example, a transmissive sensor or the like can also be adopted. Further, the passage of the medal may be detected only by the downstream medal sensor 807 without providing the upstream medal sensor 806. Specific control based on the detection result (medal sensor input state) of each medal sensor will be described later.

[0078] The door opening / closing monitoring switch 67 is disposed diagonally downward to the left of the selector 66 when viewing the front door 2b from the back side. This door opening / closing 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.

[0079] Although not shown in FIG. 4, on the back surface 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 disposed (see FIG. 6 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 to each of various buttons and switches, the sub-relay board 61, the selector 66, the game operation display board 81, the first interface board 301 for the tester, and the second interface board 302 for the tester are mounted. Examples of various buttons and switches include the MAX bet buttons 15a, 1 bet button 15b, door opening / closing monitoring switch 67, BET switch 77 described later, start switch 79, and the like.

[0080] <Control system provided in the pachislot> Next, the control system provided in the pachislot 1 will be described with reference to FIG. 6. FIG. 6 is a circuit block diagram showing the configuration of the control system of the pachislot 1.

[0081] 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. Further, the pachislot machine 1 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. Furthermore, 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.

[0082] 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 stepping motors (not shown) of the respective reels 3L, 3C, and 3R, and relays signals output from the main control board 71 to the stepping motors.

[0083] 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 set value (settings 1 to 6) of the pachislot machine 1 or when checking the settings of the pachislot machine 1. The set value indicates the degree of advantage of the player regarding the game. Usually, the lower the set value (for example, the closer to setting 1), the relatively lower the degree of advantage of the player, and the higher the set value (for example, the closer to setting 6), the relatively higher the degree of advantage of the player. In the present embodiment, the degree of advantage of the player can be varied such that the winning probability of the bonus combination described later increases as the set value increases, or the degree of advantage of the player can be varied such that the winning probability of the lottery related to the AT and ART described later increases as the set value increases.

[0084] 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 input signals, medal payout signals, and security signals to the outside of the pachislot 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 1.

[0085] 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.

[0086] Also, the pachislot 1 includes 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 tester, and a second interface board 302 for a tester, which are connected to the main control board 71. Note that the selector 66, the door open / close monitoring switch 67, and the sub-relay board 61 have been described above, so their descriptions are omitted here.

[0087] 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 (start operation) by the player.

[0088] 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. Also, a stop switch (not shown) is provided on the stop switch board 80. The stop switch detects that each of the stop buttons 17L, 17C, 17R has been pressed by the player (stop operation).

[0089] The game 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 "first LED" to "third LED") that light up corresponding to the inserted number, an LED that lights up a mark indicating that medal insertion is possible, a mark indicating the start of the game, a mark indicating the execution of a replay, etc. based on a signal input from the game operation display board 81. In the first LED to 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 enabling the start of the game) are inserted, the first LED to third LED light up. Note that since the information display 6 has been described above, the description thereof is omitted here.

[0090] Both the first interface board 301 for the testing machine and the second interface board 302 for the testing machine are relay boards used when 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 installed in the pachislot 1 as a release product for sale, so the main control circuit 90 of the main control board 71 for sale also does not have various electronic components necessary for connecting to the first interface board 301 for the testing machine and the second interface board 302 for the testing machine). For example, a test signal for controlling major operations related to the game (such as internal lottery, reel stop control, etc.) is output via the first interface board 301 for the testing machine, and a test signal related to the push order navigation determined by the main control board 71, for example, is output via the second interface board 302 for the testing machine.

[0091] 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. Also, the pachislot 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. Note that since the touch sensor 19 has been described above, its description is omitted here.

[0092] The speaker group 84 is composed of speakers 65L, 65R and various speakers (not shown). The LED group 85 is composed of a lamp group 21 provided on the front panel 10, a light source that emits light for illuminating the decorative panel of the waist panel 12 from the back side, and the like. 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 performing an error display to the sub-control board 72 (sub-control circuit 200) by the display device 11. The display unit 212 is composed of, for example, a projected member 212a that constitutes the display device 11, and another projected member provided on the back side of the projected member 212a and having a curved display surface.

[0093] The pachislot machine 1 also has a ROM cartridge board 86 and a liquid crystal relay board 87 connected to the sub-control board 72. The ROM cartridge board 86 and the liquid crystal relay board 87 are housed together with the sub-control board 72 in a sub-control board case 57.

[0094] 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 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.

[0095] <Main control circuit> Next, with reference to FIG. 7, the configuration of the main control circuit 90 mounted on the main control board 71 will be described. FIG. 7 is a block diagram showing a configuration example of the main control circuit 90 of the pachislot machine 1.

[0096] The main control circuit 90 functions as a game control unit for controlling game operations, and includes a microprocessor 91, a clock pulse generation circuit 92, a power management circuit 93, a switching regulator 94 (power supply means), and a role ratio monitor (not shown).

[0097] The microprocessor 91 is a microprocessor with a security function for gaming machines. In the microprocessor 91 of this embodiment, various instruction codes specific to the microprocessor 91 that can be defined in the program (hereinafter referred to as "main CPU 101 dedicated instruction codes") are provided. In this embodiment, by using this main CPU 101 dedicated instruction code, the efficiency of processing and the reduction of program capacity are realized. The internal configuration of the microprocessor 91 will be described in detail with reference to FIG. 8 described later, and the main CPU 101 dedicated instruction codes provided in the microprocessor 91 will be described in detail in various processes executed by the main control circuit described later.

[0098] The clock pulse generation circuit 92 generates a clock pulse signal for the operation of the main CPU, 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.

[0099] The power management circuit 93 manages the fluctuation of the DC 12V power supply voltage supplied from the power supply board 53b (see FIG. 6). Then, for example, when the power is turned on (when the power supply voltage exceeds the startup voltage value (10V) from 0V), the power management circuit 93 outputs a reset signal to the "XSRST" terminal of the microprocessor 91, and when a power failure occurs (when the power supply voltage falls below the power failure voltage value (10.5V) from 12V), it 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.

[0100] The switching regulator 94 is a DC / DC conversion circuit that generates a DC drive voltage (DC 5V power supply voltage) for the microprocessor 91 and outputs the generated DC drive voltage to the "VCC" terminal of the microprocessor 91.

[0101] The winning ratio monitor (not shown) is composed of, for example, a 4-digit 7-segment LED. For the aggregation result regarding the game information aggregated by the main CPU 101 described later, the arithmetic circuit 107 described later performs a predetermined ratio calculation, and displays the result of the ratio calculation as ratio information. In the present embodiment, a plurality of types of ratio calculations are performed, and the winning ratio monitor sequentially displays a plurality of types of ratio information based on the results.

[0102] Note that in the upper two digits of the ratio monitor, "abbreviation", which is type information indicating the type of the ratio information, is displayed, and in the lower two digits, "ratio", which is ratio information corresponding to the type information, is displayed. For example, when "7" is displayed in the first digit (tens place of the abbreviation) of the ratio monitor and "U" is displayed in the second digit (units place of the abbreviation) (that is, when the abbreviation "7U" is displayed), in the lower two digits of the ratio monitor, as ratio information, the ratio (advantageous interval ratio) of the number of games in which the ART function has operated (that is, the advantageous interval in which the stop operation procedure advantageous to the player has been notified) among a predetermined total number of games (175,000 times) is displayed. Specifically, when the effective interval ratio is 10%, "1" is displayed in the third digit (tens place of the ratio) and "0" is displayed in the fourth digit (units place of the ratio). Note that the advantageous interval ratio may display the ratio of the number of games in which the AT function and the ART function have operated.

[0103] Also, for example, when "6" is displayed in the first digit (tens place of the abbreviation) of the ratio monitor and "Y" is displayed in the second digit (units place of the abbreviation) (that is, when the abbreviation "6Y" is displayed), in the lower two digits of the ratio monitor, as ratio information, the ratio (medium-time consecutive winning ratio) of the number of payout medals of the game medium paid out during a specific total number of games (6,000 times) to the number of payout medals of the game medium paid out by the consecutive operation device of the accessory (BB in this embodiment. When a consecutive operation device of the accessory (MB) in which the second type of special accessory (CB) operates continuously is installed, it is included. The same applies hereinafter) is displayed. Specifically, when the medium-time consecutive winning ratio is 59%, "5" is displayed in the third digit (tens place of the ratio) and "9" is displayed in the fourth digit (units place of the ratio).

[0104] Also, for example, when "7" is displayed in the first digit (abbreviated tens place) of the winning ratio monitor and "Y" is displayed in the second digit (abbreviated units place) (that is, when "7Y" is abbreviated and displayed), in the lower two digits of the winning ratio monitor, as ratio information, among a specific total number of games (6000 times), the ratio of the number of payout game media paid out by all winning objects (BB in this embodiment. In addition to the above-mentioned MB, when the above-mentioned first special winning object (RB) is installed alone, when the above-mentioned second special winning object (CB) is installed alone, and when the normal winning object (SB) is installed, all of them are included. The same applies hereinafter) that have been activated and paid out is displayed (medium-time winning object ratio). Specifically, when the medium-time winning object ratio is 59%, "5" is displayed in the third digit (tens place of the ratio) and "9" is displayed in the fourth digit (units place of the ratio).

[0105] Also, for example, when "6" is displayed in the first digit (abbreviated tens place) of the winning ratio monitor and "A" is displayed in the second digit (abbreviated units place) (that is, when "6A" is abbreviated and displayed), in the lower two digits of the winning ratio monitor, as ratio information, among a predetermined total number of games (175000 times), the ratio of the number of payout game media paid out by the winning object continuous operation device to the number of payout game media paid out (total consecutive winning ratio) is displayed. Specifically, when the total consecutive winning ratio is 25%, "2" is displayed in the third digit (tens place of the ratio) and "5" is displayed in the fourth digit (units place of the ratio).

[0106] Also, for example, when "7" is displayed in the first digit (abbreviated tens place) of the winning ratio monitor and "A" is displayed in the second digit (abbreviated units place) (that is, when "7A" is abbreviated and displayed), in the lower two digits of the winning ratio monitor, as ratio information, among a predetermined total number of games (175000 times), the ratio of the number of payout game media paid out by all winning objects to the number of payout game media paid out (total winning object ratio) is displayed. Specifically, when the total winning object ratio is 25%, "2" is displayed in the third digit (tens place of the ratio) and "5" is displayed in the fourth digit (units place of the ratio).

[0107] In addition, in this embodiment, a configuration in which the main control circuit 90 directly includes a ratio monitor is described as an example. However, for the ratio monitor, it is sufficient that the display content thereof is controlled by the main control circuit 90 and the display content can be recognized when necessary (for example, when the main control board case 55 is visually recognized), and a configuration in which the main control circuit 90 does not directly include it can also be adopted. For example, the ratio monitor may be connected to the game operation display board 81, and the main control circuit 90 may control the display content thereof via the game operation display board 81. Further, in this case, the ratio monitor may be made to be shared with the information display 6, the LED 82, or the instruction monitor (instruction display), and predetermined ratio information may be displayed using one or more of them.

[0108] Also, in this embodiment, as the predetermined ratio information displayed on the ratio monitor, the advantageous section ratio, the medium-time consecutive winning ratio, the medium-time accessory ratio, the total consecutive winning ratio, and the total accessory ratio are described as examples. However, ratio information other than these may also be made displayable. For example, the ratio of the number of payout game media paid out by the operation of the ART function to the number of payout game media paid out during a predetermined total number of games (175,000 times) (total advantageous section acquisition ratio), the ratio of the number of payout game media paid out by the operation of the ART function to the number of payout game media paid out during a specific total number of games (6,000 times) (medium-time advantageous section acquisition ratio), the ratio of the number of games in which the accessory continuous operation device has operated during a specific total number of games (6,000 times) (medium-time consecutive winning section ratio), the ratio of the number of games in which all accessories have operated during a specific total number of games (6,000 times) (medium-time accessory section ratio), the ratio of the number of games in which the accessory continuous operation device has operated during a predetermined total number of games (175,000 times) (total consecutive winning section ratio), the ratio of the number of games in which all accessories have operated during a predetermined total number of games (175,000 times) (total accessory section ratio), etc. can also perform predetermined ratio calculations and display them.

[0109] Also, in this embodiment, the total number of predetermined games is set to "175,000 times" and the specific total number of games is set to "6,000 times" as the denominator of the predetermined ratio information displayed on the role ratio monitor. However, the total number of predetermined games and the specific total number of games are not limited to these values. For example, for the denominator used to calculate some or all of the various ratios described above, the total number of predetermined games may be set to "17,500 times" and the specific total number of games may be set to "3,000 times". However, since various types of gaming machines are installed and operated in the game parlor and the optimal number of games for ratio calculation may vary, the number of games for calculating each of the various ratios described above is not limited to those described above and can be changed as appropriate. In this case, the game parlor may be able to arbitrarily set the number of games that can be the denominator and numerator for calculating some or all of the various ratios.

[0110] In addition, in this embodiment, the operation of the ART function is not included in all the objects in the medium-time role ratio and the total role ratio. However, the operation of the ART function can be regarded as the operation of the role, and the ratio calculation of the medium-time role ratio and the total role ratio can also be performed. In addition, even if it is other than the above-described, as long as it is useful information, it goes without saying that two values can be aggregated to perform ratio calculation and the result of the ratio calculation can be displayed as ratio information. Also, in the description of the role ratio monitor, the part described as "the ART function is operating" may include or exclude "the operation of the AT function".

[0111] <Microprocessor> Next, with reference to FIG. 8, the internal configuration of the microprocessor 91 will be described. FIG. 8 is a block diagram showing the internal configuration of the microprocessor 91.

[0112] The microprocessor 91 includes a main CPU 101 (arithmetic processing unit), a main ROM 102 (first storage unit), a main RAM 103 (second storage unit), an external bus interface 104, a clock circuit 105, a reset controller 106, an arithmetic circuit 107, a random number circuit 110, 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 that make up the microprocessor 91 are connected to each other via a signal bus 116.

[0113] Based on the clock pulses generated by the clock circuit 105, the main CPU 101 executes various control programs to perform control related to the overall gaming operation. Here, reel stop control will be described as an example of the control operation of the main CPU 101.

[0114] After detecting the reel index, the main CPU 101 counts the number of pulses output to the stepping motors of each reel 3L, 3C, 3L (main reels). Thereby, the main CPU 101 manages the rotation angle of each reel (mainly, how many symbols the reel has rotated). The reel index is information indicating that the reel has made one full rotation. This reel index is detected, for example, by an optical sensor having a light emitting part and a light receiving part, and a reel position detection part (not shown) provided at a predetermined position of each reel and including a detection piece interposed between the light emitting part and the light receiving part by the rotation of each main reel.

[0115] Here, the management of the rotation angles of each reel 3L, 3C, 3L (main reel) 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 the rotation of one symbol 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).

[0116] That is, in the present embodiment, by managing the symbol counter, it is managed how many symbols' rotations have been performed since the reel index was detected. Therefore, the position of each symbol of each reel is detected with reference to the position where the reel index is detected.

[0117] The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, data for transmitting various control commands (commands) to the sub-control circuit 200, and the like. The main RAM 103 is provided with a storage area for storing various data such as internal winning roles determined by the execution of the control program. Note that the internal configurations (memory maps) of the main ROM 102 and the main RAM 103 will be described in detail with reference to FIG. 11 described later.

[0118] 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). Note that the clock pulse signal generated by the clock circuit 105 is also output to the reset controller 106.

[0119] The reset controller 106 performs the reset of IAT (Illegal Address Trap) and WDT (watchdog timer) based on the reset signal input from the power management circuit 93. The arithmetic circuit 107 is configured to include a multiplication circuit and a division circuit. For example, when executing the "MUL (multiplication)" instruction in the program, the arithmetic circuit 107 executes the multiplication process based on this "MUL" instruction.

[0120] The random number circuit 110 generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255). Although not shown in the figure, the random number circuit 110 is composed of a random number register 0 for obtaining a 2-byte hard latch random number, a random number register 1 for obtaining a 2-byte soft latch random number, and random number registers 2 to 7 for obtaining a 1-byte soft latch random number. 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 (for example, the power management circuit 93, etc.) provided outside the microprocessor 91. The parallel port 111 is also connected to the random number circuit 110 and the interrupt controller 112. The start switch 79 is also connected to any of the input ports PI0 to PI4 of the parallel port 111. 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 a 2-byte hard latch random number is obtained.

[0121] The interrupt controller 112 controls the execution timing of the interrupt process 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 process start command to the main CPU 101. The main CPU 101 performs various interrupt processes (see FIG. 79 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.

[0122] The timer circuit 113 (PTC) operates (counts the elapsed time) with the clock pulse signal generated by the clock circuit 105 (the clock pulse signal having a frequency obtained by dividing the clock pulse signal for main CPU operation by a divider (not shown)). Then, the timer circuit 113 outputs a timeout signal (trigger signal) to the interrupt controller 112 at a cycle of 1.1172 msec.

[0123] 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.

[0124] <Sub-control circuit> Next, with reference to FIG. 9, the configuration of the sub-control circuit 200 (sub-control means) mounted on the sub-control board 72 will be described. FIG. 9 is a block diagram showing a configuration example of the sub-control circuit 200 of the pachislot 1.

[0125] The sub-control circuit 200 is electrically connected to the main control circuit 90, and performs processes such as determination and execution of production content based on commands transmitted from the main control circuit 90. The sub-control circuit 200 functions as a production control unit that controls production operations, and basically includes a sub-CPU 201, a sub-RAM 202, a rendering processor 203, a drawing RAM 204, and a driver 205.

[0126] 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.

[0127] The sub-CPU 201 controls the output of video, sound, and light according to the commands transmitted from the main control circuit 90, 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.

[0128] 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, and a production registration task for extracting random values for production and determining and registering production content (production data). The control program also includes various programs for executing a drawing control task for controlling the display of video by the display device 11 based on the determined production 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.

[0129] The data storage area includes a storage area for storing various data tables, a storage area for storing production data that constitutes each production content, and a storage area for storing animation data related to the creation of video. The data storage area also includes a storage area for storing sound data related to BGM and sound effects, a storage area for storing lamp data related to the lighting and extinguishing patterns of lights, and the like.

[0130] The sub-RAM 202 is provided with a storage area for registering the determined production content and production data, and a storage area for storing various data such as sub-flags (internal lottery roles) transmitted from the main control circuit 90.

[0131] The sub-CPU 201, the rendering processor 203, the drawing RAM (including the frame buffer) 204, and the driver 205 create a video according to the animation data specified by the production content, and display the created video on the display device 11 (projector mechanism 211) and / or the sub-display device 18. Note that the display device 11 (projector mechanism 211) and the sub-display device 18 are individually controlled by the sub-control board 72.

[0132] In addition, the sub-CPU 201 outputs sounds such as BGM through the speaker group 84 according to the sound data specified by the production content. The sub-CPU 201 also controls the lighting and extinguishing of the LED group 85 according to the lamp data specified by the production content.

[0133] <Various registers of the main CPU> Next, with reference to FIG. 10, various registers of the main CPU 101 will be described. Note that FIG. 10 is a schematic configuration diagram of various registers included in the main CPU 101.

[0134] 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. Each register is composed of 1-byte registers.

[0135] Also, in the present 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 the present embodiment, the H register and the L register are used as a pair register (hereinafter referred to as the "HL register").

[0136] As shown in FIG. 10, 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. In the determination process of the arithmetic result, the main CPU 101 refers to the data "0" / "1" of bit 6 to make a determination (YES / NO).

[0137] 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 - specific instruction codes for address specification using this Q register are provided in the program, and by using these instruction codes, improvement in processing efficiency, reduction in the capacity of the main ROM 102, etc. are realized. In the various main CPU 101 - specific instruction codes for address specification using the Q register, the upper - side 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 "LDQ,n (8 - bit data)" instruction using the Q register, the value of the Q register can be changed by setting any 1 - byte data to "n" and executing this instruction.

[0138] Furthermore, the main CPU 101 has, as dedicated registers, an interrupt - page - address register I and a memory - refresh register R composed of 1 - byte registers, and an index register IX, an index register IY, a stack pointer SP, and a program counter PC composed of 2 - byte registers.

[0139] <Internal Configuration of Main ROM and Main RAM (Memory Map)> Next, with reference to FIGS. 11A to 11C, the internal configuration (hereinafter referred to as the "memory map") of the main ROM 102 and the main RAM 103 included in the main control circuit 90 (microprocessor 91) will be described. FIG. 11A is a diagram showing the memory map of the entire memory, FIG. 11B is a diagram showing the memory map of the main ROM 102, and FIG. 11C is a diagram showing the memory map of the main RAM 103.

[0140] In the memory map of the entire memory included in the main control circuit 90 (microprocessor 91), as shown in FIG. 11A, 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 sandwiched therebetween.

[0141] In the memory map of the main ROM 102, as shown in FIG. 11B, from the head (0000H) side of the address of the main ROM 102, the program area, the data area, the out-of-specification area, the trademark recording area, the program management area, and the security setting area are arranged at predetermined addresses in this order.

[0142] Note that 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 transmitting various control commands (commands) to the sub-control circuit 200, 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 arcade are stored.

[0143] Also, in the out-of-specification area, control programs and data for various processes (processes that do not directly affect the game properties) that do not directly participate in the game properties of the game implemented by the player are stored. For example, programs and data used in the inspection test (firing test) of Pachislo 1, control programs and data used in checksum generation processing at power-off and sum check processing at power-on recovery, and anti-cheat programs and data necessary therefor are stored in the out-of-specification area.

[0144] In addition, the program management area and the security setting area store the execution of the control program or various setting and management information related to the security function. For example, the setting and management information of the start address and end address (i.e., data range) of the control program stored in the program area, the setting and management information of the number of addresses of the readable RAM area, the reset setting and management information of the WDT, the interrupt setting and management information, the setting and management information of the permission / non-permission of reading the control program stored in the program area, the setting and management information related to the activation and update method of the random number circuit 110, and the setting and management information of the security mode described later, etc. are stored in the program management area and the security setting area. In this embodiment, other setting and management information not related to the security function is stored in the program management area, and the setting and management information related to the security function is stored in the security setting area. However, it is not limited to this. For example, these setting and management information may be stored as a single management area.

[0145] In the memory map of the main RAM 103, as shown in FIG. 11C, from the head (F000H) side of the address of the main RAM 103, the game RAM area (predetermined storage area, game temporary storage area) and the out-of-specification RAM area (out-of-specification temporary storage area) are arranged at predetermined addresses in this order.

[0146] In the game RAM area, a work area and a stack area for temporarily storing various data such as, for example, internal lottery winning roles determined by the execution of a control program related to the game properties of the game performed 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.

[0147] 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.

[0148] 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.

[0149] 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 the ROM area (off-specification ROM area) where program arrangement was conventionally prohibited by rules. Therefore, in this embodiment, it is possible to avoid squeezing the capacity of the game ROM area.

[0150] <Security Mode> Next, with reference to FIG. 12, a security mode, which is a part of the security function of the main control circuit 90 (microprocessor 91), will be described. Note that FIG. 12 is a diagram for explaining the security mode.

[0151] The security mode is, for example, an operating state in which the microprocessor 91 operates when the power of the pachislot 1 is turned on and a reset signal is input from the power management circuit 93. During this security mode, the startup of the main CPU 101 is delayed for a period corresponding to the setting stored in the security setting area (that is, the execution of the startup process (refer to FIG. 46 described later) at power-on by the main CPU 101 is delayed). By starting the main CPU 101 after passing through this security mode, the security of the microprocessor 91 is ensured, and the time required for startup control at power-on is secured to stably start the main CPU 101.

[0152] Note that in this embodiment, for example, the reset controller 106 can also delay the startup of the main CPU 101 by delaying the reset signal input at power-on for a predetermined period, or the interrupt controller 112 can delay the startup of the main CPU 101 by delaying the interrupt permission of the reset interrupt process (refer to FIG. 46 described later) at power-on for a predetermined period. Also, each controller can cooperate to delay the startup of the main CPU 101. Further, for example, a delay circuit can be provided in the microprocessor 91 (or in the reset controller 106 or the interrupt controller 112), and the startup of the main CPU 101 can be delayed by this delay circuit. That is, the configuration (security unit) that executes the security function in the microprocessor 91 can be appropriately modified and applied according to its specifications.

[0153] As shown in FIG. 12, in the security mode, the delay period can be set to a fixed extension time (fixed period) and a random extension time (variable period). In this embodiment, for example, by selecting and setting any one of modes 1 to 8, each associated with a different fixed extension time, one fixed extension time can be set from among a plurality of fixed extension times, and by selecting and setting any one of modes 1 to 4, each associated with a different range of random extension times, one range of random extension times can be set from among a plurality of ranges of random extension times.

[0154] For example, when "mode 4" is selected as the fixed extension time and "mode 4" is selected as the random extension time, and these settings are stored in the security setting area, when the power of the pachislot 1 is turned on and a reset signal is input from the power management circuit 93, first, the main CPU 101 is delayed for about 4 seconds (4000 ms) as the fixed extension time, and then one extension time is randomly selected from the range of 0 to 500 ms as the random extension time, and the start of the main CPU 101 is delayed for the selected time.

[0155] Although the ranges of the fixed extension time and the random extension time can be set as appropriate, in this embodiment, from the viewpoint of shortening the time until the setting can be changed when the power of the pachislot 1 is turned on, it is desirable to set "mode 1" in which the random extension time is always "0" as the range of the random extension time.

[0156] <Transition flow of game state> Next, with reference to FIGS. 13 and 14, various game states managed by the main control circuit 90 (main CPU 101) of the pachislot 1 in this embodiment and their transition flows will be described. FIG. 13 is a transition flow diagram of the basic game states of the pachislot 1, and FIG. 14 is a transition flow diagram of the game states considering the presence or absence of the operation of the notification (AT·ART) function (that is, distinguishing between the normal section and the advantageous section as game sections).

[0157] [Basic game state transition flow] 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 effect continuous operation device related to a regular bonus (hereinafter referred to as "RB") called a first type special effect, and continuously operates RB.

[0158] Therefore, in this embodiment, the main control circuit 90 manages the game state based on the presence or absence of winning / lottery (winning) of the bonus combination. Specifically, as shown in FIG. 13, the main control circuit 90 manages three types of game states called "bonus non-winning state", "between flag state", and "bonus state" based on the presence or absence of winning / lottery (winning) of the bonus combination (internal lottery combination with the names "F_BB1", "F_BB2", "F_BB3", "F_BB4" described later).

[0159] Note that the bonus non-winning state is a state where the bonus is not won and the bonus is not operating (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 lottery combination, a state occurs in which the bonus combination is carried over as an internal lottery combination over a plurality of games until the bonus wins. The between flag state is a state where the bonus combination is carried over as an internal lottery combination, that is, a state where the bonus combination wins and the bonus is not operating.

[0160] Note that the presence or absence of winning of the bonus combination is managed based on the data stored in the winning request flag storage area (see FIG. 25 described later) and the carry-over combination storage area (see FIG. 26 described later) provided in the main RAM 103. Also, the presence or absence of operation (winning) of the bonus is managed based on the data stored in the game state flag storage area (see FIG. 27 described later) provided in the main RAM 103.

[0161] Also, in the present embodiment, as shown in FIG. 13, 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, each referred to as "RT0 state" to "RT5 state") are provided, in which the type of internal winning combination related to replay and its winning probability are different from each other. Note that the RT1 state and the RT4 state are gaming states in which the probability that the replay combination is determined as an internal winning combination is a low probability, and the RT5 state is a gaming state in which the probability that the replay combination is determined as an internal winning combination is a medium probability of medium degree. Also, the RT0 state, the RT2 state, and the RT3 state are gaming states in which the probability that the replay combination is determined as an internal winning combination is a high probability. Note that in the present embodiment, the RT state in the bonus non-winning state is any one of the RT0 state to the RT4 state, and the RT state in the between-flag state is the RT5 state.

[0162] Therefore, in the present embodiment, the main control circuit 90 further manages six types of states from RT0 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).

[0163] Note that the RT0 state to the RT5 state are managed based on data stored in a gaming state flag storage area (see FIG. 27 described later) provided in the main RAM 103. Specifically, in the pachislot 1 of the present embodiment, six flags indicating the RT states of the RT0 state flag to the 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 in the on state as the current RT state. Note that the RT0 state flag may not be provided, and when all the RT state flags are in the off state, the main control circuit 90 may specify that the current RT state is the RT0 state.

[0164] As shown in FIG. 13, when a bonus non-winning state (RT0 to RT4 states) determines a bonus role (internal winning role with the following names "F_BB1", "F_BB2", "F_BB3", "F_BB4") as an internal winning role (in FIG. 13, "bonus winning"), the main control circuit 90 shifts the game state from the bonus non-winning state to the between-flag state (RT5 state). Also, when a bonus role wins in the between-flag state (in FIG. 13, "bonus established"), the main control circuit 90 shifts the game state from the between-flag state to the bonus state.

[0165] Here, as bonus states, a BB1 game state (BB1 state), a BB2 game state (BB2 state), a BB3 game state (BB3 state), and a BB4 game state (BB4 state) are provided. The main control circuit 90 manages the bonus state based on the on / off states of the BB1 state flag, BB2 state flag, BB3 state flag, and BB4 state flag stored in a game state flag storage area (see FIG. 27 described later), similar to the RT state. Also, as will be described later, since it is always in the RB game state (RB state) during the BB1 to BB4 states, this is also managed based on the on / off state of the RB state flag stored in the game state flag storage area (see FIG. 27 described later).

[0166] In the bonus non-winning state, when the following named "F_BB1" is determined as an internal winning role and in the between-flag state, when the corresponding symbol combination "C_red same color BB" is displayed on the valid line, the main control circuit 90 shifts the game state from the between-flag state to the BB1 state. In the BB1 state, it is always in the RB state. When more than the specified number of "240" medals are paid out in the BB1 state, the BB1 state ends (in FIG. 13, "bonus end"), and the main control circuit 90 shifts the game state from the bonus state to the RT4 state.

[0167] Also, in the bonus non-winning state, when the name "F_BB2" described later is determined as the internal winning role, and in the between-flag state, when the corresponding symbol combination "C_blue same-color BB" is displayed on the active line, the main control circuit 90 shifts the game state from the between-flag state to the BB2 state. In the BB2 state, it always becomes the RB state. When more than the specified number of "240" medals are paid out in the BB2 state, the BB2 state ends (in FIG. 13, "bonus end"), and the main control circuit 90 shifts the game state from the bonus state to the RT4 state.

[0168] Also, in the bonus non-winning state, when the name "F_BB3" described later is determined as the internal winning role, and in the between-flag state, when the corresponding symbol combination "C_red different-color BB" is displayed on the active line, the main control circuit 90 shifts the game state from the between-flag state to the BB3 state. In the BB3 state, it always becomes the RB state. When more than the specified number of "165" medals are paid out in the BB3 state, the BB3 state ends (in FIG. 13, "bonus end"), and the main control circuit 90 shifts the game state from the bonus state to the RT4 state.

[0169] Also, in the bonus non-winning state, when the name "F_BB4" described later is determined as the internal winning role, and in the between-flag state, when the corresponding symbol combination "C_blue different-color BB" is displayed on the active line, the main control circuit 90 shifts the game state from the between-flag state to the BB4 state. In the BB4 state, it always becomes the RB state. When more than the specified number of "165" medals are paid out in the BB4 state, the BB4 state ends (in FIG. 13, "bonus end"), and the main control circuit 90 shifts the game state from the bonus state to the RT4 state.

[0170] In the RT4 state, when the combination of symbols "R_RT1 transition" described later is displayed on the valid line (in FIG. 13, "RT1 transition established"), the main control circuit 90 shifts the game state from the RT4 state to the RT1 state. Also, in the RT4 state, when the combination of symbols "S_RT3 transition" described later is displayed on the valid line (in FIG. 13, "RT3 transition established"), the main control circuit 90 shifts the game state from the RT4 state to the RT3 state.

[0171] In the RT1 state, when the combination of symbols "S_RT3 transition" described later is displayed on the valid line (in FIG. 13, "RT3 transition established"), the main control circuit 90 shifts the game state from the RT1 state to the RT3 state. Also, in the RT1 state, when the combination of symbols "S_RT0 transition rep" described later is displayed on the valid line (in FIG. 13, "RT0 transition rep established"), the main control circuit 90 shifts the game state from the RT1 state to the RT0 state.

[0172] In the RT0 state, when the combination of symbols "S_RT3 transition" described later is displayed on the valid line (in FIG. 13, "RT3 transition established"), the main control circuit 90 shifts the game state from the RT0 state to the RT3 state. Also, in the RT0 state, when the combination of symbols "R_RT1 transition" described later is displayed on the valid line, or when the combination of symbols "S_RT1 transition rep" described later is displayed on the valid line (in FIG. 13, "RT1 transition RT1 transition rep established"), the main control circuit 90 shifts the game state from the RT0 state to the RT1 state. Also, in the RT0 state, when the combination of symbols "S_RT2 transition rep" described later is displayed on the valid line (in FIG. 13, "RT2 transition rep established"), the main control circuit 90 shifts the game state from the RT0 state to the RT2 state. Note that when the set value is changed, or when initialization conditions such as "RAM abnormality" described later are satisfied (in FIG. 13, "setting change · initialization condition established"), the game state becomes the RT0 state as the initial state.

[0173] In the RT2 state, when the combination of symbols "S_RT3 transition" described later is displayed on the valid line (in FIG. 13, "RT3 transition established"), the main control circuit 90 shifts the game state from the RT2 state to the RT3 state. Also, in the RT2 state, when the combination of symbols "R_RT1 transition" described later is displayed on the valid line, or when the combination of symbols "S_RT1 transition rep" described later is displayed on the valid line (in FIG. 13, "RT1 transition RT1 transition rep established"), the main control circuit 90 shifts the game state from the RT2 state to the RT1 state.

[0174] In the RT3 state, when games are played for a predetermined period (in this embodiment, "8" games. That is, during 8 games) (in FIG. 13, "8 games completed"), the main control circuit 90 shifts the game state from the RT3 state to the RT0 state. Note that the period during which the RT3 state continues can be set as appropriate. Also, it may be possible not to specifically define the period during which the RT3 state continues. In this case, in the RT3 state, an internal winning combination that can display the combination of symbols "S_RT0 transition rep" described later may be determined with a predetermined probability.

[0175] [Game state transition flow considering the operation of the notification (AT·ART) function] In this embodiment, the main control circuit 90 (main CPU 101) determines whether the function (AT·ART function) for notifying the player of an advantageous stop operation is operating. Therefore, in this embodiment, not only the above-described bonus non-winning state, flag interval state, and bonus state, but also the operating / non-operating state of the AT·ART function are managed as game states. Note that in this embodiment, the section of the game during which the AT function is operating is referred to as the "normal advantageous section", the section of the game during which the ART function is operating is referred to as the "advantageous section", and the section of the game during which neither the AT function nor the ART function is operating is referred to as the "non-advantageous section" or the "normal section".

[0176] In addition, in the present embodiment, when a bonus state is entered in a favorable section (including the "normal favorable section" and the "favorable section"), the bonus state is included in the favorable section as a series of favorable gaming sections for the player, and the period during which the lighting of the above-described state display continues (notification period during the favorable section) is set, and the number of games for forcibly ending (restricting the continuation of) the favorable section is counted (restriction monitoring period) (in the present embodiment, "1500" games). However, as will be described later, when a bonus state is entered in an "unfavorable section", it may shift to a "normal favorable section" or a "favorable section" after the end of the bonus state. In this case, the bonus state shall be included in the above-described period. Note that when a bonus state is entered in an unfavorable section and does not shift to a "normal favorable section" or a "favorable section" after the end of the bonus state (when the "unfavorable section" continues), the bonus state is not included in the favorable section as it is not a series of favorable gaming sections for the player, and the bonus state is not included in the above-described period. However, since the bonus state is itself a favorable gaming state for the player, regardless of whether it is in a "normal favorable section" or a "favorable section" before and after, the bonus state can always be included in the favorable section and the above-described period.

[0177] In the pachislot machine 1 of the present embodiment, as shown in FIG. 14, the main control circuit 90 manages the "normal state" as the gaming state in the unfavorable section (normal section), the "high probability 1 state" to the "high probability 4 state" and the "present precursor state" as the gaming states in the normal favorable section, and the "line battle preparation state", the "line battle state", the "right acquisition lottery preparation state", the "right acquisition lottery state", the "right acquisition state", the "ending preparation state", the "ending 1 state" and the "ending 2 state" as the gaming states in the favorable section.

[0178] (Gaming state in the unfavorable section (normal section)) The normal state, which is a gaming state in the non-favorable section (normal section), is a gaming state (non-AT·non-ART) in which information on a favorable stop operation is not notified to the player, and is a gaming state unfavorable to the player. In the normal state, when it is determined to shift to the normal favorable section (in FIG. 14, "winning lottery for shifting to the normal favorable section"), the main control circuit 90 shifts the gaming state to any gaming state in the normal favorable section according to the timing of that determination. The details of the flow of the game in the normal state will be described later with reference to FIG. 33 below.

[0179] In this embodiment, in the non-winning bonus state in the normal state, when winning a lottery for a specific winning combination other than the bonus winning combination (see FIG. 33 described later), it is determined to shift to any gaming state (excluding the high-probability 4 state) in the normal favorable section, and when winning a lottery for an internal winning combination including a bonus winning combination with the same winning probability set between each set value (excluding "F_BB3+F_watermelon 2" and "F_BB4+F_watermelon 2"), it is determined to shift to the high-probability 4 state in the normal favorable section. Also, after the end of the bonus state based on the bonus winning combination, when it is determined to shift to the favorable section, it is determined to shift to the line battle state in the favorable section, and when it is not determined to shift to the favorable section, the high-probability 4 state in the normal favorable section continues for a predetermined period (32 games).

[0180] Also, in the non-winning bonus state in the normal state, when winning a lottery for an internal winning combination including a bonus winning combination with different winning probabilities set between each set value ( "F_BB3+F_watermelon 2" and "F_BB4+F_watermelon 2"), it is not determined to shift to the normal favorable section, and after the end of the bonus state based on the bonus winning combination, the normal state in the non-favorable section continues. Also, in the flag interval state in the normal state, regardless of which winning combination is determined as the internal winning combination, it is not determined to shift to the normal favorable section.

[0181] In addition, in the present embodiment, when shifting from the normal state of the non-favorable section to any gaming state of the normal favorable section, the above-mentioned notification period during the favorable section is started (that is, the lighting of the state display device is started), and the above-mentioned regulation monitoring period is started (that is, the counting of the number of game times of "1500", which is the upper limit for the continuation of a series of favorable games, is started).

[0182] (Gaming state of the normal favorable section) Each gaming state of the normal favorable section is a gaming state (AT) in which information on a favorable stop operation can be notified to the player, and is a gaming state favorable to the player as compared with the normal state. In each gaming state of the normal favorable section, when it is determined that a shift to the favorable section is to be made (including the case where it has already been determined in the normal state that a shift to the favorable section is to be made), and when the normal favorable section ends (in FIG. 14, "Normal favorable section ends. Winning in the shift to the favorable section"), the main control circuit 90 shifts the gaming state to any gaming state of the favorable section according to the timing of that determination. Further, in each gaming state of the normal favorable section, when it is not determined that a shift to the favorable section is to be made, and when the normal favorable section ends (in FIG. 14, "Normal favorable section ends. Losing in the shift to the favorable section"), the main control circuit 90 shifts the gaming state to the normal state of the non-favorable section. The details of the flow of the game in each gaming state of the normal favorable section will be described later with reference to FIG. 34 described below.

[0183] In each gaming state within the normal advantageous range, when any one of the internal winning combinations of the small winning combinations in order of pressing (the internal winning combinations of "F_Upper Left Bell 1", "F_Upper Left Bell 2", "F_Upper Middle Bell 1", "F_Upper Middle Bell 2", "F_Upper Right-Left Bell 1", "F_Upper Right-Left Bell 2", "F_Upper Right Middle Bell 1", "F_Upper Right Middle Bell 2", "F_Middle Left Bell 1", "F_Middle Left Bell 2", "F_Middle Middle Bell 1", "F_Middle Middle Bell 2", "F_Middle Right-Left Bell 1", "F_Middle Right-Left Bell 2", "F_Middle Right Middle Bell 1", "F_Middle Right Middle Bell 2", "F_Lower Middle Bell 1", "F_Lower Middle Bell 2", "F_Lower Right-Left Bell 1", "F_Lower Right-Left Bell 2", "F_Lower Right Middle Bell 1", "F_Lower Right Middle Bell 2" described later) is determined as the internal winning combination, the main control circuit 90 decides whether to notify the player of information on a stop operation that is advantageous to the player. If it is determined to notify, information on a stop operation that is advantageous to the player (that is, information on the stop operation by which the player can obtain the most medals) is notified (see FIG. 45 described later).

[0184] Also, in each gaming state within the normal advantageous range, when any one of the internal winning combinations of the replay in order of pressing (the internal winning combinations of "F_RT0 Middle Replay 1" to "F_RT0 Middle Replay 6", "F_RT1 Middle Replay 1" to "F_RT1 Middle Replay 6", "F_RT2 Middle Replay 1" to "F_RT2 Middle Replay 3" described later) is determined as the internal winning combination, the main control circuit 90 does not decide whether to notify the player of information on a stop operation that is advantageous to the player, and does not notify the player of information on a stop operation that is advantageous to the player (that is, information on the stop operation that can shift the player to an advantageous RT state or maintain the advantageous RT state) (see FIG. 45 described later). In this sense, the RT function does not operate (except when the order of pressing accidentally results in the correct answer), and it is in a state (AT gaming state) where only the AT function operates.

[0185] Here, in the present embodiment, in each gaming state of the normal advantageous section, when it is in the RT3 state or the RT5 state (that is, during the 8 games after the display of the RT3 transition point described later, or when it is in the inter-flag state), until the normal advantageous section ends, the order notification of the small winning combinations in the order of pressing is performed. On the other hand, in each gaming state of the normal advantageous section, when it is in an RT state other than the RT3 state and the RT5 state, the order notification of the small winning combinations in the order of pressing is performed only once. Therefore, even in the same gaming state of the normal advantageous section, if the RT state is different, the number of times the order notification of the small winning combinations in the order of pressing is performed varies, and thus the player's profit based on this also varies.

[0186] Further, in the present embodiment, when it enters the bonus state in each gaming state of the normal advantageous section (more specifically, when winning the bonus combination during the normal advantageous section), similar to when it enters the bonus state in the normal state (more specifically, when winning the bonus combination during the non-advantageous section), in the said bonus state, information on the stop operation advantageous to the player (that is, information on the stop operation by which the player can obtain the most medals) is not notified (see FIG. 45 described later). Specifically, when any one of the small winning combinations in the order of pressing in the bonus state (the internal winning combinations of "F_JAC1_1" to "F_JAC1_6" described later) is determined as the internal winning combination, no decision is made on whether to notify the information on the stop operation advantageous to the player.

[0187] In addition, in the present embodiment, in the non-winning state of the bonus in each gaming state of the normal advantageous section, when winning a specific combination other than the bonus combination (see FIG. 34 described later), the gaming state transitions between each gaming state during the normal advantageous section, and also the period (number of games) during which the normal advantageous section continues varies. Also, when winning the bonus combination, if it has not been determined to transition to the advantageous section yet, it is determined whether to transition to the advantageous section. If it has been determined to transition to the advantageous section, it is determined to transition to the line battle state of the advantageous section. If it has not been determined to transition to the advantageous section, the high probability 4 state of the normal advantageous section continues.

[0188] Here, in each gaming state of the normal advantageous section, not only when the bonus combination hits based on hitting an internal winning combination (excluding "F_BB3 + F_Watermelon 2" and "F_BB4 + F_Watermelon 2") that has the same winning probability set between each set value for the bonus combination, but also when it hits based on hitting an internal winning combination (including "F_BB3 + F_Watermelon 2" and "F_BB4 + F_Watermelon 2") that has different winning probabilities set between each set value, it is determined whether to shift to the advantageous section. That is, in the normal advantageous section, as a common process during the normal advantageous section, regardless of whether an internal winning combination including a bonus combination with a set difference in winning probability is determined, when the bonus combination hits, it is determined whether to shift to the advantageous section. Also in this sense, each gaming state of the normal advantageous section is a more advantageous gaming state than the gaming states of the non-advantageous section.

[0189] Further, in the present embodiment, each gaming state of the normal advantageous section is in the above-described notification period during the advantageous section (that is, the status indicator is lit) and also in the above-described regulation monitoring period (that is, during the counting of the "1500" game times which is the upper limit for the continuation of a series of advantageous games). However, when the normal advantageous section ends without shifting to the advantageous section, the above-described notification period during the advantageous section ends (that is, the lighting of the status indicator ends and it goes out), and the above-described regulation monitoring period ends (that is, the counting of the "1500" game times which is the upper limit for the continuation of a series of advantageous games ends and the counting result is initialized (cleared)).

[0190] (Gaming state of the advantageous section) Each gaming state in the advantageous section is a gaming state (ART) in which information on a stop operation advantageous to the player can be notified, and is a gaming state advantageous to the player as compared with each gaming state in the normal state and the normal advantageous section. In each gaming state in the advantageous section, basically, when either the above-described small winning combination by button order or the replay by button order is determined as an internal winning combination, the main control circuit 90 notifies information on a stop operation advantageous to the player (that is, information on a stop operation that allows the player to obtain the most medals, shift to an RT state advantageous to the player, or maintain the advantageous RT state) (see FIG. 45 described later). In this sense, it is in a state where the ART function operates (ART gaming state). Note that in each gaming state in the advantageous section, when the advantageous section ends without being extended (continued) (including the case where the advantageous section is forcibly ended as described later) (“end of advantageous section” in FIG. 14), the main control circuit 90 shifts the gaming state to the normal state in the non-advantageous section.

[0191] Here, in each gaming state in the advantageous section, as a result of notifying the button order of the above-described small winning combination by button order and the replay by button order, the RT2 state corresponds to (is maintained as) the basic RT state. Also, except for the RT4 state after the end of the bonus state, the RT3 state based on the display of the RT3 transition point described later, and the RT0 state after the end of the RT3 state, when shifting from each gaming state in the normal advantageous section to each gaming state in the advantageous section, in most cases, the RT state in each gaming state in the normal advantageous section corresponds to the RT1 state. Therefore, the line battle preparation state, the right acquisition lottery preparation state, and the ending preparation state, which are gaming states in the advantageous section, are each determined to shift to the line battle state, the right acquisition lottery state, and the ending 1 state or the ending 2 state, and are positioned as preparation states for raising the RT state to the RT2 state when the RT state is not the RT2 state.

[0192] The main control circuit 90 basically causes the game state to shift to the line battle state, the right acquisition lottery state, and the ending 1 state or the ending 2 state, respectively, when the RT state shifts to the RT2 state in the line battle preparation state, the right acquisition lottery preparation state, and the ending preparation state. The details of the game flow in each game state in the advantageous section will be described later with reference to FIGS. 35 to 44 described below.

[0193] Here, in the present embodiment, when a bonus state is reached in each game state in the advantageous section (more specifically, when a bonus combination is won during the advantageous section), unlike the non-advantageous section and the normal advantageous section, in the bonus state, information on a stop operation advantageous to the player (that is, information on the stop operation by which the player can obtain the most medals) is notified (see FIG. 45 described below). Specifically, when any of the small winning combinations in the pressing order in the bonus state (the internal winning combinations of "F_JAC1_1" to "F_JAC1_6" described below) is determined as the internal winning combination, information on a stop operation advantageous to the player is always notified. Therefore, when a bonus state is reached in the advantageous section, the profit given to the player is greater than when a bonus state is reached in the non-advantageous section and the normal advantageous section. Also in this sense, each game state in the advantageous section is a game state more advantageous than each game state in the non-advantageous section and the normal advantageous section.

[0194] Also, in the present embodiment, each gaming state in the advantageous section is in a state where it is during the notification period in the advantageous section described above (i.e., the state indicator is lit) and also during the regulation monitoring period described above (i.e., during the counting of the "1500" gaming times which is the upper limit for the continuation of a series of advantageous games). When the advantageous section ends without the number of gaming times in the advantageous section (including the bonus state) reaching the upper limit of "1500" times, the notification period during the advantageous section described above ends (i.e., the lighting of the state indicator ends and it goes off), and the regulation monitoring period described above ends (i.e., the counting of the "1500" gaming times which is the upper limit for the continuation of a series of advantageous games ends and the counting result is initialized (cleared)). Also, when the number of gaming times in the advantageous section (including the bonus state) reaches the upper limit of "1500" times, the advantageous section ends forcibly (when in the bonus state, only the bonus state continues). Also in this case, the notification period during the advantageous section described above ends (i.e., the lighting of the state indicator ends and it goes off), and the regulation monitoring period described above ends (i.e., the counting of the "1500" gaming times which is the upper limit for the continuation of a series of advantageous games ends and the counting result is initialized (cleared)).

[0195] Note that in the present embodiment, when the advantageous section ends forcibly based on the number of gaming times in the advantageous section (including the bonus state) reaching the upper limit of "1500" times, for example, even if it is determined to continue each gaming state in the advantageous section (a right to continue is granted), or even if there are remaining gaming times for each gaming state in the advantageous section, they are all initialized (cleared) and then transition to the normal state of the non-advantageous section. Also, when the advantageous section ends forcibly when in the bonus state of the advantageous section, the notification of the pushing order of the above-mentioned small pushing order combinations in the bonus state also ends immediately. However, in this case, exceptionally, the notification of the pushing order of the above-mentioned small pushing order combinations may be performed until the bonus state ends. Also, the number of gaming times corresponding to the regulation monitoring period is not limited to "1500" times, and its value can be changed as appropriate.

[0196] Also, in the present embodiment, basically, the periods during which the respective gaming states corresponding to the above-described normal advantageous sections and advantageous sections continue, or the periods (continuous periods) during which the respective gaming states are extended, are managed by the number of gaming times (number of games). However, the method of managing the periods of the respective gaming states is not limited to this. For example, among the respective gaming states corresponding to the above-described normal advantageous sections and advantageous sections, the periods of one or a plurality of gaming states may be managed by the number of medals paid out during that period, or the difference in the number of medals (net increase) obtained by subtracting the number of medals inserted from the number of medals paid out, or may be managed by the number of times of notification (notification times) that affects the payout of medals (that is, the notification when the above-described small winning combination by pushing order wins).

[0197] <Configuration of Data Table Stored in Main ROM> Next, with reference to FIGS. 15 to 22, the configuration of various data tables stored in the main ROM 102 will be described. Note that various data tables used in various lotteries performed in each gaming state related to the game properties described in FIG. 14 will be described separately together with the description of each game property later.

[0198] [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 the respective symbols in the rotational directions of the left reel 3L, the middle reel 3C, and the right reel 3R, and data (hereinafter referred to as symbol codes (refer to the symbol code table in FIG. 15)) that specifies the types of symbols arranged at each position.

[0199] In the symbol arrangement table, when a reel index is detected, the position of the symbol located in the middle section area of each reel within the frame of the reel display window 4 is defined as "0". Then, in each reel, in the order of advancing in the rotational 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.

[0200] That is, by referring to the value of the symbol counter (from "0" to "19") and the symbol arrangement table, it is possible to identify the types of symbols displayed in the upper, middle, and lower regions of each reel within the frame of the reel display window 4. In this embodiment, nine types of symbols, namely, "Red 7", "Blue 7", "BAR", "Cherry 1", "Cherry 2", "Bell", "Watermelon", "Replay", and "Blank", are used as symbols.

[0201] Also, in this embodiment, as shown in the symbol code table, for the symbol "Red 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 "BAR" (symbol code 3), "00000011" is assigned as data, for the symbol "Cherry 1" (symbol code 4), "00000100" is assigned as data, and for the symbol "Cherry 2" (symbol code 5), "00000101" is assigned as data.

[0202] For the symbol "Bell" (symbol code 6), "00000110" is assigned as data. For the symbol "Watermelon" (symbol code 7), "00000111" is assigned as data, for the symbol "Replay" (symbol code 8), "00001000" is assigned as data, and for the symbol "Blank" (symbol code 9), "00001001" is assigned as data.

[0203] [Internal lottery table] Next, with reference to FIGS. 16 to 18, the internal lottery table referred to when determining the internal winning combination will be described. FIGS. 16 and 17 are the internal lottery tables referred to in each of the RT0 state to the RT5 state. FIG. 18 is the internal lottery table referred to in the bonus state.

[0204] The internal lottery table is provided for each gaming state (see FIG. 13), and defines the correspondence between various internal winning lottery roles and the lottery values when each internal winning lottery role is determined. Note that the lottery values are defined for each set value (Settings 1 to 6) for adjusting the expected values of internal winning lotteries such as preset bonus roles and minor roles. This setting is changed using, for example, the reset switch 76 and the setting key-type switch 54 (see FIG. 7).

[0205] In the internal lottery process of this embodiment, first, the 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 lottery role. Next, it is determined whether the lottery result (lottery value + random number value) exceeds 65535 (whether the lottery result overflows). And in a predetermined internal winning lottery role, if the lottery result exceeds 65535, it is determined that the internal winning lottery role has won. Note that in the internal lottery process of this 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.

[0206] Therefore, in the internal lottery process of this embodiment, the higher the numerical value defined as the lottery value for an internal winning lottery role, the higher the determined probability. Note that the winning probability of each internal winning lottery role 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)".

[0207] In the internal lottery table referred to in each of the RT0 state to the RT5 state, as shown in FIG. 16, basically, depending on the type of the RT state, the type and winning probability of the replay role determined as the internal winning lottery role change. For example, the replay roles related to the names "F_RT0 middle replay 1 (No. 40)" to "F_RT0 middle replay 6 (No. 45)" are not determined as internal winning lottery roles except in the RT0 state, and are determined as internal winning lottery roles in the RT0 state.

[0208] 16 and 17, the internal winning combinations indicated by "No. 1" to "No. 38" are internal winning combinations in which a bonus combination and a replay combination or a small combination are overlapped to win. For example, "F_BB1+F_Determined Replay (No. 1)" is an internal winning combination in which a bonus combination "F_BB1" and a replay combination "F_Determined Replay" are overlapped to win, and the derivation of the symbol combination "BB01" corresponding to the bonus combination "F_BB1" (see Figures 19 to 22 described later) and the symbol combinations "REP01" to "REP09" corresponding to the replay combination "F_Determined Replay" (see Figures 19 to 22 described later) is permitted (a prize is permitted).

[0209] 16 and 17, the internal winning combinations indicated by "No. 39" to "No. 60" are internal winning combinations in which a replay combination is won. For example, "F_maintenance replay (No. 40)" is an internal winning combination in which the replay combination "F_maintenance replay" is won, and the derivation of the symbol combination "REP02" (see Figures 19 to 22 described later) corresponding to the replay combination "F_maintenance replay" is permitted (a prize is permitted).

[0210] 16 and 17, the internal winning combinations indicated by "No. 61" to "No. 98" are internal winning combinations that result in the winning of a small winning combination. For example, "F_Chance Eye A1 (No. 61)" is an internal winning combination that results in the winning of a small winning combination "F_Chance Eye A1" and allows the derivation of the symbol combinations "NML14", "NML22", "NML26" and "NML30" (see Figures 19 to 22 described later) that correspond to the small winning combination "F_Chance Eye A1" (allows the winning of a prize).

[0211] Although illustration is omitted, when "F_Chance Target A1 (No.61)" to "F_Chance Target B4 (No.68)" are determined as internal lottery winning roles, the derivation of "NZR01" (see FIGS. 19 to 22 described later) described later is also allowed (stop display is permitted). Here, "HZR01" is not a combination of winning symbols but a part of a combination of losing symbols, but it is a combination of symbols defined as a combination of symbols for shifting the game state from another RT state to the RT3 state (RT3 transition target), and basically, it is not allowed to be derived except when any of the internal lottery winning roles indicated by "No.61" to "No.68" is determined. Therefore, it can also be said that "NZR01" is a combination of symbols corresponding to the internal lottery winning roles indicated by "No.61" to "No.68".

[0212] Similarly, when "F_Upper Left Bell 1 (No.77)" to "F_Lower Right Middle Bell 2 (No.98)" are determined as internal lottery winning roles, the derivation of "NZR02" (see FIGS. 19 to 22 described later) described later is also allowed (stop display is permitted). Here, "HZR02" is not a combination of winning symbols but a part of a combination of losing symbols, but it is a combination of symbols defined as a combination of symbols for shifting the game state from another RT state to the RT1 state (RT1 transition target), and basically, it is not allowed to be derived except when any of the internal lottery winning roles indicated by "No.77" to "No.98" is determined. Therefore, it can also be said that "NZR02" is a combination of symbols corresponding to the internal lottery winning roles indicated by "No.77" to "No.98".

[0213] In addition, in this embodiment, in the state between flags (RT5 state), that is, in the state where a bonus winning combination has already been determined (carried over) as an internal winning combination, no further bonus winning combination is determined. Therefore, in the internal lottery tables shown in FIGS. 16 and 17, the lottery values of the internal winning combinations indicated by "No. 1" to "No. 38" in the state between flags (RT5 state) are set to "0". However, in order to ensure that the winning probability of minor winning combinations does not vary between the state between flags (RT5 state) and the non-bonus winning state (RT0 to RT4 states), the lottery values related to the minor winning combinations assigned to the internal winning combinations indicated by "No. 2" to "No. 10", "No. 12" to "No. 38" are added to the lottery values of the internal winning combinations indicated by "No. 61" to "No. 68", "No. 72" and "No. 73" in the state between flags (RT5 state). That is, the internal winning combinations indicated by "No. 61" to "No. 68", "No. 72" and "No. 73" do not have a higher winning probability in the state between flags (RT5 state), but have the same probability among game states other than the bonus state.

[0214] Also, in FIGS. 16 and 17, "No. 0" indicates a "loss" for which the derivation of any prescribed combination of symbols (see FIGS. 19 to 22 described later) is not allowed. The higher the assignment (lottery value) of this "loss", the more disadvantageous it is for the player. Note that in the RT0 state and the RT2 state, there is no case where a "loss" is determined. Also, in the RT5 state, the probability of determining a "loss" is expressed as "22289 / 65536". However, in reality, since any bonus winning combination has already been determined (carried over) as an internal winning combination, there is no case where a "loss" is determined in that sense.

[0215] In addition, in FIGS. 16 and 17, the internal lottery table in the case where the set value is "1" (Setting 1) is taken as an example for explanation. However, for the internal winning lottery roles other than the internal winning lottery roles shown in "No. 21", "No. 30", "No. 39" and "No. 74", the same lottery values are set between the set values. That is, the same winning lottery probability is obtained. On the other hand, for the internal winning lottery roles shown in "No. 21", "No. 30", "No. 39" and "No. 74", different lottery values are set between the set values (or between a predetermined set value and a specific set value). That is, different winning lottery probabilities are obtained (see (※1), (※2) and (※3) in FIGS. 16 and 17).

[0216] Specifically, for example, for the internal winning lottery roles shown in "No. 21" and "No. 30", when the set value is "1", the lottery values of "22" are set respectively, while when the set value is "6", the lottery values of "77" are set respectively (that is, as the set value increases, the lottery values of the internal winning lottery roles shown in "No. 21" and "No. 30" increase by "11" each). Although the illustration is omitted, in the state between flags (RT5 state), as the lottery values set for the internal winning lottery roles shown in "No. 21" and "No. 30" increase, the lottery values set for the internal winning lottery role shown in "No. 72" also increase.

[0217] Also, for example, the internal winning lottery role shown in "No. 74" is set such that the lottery value is relatively higher when the set value is "2", "4" and "6" than when the set value is "1", "3" and "5", and is set such that the lottery value increases as the set value increases.

[0218] Also, for example, the internal lottery winning positions shown in "No. 39" are set such that the lottery values are relatively lower when the set values are "2", "4", and "6" than when the set values are "1", "3", and "5", and are set such that the lottery values decrease as the set values increase. This is to adjust the increase in the lottery values of the internal lottery winning positions shown in "No. 21", "No. 30", and "No. 74". Therefore, for example, in the RT0 state and the RT2 state, the probability of "losing" being determined does not fluctuate and is maintained at "0". These are an example of making the lottery winning probabilities of specific internal lottery winning positions different among the set values.

[0219] In FIG. 18, the internal lottery winning positions indicated by "No. 1" to "No. 7" are the internal lottery winning positions where small winning positions win. When winning, the derivation of the corresponding symbol combinations shown in FIG. 18 is allowed (winning is permitted). In this embodiment, in the RB state (that is, the BB1 to BB4 states), the replay winning position is configured not to be determined as an internal lottery winning position. However, one or more of the replay winning positions shown in FIGS. 16 and 17 may be determined as internal lottery winning positions.

[0220] [Symbol Combination Table] Next, with reference to FIGS. 19 to 22, a symbol combination table that defines the symbol combinations related to winning and the like in this embodiment will be described. In this embodiment, the description is given by taking the example of providing a symbol combination table as data that prescribes a plurality of symbol combinations in advance. However, as long as the symbol combinations displayed on the main control circuit 90 side can be identified, the data can also be prescribed by other methods. For example, a combination of symbol codes may be defined so that the symbol combinations displayed thereby can be identified.

[0221] As shown in FIGS. 19 to 22, the symbol combination table prescribes in advance combinations of a plurality of symbols, and defines data indicating the types of these symbol combinations as display roles (winning operation flags). Further, the symbol combination table is composed of 9-byte data so as to correspond to a winning request flag storage area, a winning operation flag storage area (see FIG. 25 described later), and a symbol code storage area (see FIG. 30 described later), and defines data indicating different display roles (winning operation flags) for each bit of each storage area.

[0222] In FIGS. 19 to 22, there are places with " / " within the prescribed symbol combinations, which indicates that any of the symbols shown can constitute the symbol combination. For example, the combination "HZR01" corresponds to a symbol combination where the symbol on the left reel is "Cherry 1", the symbol on the middle reel is "Cherry 1", and the symbol on the right reel is "Cherry 1" (i.e., "Cherry 1 - Cherry 1 - Cherry 1"), and a symbol combination where the symbol on the left reel is "Cherry 2", the symbol on the middle reel is "Cherry 1", and the symbol on the right reel is "Cherry 1" (i.e., "Cherry 2 - Cherry 1 - Cherry 1").

[0223] The display role (winning operation flag) "HZR01" is a losing symbol combination, but is defined as a symbol combination (the "RT3 transition position") that causes the RT state to transition from another RT state to the RT3 state when the symbol combination is displayed on the valid line.

[0224] The display role (winning operation flag) "HZR02" is a losing symbol combination, but is defined as a symbol combination (the "RT1 transition position") that causes the RT state to transition from another RT state to the RT1 state when the symbol combination is displayed on the valid line.

[0225] The display roles (winning activation flags) "BB01", "BB02", "BB03", and "BB04" are combinations of symbols related to bonus roles. When each combination of symbols is displayed on the display valid line, the corresponding bonus state is activated.

[0226] The display roles (winning activation flags) "REP01" to "REP06" are combinations of symbols related to replay roles. When any of these combinations of symbols is displayed on the valid line, a replay is activated. Note that the combination of symbols of "REP01" can be referred to as "parallel replay" or "linear replay", the combination of symbols of "REP02" can be referred to as "normal replay", the combination of symbols of "REP03" can be referred to as "hit replay", the combination of symbols of "REP04" can be referred to as "special replay", the combination of symbols of "REP05" can be referred to as "fake replay", and the combination of symbols of "REP06" can be referred to as "BAR alignment replay".

[0227] The display role (winning activation flag) "REP07" is a combination of symbols related to the replay role. When this combination of symbols is displayed on the valid line, it activates a replay and is a combination of symbols defined as a combination of symbols ( "RT0 transition replay") that transitions the RT state from another RT state (for example, the RT1 state) to the RT0 state.

[0228] The display role (winning activation flag) "REP08" is a combination of symbols related to the replay role. When this combination of symbols is displayed on the valid line, it activates a replay and is a combination of symbols defined as a combination of symbols ( "RT1 transition replay") that transitions the RT state from another RT state (for example, the RT0 state and the RT2 state) to the RT1 state.

[0229] The display combination (winning activation flag) "REP09" is a combination of symbols related to the replay combination. When this combination of symbols is displayed on the effective line, it activates a replay game and is defined as a combination of symbols (the "RT2 transition replay") that transitions the RT state from another RT state (for example, the RT0 state) to the RT2 state.

[0230] The display combination (winning activation flag) "NML01" is a combination of symbols related to a minor winning combination. When this combination of symbols is displayed on the effective line, 8 medals are paid out. Note that the combination of symbols of "NML01" can be referred to as the combination of symbols of "bell".

[0231] The display combinations (winning activation flags) "NML02" to "NML13" are combinations of symbols related to minor winning combinations. When any of these combinations of symbols is displayed on the effective line, 1 medal is paid out. Note that the combinations of symbols of "NML02" to "NML13" can be collectively referred to as the combination of symbols of the "batter order combination".

[0232] The display combinations (winning activation flags) "NML14" to "NML30" are combinations of symbols related to minor winning combinations. When any of these combinations of symbols is displayed on the effective line, 1 medal is paid out. Note that the combinations of symbols of "NML14" to "NML30" can be collectively referred to as the combination of symbols of the "chance combination".

[0233] The display combinations (winning activation flags) "NML31" to "NML33" are combinations of symbols related to minor winning combinations. When any of these combinations of symbols is displayed on the effective line, 5 medals are paid out. Note that the combinations of symbols of "NML31" to "NML33" can be collectively referred to as the combination of symbols of the "special combination".

[0234] The display winning combination (winning activation flag) "NML34" is a combination of symbols related to a minor winning combination. When this combination of symbols is displayed on the effective line, 8 medals are paid out. Note that the combination of symbols of "NML34" can be referred to as the combination of symbols of "Cross Down Bell".

[0235] The display winning combination (winning activation flag) "NML35" is a combination of symbols related to a minor winning combination. When this combination of symbols is displayed on the effective line, 5 medals are paid out. Note that the combination of symbols of "NML35" can be referred to as the combination of symbols of "Watermelon".

[0236] The display winning combinations (winning activation flags) "NML36" and "NML37" are combinations of symbols related to minor winning combinations. When any of these combinations of symbols is displayed on the effective line, 8 medals are paid out. Note that the combinations of symbols of "NML36" and "NML37" can be collectively referred to as the combination of symbols of "JACA".

[0237] The display winning combinations (winning activation flags) "NML38" to "NML40" are combinations of symbols related to minor winning combinations. When any of these combinations of symbols is displayed on the effective line, 2 medals are paid out. Note that the combinations of symbols of "NML38" to "NML40" can be collectively referred to as the combination of symbols of "JACB".

[0238] Note that in this embodiment, an example is described in which a plurality of symbol combinations (combinations) are assigned as data indicating one display winning combination (winning activation flag). However, the data indicating one display winning combination (winning activation flag) can also be configured such that only one symbol combination (combination) is assigned.

[0239] [Correspondence relationship between internal lottery winning combinations, stop operation order (batter order), display winning combinations, etc.] Next, with reference to FIGS. 23 and 24, the correspondence between the internal lottery winning combinations, the stop operation order (batter order), the display winning combinations, etc. will be described.

[0240] In the pachislot machine 1 of the present embodiment, a combination of symbols displayed according to the order of stop operations (pressing order) of the player, that is, a so-called "pressing order combination" (for example, the above-described "small pressing order combination" or "pressing order replay") is provided. Since stop buttons 17L, 17C, and 17R corresponding to the reels 3L, 3C, and 3R are provided, there are a maximum of six stop operation orders (pressing orders).

[0241] In FIGS. 23 and 24, the order of stop operations (pressing order) being "left, middle, right" is shown as "batting order 1", the order of stop operations (pressing order) being "left, right, middle" is shown as "batting order 2", the order of stop operations (pressing order) being "middle, left, right" is shown as "batting order 3", the order of stop operations (pressing order) being "middle, right, left" is shown as "batting order 4", the order of stop operations (pressing order) being "right, left, middle" is shown as "batting order 5", and the order of stop operations (pressing order) being "right, middle, left" is shown as "batting order 6".

[0242] As shown in FIGS. 23 and 24, when "F_ confirmed replay" is determined as an internal winning combination instead of a pressing order combination, the "special replay" that has won is established regardless of the order of stop operations and the timing of the stop operations. Depending on the timing of the stop operations, any one of the other replay combinations that has won may be established.

[0243] Here, "regardless of the timing of the stop operation" means that when the effective lines are set as three lines: the "center line", the "top line", and the "bottom line", and the maximum number of sliding symbols is set as "4", within the range of the maximum number of sliding symbols, the corresponding symbols are arranged so that they can be stopped and displayed on any of the effective lines (for example, arranged within the range of 5 symbols). For example, in the left reel 3L, the symbol "Cherry 1" may not be stopped and displayed within the range of the maximum number of sliding symbols (for example, when the stop operation is performed at the timing when the symbol positions "10" to "12" are in the middle section), but when the stop operation is performed at that position, the symbol "Cherry 2" is arranged at the symbol position "13" so that the symbol "Cherry 2" can be stopped and displayed. Therefore, when the internal winning label combination is determined, by allowing, for example, the symbols "Cherry 1" and "Cherry 2" to be stopped and displayed repeatedly as the symbols constituting the corresponding symbol combination, as a whole, even when the corresponding symbols can be stopped and displayed on any of the effective lines within the range of the maximum number of sliding symbols, it can be said that the symbol combination is established "regardless of the timing of the stop operation". The same applies to other display combinations (winning operation flags) and the like below. However, in the case of the pressing order combination, since the combination of symbols that are preferentially stopped and controlled based on the stop operation order varies, even if the symbols are arranged as described above, there may be cases where the symbols are not stopped and displayed on the effective lines depending on the type of the stop operation order.

[0244] "F_Maintenance Rep" is established for any of the "Normal Reps" that are winning, regardless of the stop operation order and the timing of the stop operation, when it is determined as an internal winning label combination instead of a pressing order combination.

[0245] "F_RT0 Medium Replay 1" is the pushing order player. When it is determined as the internal lottery player in the RT0 state, if the stop operation order is "Batting Order 1", regardless of the timing of the stop operation, "RT2 Transition Replay" is established and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is other than "Batting Order 1", regardless of the timing of the stop operation, "RT1 Transition Replay" is established and the RT state transitions to the RT1 state.

[0246] "F_RT0 Medium Replay 2" is the pushing order player. When it is determined as the internal lottery player in the RT0 state, if the stop operation order is "Batting Order 2", regardless of the timing of the stop operation, "RT2 Transition Replay" is established and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is other than "Batting Order 2", regardless of the timing of the stop operation, "RT1 Transition Replay" is established and the RT state transitions to the RT1 state.

[0247] "F_RT0 Medium Replay 3" is the pushing order player. When it is determined as the internal lottery player in the RT0 state, if the stop operation order is "Batting Order 3", regardless of the timing of the stop operation, "RT2 Transition Replay" is established and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is other than "Batting Order 3", regardless of the timing of the stop operation, "RT1 Transition Replay" is established and the RT state transitions to the RT1 state.

[0248] "F_RT0 Medium Replay 4" is the pushing order player. When it is determined as the internal lottery player in the RT0 state, if the stop operation order is "Batting Order 4", regardless of the timing of the stop operation, "RT2 Transition Replay" is established and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is other than "Batting Order 4", regardless of the timing of the stop operation, "RT1 Transition Replay" is established and the RT state transitions to the RT1 state.

[0249] "F_RT0 Mid-Replay 5" is the pushing order role. When it is determined as the internal lottery role in the RT0 state, if the stop operation order is "Batting Order 5", regardless of the timing of the stop operation, "RT2 Transition Replay" is established and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is other than "Batting Order 5", regardless of the timing of the stop operation, "RT1 Transition Replay" is established and the RT state transitions to the RT1 state.

[0250] "F_RT0 Mid-Replay 6" is the pushing order role. When it is determined as the internal lottery role in the RT0 state, if the stop operation order is "Batting Order 6", regardless of the timing of the stop operation, "RT2 Transition Replay" is established and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is other than "Batting Order 6", regardless of the timing of the stop operation, "RT1 Transition Replay" is established and the RT state transitions to the RT1 state.

[0251] "F_RT1 Mid-Replay 1" is the pushing order role. When it is determined as the internal lottery role in the RT1 state, if the stop operation order is "Batting Order 1", regardless of the timing of the stop operation, "RT0 Transition Replay" is established and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "Batting Order 1", regardless of the timing of the stop operation, any one of the replay roles other than the "RT0 Transition Replay" that is currently in the lottery is established, the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintenance replay). When the stop operation order is "Batting Order 5" and "Batting Order 6", stop control is performed so that "Fake Replay" stops preferentially over other "maintenance replays". That is, if the timing of the stop operation is appropriate, "Fake Replay" is established, and if the timing of the stop operation is not appropriate, other "maintenance replays" are established. This is the same for "F_RT1 Mid-Replay 2" and "F_RT1 Mid-Replay 3".

[0252] "F_RT1 Medium Replay 2" is a pushing order role. When it is determined as an internal lottery role in the RT1 state, if the stop operation order is "batting order 2", regardless of the timing of the stop operation, "RT0 transition replay" is established and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 2", regardless of the timing of the stop operation, any one of the replay roles other than the "RT0 transition replay" being drawn is established, the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintenance replay).

[0253] "F_RT1 Medium Replay 3" is a pushing order role. When it is determined as an internal lottery role in the RT1 state, if the stop operation order is "batting order 3", regardless of the timing of the stop operation, "RT0 transition replay" is established and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 3", regardless of the timing of the stop operation, any one of the replay roles other than the "RT0 transition replay" being drawn is established, the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintenance replay).

[0254] "F_RT1 Medium Replay 4" is a pushing order role. When it is determined as an internal lottery role in the RT1 state, if the stop operation order is "batting order 4", regardless of the timing of the stop operation, "RT0 transition replay" is established and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 4", regardless of the timing of the stop operation, any one of the replay roles other than the "RT0 transition replay" being drawn is established, the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintenance replay).

[0255] "F_RT1 Medium Replay 5" is a pushing order role. When it is determined as an internal lottery role in the RT1 state, if the stop operation order is "batting order 5", regardless of the timing of the stop operation, "RT0 transition replay" is established and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 5", regardless of the timing of the stop operation, any one of the replay roles other than the "RT0 transition replay" being drawn is established, the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintenance replay).

[0256] "F_RT1 replay 6" is a pushing order role. When it is determined as an internal lottery role in the RT1 state, if the stop operation order is "batting order 6", regardless of the timing of the stop operation, "RT0 transition replay" is established and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is other than "batting order 6", regardless of the timing of the stop operation, any one of the replay roles other than the "RT0 transition replay" that is currently winning is established, the RT state does not transition to the RT0 state, and the RT1 state is maintained (maintenance replay).

[0257] Note that in this embodiment, when "RT0 transition replay" is established, "RT1 transition replay" may also be established at the same time. In this case, the main control circuit 90 determines the establishment of "RT0 transition replay" with priority over the establishment of "RT1 transition replay". That is, when "RT0 transition replay" and "RT1 transition replay" are established at the same time, it is determined that "RT0 transition replay" is established and the RT state is transitioned to the RT0 state, and it is not determined that "RT1 transition replay" is established.

[0258] "F_RT2 replay 1" is a pushing order role. When it is determined as an internal lottery role in the RT2 state, if the stop operation order is "batting order 1" and "batting order 2", regardless of the timing of the stop operation, any replay role other than the "RT1 transition replay" that is currently winning (for example, "normal replay") is established, the RT state does not transition to the RT1 state, and the RT2 state is maintained (maintenance replay). On the other hand, if the stop operation order is other than "batting order 1" and "batting order 2", regardless of the timing of the stop operation, "RT1 transition replay" is established and the RT state transitions to the RT1 state.

[0259] "F_RT2 Medium Replay 2" is a pushing order role. When it is determined as an internal lottery role in the RT2 state, if the stop operation order is "Batter Order 3" and "Batter Order 4", regardless of the timing of the stop operation, a replay role other than the "RT1 Transition Replay" being drawn (for example, "Normal Replay") is established, the RT state does not transition to the RT1 state, and the RT2 state is maintained (maintenance replay). On the other hand, if the stop operation order is other than "Batter Order 3" and "Batter Order 4", regardless of the timing of the stop operation, the "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.

[0260] "F_RT2 Medium Replay 3" is a pushing order role. When it is determined as an internal lottery role in the RT2 state, if the stop operation order is "Batter Order 5" and "Batter Order 6", regardless of the timing of the stop operation, a replay role other than the "RT1 Transition Replay" being drawn (for example, "Normal Replay") is established, the RT state does not transition to the RT1 state, and the RT2 state is maintained (maintenance replay). On the other hand, if the stop operation order is other than "Batter Order 5" and "Batter Order 6", regardless of the timing of the stop operation, the "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.

[0261] "F_Upper Replay" is not a pushing order role. When it is determined as an internal lottery role, regardless of the stop operation order and the timing of the stop operation, "Parallel Replay" is established on the top line (that is, it becomes the "Upper Replay" where the "Replay" symbols are displayed in a straight line at the upper part of each reel).

[0262] "F_Middle Replay 1" is not a pushing order role. When it is determined as an internal lottery role, regardless of the stop operation order and the timing of the stop operation, "Parallel Replay" is established on the center line (that is, it becomes the "Middle Replay" where the "Replay" symbols are displayed in a straight line at the middle part of each reel).

[0263] "F_Middle Replay 2" is a pushing order role. When determined as an internal winning lottery role, if the stop operation order is "Batting Order 1" to "Batting Order 4", regardless of the timing of the stop operation, "Middle Replay" is established. If the stop operation order is other than "Batting Order 1" to "Batting Order 4" and the timing of the stop operation is appropriate, "Fake Replay" is established. If the timing of the stop operation is not appropriate, "Middle Replay" is established. Note that since the transition of the game state is not performed regardless of which replay role is established, "F_Middle Replay 2" is a pushing order role, but it is an internal winning lottery role where the player's profit does not fluctuate according to the stop operation order.

[0264] "F_Middle Replay 3" is a pushing order role. When determined as an internal winning lottery role, if the stop operation order is "Batting Order 1" and "Batting Order 2", regardless of the timing of the stop operation, "Middle Replay" is established. If the stop operation order is other than "Batting Order 1" and "Batting Order 2" and the timing of the stop operation is appropriate, "BAR Aligned Replay" is established. If the timing of the stop operation is not appropriate, "Middle Replay" is established. Note that since the transition of the game state is not performed regardless of which replay role is established, "F_Middle Replay 3" is a pushing order role, but it is an internal winning lottery role where the player's profit does not fluctuate according to the stop operation order.

[0265] "F_Lower Replay" is not a pushing order role. When determined as an internal winning lottery role, regardless of the stop operation order and the timing of the stop operation, "Parallel Replay" is established at the bottom line (that is, it becomes "Lower Replay" where the "Replay" symbols are displayed in a straight line at the lower part of each reel).

[0266] "F_Hit Replay" is not a pushing order role. When determined as an internal winning lottery role, regardless of the stop operation order and the timing of the stop operation, "Hit Replay" is established at the center line (that is, it is established such that the "Replay" symbols are displayed in a straight line at the middle part of the left reel 3L and the middle reel 3C, but not at the middle part of the right reel 3R).

[0267] 「F_JAC1_1」is the pushing order winning combination. When it is determined as the internal winning combination in the RB state, if the stop operation order is "bating order 1", regardless of the timing of the stop operation, either "bell" or the winning "JACA" is satisfied, and 15 medals are paid out. On the other hand, if the stop operation order is other than "bating order 1", regardless of the timing of the stop operation, all the winning "JACB" are satisfied (that is, "S_JACB1", "C_JACB2", and "S_JACB3" are simultaneously displayed on the valid line), and 6 medals are paid out.

[0268] Note that since "bell" and "JACA" are combinations of symbols for which 8 medals are paid out respectively, when they are satisfied simultaneously as described above, originally "8 + 8 = 16 medals" should be paid out. However, in this embodiment, the upper limit of the medals that can be paid out in one game is set to "15" medals, and even if a winning occurs for an amount exceeding 15 medals, 15 medals are paid out. This is the same for "F_JAC1_2" to "F_JAC1_6".

[0269] 「F_JAC1_2」is the pushing order winning combination. When it is determined as the internal winning combination in the RB state, if the stop operation order is "bating order 2", regardless of the timing of the stop operation, either "bell" or the winning "JACA" is satisfied, and 15 medals are paid out. On the other hand, if the stop operation order is other than "bating order 2", regardless of the timing of the stop operation, all the winning "JACB" are satisfied (that is, "S_JACB1", "C_JACB2", and "S_JACB3" are simultaneously displayed on the valid line), and 6 medals are paid out.

[0270] 「F_JAC1_3」 is a pushing order winning combination. When it is determined as an internal winning combination in the RB state, if the stop operation order is "bating order 3", regardless of the timing of the stop operation, either "bell" or the winning "JACA" is established, and 15 medals are paid out. On the other hand, if the stop operation order is other than "bating order 3", regardless of the timing of the stop operation, all the winning "JACB" are established (that is, "S_JACB1", "C_JACB2", and "S_JACB3" are simultaneously displayed on the valid line), and 6 medals are paid out.

[0271] 「F_JAC1_4」 is a pushing order winning combination. When it is determined as an internal winning combination in the RB state, if the stop operation order is "bating order 4", regardless of the timing of the stop operation, either "bell" or the winning "JACA" is established, and 15 medals are paid out. On the other hand, if the stop operation order is other than "bating order 4", regardless of the timing of the stop operation, all the winning "JACB" are established (that is, "S_JACB1", "C_JACB2", and "S_JACB3" are simultaneously displayed on the valid line), and 6 medals are paid out.

[0272] 「F_JAC1_5」 is a pushing order winning combination. When it is determined as an internal winning combination in the RB state, if the stop operation order is "bating order 5", regardless of the timing of the stop operation, either "bell" or the winning "JACA" is established, and 15 medals are paid out. On the other hand, if the stop operation order is other than "bating order 5", regardless of the timing of the stop operation, all the winning "JACB" are established (that is, "S_JACB1", "C_JACB2", and "S_JACB3" are simultaneously displayed on the valid line), and 6 medals are paid out.

[0273] 「F_JAC1_6」 is the pushing order winner. When it is determined as the internal winning combination in the RB state, if the stop operation order is "bating order 6", regardless of the timing of the stop operation, either "bell" or the winning "JACA" is established, and 15 medals are paid out. On the other hand, if the stop operation order is other than "bating order 6", regardless of the timing of the stop operation, all the winning "JACB" are established (that is, "S_JACB1", "C_JACB2", and "S_JACB3" are simultaneously displayed on the active line), and 6 medals are paid out.

[0274] In this embodiment, in the RB state, when the pushing order is correct (when the stop operation is performed in a stop operation procedure advantageous to the player), 15 medals are paid out by the overlapping winning of "bell" and "JACA". However, it is not limited to this. For example, the number of medals paid out for "JACA" can be set to "15", and when the pushing order is correct, 15 medals can be paid out by the establishment of any of the winning "JACA".

[0275] Also, in this embodiment, in the RB state, when the pushing order is incorrect (when the stop operation is not performed in a stop operation procedure advantageous to the player), 6 (2×3 lines) medals are paid out by the overlapping winning of a plurality of "JACB". However, it is not limited to this. For example, the number of medals paid out for "JACB" can be set to "6", and when the pushing order is incorrect, 6 medals can be paid out by the establishment of any of the winning "JACB".

[0276] "F_JAC2" is not the pushing order winning combination. When it is determined as the internal lottery winning combination in the RB state, regardless of the stop operation order and the timing of the stop operation, either "Bell" or the winning "JACA" is satisfied, and 15 medals are paid out. Similarly, for example, the number of medals paid out for "JACA" can be set to "15", and when any of the winning "JACA" is satisfied, 15 medals can be paid out.

[0277] "F_Chance A1" to "F_Chance A4" and "F_Chance B1" to "F_Chance B4" are not the pushing order winning combinations. When they are determined as the internal lottery winning combinations, if the timing of the stop operation is appropriate, a missed "Chance winning combination" occurs, and "RT3 transition point" is displayed on the active line. In this case, no medals are paid out, but since the RT state may transition to the RT3 state, it is highly likely to be advantageous for the player to perform a stop operation that misses the "Chance winning combination" and displays the "RT3 transition point". Here, in that sense, it is explained that causing a missed "Chance winning combination" is the "appropriate" timing of the stop operation. On the other hand, if the timing of the stop operation is not appropriate, although any of the winning "Chance winning combinations" is satisfied and 1 medal is paid out, the RT state does not transition to the RT3 state.

[0278] Here, when any one of "F Chance A1" to "F Chance A4" and "F Chance B1" to "F Chance B4" is determined as the internal lottery winning role, whether the timing of the stop operation is appropriate is determined based on, for example, the timing of the stop operation at the third stop operation. Specifically, 3 / 4 of the timings of all stop operations at the third stop operation are defined as appropriate timings. When the stop operation is performed at this timing, "RT3 Transition Point" is established. When the stop operation is performed at the remaining 1 / 4 of the timings, "Chance Role" is established assuming that the timing of the stop operation is not appropriate. Note that such timings of the stop operation generally include those in which at least part is different among "F Chance A1" to "F Chance A4" and "F Chance B1" to "F Chance B4". Therefore, depending on which internal lottery winning role is won, the appropriate timing can also be made different, and it becomes possible to enhance the interest of the game regarding the stop operation.

[0279] In addition, in this embodiment, when "F Chance A1" to "F Chance A4" and "F Chance B1" to "F Chance B4" are determined as the internal lottery winning role, it is assumed that "RT3 Transition Point" or "Chance Role" is established according to the timing of the stop operation, but it is not limited to this. For example, "RT3 Transition Point" may be established when the stop operation is performed in the correct pressing order, and "Chance Role" may be established when the stop operation is not performed in the correct pressing order. Also, regardless of the stop operation order and the timing of the stop operation, "RT3 Transition Point" may be established. In this case, "RT3 Transition Point" may be defined as a combination of symbols where medals are paid out (for example, one medal is paid out).

[0280] "F_Rare Role A" and "F_Rare Role B" are not push-order roles. When determined as internal lottery roles, regardless of the stop operation order and the timing of the stop operation, any one of the "Chance Roles" being drawn will be established, and one medal will be paid out. Similar to "F_Chance No. A1" to "F_Chance No. A4" and "F_Chance No. B1" to "F_Chance No. B4", it may be possible to have a missed "Chance Role" depending on the timing of the stop operation. In this case, the "RT3 Transition" may not be displayed. In this embodiment, when winning in any of "F_Chance No. A1" to "F_Chance No. A4" and "F_Chance No. B1" to "F_Chance No. B4", if the timing of the stop operation is inappropriate and the "Chance Role" is displayed, and when winning in either "F_Rare Role A" or "F_Rare Role B" and the "Chance Role" is displayed, it is possible to vary the anticipation of bonus role duplicate wins and the anticipation of RT3 transition depending on the internal lottery role and the stop operation mode, thereby improving the interest of the game.

[0281] "F_Watermelon 1" and "F_Watermelon 2" are not push-order roles. When determined as internal lottery roles, regardless of the stop operation order and the timing of the stop operation, "Watermelon" is established, and five medals are paid out. It may be possible to have a missed "Watermelon" depending on the timing of the stop operation.

[0282] "F_Determined Role" is not a push-order role. When determined as an internal lottery role, regardless of the stop operation order and the timing of the stop operation, all the "Special Roles" being drawn are established (that is, each of "S_Special Role 1", "C_Special Role 2", and "S_Special Role 3" is simultaneously displayed on the valid line), and 15 medals are paid out. For example, the number of medals paid out for the "Special Role" may be set to "15", and when any one of the "Special Roles" being drawn is established, 15 medals may be paid out.

[0283] When "F_Special Bell" is determined as an internal winning combination instead of a pressing order combination, regardless of the stop operation order and the timing of the stop operation, "Cross Down Bell" is formed and 8 medals are paid out.

[0284] When "F_Upper Common Bell" is determined as an internal winning combination instead of a pressing order combination, regardless of the stop operation order and the timing of the stop operation, "Bell" is formed on the top line (that is, the symbol of "Bell" becomes the "Upper Bell" where the symbols of "Bell" are displayed in a straight line on the upper part of each reel), and 8 medals are paid out.

[0285] When "F_Middle Common Bell" is determined as an internal winning combination instead of a pressing order combination, regardless of the stop operation order and the timing of the stop operation, "Bell" is formed on the center line (that is, the symbol of "Bell" becomes the "Middle Bell" where the symbols of "Bell" are displayed in a straight line on the middle part of each reel), and 8 medals are paid out.

[0286] In this embodiment, when determined as an internal winning combination, regardless of the stop operation order and the timing of the stop operation, "Bell" is formed on the bottom line (that is, the symbol of "Bell" becomes the "Lower Bell" where the symbols of "Bell" are displayed in a straight line on the lower part of each reel), and 8 medals are paid out. For example, although the internal winning combination of "F_Lower Common Bell" is not provided, it is also possible to provide the internal winning combination of this "F_Lower Common Bell" and configure it to win by lottery with a predetermined probability in a game state other than the bonus state.

[0287] "F_Upper Left Bell 1" and "F_Upper Left Bell 2" are push order roles. When determined as internal lottery winning roles, if the stop operation order is "Batter Order 1" and "Batter Order 2", regardless of the timing of the stop operation, "Bell" is established on the top line (that is, the symbol of "Bell" becomes the "Upper Bell" where the symbols of each reel are displayed in a straight line on the upper part), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batter Order 1" and "Batter Order 2" and the timing of the stop operation is appropriate, any one of the "batter order roles" in the lottery is established, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is established (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, and RT4 state, it transitions to the RT1 state.

[0288] "F_Upper Middle Bell 1" and "F_Upper Middle Bell 2" are push order roles. When determined as internal lottery winning roles, if the stop operation order is "Batter Order 3" and "Batter Order 4", regardless of the timing of the stop operation, "Bell" is established on the top line (that is, the symbol of "Bell" becomes the "Upper Bell" where the symbols of each reel are displayed in a straight line on the upper part), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batter Order 3" and "Batter Order 4" and the timing of the stop operation is appropriate, any one of the "batter order roles" in the lottery is established, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is established (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, and RT4 state, it transitions to the RT1 state.

[0289] "F_Upper Right-Left Bell 1" and "F_Upper Right-Left Bell 2" are pressing order winning combinations. When determined as internal lottery winning combinations, if the stop operation order is "Batting Order 5", regardless of the timing of the stop operation, "Bell" is established on the top line (that is, the symbol of "Bell" becomes the "Upper Bell" where the symbols are displayed in a straight line on the upper part of each reel), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 5" and the timing of the stop operation is appropriate, any one of the "batting order winning combinations" in the lottery is established, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is established (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it transitions to the RT1 state.

[0290] "F_Upper Right-Middle Bell 1" and "F_Upper Right-Middle Bell 2" are pressing order winning combinations. When determined as internal lottery winning combinations, if the stop operation order is "Batting Order 6", regardless of the timing of the stop operation, "Bell" is established on the top line (that is, the symbol of "Bell" becomes the "Upper Bell" where the symbols are displayed in a straight line on the upper part of each reel), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 6" and the timing of the stop operation is appropriate, any one of the "batting order winning combinations" in the lottery is established, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is established (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it transitions to the RT1 state.

[0291] In this embodiment, as the small bets for the push order that result in "upper-stage bell" when the push order is correct, there are "F_upper left bell 1" and "F_upper left bell 2" for which "batter order 1" and "batter order 2" (i.e., the first left stop) are correct, "F_upper middle bell 1" and "F_upper middle bell 2" for which "batter order 3" and "batter order 4" (i.e., the first middle stop) are correct, "F_upper right left bell 1" and "F_upper right left bell 2" for which "batter order 5" is correct, and "F_upper right middle bell 1" and "F_upper right middle bell 2" for which "batter order 6" is correct. That is, among the maximum six possible push orders (six choices), the correct push order is defined to be four (four choices), but this is just an example of the correct push order in the small bets for the push order, and the pattern (number of choices) of the correct push order is not limited to this.

[0292] For example, it may be defined such that the correct push order is six (six choices), or it may be defined such that it is three (three choices). In the case of three (three choices), the internal lottery winning combination related to the "upper-stage bell" may be configured such that any one of the first left stop ("batter order 1" and "batter order 2"), the first middle stop ("batter order 3" and "batter order 4"), and the first right stop ("batter order 5" and "batter order 6") is the correct push order. The same applies to the internal lottery winning combinations related to the "RT0 transition repl" to "RT2 transition repl" described above, the internal lottery winning combinations related to the "middle-stage bell" shown below, and the internal lottery winning combinations related to the "lower-stage bell". That is, in the push order combination, the pattern (number of choices) of the correct push order can be set as appropriate, and the pattern (number of choices) is not limited to those described in FIGS. 23 and 24.

[0293] "F_Middle Left Bell 1" and "F_Middle Left Bell 2" are pressing order winning combinations. When determined as internal lottery winning combinations, if the stop operation order is "Batting Order 1" and "Batting Order 2", regardless of the timing of the stop operation, "Bell" is formed on the center line (that is, the symbol of "Bell" becomes the "Middle Bell" where the symbols on each reel are displayed in a straight line in the middle section), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 1" and "Batting Order 2", and the timing of the stop operation is appropriate, any one of the "batting order winning combinations" in the lottery is formed, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is formed (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, and RT4 state, it will transition to the RT1 state.

[0294] "F_Middle Middle Bell 1" and "F_Middle Middle Bell 2" are pressing order winning combinations. When determined as internal lottery winning combinations, if the stop operation order is "Batting Order 3" and "Batting Order 4", regardless of the timing of the stop operation, "Bell" is formed on the center line (that is, the symbol of "Bell" becomes the "Middle Bell" where the symbols on each reel are displayed in a straight line in the middle section), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 3" and "Batting Order 4", and the timing of the stop operation is appropriate, any one of the "batting order winning combinations" in the lottery is formed, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is formed (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, and RT4 state, it will transition to the RT1 state.

[0295] "F_Middle Right-Left Bell 1" and "F_Middle Right-Left Bell 2" are pressing order winning combinations. When determined as internal lottery winning combinations, if the stop operation order is "Batting Order 5", regardless of the timing of the stop operation, "Bell" is formed on the center line (that is, the symbol of "Bell" becomes the "Middle Bell" where the symbols on each reel are displayed in a straight line in the middle section), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 5" and the timing of the stop operation is appropriate, any one of the "batting order winning combinations" in the lottery is formed, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is formed (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it transitions to the RT1 state.

[0296] "F_Middle Right-Middle Bell 1" and "F_Middle Right-Middle Bell 2" are pressing order winning combinations. When determined as internal lottery winning combinations, if the stop operation order is "Batting Order 6", regardless of the timing of the stop operation, "Bell" is formed on the center line (that is, the symbol of "Bell" becomes the "Middle Bell" where the symbols on each reel are displayed in a straight line in the middle section), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 6" and the timing of the stop operation is appropriate, any one of the "batting order winning combinations" in the lottery is formed, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is formed (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it transitions to the RT1 state.

[0297] "F_Lower Middle Bell 1" and "F_Lower Middle Bell 2" are pressing order winning combinations. When determined as internal winning combinations by lottery, if the stop operation order is "Batting Order 3" and "Batting Order 4", regardless of the timing of the stop operation, "Bell" is established at the bottom line (that is, the symbol of "Bell" becomes the "Lower Bell" where the symbols are displayed in a straight line at the lower part of each reel), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 3" and "Batting Order 4" and the timing of the stop operation is appropriate, any one of the winning combinations by lottery of the "batting order" is established, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is established (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, and RT4 state, it transitions to the RT1 state.

[0298] "F_Lower Right-Left Bell 1" and "F_Lower Right-Left Bell 2" are pressing order winning combinations. When determined as internal winning combinations by lottery, if the stop operation order is "Batting Order 5", regardless of the timing of the stop operation, "Bell" is established at the bottom line (that is, the symbol of "Bell" becomes the "Lower Bell" where the symbols are displayed in a straight line at the lower part of each reel), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 5" and the timing of the stop operation is appropriate, any one of the winning combinations by lottery of the "batting order" is established, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is established (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, and RT4 state, it transitions to the RT1 state.

[0299] "F_Lower Right Middle Bell 1" and "F_Lower Right Middle Bell 2" are the pushing order winning combinations. When determined as the internal winning combination by lottery, if the stop operation order is "Batting Order 6", regardless of the timing of the stop operation, "Bell" is formed at the bottom line (that is, the symbol of "Bell" becomes the "Lower Bell" where the symbols are displayed in a straight line at the lower part of each reel), and 8 medals are paid out. On the other hand, if the stop operation order is other than "Batting Order 6" and the timing of the stop operation is appropriate, any one of the "Batting Order winning combinations" being drawn is formed, and 1 medal is paid out. If the timing of the stop operation is not appropriate, "RT1 Transition Point" is formed (RT1 transition), and no medals are paid out. In this case, if the RT state is RT0 state, RT2 state, or RT4 state, it transitions to the RT1 state.

[0300] In addition, in this embodiment, when any one of "F_Upper Left Bell 1" to "F_Lower Right Middle Bell 2" is determined as the internal winning combination by lottery and the stop operation is not performed in the correct pushing order, whether the timing of the stop operation is appropriate is determined based on, for example, the timing of the stop operation at the third stop operation. Specifically, 1 / 2 of the timings of all stop operations at the third stop operation is defined as the appropriate timing. When the stop operation is performed at this timing, any one of the "Batting Order winning combinations" being drawn is formed. When the stop operation is performed at the remaining 1 / 2 of the timings, "RT1 Transition Point" is formed so that the timing of the stop operation is considered inappropriate.

[0301] In addition, in this embodiment, when any one of "F_Upper Left Bell 1" to "F_Upper Right Middle Bell 2" is determined as the internal winning combination, and it is in the state between flags (RT5 state), regardless of the stop operation order and the timing of the stop operation, "Bell" is established on the top line (that is, the pattern of "Bell" becomes the "Upper Bell" where the patterns of "Bell" are displayed in a straight line on the upper part of each reel), and 8 medals are paid out. Also, when any one of "F_Middle Left Bell 1" to "F_Middle Right Middle Bell 2" is determined as the internal winning combination, and it is in the state between flags (RT5 state), regardless of the stop operation order and the timing of the stop operation, "Bell" is established on the center line (that is, the pattern of "Bell" becomes the "Middle Bell" where the patterns of "Bell" are displayed in a straight line on the middle part of each reel), and 8 medals are paid out. Further, when any one of "F_Lower Middle Bell 1" to "F_Lower Right Middle Bell 2" is determined as the internal winning combination, and it is in the state between flags (RT5 state), regardless of the stop operation order and the timing of the stop operation, "Bell" is established on the bottom line (that is, the pattern of "Bell" becomes the "Lower Bell" where the patterns of "Bell" are displayed in a straight line on the lower part of each reel), and 8 medals are paid out.

[0302] That is, when it is in the state between flags (RT5 state), the small winning combination in the pressing order becomes not the winning combination in the pressing order (the winning combination in the pressing order is disregarded). However, it is not necessarily required to be configured in this way. Even when it is in the state between flags (RT5 state), if the combination of patterns ("Upper Bell", "Middle Bell", or "Lower Bell") where 8 medals are paid out with the correct pressing order as described above stops being displayed, and if it is not the correct pressing order, the "Batting Order Winning Combination" where 1 medal is paid out when the timing of the stop operation is appropriate stops being displayed, and if the timing of the stop operation is not appropriate, a miss may occur. In this case, since the game state does not shift to the RT1 state even when "RT1 Transition Point" is displayed, it may be possible not to display "RT1 Transition Point".

[0303] Also, in this embodiment, when the replay role or the minor role overlaps with the bonus role and is determined as the internal lottery winning role (including the case where the bonus role is carried over), stop control is performed to preferentially establish the replay role or the minor role over the bonus role. However, stop control may be performed to preferentially establish the bonus role over the replay role or the minor role.

[0304] Here, the stop control (method for determining the stop symbol position) of the reels in the pachislot machine 1 of this embodiment will be briefly described. In this embodiment, after a stop operation is detected by the stop switch, stop control of the reel is performed so that the rotation of the corresponding reel stops within 190 msec. Specifically, a value corresponding to any one of the sliding token numbers "0" to "4" is added to the value of the symbol counter corresponding to the relevant 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 relevant reel when the stop operation is detected is the symbol position at which the stop of the rotation of the reel starts (hereinafter referred to as the "stop start position").

[0305] That is, the number of sliding tokens 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 in 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.

[0306] Referring to a stop table (not shown), the number of sliding symbols is obtained according to the stop start position of each reel. In this embodiment, the number of sliding symbols is obtained based on the stop table, but this is provisional, and the obtained number of sliding symbols does not immediately determine the planned stop position of the reel. In this embodiment, if there is a more appropriate number of sliding symbols than the number of sliding symbols (hereinafter referred to as "sliding symbol number determination data") obtained based on the stop table, the number of sliding symbols is changed by referring to a draw priority table (not shown). Then, the sliding symbol number determination data is referred to in order to determine the search order when comparing priorities for each symbol from the stop start position to the symbol positions four ahead, which is the maximum number of sliding symbols.

[0307] In the reel stop control of this embodiment, first, the number of sliding symbols is obtained based on a stop table (not shown). However, based on the priority, if there is a more appropriate number of sliding symbols in addition to this number of sliding symbols, it is changed to the appropriate number of sliding symbols. That is, in this embodiment, regardless of the number of sliding symbols obtained by the stop table, a more appropriate number of sliding symbols is determined based on the priority of the symbol combinations for which the stop display is permitted by the internal winning determination part.

[0308] <Configuration of the storage area provided in the main RAM> Next, with reference to FIGS. 25 to 30, the configuration of various storage areas provided in the main RAM 103 will be described.

[0309] [Winning request flag storage area and winning operation flag storage area] First, with reference to FIG. 25, the configuration of the winning request flag storage area (internal winning determination part storage area) and the winning operation flag storage area (display part storage area) will be described. In this embodiment, the winning request flag storage area (flag data storage area, winning flag data storage area) and the winning operation flag storage area (winning flag data storage area) have the same configuration as each other.

[0310] In this embodiment, the winning claim flag storage area is composed of winning claim storage areas 1 to 9 each represented by 1-byte data, and the winning operation flag storage area is composed of winning operation storage areas 1 to 9 each represented by 1-byte data. Note that the data stored in each storage area of the winning claim flag storage area and the winning operation flag storage area is only the 1-byte data in the "Data" column in FIG. 25. However, in FIG. 25, for convenience of explanation, the "Combination" indicating the symbol combinations of each reel associated with the bits of each storage area (described in the order of the symbols of the left reel 3L, the symbols of the middle reel 3C, and the symbols of the right reel 3R in the figure), and its content (see FIGS. 19 to 22) are also described together.

[0311] In each of the winning claim flag storage areas 1 to 9, when "1" is stored in a predetermined bit, it indicates that the internal winning lottery for the internal winning lottery combination corresponding to the predetermined bit has been performed. Also, in each of the winning operation storage areas 1 to 9, when "1" is stored in a predetermined bit, it indicates that the display combination (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 lottery combination corresponding to the predetermined bit have been displayed on the valid line.

[0312] Note that in the winning claim flag storage area and the winning operation flag storage area, there are cases where a plurality of symbol combinations (combinations) are assigned to one bit (flag) in each storage area. However, as described above, one symbol combination (combination) may be assigned to one bit (flag) in each storage area.

[0313] [Carry-over combination storage area] Next, with reference to FIG. 26, the configuration of the carry-over combination storage area will be described. In this embodiment, the carry-over combination storage area is composed of a 1-byte data storage area.

[0314] As a result of the internal lottery, when an internal winning role "F_BB1", "F_BB2", "F_BB3" or "F_BB4" is determined, 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 valid 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 win requirement storage area.

[0315] [Game state flag storage area] Next, with reference to FIG. 27, the configuration of the game state flag storage area will be described. The game state flag storage area is composed of a 2-byte data storage area. In the present embodiment, as shown in FIG. 27, a unique bonus type or RT type is assigned to each bit of the game state flag storage area.

[0316] In the game state flag storage area, when "1" is stored in a predetermined bit, it indicates that the operation of the bonus state or RT state corresponding to the predetermined bit is being performed. For example, when "1" is stored in bit 0 of game state flag storage area 1, it indicates that the game state is the BB1 state. Also, for example, when "1" is stored in bit 0 of game state flag storage area 2, it indicates that the game state is the RT3 state.

[0317] [Operation stop button storage area] Next, with reference to FIG. 28, 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.

[0318] For example, when the left stop button 17L is the stop button that has been pressed this time, that is, the operating stop button, a "1" is stored in bit 0 of the operating stop button storage area. Also, for example, when the left stop button 17L is a stop button that has not been pressed yet, that is, a valid stop button, a "1" is stored in bit 4. The main CPU 101 identifies the stop button that has been pressed this time and the stop button that has not been pressed yet based on the data stored in the operating stop button storage area.

[0319] [Press order storage area] Next, with reference to FIG. 29, the configuration of the press order storage area will be described. The press order storage area is composed of a 1-byte data storage area and stores a 1-byte press order flag.

[0320] In the press order flag, each bit is assigned a type of the press order of the stop button. For example, when the press order of the stop button is "left, middle, right", a "1" is stored in bit 0 of the press order storage area.

[0321] [Symbol code storage area] Next, with reference to FIG. 30, 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 1 to 9 each represented by 1-byte data. Note that the symbol code storage area has the same configuration as the winning requirement flag storage area and the winning operation flag storage area (see FIG. 25).

[0322] In the symbol code storage area, a "1" is stored in the bit corresponding to the combination of symbols that can be stopped on the valid line. Note that after all the reels have stopped, the symbol codes corresponding to the display roles (winning operation flags) are stored in symbol code storage areas 1 to 9.

[0323] [Relationship between internal winning roles, lottery numbers, and winning role numbers] In various gaming states related to the above-described gaming properties, various lotteries by the main control circuit 90 refer to various data tables. In this embodiment, as parameters used at this time, not only internal winning lottery roles but also various parameters with different names corresponding to the internal winning lottery roles (hereinafter referred to as "lottery numbers") are used. The lottery number is information for identifying a group by grouping internal winning lottery roles that play the same role (such as whether it is a lottery target role or the winning probability) in various lotteries related to the gaming property by the main control circuit 90 and assigning the same lottery number. Accordingly, in this embodiment, it is not necessary to provide various data tables for each internal winning lottery role (for example, for each of "No.0" to "No.98" shown in FIGS. 16 and 17). Instead, various data tables may be provided for each lottery number, so that the data volume can be compressed and the pressure on the capacity of the game ROM area can be avoided.

[0324] Also, in this embodiment, for the internal winning lottery role, various parameters with different names (hereinafter referred to as "winning lottery role numbers") for the sub-control circuit 200 side to identify the internal winning lottery role in the current unit game are also used. The winning lottery role number is information for making a group recognizable by grouping at least some of the internal winning lottery roles according to the gaming state (more specifically, whether it is a non-favorable section, a normal favorable section, or a favorable section) and assigning the same winning lottery role number. Thereby, in this embodiment, it is not necessary to transmit unique information for identifying each internal winning lottery role (for example, for each of "No.0" to "No.98" shown in FIGS. 16 and 17) to the sub-control circuit 200 side. Therefore, the data volume can be compressed, the control burden can be reduced, and appropriate information can be transmitted according to the gaming state.

[0325] Here, with reference to FIGS. 31 and 32, the correspondence relationship among the internal winning lottery role, the lottery number, and the winning lottery role number will be described. FIGS. 31 and 32 are diagrams showing an example of the basic correspondence relationship among the internal winning lottery role, the lottery number, and the winning lottery role number.

[0326] As shown in FIG. 31, for the internal lottery winning roles (the internal lottery winning roles indicated by "No. 1" to "No. 38" shown in FIGS. 16 and 17) where the bonus role and the replay role or small role win the lottery simultaneously (including the bonus role), the lottery number "13" is assigned, except for "F_BB3 + F_Watermelon2" and "F_BB4 + F_Watermelon2" which have different lottery probabilities among the respective set values. For "F_BB3 + F_Watermelon2" and "F_BB4 + F_Watermelon2", the lottery number "0" is assigned.

[0327] In this embodiment, the lottery numbers are not different between the non - advantageous section ( "Normal" in FIGS. 31 and 32; the same applies hereinafter) and the normal advantageous section and the advantageous section ( "Advantageous" in FIGS. 31 and 32; the same applies hereinafter). However, for example, when different lotteries and processes are performed between "Normal" and "Advantageous", different lottery numbers can be assigned between "Normal" and "Advantageous". For example, in the non - advantageous section, when winning the lottery for "F_BB3 + F_Watermelon2" and "F_BB4 + F_Watermelon2", the ART lottery is not performed and it is not determined to shift to the normal advantageous section. However, in the normal advantageous section and the advantageous section, when "F_BB3 + F_Watermelon2" and "F_BB4 + F_Watermelon2" win the lottery, the same lottery as for the internal lottery winning roles including other bonus roles is performed. Therefore, the lottery number may be assigned as described above in "Normal", and the common lottery number "13" may be assigned in "Advantageous".

[0328] Also, as shown in FIG. 31, in the internal lottery winning roles including the bonus role, any lottery winning role number from "28" to "41" is assigned according to the type of the replay role or small role that wins the lottery simultaneously with the type of the bonus role. As a result, on the side of the sub - control circuit 200, it becomes possible to execute different effects according to the type of the winning bonus role and the type of the winning replay role or small role.

[0329] Also, as shown in FIG. 32, for the replay or small role's internal lottery-determining roles (the internal lottery-determining roles indicated by "No. 39" to "No. 98" shown in FIGS. 16 and 17, and the internal lottery-determining roles indicated by "No. 1" to "No. 7" shown in FIG. 18), lottery numbers from "0" to "12" are respectively assigned.

[0330] Here, for example, in the RT0 state and the RT2 state, which are game states where the probability of the replay role being determined as an internal lottery-determining role is high, for "F_RT0 replay 1 during" to "F_RT0 replay 6 during" and "F_RT2 replay 1 during" to "F_RT2 replay 3 during" when conducting a lottery, the same lottery number "1" is assigned. Also, for example, in RT states other than the RT5 state, in the RT3 state where there is a possibility of transition and where it will transition from a non-favorable section to a normal favorable section, for "F_Chance A1" to "F_Chance B4", the same lottery number "6" is assigned.

[0331] Also, for example, for "F_Upper common bell" and "F_Upper left bell 1" to "F_Upper right middle bell 2" where the same "upper bell" may be displayed, the same lottery number "10" is assigned, for "F_Middle common bell" and "F_Middle left bell 1" to "F_Middle right middle bell 2" where the same "middle bell" may be displayed, the same lottery number "11" is assigned, and for "F_Lower middle bell 1" to "F_Lower right middle bell 2" where the same "lower bell" may be displayed, the same lottery number "12" is assigned.

[0332] Also, as shown in FIG. 32, for the replay or small role's internal lottery-determining roles (the internal lottery-determining roles indicated by "No. 39" to "No. 98" shown in FIGS. 16 and 17, and the internal lottery-determining roles indicated by "No. 1" to "No. 7" shown in FIG. 18), lottery-determining role numbers from "0" to "27" are respectively assigned in "normal" or "favorable".

[0333] Here, paying attention to the winning lottery numbers assigned to "F_Upper Left Bell 1" to "F_Lower Right Middle Bell 2", in the "Normal" state, the same winning lottery number "22" is assigned to each, while in the "Advantageous" state, the winning lottery number "23" is assigned to "F_Upper Left Bell 1" to "F_Upper Right Middle Bell 2", the winning lottery number "24" is assigned to "F_Middle Left Bell 1" to "F_Middle Right Middle Bell 2", and the winning lottery number "25" is assigned to "F_Lower Middle Bell 1" to "F_Lower Right Middle Bell 2", which is different.

[0334] That is, in this embodiment, in the line battle state in the advantageous section (refer to FIG. 35 described later), when winning the lottery for these internal winning lottery numbers, when the "Bell" symbols line up in the middle section of each reel (when the "Middle Bell" is formed), when the "Bell" symbols line up in the upper section of each reel (when the "Upper Bell" is formed), and when the "Bell" symbols line up in the lower section of each reel (when the "Lower Bell" is formed), the number of medals paid out is the same in all cases. However, since the duration of the line battle state may vary, as described above, in the case of the normal advantageous section and the advantageous section, by assigning different lottery numbers to "F_Upper Left Bell 1" to "F_Upper Right Middle Bell 2", "F_Middle Left Bell 1" to "F_Middle Right Middle Bell 2", and "F_Lower Middle Bell 1" to "F_Lower Right Middle Bell 2", the sub-control circuit 200 can recognize on which valid line the "Bell" symbols may line up before the stop display of the symbols (before the stop operation). In the line battle state, different effects can be performed based on receiving this winning lottery number. An example of the effects in the line battle state will be described later with reference to FIGS. 37 to 41.

[0335] From the same perspective, for example, for "F_Upper Rep", "F_Middle Rep 1" to "F_Middle Rep 3", and "F_Lower Rep", the same winning lottery number may be assigned in the "Normal" state, and different winning lottery numbers may be assigned in the "Advantageous" state.

[0336] Also, in this embodiment, the main control circuit 90 sets the tagger number as information regarding the internal tagger in the communication parameters of the start command and transmits it from the main control circuit 90 to the sub-control circuit 200. Information corresponding to the navigation data (see FIG. 45 described later) is set in the communication parameters of the start command (or another command may be used) and transmitted from the main control circuit 90 to the sub-control circuit 200. However, the mode of transmitting information that can recognize the internal tagger or navigation data on the side of the sub-control circuit 200 is not limited to this.

[0337] For example, for "Replay 1 during F_RT0" to "Replay 6 during F_RT0", the same tagger number may be assigned in the non-favorable section and the normal favorable section, and different tagger numbers may be assigned in the favorable section. Also, for "Replay 1 during F_RT1" to "Replay 6 during F_RT1", the same tagger number may be assigned in the non-favorable section and the normal favorable section, and different tagger numbers may be assigned in the favorable section. Also, for "Replay 1 during F_RT2" to "Replay 3 during F_RT2", the same tagger number may be assigned in the non-favorable section and the normal favorable section, and different tagger numbers may be assigned in the favorable section. That is, for the push-order replay, the tagger number may be transmitted as information that can identify the internal tagger in each game state (favorable section) where information on a stop operation advantageous to the player can be notified, and the tagger number may be transmitted as information that cannot identify the internal tagger in each game state (non-favorable section and normal favorable section) where information on a stop operation advantageous to the player cannot be notified.

[0338] The same applies to the small winning combinations in the pressing order. In this case, in the non - advantageous section, the same winning combination number can be assigned, and in the normal advantageous section and the advantageous section, different winning combination numbers can be assigned respectively. And for the assignment of the winning combination numbers in the normal advantageous section and the advantageous section, for example, the winning combination numbers can be further subdivided and assigned so that both the possibility of the "bell" symbol being displayed on any valid line and the type of stop operation advantageous to the player can be specified.

[0339] In this way, for example, regarding the small winning combinations in the pressing order and the replay in the pressing order, in each gaming state where information on a stop operation advantageous to the player can be notified, the winning combination number is transmitted as information that can identify the internal winning combination, and in each gaming state where information on a stop operation advantageous to the player cannot be notified, the winning combination number is transmitted as information that cannot identify the internal winning combination. In this case, it may not be necessary to transmit information corresponding to the navigation data (see FIG. 45 described later) to the sub - control circuit 200. In this case, the process of transmitting information corresponding to the navigation data (see FIG. 45 described later) to the sub - control circuit 200 can be omitted, and the control burden can be reduced.

[0340] In FIG. 32, as an example of the correspondence relationship between the internal winning combination, the lottery number, and the winning combination number, it is described without considering the presence or absence of the bonus winning combination (carry - over). However, the correspondence relationship between the internal winning combination, the lottery number, and the winning combination number may be changed according to whether the bonus winning combination is carried over or not. For example, in the inter - flag state, basically various lotteries related to the gaming property are not conducted, so in the inter - flag state, all lottery numbers may be assigned "0".

[0341] <Gaming property during the non - advantageous section (normal state)> Next, with reference to FIG. 33, the flow of the game in the non - advantageous section (normal state) will be described. In FIG. 33, in the normal state, an overview of the gaming state to which the game transitions when winning the respective internal winning combinations shown in the figure is shown.

[0342] (When winning a weak rare lottery) When it is in a non - advantageous section and in a non - winning bonus state, if a player wins a weak rare role (「F_weak rare role A」and「F_weak rare role B」), the main CPU 101 shifts the game state to a high - probability 1 state (normal advantageous section) and sets「9」games during the game period of the normal advantageous section. As a result, from the next game, for at least 9 games, it is controlled to be in the high - probability 1 state.

[0343] (When winning a chance lottery) When it is in a non - advantageous section and in a non - winning bonus state, if a player wins a chance lottery (「F_chance lottery A1」~「F_chance lottery A4」and「F_chance lottery B1」~「F_chance lottery B4」), the main CPU 101 shifts the game state to a high - probability 2 state (normal advantageous section) and sets「9」games during the game period of the normal advantageous section. As a result, from the next game, for at least 9 games, it is controlled to be in the high - probability 2 state.

[0344] At this time, depending on the result of the player's stop operation, there are cases where「RT3 transition point」is displayed and the RT state transitions to the RT3 state, and cases where「RT3 transition point」is not displayed and the RT state does not transition to the RT3 state (that is, the RT state other than the RT3 state continues). Although in either case, there is no change in transitioning to the high - probability 2 state, it is more advantageous for the player when the RT state is the RT3 state. This point will be described in detail later.

[0345] Note that the chance lottery is an internal lottery role that can win overlapping with the bonus role. However, when winning overlapping with the bonus role, the process related to that bonus role (see「When winning a bonus role」described later) takes precedence, so the control to transition to the high - probability 2 state is not performed.

[0346] (When winning a watermelon 1 lottery) When it is in the non - favorable section and in the bonus non - winning state, if it wins on the watermelon 1 ( "F_watermelon 1"), the main CPU 101 performs an ART lottery. Specifically, for example, with a probability of 8 / 256, it decides to transition to the ending 1 state of the favorable section via the main precursor state of the normal favorable section (that is, decides an ART win), and with a probability of 248 / 256, it decides to transition to the high - probability 3 state of the normal favorable section but not to transition to the favorable section (that is, decides an ART non - win). In this case, furthermore, it may be possible to decide to transition to the line battle state of the favorable section via the main precursor state of the normal favorable section with a predetermined probability.

[0347] When an ART win is decided and when an ART non - win is decided, in either case, the main CPU 101 conducts a lottery to determine the game period (precursor period) of the normal favorable section to transition based on the watermelon 1 win. Specifically, for example, it determines by lottery one of the precursor periods from "9" to "16" games. In this case, for example, if the precursor period of "9" games is determined, "9" games are set in the game period of the normal favorable section, and if the precursor period of "16" games is determined, "16" games are set in the game period of the normal favorable section. In this case, the lottery probability may be set so that a different number of games is determined with different probabilities depending on whether the transition destination is the main precursor state or the high - probability 3 state. For example, when transitioning to the main precursor state, the lottery probability can be set so that a relatively longer precursor period is more likely to be determined than when transitioning to the high - probability 3 state.

[0348] Thus, when winning on the watermelon 1, if an ART win is decided, from the next game, it is controlled to the main precursor state of the normal favorable section for at least the number of games determined by the precursor period lottery, and after the end of the main precursor state, it is controlled to the ending preparation state of the favorable section (see FIG. 34 described later). Also, if an ART non - win is decided, from the next game, it is controlled to the high - probability 3 state of the normal favorable section for at least the number of games determined by the precursor period lottery.

[0349] (When winning the bonus role lottery) When it is a non-favorable section and in a bonus non-winning state, if a bonus winning occurs for the bonus winning roles (「F_BB1」, 「F_BB2」, 「F_BB3」 and 「F_BB4」), the main CPU 101 performs an ART lottery. In addition, when 「F_BB3 + F_watermelon2」 or 「F_BB4 + F_watermelon2」 with different winning probabilities among the respective setting values is determined as the internal winning role, the ART lottery is not performed. That is, when 「F_BB3 + F_watermelon2」 or 「F_BB4 + F_watermelon2」 is determined as the internal winning role, without shifting to each game state in the normal favorable section, it becomes a flag intermediate state in the non-favorable section (normal state), and then becomes a bonus state in the non-favorable section (normal state). When the bonus state ends, it returns to the bonus non-winning state in the non-favorable section (normal state).

[0350] In the ART lottery when a bonus winning occurs, specifically, for example, with a probability of 64 / 256, it is determined to shift to the line battle state in the favorable section via the line battle preparation state in the favorable section after the end of the bonus state (that is, the ART winning is determined), and with a probability of 192 / 256, it is determined to shift to the high probability 4 state in the normal favorable section but not to shift to the favorable section (that is, the ART non-winning is determined). In addition, in this case, further, with a predetermined probability, it may be possible to determine to shift to the ending 1 state in the favorable section via the ending preparation state in the favorable section after the end of the bonus state.

[0351] When the ART winning tag is determined and when the ART non-winning tag is determined, in either case, the main CPU 101 first shifts the game state to the high-probability 4 state (normal advantageous section). As a result, the game is controlled to the high-probability 4 state starting from the next game. Note that the period during which the high-probability 4 state continues in the inter-flag state may be up to the transition from the inter-flag state to the bonus state (until the carried-over bonus combination is established), or it may be during the "9" games after the high-probability 4 state is reached (i.e., similar to the high-probability 1 state and the high-probability 2 state). Also, when the ART winning tag is determined, the inter-flag state may be shifted to the present precursor state (normal advantageous section) instead of the high-probability 4 state. Further, in the inter-flag state, since various lotteries are not actually conducted as the high-probability 4 state, this inter-flag state may be defined as a state that is a normal advantageous section but different from the high-probability 1 to high-probability 4 states and the present precursor state (for example, "inter-flag normal advantageous state"), and when the bonus combination winning tag is determined, it may be shifted to this inter-flag normal advantageous state (normal advantageous section).

[0352] Then, after the bonus state is reached and when the bonus state ends, if the ART winning tag is determined, the main CPU 101 shifts to the line battle preparation state in the advantageous section, and if the ART non-winning tag is determined, it continues the high-probability 4 state in the normal advantageous section and sets "32" games for the game period in the normal advantageous section. As a result, it is controlled to the high-probability 4 state for at least 32 games after the bonus ends.

[0353] <Gameplay during the normal advantageous section> Next, with reference to FIG. 34, the flow of the game during the normal advantageous section will be described. Note that FIG. 34 shows an overview of the flow of the game during the normal advantageous section. In the present embodiment, as described above, in the normal state of the non-advantageous section, there are the high-probability 1 state shifted based on winning the weak rare combination, the high-probability 2 state shifted based on winning the chance roll, the high-probability 3 state shifted based on winning the watermelon 1, the high-probability 4 state shifted based on winning the bonus combination, and the present precursor state determined to shift to the advantageous section (ART).

[0354] First, when in the flag intermediate state (RT5 state) or the bonus state, and excluding the case of the bonus non-winning state and the present precursor state (i.e., when it has already been determined to shift to the advantageous section), the main CPU 101 performs an ART transition possible state lottery for each unit game. In this ART transition possible state lottery, it is determined whether it is a state (ART transition possible state) in which it is determined to shift to the advantageous section when winning the bonus combination in the normal advantageous section. In this ART transition possible state lottery, when it is determined to be in the ART transition possible state (when winning the ART transition possible state lottery), if the bonus combination is won, it is determined to shift to the advantageous section after the end of the bonus state based on that bonus combination. When it is not determined to be in the ART transition possible state (when not winning the ART transition possible state lottery), if the bonus combination is won, it is determined not to shift to the advantageous section after the end of the bonus state based on that bonus combination, and it is determined that the normal advantageous section (more specifically, the high probability 4 state) continues.

[0355] In the ART transition possible state lottery, specifically, for example, in the high probability 1 state and the high probability 2 state, the ART transition possible state is set (winning the ART transition possible state lottery) with a probability of 64 / 256, and the ART transition possible state is not set (not winning the ART transition possible state lottery) with a probability of 192 / 256. Also, for example, in the high probability 3 state and the high probability 4 state, the ART transition possible state is set (winning the ART transition possible state lottery) with a probability of 128 / 256, and the ART transition possible state is not set (not winning the ART transition possible state lottery) with a probability of 128 / 256. Note that the winning probability of the ART transition possible state is not limited to those described above and can be set as appropriate. For example, it can be set so that the winning probability gradually increases in the order of the high probability 1 state, the high probability 2 state, the high probability 3 state, and the high probability 4 state, or simply set so that the winning probability is different in each game state.

[0356] In addition, although the ART transition possible state lottery is to be conducted for each unit game, in the normal advantageous section, once the ART transition possible state is set, it can be maintained until the end of the normal advantageous section. In this case, once the ART transition possible state is set, there is no need to conduct the ART transition possible state lottery until the end of the normal advantageous section thereafter. On the other hand, when conducting it for each unit game, at the start of the unit game and before determining whether a bonus combination has been won, first, a lottery is conducted to determine whether the unit game is to be set to the ART transition possible state, and then it may be determined whether a bonus combination has been won in the unit game.

[0357] Also, in the non-advantageous section, when "F_BB3 + F_Watermelon 2" or "F_BB4 + F_Watermelon 2" with different winning probabilities among the set values is determined as the internal winning combination, whether to transition to the advantageous section is not determined. However, in the normal advantageous section, even when "F_BB3 + F_Watermelon 2" or "F_BB4 + F_Watermelon 2" is determined as the internal winning combination, if it is in the ART transition possible state, it is determined that a transition to the advantageous section will occur after the end of the bonus state based on the bonus combination.

[0358] Next, the main CPU 101 performs control processing for state transitions and the like. In this control processing for state transitions and the like, based on the internal winning combination, control is performed for the transition of each game state within the normal advantageous section, and processing such as resetting the game period of the normal advantageous section is performed according to predetermined conditions. The details of this control processing for state transitions and the like will be described in detail below.

[0359] (When winning the chance target combination) When it is in the normal advantageous period and in the non-winning bonus state, if a chance symbol (from "F_Chance Symbol A1" to "F_Chance Symbol A4" and from "F_Chance Symbol B1" to "F_Chance Symbol B4") is won, the main CPU 101 sets the high probability 2 state if the current state is the high probability 1 state or the high probability 2 state and the RT state is not the RT3 state, and resets "9" games during the game period of the normal advantageous period. For example, when in the high probability 1 state (9 games) and 5 games of play are carried out and a chance symbol is won, the "9" games are reset, so substantially the game period of the normal advantageous period is extended by 5 games.

[0360] Also, when the current state is the high probability 3 state and the RT state is not the RT3 state, "9" games are reset during the game period of the normal advantageous period. Also, when the current state is the high probability 4 state and the RT state is not the RT3 state, if the remaining number of games in the current game period of the normal advantageous period is 8 games or less, "9" games are reset during the game period of the normal advantageous period. That is, based on winning a chance symbol, the game period of the normal advantageous period is appropriately extended.

[0361] In the above, when the RT state is the RT3 state, the game period of the normal advantageous period is not reset even if a chance symbol is won because the RT3 state is a game state in which the winning probability of a replay symbol advantageous to the player is set, but it is basically a game state that continues for only 8 games. Also, as will be described later, in the RT3 state of the normal advantageous period, like the flag interval state (RT5 state), the push order notification of the small push order combination is performed without restriction. Therefore, to link the end of the normal advantageous period and the end of the RT3 state and not impair the player's expectation for winning a bonus symbol even in the RT3 state.

[0362] However, when it is in the RT3 state in the normal advantageous period, the game period of the normal advantageous period is set so that the end of the normal advantageous period is always one game later than the end of the RT3 state. That is, the game period of the normal advantageous period is set to be at least longer than the game period (8 games) of the RT3 state. In this embodiment, when the normal advantageous period starts, the lighting of the state display starts. When transitioning from the normal advantageous period to the advantageous period, the lighting continues. On the other hand, when not transitioning to the advantageous period during the normal advantageous period, the lighting ends when the normal advantageous period ends.

[0363] Therefore, for example, when performing a similar expectation effect (an effect that makes the player expect a bonus winning combination or an ART winning combination) in the RT3 state of the normal advantageous period or the RT5 state of the normal advantageous period, if the normal advantageous period and the RT3 state are ended in the same game, during the execution of the expectation effect, the lighting of the state display may end. In this case, before the result is finally notified by the expectation effect, the player will recognize that it is a non-winning combination. Thus, in this embodiment, for example, in the RT3 state of the normal advantageous period and the RT5 state of the normal advantageous period, a similar expectation effect is executed over 8 games, and by this expectation effect, the final result is notified at the 8th game. However, by continuing the normal advantageous period for one more game, depending on the lighting state of the state display, the result cannot be recognized, making it possible to maintain the player's interest.

[0364] Also, in the normal advantageous period, even when the RT3 state ends, the remaining period (for example, one game) is still the normal advantageous period. Depending on the type of the internal winning combination in this period, the normal advantageous period may be extended. Therefore, for example, even when it is notified that the player has not won the bonus combination in the expectation effect, the player may continue the game hoping for an extension of the normal advantageous period. In this sense as well, it is possible to maintain the player's interest.

[0365] Note that the anticipatory effect presentation that can be executed may be, for example, a continuous presentation by the video displayed on the display device 11, or a continuous presentation performed by other presentation devices (for example, the speaker group 84 or the LED group 85). Also, it is not necessarily a continuous presentation, and any presentation may be used as long as it is a presentation performed to enhance the player's anticipation. For example, in a game at a predetermined number of times (for example, the 8th game) in the RT3 state of the normal advantageous section or the RT5 state of the normal advantageous section, the result may be notified. In this case, the number of games of the predetermined number of times may be arbitrarily determined within a range not exceeding 8 games, or determined by lottery.

[0366] Also, regardless of the RT state, in the present premonitory state of the normal advantageous section, the above-described anticipatory effect presentation may be performed. In this case, the period during which the anticipatory effect presentation can be executed may be the same as that in the RT3 state or the RT5 state of the normal advantageous section, or may be executed over a longer period.

[0367] Also, when the current state is the present premonitory state and the RT state transitions to the RT3 state (that is, when "RT3 transition" is displayed), "8" games are reset during the game period of the normal advantageous section. In this case, since the advantageous section is entered when the normal advantageous section ends, by completely linking the end of the RT3 state and the end of the normal advantageous section, the transition to a more advantageous advantageous section for the player (without leaving the normal advantageous section) is prioritized. Also, in this case, if the above-described anticipatory effect presentation has already been performed, the anticipatory effect presentation may be continued until its end as it is, or a new anticipatory effect presentation may be performed again over 8 games. Also, the anticipatory effect presentation may be extended based on the transition of the RT state to the RT3 state.

[0368] (When winning a watermelon lottery) When it is in the normal advantageous period and in the non-winning bonus state, if a win is obtained for the watermelon 1 ( "F_watermelon 1"), the main CPU 101 performs an ART lottery in the same manner as in the non-advantageous period if it is not in this precursor state (that is, if the ART win has not yet been determined).

[0369] Then, if the current state is any one of the high probability 1 to high probability 3 states, the RT state is the RT3 state, and the ART is non-winning, the main CPU 101 sets the high probability 3 state, but does not reset the game period of the normal advantageous period. Also, if the current state is any one of the high probability 1 to high probability 4 states, the RT state is the RT3 state, and the ART is winning, the main CPU 101 sets this precursor state and resets the number of games corresponding to the remaining number of games in the RT3 state to the game period of the normal advantageous period.

[0370] Also, if the current state is the high probability 1 or high probability 2 state, the RT state is not the RT3 state, and the ART is non-winning, the main CPU 101 sets the high probability 3 state and performs the above-mentioned precursor period lottery again to determine the game period of the normal advantageous period to be reset. Also, if the current state is any one of the high probability 1 to high probability 4 states, the RT state is not the RT3 state, and the ART is winning, the main CPU 101 sets this precursor state and, when it is the high probability 1 state, high probability 2 state, or high probability 4 state, performs the above-mentioned precursor period lottery again to determine the game period of the normal advantageous period to be reset. Note that if it is the high probability 3 state, the game period of the normal advantageous period is not reset.

[0371] (When winning a bonus combination) When it is in the normal advantageous period and in the non-winning bonus state, if a bonus combination ( "F_BB1", "F_BB2", "F_BB3", and "F_BB4") is won, the main CPU 101 sets the high-probability 4 state if the current normal advantageous period is not in the ART transition possible state, and resets "32" games during the game period of the normal advantageous period in the high-probability 4 state after the bonus state ends. Also, if the current normal advantageous period is in the ART transition possible state, this precursor state is set, and "0" games are reset during the game period of the normal advantageous period in this precursor state after the bonus state ends (that is, immediately after the bonus state ends, it transitions to the line battle preparation state of the advantageous period).

[0372] When it is in the normal advantageous period, in the non-winning bonus state and the flag interval state, if a small combination in the order of pressing is won, the main CPU 101 performs the notification of the order of pressing of the small combination in the order of pressing. Specifically, in the instruction monitor, a numerical value corresponding to the navigation data is displayed, and a command including information corresponding to the navigation data is transmitted so that the order of pressing can be notified on the side of the sub-control circuit 200.

[0373] Here, in the present embodiment, if the RT state is the RT3 state or the RT5 state, the order of pressing notification is performed every time a small combination in the order of pressing is won until the normal advantageous period ends. On the other hand, if the RT state is other than the RT3 state and the RT5 state, the order of pressing notification of the small combination in the order of pressing is performed only once during the normal advantageous period. Note that the upper limit number of times of the order of pressing notification when the RT state is other than the RT3 state and the RT5 state is not limited to once, and can be set as appropriate. For example, it may be "2 times" or "3 times".

[0374] Also, in this embodiment, when the RT state is the RT3 state, it is assumed that the draw order notification is performed each time a low-rank winning hand is drawn until the end of the normal advantageous period. However, for example, after the RT state becomes the RT3 state and 8 games are played, the RT3 state ends, but the normal advantageous period may continue. In this case, once the RT3 state is reached, the draw order notification for the low-rank winning hand may be continued until the end of the normal advantageous period even after the end of the RT3 state, or the draw order notification for the low-rank winning hand may be terminated in conjunction with the end of the RT3 state, and only the normal advantageous period may continue. That is, the draw order notification may be performed only during the period when the RT state is the RT3 state.

[0375] Also, for example, when the RT state is not the RT3 state and the game transitions to the normal advantageous period, the RT state may become the RT3 state during the normal advantageous period. In this case, if the draw order notification has already been performed once, the draw order notification may not be performed with the upper limit count being valid even in the subsequent RT3 state, or the draw order notification may be performed with the upper limit count being invalid in the subsequent RT3 state. Also, in this case, if the draw order notification has not been performed at all, the draw order notification may be performed only once with the upper limit count being valid even in the subsequent RT3 state, or the draw order notification may be performed with the upper limit count being invalid in the subsequent RT3 state. The same applies when the game transitions to the normal advantageous period when the RT state is not the RT5 state and the RT state becomes the RT5 state during the normal advantageous period.

[0376] When the upper limit of the number of push order notifications when the RT state is other than the RT3 state and the RT5 state is set to 1, if two or more push order notifications are made in the normal advantageous section, it is determined that the RT state is the RT3 state or the RT5 state. In this embodiment, since the chance symbol can also be won overlapping with the bonus combination, for example, in the non-advantageous section, if the player wins the chance symbol and transitions to the normal advantageous section without the RT3 transition symbol being displayed, when the first push order notification is made, it is difficult to recognize whether the player has won the bonus combination (that is, whether it is the RT5 state which is the between-flag state). When the second push order notification is made, it is determined that the state is not the RT3 state, and as a result, it becomes possible to recognize that the player has won the bonus combination.

[0377] On the other hand, for example, when the RT3 transition symbol is displayed and the player transitions to the normal advantageous section, it is difficult to recognize whether the player has won the bonus combination (that is, whether it is the RT5 state which is the between-flag state) based on the number of push order notifications. For example, it becomes possible to recognize that the player has won the bonus combination based on the final presentation content of the above-described expectation presentation.

[0378] That is, in the RT3 state, the winning probability of the replay combination is high, and for example, it is a gaming state in which there is no change in the RT state even when the RT1 transition symbol or the RT1 transition replay is displayed, and in the normal advantageous section, the push order notification of the small push order combination is made without limit on the number of times. Therefore, compared to playing the game...

Claims

【Claim 1】 Comprising a control unit for controlling the progress of the game, The control unit, Arithmetic processing means for performing arithmetic processing, First storage means in which a program and data for the arithmetic processing means to perform the arithmetic processing are stored, Second storage means for the arithmetic processing means to read and write data for performing the arithmetic processing, Interrupt processing means for executing processing based on an interrupt signal generated at a fixed period, Unlike the interrupt processing means, main processing means for executing processing in a loop for each unit game based on a reset signal generated when the power is turned on, Storage area check means for detecting an abnormality in the second storage means before the execution of the main processing means, Setting value check means for checking the occurrence of an abnormality in a setting value stored in the second storage means and indicating the degree of advantage of the player regarding the game, Including non-returnable error processing means for performing non-returnable error processing of the game, The non-returnable error processing means is executed based on the check result of the setting value check means when an abnormality in the setting value is detected in either the main processing means or the interrupt processing means, The non-returnable error processing means is executed based on something other than the check result of the setting value check means when an abnormality is detected by the storage area check means, The working area in the second storage means used when the main processing means executes the non-returnable error processing based on the check result of the setting value check means is different from the working area in the second storage means used when the interrupt processing means executes the non-returnable error processing based on the check result of the setting value check means, The control unit, Further includes random number generation means for generating a random number value, Random number abnormality monitoring means for detecting an abnormality in the random number generation means, The control unit executes the non-returnable error processing means even when an abnormality is detected by the random number abnormality monitoring means A gaming machine characterized by the above.

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