gaming machines

The gaming machine employs a winning type lottery and reel control system with auxiliary effects to manage reel spins and stops, addressing symbol visibility issues and enhancing gameplay engagement.

JP7752849B2Active Publication Date: 2025-10-14OLYMPIA KK
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Patent Information

Application Number
JP2021095857
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-08
Publication Date
2025-10-14
Estimated Expiration
2041-06-08

AI Technical Summary

Technical Problem

Gaming machines face challenges in effectively displaying reel rotation patterns and stop results without obscuring the symbols on spinning reels, making it difficult for players to see the symbols and impacting gameplay experience.

Method used

A gaming machine with a winning type lottery system that determines various winning types, reel control mechanisms to manage reel rotation and stop based on player operations, and auxiliary effects to assist in winning combinations, including an effect state control to manage advantageous and unadvantageous zones, ensuring appropriate gameplay progression.

Benefits of technology

Enhances player engagement by allowing appropriate gameplay progression and clear symbol visibility during reel spins, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine allowing a player to properly advance a game.SOLUTION: A game machine comprises: reel control means for, on the basis of an operation of a start switch, controlling rotation of a plurality of reels in which a plurality of kinds of patterns is arranged respectively, and according to an operation of the stop switch corresponding to the rotating reel, controlling the reel corresponding to the stop switch operated, to stop; a transmissive liquid crystal display part 124 being arranged on a front face of the reels, and through which the reels can be viewed; and performance control means for executing a performance. The performance control means controls display of a specific image along an end of the reel on the liquid crystal display part 124 so that the reel does not protrude a restriction region where overlaps to the reel in front view, on at least any timing in a game based on the operation of the start switch.SELECTED DRAWING: Figure 34
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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 rotated. 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 eligible for 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] Gaming machines sometimes use LCD displays to effectively display the reel rotation patterns and stop results. Some gaming machines have LCD displays with rectangular cutouts in front of the reels, and the LCD displays display effects linked to the reel rotation and stop. Other gaming machines have transparent LCD displays in front of the reels, allowing effects to be displayed at the reel positions as well. In this way, the interlocking of the reel and LCD display effects improves gameplay.

[0006] However, if effects are executed without limit even while the reels are spinning, there is a risk that it will become difficult for the player to see the symbols on the spinning reels.

[0007] In view of the above problems, the present invention aims to provide a gaming machine that allows a player to progress through a game appropriately. [Means for solving the problem]

[0008] In order to solve the above problem, the gaming machine comprises: a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; 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 a reel control means 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 game state control means for transitioning to one of a plurality of game states including a non-internal game state and an internal game state which is transitioned to based on winning a bonus role (for example, a winning role "RBB") in the non-internal game state;The present invention is provided with an auxiliary effect execution means for executing an auxiliary effect that assists in the winning of a predetermined winning combination, an effect state control means for determining whether the auxiliary effect is in an advantageous zone where the auxiliary effect is possible or an unadvantageous zone where the auxiliary effect is not possible, a determination means for determining the winning of a winning combination, and a payout control means for paying out a game value corresponding to a winning minor combination, wherein the plurality of reels include a first reel, a second reel, and a third reel, and the plurality of winning types include a plurality of selective winning types in which a plurality of types of minor combinations are won in overlapping fashion and an operation in a correct operation mode is set as a winning condition for a predetermined minor combination. There are selective winning types (for example, the winning types "batting order bell 1" to "batting order bell 18" in FIG. 41) in which the operation mode that causes the second reel to stop first is the correct operation mode (for example, the winning types "batting order bell 1" to "batting order bell 6" in FIG. 41) and selective winning types (for example, the winning types "batting order bell 7" to "batting order bell 12" in FIG. 41) in which the operation mode that causes the first reel to stop first is the correct operation mode, but there are no selective winning types in which the operation mode that causes the first reel to stop first is the correct operation mode, and the reel control means In the internal game state In a game in which the selected winning type has been determined by the winning type lottery, when a stop operation is performed in the correct operation mode corresponding to the selected winning type, control is performed to stop the reels that are rotating so that a small winning combination that pays out a larger amount of game value (for example, 15 medals) than the game value bet for one game (for example, 3 medals) is won, and among the failed operation modes that are operation modes different from the correct operation mode corresponding to the selected winning type, ,before When a stop operation is performed in a second failed operation mode in which the second reel or the third reel is stopped first, the spinning reels are controlled to stop so that, depending on the timing of the stop operation, there are cases in which a small winning combination is won, which pays out a game value smaller than the game value bet for one game (for example, one medal), and cases in which no winning combination is won. the reel control means, in the internal game state, if the winning type determined by the winning type lottery is the selected winning type, performs control to stop the spinning reel so that a small winning combination that pays out a game value smaller than the game value bet for one game (for example, one medal) is always won when a stop operation is performed in a first failed operation mode of stopping the first reel first among the failed operation modes, regardless of which selected winning type is determined;The selected winning type (for example, a winning type that allows selection of a favorable zone) can hold a lottery to transition from the non-favorable zone to the favorable zone, and the presentation state control means executes processing related to the end of the favorable zone (for example, step S281-15 in Figure 29) if the difference in number of medals, which is the difference between the game value related to the bet (for example, the number of medals bet) and the game value related to the acquisition (for example, the number of medals paid out), is greater than or equal to a specific value (for example, 400 medals) that is different from the number that can be acquired in the favorable zone (for example, 2,400 medals) (for example, step S281-9 in Figure 29). [Effects of the Invention]

[0009] According to the present invention, it is possible for a player to progress through a game appropriately. [Brief explanation of the drawings]

[0010] [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 an explanatory diagram for explaining the transition of the game state. [Figure 8] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 9] 10 is a flowchart illustrating a CPU initialization process on the main control board. [Figure 10] 10 is a flowchart illustrating a cold start process in the main control board. [Figure 11]10 is a flowchart illustrating an error stop process in the main control board. [Figure 12] 10 is a flowchart illustrating a setting value switching process in the main control board. [Figure 13] 10 is a flowchart illustrating an initialization start process in the main control board. [Figure 14] 10 is a flowchart illustrating a state restoration process in the main control board. [Figure 15] 10 is a flowchart illustrating game start processing on the main control board. [Figure 16] 10 is a flowchart illustrating the processing for inserting a gaming medal on the main control board. [Figure 17] 10 is a flowchart illustrating an internal lottery process in the main control board. [Figure 18] 10 is a flowchart illustrating a pattern code setting process on the main control board. [Figure 19] 10 is a flowchart illustrating an execution flag setting process in the main control board. [Figure 20] This is a flowchart explaining the non-advantageous section processing executed in the state-specific module execution processing. [Figure 21] 10 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 22] This is a flowchart explaining the CZ performance state processing executed in the state-specific module execution processing. [Figure 23] This is a flowchart explaining the non-advantageous waiting presentation state processing and the advantageous waiting presentation 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] This is a flowchart explaining the normal AT presentation state processing executed in the state-specific module execution processing. [Figure 30] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 31] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 32] 3A and 3B are explanatory diagrams for explaining display modes of a liquid crystal display unit. [Figure 33] FIG. 10 is an explanatory diagram showing the display mode of a chance image in a layer structure. [Figure 34] 10A and 10B are explanatory diagrams for explaining other display modes of the liquid crystal display unit. [Figure 35] 10A and 10B are explanatory diagrams for explaining other display modes of the liquid crystal display unit. [Figure 36] FIG. 10 is an explanatory diagram showing a display mode of a stopped reel image in a layer structure. [Figure 37] FIG. 10 is a diagram showing an excerpt from a winning type lottery table. [Figure 38] 10 is a flowchart for explaining a chance effect process. [Figure 39] FIG. 10 is an explanatory diagram for explaining the first stage of the chance presentation. [Figure 40] FIG. 10 is an explanatory diagram for explaining the second stage of the chance presentation. [Figure 41] FIG. 10 is a diagram showing a modified example of the winning type lottery table. DETAILED DESCRIPTION OF THE INVENTION

[0011] 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.

[0012] (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 four reels 110 (a first reel 110a, a second reel 110b, a third reel 110c, and a fourth reel 110d) 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), the outer surfaces of the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d are divided into 20 equal areas, each with multiple types of patterns arranged in each area, and the player can see a total of 12 consecutive patterns, three in number, located in the upper, middle, and lower rows of the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d, through the pattern display window 108.

[0013] 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, a performance switch 122, an adjustment switch 123, 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).

[0014] The start switch 118 is configured, for example, as a lever capable of detecting tilting operation, and detects a player's operation to start a game. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c, stop switch 120d) are provided corresponding to the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d, respectively, and detect the player's stop operation. Note that when the stop switches 120 are in a state where they can be operated to stop, the player first operating one of the stop switches 120a, 120b, 120c, or 120d to stop the game is referred to as the first stop. After the first stop, the player operates one of the three stop switches 120 that have not been operated to stop the game is referred to as the second stop. After the second stop, the player operates one of the two stop switches 120 that have not been operated to stop the game is referred to as the third stop. After the third stop, the player operates the last remaining stop switch 120 to stop the game is referred to as the fourth stop. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects push operations and rotation operations by the player to set various settings related to the effect, such as the volume of music. The settlement switch 123 is used to settle (pay out) the credited medals.

[0015] A liquid crystal display unit 124 that displays various images associated with effects is provided approximately in the center of the upper front door 104. The liquid crystal display unit 124 is composed of a liquid crystal display larger than the symbol display window 108, and covers the front of the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d (the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d may be collectively referred to as reels 110a, 110b, 110c, and 110d or reels 110). Performance lamps 126, for example, composed of high-brightness light-emitting diodes (LEDs), are provided on the top and left and right sides of the upper front door 104. Speakers 128 that provide auditory effects such as sound effects and musical sounds are provided on the left and right sides of the rear surface of the upper front door 104 and the rear surface of the lower front door 106.

[0016] 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 on the side of the symbol display window 108. 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.

[0017] 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 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.

[0018] 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 in the game (the higher the expected number of coins to be 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.

[0019] 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 stopped on the middle row of the first reel 110a, the middle row of the second reel 110b, the middle row of the third reel 110c, and the middle row of the fourth reel 110d among the 12 symbols (four reels × three rows: top, middle, and bottom) appearing in the symbol display window 108.

[0020] When the player operates the start switch 118, the game begins, the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d are spun, and a lottery for a winning type is executed. After that, the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d are stopped in response to the operation of the stop switches 120a, 120b, 120c, and 120d. If a winning combination that is eligible for a medal payout is achieved based on the results of the lottery for 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 achieved but not won, the game ends when the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d all come to a stop.

[0021] In this embodiment, the first game is played by inserting medals through the medal insertion unit 114, inserting credited medals through the operation of the bet switch 116, or automatically inserting medals based on the display of a replay combination on the active line A. Then, in response to the operation of the start switch 118 by the player, the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d are controlled to rotate, and the winning combination is displayed. A separate lottery is held, and depending on the result of the winning type lottery and the player's operation of the multiple stop switches 120a, 120b, 120c, and 120d, the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d corresponding to the operated stop switch 120a, 120b, 120c, and 120d are controlled to stop, respectively. If a winning combination that can be awarded with a medal is achieved, the game continues until the medal is paid out. Also, if a player does not win a winning combination that can be awarded with a medal, or if a winning combination is achieved but not won, one game ends when the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d 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 combination. The number of times such one game is repeated is defined as the number of games. Such one game, in which a winning type lottery is executed and a single payout can be received, is sometimes called a basic game to distinguish it from a pseudo game, which will be described later. 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 the pseudo game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not be counted as the number of games, depending on the specifications.

[0022] 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.

[0023] (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.

[0024] 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.

[0025] 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, 120c, and 120d, and the main CPU 200a performs various processes based on the received detection signals.

[0026] 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.

[0027] The reel control means 306 controls the rotation of the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d in response to the operation of the start switch 118, and controls the stopping of the corresponding first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d in response to the operation of the stop switches 120a, 120b, 120c, and 120d corresponding to the rotating first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d. 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, 120c, and 120d was enabled in the previous game until the operation of the stop switches 120a, 120b, 120c, and 120d by the player is enabled to display the lottery results for the winning type lottery (which was disabled upon completion of the operation of the stop switches 120a, 120b, 120c, and 120d in the previous game) beyond a specified time, and may perform a reel effect (freeze effect) in which the reels 110a, 110b, 110c, and 110d are rotated in various ways during that time. 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 or received for a predetermined time.

[0028] A reel drive control unit 150 is also connected to the main control board 200. The reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d transmitted 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 first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d transmitted 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value, loops it within a predetermined numerical range, and extracts the count value at a predetermined point in time to obtain a random number. The random number 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.

[0033] (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 202d, and the random numbers generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.

[0034] 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.

[0035] 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, 120c, and 120d, which are the winning conditions for the correct combination, when a winning combination that includes both a correct combination and an incorrect combination 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. A correct combination is a winning combination that is more advantageous than winning an incorrect combination, not only in terms of the medal payout resulting from the winning combination but also in terms of all gaming benefits that can be obtained by winning 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.

[0036] 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.

[0037] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIG. 6 is an explanatory diagram for explaining the winning type lottery table.

[0038] 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.

[0039] 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.

[0040] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of "RBB." Also, the winning combinations "small combination 1" to "small combination 37" are provided as small combinations. Also, the winning combinations "replay 1" to "replay 8" are provided as replay combinations. In FIG. 5, one or more symbols constituting each winning combination are associated with the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d. Hereinafter, the winning combinations "small combination 1" to "small combination 13" may be abbreviated as "15-coin combination," the winning combinations "small combination 14" to "small combination 35" as "1-coin combination," the winning combination "small combination 36" as "2-coin combination," and the winning combination "small combination 37" as "3-coin combination."

[0041] 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.

[0042] For example, the symbols constituting the symbol combinations corresponding to the winning roles "small role 1" to "small role 15" and the winning roles "replay 1" and "replay 2" are arranged on each reel 110 by the stop control described above so as to be displayed on the activated line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "small role 16", "replay 3", and "RBB" are not necessarily arranged on each reel 110 by the stop control described above so as to be displayed on the activated line A, which may result in a so-called missed win. Such a winning role may be expressed as PB≠1.

[0043] As shown in Fig. 6, the win type lottery table is partitioned into multiple win areas, and the win types to be selected vary depending on the gaming state, and the presence or absence of non-wins (misses) also varies. Fig. 6 shows the win areas (win types) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (RBB internal), RBB operating gaming state (RBB operating)) and an overview of the winning combination (e.g., the number of payouts) that can be displayed depending on the player's operation mode when that win type is won. Note that hatched areas in the win type lottery table indicate that that win type cannot be won in that gaming state. Such win type lottery tables are stored in the main ROM 200b in association with each of multiple gaming states. In addition, winning types surrounded by thin-lined boxes indicate winning types that allow for a lottery to be held to move to an advantageous zone, and winning types surrounded by thick lines indicate winning types that do not allow for a lottery to be held to move to an advantageous zone, and therefore do not allow for a lottery to be held to move to an advantageous zone.

[0044] 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.

[0045] 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.

[0046] According to the winning type lottery table in Figure 6, 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.

[0047] In addition, winning area 1 is associated with the winning type "small win ALL" which includes (wins) the winning roles "small win 1" to "small win 37" in duplicate, and winning area 2 is associated with the winning type "1 piece ALL" which includes (wins) the winning roles "1 piece role" of "small win 14" to "small win 33" in duplicate.

[0048] In addition, winning area 3 is associated with the winning type "Weak Cherry 1," which includes both the winning role "Small Role 22," which pays out one coin, and the winning role "Small Role 37," which pays out three coins.

[0049] In addition, the winning areas 4 to 27 are associated with the selected winning types (winning types "batting order bell 1" to "batting order bell 24") that overlap and include either one of the correct winning combinations (winning combinations "small winning combination 2" to "small winning combination 13") that result in 15 coins being paid out, and either one of the incorrect winning combinations (winning combinations "small winning combination 14" to "small winning combination 29") that result in 1 coin being paid out. In the following, the 24 winning types of winning areas 4 to 27 may be simply referred to as the winning type "batting order bell".

[0050] Furthermore, winning regions 28-31 are associated with winning types "Batting Order Chance Role A1" to "Batting Order Chance Role A4," which include at least a combination of the winning role "Small Role 1" with a payout of 15 coins, the winning role "Small Role 35" with a payout of 1 coin, and the winning role "Small Role 36" with a payout of 2 coins. Furthermore, winning regions 32-35 are associated with winning types "Batting Order Chance Role B1" to "Batting Order Chance Role B4," which include at least a combination of the winning role "Small Role 1" with a payout of 15 coins and the winning roles "Small Role 33" and "Small Role 34" with a payout of 1 coin. Hereinafter, the four winning types in winning regions 28-31 may be abbreviated as "Batting Order Chance Role A," and the four winning types in winning regions 32-35 may be abbreviated as "Batting Order Chance Role B."

[0051] In addition, the winning areas 36 to 41 are associated with the winning types "Normal Replay 1" to "Normal Replay 6", which include any of the winning roles "Replay 1" to "Replay 3" and "Replay 5" to "Replay 8" overlapping with each other.

[0052] Furthermore, the winning area 42 is associated with a winning type "Chance Replay" which includes the winning combinations "Replay 1" and "Replay 3" in duplicate. The winning area 43 is associated with a winning type "Weak Watermelon" which includes the winning combinations "Replay 1" to "Replay 4" in duplicate. The winning area 44 is associated with a winning type "Strong Watermelon" which includes the winning combinations "Replay 1" to "Replay 5" in duplicate. The winning area 45 is associated with a winning type "Strong Cherry 1" which includes the winning combinations "Replay 1" and "Replay 4" in duplicate. The winning area 46 is associated with a winning type "Strong Cherry 2" which includes the winning combinations "Replay 1", "Replay 4", and "Replay 5" in duplicate.

[0053] Furthermore, winning area 47 is associated with the winning type "Weak Cherry 2," which includes the winning combination "RBB" and the winning combinations "Small combination 18," "Small combination 29," and "Small combination 30." Winning area 48 is associated with the winning combination "RBB" and the winning combination "Common 1" which includes the winning combinations "Small combination 14," "Small combination 18," "Small combination 26," "Small combination 29," and "Small combination 30." Winning area 49 is associated with the winning type "Common 1" which includes the winning combination "RBB" and the winning combinations "Small combination 17," "Small combination 31," "Small combination 33," and "Small combination 33." Winning area 50 is associated with the winning type "RBB," which includes the winning combination "RBB" alone. Note that if winning areas 47-49 are won during the RBB internal game state, only the small combination will be won.

[0054] When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination should be preferentially displayed on the pay line A, for example, the order in which the stop switches 120a, 120b, 120c, and 120d are operated, are set.

[0055] In the following description, the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d will be referred to as "batting order 1," the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the first reel 110a, the second reel 110b, the fourth reel 110d, and the third reel 110c will be referred to as "batting order 2," and the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the first reel 110a, the third reel 110c, the second reel 110b, and the fourth reel 110d will be referred to as "batting order 3." The operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the first reel 110a, the third reel 110c, the fourth reel 110d, and the second reel 110b is defined as "batting order 4." The operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the first reel 110a, the fourth reel 110d, the second reel 110b, and the third reel 110c is defined as "batting order 5." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of the second reel 110b, the first reel 110a, the third reel 110c, and the fourth reel 110d is called "batting order 7." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of the second reel 110b, the first reel 110a, the fourth reel 110d, and the third reel 110c is called "batting order 8." b, the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of the third reel 110c, the first reel 110a, and the fourth reel 110d is defined as "batting order 9", the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of the second reel 110b, the third reel 110c, the fourth reel 110d, and the first reel 110a is defined as "batting order 10", and the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of the second reel 110b, the fourth reel 110d, the first reel 110a, and the third reel 110c is defined as "batting order 11",The operation of stop switches 120a, 120b, 120c, and 120d is set to "batting order 11," and stops the reels in the order of second reel 110b, fourth reel 110d, third reel 110c, and first reel 110a. The operation of stop switches 120a, 120b, 120c, and 120d is set to "batting order 12," and stops the reels in the order of third reel 110c, first reel 110a, second reel 110b, and fourth reel 110d. The operation of stop switches 120a, 120b, 120c, and 120d is set to "batting order 13," and stops the reels in the order of third reel 110c, first reel 110a, fourth reel 110d, and second reel 110b. The operation of the stop switches 120a, 120b, 120c, and 120d to stop the reels in the order of the third reel 110c, the second reel 110b, the first reel 110a, and the fourth reel 110d is designated as "batting order 15." The operation of the stop switches 120a, 120b, 120c, and 120d to stop the reels in the order of the third reel 110c, the second reel 110b, the fourth reel 110d, and the first reel 110a is designated as "batting order 16." The operation of the stop switches 120a, 120b, 120c, 120d that stops the reels in the order of the third reel 110c, the fourth reel 110d, the second reel 110b, and the first reel 110a is called "batting order 18." The operation of the stop switches 120a, 120b, 120c, 120d that stops the reels in the order of the fourth reel 110d, the first reel 110a, the second reel 110b, and the third reel 110c is called "batting order 19." The operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of 110d, 110a, 3rd reel 110c, and 2nd reel 110b is defined as "batting order 20", the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of 110d, 2nd reel 110b, 110a, and 3rd reel 110c is defined as "batting order 21", and the operation of the stop switches 120a, 120b, 120c, 120d that stop the reels in the order of 110d, 2nd reel 110b, 3rd reel 110c, and 1st reel 110a is defined as "batting order 22".The operation of stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of fourth reel 110d, third reel 110c, first reel 110a, and second reel 110b is referred to as "batting order 22," the operation of stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of fourth reel 110d, third reel 110c, second reel 110b, and first reel 110a is referred to as "batting order 24."

[0056] In addition, in the following description, the operation of stop switches 120a, 120b, 120c, and 120d that stops first reel 110a first will be referred to as the "first press," the operation of stop switches 120a, 120b, 120c, and 120d that stops second reel 110b first will be referred to as the "second press," the operation of stop switches 120a, 120b, 120c, and 120d that stops third reel 110c first will be referred to as the "third press," and the operation of stop switches 120a, 120b, 120c, and 120d that stops fourth reel 110d first will be referred to as the "fourth press."

[0057] For example, in the RBB internal game state described later, when the winning type "batting order bell 1" in winning area 4 is won and an operation is performed according to the correct operation mode (batting order 1), stop control is performed so that the symbol combination corresponding to the winning role "small role 2", which is a correct role with a payout of 15 coins, is preferentially displayed on the effective line A. Also, when operations are performed according to batting orders 2 to 6 or 13 to 24, 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 the effective line A (PB=1), and when operations are performed according to batting orders 7 to 12, 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 the effective line A with a probability of 1 / 2 (PB≠1).

[0058] The winning probability (number of symbols placed) for each winning type in the winning areas 4 to 27 is set to be equal. Since a player usually does not know which winning type he / she has won, providing the winning areas 4 to 27 as described above makes it difficult for a correct combination to win. Also, as described above, even if the stop switches 120a, 120b, 120c, and 120d 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 is displayed on the pay line A, and therefore, depending on the operation mode, a miss may occur (PB≠1).

[0059] When any of the above-mentioned winning types is won, the internal win flag corresponding to the respective 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 is 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.

[0060] (Game state transition) Here, the transition of the game state will be explained using Figure 7. 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.

[0061] 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).

[0062] 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).

[0063] In the RBB operating gaming state, the probability of winning a replay role is set to 0. In this RBB operating gaming state, the possible winning types are set as "small role ALL" in winning area 1 and "1 coin ALL" in winning area 2. 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 37" is displayed on the active line A, and when the "1 coin ALL" winning type is won, the symbols are stopped and controlled so that a symbol combination corresponding to one of the winning roles "small role 14" to "small role 33" is displayed on the active line A. Here, the expected number of coins won per unit of play in the RBB operating gaming state is reduced by the configuration of such small roles.

[0064] 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).

[0065] 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).

[0066] In the RBB internal game state, the probability of winning a replay role is set higher than in the non-internal game state, for example, at approximately 1 / 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 winning game of the winning role "RBB," minor roles and replay roles are subsequently controlled to stop on the active line A in preference to the winning role "RBB," 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.

[0067] 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.

[0068] (Transition of performance state) 8 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] (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 acquired is limited because auxiliary performance is almost not performed. Here, four performance states are provided as non-AT performance states: normal performance state, advantageous waiting performance state, non-advantageous waiting performance state, and pull-back performance state.

[0074] In the AT presentation state, by having the auxiliary presentation execution means execute an auxiliary presentation when a selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by transitioning to the AT presentation state, the player can progress in the game more advantageously than in a non-AT presentation state. Here, four presentation states are provided as the AT presentation state: CZ presentation state (chance zone presentation state), normal AT presentation state, continuation presentation state, and special specialized zone presentation state. Each presentation state will be explained individually below.

[0075] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among multiple presentation states. The presentation state control means 314 conducts a CZ lottery in the normal presentation state. The CZ lottery is a lottery that determines the transition to the CZ presentation state, and the presentation state control means 314 conducts the CZ lottery with different probabilities for each winning type determined by the winning type lottery, as will be described in detail later. Then, if the CZ lottery is won in the normal presentation state, the presentation state control means 314 transitions the presentation state to the CZ presentation state (1).

[0076] The presentation state control means 314 conducts an AT lottery at the start and during the CZ presentation state. The AT lottery determines whether to transition to the AT presentation state (normal AT presentation state), and the presentation state control means 314 conducts the AT lottery with different probabilities for each winning type determined by the winning type lottery. If the AT lottery is won in the CZ presentation state, the presentation state control means 314 transitions the presentation state to the normal AT presentation state, which is the AT presentation state (2). Note that, through such AT lottery, multiple rights to transition to the AT presentation state (normal AT presentation state) may be granted up to a predetermined number (e.g., three). In this case, the player can continue the normal AT presentation state multiple times. When the rights to transition to the AT presentation state reach a predetermined number, the presentation state control means 314 terminates the CZ presentation state and transitions the presentation state to the normal AT presentation state (2). Here, the CZ presentation state can be considered a more advantageous presentation state than the normal presentation state because transition to the normal AT presentation state may be determined even before the ceiling condition described below is met.

[0077] On the other hand, the presentation state control means 314 transitions the presentation state to the normal presentation state when a predetermined termination condition (for example, meeting a predetermined non-continuation condition three times without winning the AT lottery) is met after the auxiliary presentation has been executed multiple times (for example, five times) in the CZ presentation state (3).

[0078] In the normal AT presentation state, the auxiliary presentation is executed until a predetermined termination condition (for example, winning the difference in the number of medals determined in the AT lottery) is met. In other words, the normal AT presentation state is a difference-number-managed AT presentation state. Then, when a predetermined termination condition is met in the normal AT presentation state, the presentation state control means 314 transitions the presentation state to the standby presentation state indicated by the dashed dotted lines (4), (5).

[0079] The standby presentation state is divided into an advantageous standby presentation state, which is an advantageous section, and a non-advantageous standby presentation state, which is a non-advantageous section. As will be explained in detail later, in the final play of the normal AT presentation state, the presentation state control means 314 performs a continuation lottery to determine whether to transition (continue) to the normal AT presentation state again. If the continuation lottery is won, the presentation state control means 314 continues the advantageous section and temporarily transitions the presentation state to the advantageous standby presentation state (4). Furthermore, even if the continuation lottery is not won, the presentation state control means 314 performs an advantageous continuation lottery when specific conditions are met, and if the advantageous continuation lottery is won, the presentation state control means 314 continues the advantageous section and transitions the presentation state to the advantageous standby presentation state (4). On the other hand, if the continuation lottery is not won and the specific conditions are not met, or if the specific conditions are met but the advantageous continuation lottery is not won, the presentation state control means 314 temporarily transitions the advantageous section to the non-advantageous section and transitions the presentation state to the non-advantageous standby presentation state (5).

[0080] The standby presentation state continues for two games whether it is an advantageous standby presentation state or an unadvantageous standby presentation state. If the continuation lottery is won and the state is shifted to the advantageous standby presentation state, the presentation state control means 314 shifts the presentation state to the continuation presentation state after two games have elapsed (6).

[0081] In addition, if the continuation lottery is not won and the advantageous continuation lottery is won, resulting in a transition to an advantageous standby presentation state, the presentation state control means 314 conducts continuation lotteries for each of the two games. Then, after the two games have elapsed, the presentation state control means 314 transitions the presentation state to a continuation presentation state regardless of whether the continuation lottery is won or not (6).

[0082] On the other hand, when the game is transitioned to a non-advantageous standby presentation state, the presentation state control means 314 conducts a favorable zone transition lottery in the first play to determine whether or not to transition to a favorable zone. Note that the favorable zone transition lottery in this embodiment is always won. Therefore, the presentation state control means 314 transitions the play zone to an advantageous zone when the first play in the non-advantageous standby presentation state ends. Also, when the game is transitioned to a non-advantageous standby presentation state, the presentation state control means 314 conducts a continuation lottery for each of the two plays. Then, after two plays have elapsed, the presentation state control means 314 transitions the presentation state to a continuation presentation state, regardless of whether or not the continuation lottery is won (7).

[0083] The continuation presentation state continues until a predetermined termination condition (for example, the passage of 10 games) is met, during which time the presentation control means 334 notifies the result of the continuation lottery. If the continuation lottery is won, the presentation state control means 314 transitions to the normal AT presentation state again (8). On the other hand, if the continuation lottery is not won, the presentation state control means 314 transitions the presentation state to the pullback presentation state (9). Note that in the continuation presentation state, if the continuation lottery is not won, a so-called rewrite lottery may be held to determine by lottery whether to transition to the normal AT presentation state.

[0084] The pull-back presentation state continues until a predetermined termination condition (for example, the passage of 30 games) is met, during which time the presentation state control means 314 conducts a pull-back lottery for the normal AT presentation state. If the pull-back lottery is won, the presentation state control means 314 transitions the presentation state to the normal AT presentation state (10). On the other hand, if the termination condition is met without winning the pull-back lottery, the presentation state control means 314 transitions the presentation state to the normal presentation state (11).

[0085] Incidentally, in the normal presentation state and the pull-back presentation state indicated by the dashed lines, when a predetermined winning type (for example, the winning types "Replay 3" and "Replay 4") is won by the winning type lottery, the presentation state control means 314 determines by lottery whether or not to execute a lock 3 reel presentation (freeze presentation), which will be described in detail later. Then, when it is determined that a lock 3 reel presentation should be executed, the reel control means 306 executes the lock 3 reel presentation, and the presentation state control means 314 transitions the presentation state to a special specialized zone presentation state for the next game (12).

[0086] The special special zone presentation state is more advantageous to the player than the CZ presentation state. Specifically, in the special special zone presentation state, the difference in coins (net increase) that can be obtained in the normal AT presentation state to which the player subsequently transitions is determined by lottery, and the difference in coins determined is more likely to be a larger value than when the CZ presentation state is transitioned to. For example, in the special special zone presentation state, the maximum net increase in coins that can be obtained in one advantageous zone is determined in total to be 2,400 coins. Note that the special special zone presentation state may also be transitioned to when certain conditions, described in detail below, are met, in addition to when the execution of the lock 3 reel presentation is determined.

[0087] Then, when the special specialized zone presentation state ends, the presentation state control means 314 shifts the presentation state to the normal AT presentation state (13).

[0088] Specific processing in the main control board 200 and the sub-control board 202 will be explained below with reference to flowcharts.

[0089] (CPU initialization process of main control board 200) 9 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).

[0090] (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.

[0091] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0092] (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.

[0093] (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.

[0094] (Step S100-9) The main CPU 200a executes the processing required to permit access to the main RAM 200c.

[0095] (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.

[0096] (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.

[0097] (Step S110) The main CPU 200a executes cold start processing, which will be described later.

[0098] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0099] (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.

[0100] FIG. 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0101] (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.

[0102] (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.

[0103] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0104] (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.

[0105] (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.

[0106] (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.

[0107] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0108] (Step S110-13) The main CPU 200a sets an error code "E7" indicating a backup error.

[0109] (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.

[0110] FIG. 11 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0111] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0112] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and a warning sound.

[0113] (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.

[0114] (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.

[0115] (Step S112-9) The main CPU 200a shifts to a permanent loop, which stops the progress of the game.

[0116] FIG. 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0117] (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 and a signal indicating whether the setting key is turned on. 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.

[0118] (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.

[0119] (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.

[0120] (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.

[0121] (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.

[0122] (Step S120-11) The main CPU 200a acquires the setting value data indicating the current setting value.

[0123] (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.

[0124] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0125] (Step S120-17) The main CPU 200a determines whether the setting value data is within the allowable setting range (1 to 6) for the setting value. 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.

[0126] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0127] (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.

[0128] (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.

[0129] (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.

[0130] (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.

[0131] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.

[0132] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer reaches 0.

[0133] (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.

[0134] (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.

[0135] (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.

[0136] (Step S122) The main CPU 200a executes an initialization start process to start the initialization, which will be described later.

[0137] FIG. 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0138] (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.

[0139] (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.

[0140] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0141] (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.

[0142] (Step S122-9) The main CPU 200a executes a setting change RAM clear process that clears another area of ​​the main RAM 200c.

[0143] (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.

[0144] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in the transmission buffer.

[0145] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0146] FIG. 14 is a flowchart illustrating the state restoration process (S130) in the main control board 200.

[0147] (Step S130-1) The main CPU 200a restores the stack pointer.

[0148] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear unused areas in the main RAM 200c.

[0149] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0150] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0151] (Step S130-9) The main CPU 200a executes a port input process to update the image of the input port.

[0152] (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.

[0153] (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.

[0154] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, 110c, and 110d. Here, the motor phases are set as the states of the reels 110a, 110b, 110c, and 110d. The motor phases indicate the operating states of the reels 110a, 110b, 110c, and 110d, i.e., accelerating, rotating steadily, stopped, and 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, and waiting = 0 depending on the operating state of the stepping motor 152.

[0155] (Step S130-17) Based on the motor phase acquired in step S130-15, the main CPU 200a determines whether any of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating. If it is determined that none of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating, the main CPU 200a proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating, the main CPU 200a proceeds to step S130-19.

[0156] (Step S130-19) The main CPU 200a executes a rotation error process for setting the reels 110a, 110b, 110c, and 110d when an error is detected.

[0157] (Step S130-21) The main CPU 200a restores the saved register group.

[0158] (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.

[0159] FIG. 15 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0160] (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.

[0161] (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).

[0162] (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.

[0163] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0164] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer reaches 0.

[0165] (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.

[0166] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0167] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0168] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0169] FIG. 16 is a flowchart illustrating the game medal insertion process (S210) in the main control board 200.

[0170] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0171] (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.

[0172] (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.

[0173] (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.

[0174] (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.

[0175] (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.

[0176] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0177] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0178] (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.

[0179] (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.

[0180] (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.

[0181] (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.

[0182] (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.

[0183] (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.

[0184] (Step S210-29) The main CPU 200a clears the main payout display buffer to clear the display of the main payout display unit 132.

[0185] (Step S210-31) The main CPU 200a executes a re-game state identification signal clearing process for clearing the re-game state identification signal.

[0186] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing to turn off (extinguish) the start indicator.

[0187] (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.

[0188] (Step S220) The main CPU 200a executes an internal lottery process for determining the type of winning, which will be described later.

[0189] FIG. 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0190] (Step S220-1) The main CPU 200a acquires the setting value data.

[0191] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0192] (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.

[0193] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.

[0194] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a gaming state.

[0195] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0196] (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.

[0197] (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.

[0198] (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.

[0199] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0200] (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.

[0201] (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.

[0202] (Step S220-25) The main CPU 200a clears the trigger role type.

[0203] (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.

[0204] FIG. 18 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0205] (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.

[0206] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0207] (Step S230-5) The main CPU 200a determines (sets) the type of win based on the win area acquired in step S230-1.

[0208] (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.

[0209] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0210] (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.

[0211] (Step S230-13) The main CPU 200a sets a performance command, which is a command related to the advantageous zone, in the transmission buffer.

[0212] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0213] (Step S230-17) The main CPU 200a checks the timer for one game.

[0214] (Step S230-19) The main CPU 200a sets a pre-spin command indicating that the reels 110a, 110b, 110c, and 110d have not yet spun in the transmission buffer.

[0215] (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.

[0216] (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.

[0217] (Step S230-25) The main CPU 200a executes a reel start process to start the rotation of the reels 110a, 110b, 110c, and 110d. Here, the motor phases of the reels 110a, 110b, 110c, and 110d are 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.

[0218] (Step S230-27) The main CPU 200a sets a reel start command, which indicates that the reels 110a, 110b, 110c, and 110d have started to rotate, in the transmission buffer.

[0219] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, 110c, and 110d are rotating. This reel rotation process will be described later.

[0220] FIG. 19 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0221] (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.

[0222] (Steps S232 to S236) 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.

[0223] 20 is a flowchart illustrating the non-advantageous zone process (S232) executed in the state-specific module execution process. The non-advantageous zone process is executed when the gaming zone is a non-advantageous zone.

[0224] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.

[0225] (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.

[0226] (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.

[0227] 21 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.

[0228] (Step S233-1) The main CPU 200a increments a 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 presentation state processing described below and in the pull-back presentation state processing (not shown) executed in the pull-back presentation state. The continued play counter is reset when the state transitions to the normal AT presentation state or the special specialized zone presentation state.

[0229] (Step S233-3) When a predetermined winning type is won, the main CPU 200a executes a reel effect lottery process for determining by lottery whether or not a reel effect can be executed.

[0230] (Step S233-5) 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 S233-7. 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 S233-9.

[0231] (Step S233-7) The main CPU 200a sets the next AT flag to a value corresponding to the special specialized zone presentation state, and moves the process to step S233-15.

[0232] (Step S233-9) The main CPU 200a conducts a CZ lottery based on the winning type determined by the winning type lottery.

[0233] (Step S233-11) The main CPU 200a determines whether the CZ lottery was won in step S233-9. If it is determined that the CZ lottery was won, the process proceeds to step S233-13. If it is determined that the CZ lottery was not won, the process proceeds to step S233-15.

[0234] (Step S233-13) The main CPU 200a sets the next AT flag to a value corresponding to the CZ performance state.

[0235] (Step S233-15) The main CPU 200a determines whether or not the execution of the reel effect has been determined in step S233-3. If it is determined that the reel effect has been won, the process proceeds to step S233-17, and if it is determined that the reel effect has not been won, the normal effect state process ends.

[0236] (Step S233-17) The main CPU 200a executes the reel effect determined in step S233-3, and ends the normal effect state processing.

[0237] Figure 22 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 the normal presentation state processing are assigned the same symbols, and their explanations are omitted.

[0238] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.

[0239] (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.

[0240] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the normal AT presentation state, and transfers processing to step S233-15.

[0241] (Step S234-7) The main CPU 200a determines whether the game is the final game in the CZ presentation state. If it is determined that the game is the final game in the CZ presentation state, the process proceeds to step S234-9. If it is determined that the game is not the final game in the CZ presentation state, the process proceeds to step S233-15.

[0242] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0243] 23 is a flowchart illustrating the non-advantageous standby presentation state processing and the advantageous standby presentation state processing (S235) executed in the state-specific module execution processing. The non-advantageous standby presentation state processing and the advantageous standby presentation state processing are executed when the presentation state is the non-advantageous standby presentation state or the advantageous standby presentation state.

[0244] (Step S235-1) The main CPU 200a determines whether the continuation flag is on. The continuation flag is turned on when a transition (continuation) to the normal AT presentation state has been determined. As a result, if it is determined that the continuation flag is on, the process proceeds to step S235-9, and if it is determined that the continuation flag is not on, the process proceeds to step S235-3.

[0245] (Step S235-3) The main CPU 200a performs a continuation lottery by referring to a continuation lottery table (not shown).

[0246] (Step S235-5) The main CPU 200a determines whether the continuation lottery has been won. If it is determined that the continuation lottery has been won, the process proceeds to step S235-7. If it is determined that the continuation lottery has not been won, the process proceeds to step S235-9.

[0247] (Step S235-7) The main CPU 200a turns on the continuation flag.

[0248] (Step S235-9) The main CPU 200a determines whether it is the final game (second game) in the non-advantageous waiting presentation state. If it is determined that it is the final game, the process proceeds to step S235-11, and if it is determined that it is not the final game, the non-advantageous waiting presentation state process is terminated.

[0249] (Step S235-11) The main CPU 200a sets the next AT flag to a value corresponding to the continuation presentation state, and ends the non-advantageous waiting presentation state processing or the advantageous waiting presentation state.

[0250] FIG. 24 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.

[0251] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bits corresponding to the indicators (not shown) of the stop switches 120a, 120b, 120c, and 120d. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light color of the four stop switches 120a, 120b, 120c, and 120d, and is represented by blue = 1 and red = 0.

[0252] (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.

[0253] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0254] (Step S240-7) The main CPU 200a references the index flag and acquires the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, 110c, and 110d have reached a steady rotation speed. In other words, the fact that the index flag is set also indicates that the reels 110a, 110b, 110c, and 110d have reached a steady rotation speed.

[0255] (Step S240-9) The main CPU 200a determines whether all index flags on the reels 110a, 110b, 110c, and 110d have been detected. If it is determined that all index flags have not been detected, the process proceeds to step S240-1. If it is determined that all index flags have been detected, the process proceeds to step S240-11.

[0256] (Step S240-11) The main CPU 200a acquires the stopped reel bits that indicate the reels 110a, 110b, 110c, and 110d that have stopped or are starting to stop. Here, the stopped reel bits are composed of a bit string of 3 bits, each bit corresponding to one of the four reels 110a, 110b, 110c, and 110d, and are represented as follows: steady state = 1, accelerating state, decelerating state, or stopped state = 0.

[0257] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0258] (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, and 120d.

[0259] (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 four stop switches 120a, 120b, 120c, and 120d, and is represented as 1 if it is operated and 0 if it is not operated.

[0260] (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.

[0261] (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.

[0262] (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.

[0263] (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.

[0264] (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.

[0265] (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.

[0266] (Step S240-31) The main CPU 200a disables interrupts.

[0267] (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.

[0268] (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.

[0269] (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.

[0270] FIG. 25 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0271] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in step S240-35.

[0272] (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.

[0273] (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.

[0274] (Step S250-7) The main CPU 200a allows the interrupt.

[0275] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reels 110 in the transmission buffer.

[0276] (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.

[0277] (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.

[0278] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0279] (Step S250-17) The main CPU 200a executes the next cylinder setting pre-processing for stopping the next reel 110.

[0280] (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.

[0281] (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.

[0282] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0283] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on operation target bits.

[0284] (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.

[0285] (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.

[0286] FIG. 26 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0287] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0288] (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.

[0289] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that a display determination abnormality (error) has occurred.

[0290] (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.

[0291] (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.

[0292] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0293] (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.

[0294] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0295] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0296] (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.

[0297] (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.

[0298] (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.

[0299] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0300] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.

[0301] (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.

[0302] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0303] (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.

[0304] (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.

[0305] (Step S260-37) The main CPU 200a sets the number of coins to be paid out to the number of coins inserted.

[0306] (Step S260-39) The main CPU 200a turns on the re-game operation flag.

[0307] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.

[0308] (Step S270) The main CPU 200a executes a payout process to pay out medals, which will be described later.

[0309] FIG. 27 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0310] (Step S270-1) The main CPU 200a acquires the re-game operation flag.

[0311] (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.

[0312] (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.

[0313] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0314] (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.

[0315] (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.

[0316] (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.

[0317] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0318] (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.

[0319] (Step S270-19) The main CPU 200a executes a timer wait process to wait until the payout start interval timer reaches 0.

[0320] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.

[0321] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.

[0322] (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.

[0323] (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.

[0324] (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.

[0325] (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.

[0326] (Step S270-33) The main CPU 200a executes a payout end process to end the payout of medals.

[0327] (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.

[0328] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0329] (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.

[0330] (Step S270-41) The main CPU 200a sets a payout end command indicating that the payout of medals has ended in the transmission buffer.

[0331] (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.

[0332] FIG. 28 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0333] (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.

[0334] (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.

[0335] (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.

[0336] (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.

[0337] (Step S280-7) The main CPU 200a executes advantageous zone update processing that manages advantageous zones.

[0338] (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.

[0339] (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.

[0340] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0341] (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.

[0342] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.

[0343] (Step S280-19) The main CPU 200a executes terminal block signal output processing for outputting external signals.

[0344] (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. As a result, 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.

[0345] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0346] (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.

[0347] 29 is a flowchart illustrating the normal AT presentation state processing (S281) executed in the state-specific module execution processing. The normal AT presentation state processing is executed when the presentation state is the normal AT presentation state.

[0348] (Step S281-1) The main CPU 200a determines whether it is the final game of the normal AT presentation state based on the net increase in the number of coins in the normal AT presentation state. As a result, if it is determined that it is the final game of the normal AT presentation state, it moves the processing to step S281-3, and if it is determined that it is not the final game of the normal AT presentation state, it ends the normal AT presentation state processing.

[0349] (Step S281-3) The main CPU 200a performs a continuation lottery by referring to a continuation lottery table (not shown).

[0350] (Step S281-5) The main CPU 200a determines whether the continuation lottery has been won. If it is determined that the continuation lottery has been won, the process proceeds to step S281-7. If it is determined that the continuation lottery has not been won, the process proceeds to step S281-9.

[0351] (Step S281-7) The main CPU 200a turns on the continuation flag and moves the process to step S281-17.

[0352] (Step S281-9) The main CPU 200a determines whether the value of the advantageous zone MY counter is less than 400. As a result, if it is determined that the value of the advantageous zone MY counter is less than 400, the process proceeds to step S281-11, and if it is determined that the value of the advantageous zone MY counter is not less than 400, the process proceeds to step S281-15.

[0353] (Step S281-11) The main CPU 200a performs an advantageous continuation lottery by referring to an advantageous continuation lottery table (not shown).

[0354] (Step S281-13) The main CPU 200a determines whether the player has won the advantageous continuation lottery. If the player has won the advantageous continuation lottery, the process proceeds to step S281-17. If the player has not won the advantageous continuation lottery, the process proceeds to step S281-15.

[0355] (Step S281-15) The main CPU 200a sets the next AT flag to a value corresponding to the non-advantageous waiting presentation state, and sets a flag to set the game area to a non-advantageous area in the above step S280-7, and terminates the normal AT presentation state processing.

[0356] (Step S281-17) The main CPU 200a sets the next AT flag to a value corresponding to the advantageous waiting presentation state, and ends the normal AT presentation state processing.

[0357] One game is executed through a series of processes from step S200 to step S280. Thereafter, steps S200 to S280 are repeated.

[0358] Next, the power-off save processing and timer interrupt processing in the main control board 200 will be described.

[0359] (Evacuation process when power is turned off on the main control board 200) 30 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.

[0360] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0361] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0362] (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.

[0363] (Step S300-7) The main CPU 200a restores the register.

[0364] (Step S300-9) The main CPU 200a performs processing to permit an interrupt, and then ends the power-off save processing.

[0365] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0366] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0367] (Step S300-15) The main CPU 200a executes RAM protection setting processing required to prohibit access to the main RAM 200c.

[0368] (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.

[0369] (Step S300-19) The main CPU 200a subtracts one from the value of the loop counter set in step S300-17.

[0370] (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 S100) described above.

[0371] 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.

[0372] (Timer interrupt processing of main control board 200) 31 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 generating 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 a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.

[0373] (Step S400-1) The main CPU 200a saves the registers.

[0374] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0375] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0376] (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, 120c, and 120d, the replay indicator, and the section indicator 160.

[0377] (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.

[0378] (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 .

[0379] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0380] (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.

[0381] (Step S400-17) The main CPU 200a executes a random number update process for updating various random numbers.

[0382] (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.

[0383] (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.

[0384] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0385] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0386] (Step S400-27) The main CPU 200a restores the registers.

[0387] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0388] <LCD display mode> The liquid crystal display unit 124 of this embodiment is configured as a transmissive liquid crystal display, and covers the reels 110a, 110b, 110c, and 110d in front of them so that they can be seen. With this type of liquid crystal display unit 124, it is possible to produce effects linked to the rotation and stopping of each of the reels 110a, 110b, 110c, and 110d near or in front of them.

[0389] However, if effects were to be executed without limit even while the reels 110 were spinning, it might become difficult for the player to see the symbols on the spinning reels 110. Therefore, in this embodiment, the display mode of the liquid crystal display unit 124 is limited to allow the player to progress in the game appropriately.

[0390] 32 is an explanatory diagram for explaining the display mode of the liquid crystal display unit 124. For example, when a player operates the start switch 118 in the normal presentation state, the presentation control means 334 may display on the liquid crystal display unit 124 a chance image indicating a high probability of gaining a gaming profit, such as a transition to an AT presentation state.

[0391] The chance image is an effect that emphasizes the entire reels 110a, 110b, 110c, and 110d in the vicinity of the reels 110a, 110b, 110c, and 110d. However, to ensure the player's visibility of the reels 110a, 110b, 110c, and 110d, limited areas that limit the display are provided on the liquid crystal display unit 124. For example, the area of ​​the liquid crystal display unit 124 that overlaps with the first reel 110a when viewed from the front (where the first reel 110a is projected) is designated as limited area 400a, the area of ​​the liquid crystal display unit 124 that overlaps with the second reel 110b when viewed from the front is designated as limited area 400b, the area of ​​the liquid crystal display unit 124 that overlaps with the third reel 110c when viewed from the front is designated as limited area 400c, and the area of ​​the liquid crystal display unit 124 that overlaps with the fourth reel 110d when viewed from the front is designated as limited area 400d.

[0392] 32, the effect control means 334 controls the display of opaque, bar-shaped images (specific images) around the reels 110a, 110b, 110c, and 110d on the LCD display unit 124 so as not to extend into (encroach on or overlap) any of the restricted areas 400a, 400b, 400c, and 400d (so as not to display an image in the restricted area 400), thereby emphasizing the entire reels 110a, 110b, 110c, and 110d. This chance image allows the player to understand that there is a high probability that he or she will win some kind of gaming profit in the current game or in a previous game.

[0393] Here, we have given an example in which chance images are displayed around all four reels 110a, 110b, 110c, and 110d, but this is not limited to this case. For example, chance images may be displayed around only some of the reels 110, such as the first reel 110a, the second reel 110b, and the third reel 110c, to highlight only some of the reels 110.

[0394] 33 is an explanatory diagram showing the display mode of chance images in a layer structure. The liquid crystal display of the liquid crystal display unit 124 uses a layer (hierarchical) structure, and the performance control means 334 assigns image data to each of multiple layers and displays one chance image on the liquid crystal display unit 124 by superimposing all of the image data in the multiple layers.

[0395] For example, a first reel image 402a, which is a strip-shaped image that surrounds the first reel 110a along each end (top end, left end, right end, bottom end) of the first reel 110a, is assigned to one of multiple layers. Similarly, the second reel image 402b, which is a strip-shaped image surrounding the second reel 110b along each end of the second reel 110b, is assigned to a different layer from the first reel image 402a, the third reel image 402c, which is a strip-shaped image surrounding the third reel 110c along each end of the third reel 110c, is assigned to a different layer from the first reel image 402a and the second reel image 402b, and the fourth reel image 402d, which is a strip-shaped image surrounding the fourth reel 110d along each end of the fourth reel 110d, is assigned to a different layer from the first reel image 402a, the second reel image 402b, and the third reel image 402c. Here, the priority of the layers is as follows: fourth reel image 402d > third reel image 402c > second reel image 402b > first reel image 402a. Note that image data of a layer with a higher priority is displayed before image data of a layer with a lower priority. Therefore, if a valid image exists in the image data of a layer with a higher priority, image data of a layer with a lower priority will not be displayed in the same area. The effect control means 334 displays one chance image on the liquid crystal display unit 124 by superimposing the reel images 402a, 402b, 402c, and 402d assigned to multiple layers.

[0396] 34 is an explanatory diagram illustrating another display mode of the liquid crystal display unit 124. For example, when a player operates the stop switches 120a, 120b, 120c, and 120d in the normal presentation state, the presentation control means 334 may display on the liquid crystal display unit 124 a stop result image that identifies the reels 110a, 110b, 110c, and 110d that correspond to the stop switches 120a, 120b, 120c, and 120d that have been operated.

[0397] The stop result images are intended to highlight the reels 110a, 110b, 110c, and 110d that correspond to the stop switches 120a, 120b, 120c, and 120d that have been operated. For example, suppose a player operates the stop switch 120a according to the order of play. When the player completes the operation of the stop switch 120a, the effect control means 334 displays band-shaped images along each end of the first reel 110a around the first reel 110a on the liquid crystal display unit 124, as shown in FIG. 34(a), thereby highlighting the first reel 110a.

[0398] However, as with the chance image, in order to ensure visibility for the player, the above-mentioned restricted areas 400a, 400b, 400c, and 400d are provided on the liquid crystal display unit 124. Specifically, when the operation of the stop switch 120a is completed, the effect control means 334 controls the display of a first reel image 402a, which is a band-shaped image that follows the edges (top edge, left edge, right edge, and bottom edge) of the first reel 110a around the first reel 110a so as not to extend into either of the restricted areas 400a or 400b (so as not to display an image in the restricted area 400a), as shown in Figure 34(a), thereby emphasizing the first reel 110a.

[0399] Next, when the player completes the operation of the stop switch 120b, the presentation control means 334 controls the display of the second reel image 402b, which is a band-shaped image that follows the edge of the second reel 110b around the second reel 110b so as not to extend into any of the restricted areas 400a, 400b, 400c, while leaving the first reel image 402a intact, as shown in Figure 34(b), thereby emphasizing the second reel 110b. Next, when the player completes the operation of the stop switch 120c, the presentation control means 334 controls the display of the third reel image 402c, which is a band-shaped image that runs along the edge of the third reel 110c around the third reel 110c so as not to extend into any of the restricted areas 400b, 400c, 400d, while leaving the first reel image 402a and the second reel image 402b intact, as shown in Figure 34(c), thereby emphasizing the third reel 110c. Finally, when the player completes the operation of the stop switch 120d, the presentation control means 334 controls the display of the fourth reel image 402d, which is a band-shaped image that runs along the edge of the fourth reel 110d around the fourth reel 110d so as not to extend into either of the restricted areas 400c, 400d, while leaving the first reel image 402a, second reel image 402b, and third reel image 402c intact, as shown in Figure 34(d), thereby emphasizing the fourth reel 110d.

[0400] These stop result images are displayed after the stop operation of stop switches 120a, 120b, 120c, and 120d is completed, and are displayed outside restricted areas 400a, 400b, 400c, and 400d, so they do not impede the player's visibility of reels 110a, 110b, 110c, and 110d. In this way, the stop result images are added around stop switch 120a → around stop switch 120b → around stop switch 120c → around stop switch 120d, so that the player can later grasp the order of operations he or she performed.

[0401] Note that, here, an example has been described in which the player can see symbols in three areas of the fourth reel 110d: the upper, middle, and lower areas. However, as can be understood by referring to FIG. 3(a), all of the symbols on the fourth reel 110d have a PB=1. Therefore, it is not necessary for symbols to be visible in all areas corresponding to the fourth reel 110d. For example, the upper and lower areas of the fourth reel 110d can be covered with a predetermined opaque image, and only the middle area corresponding to the pay line A can be visible.

[0402] Furthermore, the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d of the stop result images are assigned to different layers in the order of priority: fourth reel image 402d > third reel image 402c > second reel image 402b > first reel image 402a, as described with reference to Fig. 33. Then, for example, when the first reel image 402a and the second reel image 402b are displayed simultaneously as shown in Fig. 34(b), the strip-shaped image located on the right side of the first reel image 402a and the strip-shaped image located on the left side of the second reel image 402b overlap, and in accordance with the priority, the strip-shaped image located on the left side of the second reel image 402b is displayed with priority over the strip-shaped image located on the right side of the first reel image 402a. Similarly, as shown in Figure 34(c), when the second reel image 402b and the third reel image 402c are displayed simultaneously, the band-shaped image located to the left of the third reel image 402c is displayed with priority over the band-shaped image located to the right of the second reel image 402b, according to the priority order. Also, as shown in Figure 34(d), when the third reel image 402c and the fourth reel image 402d are displayed simultaneously, the band-shaped image located to the left of the fourth reel image 402d is displayed with priority over the band-shaped image located to the right of the third reel image 402c, according to the priority order.

[0403] While the example described above is one in which the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d are assigned to four layers with predetermined priorities, the present invention is not limited to this case. The reel image 402 corresponding to the first stopped stop switch 120, the second stopped stop switch 120, the third stopped stop switch 120, and the fourth stopped stop switch 120 may be assigned in descending order of priority. For example, when a player performs an operation according to batting order 1, the first reel image 402a is assigned to the layer with the lowest priority, the second reel image 402b is assigned to the layer with the next lowest priority, the third reel image 402c is assigned to the layer with the next lowest priority, and the fourth reel image 402d is assigned to the layer with the highest priority. In this configuration, the reel image 402 of the reel 110 on which the stop operation was performed later is displayed with priority over the reel image 402 of the reel 110 on which the stop operation was performed earlier. In this way, in the overlapping portions of the reel images 402, the reel image 402 of the reel 110 on which the stop operation was performed later is displayed with priority, so that the player can more clearly understand the order of operations he or she performed.

[0404] Note that, although an example has been described here in which the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d overlap one another, it is also possible to reduce the width of the strip-shaped image so that the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d do not overlap one another.

[0405] Also, here, an example has been given in which when a player operates stop switches 120a, 120b, 120c, and 120d, a stop result image is displayed on the reels 110a, 110b, 110c, and 110d corresponding to the stop switches 120a, 120b, 120c, and 120d that have been operated, but this is not limited to such a case; it is also possible to perform a stop operation on the stop switches 120a, 120b, 120c, and 120d and display a stop result image on the reels 110a, 110b, 110c, and 110d that have stopped.

[0406] Figure 35 is an explanatory diagram for explaining another display mode of the liquid crystal display unit 124. As described above, the winning type "batting order bell", which is a selective winning type, is associated with the winning areas 4 to 27, and the player can obtain a large gaming profit by performing an operation in the correct operation mode. Figure 35 explains a case where the winning type "batting order bell 1" in the winning area 4 is won and the player performs an operation in the batting order 1, which is the correct operation mode.

[0407] For example, in the normal AT presentation state, when the win type lottery means 304 determines the win type "batting order bell 1" by the win type lottery in response to the player's operation of the start switch 118, the presentation control means 334 as the auxiliary presentation execution means executes the auxiliary presentation. For example, as shown in Fig. 35(a), the presentation control means 334 displays a batting order image (numerical values) indicating the operation order of the stop switches 120a, 120b, 120c, and 120d on the upper front surface of the liquid crystal display unit 124. In this case, the correct operation mode is stop switch 120a → stop switch 120b → stop switch 120c → stop switch 120d, so that batting order images such as "1," "2," "3," and "4" are displayed on the upper front surface of the liquid crystal display unit 124 from the left.

[0408] At this time, the effect control means 334 highlights and displays the batting order image corresponding to the stop switch 120a, 120b, 120c, or 120d that should be operated first at that time. For example, if the player has just operated the start switch 118, the stop switch 120 that should be operated to stop is stop switch 120a, so the effect control means 334 highlights (here, enlarges and changes color) the batting order image "1" above the first reel 110a corresponding to stop switch 120a, as shown in FIG. 35(a). While visually checking this number, the player will sequentially operate the stop switches 120a, 120b, 120c, or 120d that correspond to the reels 110a, 110b, 110c, or 110d located below that number. The shape, pattern, background, and variation of the batting order image corresponding to the stop switch 120 that should be operated first at that time may be made different from the other batting order images.

[0409] Here, when the player operates stop switch 120a according to the batting order indicated by the batting order image, the effect control means 334 deletes the batting order image "1" corresponding to stop switch 120a for which the stop operation has been completed, and highlights and displays the batting order image "2" corresponding to stop switch 120b, which should be stopped first at that time, as shown in Figure 35(b). Similarly, when the player operates stop switch 120b, the effect control means 334 deletes the batting order image "2" corresponding to stop switch 120b for which the stop operation has been completed, and highlights and displays the batting order image "3" corresponding to stop switch 120c, which should be stopped first at that time, as shown in Figure 35(c). When the player operates stop switch 120c, the effect control means 334 deletes the batting order image "3" corresponding to stop switch 120c for which the stop operation has been completed, and highlights and displays the batting order image "4" corresponding to stop switch 120d, which should be stopped last, as shown in Figure 35(d).

[0410] Furthermore, to ensure that the player performs the operation in the correct operation mode, the effect control means 334 displays not only the hitting order image but also stopped reel images that identify the reels 110a, 110b, 110c, and 110d corresponding to the stop switches 120a, 120b, 120c, and 120d that should be operated first at that time. These stopped reel images are an effect that highlights the reels 110 corresponding to the stop switches 120 that should be operated first at that time. For example, if the player has just operated the start switch 118, the stop switch 120 that should be operated first is the stop switch 120a. Therefore, the effect control means 334 displays band-shaped images (reel images) along each end of the first reel 110a around the first reel 110a on the liquid crystal display unit 124, as shown in FIG. 35(a), to highlight the first reel 110a.

[0411] However, unlike the chance image and the stop result image, the image is further restricted so that the player can properly view the symbols on the spinning reels 110a, 110b, 110c, and 110d. Specifically, the restricted area 400e is an area in which the four reels 110a, 110b, 110c, and 110d are seen as a whole when viewed from the front of the liquid crystal display unit 124 (an area in which the left edge of the first reel 110a is the left edge of the whole and the right edge of the fourth reel 110d is the right edge of the whole). The performance control means 334 controls the display of band-shaped images along the edges of the reels 110a, 110b, 110c, and 110d in the liquid crystal display unit 124 around the reels 110a, 110b, 110c, and 110d so that they do not extend into the restricted area 400e (so that the image is not displayed in the restricted area 400e), thereby emphasizing each of the reels 110a, 110b, 110c, and 110d.

[0412] For example, if the stop switch 120 to be operated to stop is the stop switch 120a, the effect control means 334 will display band-shaped images along the top, left and bottom edges of the first reel 110a around the first reel 110a in the liquid crystal display unit 124, as shown in Figure 35(a), to highlight the first reel 110a. However, the effect control means 334 will not display any images around the first reel 110a on the right side of the first reel 110a in the liquid crystal display unit 124.

[0413] Here, when the player operates stop switch 120a in accordance with the hitting order indicated by the hitting order image and the stopped reel image, the next stop switch 120 to be operated to stop the reels becomes stop switch 120b. Then, as shown in FIG. 35(b), the effect control means 334 displays band-shaped images along the top and bottom edges of second reel 110b around second reel 110b on the liquid crystal display unit 124, emphasizing second reel 110b. However, the effect control means 334 does not display images on the left and right sides of second reel 110b around second reel 110b on the liquid crystal display unit 124.

[0414] Furthermore, when the player operates stop switch 120b in accordance with the hitting order indicated by the hitting order image and the stopped reel image, the next stop switch 120 to be operated to stop the reels becomes stop switch 120c. Then, as shown in FIG. 35(c), the effect control means 334 displays band-shaped images along the top and bottom edges of third reel 110c around third reel 110c on the liquid crystal display unit 124, emphasizing third reel 110c. However, the effect control means 334 does not display images on the left and right sides of third reel 110c around third reel 110c on the liquid crystal display unit 124.

[0415] Furthermore, when the player operates stop switch 120c according to the hitting order indicated by the hitting order image and the stopped reel image, the last stop switch 120 to be operated to stop the reels becomes stop switch 120d. Then, as shown in FIG. 35(d), the effect control means 334 displays band-shaped images along the top, right, and bottom edges of fourth reel 110d around fourth reel 110d on the liquid crystal display unit 124, emphasizing fourth reel 110d. However, the effect control means 334 does not display any images on the left side of fourth reel 110d around fourth reel 110d on the liquid crystal display unit 124.

[0416] In this way, the stopped reel image changes from around stop switch 120a to around stop switch 120b to around stop switch 120c to around stop switch 120d along with the hitting order images "1," "2," "3," and "4," so the player can easily grasp the correct operation mode that should be performed, and can therefore perform the operation appropriately according to the correct operation mode and win the correct role.

[0417] FIG. 36 is an explanatory diagram showing the display mode of stopped reel images in a layer structure. FIG. 36 shows the state immediately after the player operates the start switch 118, i.e., the state shown in FIG. 35(a). As explained with reference to FIG. 33, the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d of the stopped reel images are assigned to different layers in the following priority order: fourth reel image 402d > third reel image 402c > second reel image 402b > first reel image 402a. The effect control means 334 exclusively displays the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d as stopped reel images, without simultaneously displaying them. In this case, only one of the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d is displayed, and two reel images 402 are not displayed at the same time, so there is no need to consider overlapping of the reel images 402.

[0418] Here, as a further protection control, a transparent image 402e, which is a transparent image arranged in the restricted area 400e, is assigned to a predetermined layer. The layer priority is set as follows: transparent image 402e > fourth reel image 402d > third reel image 402c > second reel image 402b > first reel image 402a. For example, as shown in FIG. 36, the transparent image 402e takes priority over the strip-shaped image on the right side of the first reel image 402a, so the strip-shaped image on the right side of the first reel image 402a is not displayed. Similarly, even if the second reel image 402b is displayed, the transparent image 402e takes priority over the strip-shaped images on the right and left sides of the second reel image 402b, so the strip-shaped images on the right and left sides of the second reel image 402b are not displayed. Even when the third reel image 402c is displayed, the transparent image 402e takes priority over the band-shaped images on the right and left sides of the third reel image 402c, so the band-shaped images on the right and left sides of the third reel image 402c are not displayed. Also, even when the fourth reel image 402d is displayed, the transparent image 402e takes priority over the band-shaped image on the left side of the fourth reel image 402d, so the band-shaped image on the left side of the fourth reel image 402d is not displayed.

[0419] Furthermore, by using a layer structure in which the transparent image 402e is assigned to such a layer with a high priority, even if a portion of the first reel image 402a, the second reel image 402b, the third reel image 402c, or the fourth reel image 402d is formed so as to extend into any of the restricted areas 400a, 400b, 400c, and 400d, the transparent image 402e uniformly ensures that the image is not displayed in the restricted area 400e, and therefore the player's visibility of the reels 110a, 110b, 110c, and 110d is not hindered.

[0420] Here, an example has been given in which, when displaying a stopped reel image, the transparent image 402e is assigned to a layer with a higher priority than the layer to which the first reel image 402a, the second reel image 402b, the third reel image 402c, and the fourth reel image 402d are assigned, thereby ensuring that the image is not displayed in the restricted area 400e. However, this type of layer structure can also be used for chance images and stopped result images, and the transparent image 402 can ensure that the image is not displayed in the restricted areas 400a, 400b, 400c, and 400d.

[0421] Next, the band-shaped image will be described in detail. Such a band-shaped image can be arbitrarily designed within the predetermined restricted areas 400a, 400b, 400c, and 400d, or outside the restricted area 400e. In this way, by controlling the display of the band-shaped image so that it does not extend into any of the restricted areas 400a, 400b, 400c, and 400d that overlap (overlap) the reels 110, or so that it does not extend into the restricted area 400e, it is possible to ensure the visibility of the symbols on the reels 110a, 110b, 110c, and 110d.

[0422] The size, length, width, color, shape, pattern, background, and variation (fluctuation, vibration, etc.) of the band-shaped image can be set arbitrarily. The effect control means 334 may also vary the size, length, width, shape, and background of the band-shaped image over time. For example, the effect control means 334 may gradually increase the width or size of the band-shaped image as the stop switches 120a, 120b, 120c, and 120d are operated and the game progresses. The effect control means 334 may also expand the band-shaped image around the restricted area 400e outward or radially. This can further emphasize the band-shaped image. However, even when the band shape is varied in this way, the reel image 402 does not extend beyond the restricted areas 400a, 400b, 400c, and 400d.

[0423] Also, here, as the strip-shaped image, a series of straight lines or curves have been exemplified. However, not limited to such cases, straight lines or curves with some parts missing or being dashed lines may also be used. Also, here, an example has been shown in which the strip-shaped image does not protrude into the restricted regions 400a, 400b, 400c, 400d, that is, the upper limit of the region that the strip-shaped image can occupy is set. However, not limited to such cases, a lower limit may be provided for the size, length, and width. Further, the effect control means 334 may make the size, length, width, color, shape, pattern, background, and variation mode of the strip-shaped image corresponding to the stop switches 120a, 120b, 120c, 120d that should be stopped or have been stopped different from those of the strip-shaped image corresponding to the other stop switches 120.

[0424] Also, here, in response to the operation of the start switch 118 by the player, the reels 110a, 110b, 110c, 110d are rotationally controlled and the winning type lottery is executed. In response to the lottery result of the winning type lottery and the operations of the plurality of stop switches 120a, 120b, 120c, 120d by the player, the first reel 110a, the second reel 110b, the third reel 110c, and the fourth reel 110d corresponding to the operated stop switches 120a, 120b, 120c, 120d are respectively stopped and controlled. When a winning combination that can receive the payout of medals wins, an example has been given to explain that during one game until the payout of the medals is executed, a chance image, a stop result image, a batting order image, and a stopped reel image are displayed. However, the timing for displaying each image is sufficient as long as it is during the game based on the operation of the start switch 118. In a so-called pseudo-game, a chance image, a stop result image, a batting order image, and a stopped reel image may be displayed. Therefore, in the present embodiment, it is applicable to both the case where the basic game is performed alone and the case where the basic game is performed in combination with a pseudo-game based on the operation of the start switch 118.

[0425] <CZ Performance mode during the performance state> In the CZ presentation state described using Figure 8, the AT lottery is held with different probabilities for each winning type determined by the winning type lottery. If the AT lottery is won in such a CZ presentation state (at the start of the CZ presentation state or during play in the CZ presentation state), the presentation control means 334 will perform a presentation indicating that a transition to the AT presentation state (normal AT presentation state) has been confirmed in any play in the CZ presentation state, without demoting from the CZ presentation state to the normal presentation state, and from the next play onwards, the presentation state control means 314 will transition the presentation state to the normal AT presentation state. Note that in the CZ presentation state, the presentation control means 334 may perform a presentation suggesting that the AT lottery has been won, separate from the presentation indicating that a transition to the AT presentation state has been confirmed.

[0426] For example, in the normal game state or the CZ presentation state, the player operates the stop switch 120a in the first stop mode (batting order 1-6) to avoid a penalty. Here, the penalty occurs when the player proceeds with the game contrary to the designer's intention (here, stopping the stop switch 120a first), and refers to a process that results in a lower gaming profit than if the game had proceeded according to the designer's intention. In such a CZ presentation state, if the player wins the AT lottery and wins a specific selection win type, the presentation control means 334 may perform a chance presentation as a presentation indicating that the AT lottery has been won (it is possible to execute the normal AT presentation state at least once). The player can understand that he or she has won the AT lottery through such a chance presentation.

[0427] FIG. 37 is a diagram showing an excerpt from the winning type lottery table of FIG. 6. In the CZ effect state, when a specific selection winning type (here, the winning types "Normal Replay 3," "Normal Replay 4," "Normal Replay 5," "Normal Replay 6," and "Common 1 Ticket 2" associated with the winning areas 38 to 41 and 49 shown in FIG. 37(a)) is won in the AT lottery, a chance effect may be performed. The chance effect is an auxiliary effect that notifies a specific operation mode (for example, an operation mode for first stopping the stop switch 120d (batting order 19 to 24)) in stages when at least a specific selection winning type is won. Note that, when the specific operation mode is divided into multiple stages, the operation mode in the first stage may be referred to as the first operation mode, and the operation mode in the second stage may be referred to as the second operation mode. When the player operates the stop switch 120 in accordance with the specific operation mode notified by the chance effect, the reel control means 306 becomes able to display, on the activated line A, a symbol combination corresponding to a specific winning combination that would not be displayed if the specific operation mode was not followed. When a symbol combination corresponding to a specific winning combination is displayed on the activated line A, a so-called reach symbol is displayed, which is a symbol combination (outcome) that appears in the symbol display window 108 when a win in some gaming profit (for example, a bonus gaming state or an AT gaming state) is confirmed. In this embodiment, the symbol displayed in the middle row of the fourth reel 110d indicates the expected gaming profit, and the expected probability has the following relationship: symbol "red 7" > symbol "BAR" > other symbols.

[0428] For example, when the winning type "Normal Replay 3" is won in the CZ presentation state, if a specific operation mode, for example, an operation in the batting order 19 to 24, is not performed, the symbol combination corresponding to the winning role "Replay 1" is displayed on the activated line A with PB=1, and if an operation in the specific operation mode is performed, the symbol combination corresponding to the winning role "Replay 5" as a specific role is displayed on the activated line A with PB=1. Then, the symbol "BAR" stops on the bottom row of the first reel 110a, and the symbol "Red 7" stops on the middle row of the fourth reel 110d, displaying a reach pattern.

[0429] Furthermore, when the winning type "Normal Replay 4" is won in the CZ presentation state, if no operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Replay 1" is displayed on the activated line A with PB=1, and if an operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Replay 2" is displayed as a specific role on the activated line A with PB=1. This will cause the "Watermelon" symbol to stop on the top row of the first reel 110a, the "Bell A" or "Bell B" symbol to stop on the middle row, and the "Replay" symbol to stop on the bottom row, and a reach pattern in which the "BAR" symbol stops on the middle row of the fourth reel 110d can be displayed.

[0430] Furthermore, when the winning type "Normal Replay 5" is won in the CZ presentation state, if no operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Replay 1" is displayed on the activated line A with PB=1, and if an operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Replay 2" is displayed as a specific role on the activated line A with PB=1. This will cause the "Watermelon" symbol to stop on the top row of the first reel 110a, the "Bell A" or "Bell B" symbol to stop on the middle row, and the "Replay" symbol to stop on the bottom row, and a reach pattern in which the "Red 7" symbol stops on the middle row of the fourth reel 110d can be displayed.

[0431] Also, when the winning type "Normal Replay 6" is won in the CZ presentation state, if no operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Replay 1" will be displayed on the activated line A with PB=1, and if an operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Replay 8" as a specific role may be displayed on the activated line A (PB≠1). In this case, the symbol "Cherry" will stop in the middle of the first reel 110a, and the symbol "BAR" will stop in the middle of the fourth reel 110d, making it possible to display a reach pattern.

[0432] Furthermore, when the winning type "Common 1 coin 2" is won in the CZ presentation state, if no operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Small role 17" is displayed on the active line A with PB=1, and if an operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Small role 33" is displayed as a specific role on the active line A with PB=1. Then, the symbol "BAR" stops on the bottom row of the first reel 110a, and a reach pattern in which the symbol "BAR" stops on the middle row of the fourth reel 110d is displayed.

[0433] Note that the effect control means 334 does not necessarily perform a chance effect when a specific selective win type is won after winning the AT lottery in the CZ effect state. This is for the following reason. If the effect control means 334 were to perform a chance effect whenever a specific selective win type was won, even if the player could determine the win type, if the player had determined that a specific selective win type had been won but the chance effect had not been performed, it would be determined that the player had not yet won the AT lottery, which would damage the player's sense of anticipation. Therefore, the effect control means 334 performs a chance effect with a predetermined probability (e.g., 80%) when a specific selective win type is won after winning the AT lottery in the CZ effect state. With this configuration, even if the player has determined that a specific selective win type has been won and the chance effect has not been performed, the possibility of winning the AT lottery remains, allowing the player to maintain their sense of anticipation.

[0434] Furthermore, in the CZ presentation state, the presentation control means 334 does not only perform a chance presentation when a specific selected winning type is won after winning the AT lottery, but also performs a chance presentation when other winning types (the winning types associated with winning areas 36, 37, 42 to 48 shown in FIG. 37(b) as "Normal Replay 1," "Normal Replay 2," "Chance Replay," "Weak Watermelon," "Strong Watermelon," "Strong Cherry 1," "Strong Cherry 2," "Weak Cherry 2," and "Common 1 Card 1") are won, regardless of whether the AT lottery is won or not. This is for the following reason. Namely, if the presentation control means 334 were to perform a chance presentation only when a specific selected winning type is won, the start of the chance presentation alone would confirm that the AT lottery has been won, and the player would no longer experience the exhilaration of knowing whether or not they have won the AT lottery based on the result of the chance presentation, and the gameplay value of the chance presentation itself would be lost. Therefore, the effect control means 334 performs a chance effect in the CZ effect state not only when a specific selected winning type is won after winning the AT lottery, but also when another winning type is won regardless of whether the AT lottery is won or not. With this configuration, the player cannot know whether the AT lottery has been won or not just because the chance effect has started, and the player can maintain a sense of elation until the result of the chance effect is displayed.

[0435] For example, if you win the winning type "Normal Replay 1" or "Normal Replay 2" in the CZ presentation state, regardless of whether or not you perform an operation using a specific operation mode, the symbol combination corresponding to the winning role "Replay 1" will be displayed on the active line A with PB=1, so no reach eyes will be displayed. However, just because reach eyes are not displayed does not necessarily mean that you have not won the AT.

[0436] Also, when the winning type "Chance Replay" is won in the CZ presentation state, if an operation is performed using a specific operation mode, a symbol combination corresponding to the winning role "Replay 3" may be displayed on the active line A (PB ≠ 1). Although such a winning role "Replay 3" is not a reach eye, the player can understand that he has won the winning type "Chance Replay", and can therefore hope that he has won the AT lottery by winning the winning type "Chance Replay".

[0437] Furthermore, when the winning type "weak watermelon" is won in the CZ presentation state, if an operation is performed in a specific operation mode, a symbol combination corresponding to the winning role "Replay 2" is displayed on the active line A with PB=1. However, since the winning type "weak watermelon" is a so-called rare role with a high expectation of obtaining a predetermined gaming profit, even if an operation is performed in a first stop mode of the stop switch 120a or the stop switch 120b, a symbol combination corresponding to the winning role "Replay 2" can be displayed on the active line A. Although such a winning role "Replay 2" does not become a reach pattern due to the stop control, the player can understand that he has won the winning type "weak watermelon", and can therefore expect that winning the winning type "weak watermelon" will lead to winning the AT lottery.

[0438] Furthermore, when the winning type "Strong Watermelon" is won in the CZ presentation state, if an operation is performed in a specific operation mode, a symbol combination corresponding to the winning role "Replay 3" may be displayed on the activated line A (PB ≠ 1). However, since the winning type "Strong Watermelon" is a so-called rare role, even if an operation is performed in a operation mode that first stops the stop switch 120a or the stop switch 120b, a symbol combination corresponding to the winning role "Replay 3" may be displayed on the activated line A. Although such a winning role "Replay 3" does not become a reach pattern due to the stop control, the player can understand that he has won the winning type "Strong Watermelon", and can therefore expect that winning the winning type "Strong Watermelon" will lead to winning the AT lottery.

[0439] Furthermore, when the winning type "Strong Cherry 1" or "Strong Cherry 2" is won in the CZ presentation state, if a specific operation mode is performed, the symbol combination corresponding to the winning role "Replay 4" is displayed on the activated line A with PB=1. However, since the winning type "Strong Cherry 1" or the winning type "Strong Cherry 2" is a so-called rare role, the symbol combination corresponding to the winning role "Replay 4" can be displayed on the activated line A even if an operation mode that first stops the stop switch 120a or the stop switch 120b is performed. Although the winning role "Replay 4" is not a reach-eye, the player can understand that he or she has won the winning type "Strong Cherry 1" or the winning type "Strong Cherry 2," and can therefore expect to win the AT lottery by winning the winning type "Strong Cherry 1" or the winning type "Strong Cherry 2."

[0440] Furthermore, if the winning type "Weak Cherry 2" is won in the CZ presentation state, regardless of whether or not a specific operation mode is performed, the symbol combination corresponding to either the winning combination "Small combination 28" or "Small combination 29" will be displayed on the active line A with PB=1. Although such winning combinations "Small combination 28" and "Small combination 29" are not reach eyes, the player can visually confirm the winning combination "Small combination 28" or the winning combination "Small combination 29" and can therefore hope to win the AT lottery by winning the winning combination "Small combination 28" or the winning combination "Small combination 29".

[0441] Also, when the winning type "Common 1 coin 1" is won in the CZ presentation state, if no operation is performed using a specific operation mode, the symbol combination corresponding to the winning role "Small role 14" is displayed on the active line A with PB=1, and if an operation is performed using a specific operation mode, the symbol combination corresponding to either the winning role "Small role 28" or the winning role "Small role 29" is displayed on the active line A with PB=1. Although such winning roles "Small role 28" and "Small role 29" are not reach eyes, the player can visually confirm the winning role "Small role 28" or the winning role "Small role 29" and can therefore hope that the winning role "Small role 28" or the winning role "Small role 29" has won the AT lottery.

[0442] Note that the effect control means 334 performs a chance effect with a predetermined probability (for example, 80%) when a winning type associated with the winning areas 36, 37, 42 to 48 is won in the CZ effect state, similar to the winning types associated with the winning areas 38 to 41, 49. However, the effect control means 334 may always perform a chance effect without conducting a lottery when a winning type associated with the winning areas 36, 37, 42 to 48 is won. Furthermore, when a specific winning type is won, the effect control means 334 may change the probability of performing a chance effect between a state in which the AT lottery is won and a state in which the AT lottery is not won, and may set, for example, the probability of performing a chance effect when the AT lottery is won > the probability of performing a chance effect when the AT lottery is not won.

[0443] 38 is a flowchart for explaining the chance effect processing. Here, for the sake of convenience, only the chance effect that the effect control means 334 executes in the CZ effect state will be explained, and other processing in the CZ effect state will be omitted. The effect control means 334 receives information from the effect state control means 314 of the main control board 200 as to whether the effect state is the CZ effect state or not, and whether the AT lottery has been won in the CZ effect state, and also receives information on the type of win that has been won in the win type lottery from the win type lottery means 304, and executes the chance effect based on this information.

[0444] (Step S500) The effect control means 334 determines whether the current effect state is a CZ effect state. As a result, if it is determined that it is a CZ effect state, the process proceeds to step S502, and if it is determined that it is not a CZ effect state, the chance effect process is terminated.

[0445] (Step S502) The effect control means 334 determines whether the AT lottery has been won and the won type is one of the win types "Normal Replay 3," "Normal Replay 4," "Normal Replay 5," "Normal Replay 6," or "Common 1 Card 2" associated with the winning areas 38 to 41, 49. As a result, if it is determined that the AT lottery has been won and the won type is one of the win types associated with the winning areas 38 to 41, 49, the process proceeds to step S504, and if it is determined that the AT lottery has not been won or the won type is not one of the win types associated with the winning areas 38 to 41, 49, the process proceeds to step S514.

[0446] (Step S504) The effect control means 334 determines whether or not to execute a chance effect by lottery with a predetermined probability.

[0447] (Step S506) The effect control means 334 determines whether or not the chance effect has been won. As a result, if it is determined that the chance effect has been won, the process proceeds to step S508, and if it is determined that the chance effect has not been won, the chance effect process ends.

[0448] (Step S508) The effect control means 334 executes a chance effect. In the chance effect, a specific operation mode (here, an operation mode for making the stop switch 120d make the first stop (batting order 19 to 24)) is announced in stages (here, two stages). Specifically, in the chance effect, the first operation mode (for example, the first stop) that is required first among the specific operation modes is announced as the first stage of the chance effect (a batting order image for the first stage is displayed). At this time, the remaining second operation modes (for example, the second stop to the fourth stop) are not announced (a batting order image is not displayed). Then, only when the player operates in accordance with the first operation mode of the chance effect, the announcement of the first stage is stopped (the batting order image for the first stage is deleted), and the remaining second operation modes of the specific operation mode are announced as the second stage of the chance effect (a batting order image for the second stage is displayed). That is, in the chance effect, a specific operation mode is divided into multiple stages such as a first operation mode and a second operation mode, and the first operation mode and the second operation mode are exclusively notified according to the operation order, that is, the notifications of the operation modes divided into multiple stages are not displayed simultaneously. Therefore, the effect control means 334 first notifies only the first operation mode of the first stage of the chance effect.

[0449] FIG. 39 is an explanatory diagram illustrating the first stage of the chance effect. Here, the example illustrates a case where the "Normal Replay 6" wins in the lottery. In the first stage of the chance effect, the stop switch 120 that makes the first stop is specified, and in the second stage of the chance effect, the stop switches 120 that make the second to fourth stops are specified. During the CZ effect state, the effect control means 334 displays an effect image 410, shown hatched in FIG. 39, that covers the symbols located in the upper and lower rows of the fourth reel 110d. This draws attention to the symbol that stops in the middle row of the fourth reel 110d. The effect control means 334 also displays a character within the effect image 410, and may display text images such as "CHANCE" or "Sure thing" depending on the expected degree of gaming profit. In this embodiment, the chance effect notifies a player of a specific operation mode that causes the stop switch 120d to make the first stop, and therefore, as the first stage of the chance effect, the effect control means 334 displays a batting order image "1" indicating that the first stop is the stop switch 120d at the top front of the liquid crystal display unit 124, as shown in Fig. 39. At this time, the batting order image "1" may be superimposed in front of the upper part of the effect image 410 so that the batting order image "1" stands out. In addition, the effect control means 334 controls the display of a fourth reel image 402d as the above-mentioned stopped reel image near the fourth reel 110d.

[0450] (Step S510) 38, the effect control means 334 determines whether the player operated in accordance with the first operation mode of the first stage of the chance effect, i.e., whether the first stop is the stop switch 120d. As a result, if it is determined that the player operated in accordance with the first operation mode of the first stage of the chance effect, the process proceeds to step S512. If it is determined that the player did not operate in accordance with the first operation mode of the first stage of the chance effect, the chance effect processing is terminated. Note that regardless of whether the player operated in accordance with the first operation mode of the first stage of the chance effect, the effect control means 334 deletes the batting order image for the first stage of the chance effect (here, the "1" and the fourth reel image 402d) (leaving the effect image 410), and if the player did not operate in accordance with the first operation mode of the first stage of the chance effect, the batting order image for the second stage of the chance effect is not displayed. Here, if the player does not operate in accordance with the first operation mode of the first stage of the chance effect, the winning combination of the correct combination "Replay 8" will not be won, and so the reach mark will not be displayed. However, if the AT lottery has been won at this point, the win itself will not be canceled, so the effect control means 334 may perform another effect suggesting that the AT lottery has been won at a predetermined opportunity after the next game (for example, when the bet switch 116 or the start switch 118 is operated).

[0451] (Step S512) If the player operates in accordance with the first operation mode of the first stage of the chance presentation, the presentation control means 334 subsequently notifies the player of the second operation mode of the second stage of the chance presentation, and when the second stage of the chance presentation is completed, the chance presentation processing is terminated.

[0452] 40 is an explanatory diagram for explaining the second stage of the chance effect. When the player operates the stop switch 120 in accordance with the first operation mode of the first stage of the chance effect, the symbol "BAR" constituting the winning combination "Replay 8" of the correct combination is displayed on the fourth reel 110d on the activated line A with PB=1.

[0453] In this embodiment, the chance effect only requires an indication of a specific operation mode for the first stop of the stop switch 120d. Therefore, let us assume that batting order 19 is indicated among batting orders 19-24. Therefore, as shown in FIG. 40(a), the effect control means 334 displays a batting order image indicating that the second, third, and fourth stops are the stop switches 120a, 120b, and 120c on the upper front of the LCD display unit 124 as the second operation mode of the second stage of the chance effect. However, since the operation directions for the second, third, and fourth stops are from left to right, the effect control means 334 displays "→→→" as the batting order image. In this case, the effect control means 334 may also display a text image such as "CHANCE" along with the batting order image. The effect control means 334 also controls the display of the first reel image 402a, which serves as the stopped reel image described above, near the first reel 110a.

[0454] When the player operates the stop switch 120a in accordance with the second operation mode of the second stage of the chance effect, the reel control means 306 stops the first reel 110a, as shown in Figure 40(b), and the effect control means 334 deletes the first reel image 402a and displays the second reel image 402b as the stopped reel image. Similarly, when the player operates the stop switch 120b in accordance with the second operation mode of the second stage of the chance effect, the reel control means 306 stops the second reel 110b, as shown in Figure 40(c), and the effect control means 334 deletes the second reel image 402b and displays the third reel image 402c as the stopped reel image. Furthermore, when the player operates the stop switch 120c in accordance with the second operation mode of the second stage of the chance presentation, the reel control means 306 stops the third reel 110c as shown in Figure 40(d), and the presentation control means 334 deletes the batting order image "→→→" and the third reel image 402c, completing the second stage of the chance presentation.

[0455] In this way, by the player operating the stop switch 120a → stop switch 120b → stop switch 120c in accordance with the second operation mode of the second stage of the chance effect, it becomes possible to display a reach pattern in which the "cherry" symbol stops in the middle of the first reel 110a and the "BAR" symbol stops in the middle of the fourth reel 110d, as shown in FIG. 40(d). Note that when a reach pattern is displayed in the symbol display window 108, the effect control means 334 may flash the backlights of the reels 110a, 110b, 110c, and 110d to emphasize that the reach pattern is displayed. By visually recognizing the reach pattern, the player can understand that he or she has won the AT lottery.

[0456] Here, since the specific operation mode is batting order 19 to 24, the reach symbol is displayed even if the player does not operate the stop switch 120 in accordance with the second operation mode indicated by the batting order image "→→→" and the stopped reel image in the second stage of the chance effect. Therefore, the effect control means 334 does not delete the batting order image "→→→" even if the player does not operate the stop switch 120 in accordance with the second operation mode indicated by the batting order image "→→→" and the stopped reel image in the second stage of the chance effect. However, the effect control means 334 does not display the stopped reel image. In this way, the effect control means 334 may delete the batting order image if the player does not operate the second operation mode indicated by the batting order image in the second stage of the chance effect, or may continue to display the batting order image until the fourth stop is completed without deleting it. Furthermore, if the AT lottery has been won at this point, the win itself will not be canceled, so even if the reach eye is not displayed because the player did not follow the second operation mode indicated by the batting order image in the second stage of the chance presentation, the presentation control means 334 may perform another presentation suggesting that the AT lottery has been won at a specified opportunity after the next game (for example, when the bet switch 116 or start switch 118 is operated).

[0457] (Step S514) 38 , if it is determined in step S502 that the AT lottery has not been won or that the winning type is not a winning type associated with the winning areas 38-41, 49, the effect control means 334 determines whether the winning type is one of the winning types associated with the winning areas 36, 37, 42-48, namely, "Normal Replay 1," "Normal Replay 2," "Chance Replay," "Weak Watermelon," "Strong Watermelon," "Strong Cherry 1," "Strong Cherry 2," "Weak Cherry 2," or "Common 1." If it is determined that the winning type is one of the winning types associated with the winning areas 36, 37, 42-48, the process proceeds to step S504, where a random drawing is performed to determine whether or not a chance effect will be executed with a predetermined probability. If it is determined that the winning type is not a winning type associated with the winning areas 36, 37, 42-48, the chance effect process is terminated.

[0458] In addition, in the case of the winning types corresponding to the winning areas 36, 37, 42 to 48, even if the player does not follow the specific operation mode notified in the chance presentation, the pattern combination corresponding to the rare role will be displayed on the valid line A depending on the operation mode, so the player can understand that he or she will receive a gaming profit from the rare role.

[0459] Also, here, as the second stage of the chance presentation, an example has been given in which the batting order image "→→→" is displayed to indicate that the second, third and fourth stops are stop switches 120a, 120b and 120c, but this is not the only case, and the batting order image "234" indicating the stop order may also be displayed.

[0460] Also, here, an example has been given in which the first stop in the first stage of the chance presentation is stop switch 120d, and the second stop, third stop, and fourth stop in the second stage are stop switches 120a, 120b, and 120c, but it is sufficient if the first and second stages combined form a specific operation mode, and the first stage of the chance presentation may show only the first stop, the first and second stops, or the first to third stops, and the target stop switch 120 may be any stop switch 120 as long as it conforms to the specific operation mode.

[0461] Also, although an example in which the chance effect is divided into two stages has been described here, this is not a limitation and it may be divided into three or four stages. Also, although an example in which the chance effect is divided into two stages and the first operation mode (batting order display) of the first stage and the second operation mode (batting order display) of the second stage are displayed exclusively, without being displayed simultaneously (overlapping), this is not a limitation and it is also possible to display the second operation mode of the second stage while leaving the display of the first operation mode of the first stage.

[0462] Furthermore, here, the specific operation mode for the chance presentation has been described as an operation mode for the first stop of the stop switch 120d (batting order 19 to 24), but this is not limited to this case, and the specific operation mode for the chance presentation may be any one of the batting orders (for example, batting order 19) or any batting order in which the first stop and second stop are equal (for example, batting order 19, 20).

[0463] Also, here, when a specific selection win type is won, an auxiliary effect is executed in multiple stages, and when operation is performed according to the first operation mode of the first stage, a symbol combination corresponding to a specific win (reach eye) that would not be displayed if the first operation mode of the first stage was not followed is displayed on the active line A. However, this is not limited to such a case, and when a specific selection win type is won, an auxiliary effect may be executed for some of the stop switches 120a, 120b, 120c, and 120d, for example, stop switch 120d, and when operation is performed according to a notification to operate stop switch 120d, a symbol combination corresponding to a specific win that would not be displayed if the notification to operate stop switch 120d was not followed may be displayed on the active line. With such a configuration, the same effect as when the auxiliary effect is executed in multiple stages can be obtained.

[0464] 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.

[0465] For example, in the above-described embodiment, the winning types "Batting Order Bell 1" to "Batting Order Bell 24", which are the selected winning types, are associated with the winning areas 4 to 27 in Fig. 6, and an example was given in which the expected number of coins to be won is equal regardless of whether the batting order is 1 to 24. However, in this example, even if the batting order is 1 to 6, which does not result in a penalty in the non-AT effect state, a correct combination (winning combination "Small combination 2" to "Small combination 4") with a payout of 15 coins is won, so the expected number of coins to be won in the non-AT effect state is large, and the difference in the expected number of coins to be won between the AT effect state and the non-AT effect state cannot be made large. Therefore, the expected number of coins to be won is set unevenly for each batting order.

[0466] FIG. 41 is a diagram showing a winning type lottery table. For ease of explanation, FIG. 41 only shows the selected winning types (winning types "batting order bell 1" to "batting order bell 18") that overlap one of the correct combinations resulting in a payout of 15 coins and one of the incorrect combinations resulting in a payout of 1 coin. Furthermore, if no operation is performed in the correct operation mode, the incorrect combination is awarded with PB ≠ 1, thereby further increasing the difference in the expected number of coins between when an operation in the correct operation mode is performed and when it is not. Here, the winning probability (number of coins placed) for each winning type in the winning regions 0 to 17 is set to be equal. However, for batting orders 1 to 24, the expected number of coins when operating in that batting order differs depending on the batting order. For example, in the example of FIG. 41, the expected number of coins is greater when operating in batting order 7 to 24 than when operating in batting order 1 to 6. Here, in the non-AT presentation state, the player is made to operate in the batting order 1 to 6, which has a small expected number of coins to be won (a penalty is imposed if the operation is made in the batting order 7 to 24), and in the AT presentation state, the auxiliary presentation notifies the player of the batting order 7 to 24, which has the possibility of winning the correct combination, thereby increasing the gaming profit that the player will win. In this way, by setting the expected number of coins to be won unevenly for the batting order, the difference in the expected number of coins to be won between the AT presentation state and the non-AT presentation state can be made large.

[0467] However, if an incorrect combination is awarded with PB ≠ 1 in all batting orders that differ from the correct operation mode for each selection winning type, there is a risk that the expected number of coins will be too small in the non-AT presentation state, where only operations using batting orders 1 to 6, which are not assigned the correct operation mode, can be performed. Therefore, here, the expected number of coins when operations are performed using batting orders 1 to 6, which are permitted in the non-AT presentation state, among all batting orders that differ from the correct operation mode for each selection winning type, is made greater than the expected number of coins when operations are performed using batting orders 7 to 24, which are restricted in the non-AT presentation state. For example, as shown in FIG. 41, when operations are performed using batting orders 1 to 6, which are permitted in the non-AT presentation state, among all batting orders that differ from the correct operation mode, an incorrect combination with a payout of one coin is awarded with PB = 1, and the expected number of coins is set to 1 / 2. When operations are performed using batting orders 7 to 24, which are restricted in the non-AT presentation state, an incorrect combination with a payout of one coin is awarded with PB ≠ 1, and the expected number of coins is set to 1 / 2. This configuration makes it possible to maintain a large difference in the number of coins expected to be won between the AT presentation state and the non-AT presentation state, while preventing the number of coins expected to be won in the non-AT presentation state from being too small.

[0468] The expected number of coins in the RBB-activated game state must be greater than the expected number of coins in the non-internal game state. To meet this condition, for example, it is sufficient to simply lower the expected number of coins in the non-internal game state by preventing the correct combination from being awarded even when an operation based on the correct operation mode is performed in the non-internal game state. However, this configuration results in a difference in the magnitude relationship between the expected number of coins for each batting order in the non-internal game state and the RBB-activated game state, which could lead to a strategy-oriented approach due to changes in the game state. Furthermore, as explained using Figure 41, if the expected number of coins is made uneven for each batting order while a restriction (penalty) is imposed on a specific batting order, the deviation in the expected number of coins due to operation may become significant, resulting in a lack of stability in the game.

[0469] Therefore, as shown in FIG. 41, with respect to some or all of the selected winning types, the magnitude relationship of the expected number of acquired medals for each batting order between the non-internal medium game state and the RBB internal medium game state is maintained. Specifically, when an operation is performed in the non-internal medium game state according to the correct operation mode, a winning combination with a payout of 1 medal is made to win with PB = 1, and when an operation different from the correct operation mode is performed, a non-winning combination with a payout of 1 medal is made to win with PB ≠ 1. On the other hand, when an operation is performed in the RBB internal medium game state according to the correct operation mode, a winning combination with a payout of 15 medals is made to win with PB = 1, and when an operation different from the correct operation mode is performed, a non-winning combination with a payout of 1 medal is made to win with PB = 1 or PB ≠ 1.

[0470] With such a configuration, the following magnitude relationships can be realized. The expected number of acquired medals when an operation is performed in the RBB internal medium game state according to batting orders 1 to 6 (for example, 1) < the expected number of acquired medals when an operation is performed in the RBB internal medium game state according to batting orders 7 to 24 (for example, 1.3). The expected number of acquired medals when an operation is performed in the non-internal medium game state according to batting orders 1 to 6 (for example, 0.5) < the expected number of acquired medals when an operation is performed in the non-internal medium game state according to batting orders 7 to 24 (for example, 0.67). The expected number of acquired medals when an operation is performed in the non-internal medium game state according to batting orders 7 to 24 (for example, 0.67) < the expected number of acquired medals when an operation is performed in the RBB internal medium game state according to batting orders 7 to 24 (for example, 1.3). Note that the expected number of acquired medals in the RBB operating medium game state may be set such that the expected number of acquired medals when an operation is performed in the non-internal medium game state according to batting orders 7 to 24 (for example, 0.67) < the expected number of acquired medals in the RBB operating medium game state < the expected number of acquired medals when an operation is performed in the RBB internal medium game state according to batting orders 7 to 24 (for example, 1.3). With such a configuration, it is possible to maintain the magnitude relationship of the expected number of acquired medals for each batting order between the non-internal medium game state and the RBB internal medium game state, and suppress the bias of the expected number of acquired medals due to the operation.

[0471] In the above-described embodiment, the selective winning types (winning types "Batting Order Bell 1" to "Batting Order Bell 24") that can win a correct combination of 15 coins by performing a correct operation mode based only on the batting order in winning areas 4 to 27 were described. However, the monotonous process of operating stop switches 120a, 120b, 120c, and 120d according to the batting order notified in the auxiliary performance to receive medals may cause the player to feel bored. Therefore, not only the batting order but also the operating position (eye pressing) are set as the correct operation mode that is the winning condition for the correct combination. Specifically, as the winning area, there are provided selective winning types in which only the batting order is the winning condition for the correct combination, and separately, there are provided selective winning types in which both the batting order and the operating position are the winning conditions for the correct combination. In this configuration, when an auxiliary effect based only on the batting order is performed, the correct combination can be achieved by simply following the batting order, but when an auxiliary effect based on the batting order and the operating position is performed, the correct combination cannot be achieved unless the player follows the batting order, visually checks the reels 110, and follows the instructed operating position. This adds variety to the game, improving the enjoyment of the game. On the other hand, if a player finds it troublesome to follow the operating position, the correct combination cannot be achieved even if a selection win type in which both the batting order and the operating position are the conditions for achieving the correct combination is won, thereby reducing the expected number of coins won by the slot machine 100 as a whole.

[0472] In addition, by making the expected number of coins to be won for a selected winning type in which only the batting order is the condition for winning the correct role less than the expected number of coins to be won for a selected winning type in which both the batting order and the operating position are the conditions for winning the correct role, it is possible to further reduce the expected number of coins to be won for the slot machine 100 as a whole.

[0473] In addition, in the above-described embodiment, an example was given in which the number of reels 110 is four (first reel 110a, second reel 110b, third reel 110c, fourth reel 110d), but this is not limited to this case and the present invention can also be applied to cases in which the number of reels 110 is three (left reel, center reel, right reel) or five or more.

[0474] 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.

[0475] 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.

[0476] 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]

[0477] 100 slot machines (gaming machines) 116 Bet Switch 118 Start switch 124 LCD display section 304 Winning Type Lottery Method 306 Reel control means 314 Production state control means 334 Production Control Means

Claims

[Claim 1] a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; 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 game state control means for transitioning to one of a plurality of game states including a non-internal game state and an internal game state to which transition is made based on winning a bonus role in the non-internal game state; An auxiliary effect execution means for executing an auxiliary effect to assist the winning of a predetermined winning combination; A performance state control means for determining whether the auxiliary performance is possible in an advantageous section or a non-advantageous section in which the auxiliary performance is not possible; A determination means for determining whether a winning combination has been achieved; A payout control means for paying out a game value corresponding to the small winning combination; Equipped with the plurality of reels includes a first reel, a second reel, and a third reel; The plurality of winning types include a plurality of selection winning types in which a plurality of types of small winning combinations are won in overlapping fashion, and an operation in a correct operation mode is set as a winning condition for a predetermined small winning combination, There are selection winning types in which the operation mode for first stopping the second reel is the correct operation mode and selection winning types in which the operation mode for first stopping the third reel is the correct operation mode, but there are no selection winning types in which the operation mode for first stopping the first reel is the correct operation mode, The reel control means, in a game in which the selected winning type is determined by the winning type lottery in the internal game state, When a stop operation is performed in the correct operation mode corresponding to the selected winning type, control is performed to stop the reels that are rotating so that a small winning combination that pays out a larger amount of game value than the game value bet for one game is won. When a stop operation is performed in a second failed operation mode in which the second reel or the third reel is stopped first among failed operation modes which are operation modes different from the correct operation mode corresponding to the selected winning type, control is performed to stop the spinning reels so that there are cases in which a small winning combination in which a game value less than the game value bet for one game is won or no winning combination is won, depending on the timing of the stop operation; the reel control means, in the internal game state, if the winning type determined by the winning type lottery is the selected winning type, performs control to stop the spinning reel so that a small winning combination, which pays out a game value smaller than the game value bet for one game, is always won when a stop operation is performed in a first failure operation mode of stopping the first reel first among the failure operation modes, regardless of which selected winning type is determined; The selected winning type can be a lottery to move from the non-advantageous zone to the advantageous zone, The presentation state control means of the gaming machine executes processing related to the end of the advantageous zone if the difference in number of coins, which is the difference between the gaming value related to the bet and the gaming value related to the acquisition, is equal to or greater than a specific value that is different from the number that can be acquired in the advantageous zone.

Citation Information

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