gaming machines

The gaming machine uses a winning type lottery and state management system to enhance playability and motivation by varying winning combinations and states, addressing monotony and speculation issues in slot machines.

JP7747306B2Active Publication Date: 2025-10-01OLYMPIA KK
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Patent Information

Application Number
JP2020170911
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-10-09
Publication Date
2025-10-01
Estimated Expiration
2040-10-09

AI Technical Summary

Technical Problem

Existing slot machines face issues with varying player motivation and playability due to setting values affecting expected coin outcomes, leading to monotony and potential speculation, which can decrease operating rates.

Method used

A gaming machine that employs a winning type lottery system, reel control mechanism, and game state management to determine winning combinations and transitions, incorporating different game states and performance states, with priority given to replay or small wins over bonus wins, and adjusts profits based on setting values to maintain player engagement.

Benefits of technology

Enhances playability and maintains player motivation by providing varied gameplay experiences while ensuring fair and engaging outcomes, regardless of setting values.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the playability, while maintaining a player's desire to play a game.SOLUTION: A game machine of the present invention includes setting value setting means capable of setting to any one of a plurality of setting values having different degrees of advantage, and performance state control means for determining the shift to any one of a plurality of performance states including a first performance state (normal performance state) and a second performance state (CZ performance state) which is more advantageous to a player than the first performance state. A first lottery (promotion lottery) is performed in which a game profit to be acquired may be larger when the setting value is high than when the setting value is low. A second lottery (shift probability point addition lottery) is performed in which a game profit to be acquired may be larger when the setting value is low than when the setting value is high. The game profit related to the second performance state is determined on the basis of the result of the first lottery or the result of the second lottery.SELECTED DRAWING: Figure 33
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]

[0002] In a slot machine as a gaming machine, a winning combination is drawn in accordance with the player's bet of medals (gaming media) and the operation of a start switch, and multiple reels bearing various symbols are controlled to rotate. The reels are stopped sequentially in accordance with the result of the drawing and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line, which is the line that is the target of a payout, a predetermined number of medals is paid out, and a gaming profit (hereinafter simply referred to as gaming profit) is awarded to the player.

[0003] In addition, slot machines offer multiple game modes that offer different degrees of advantage (gaming profits) to the player during gameplay. For example, when a winning combination (hereinafter referred to as a "correct combination") with a high gaming profit is achieved, a stop switch operation mode (hereinafter referred to as a "correct operation mode") that is a winning condition for the correct combination is notified (hereinafter referred to as an "assist operation mode"), allowing the player to easily display the symbol combination corresponding to the correct combination on the pay line. Some slot machines also offer an AT (assist time) game mode, in which the probability of winning a replay combination is set high, or an ART game mode, in which the AT and RT game modes are simultaneously implemented (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-010751 Summary of the Invention [Problem to be solved by the invention]

[0005] In a slot machine, it is possible to internally set one of several setting values ​​with different degrees of advantage. For example, by setting the setting so that a low setting value reduces the probability of transitioning to the AT presentation state, and a high setting value increases the probability of transitioning to the AT presentation state, it is possible to add variety to the game.

[0006] However, if the higher the setting value, the easier it is to transition to the AT presentation state, the difference in the expected number of coins will simply vary depending on the setting value, affecting the player's gaming profits. For example, if the decrease in the expected number of coins at a low setting value is suppressed, the expected number of coins at a high setting value will become too high, increasing the risk of speculation. Conversely, if the expected number of coins at a high setting value is suppressed, the expected number of coins at a low setting value will become too low, resulting in the player's investment becoming unnecessarily large. Furthermore, if the expected number of coins simply differs depending on the setting value, the game will become monotonous, players will feel bored, and the slot machine's operating rate may decrease.

[0007] In view of the above problems, the present invention aims to provide a gaming machine that can improve playability while maintaining the player's motivation to play. [Means for solving the problem]

[0008] In order to solve the above-mentioned problems, the gaming machine of the present invention comprises: a winning type lottery means for determining, by lottery, one of a plurality of winning types, including a selective winning type, which is a winning type in which a correct combination (for example, a winning combination of a "15-coin combination") and an incorrect combination (for example, a "1-coin combination") overlap, and in which a predetermined correct hitting order and correct operation timing are set as winning conditions for the correct combination; a reel control means for controlling the rotation of a plurality of reels, on which a plurality of types of symbols are respectively arranged, based on operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to operation of a stop switch corresponding to the rotating reel; a setting value setting means for setting a setting value to one of a plurality of setting values ​​having different degrees of advantage; a non-internal gaming state; an internal gaming state (for example, an RBB internal gaming state) to which the gaming machine transitions based on winning a bonus combination (for example, a winning combination of a "RBB" combination) in the non-internal gaming state; , Bo The present invention is provided with a game state control means for transitioning to one of a plurality of game states including an operating game state (for example, an RBB operating game state) which is transitioned to based on the winning of a Nasu role, and a performance state control means for determining transition to one of a plurality of performance states including a first performance state (for example, a normal performance state) and a second performance state (for example, a CZ performance state) which is more advantageous to the player than the first performance state, and the reel control means is In the internal game state Replay role (for example, winning role "Replay 1") )but Winner Ta In the game, the replay role is given priority over the bonus role, and the stop control is performed. In the internal game state Small win (for example, winning role "Small win 1" )but Winner TaIn a game, stop control is performed with priority given to a small role over a bonus role, and in the internal game state, either a replay role or a small role is won by the winning type lottery (without winning the winning type "miss"), and the selected winning type includes a first winning type (for example, the winning type "batting order bell A blue 1" of the winning area 8 in FIG. 6) and a second winning type (for example, the winning type "batting order bell A red 1" of the winning area 12 in FIG. 6), and the first winning type and the second winning type have the same correct batting order (for example, batting order 3) but different correct operation timings (for example, the winning type "batting order bell A blue 1" has the symbol numbers "1" to "10" on the center reel 110b in FIG. 3, and the winning type "batting order bell A red 1" has the symbol numbers "0", "11" to "19" on the center reel 110b in FIG. 3), and the first winning type is determined. When the plurality of stop switches are operated in the correct batting order (for example, batting order 3), and when the stop switch (for example, stop switch 120b) is operated at the correct operation timing (for example, pattern numbers "1" to "10" on center reel 110b in Figure 3) in the first stop operation of the correct batting order, the correct combination (for example, winning combination "small combination 1") can be won, and the first winning type and the second winning type have at least one common incorrect combination (for example, winning combinations "small combination 23" to "small combination 25", "small combination 39"), and a predetermined lottery (for example, a transition probability point addition lottery) is held in which the lower the setting value, the greater the gaming profit to be obtained than when the setting value is high, and the gaming profit for the second performance state is determined based on the result of the predetermined lottery. [Effects of the Invention]

[0012] According to the present invention, it is possible to provide a gaming machine that can improve playability while maintaining the player's motivation to play. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2]FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Figure 5] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 10 is a diagram showing a winning type lottery table. [Figure 7] FIG. 10 is a diagram showing a winning type lottery table. [Figure 8] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 9] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 10] 10 is a flowchart illustrating a CPU initialization process on the main control board. [Figure 11] 10 is a flowchart illustrating a cold start process in the main control board. [Figure 12] 10 is a flowchart illustrating an error stop process in the main control board. [Figure 13] 10 is a flowchart illustrating a setting value switching process in the main control board. [Figure 14] 10 is a flowchart illustrating an initialization start process in the main control board. [Figure 15] 10 is a flowchart illustrating a state restoration process in the main control board. [Figure 16] 10 is a flowchart illustrating game start processing on the main control board. [Figure 17] 10 is a flowchart illustrating the processing for inserting a gaming medal on the main control board. [Figure 18] 10 is a flowchart illustrating an internal lottery process in the main control board. [Figure 19] 10 is a flowchart illustrating a pattern code setting process on the main control board. [Figure 20]10 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 21] This is a flowchart explaining the non-advantageous section processing executed in the state-specific module execution processing. [Figure 22] 10 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 23] This is a flowchart explaining the CZ performance state processing executed in the state-specific module execution processing. [Figure 24] 10 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 25] 10 is a flowchart explaining the reel stop processing in the main control board. [Figure 26] 10 is a flowchart illustrating a display determination process in the main control board. [Figure 27] 10 is a flowchart illustrating a payout process in the main control board. [Figure 28] 10 is a flowchart illustrating the game transition processing on the main control board. [Figure 29] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 30] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 31] An explanatory diagram for explaining the promotion lottery at the normal presentation stage. [Figure 32] An explanatory diagram to explain the lottery for transitioning to the CZ presentation state. [Figure 33] FIG. 10 is an explanatory diagram for explaining the lottery for adding transfer probability points. [Figure 34] FIG. 10 is an explanatory diagram showing the correspondence between expected winning number points and expected winning number. [Figure 35] A figure showing a winning type lottery table for explaining the reverse push data setting process. [Figure 36] 10 is a flowchart of a reverse push data setting process. [Figure 37]FIG. 10 is a diagram showing an example of a specific command related to the reverse push data setting process. [Figure 38] 10 is a flowchart of another example of the reverse push data setting process. [Figure 39] FIG. 10 is a diagram showing an example of a specific command related to the reverse push data setting process. DETAILED DESCRIPTION OF THE INVENTION

[0014] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0015] (Mechanical configuration of slot machine 100) 1 and 2, a slot machine 100 serving as a gaming machine is provided with a housing 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and three reels 110 (a left reel 110a, a center reel 110b, and a right reel 110c) are provided in the housing 102 at positions corresponding to the symbol display window 108 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal-divided areas on the outer surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of each of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.

[0016] An operation unit installation base 112 is formed above the front lower door 106, and the operation unit installation base 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, an effect switch 122, etc. The medal insertion unit 114 accepts medals inserted as game value through a medal insertion port 114a. The bet switch 116 inserts (bet) a specified number of medals required for one game from medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits).

[0017] The start switch 118 is, for example, a lever capable of detecting tilting and detects the player's operation to start a game. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that when the stop switches 120 are in a state where they can be stopped, the player's first stop operation of one of the stop switches 120a, 120b, or 120c is referred to as the first stop. After the first stop, the player's second stop operation of one of the two remaining stop switches 120 is referred to as the second stop. After the second stop, the player's third stop operation of the last remaining stop switch 120 is referred to as the third stop. The effect switch 122 is, for example, composed of a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and turn operations.

[0018] A liquid crystal display unit 124 that displays various images associated with performances is provided approximately in the center of the top of the upper front door 104. Performance lamps 126, for example, formed of high-brightness light-emitting diodes (LEDs), are provided at the top and on the left and right of the upper front door 104. Speakers 128 that perform auditory performances using sound effects, musical tones, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the upper front door 104 and on the left and right positions on the rear surface of the lower front door 106.

[0019] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of credited medals (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals to be paid out.

[0020] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the bottom of the front of the lower front door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.

[0021] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, allowing the setting value to be changed (also simply referred to as a setting change) via the power switch 144. The setting value indicates the player's degree of advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six setting values. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, allowing play. The setting can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.

[0022] In the slot machine 100, once a game can be started and a predetermined number of medals are bet, the active line A is activated and operation of the start switch 118 is validated. Here, betting includes inserting credited medals through operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay combination on the active line A, which will be described in detail later. The active line A is a line used to determine whether a winning combination has been achieved, and in this embodiment, there is only one active line. As shown in FIG. 3(b), the active line A is set as a line connecting the positions corresponding to the symbols that stop on the top row of the left reel 110a, the middle row of the center reel 110b, and the bottom row of the right reel 110c among the nine symbols (three reels × three rows: top, middle, and bottom) that appear in the symbol display window 108. Invalid lines are lines other than the valid line A that are not used to determine whether a winning role has been played, and which display other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from the pattern combination displayed on the valid line A alone.In this embodiment, the four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed.

[0023] When the player operates the start switch 118, the game begins, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for determining a winning type is executed. After that, the corresponding left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. If a winning combination that is eligible for a medal payout is achieved based on the results of the lottery for determining a winning type and the combination of symbols displayed on the pay line A, the medals are paid out. If a winning combination that is eligible for a medal payout is not achieved, or if a winning combination that is eligible for a medal payout is not achieved, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c all come to a stop.

[0024] In this embodiment, the above-mentioned one game refers to the game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay role on the activated line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in accordance with the operation of the start switch 118 by the player, and depending on the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, and 120c are controlled to stop, and if a winning role that can be awarded with a medal is won, the medal is paid out. Furthermore, if a player does not win a prize type that can receive a medal payout, or if a player wins but does not win a prize, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a medal or winning a replay. The number of times one game is repeated is also referred to as the number of games. Furthermore, one game in which a prize type lottery is executed and a single payout can be received is sometimes referred to as a basic game to distinguish it from a pseudo game (pseudo game) described below. Here, whether the basic game is played alone or in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.

[0025] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Furthermore, transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.

[0026] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and controls the entire slot machine 100. Even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.

[0027] The main control board 200 also has functional units such as an initialization means 300, a betting means 302, a winning type lottery means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command sending means 316, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.

[0028] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of medals into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a performs various processes based on the received detection signals.

[0029] The initialization means 300 executes initialization processing on the main control board 200. The betting means 302 bets medals to be used in games. The win type lottery means 304, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.

[0030] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. Furthermore, in response to the operation of the start switch 118, the reel control means 306 may extend the time from when the operation of the stop switches 120a, 120b, and 120c was enabled in the previous game until the operation of the stop switches 120a, 120b, and 120c by the player is enabled to display the lottery result of the winning type lottery (which was disabled upon completion of the operation of the stop switches 120a, 120b, and 120c in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, and 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time. In this embodiment, as a reel effect, a pseudo game similar to the basic game may be performed in which the basic game is interrupted in response to operation of the start switch 118 in the basic game, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c are controlled to stop (temporarily stop) in response to operation of the stop switches 120a, 120b, and 120c. The pseudo game ends when the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game resumes. As an example of the pseudo game, predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping modes similar to those of the basic game or different rotation control and stopping modes, thereby increasing the interest in the game.Note that the temporary stop state indicates a state in which the reels appear to be stopped, but are not completely stopped, by continuing to change the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop state and the temporary stop state are treated simply as stop states in the sense that the reels do not rotate in one direction but maintain their positions. Furthermore, both the stop control and the temporary stop control are treated simply as stop controls in the sense that the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate in response to operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0031] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 306 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.

[0032] The determination means 308 determines whether or not a symbol combination corresponding to a winning role has been displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as a win. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role, based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (a win has been achieved). In addition, the main control board 200 is connected to a medal payout device 142, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.

[0033] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. In addition, the presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.

[0034] The command sending means 316 sequentially determines game-related commands in accordance with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.

[0035] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value and resets it after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 304.

[0036] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls, in particular, performances based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random number values ​​generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.

[0037] In addition, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.

[0038] The initialization determination means 330 executes initialization processing on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The effect control means 334 receives a detection signal from the effect switch 122 and determines the effects of the game to be performed by each device, such as the LCD display unit 124, the speaker 128, and the effect lamp 126, based on the received command. Specifically, the effect control means 334 determines image data to be displayed on the LCD display unit 124 and illumination data for effects using illumination devices such as the effect lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and also determines audio data constituting the sound to be output from the speaker 128. The effect control means 334 then executes the determined game effects. The effects also include auxiliary effects. The auxiliary effect is an effect that notifies the player of the correct operation of the stop switches 120a, 120b, and 120c, which is the winning condition for the correct combination, when a selected winning type in which a correct combination and an incorrect combination overlap is won in the winning type lottery. This auxiliary effect allows the player to easily display the symbol combination corresponding to the correct combination on the pay line A. The correct combination refers to a winning combination that is more advantageous than an incorrect combination, not only in terms of the medal payout resulting from the winning combination but also in terms of all gaming benefits obtained by the winning combination. The effect state in which this auxiliary effect is executed is called the AT (Assist Time) effect state. In addition, a so-called ART game state, in which the AT effect state and the RT (Replay Time) game state, which has a high probability of winning a replay combination, are simultaneously performed, may also be used.

[0039] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the LCD display unit 124, performance lamp 126, speaker 128, sub-credit display unit 134, and sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and main payout display unit 132, may be referred to as main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute an auxiliary effect in the AT effect state.

[0040] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIGS. 6 and 7 are explanatory diagrams for explaining the winning type lottery table.

[0041] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like in the main ROM 200b, which correspond to the game states managed and controlled by the game state control means 312. The win type lottery means 304 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table corresponds to the win type random number obtained in response to the operation signal of the start switch 118.

[0042] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. A replay combination is a combination that allows a player to play again without placing a new medal bet when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows a player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. Furthermore, a bonus combination is a combination that allows a game state managed by the game state control means 312 to transition to a bonus game state (a game state during RBB operation, which will be described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.

[0043] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of "RBB." Replay combinations include "Replay 1" to "Replay 7." Small combinations include "Small combination 1" to "Small combination 45." In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. In the following description, the winning combinations "Small combination 1" to "Small combination 17" may be abbreviated as "15-coin combinations," "Small combination 18" as "14-coin combinations," "Small combination 19" and "Small combination 20" as "3-coin combinations," and "Small combination 21" to "Small combination 45" as "1-coin combinations."

[0044] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 306 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is rotated for a number of sliding frames so as to be reeled onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 306 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 306 controls the symbols to stop so that the symbol combination corresponding to the winning combination can be displayed on the pay line A according to the player's operation mode.

[0045] For example, the symbols constituting the symbol combinations corresponding to the winning combinations "Replay 1" and "Small Win 17" are arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A. Such a winning combination is sometimes expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning combinations "Replay 2", "Small Win 1" to "Small Win 16", and "RBB" are not always arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A, which may result in a so-called missed win. Such a winning combination is sometimes expressed as PB≠1.

[0046] As shown in Figures 6 and 7, the winning type lottery table divides multiple winning areas, and the winning types that are the subject of the lottery vary depending on the gaming state, and the presence or absence of non-winning (missing) winners also varies. In Figures 6 and 7, the winning areas (winning types) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (RBB internal), RBB operating gaming state (RBB operating)) are represented by "◎" or "○", but in reality, winning type lottery tables corresponding to each of the multiple gaming states are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows the lottery to transfer to an advantageous zone, and "○" indicates a winning type that does not allow the lottery to transfer to an advantageous zone, and

[0047] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. Adding up the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is calculated by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. Based on the game state at that time, the win type lottery means 304 sequentially obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number. It subtracts the number of positions from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the current win area is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onward is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.

[0048] Here, we will provide additional information about the winning combination "RBB" that constitutes the winning type "RBB." A predetermined first-class special role RB is a role that increases the number of symbol combinations related to winning per predetermined number or increases the probability of activation of a conditional device related to winning per predetermined number. It activates under predetermined circumstances and can continue to operate until a game result not exceeding 12 is obtained. Here, a conditional device is a device whose activation is a necessary condition for the display of a symbol combination related to a winning, replay, or activation of a role or role continuous activation device. It activates when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag. The role continuous activation device related to the first-class special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously activate the first-class special role RB. It activates when a specific symbol combination is displayed and terminates its operation under predetermined circumstances.

[0049] According to the winning type lottery tables in Figures 6 and 7, for example, winning area 0 is associated with the winning type "miss," and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the valid line A, and no medals will be paid out, etc.

[0050] Furthermore, winning area 1 is associated with the winning type "small win ALL" which includes (wins) the winning roles "small win 1" to "small win 45" in duplicate, winning area 2 is associated with the winning type "3-piece ALL" which includes (wins) the winning roles "small win 19" and "small win 20" in duplicate, and winning area 3 is associated with the winning type "1-piece ALL" which includes (wins) the winning roles "small win 21" to "small win 45" in duplicate.

[0051] In addition, the winning types "Replay 1" to "Replay 4" that overlap with the winning combinations "Replay 1" to "Replay 7" are associated with the winning areas 4 to 7. In the following, the four winning types of the winning areas 4 to 7 may be simply referred to as the winning type "Replay".

[0052] In addition, the winning areas 8 to 31 are associated with the selected winning types (winning types "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4", "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4") that overlap and include either a correct combination with a payout of 15 coins (winning combination "Small combination 1" to "Small combination 16") or an incorrect combination with a payout of 1 coin (winning combination "Small combination 21" to "Small combination 40"). In the following, the 24 winning types in the winning areas 8 to 31 may be simply referred to as the winning type "Batting Order Bell".

[0053] In addition, the winning areas 32 to 41 are associated with the winning types "Batting Order Chance 1" to "Batting Order Chance 10", which include the winning combination "Small Role 18" with a payout of 14 coins, the winning combination "Small Role 17" with a payout of 15 coins, and the winning combination "Small Role 21", "Small Role 22", "Small Role 27", "Small Role 28", "Small Role 35", "Small Role 36", and "Small Role 43" with a payout of 1 coin. In the following, the 10 winning types in the winning areas 32 to 41 may be simply referred to as the winning type "Batting Order Chance".

[0054] In addition, the winning areas 42 and 43 are associated with the winning types "Common 3 Coins 1" and "Common 3 Coins 2," which include a combination of the winning role "Small Role 20," which pays out three coins, and any of the winning roles "Small Role 25," "Small Role 26," "Small Role 27," and "Small Role 28," which pay out one coin. Note that, hereinafter, the two winning types in the winning areas 42 and 43 may be simply referred to as the winning type "Common 3 Coins."

[0055] Furthermore, the winning area 44 is associated with the winning type "Common 1 coin" which overlaps the winning combination "RBB" and the winning combinations "Small combination 21", "Small combination 23", "Small combination 24", and "Small combination 45". Furthermore, the winning area 45 is associated with the winning type "Watermelon" which overlaps the winning combination "RBB" and the winning combination "Small combination 43". Furthermore, the winning area 46 is associated with the winning type "Chance Eye A" which overlaps the winning combination "RBB" and the winning combination "Small combination 44". Furthermore, the winning area 47 is associated with the winning type "Chance Eye B" which overlaps the winning combination "RBB" and the winning combination "Small combination 19". In the following, the two winning types of the winning areas 46 and 47 may be simply referred to as the winning type "Chance Eye".

[0056] Furthermore, the winning area 48 is associated with the winning type "Weak Cherry" which includes the winning combination "RBB" and the winning combination "Small Role 41" in combination. Furthermore, the winning area 49 is associated with the winning type "Strong Cherry" which includes the winning combination "RBB" and the winning combination "Small Role 42" in combination. Furthermore, the winning area 50 is associated with the winning type "RBB" which includes the winning combination "RBB" alone. Note that if the winning areas 44 to 49 are won in the RBB internal game state, only the small role will be won.

[0057] When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination will be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0058] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1," the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2," and the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3." The operation of stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0059] In addition, in "batting order 3," operating the stop switch 120b when the symbols with symbol numbers 1 to 10 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 3 blue (blue in the figure)," and operating the stop switch 120b when the symbols with symbol numbers 0, and 11 to 19 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 3 red (red in the figure)." Similarly, in "batting order 4," operating the stop switch 120b when the symbols with symbol numbers 1 to 10 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 4 blue," and operating the stop switch 120b when the symbols with symbol numbers 0, and 11 to 19 arranged on the center reel 110b are positioned on the active line A is referred to as "batting order 4 red." In addition, in "batting order 5" and "batting order 6," when the stop switch 120c is operated at the timing when the symbols with symbol numbers 1 to 10 arranged on the right reel 110c are positioned on the valid line A, this will be referred to as "batting order 5 blue" and "batting order 6 blue," respectively, and when the stop switch 120c is operated at the timing when the symbols with symbol numbers 0 and 11 to 19 arranged on the right reel 110c are positioned on the valid line A, this will be referred to as "batting order 5 red" and "batting order 6 red," respectively.

[0060] For example, in the RBB internal game state described below, if the winning type "Batting Order Bell A Blue 1" in winning area 8 is won and the operation is performed using the correct operation mode (Batting Order 3 Blue), the stop control is performed so that the pattern combination corresponding to the winning role "Small Role 1", which is the correct role with a payout of 15 coins, is preferentially displayed on the valid line A. Furthermore, when operations are performed by batting order 1 and batting order 2, the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on valid line A, and when operations are performed by batting order 3 red and batting order 4 (batting order 4 blue and batting order 4 red), the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on valid line A with a probability of 1 / 2, and when operations are performed by batting order 5 and 6, the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on valid line A with a probability of 1 / 4.

[0061] The winning probability (number of symbols placed) for each winning type in the winning areas 8 to 23 is set to be equal. The winning probability (number of symbols placed) for each winning type in the winning areas 24 to 31 is also set to be equal. Since a player usually does not know which winning type he / she has won, providing the winning areas 8 to 31 as described above makes it difficult for a correct combination to win. Furthermore, as described above, even if the stop switches 120a, 120b, 120c are operated in an operation mode that prioritizes the display of incorrect combinations, it is not necessarily the case that the symbol combination corresponding to the incorrect combination will be displayed on the pay line A, and therefore, depending on the operation mode, a missed win may occur (PB≠1).

[0062] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win was won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. In addition, when an internal win flag corresponding to a win type that includes a replay role is established, a symbol combination corresponding to one of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.

[0063] (Game state transition) Here, the transition of the game state will be explained using Figure 8. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending of the game.

[0064] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the winning probability of a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 1 / 10).

[0065] The game state control means 312 transitions the game state in response to the winning of the winning combination "RBB." For example, in a game in which the winning combination "RBB" is won, when a symbol combination corresponding to the winning combination "RBB" is displayed on the activated line A, the game state control means 312 transitions the game state to the RBB activated game state (1).

[0066] In the RBB-activated gaming state, the probability of winning a replay role is set to 0. In this RBB-activated gaming state, the possible winning types are set as follows: "Small Role ALL" in winning area 1, "3-Coin ALL" in winning area 2, and "1-Coin ALL" in winning area 3. When the "Small Role ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 45" is displayed on the active line A. When the "3-Coin ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 19" or "Small Role 20" is displayed on the active line A. When the "1-Coin ALL" winning type is won, a symbol combination corresponding to one of the winning roles "Small Role 21" to "Small Role 45" is displayed on the active line A. Here, the configuration of these small roles reduces the expected number of coins won per unit of play in the RBB-activated gaming state.

[0067] When the condition for terminating the RBB operation gaming state is met, that is, when the number of acquired coins reaches a predetermined number, the gaming state control means 312 shifts the gaming state to a non-internal gaming state (2).

[0068] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 shifts the game state to the RBB internal game state (3).

[0069] In the RBB internal game state, the probability of winning a replay is set to approximately 1 in 5.9. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.

[0070] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning a correct combination. As a result, for example, auxiliary effects are performed in the AT presentation state in the RBB internal game state, making it easier to win medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, resulting in fewer chances of winning a correct combination. This reduces the chances of winning a correct combination compared to the AT presentation state in other game states, making it more difficult for the player to increase their medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal acquisition performance.

[0071] (Transition of performance state) 9 is an explanatory diagram for explaining the transition of the presentation state. Below, we will explain in detail the presentation state transitioned by the presentation state control means 314 in the main control board 200. Note that below, we will explain the case where the game state is the RBB internal game state.

[0072] Here, to comprehensively and uniformly determine whether or not there is a bias in game states with high medal acquisition performance, a game zone with a command function, i.e., a game zone advantageous to the player, including a game zone that executes an auxiliary effect (command function), is defined as an advantageous zone. Note that, when an auxiliary effect is activated as a result of a lottery or the like performed by the main control board 200 for the activation of the auxiliary effect, information indicating the content of the command may be transmitted to a peripheral board such as the sub-control board 202 only when the main control board 200 displays the content of the command on the main notification means so that the content of the command can be identified. Unlike advantageous zones, game zones in which the auxiliary effect (command function) cannot be executed are defined as non-advantageous zones. Therefore, multiple game states belong to either advantageous zones or non-advantageous zones, which are game zones. In this embodiment, almost all game states belong to advantageous zones, and some game states (here, the first game of the non-advantageous standby game state) realize non-advantageous zones.

[0073] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selective winning type in which the payout for the correct role is the maximum (here, 15 coins), if an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in winning the correct role, this must be notified, for example, by lighting up the zone indicator 160.

[0074] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.

[0075] Therefore, the presentation state control means 314 manages the transition between the presentation state and the advantageous zone as well as the transition between the non-advantageous zone and the advantageous zone. Regardless of this management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, the advantageous zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (for example, the number of games played during play reaches 1,500 games or the net increase in the number of coins exceeds 2,400). In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.

[0076] (Non-AT performance state, AT performance state) In the non-AT performance state, the frequency of auxiliary performance is extremely low compared to the AT performance state, and the number of medals that can be won is limited because auxiliary performance is almost not performed. Here, two performance states are provided as the non-AT performance state: the normal performance state and the CZ performance state (chance zone performance state).

[0077] In the AT performance state, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by shifting to the AT performance state, the player can proceed with the game more advantageously than in the non-AT performance state. Each performance state will be explained individually below.

[0078] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among the multiple presentation states. The normal presentation state is composed of three stages: normal A stage, normal B stage, and normal C stage. The presentation state control means 314 starts from normal A stage, which is the initial stage of the normal presentation state among the multiple presentation states. When a predetermined transition condition is satisfied in normal A stage, the presentation state control means 314 internally transitions (promotes) from normal A stage to normal B stage (1), and when a predetermined transition condition is satisfied in normal B stage, the presentation state control means 314 internally transitions (promotes) from normal B stage to normal C stage (2). Note that there is no demotion from normal C stage to normal B stage, or from normal B stage to normal A stage.

[0079] Then, when the game transitions to the normal C stage, the presentation state control means 314 conducts a CZ lottery with different probabilities for each winning type determined by the winning type lottery. If the CZ lottery is won in the normal C stage, the presentation state control means 314 transitions the presentation state to the CZ presentation state (3). In the CZ presentation state, the presentation state control means 314 conducts an AT lottery, and if the AT lottery is won, the presentation state transitions to the AT presentation state (4). On the other hand, in the CZ presentation state, if the termination condition for the CZ presentation state (for example, the passage of a predetermined number of games) is met without winning the AT lottery, the presentation state control means 314 transitions the presentation state to the normal A stage in the normal presentation state (5). The CZ presentation state can be said to be a presentation state that is more advantageous to the player than the normal presentation state, because it can determine a transition to the normal AT presentation state in which auxiliary presentations are executed.

[0080] In addition, when a predetermined ceiling condition (for example, the ceiling number of plays elapses while continuously staying in the normal presentation state and the CZ presentation state) is met in the normal presentation state or the CZ presentation state without transitioning to the AT presentation state (so-called reaching the ceiling), the presentation state control means 314 transitions the presentation state to the AT presentation state (6).

[0081] In the AT performance state, auxiliary performance is executed, so the player can play advantageously. In the AT performance state, when a predetermined termination condition (for example, winning a predetermined difference in the number of medals) is met, the performance state control means 314 shifts the performance state to the normal A stage in the normal performance state (7).

[0082] Here, if a transition to the AT presentation state is not determined in the CZ presentation state, or if the termination conditions are met in the AT presentation state, the normal presentation state transitions to the normal A stage, which corresponds to the start stage. Therefore, in order to transition to the CZ presentation state, the player must again go through the stages of normal A stage → normal B stage → normal C stage. Note that when the presentation state transitions from the AT presentation state to the normal presentation state, the presentation state control means 314 temporarily transitions the advantageous zone to a non-advantageous zone (resets the advantageous zone), and conducts a favorable zone transition lottery with a high probability until the transition to the advantageous zone occurs. Therefore, the advantageous zone transition lottery in this embodiment is one that will eventually result in a transition to the advantageous zone.

[0083] Specific processing in the main control board 200 and the sub-control board 202 will be explained below with reference to flowcharts.

[0084] (CPU initialization process of main control board 200) 10 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0085] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required to execute various processes.

[0086] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0087] (Step S100-5) The main CPU 200a determines whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0088] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.

[0089] (Step S100-9) The main CPU 200a executes the processing required to permit access to the main RAM 200c.

[0090] (Step S100-11) The main CPU 200a executes a checksum verification process. Here, the main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If the main CPU 200a determines that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag. If it determines that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.

[0091] (Step S100-13) The main CPU 200a determines whether the backup abnormality flag is on. If it is determined that the backup abnormality flag is on, the process proceeds to step S110. If it is determined that the backup abnormality flag is not on, the process proceeds to step S120.

[0092] (Step S110) The main CPU 200a executes cold start processing, which will be described later.

[0093] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0094] (Step S130) The main CPU 200a executes a state restoration process to restore the state to the state immediately before the power was turned off. This state restoration process will be described later.

[0095] FIG. 11 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0096] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and executes a used area RAM check process to detect any abnormality in the used area.

[0097] (Step S110-3) The main CPU 200a clears the other area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the other area. If an abnormality is detected in the other area in the separate area RAM check process, the main CPU 200a turns on a RAM read / write error flag.

[0098] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0099] (Step S110-7) The main CPU 200a determines whether an abnormality has been detected in step S110-1. If it is determined that an abnormality has been detected in step S110-1, the process proceeds to step S112, and if it is determined that an abnormality has not been detected in step S110-1, the process proceeds to step S110-9.

[0100] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.

[0101] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it is determined that the RAM read / write error flag is on, the process proceeds to step S112, and if it is determined that the RAM read / write error flag is not on, the process proceeds to step S120.

[0102] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0103] (Step S110-13) The main CPU 200a sets an error code "E7" indicating a backup error.

[0104] (Step S112) The main CPU 200a executes an error stop process to stop the progress of the game due to an error, which will be described later.

[0105] FIG. 12 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0106] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0107] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and a warning sound.

[0108] (Step S112-5) The main CPU 200a sets the external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.

[0109] (Step S112-7) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S112-5.

[0110] (Step S112-9) The main CPU 200a shifts to a permanent loop, which stops the progress of the game.

[0111] FIG. 13 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0112] (Step S120-1) The main CPU 200a acquires a signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. As a result, if it is determined that the setting value switching condition is not met, the setting value switching process is terminated, but if it is determined that the setting value switching condition is met, the process proceeds to step S120-3. Here, the signal from input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is determined that the setting value switching condition is met when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.

[0113] (Step S120-3) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.

[0114] (Step S120-5) The main CPU 200a executes a table content setting process for transferring the table data of the setting value switching data table to the main RAM 200c.

[0115] (Step S120-7) The main CPU 200a sets a setting change start command, which indicates the start of changing the setting value, in the transmission buffer.

[0116] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0117] (Step S120-11) The main CPU 200a acquires the setting value data indicating the current setting value.

[0118] (Step S120-13) The main CPU 200a determines whether an on-edge of the setting change switch has been detected in step S120-9. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-15.

[0119] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0120] (Step S120-17) The main CPU 200a determines whether the setting value data is within the allowable setting range (1 to 6). If it is determined that the setting value data is within the range, the process proceeds to step S120-21, and if it is determined that the setting value data is not within the range, the process proceeds to step S120-19.

[0121] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0122] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19.

[0123] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value on the main credit display section 130.

[0124] (Step S120-25) The main CPU 200a determines whether an on-edge of the setting change switch has been detected. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-27.

[0125] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it is determined that the setting change switch is on, the process proceeds to step S120-27, and if it is determined that the setting change switch is not on, the process proceeds to step S120-29.

[0126] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.

[0127] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer reaches 0.

[0128] (Step S120-33) The main CPU 200a determines whether it has detected an on-edge of the start switch 118. As a result, if it has determined that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it has determined that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.

[0129] (Step S120-35) The main CPU 200a determines whether the setting key is off, and if it is determined that the setting key is off, the process proceeds to step S120-35, and if it is determined that the setting key is not off, the process proceeds to step S120-37.

[0130] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it is determined that the setting key is on, the process proceeds to step S120-37, and if it is determined that the setting key is not on, the process proceeds to step S122.

[0131] (Step S122) The main CPU 200a executes an initialization start process to start the initialization, which will be described later.

[0132] FIG. 14 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0133] (Step S122-1) The main CPU 200a sets a setting change end command, which indicates that the change of the setting value has been completed, in the transmission buffer.

[0134] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command that indicates the state when the change of the setting value is completed.

[0135] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0136] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.

[0137] (Step S122-9) The main CPU 200a executes a setting change RAM clear process that clears another area of ​​the main RAM 200c.

[0138] (Step S122-11) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.

[0139] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in the transmission buffer.

[0140] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0141] FIG. 15 is a flowchart illustrating the state restoration process (S130) in the main control board 200.

[0142] (Step S130-1) The main CPU 200a restores the stack pointer.

[0143] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear unused areas in the main RAM 200c.

[0144] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0145] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0146] (Step S130-9) The main CPU 200a executes a port input process to update the image of the input port.

[0147] (Step S130-11) The main CPU 200a executes the operation target bit extraction process to extract information on the operation target bit based on the image of the input port updated in step S130-9.

[0148] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.

[0149] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operating state of the reels 110a, 110b, and 110c, i.e., accelerating, rotating steadily, stopped, or waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating = 3, rotating steadily = 2, stopped = 1, or waiting = 0 depending on the operating state of the stepping motor 152.

[0150] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it determines that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-21. If it determines that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-19.

[0151] (Step S130-19) The main CPU 200a executes a rotation error process for setting the reels 110a, 110b, and 110c when an error is detected.

[0152] (Step S130-21) The main CPU 200a restores the saved register group.

[0153] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, thereby restoring the main CPU 200a to the state it was in immediately before the power was turned off.

[0154] FIG. 16 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0155] (Step S200-1) The main CPU 200a executes a re-game state identification signal output setting process for outputting a re-game state identification signal indicating whether or not a re-game is being performed.

[0156] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bet medals).

[0157] (Step S200-5) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S200-3.

[0158] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0159] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer reaches 0.

[0160] (Step S200-11) The main CPU 200a executes a one-game RAM clearing process that clears an area to be cleared for each game among the use areas in the main RAM 200c.

[0161] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0162] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0163] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0164] FIG. 17 is a flowchart illustrating the game medal insertion process (S210) in the main control board 200.

[0165] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0166] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0167] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.

[0168] (Step S210-7) The main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in step S210-5. If it is determined that the front upper door 104 and the front lower door 106 are closed, the main CPU 200a proceeds to step S210-17, and if it is determined that at least one of the front upper door 104 and the front lower door 106 is not closed, the main CPU 200a proceeds to step S210-9.

[0169] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.

[0170] (Step S210-11) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.

[0171] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0172] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0173] (Step S210-17) When a credit switch (not shown) for paying back accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back accumulated medals.

[0174] (Step S210-19) The main CPU 200a executes processing related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the number of medals bet is subtracted from the reserved number by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, that number is added to the reserved number.

[0175] (Step S210-21) The main CPU 200a executes a game medal acquisition process to check whether the number of inserted medals is a specified number.

[0176] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a determines whether the number of inserted coins is equal to the specified number. If it is determined that the number of inserted coins is not equal to the specified number, the main CPU 200a proceeds to step S210-1. If it is determined that the number of inserted coins is equal to the specified number, the main CPU 200a proceeds to step S210-25.

[0177] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.

[0178] (Step S210-27) The main CPU 200a determines whether it has detected a falling edge (pressed) of the start switch 118. As a result, if it has determined that a falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it has determined that a falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.

[0179] (Step S210-29) The main CPU 200a clears the main payout display buffer to clear the display of the main payout display unit 132.

[0180] (Step S210-31) The main CPU 200a executes a re-game state identification signal clearing process for clearing the re-game state identification signal.

[0181] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing to turn off (extinguish) the start indicator.

[0182] (Step S210-35) The main CPU 200a sets a lever depression command indicating that the start switch 118 has been depressed in the transmission buffer.

[0183] (Step S220) The main CPU 200a executes an internal lottery process for determining the type of winning, which will be described later.

[0184] FIG. 18 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0185] (Step S220-1) The main CPU 200a acquires the setting value data.

[0186] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0187] (Step S220-5) The main CPU 200a determines whether the setting value data acquired in step S220-1 is abnormal. If it is determined that the setting value data is abnormal, the process proceeds to step S112. If it is determined that the setting value data is not abnormal, the process proceeds to step S220-7.

[0188] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.

[0189] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a gaming state.

[0190] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0191] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.

[0192] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes lottery data acquisition processing to shift the winning area by one.

[0193] (Step S220-17) The main CPU 200a determines whether or not to hold a winning type lottery. If it is determined that a winning type lottery will not be held, the process proceeds to step S220-21. If it is determined that a winning type lottery will be held, the process proceeds to step S220-19.

[0194] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0195] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, i.e., whether the winning area has been won by the winning type lottery. If it is determined that the winning type lottery has been won, the main CPU 200a proceeds to step S230, and if it is determined that the winning type lottery has not been won, the main CPU 200a proceeds to step S220-23.

[0196] (Step S220-23) The main CPU 200a determines whether the winning type lottery has ended. If it is determined that the winning type lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning type lottery has ended, the process proceeds to step S220-25.

[0197] (Step S220-25) The main CPU 200a clears the trigger role type.

[0198] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0199] FIG. 19 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0200] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process to set the game state to an internal game state if the acquired winning area includes a bonus role.

[0201] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0202] (Step S230-5) The main CPU 200a determines (sets) the type of win based on the win area acquired in step S230-1. Depending on the determined type of win, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.

[0203] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in step S230-3.

[0204] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0205] (Step S231) The main CPU 200a executes an execution flag setting process that sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.

[0206] (Step S230-13) The main CPU 200a sets a performance command, which is a command related to the advantageous zone, in the transmission buffer.

[0207] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0208] (Step S230-17) The main CPU 200a checks the timer for one game.

[0209] (Step S230-19) The main CPU 200a sets a pre-rotation command indicating that the reels 110a, 110b, and 110c have not yet rotated in the transmission buffer.

[0210] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.

[0211] (Step S236) The main CPU 200a executes a reel effect process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls the provisional stop of predetermined symbols (for example, symbols constituting a bonus role) on the reels 110a, 110b, and 110c, and turns off the pseudo game execution flag when all the reels 110a, 110b, and 110c have provisionally stopped or when they start rotating through a random delay process after the provisional stop.

[0212] (Step S230-23) The main CPU 200a determines whether the 1-game timer is not 0. As a result, if it is determined that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is determined that the 1-game timer is 0, the process proceeds to step S230-25.

[0213] (Step S230-25) The main CPU 200a executes a reel start process to start the rotation of the reels 110a, 110b, and 110c. Here, the motor phase of the reels 110a, 110b, and 110c is set to accelerating to start the rotation of each reel, and the timer for one game is set to a value equivalent to 4.1 seconds.

[0214] (Step S230-27) The main CPU 200a sets a reel start command, which indicates that the reels 110a, 110b, and 110c have started to rotate, in the transmission buffer.

[0215] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.

[0216] FIG. 20 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0217] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.

[0218] (Steps S232 to S234) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and then ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0219] 21 is a flowchart illustrating the non-advantageous zone processing (S232) executed in the state-specific module execution processing. The non-advantageous zone processing is executed when the gaming zone is a non-advantageous zone.

[0220] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.

[0221] (Step S232-3) The main CPU 200a determines whether the advantageous zone lottery has been won in the above step S232-1. As a result, if it is determined that the advantageous zone lottery has been won, the process proceeds to step S232-5, and if it is determined that the advantageous zone lottery has not been won, the non-advantageous zone process is terminated.

[0222] (Step S232-5) The main CPU 200a turns on the advantageous zone flag indicating that the zone is advantageous, and ends the non-advantageous zone processing. As a result, the zone is transitioned to an advantageous zone in the advantageous zone update processing of step S280-7, which will be described later.

[0223] 22 is a flowchart illustrating the normal presentation state process (S233) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.

[0224] (Step S233-1) The main CPU 200a increments the continued play counter for counting the number of continued plays by 1. The continued play counter is also incremented by 1 for each play in the CZ effect state processing described below and the pull-back effect state processing (not shown) executed in the pull-back effect state. The continued play counter is also reset when transitioning to the AT effect state.

[0225] (Step S233-3) The main CPU 200a determines whether the value of the continued game counter is equal to or greater than the ceiling number of games. If it is determined that the value of the continued game counter is equal to or greater than the ceiling number of games, the process proceeds to step S233-5. If it is determined that the value of the continued game counter is not equal to or greater than the ceiling number of games, the process proceeds to step S233-7.

[0226] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state, and ends the normal presentation state processing.

[0227] (Step S233-7) The main CPU 200a determines whether the next AT flag is a value corresponding to the normal stage A in the normal performance state. If the value corresponds to the normal stage A, the process proceeds to step S233-9. If the value does not correspond to the normal stage A, the process proceeds to step S233-15.

[0228] (Step S233-9) The main CPU 200a performs a lottery for transition to the normal B stage based on the type of winning determined by the lottery for the type of winning.

[0229] (Step S233-11) The main CPU 200a determines in step S233-9 whether or not the lottery for transitioning to normal stage B has been won. As a result, if it is determined that the lottery for transitioning to normal stage B has been won, the process proceeds to step S233-13, and if it is determined that the lottery for transitioning to normal stage B has not been won, the normal presentation state process is terminated.

[0230] (Step S233-13) The main CPU 200a sets the next AT flag to a value corresponding to the normal B stage of the normal presentation state, and ends the normal presentation state processing.

[0231] (Step S233-15) The main CPU 200a determines whether the next AT flag is a value corresponding to the normal B stage in the normal performance state. If the value corresponds to the normal B stage, the process proceeds to step S233-17. If the value does not correspond to the normal B stage, the process proceeds to step S233-23.

[0232] (Step S233-17) The main CPU 200a performs a lottery for transition to the normal C stage based on the type of winning determined by the lottery for the type of winning.

[0233] (Step S233-19) The main CPU 200a determines whether the lottery for transitioning to the normal C stage has been won in step S233-17. If it is determined that the lottery for transitioning to the normal C stage has been won, the process proceeds to step S233-21. If it is determined that the lottery for transitioning to the normal C stage has not been won, the process for the normal effect state ends.

[0234] (Step S233-21) The main CPU 200a sets the next AT flag to a value corresponding to the normal C stage of the normal presentation state, and ends the normal presentation state processing.

[0235] (Step S233-23) The main CPU 200a determines whether the next AT flag is a value corresponding to the normal C stage of the normal presentation state. If the value corresponds to the normal C stage, the process proceeds to step S233-25. If the value does not correspond to the normal C stage, the normal presentation state process is terminated.

[0236] (Step S233-25) The main CPU 200a performs the CZ lottery.

[0237] (Step S233-27) The main CPU 200a determines whether the CZ lottery has been won in the above step S233-25. If it is determined that the CZ lottery has been won, the process proceeds to step S233-29. If it is determined that the CZ lottery has not been won, the normal effect state process ends.

[0238] (Step S233-29) The main CPU 200a sets the next AT flag to a value corresponding to the CZ presentation state and ends the normal presentation state processing.

[0239] Figure 23 is a flowchart explaining the CZ presentation state processing (S234) executed in the state-specific module execution processing. The CZ presentation state processing is executed when the presentation state is the CZ presentation state processing. Note that among the processes in the CZ presentation state processing, the same processes as in the normal presentation state processing are assigned the same symbols, and their explanations are omitted.

[0240] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.

[0241] (Step S234-3) The main CPU 200a determines whether the AT lottery has been won in step S234-1. If it is determined that the AT lottery has been won, the process proceeds to step S234-5. If it is determined that the AT lottery has not been won, the process proceeds to step S234-7.

[0242] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state and terminates the CZ presentation state processing.

[0243] (Step S234-7) The main CPU 200a determines whether the game is the final game of the CZ presentation state. If it is determined that the game is the final game of the CZ presentation state, the process proceeds to step S234-9. If it is determined that the game is not the final game of the CZ presentation state, the process of the CZ presentation state ends.

[0244] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal A stage in the normal presentation state.

[0245] FIG. 24 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.

[0246] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue = 1 and red = 0.

[0247] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S240-1.

[0248] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0249] (Step S240-7) The main CPU 200a references the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c have reached a steady rotation speed. In other words, the fact that the index flag is set also indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.

[0250] (Step S240-9) The main CPU 200a determines whether all index flags on the reels 110a, 110b, and 110c have been detected. If it is determined that all index flags have not been detected, the process proceeds to step S240-1, and if it is determined that all index flags have been detected, the process proceeds to step S240-11.

[0251] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a bit string of 3 bits, each bit corresponding to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.

[0252] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0253] (Step S240-15) The main CPU 200a sets the stop indicator output bit ON (output image) to turn ON (turn OFF) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c.

[0254] (Step S240-17) The main CPU 200a acquires an image of input port 0 and executes a target bit extraction process to extract a target bit from the acquired image. Here, the target bit is composed of a 3-bit bit string, and each bit is associated with one of the three stop switches 120a, 120b, and 120c, and is represented as 1 if it is operated and 0 if it is not operated.

[0255] (Step S240-19) The main CPU 200a calculates the logical product of the spinning reel flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the corresponding stop switch 120 is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is actively spinning, the logical product will be 1.

[0256] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the main CPU 200a proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the main CPU 200a proceeds to step S240-23.

[0257] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.

[0258] (Step S240-25) The main CPU 200a determines whether the logical product calculated in step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is determined that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.

[0259] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid. As a result, if it is determined that the operated stop switch 120 is invalid, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is determined whether or not one stop switch 120 has been operated. Then, if it is determined that one stop switch 120 has been operated, the process proceeds to step S240-29, and if it is determined that more than one stop switch 120 has been operated, i.e., two or more stop switches 120 have been operated, the process proceeds to step S240-1.

[0260] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0261] (Step S240-31) The main CPU 200a disables interrupts.

[0262] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.

[0263] (Step S240-35) The main CPU 200a executes a sliding symbol number obtaining process for determining the number of sliding symbols on the reel 110.

[0264] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0265] FIG. 25 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0266] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in step S240-35.

[0267] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding symbols determined in step S240-37 above with respect to the pressed reference position acquired in step S250-1 above.

[0268] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is a flag for requesting a program operating in parallel to perform stop processing of the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read by the program operating in parallel, and the stop processing of the reel 110 is performed. When the stop processing is completed, the stop request flag is reset to 0 (OFF) by that program.

[0269] (Step S250-7) The main CPU 200a allows the interrupt.

[0270] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reels 110 in the transmission buffer.

[0271] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0272] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S250-11.

[0273] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0274] (Step S250-17) The main CPU 200a executes the next cylinder setting pre-processing for stopping the next reel 110.

[0275] (Step S250-19) The main CPU 200a determines whether or not the stop processing has been completed for all of the reels 110. As a result, if it is determined that the stop processing for all of the reels 110 has not been completed, the process proceeds to step S240, and if it is determined that the stop processing for all of the reels 110 has been completed, the process proceeds to step S250-21.

[0276] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have already stopped. If it is determined that all of the reels 110 have not already stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have already stopped, the main CPU 200a proceeds to step S250-23.

[0277] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0278] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on operation target bits.

[0279] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the main CPU 200a proceeds to step S250-23, and if it is determined that the stop switch 120 is not pressed, the main CPU 200a proceeds to step S260.

[0280] (Step S260) The main CPU 200a executes a display determination process for determining a winning combination that has been achieved, which will be described later.

[0281] FIG. 26 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0282] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0283] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.

[0284] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that a display determination abnormality (error) has occurred.

[0285] (Step S260-7) The main CPU 200a determines whether or not the display determination is abnormal based on the determination result of step S260-3. If it is determined that the display determination is abnormal, the main CPU 200a proceeds to step S112, and if it is determined that the display determination is not abnormal, the main CPU 200a proceeds to step S260-9.

[0286] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.

[0287] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0288] (Step S260-13) The main CPU 200a determines whether a small win has been won. If it is determined that a small win has been won, the process proceeds to step S260-15. If it is determined that a small win has not been won, the process proceeds to step S260-35.

[0289] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0290] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0291] (Step S260-19) The main CPU 200a determines whether the zone is advantageous. If it is determined that the zone is not advantageous, the process proceeds to step S270, and if it is determined that the zone is advantageous, the process proceeds to step S260-21.

[0292] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts the net increase in the number of coins during the advantageous zone.

[0293] (Step S260-23) The main CPU 200a adds the payout number to the value of the advantageous zone MY counter acquired in step S260-23.

[0294] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0295] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.

[0296] (Step S260-29) The main CPU 200a determines whether the result of the subtraction in step S260-27 is negative. If it is determined that the result of the subtraction is not negative, the process proceeds to step S260-33. If it is determined that the result of the subtraction is negative, the process proceeds to step S260-31.

[0297] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0298] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.

[0299] (Step S260-35) The main CPU 200a determines whether a replay role has been won. If it is determined that a replay role has not been won, the process proceeds to step S270. If it is determined that a replay role has been won, the process proceeds to step S260-37.

[0300] (Step S260-37) The main CPU 200a sets the number of coins to be paid out to the number of coins inserted.

[0301] (Step S260-39) The main CPU 200a turns on the re-game operation flag.

[0302] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.

[0303] (Step S270) The main CPU 200a executes a payout process to pay out medals, which will be described later.

[0304] FIG. 27 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0305] (Step S270-1) The main CPU 200a acquires the re-game operation flag.

[0306] (Step S270-3) The main CPU 200a sets a payout start command, which indicates that the payout of medals has started, in the transmission buffer.

[0307] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay operation flag acquired in step S270-1. If it is determined that a replay combination has been won, the process proceeds to step S270-41. If it is determined that a replay combination has not been won, the process proceeds to step S270-7.

[0308] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0309] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payouts is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.

[0310] (Step S270-11) The main CPU 200a determines whether the number of stored sheets is 50 or more. If it is determined that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is determined that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.

[0311] (Step S270-13) The main CPU 200a executes a medal payout device control process to cause the medal payout device 142 to pay out one medal, and then proceeds to step S270-23.

[0312] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0313] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is determined that it is the first payout time, the process proceeds to step S270-21. If it is determined that it is not the first payout time, the process proceeds to step S270-19.

[0314] (Step S270-19) The main CPU 200a executes a timer wait process to wait until the payout start interval timer reaches 0.

[0315] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.

[0316] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.

[0317] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.

[0318] (Step S270-27) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S270-31. If it is determined that the bonus game state is in effect, the process proceeds to step S270-29.

[0319] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.

[0320] (Step S270-31) The main CPU 200a determines whether the payout of the payout number of medals has been completed. If it is determined that the payout has not been completed, the process proceeds to step S270-11. If it is determined that the payout has been completed, the process proceeds to step S270-33.

[0321] (Step S270-33) The main CPU 200a executes a payout end process to end the payout of medals.

[0322] (Step S270-35) The main CPU 200a determines whether an over error has been detected. If it is determined that an over error has not been detected, the process proceeds to step S270-41, and if it is determined that an over error has been detected, the process proceeds to step S270-37.

[0323] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0324] (Step S270-39) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.

[0325] (Step S270-41) The main CPU 200a sets a payout end command indicating that the payout of medals has ended in the transmission buffer.

[0326] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.

[0327] FIG. 28 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0328] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, sets a stop indicator output bit off (output image) to turn on or off a bit corresponding to a replay indicator (not shown) indicating that the next game will be a replay, and executes a replay indicator control process that updates the output bit of the set output image.

[0329] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.

[0330] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the presentation state being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0331] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.

[0332] (Step S280-7) The main CPU 200a executes advantageous zone update processing that manages advantageous zones.

[0333] (Step S280-9) The main CPU 200a determines whether the next game is in an AT presentation state. If it is determined that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is determined that the next game is in an AT presentation state, the process proceeds to step S280-11.

[0334] (Step S280-11) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S280-15. If it is determined that the bonus game state is in effect, the process proceeds to step S280-13.

[0335] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0336] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to an advantageous zone, in a transmission buffer.

[0337] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.

[0338] (Step S280-19) The main CPU 200a executes terminal block signal output processing for outputting external signals.

[0339] (Step S280-21) The main CPU 200a determines whether the effect wait timer, which is set when the advantageous zone is ended in step S280-7, is 0. If it is determined that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is determined that the effect wait timer is 0, the process proceeds to step S280-23.

[0340] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0341] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and moves the process to step S200.

[0342] One game is executed through a series of processes from step S200 to step S280. Thereafter, steps S200 to S280 are repeated.

[0343] Next, the power-off save processing and timer interrupt processing in the main control board 200 will be described.

[0344] (Evacuation process when power is turned off on the main control board 200) 29 is a flowchart illustrating the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts and executes the power-off save processing.

[0345] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0346] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0347] (Step S300-5) The main CPU 200a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0348] (Step S300-7) The main CPU 200a restores the register.

[0349] (Step S300-9) The main CPU 200a performs processing to permit an interrupt, and then ends the power-off save processing.

[0350] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0351] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0352] (Step S300-15) The main CPU 200a executes RAM protection setting processing required to prohibit access to the main RAM 200c.

[0353] (Step S300-17) The main CPU 200a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.

[0354] (Step S300-19) The main CPU 200a subtracts one from the value of the loop counter set in step S300-17.

[0355] (Step S300-21) The main CPU 200a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S1000) described above.

[0356] In addition, if a power outage actually occurs, the operation of the slot machine 100 will stop while steps S300-19 to S300-21 are being looped.

[0357] (Timer interrupt processing of main control board 200) 30 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generation circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When the reset clock pulse generation circuit generates a clock pulse, an interrupt occurs and the following timer interrupt process is executed.

[0358] (Step S400-1) The main CPU 200a saves the registers.

[0359] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0360] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0361] (Step S400-7) The main CPU 200a outputs the set output image to the output port and executes dynamic port output processing that controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators for the stop switches 120a, 120b, and 120c, the replay indicator, and the section indicator 160.

[0362] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.

[0363] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .

[0364] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0365] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.

[0366] (Step S400-17) The main CPU 200a executes a random number update process for updating various random number values.

[0367] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.

[0368] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so one module is executed once every four timer interrupt processings (every 5.96 ms). For example, a module that executes time monitoring processing that decrements various timers is associated with one timer interrupt processing phase.

[0369] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0370] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0371] (Step S400-27) The main CPU 200a restores the registers.

[0372] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0373] <Main gameplay> As explained using Figure 9, this embodiment employs a non-AT presentation state and an AT presentation state, and the player hopes that in the non-AT presentation state, the player will transition to an AT presentation state which offers greater gaming profits than the non-AT presentation state.

[0374] In addition, when a predetermined transition condition is satisfied at each stage of the normal presentation state in the non-AT presentation state, the presentation state control means 314 internally transitions (promotes) the presentation state from normal A stage to normal B stage to normal C stage. However, the presentation state will not be demoted from normal C stage to normal B stage to normal A stage.

[0375] Then, when the transition to the CZ presentation state occurs, the presentation state control means 314 performs an AT lottery, and if the AT lottery is won, the presentation state transitions to the AT presentation state; if the AT lottery is not won, the presentation state returns to the normal A stage of the normal presentation state. Here, if a transition to the AT presentation state is not determined in the CZ presentation state, or if the termination conditions are met in the AT presentation state, the transition to the normal A stage, which corresponds to the start stage of the normal presentation state, occurs. At this time, the presentation state control means 314 resets the transition probability points and expected number of coins points, which will be described later. Furthermore, if the termination conditions are met in the AT presentation state, the presentation state control means 314 temporarily resets the advantageous zone.

[0376] In this way, while the presentation state remains in the normal presentation state, the player hopes to be promoted quickly from normal stage A to normal stage B to normal stage C in order to transition to the CZ presentation state. Also, when the presentation state transitions from normal stage C to the CZ presentation state, the player hopes that the presentation state will transition to the AT presentation state through an AT lottery. In the AT presentation state, auxiliary presentations are executed, allowing the player to play advantageously.

[0377] 31 is an explanatory diagram for explaining the lottery for promotion in the normal presentation state stage. The presentation state control means 314 executes a lottery for promotion (transition) to the normal presentation state stage B for each game in the normal presentation state stage A in accordance with the setting value. For example, in the normal presentation state stage A, the presentation state control means 314 transitions the presentation state to the normal presentation state stage B with a probability of 0.3% in setting 1, a probability of 0.4% in setting 2, a probability of 0.7% in setting 3, a probability of 0.8% in setting 4, a probability of 0.9% in setting 5, and a probability of 1% in setting 6, as shown in FIG. 31(a).

[0378] Furthermore, the presentation state control means 314 executes a lottery for transition (promotion) to the normal C stage for each game in the normal B stage of the normal presentation state according to the setting value. For example, in the normal B stage, the presentation state control means 314 transitions the presentation state to the normal B stage with a probability of 0.4% in setting 1, a probability of 0.5% in setting 2, a probability of 0.6% in setting 3, a probability of 0.7% in setting 4, a probability of 1.4% in setting 5, and a probability of 1.5% in setting 6, as shown in FIG. 31(b).

[0379] As can be seen with reference to FIG. 31, the probability of transitioning from normal A stage to normal B stage and from normal B stage to normal C stage increases with a higher setting value than with a low setting value. In other words, the higher the setting value is, the easier it is to advance from normal A stage to normal B stage to normal C stage. In other words, the lower the setting value is, the easier it is to stay in normal A stage or normal B stage longer than with a high setting value. Note that the difference in the probability of transitioning from normal A stage to normal B stage between setting 2 and setting 3 is greater than the difference between the other setting values, and settings 3 to 6 are set relatively higher than settings 1 and 2. Similarly, the difference in the probability of transitioning from normal B stage to normal C stage between setting 4 and setting 5 is greater than the difference between the other setting values, and settings 5 ​​and 6 are set relatively higher than settings 1 to 4.

[0380] In addition, the effect state control means 314 determines whether or not to transition the effect state to the CZ effect state by a CZ lottery based on the transition probability points in the normal C stage of the normal effect state. Here, the transition probability points correspond to the transition probability (TS) to the CZ effect state.

[0381] 32 is an explanatory diagram for explaining the lottery for transition to the CZ presentation state. In the normal C stage of the normal presentation state, the presentation state control means 314 executes the lottery for transition to the CZ presentation state based on the transition probability points for each game, regardless of the setting value (common to all setting values). For example, in the normal C stage, as shown in FIG. 32, the presentation state control means 314 transitions the presentation state to the CZ presentation state with a 0.5% probability if the transition probability points are 0 to 39, a 0.7% probability if the transition probability points are 40 to 59, a 0.9% probability if the transition probability points are 60 to 69, a 1.1% probability if the transition probability points are 70 to 79, a 2% probability if the transition probability points are 80 to 89, a 10% probability if the transition probability points are 90 to 99, and a 30% probability if the transition probability points are 100 or more.

[0382] As can be understood by referring to Figure 32, regardless of the setting value (common to all setting values), the higher the transition probability point, the higher the transition probability point is compared to a low transition probability point, and the shorter the period of stay in the normal C stage is. Note that, although an example in which the transition probability does not change depending on the setting value has been described here, the transition probability may be determined for each setting value.

[0383] In addition, the presentation state control means 314 determines whether or not to transition the presentation state to an AT presentation state by AT lottery in the CZ presentation state. For example, the presentation state control means 314 determines transition to the AT presentation state at a predetermined transition probability (for example, 30%) regardless of the set value (common to all set values). Note that, although an example in which the transition probability does not change depending on the set value has been described here, the transition probability may be determined for each set value.

[0384] Here, the addition of transition probability points will be explained. As explained using FIG. 32, the presentation state control means 314 performs a CZ lottery based on the transition probability points in the normal C stage. Furthermore, if a transition to the AT presentation state is not determined in the CZ presentation state, or if the termination condition is met in the AT presentation state, the presentation state control means 314 resets the transition probability points to 0. Therefore, transition probability points are accumulated while remaining in the normal A stage and the normal B stage. The presentation state control means 314 performs a lottery for adding transition probability points for each play in the normal A stage and the normal B stage. However, in the lottery for adding transition probability points, one or more addition lotteries are specified from multiple lottery types (first lottery to fifth lottery) depending on whether the normal presentation state is in the normal A stage or the normal B stage and the setting value, and the presentation state control means 314 performs all specified addition lotteries to determine whether to add transition probability points.

[0385] FIG. 33 is an explanatory diagram for explaining the lottery for adding transition probability points. As shown in FIG. 33(a), in the normal A stage of the normal presentation state, the presentation state control means 314 performs a first lottery for adding one transition probability point with a 4% addition probability for each game and regardless of the set value (common to all set values). Furthermore, in the normal B stage of the normal presentation state, the presentation state control means 314 performs a second lottery for adding one transition probability point with a 5% addition probability for each game and regardless of the set value. Furthermore, in the normal A stage and normal B stage of the normal presentation state, if the set value is 2 or more (2 to 6), the presentation state control means 314 performs a third lottery for adding one transition probability point with a 7% addition probability for each game, in parallel with the first or second lottery. Furthermore, in the normal A stage and normal B stage of the normal presentation state, if the set value is 4 or more (4, 5, 6), the presentation state control means 314 conducts a fourth drawing in parallel with the first drawing or the second drawing, in which one transition probability point is added with an 8% addition probability for each play. Furthermore, in the normal A stage and normal B stage of the normal presentation state, if the set value is 6, the presentation state control means 314 conducts a fifth drawing in parallel with the first drawing or the second drawing, in which one transition probability point is added with an 10% addition probability for each play.

[0386] As can be seen from the third to fifth lotteries in FIG. 33(a), the higher the setting value, the higher the probability of adding transition probability points. For example, in setting 1, only the first or second lottery is executed, and the third to fifth lotteries are not executed. In settings 2 and 3, in addition to the first or second lottery, the third lottery is executed (adding a 7% addition probability). In settings 4 and 5, in addition to the first or second lottery, the third and fourth lotteries are executed (adding 7% and 8% addition probabilities). In setting 6, in addition to the first or second lottery, the third to fifth lotteries are executed (adding 7%, 8%, and 10% addition probabilities). Therefore, a higher setting value than a low setting value makes it easier to accumulate transition probability points. Note that, although an example in which the addition probability does not change depending on the setting value has been described here, the addition probability may be determined for each setting value. Furthermore, although an example has been given in which one transfer probability point is added when the addition lottery is won, a number other than one may also be added as the transfer probability point when the addition lottery is won.

[0387] Here, the lottery for adding transition probability points will be considered from the perspective of the degree of contribution to the addition of transition probability points. For example, as shown in FIG. 33(b), the third lottery has a possibility of adding transition probability points only when the setting value is 2 or greater (2 to 6), so it contributes to the addition of transition probability points when the setting is 2 or greater, but does not contribute to the addition of transition probability points when the setting is 1. In FIG. 33(b), a large contribution to the addition of transition probability points is represented by a "○", a slight contribution by a "△", and no contribution by an "×". Furthermore, the fourth lottery has a possibility of adding transition probability points only when the setting is 4 or greater (4, 5, 6), so it contributes to the addition of transition probability points when the setting is 4 or greater, but does not contribute to the addition of transition probability points when the setting is 3 or less. Furthermore, the fifth lottery has a possibility of adding transition probability points only when the setting is 6, so it contributes to the addition of transition probability points when the setting is 6, but does not contribute to the addition of transition probability points when the setting is 5 or less.

[0388] Furthermore, the presentation state control means 314 performs a first lottery to add transition probability points at a predetermined addition probability regardless of the setting value (common to all setting values). However, as can be understood with reference to FIG. 31(a), in settings 1 and 2, it is more difficult to transition from normal A stage to normal B stage compared to settings 3 to 6. In other words, in settings 1 and 2, it is easier to stay in normal A stage for a long time. As a result, even if the probability of adding transition probability points in the first lottery is the same for all setting values, there are more opportunities to receive the first lottery in settings 1 and 2, so the contribution to the addition of transition probability points is higher, as shown in FIG. 33(b). On the other hand, in settings 3 to 6, there are fewer opportunities to receive the first lottery, so the contribution to the addition of transition probability points is lower. In this way, focusing on the first lottery, it can be said that a lower setting value contributes more to the transition to the AT presentation state than a higher setting value.

[0389] Furthermore, the presentation state control means 314 performs a second lottery to add transition probability points at a predetermined addition probability regardless of the setting value (common to all setting values). However, as can be understood with reference to FIG. 31(b), settings 1 to 4 are less likely to transition from normal B stage to normal C stage compared to settings 5 ​​and 6. In other words, settings 1 to 4 tend to stay in normal B stage for a long time. As a result, even if the probability of adding transition probability points in the second lottery is the same for all setting values, settings 1 to 4 have more opportunities to receive the second lottery, so as shown in FIG. 33(b), their contribution to the addition of transition probability points is higher. On the other hand, settings 5 ​​and 6 have fewer opportunities to receive the second lottery, so their contribution to the addition of transition probability points is lower. In this way, focusing on the second lottery, it can be said that lower setting values ​​contribute more to the transition to the AT presentation state than higher setting values.

[0390] If we count the number of "○"s in Figure 33(b), which indicate that settings contribute greatly to the accumulation of transition probability points, we find two for settings 1, 3, and 5, and three for settings 2, 4, and 6. In other words, settings 1, 3, and 5 make it difficult to accumulate transition probability points, while settings 2, 4, and 6 make it easy to accumulate transition probability points. This is because the lottery for adding transition probability points is set to be progressively more advantageous for settings 2 and above, 4 and above, and 6, as in Figure 33(a), and at the same time, the lottery for promotion to normal B and normal C levels is set to be progressively more advantageous for settings 3 and above, and 5 and above, as in Figures 31(a) and (b). At first glance, the probability of both the lottery for adding transition probability points and the lottery for promotion to normal stage B or normal stage C is simply set higher (gradually increasing) the higher the setting value, but transition probability points are harder to accumulate with an odd number setting, while transition probability points are easier to accumulate with an even number setting, making it possible to achieve different gameplay between the even number setting and the odd number setting.

[0391] 31, the higher the set value, the higher the probability of transition from normal A stage to normal B stage, and from normal B stage to normal C stage. Therefore, the higher the set value, the easier it is to advance from normal A stage to normal B stage to normal C stage, and ultimately the easier it is to transition to a CZ presentation state or an AT presentation state (there is a high probability of transitioning to an AT presentation state).

[0392] However, if the higher the setting value, the easier it is to transition to a CZ or AT presentation state, the difference in the setting value will simply result in a difference in the expected number of coins to be won, which will affect the player's gaming profits. For example, if the decrease in the expected number of coins to be won at a low setting value is suppressed, the expected number of coins to be won at a high setting value will be too high, increasing the risk of speculation. Conversely, if the expected number of coins to be won at a high setting value is suppressed, the expected number of coins to be won at a low setting value will be too low, resulting in the player's investment being unnecessarily large.

[0393] Furthermore, if the expected number of coins to be won simply differs depending on the setting value, the game may become monotonous, the player may feel bored, and the operation rate of the slot machine 100 may decrease. Furthermore, the player may refer to the past game results of the slot machine 100 and easily infer that if the number of coins won is high, the setting value of the slot machine 100 is high, and if the number of coins won is low, the setting value of the slot machine 100 is low, which may also decrease the operation rate of the slot machine 100.

[0394] Therefore, for example, if the setting value is high, it is easy to advance from normal A stage to normal B stage to normal C stage, but it is difficult to transition to the CZ presentation state; on the other hand, if the setting value is low, it is difficult to advance from normal A stage to normal B stage to normal C stage, but it is easy to transition to the CZ presentation state, thereby achieving a balance in playability.

[0395] As explained using FIG. 33(a), the presentation state control means 314 performs a first lottery to add transition probability points at a predetermined addition probability regardless of the setting value (common to all setting values). However, as explained using FIG. 31(a), the higher the setting value, the easier it is to transition from the normal A stage to the normal B stage. In other words, the lower the setting value, the longer the period of time spent in the normal A stage. As a result, unless a transition to the normal B stage is determined, the player can receive the first lottery to add transition probability points. Therefore, as a result, although the probability of transition to the normal B stage is lower, the lower the setting value, the more opportunities there are to receive the first lottery to add transition probability points, making it easier to accumulate transition probability points. Thus, even if the player stays in the normal A stage for a long period of time, the player can consider that this contributes to the accumulation of transition probability points in the first lottery and ultimately contributes to the transition to the CZ presentation state, thereby reducing dissatisfaction with the long period of time spent in the normal A stage.

[0396] As explained using FIG. 33(a), the presentation state control means 314 performs a second lottery to add transition probability points at a predetermined addition probability regardless of the setting value (common to all setting values). However, as explained using FIG. 31(b), the higher the setting value, the easier it is to transition from normal B stage to normal C stage. In other words, the lower the setting value, the longer the period of time spent in normal B stage. As a result, unless transition to normal C stage is determined, the player can receive the second lottery to add transition probability points. Therefore, as a result, although the probability of transition to normal C stage is lower, the lower the setting value, the more opportunities there are to receive the second lottery to add transition probability points, making it easier to accumulate transition probability points. Thus, even if the player stays in normal B stage for a long period of time, the player can consider that this contributes to the accumulation of transition probability points in the second lottery and ultimately contributes to transition to the CZ presentation state, thereby reducing dissatisfaction with the long period of time spent in normal B stage.

[0397] Note that, here, an example has been described in which there is no setting difference (difference between setting values) in the probability of the addition lottery of the transition probability points by the first lottery and the second lottery, but this is not limited to such a case, and a setting difference may be set in the probability of the addition lottery. For example, a lower setting value may have a higher addition probability than a higher setting value. In this case, even if the stay period in the normal A stage or the normal B stage is long, the player can think that this contributes to the accumulation of transition probability points, and dissatisfaction with the long stay period in the normal A stage or the normal B stage can be alleviated.

[0398] Alternatively, a higher set value may have a higher probability of being added than a lower set value. In this case, at first glance, it may appear that a higher set value makes it easier to accumulate transition probability points. However, as described above, a lower set value makes it more likely that a player will not win the transition lottery to the normal B stage or normal C stage, and therefore has more opportunities to receive the transition probability point addition lottery in the first and second lotteries. As a result, a lower set value makes it easier to accumulate transition probability points. In this way, even if a player stays in the normal A stage or normal B stage for a long time, the player can consider that this contributes to the accumulation of transition probability points, and this can reduce dissatisfaction with the long stay in the normal A stage or normal B stage.

[0399] With the above-described configuration, the higher the setting value, the easier it is to advance from normal A stage to normal B stage to normal C stage. On the other hand, the lower the setting value for the first and second lotteries, the easier it is to accumulate transition probability points, i.e., to advance from normal C stage to CZ effect state. Therefore, it is possible to suppress the difference in the expected number of coins depending on the setting value, maintain motivation to play, and improve playability. It is also possible to prevent players from easily guessing the setting value.

[0400] Meanwhile, the presentation state control means 314 performs an AT lottery in the CZ presentation state, and when a transition to the AT presentation state is determined, transitions the presentation state to the AT presentation state. Furthermore, when transitioning to the AT presentation state, the presentation state control means 314 determines the expected number of coins to be won in the AT presentation state according to the expected number of coins points. Here, the expected number of coins points correspond to the expected number of coins to be won (TY) in the AT presentation state, and are expressed, for example, by the number of games played before transitioning from normal A stage to the AT presentation state. The expected number of coins to be won in the AT presentation state is converted into the continuation rate of the AT presentation state and applied. Therefore, if a large number of expected coins is determined, a high continuation rate is set, and if a small number of expected coins is determined, a low continuation rate is set.

[0401] Here, we will explain the addition of expected winning number points. As explained using Figure 9, the presentation state control means 314 promotes the presentation state from normal A stage → normal B stage → normal C stage → CZ presentation state, and in the CZ presentation state, conducts a lottery to transition to the AT presentation state. In addition, if the presentation state control means 314 does not decide to transition to the AT presentation state in the CZ presentation state, or if the termination conditions are met in the AT presentation state, it resets the expected winning number points to 0. Therefore, the expected winning number points will be accumulated while staying in the normal A stage, normal B stage, normal C stage, and CZ presentation state.

[0402] 34 is an explanatory diagram showing the correspondence relationship between the expected winning number points and the expected winning number. When transitioning from the CZ presentation state to the AT presentation state, the presentation state control means 314 determines the expected winning number in the AT presentation state according to the expected winning number points, regardless of the set value (common to all set values). For example, when transitioning to the AT presentation state, the presentation state control means 314 determines the expected number of coins to be won as 100 if the expected number of coins to be won is 0 to 99, determines the expected number of coins to be won as 150 if the expected number of coins to be won is 100 to 199, determines the expected number of coins to be won as 200 if the expected number of coins to be won is 200 to 299, determines the expected number of coins to be won as 300 if the expected number of coins to be won is 300 to 399, determines the expected number of coins to be won as 450 if the expected number of coins to be won is 400 to 499, and determines the expected number of coins to be won as 600 if the expected number of coins to be won is 500 or more.

[0403] However, even here, if the higher the set value, the greater the expected number of coins to be won, the difference in the expected number of coins would simply occur depending on the difference in the set value, which would affect the player's gaming profits. Therefore, when the set value is high, it is easy to advance from normal A stage to normal B stage to normal C stage, but the expected number of coins to be won in the AT presentation state is likely to be small, and on the other hand, when the set value is low, it is difficult to advance from normal A stage to normal B stage to normal C stage, but the expected number of coins to be won in the AT presentation state is likely to be large, thereby achieving a balance in gameplay.

[0404] As described above, the presentation state control means 314 accumulates expected winning number points in accordance with the number of plays played in the normal A stage, regardless of the setting value (common to all setting values). However, as explained using FIG. 31(a), the higher the setting value, the easier it is to transition from the normal A stage to the normal B stage. In other words, the lower the setting value, the longer the period of time spent in the normal A stage. As a result, expected winning number points can be accumulated unless a transition to the normal B stage is determined. Consequently, the lower the setting value, the lower the probability of transitioning to the normal B stage, but the easier it is to accumulate expected winning number points. Thus, even if the player stays in the normal A stage for a long period of time, the player can consider that this contributes to the accumulation of expected winning number points and, ultimately, to the expected number of winnings in the AT presentation state, thereby reducing dissatisfaction with the long period of time spent in the normal A stage. Here, the expected number of coins to be won is accumulated 100% based on the number of games played, but this is not the only case and the expected number of coins to be won may be accumulated by an additional lottery. Therefore, in this embodiment, an additional lottery is held with a 100% probability of winning for each game, and the expected number of coins to be won is accumulated.

[0405] Furthermore, in the normal B stage, the presentation state control means 314 accumulates expected winning number points according to the number of plays played, regardless of the setting value (common to all setting values). However, as explained using FIG. 31(b), the higher the setting value, the easier it is to transition from normal B stage to normal C stage. In other words, the lower the setting value, the longer the period of time spent in normal B stage. As a result, expected winning number points can be accumulated unless a transition to normal C stage is determined. Therefore, as a result, the lower the setting value, the lower the probability of transitioning to normal B stage, but the easier it is to accumulate expected winning number points. Thus, even if the player stays in normal B stage for a long time, the player can consider that this contributes to the accumulation of expected winning number points, and ultimately to the number of expected winnings in the AT presentation state, thereby reducing dissatisfaction with the long period of time spent in normal B stage.

[0406] In this example, the expected number of coins to be won (TY) in the AT presentation state is calculated by, for example, using the number of games played until the game transitions from normal stage A to the AT presentation state as the expected number of coins to be won points. However, this is not limited to this case, and similar to the transition probability points, it may be determined by lottery whether or not to add the expected number of coins to be won points. For example, the presentation state control means 314 adds the expected number of coins to be won points at a predetermined addition probability for each game, regardless of the set value (common to all set values).

[0407] Although an example in which no setting difference is set for the probability of the lottery for adding the expected number of coin points has been described here, this is not limiting and a setting difference may be set for the probability of the lottery for adding the expected number of coin points. For example, a lower setting value may have a higher probability of adding than a higher setting value. In this way, the possibility of adding the expected number of coin points increases in the normal A stage and the normal B stage, and the player can expect the expected number of coin points to be added.

[0408] Alternatively, a higher set value may have a higher probability of addition than a lower set value. In this case, at first glance, a higher set value may appear to make it easier to accumulate expected coin points. However, as described above, a lower set value increases the likelihood of losing the lottery to move to the normal B or normal C stage, and therefore increases the opportunities to receive the lottery for adding expected coin points. Consequently, a lower set value makes it easier to accumulate expected coin points. In this way, even if a player stays in the normal A or normal B stage for a long period of time, the player can consider that the period contributes to the accumulation of expected coin points, and this can reduce dissatisfaction with staying in the normal A or normal B stage for a long period of time.

[0409] With the above-described configuration, the higher the set value, the easier it is to advance from normal stage A to normal stage B to normal stage C, while the lower the set value, the easier it is to accumulate expected coin points. Therefore, it is possible to suppress the difference in expected coin numbers depending on the set value, maintain motivation to play, improve playability, and make it difficult to guess the set value.

[0410] As explained using Figure 33(b), when counting the number of "○"s indicating a significant contribution to the accumulation of transition probability points, there are two for settings 1, 3, and 5, and three for settings 2, 4, and 6. In other words, transition probability points are hard to accumulate for settings 1, 3, and 5, and easy to accumulate for settings 2, 4, and 6. As a result, in the normal C stage, transition to the CZ effect state is hard to achieve for settings 1, 3, and 5, and easy to achieve for settings 2, 4, and 6. Here, the longer the duration in the CZ effect state, the easier it is to accumulate expected number of coins points. Therefore, expected number of coins points are easy to accumulate for odd-number settings, i.e., the number of coins expected to be won in the AT effect state is high, and expected number of coins points are hard to accumulate for even-number settings, i.e., the number of coins expected to be won in the AT effect state is low. At first glance, the probability of both the lottery for adding transition probability points and the lottery for promotion to normal stage B or normal stage C is simply set higher (gradually increasing) the higher the setting value, but the expected number of coins to be won tends to be lower with an even number setting, while the expected number of coins to be won tends to be higher with an odd number setting, thereby realizing different gameplay between the even number setting and the odd number setting.

[0411] Here, the presentation state control means 314 accumulates transition probability points in the normal A stage or normal B stage (first presentation state), and when the promotion lottery is won in the normal A stage or normal B stage, the presentation state is transitioned to the normal C stage, and in the normal C stage, the presentation state is transitioned to the CZ presentation state (second presentation state) based on the transition probability points; an example has been given in which a higher setting value makes it easier to win the promotion lottery (first lottery) (easier to be promoted from normal A stage to normal C stage, and easier to be promoted from normal B stage to normal C stage) than a lower setting value, a lower setting value makes it easier to win the transition probability point addition lottery (second lottery) (easier to accumulate transition probability points) than a higher setting value, and a higher transition probability point makes it easier to transition to the CZ presentation state (second presentation state) than a lower transition probability point. However, this is not a limitation; a first drawing may be conducted in which a higher setting value may result in a larger gaming profit than a lower setting value, and a second drawing may be conducted in which a lower setting value may result in a larger gaming profit than a higher setting value, and it is sufficient to determine whether or not to transition to the second presentation state based on the result of the first drawing or the result of the second drawing. Here, various presentation states can be applied to the combination of the first presentation state and the second presentation state, such as a normal presentation state, a CZ presentation state, a preparation presentation state for a CZ presentation state, a premonition presentation state, an AT presentation state, and a preparation presentation state for an AT presentation state, as long as the second presentation state is more advantageous to the player than the first presentation state. Therefore, specifications are also included in which a determination of whether or not to transition to the AT presentation state as the second presentation state is made based on the result of the first drawing or the result of the second drawing. Furthermore, the first lottery is not limited to the promotion lottery, but also to the lottery for adding expected winning coin points (third to fifth lotteries), etc., as long as the set value is higher, the probability of winning at least some of the gaming profits is higher than when the set value is lower, and the second lottery is not limited to the lottery for adding transition probability points (first or second lottery), but also to the lottery for adding expected winning coin points, etc., as long as the set value is lower, the probability of winning at least some of the gaming profits is higher than when the set value is higher. In this way, it is possible to improve the gameplay while maintaining the player's motivation to play.

[0412] In addition, here, the presentation state control means 314 accumulates expected winning number points according to the number of plays played in the non-AT presentation state (first presentation state), and may transition the presentation state to the AT presentation state (second presentation state) in the non-AT presentation state, and determines the expected winning number in the AT presentation state (determines the gaming profit that can be earned in the second presentation state) based on the expected winning number points, and an example has been given in which it is easier to win the promotion lottery (first lottery) when the setting value is higher than when the setting value is lower (shorter time until transition to the AT presentation state), and it is easier to win the expected winning number point addition lottery (second lottery) when the setting value is lower than when the setting value is higher (expected winning number points are easier to accumulate), and a larger expected winning number (gaming profit that can be earned in the second presentation state) is more likely to be determined when the expected winning number points are higher than when the expected winning number points are low. However, this is not the only case. A first lottery is conducted in which a higher setting value may result in a larger gaming profit than a lower setting value, and a second lottery is conducted in which a lower setting value may result in a larger gaming profit than a higher setting value. The gaming profit that can be obtained in the second presentation state is determined based on the results of the first lottery or the second lottery. The gaming profit that can be obtained in the second presentation state is not limited to the expected number of coins (difference in number management), but can also be applied to various aspects of obtaining gaming profit in the AT presentation state, such as the number of continued games (number of games management) and the number of navigations (number of navigations management). In number of games management, the AT presentation state ends when the number of games played reaches a predetermined number of continued games, and in navigations management, the AT presentation state ends when the number of auxiliary effects (navigations) that can win a winning combination with the maximum payout number (here, seven coins) reaches a predetermined number of navigations. This makes it possible to maintain the player's motivation while improving gameplay.

[0413] In addition, the presentation state control means 314 accumulates transition probability points and expected winning number points, for example, in a non-AT presentation state (first presentation state), and transitions the presentation state to, for example, an AT presentation state (second presentation state) based on the transition probability points, and determines the expected winning number in the AT presentation state based on the expected winning number points (determines the game profit that can be obtained in the second presentation state), and the higher the set value, the more likely it is that the more likely it is that the more likely it is that the more points will be added to the expected winning number points, particularly the third to fifth lotteries (first lottery), than if the set value is low. It may be that a higher setting value makes it easier to win the expected winning number point addition lottery (the period until transition to the AT presentation state is shorter), a lower setting value makes it easier to win the expected winning number point addition lottery (the expected winning number points are easier to accumulate) than a higher setting value, a higher transition probability point makes it easier to transition to the AT presentation state (second presentation state) than a lower transition probability point, and a higher expected winning number (game profit that can be obtained in the second presentation state) is easier to determine than a lower expected winning number point. In other words, it may be decided whether to transition to the second presentation state based on the result of the first lottery, and the game profit that can be obtained in the second presentation state is decided based on the result of the second lottery.

[0414] Furthermore, in this way, gameplay in which it is determined whether to transition to the second presentation state based on the result of the first lottery or the result of the second lottery, or the game profit that can be obtained in the second presentation state is determined based on the result of the first lottery or the result of the second lottery, or it is determined whether to transition to the second presentation state based on the result of the first lottery and the game profit that can be obtained in the second presentation state is determined based on the result of the second lottery, all of which relate to game profits related to the second presentation state, and therefore can be said to be examples of gameplay in which game profits related to the second presentation state are determined based on the result of the first lottery or the result of the second lottery.

[0415] <Determining the stopping order of reel 110> As explained with reference to Figures 6 and 7, in this embodiment, a plurality of winning types (winning type "replay", winning type "batting order bell", winning type "batting order chance", winning type "common three coins", winning type "common one coin") that can be won are adopted depending on the operation mode. Therefore, in the slot machine 100, at least the operation order in which the player operates the stop switch 120 must be identified, and various game benefits such as the number of coins to be paid out and the lottery for transition to the AT performance state must be determined depending on the operation order.

[0416] For example, when controlling the rotation of three reels 110 as in this embodiment, it is necessary to identify which of the six possible operating orders, batting orders 1 to 6, the reels have been operated in. Also, for example, when controlling the rotation of four reels 110, it is necessary to identify which of the 24 possible operating orders, batting orders 1 to 24, the reels have been operated in.

[0417] However, like the winning type "batting order bell" in winning areas 8 to 31 in FIG. 6, there are cases where the gaming profit (for example, winning the winning role "1 piece role" and the lottery for transitioning to the AT performance state) for multiple batting orders (here, batting orders 1 and 2) is the same, and the gaming profit is different for each of the other batting orders (here, batting orders 3 to 6) (for example, winning the winning role "15 piece role" or the winning role "1 piece role" which is the correct role (specific role)). The reason why the gaming profit differs depending on the operation order in this way is because in the non-AT performance state, by having the player operate in a predetermined operation order (batting order 1 and 2), a winning role with a small number of payouts (winning role "1 piece role") is commonly won, reducing the expected number of coins per unit play, and in the AT performance state, an auxiliary performance is performed, and a winning role with a large number of payouts, which is the correct role (winning role "15 piece role"), is won, resulting in a large gaming profit.

[0418] If the gaming profit varies depending on the operation order, it is necessary to accurately identify the operation order in which the player operated the stop switch 120 and prepare a process to determine the gaming profit for each operation order. Below, we will explain in detail an example of the process corresponding to the operation order, using the reverse push data setting process (SET_RIG module) that sets data necessary for stop control according to the operation order in the sliding frame number acquisition process shown in step S240-35 of Figure 24. The main CPU 200a reads a program from the main ROM 200b and executes the read program to perform the reverse push data setting process.

[0419] In this example, the main CPU 200a is a microprocessor based on the Z80 series CPU sold by LETech. The main CPU 200a has 8-bit registers (Q, U, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY, SP) to execute programs. These registers are divided into front and back registers. The main CPU 200a can only access the front registers of the register bank indicated by the register bank designation register RB in the F register; it cannot access the back registers. The U register is an 8-bit dedicated register with extended specifications for gaming machines. The A register is an 8-bit accumulator used for arithmetic processing and data transfer. The F register is an 8-bit flag register that holds various arithmetic results. The F register and the A register form a pair register AF. The B, C, D, E, H, and L registers are 8-bit general-purpose registers that form 16-bit pair registers BC, DE, and HL, each with a predetermined combination. The IX and IY registers are 16-bit dedicated registers for index addressing. The SP (stack pointer) register is 16 bits and stores the address that serves as the stack pointer.

[0420] Figure 35 is a diagram showing a winning type lottery table for explaining the reverse push data setting process (SET_RIG module), Figure 36 is a flowchart of the reverse push data setting process, and Figure 37 is a diagram showing an example of a specific command related to the reverse push data setting process. The numerical values ​​of step S in the explanation of Figure 36 will only be used in the explanation of this figure.

[0421] As shown in FIG. 35, an example will be explained in which the winning type "batting order bell" is set in the winning areas 8 to 31. Here, in winning areas 8 to 31, the winning type ``Batting Order Bell'' (for example, winning type ``Bell A1'') when batting order 1 is the correct operation mode (specific operation mode), the winning type ``Batting Order Bell'' (for example, winning type ``Bell B1'') when batting order 2 is the correct operation mode, the winning type ``Batting Order Bell'' (for example, winning type ``Bell C1'') when batting order 3 is the correct operation mode, the winning type ``Batting Order Bell'' (for example, winning type ``Bell D1'') when batting order 4 is the correct operation mode, the winning type ``Batting Order Bell'' (for example, winning type ``Bell E1'') when batting order 5 is the correct operation mode, and the winning type ``Batting Order Bell'' (for example, winning type ``Bell F1'') when batting order 6 is the correct operation mode are arranged in this order, and this arrangement order is repeated four times (winning areas 8 to 13, winning areas 14 to 19, winning areas 20 to 25, winning areas 26 to 31). Therefore, when the values ​​of the winning areas corresponding to the same correct operation mode, for example, winning areas 8, 14, 20, and 26, are divided by 6, the remainders are all the same.

[0422] Furthermore, when the SET_RIG module is executed, the A register holds the value (stop control number) of the winning area selected by the lottery for the winning type. The address "_STP_ORD" also holds the operation value (reel stop order). In the examples of FIGS. 35 to 37, the operation value is an identifier that can uniquely identify the operation order in which the stop switches 120a, 120b, and 120c are operated, and is represented as follows: batting order 1 = operation value "0," batting order 2 = operation value "1," batting order 3 = operation value "2," batting order 4 = operation value "3," batting order 5 = operation value "4," and batting order 6 = operation value "5." In this reverse push data setting process, it is determined whether the operation order actually performed by the player is the same as the correct operation mode of the winning area selected by the lottery for the winning type. If the operation order and the correct operation mode are the same, processing is performed that corresponds to the operation performed by the correct operation mode.

[0423] Here, as shown in FIG. 36, the main CPU 200a determines whether the value of the winning area selected by the winning type lottery is included in the winning areas 8-31 indicating the winning type "batting order bell" (S1). As a result, if the value is included in the winning areas 8-31 (YES in S1), the main CPU 200a proceeds to step S2. If the value is not included (NO in S1), the main CPU 200a returns to the original program that called the program. Specifically, the command "SUB 8" on the first line of FIG. 37 subtracts a fixed value of "8" from the value of the winning area selected by the winning type lottery, which is held in the A register. Then, the command "CP 31-8+1" on the second line compares the subtracted value of the A register with 24 (31-8+1). With this command, if the value of the A register is less than 8, the command "SUB 8" makes the value of the A register a negative value, which becomes greater than 24 in terms of a byte value. Therefore, if the subtracted value of the A register is less than 8, the command "CP 31-8+1" will not set the carry flag in the F register. Also, if the value of the A register is greater than 31, the command "CP 31-8+1" will not set the carry flag. Then, if the carry flag is not set, the "RET NC" on the third line will return to the routine one level above.

[0424] Next, as shown in FIG. 36, the main CPU 200a subtracts 8 from the value of the winning area that was selected by the winning type lottery and divides the result by 6 (S2). Specifically, the command "DIV C,A,6" on the fourth line of FIG. 37 divides the value of the A register by 6, and stores the quotient in the A register and the remainder in the C register. Here, if the value of the winning area is 8, subtracting 8 and dividing by 6 leaves a remainder of 0. Similarly, if the value of the winning area is 9, 10, 11, 12, or 13, subtracting 8 and dividing by 6 leaves a remainder of 1, 2, 3, 4, or 5, respectively. This becomes equal to the operation value (0 to 5) of the operation order that indicates the correct operation mode of the winning type "batting order bell" of that winning area.

[0425] 36, the main CPU 200a compares the remainder of the division with the operation value (S3). If the remainder of the division matches the operation value (YES in S3), it is determined that the operation was performed in a correct operation mode, and the main CPU 200a executes processing corresponding to the execution of an operation in a correct operation mode (S4). If the remainder of the division does not match the operation value (NO in S3), the main CPU 200a skips step S4 and proceeds to another processing corresponding to the execution of an operation in an incorrect operation mode (S5). Specifically, the command "CPQ C, (LOW _STP_ORD)" on the fifth line of FIG. 37 sets the value of the Q register as the most significant byte of the address, sets the value of the least significant byte of the address "_STP_ORD" as the least significant byte of the address, and compares the value stored at that address (operation value) with the value of the C register (remainder of the division). If the value stored at that address matches the value in the C register, the zero flag is set to 1. The command "JR NZ,SET_RIG01" on line 6 determines whether the subtraction result of the command "CPQ C,(LOW_STP_ORD)" on line 5 is zero. If it is not zero (if the zero flag is not set), that is, if the remainder of the division does not match the operation value, the program moves to the indicator "SET_RIG01:" on line 8, and the command "CALL OTHER" on line 9 calls another process (a process corresponding to the execution of an operation in the incorrect operation mode). On the other hand, if the subtraction result of the command "CPQ C,(LOW_STP_ORD)" is zero (if the zero flag is set), the command "CALL CORRECT" on line 7 calls a process corresponding to the execution of an operation in the correct operation mode, and then the command "CALL OTHER" on line 9 calls another process.

[0426] In this reverse push data setting process, step S3 accurately identifies the order in which the player operates the stop switch 120, and identifies which winning area that order corresponds to. If the correct operation mode is operated, step S4 determines the game profit corresponding to each order of operation.

[0427] Here, as shown in the winning type lottery table in Fig. 35, the gaming profit (correct role) is different for all batting orders, so a process for determining a gaming profit is performed for each of those operation orders. However, unlike Fig. 35, even in cases where the gaming profit (for example, winning the winning role "1-piece role" and the lottery for transitioning to the AT performance state) for multiple batting orders (for example, batting orders 1 and 2) are common, such as the winning type "batting order bell" in winning areas 8 to 31 in Fig. 6, if it were to accurately identify the operation order in which the player operated the stop switch 120 for the operation orders with the common gaming profit and prepare a process for determining a gaming profit for each of those operation orders, there is a risk that the use area, especially the control area, would be constrained by this process.

[0428] Furthermore, in the case of the winning type "Batting Order Bell" in winning areas 8 to 31 in Figure 6, a predetermined gaming profit is awarded only when the correct combination is won, if a process is prepared to determine gaming profits for each of the multiple batting orders in which the correct combination cannot be won (for example, batting orders 1 and 2), the usable area will be unnecessarily occupied.

[0429] For example, in the example of Figure 37, in the processing corresponding to the execution of an operation in the correct operation mode called by the command "CALL CORRECT" on line 7, if processing corresponding to the execution of an operation in the correct operation mode is prepared for each of the six batting orders, unnecessary and common processing will be written repeatedly for operation orders in which the correct role cannot be won and the gaming profits are common (for example, batting orders 1 and 2), resulting in unnecessary occupation of usable space.

[0430] Therefore, in this embodiment, for operation sequences that have a common gaming profit, the process is simplified by standardizing the identification and processing. Also, if the process for determining gaming profits is not necessary for operation sequences that have a common gaming profit, the process for determining gaming profits is not performed. In this way, the capacity of the control area for performing gaming control processing is secured.

[0431] Figure 38 is a flowchart of another example of the reverse push data setting process, and Figure 39 is a diagram showing an example of a specific command related to the reverse push data setting process. The numerical values ​​of step S in the explanation of Figure 38 will only be used in the explanation of this figure.

[0432] Here, as shown in Fig. 6, an example is given in which the winning type "batting order bell" is set in the winning areas 8 to 31 of this embodiment. Specifically, in the winning areas 8 to 31, the winning type "batting order bell" (for example, the winning type "batting order bell A blue 1") in which the batting order 3 is the correct operation mode, the winning type "batting order bell" (for example, the winning type "batting order bell A blue 2") in which the batting order 4 is the correct operation mode, the winning type "batting order bell" (for example, the winning type "batting order bell A blue 3") in which the batting order 5 is the correct operation mode, and the winning type "batting order bell" (for example, the winning type "batting order bell A blue 4") in which the batting order 6 is the correct operation mode are arranged in this order, and this arrangement order is repeated six times. Therefore, when the values ​​of the winning areas corresponding to the same correct operation mode, for example, the winning areas 8, 12, 16, 20, 24, and 28, are divided by 4, the remainders are the same.

[0433] Furthermore, when the SET_RIG module is executed, the A register holds the value of the winning area that was selected by the lottery for the winning type. The address "_STP_ORD" also holds the operation value. The operation value is an identifier that can uniquely identify the operation sequence in which the stop switches 120a, 120b, and 120c are operated. However, unlike the examples in Figures 35 to 37, in the examples in Figures 38 and 39, batting order 1 and batting order 2 are represented by operation value "0," batting order 3 by operation value "1," batting order 4 by operation value "2," batting order 5 by operation value "3," and batting order 6 by operation value "4." In other words, the operation sequences (batting orders 1 and 2) that share the same gaming profit are managed by operation value "0" of 1.

[0434] Here, as shown in FIG. 38, the main CPU 200a determines whether the value of the winning area selected by the winning type lottery is included in the winning areas 8-31 indicating the winning type "batting order bell" (S1). As a result, if it is included in the winning areas 8-31 (YES in S1), the main CPU 200a proceeds to step S2. If it is not included (NO in S1), the main CPU 200a returns to the original program that called the program. Specifically, the command "SUB 8" on the first line of FIG. 39 subtracts a fixed value "8" from the value of the winning area selected by the winning type lottery, which is held in the A register. Then, the command "CP 31-8+1" on the second line compares the subtracted value of the A register with 24 (31-8+1). With this command, if the value of the A register is less than 8, the command "SUB 8" makes the value of the A register a negative value, which becomes greater than 24 in terms of a byte value. Therefore, if the subtracted value of the A register is less than 8, the command "CP 31-8+1" will not set the carry flag in the F register. Also, if the value of the A register is greater than 31, the command "CP 31-8+1" will not set the carry flag. Then, if the carry flag is not set, the "RET NC" on the third line will return to the routine one level above.

[0435] Next, as shown in FIG. 38, the main CPU 200a divides the value obtained by subtracting 8 from the value of the winning area that was won by the winning type lottery by 4 (S2). Specifically, the command "DIV C,A,4" on the fourth line of FIG. 39 divides the value of the A register by 4, and stores the quotient in the A register and the remainder in the C register. Here, if the value of the winning area is 8, subtracting 8 and dividing by 4 leaves a remainder of 0. Similarly, if the value of the winning area is 9, 10, or 11, subtracting 8 and dividing by 4 leaves a remainder of 1, 2, or 3, respectively. This is equal to the value obtained by subtracting 1 from the operation value (1, 2, 3, or 4) that indicates the correct operation mode of the winning type "batting order bell" of that winning area.

[0436] Next, as shown in FIG. 38, the main CPU 200a determines whether the first stopped reel 110 is the left reel 110a (S3). If it is the left reel 110a (YES in S3), the main CPU 200a returns to the routine one step above. If it is not the left reel 110a (NO in S3), the main CPU 200a proceeds to step S4. Specifically, the command "LDQ A, (LOW _STP_ORD)" on the fifth line of FIG. 39 sets the value of the Q register as the most significant byte of the address, sets the value of the least significant byte of the address "_STP_ORD" as the least significant byte of the address, and reads the value stored at that address (operation value) into the A register. If the zero flag is set in the command "LDQ A, (LOW _STP_ORD)" on the fifth line, i.e., if the operation value is 0, the command "RET TZ" on the sixth line terminates the SET_RIG module and returns to the module one step above.

[0437] As can be seen by referring to FIG. 6, in this embodiment, only batting orders 3 to 6 are set as correct operation modes. Therefore, not only do batting orders 1 and 2 share the same gaming profit, but no processing is required to correspond to the execution of an operation according to the correct operation mode. Here, if the operation value is 0 (the operation order is batting order 1 or batting order 2), the process returns to the next higher routine without processing the execution of an operation according to the correct operation mode in the subsequent step, thereby reducing the capacity of the control area and the processing load. Furthermore, since batting orders 1 and 2 are determined by the common operation value "0," there is no need for the complicated processing to identify whether the batting order is batting order 1 or batting order 2 among the six possible batting orders.

[0438] Next, as shown in FIG. 38, the main CPU 200a decrements the operation value by 1 (S4). Specifically, the command "DEC A" on line 7 of FIG. 39 decrements the value held in the A register by 1. As described above, when 8 is subtracted from the value of the winning area and divided by 4, the remainder is 0 to 3, which is equal to the value obtained by subtracting 1 from the operation value indicating the correct operation mode of the winning type "batting order bell" of that winning area. Therefore, here, by decrementing the operation value by 1, the operation value and the remainder of the division correspond to each other. Note that if the operation value read by the command "LDQ A, (LOW_STP_ORD)" on line 5 is "0," the decremented value becomes "-1." However, this does not pose a problem because the command "RET TZ" on line 6 does not cause processing to proceed to the command "DEC A" on line 7.

[0439] Next, as shown in Fig. 38, the main CPU 200a compares the remainder of the division with the operation value (S5). If the remainder of the division matches the operation value (YES in S5), it is determined that the operation was performed in a correct operation mode, and the main CPU 200a executes processing corresponding to the execution of an operation in a correct operation mode (S6). If the remainder of the division does not match the operation value (NO in S5), the main CPU 200a skips step S6 and proceeds to another processing corresponding to the execution of an operation in an incorrect operation mode (S7). Specifically, the command "CP C" on the eighth line of Fig. 39 compares the value of the A register (operation value -1) with the value of the C register (remainder). Here, if the value of the A register matches the value of the C register, the zero flag is set to 1. The command "JR NZ,SET_RIG01" on line 9 determines whether the subtraction result of the command "CP C" on line 8 is zero, and if it is not zero (if the zero flag is not set), that is, if the remainder of the division does not match the operation value, it moves to the indicator "SET_RIG01:" on line 11, and another process is called by the command "CALL OTHER" on line 12, and if it is zero (if the zero flag is set), the command "CALL CORRECT" on line 10 executes the process corresponding to the operation performed in the correct operation mode.

[0440] The operation values ​​(0 to 4) of the address "_STP_ORD" can be generated by decrementing 1 to 6, which indicate the operation order, by 1 (to 0 to 5), and then decrementing 1 to 5, excluding 0, by 1.

[0441] Comparing the examples in Figures 36 and 37 with the examples in Figures 38 and 39, in the examples in Figures 38 and 39, operation sequences with common gaming profits, in this case batting orders 1 and 2, are managed with an operation value of 1. Therefore, it is sufficient to specify only an operation value of 1 to specify batting orders 1 and 2, which reduces the capacity of the control area and the processing load.

[0442] Furthermore, batting orders 1 and 2, which do not require processing in response to the execution of an operation using the correct operation mode, are managed with an operation value of "0." Therefore, as in the command "RET TZ" on the sixth line of Figure 39, batting orders 1 and 2 can be identified with the programmatically easy-to-handle numerical value "0," thereby making it possible to reduce the capacity of the control area and the processing load.

[0443] Furthermore, the command "RET TZ" on the sixth line of Figure 39 can be used to eliminate batting orders 1 and 2 and narrow down to only batting orders 3 to 6, and then the command "CALL CORRECT" on the tenth line can be executed. This means that there is no need to write any processing corresponding to batting orders 1 and 2 in the program called by the command "CALL CORRECT," making it possible to reduce the capacity of the control area and the processing load.

[0444] Here, an example has been given in which, if the operation value identified by operating the stop switch 120 is an operation value ("1" to "4") that identifies an operation sequence (batting order 3 to 6) that can result in a correct operation mode (specific operation mode), which is a winning condition for a correct role (specific role), then a process (predetermined process) corresponding to the execution of an operation in accordance with the correct operation mode called by the command "CALL CORRECT" is executed, and if it is a common operation value ("0") that identifies an operation sequence (batting order 1, 2) that cannot result in a correct operation mode, then a process corresponding to the execution of an operation in accordance with the correct operation mode called by the command "CALL CORRECT" is not executed. However, this is not the only case, and it is sufficient that operation sequences (batting order 3 to 6) that can result in a correct operation mode are managed by operation values ​​that can uniquely identify each operation mode, and operation sequences that cannot result in a correct operation mode (batting order 1, 2) are managed by a common operation value. For example, even if processing is prepared for operation values ​​("1" to "4") that specify an operation sequence that can be a correct operation mode, and a common operation value ("0") that specifies an operation sequence that cannot be a correct operation mode, it is possible to reduce the capacity of the control area and the processing load by the amount that multiple operation sequences are specified by the common operation value.

[0445] In addition, regardless of the gaming state, batting orders 3 to 6 have been described as an operation sequence that can result in a specific operation mode, and batting orders 1 and 2 have been described as an operation sequence that cannot result in a specific operation mode, both in the non-internal gaming state and the RBB internal gaming state (predetermined gaming state). However, this is not limited to this case. When the stop control based on the operation sequence is changed for each of multiple gaming states related to the bonus (e.g., the non-internal gaming state, the RBB internal gaming state, and the RBB operating gaming state), the operation sequences that can result in a specific operation mode and the operation sequences that cannot result in a specific operation mode may be changed accordingly. For example, depending on the gaming state, batting orders 3 to 6 may result in a specific operation mode, and the other batting orders 1 and 2 may not result in a specific operation mode, or batting orders 1 and 2 may result in a specific operation mode, and the other batting orders 3 to 6 may not result in a specific operation mode, or all batting orders may result in a specific operation mode, or all batting orders may not result in a specific operation mode. In this way, it is possible to arbitrarily set batting orders that can result in a specific operation mode and batting orders that cannot result in a specific operation mode. Therefore, depending on the transition of the game state, it is conceivable that a predetermined batting order (for example, batting order 3 to 6) could be a specific operation mode in the game state before the transition, but may not be a specific operation mode in the game state after the transition.

[0446] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.

[0447] Furthermore, in the above-described embodiment, the case was described in which there are three reels 110 (reels 110a, 110b, 110c) and correspondingly there are three stop switches 120 (stop switches 120a, 120b, 120c), but this is not limited to such a case, and the above-described embodiment can also be applied to cases in which there are two or four or more reels 110 and correspondingly there are two or four or more stop switches 120.

[0448] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 202, or the functional parts of the sub-control board 202 may be arranged on the main control board 200, or all functional parts may be arranged together on one control board.

[0449] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be awarded to the player in the form of electronic information.

[0450] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0451] 100 slot machines (gaming machines) 200 Main control board 304 Winning Type Lottery Method 306 Reel control means 314 Production state control means

Claims

[Claim 1] A winning type lottery means for determining one of a plurality of winning types including a selective winning type in which a correct combination and an incorrect combination overlap, and in which a predetermined correct hitting order and a correct operation timing are set as winning conditions for the correct combination, by lottery for the winning type; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch corresponding to the rotating reel; a setting value setting means capable of setting the setting value to one of a plurality of setting values ​​having different advantageous degrees; A game state control means for transitioning to one of a plurality of game states including a non-internal game state, an internal game state to which a transition is made based on winning a bonus role in the non-internal game state, and an active game state to which a transition is made based on winning a bonus role; a presentation state control means for determining a transition to one of a plurality of presentation states including a first presentation state and a second presentation state that is more advantageous to a player than the first presentation state; Equipped with The reel control means In the internal game state, in a game in which a replay role is won, the replay role is given priority over the bonus role to stop the game. In the internal game state, in a game in which a small role is won, the small role is given priority over the bonus role to stop the game, In the internal game state, either a replay role or a small role is won by the winning type lottery, The selected winning type includes a first winning type and a second winning type, The first winning type and the second winning type have the same correct hitting order but different correct operation timings, When the first winning type is determined, the plurality of stop switches are operated in the correct batting order, and the stop switches are operated at the correct operation timing in the first stop operation of the correct batting order, the correct role can be won; The first winning type and the second winning type include at least one incorrect combination in common, A predetermined lottery is performed in which a lower set value may result in a larger gaming profit than a higher set value, A gaming machine in which a gaming profit related to the second presentation state is determined based on the result of the predetermined lottery.

Citation Information

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