gaming machines

The gaming machine optimizes storage by using a main CPU, ROM, RAM, and a lottery table selection system with general-purpose registers to manage data efficiently, addressing the limited ROM capacity issue and enhancing storage utilization.

JP7794495B2Active Publication Date: 2026-01-06UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2024229673
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-26
Publication Date
2026-01-06
Estimated Expiration
2037-06-28

AI Technical Summary

Technical Problem

The limited ROM capacity of the main control board in gaming machines necessitates a solution to store lottery tables and programs for AT games, which are typically stored on the sub-control board, leading to pressure on the main control circuit's storage capacity.

Method used

A gaming machine configuration that includes a main CPU for calculation processing, a main ROM and RAM for storage, an internal winning combination determining mechanism, a bonus award determination mechanism, and a lottery table selection system using general-purpose registers to manage data efficiently, reducing the processing load on the main control circuit.

Benefits of technology

This configuration reduces data processing demands on the main control circuit, increasing free space in the ROM and optimizing storage utilization.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To reduce a capacity of data used in processing of a main control circuit and thereby increase an idle capacity of a ROM of the main control circuit.SOLUTION: A game machine of the present invention includes: privilege giving determination means; a lottery table selection table for selecting a lottery table linked to information related to a currently determined internal lottery-winning symbol combination; and an extension register capable of specifying, by the stored data, a part of an address in first storage means or second storage means. In the lottery table selection table, a failure value that handles a lottery result as a failure is specified for a selection value of information related to an internal lottery-winning symbol combination that does not become a lotter target, and data except the failure value is specified for the selection value that becomes a lottery target. Upon a trigger of executing an instruction using the extension register, the privilege giving determination means specifies an address of the lottery table where the selection value of the information related to the internal lottery-winning symbol combination becoming the lottery target is stored and acquires the selection value.SELECTED DRAWING: Figure 122
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Description

[Technical Field]

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

[0002] Conventionally, a gaming machine called a pachislot is known, which includes multiple reels with multiple symbols on their surfaces, a start switch, a stop switch, stepping motors provided for each reel, and a control unit. The start switch detects that a player has operated a start lever (hereinafter also referred to as a "start operation") after a gaming medium such as a medal or coin has been inserted into the gaming machine, and outputs a signal requesting the start of rotation of all reels. The stop switch detects that a player has pressed a stop button provided for each reel (hereinafter also referred to as a "stop operation") and outputs a signal requesting the stop of the corresponding reel. The stepping motor transmits its driving force to the corresponding reel. Furthermore, the control unit controls the operation of the stepping motor based on the signals output by the start switch and stop switch, thereby rotating and stopping each reel.

[0003] In such gaming machines, when a start operation is detected, a lottery process using random numbers is performed on the program (hereinafter referred to as "internal lottery process"), and the rotation of the reels is stopped based on the result of the lottery (hereinafter referred to as "internal winning combination") and the timing of the stop operation. Then, when the rotation of all reels is stopped and a combination of symbols (display combination) related to the establishment of a win is displayed, a bonus corresponding to that combination of symbols is awarded to the player. Examples of bonuses awarded to the player include the payout of gaming media (medals, etc.), the activation of a replay (hereinafter also referred to as "replay") in which the internal lottery process is performed again without consuming gaming media, and the activation of a bonus game that increases the chances of paying out gaming media.

[0004] Furthermore, gaming machines with the above configuration have been developed with a function to navigate the achievement of specific minor winning combinations (combinations related to the payout of gaming media) using lamps or the like, i.e., an assist time (hereinafter referred to as "AT") function. Also, gaming machines have been developed with a function to activate a gaming state in which the probability of winning a replay is higher than usual when a specific symbol combination is displayed, i.e., a replay time (hereinafter referred to as "RT") function. Furthermore, pachislot machines have been developed with an assist replay time (hereinafter referred to as "ART") function in which the AT and RT operate simultaneously.

[0005] The gaming machine described above typically includes a main control board on which a circuit (main control circuit) is mounted that controls the main gaming operations of the gaming machine, such as determining internal winning combinations, spinning and stopping each reel, and determining whether a prize has been won, and a sub-control board on which a circuit (sub-control circuit) is mounted that controls presentation operations such as video display. The gaming operations are controlled by a CPU (Central Processing Unit) mounted on the main control circuit. Under the control of the CPU, programs and various table data stored in the ROM (Read Only Memory) of the main control circuit are loaded into the RAM (Random Access Memory) of the main control circuit, and processing related to various gaming operations is executed.

[0006] Further, in the gaming machine having the above-mentioned configuration, a gaming machine in which a lottery table for determining an internal winning combination and an AT game is stored in a ROM has been known (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0007] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-125459 Summary of the Invention [Problem to be solved by the invention]

[0008] In the gaming machine described in Patent Document 1, the lottery table and lottery processing program for AT games are stored in a ROM provided on a sub-control board, which has ample storage capacity. However, due to reasons specific to the gaming machine industry in recent years, the tables and programs related to the lottery for AT games must also be stored in a ROM provided on the main control board. This puts pressure on the ROM capacity of the main control board, which is limited to a small capacity.

[0009] The present invention has been made to solve the above-mentioned problems, and the object of the present invention is to provide a gaming machine that can reduce the amount of data used in processing by the main control circuit and increase the free space in the ROM of the main control circuit. [Means for solving the problem]

[0010] In order to solve the above problems, the present invention provides a gaming machine having the following configuration.

[0011] A calculation processing means (for example, a main CPU 101 described later) for performing calculation processing to control game operations; a first storage means (for example, a main ROM 102 described later) that stores information necessary for the execution of the arithmetic processing by the arithmetic processing means; a second storage means (for example, a main RAM 103 described later) for storing information necessary for the execution of the arithmetic processing by the arithmetic processing means; An internal winning combination determining means (for example, an internal lottery process described later) for determining an internal winning combination with a predetermined probability at the start of a game; A bonus award determination means (for example, a CT lottery process described later) that determines by lottery whether to award a game state advantageous to the player as a bonus based on information about the internal winning combination determined by the internal winning combination determination means; A lottery table (for example, a table selection relative table for each winning combination described later) referred to by the benefit granting determination means and provided for each type of information relating to the internal winning combination; A lottery table selection table (for example, a winning combination table selection relative table described later) for selecting the lottery table stored in the first storage means and associated with information on the currently determined internal winning combination; a general-purpose register in which data is stored when the arithmetic processing means executes the arithmetic processing; an extension register (for example, a Q register described later) in which data is stored when the arithmetic processing is executed by the arithmetic processing means, and which is capable of specifying a part of an address in the first storage means or the second storage means by the stored data; In the lottery table selection table, For each type of information relating to the internal winning combination, a selection value (for example, a relative value described later) is defined that can determine whether or not the information relating to the internal winning combination of that type is a lottery target and can specify the location of the lottery table associated with the information relating to the internal winning combination of that type; The selection value of the information on the internal winning combination that is not subject to lottery is set to a loss value (for example, 0 described below) that treats the lottery result by the benefit grant determination means as a loss, The selected value of the information regarding the internal winning combination to be selected is specified as data other than the losing value, The benefit granting determination means, based on the address of the lottery table selection table set in the general-purpose register, specifies the address of the lottery table in which the selection value of the information on the internal lottery role to be selected is stored, and acquires the selection value, when an instruction using the extension register (for example, an "LDQ" instruction described later) is executed. A gaming machine characterized by:

[0012] In order to solve the above problems, the present invention provides a gaming machine having the following configuration.

[0013] A calculation processing means (for example, a main CPU 101 described later) for performing calculation processing to control game operations; a first storage means (for example, a main ROM 102 described later) that stores information necessary for the execution of the arithmetic processing by the arithmetic processing means; a second storage means (for example, a main RAM 103 described later) for storing information necessary for the execution of the arithmetic processing by the arithmetic processing means; An internal winning combination determining means (for example, an internal lottery process described later) for determining an internal winning combination with a predetermined probability at the start of a game; A bonus award determination means (for example, a CT lottery process described later) that determines by lottery whether to award a game state advantageous to the player as a bonus based on information about the internal winning combination determined by the internal winning combination determination means; A lottery table (for example, a table selection relative table for each winning combination described later) referred to by the benefit granting determination means and provided for each type of information relating to the internal winning combination; A lottery table selection table (for example, a winning combination table selection relative table described later) for selecting the lottery table stored in the first storage means and associated with information on the currently determined internal winning combination; a plurality of general-purpose registers in which data is stored when the arithmetic processing is performed by the arithmetic processing means, In the lottery table selection table, For each type of information relating to the internal winning combination, a selection value (for example, a relative value described later) is defined that can determine whether or not the information relating to the internal winning combination of that type is a lottery target and can specify the location of the lottery table associated with the information relating to the internal winning combination of that type; The selection value of the information on the internal winning combination that is not subject to lottery is set to a loss value (for example, 0 described below) that treats the lottery result by the benefit grant determination means as a loss, The selected value of the information regarding the internal winning combination to be selected is specified as data other than the losing value, The benefit granting determination means obtaining lottery determination data using two or more general-purpose registers among the plurality of general-purpose registers; When the lottery determination data is a lottery object, a lottery is executed using three or more general-purpose registers among the plurality of general-purpose registers based on a one-byte random number value. A gaming machine characterized by: [Effects of the Invention]

[0014] According to the gaming machine of the present invention having the above configuration, it is possible to reduce the amount of data used in the processing of the main control circuit and increase the free space in the ROM of the main control circuit. [Brief explanation of the drawings]

[0015] [Figure 1] 1 is a diagram for explaining the functional flow of a gaming machine according to a first embodiment of the present invention. [Figure 2] 1 is a perspective view showing the external structure of a gaming machine according to a first embodiment of the present invention. [Figure 3] 1 is a diagram showing the internal structure of a gaming machine according to a first embodiment of the present invention. [Figure 4] 1 is a diagram showing the internal structure of a gaming machine according to a first embodiment of the present invention. [Figure 5] 3A to 3C are diagrams showing the schematic configuration of various display screens displayed on the sub-display device of the first embodiment of the present invention. [Figure 6] 5A to 5C are diagrams showing an example of transition of a display screen of a sub-display device in the first embodiment of the present invention. [Figure 7] 1 is a block diagram showing the overall configuration of a circuit provided in a gaming machine according to a first embodiment of the present invention. [Figure 8] FIG. 2 is a block diagram showing the internal configuration of a main control circuit in the first embodiment of the present invention. [Figure 9] 1 is a block diagram showing the internal configuration of a microprocessor according to a first embodiment of the present invention. [Figure 10] FIG. 2 is a block diagram showing the internal configuration of a sub-control circuit according to the first embodiment of the present invention. [Figure 11] FIG. 2 is a diagram illustrating the configuration of various registers included in the main CPU according to the first embodiment of the present invention. [Figure 12]FIG. 3 is a diagram showing a memory map of a main control circuit in the first embodiment of the present invention. [Figure 13] FIG. 2 is a diagram showing the transition flow of the gaming state between the bonus state and the non-bonus state of a pachislot in the first embodiment of the present invention. [Figure 14] 1 is a diagram showing the transition flow of the gaming state between the ART gaming state, non-ART gaming state, and bonus state of a pachislot in the first embodiment of the present invention. FIG. [Figure 15] FIG. 2 is a diagram showing an example of a symbol arrangement table in the first embodiment of the present invention. [Figure 16] FIG. 2 is a diagram showing an example of an internal lottery table in the first embodiment of the present invention. [Figure 17] FIG. 2 is a diagram showing an example of an internal lottery table in the first embodiment of the present invention. [Figure 18] FIG. 2 is a diagram showing an example of a symbol combination determination table in the first embodiment of the present invention. [Figure 19] FIG. 2 is a diagram showing an example of a symbol combination determination table in the first embodiment of the present invention. [Figure 20] FIG. 2 is a diagram showing an example of a symbol combination determination table in the first embodiment of the present invention. [Figure 21] FIG. 2 is a diagram showing an example of a symbol combination determination table in the first embodiment of the present invention. [Figure 22] FIG. 2 is a diagram showing an example of a symbol combination determination table in the first embodiment of the present invention. [Figure 23] FIG. 2 is a diagram showing an example of a symbol combination determination table in the first embodiment of the present invention. [Figure 24] FIG. 10 is a diagram showing the correspondence between internal winning combinations and stopped symbol combinations in the first embodiment of the present invention. [Figure 25] FIG. 10 is a diagram showing the correspondence between internal winning combinations and stopped symbol combinations in the first embodiment of the present invention. [Figure 26] FIG. 3 is a diagram showing an example of an initial reel stop setting table in the first embodiment of the present invention. [Figure 27]FIG. 3 is a diagram showing an example of a attraction priority table in the first embodiment of the present invention. [Figure 28] A diagram showing the configuration (part 1) of the win request flag storage area and the winning activation flag storage area in the first embodiment of the present invention. [Figure 29] A diagram showing the configuration (part 2) of the win request flag storage area and the winning activation flag storage area in the first embodiment of the present invention. [Figure 30] FIG. 10 is a diagram showing (part 3) the winning request flag storage area and the winning activation flag storage area in the first embodiment of the present invention. [Figure 31] FIG. 2 is a diagram showing the configuration of a carryover combination storage area in the first embodiment of the present invention. [Figure 32] 2 is a diagram showing the configuration of a game status flag storage area in the first embodiment of the present invention. FIG. [Figure 33] FIG. 3 is a diagram showing the configuration of an operation stop button storage area in the first embodiment of the present invention. [Figure 34] FIG. 2 is a diagram showing the configuration of a pressing order storage area in the first embodiment of the present invention. [Figure 35] FIG. 2 is a diagram showing the configuration of a symbol code storage area in the first embodiment of the present invention. [Figure 36] FIG. 10 is a diagram showing a correspondence table (part 1) between internal winning combinations and sub-flags in the first embodiment of the present invention. [Figure 37] FIG. 10 is a diagram showing a correspondence table (part 2) between internal winning combinations and sub-flags in the first embodiment of the present invention. [Figure 38] FIG. 10 is a diagram for explaining the notification operation when the sub-flag EX "3 consecutive chili lip" or "reach eye lip" is drawn in the gaming machine of the first embodiment of the present invention. [Figure 39] FIG. 2 is a diagram for explaining the flow of a game in a normal gaming state in the first embodiment of the present invention. [Figure 40] FIG. 10 is a diagram showing an example of a normal medium to high probability lottery table in the first embodiment of the present invention. [Figure 41] A figure showing an example of a CZ lottery table in the first embodiment of the present invention. [Figure 42] A figure showing an example of a mode up lottery table during CZ1 in the first embodiment of the present invention. [Figure 43] A figure showing an example of a CZ2 point lottery table in the first embodiment of the present invention. [Figure 44] A figure showing an example of an ART lottery table (for CZ1, CZ2) during CZ in the first embodiment of the present invention. [Figure 45] A figure showing an example of an ART lottery table (for CZ3) during CZ in the first embodiment of the present invention. [Figure 46] This is a diagram for explaining the flow of play during normal ART in the first embodiment of the present invention. [Figure 47] A figure showing an example of a flag conversion lottery table during ART in the first embodiment of the present invention. [Figure 48] FIG. 10 is a diagram showing an example of an ART level determination table in the first embodiment of the present invention. [Figure 49] FIG. 10 is a diagram showing an example of a high probability lottery table during normal ART in the first embodiment of the present invention. [Figure 50] A figure showing an example of a CT lottery table during ART in the first embodiment of the present invention. [Figure 51] A figure showing an example of an additional lottery table during normal ART in the first embodiment of the present invention. [Figure 52] FIG. 10 is a diagram for explaining the flow of the game during the CT state in the first embodiment of the present invention. [Figure 53] FIG. 10 is a diagram showing an example of a table lottery table during CT in the first embodiment of the present invention. [Figure 54] A figure showing an example of a flag conversion lottery table during CT in the first embodiment of the present invention. [Figure 55] A figure showing an example of a CT add-on lottery table in the first embodiment of the present invention. [Figure 56] A figure showing an example of a lottery table for adding the number of sets during CT in the first embodiment of the present invention. [Figure 57] FIG. 2 is a diagram for explaining the flow of a game during a bonus state in the first embodiment of the present invention. [Figure 58] FIG. 2 is a diagram showing an example of a bonus type lottery table in the first embodiment of the present invention. [Figure 59] FIG. 10 is a diagram showing an example of a lottery table for adding the number of ART games during a bonus in the first embodiment of the present invention. [Figure 60] FIG. 10 is a diagram showing an example of a bonus end CT lottery table in the first embodiment of the present invention. [Figure 61] FIG. 1 is a diagram for explaining the flow of a game (other) in a normal gaming state in the first embodiment of the present invention. [Figure 62] A figure showing an example of a non-ART flag conversion lottery table in the first embodiment of the present invention. [Figure 63] FIG. 3 is a diagram showing the correspondence between main-side navigation data and sub-side navigation data in the first embodiment of the present invention. [Figure 64] 5 is a flowchart showing an example of processing executed by the main control circuit of the gaming machine in the first embodiment of the present invention when power is turned on (reset interrupt). [Figure 65] FIG. 3 is a diagram showing an example of a source program for executing various processes in a flowchart of a power-on process in the first embodiment of the present invention. [Figure 66] 10 is a flowchart showing an example of a game return process in the first embodiment of the present invention. [Figure 67] FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the game return process in the first embodiment of the present invention. [Figure 68] 10 is a flowchart illustrating an example of a setting change confirmation process in the first embodiment of the present invention. [Figure 69] FIG. 4 is a diagram showing an example of a source program for executing various processes in the flowchart of the setting change confirmation process in the first embodiment of the present invention. [Figure 70]10 is a flowchart illustrating an example of a setting change command generation and storage process in the first embodiment of the present invention. [Figure 71] FIG. 4 is a diagram showing an example of a source program for executing various processes in the flowchart of the setting change command generation and storage process in the first embodiment of the present invention. [Figure 72] 5 is a flowchart showing an example of communication data storage processing in the first embodiment of the present invention. [Figure 73] FIG. 3 is a diagram showing an example of a source program for executing various processes in the flowchart of the communication data storage process in the first embodiment of the present invention. [Figure 74] 10 is a flowchart illustrating an example of a communication data pointer update process in the first embodiment of the present invention. [Figure 75] FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the communication data pointer update process in the first embodiment of the present invention. [Figure 76] 5 is a flowchart showing an example of processing during power outage (external) in the first embodiment of the present invention. [Figure 77] 10 is a flowchart showing an example of a checksum generation process (non-standard) in the first embodiment of the present invention. [Figure 78] FIG. 10 is a diagram showing an example of a source program for executing various processes in the flowchart of the checksum generation process in the first embodiment of the present invention, as well as the update operation of a stack pointer and the read operation of data to a register executed in the checksum generation process. [Figure 79] 10 is a flowchart showing an example of a checksum process (non-standard) in the first embodiment of the present invention. [Figure 80] 10 is a flowchart showing an example of a checksum process (non-standard) in the first embodiment of the present invention. [Figure 81] FIG. 4 is a diagram showing an example of a source program for executing various processes in the flowchart of the sum check process in the first embodiment of the present invention. [Figure 82]5 is a flowchart showing an example of main processing (main operation processing) executed by a main control circuit of the gaming machine in the first embodiment of the present invention. [Figure 83] 10 is a flowchart showing an example of medal acceptance and start check processing in the first embodiment of the present invention. [Figure 84] FIG. 10 is a diagram showing an example of a source program for executing various processes in the flowchart of the medal acceptance and start check processing in the first embodiment of the present invention. [Figure 85] 10 is a flowchart showing an example of medal insertion processing in the first embodiment of the present invention. [Figure 86] FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the medal insertion process in the first embodiment of the present invention. [Figure 87] 10 is a flowchart showing an example of medal insertion check processing in the first embodiment of the present invention. [Figure 88] A figure showing an example of a source program for executing various processes in the flowchart of the medal insertion check process in the first embodiment of the present invention. [Figure 89] 5 is a flowchart showing an example of error processing in the first embodiment of the present invention. [Figure 90] FIG. 3 is a diagram showing an example of the configuration of an error table that is actually referenced in a source program for error processing in the first embodiment of the present invention. [Figure 91] 10 is a flowchart illustrating an example of a random number acquisition process in the first embodiment of the present invention. [Figure 92] 10 is a flowchart showing an example of an internal lottery process in the first embodiment of the present invention. [Figure 93] FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the internal lottery process in the first embodiment of the present invention. [Figure 94] FIG. 10 is a diagram showing an example of the configuration of an internal lottery table (for general games) that is actually referenced in the source program of the internal lottery process in the first embodiment of the present invention. [Figure 95] A figure showing an example of the configuration of a lottery value selection table by RT state that is actually referenced on the source program of the internal lottery processing in the first embodiment of the present invention. [Figure 96] This figure shows an example of the configuration of the internal lottery value table selection table, 1-byte internal lottery value table, 2-byte internal lottery value table, 1-byte setting internal lottery value table, and 2-byte setting internal lottery value table, which are actually referenced in the source program of the internal lottery processing in the first embodiment of the present invention. [Figure 97] 10 is a flowchart showing an example of a design setting process in the first embodiment of the present invention. [Figure 98] FIG. 1 is a diagram showing the correspondence between special prize (bonus) winning numbers and small prize winning numbers and internal winning combinations in the first embodiment of the present invention. [Figure 99] FIG. 2 is a diagram showing an example of a source program for executing various processes in a flowchart of the symbol setting process in the first embodiment of the present invention. [Figure 100] FIG. 10 is a diagram showing an example of the configuration of a winning request flag table that is actually referenced in the source program of the symbol setting process in the first embodiment of the present invention. [Figure 101] 10 is a flowchart illustrating an example of a compressed data storage process according to the first embodiment of the present invention. [Figure 102] 10 is a flowchart showing an example of second interface board control processing (non-standard) in the first embodiment of the present invention. [Figure 103] 10 is a flowchart showing an example of a second interface board output process in the first embodiment of the present invention. [Figure 104] 4 is a flowchart showing an example of state-specific control processing in the first embodiment of the present invention. [Figure 105] 10 is a flowchart illustrating an example of a sub-flag conversion process according to the first embodiment of the present invention. [Figure 106]FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the sub-flag conversion process in the first embodiment of the present invention. [Figure 107] FIG. 3 is a diagram showing an example of the configuration of a subflag conversion table that is actually referenced in a source program of the subflag conversion process in the first embodiment of the present invention. [Figure 108] 10 is a flowchart showing an example of a navigation set process in the first embodiment of the present invention. [Figure 109] FIG. 3 is a diagram showing an example of a source program for executing various processes in the flowchart of the navigation set process in the first embodiment of the present invention. [Figure 110] FIG. 3 is a diagram showing an example of the configuration of a navigation data table that is actually referenced in a source program of a navigation set process in the first embodiment of the present invention. [Figure 111] 10 is a flowchart illustrating an example of a flag conversion process in the first embodiment of the present invention. [Figure 112] 10 is a flowchart showing an example of a start-up process during normal operation in the first embodiment of the present invention. [Figure 113] 10 is a flowchart showing an example of a start-time process during a CZ in the first embodiment of the present invention. [Figure 114] 10 is a flowchart showing an example of processing during CZ1 (CZ2) in the first embodiment of the present invention. [Figure 115] 10 is a flowchart showing an example of processing during CZ1 (CZ2) in the first embodiment of the present invention. [Figure 116] 10 is a flowchart showing an example of processing during CZ3 in the first embodiment of the present invention. [Figure 117] 10 is a flowchart showing an example of processing at the start of normal ART in the first embodiment of the present invention. [Figure 118] 10 is a flowchart showing an example of processing at the start of CT in the first embodiment of the present invention. [Figure 119] 10 is a flowchart showing an example of a CT lottery process during CT in the first embodiment of the present invention. [Figure 120] 10 is a flowchart illustrating an example of a table data acquisition process in the first embodiment of the present invention. [Figure 121] FIG. 3 is a diagram showing an example of a source program for executing various processes in the flowchart of the table data acquisition process in the first embodiment of the present invention. [Figure 122] A figure showing an example of the configuration of a CT lottery table during CT that is actually referenced in the source program of the table data acquisition process in the first embodiment of the present invention. [Figure 123] 10 is a flowchart showing an example of a one-byte lottery process in the first embodiment of the present invention. [Figure 124] FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the 1-byte lottery process in the first embodiment of the present invention. [Figure 125] 10 is a flowchart showing an example of a process at the start of BB in the first embodiment of the present invention. [Figure 126] 10 is a flowchart showing an example of attraction priority order storage processing in the first embodiment of the present invention. [Figure 127] FIG. 2 is a diagram showing an example of a source program for executing various processes in a flowchart of a draw-in priority order storage process in the first embodiment of the present invention. [Figure 128] 10 is a flowchart showing an example of a pattern code acquisition process in the first embodiment of the present invention. [Figure 129] FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the pattern code acquisition process in the first embodiment of the present invention. [Figure 130] This figure shows an example of the configuration of the first drum (left reel) pattern arrangement table that is actually referenced in the source program of the pattern code acquisition process in the first embodiment of the present invention, and the pattern-corresponding winning operation table that is referenced when the first drum pattern arrangement table is set. [Figure 131]This figure shows an example of the configuration of the second drum (middle reel) pattern arrangement table that is actually referenced in the source program of the pattern code acquisition process in the first embodiment of the present invention, and the pattern-corresponding winning operation table that is referenced when the second drum pattern arrangement table is set. [Figure 132] This figure shows an example of the configuration of the third drum (right reel) pattern arrangement table that is actually referenced in the source program of the pattern code acquisition process in the first embodiment of the present invention, and the pattern-corresponding winning operation table that is referenced when the third drum pattern arrangement table is set. [Figure 133] 10 is a flowchart showing an example of a logical product operation process in the first embodiment of the present invention. [Figure 134] 10 is a flowchart showing an example of attraction priority acquisition processing in the first embodiment of the present invention. [Figure 135] 10 is a flowchart showing an example of attraction priority acquisition processing in the first embodiment of the present invention. [Figure 136] FIG. 2 is a diagram showing an example of a source program for executing various processes in a flowchart of a attraction priority acquisition process in the first embodiment of the present invention. [Figure 137] FIG. 3 is a diagram showing an example of the configuration of an attraction priority table actually referred to in a source program of an attraction priority acquisition process in the first embodiment of the present invention. [Figure 138] 10 is a flowchart showing an example of a reel stop control process in the first embodiment of the present invention. [Figure 139] FIG. 2 is a diagram showing an example of a source program for executing various processes in a flowchart of the reel stop control process in the first embodiment of the present invention. [Figure 140] FIG. 2 is a diagram showing an example of a source program for executing various processes in a flowchart of the reel stop control process in the first embodiment of the present invention. [Figure 141] 10 is a flowchart showing an example of reel stop enable signal OFF processing (non-regular) in the first embodiment of the present invention. [Figure 142]10 is a flowchart showing an example of reel stop enable signal ON processing (non-regular) in the first embodiment of the present invention. [Figure 143] 10 is a flowchart illustrating an example of a non-standard port output process in the first embodiment of the present invention. [Figure 144] FIG. 10 is a diagram showing an example of a source program for executing various processes in the flowchart of the non-standard port output process in the first embodiment of the present invention. [Figure 145] 10 is a flowchart showing an example of a winning search process in the first embodiment of the present invention. [Figure 146] A figure showing an example of a source program for executing various processes in the flowchart of the winning search process in the first embodiment of the present invention. [Figure 147] FIG. 10 is a diagram showing an example of the configuration of a payout number data table that is actually referenced in the source program of the winning search process in the first embodiment of the present invention. [Figure 148] 10 is a flowchart showing an example of illegal hit check processing in the first embodiment of the present invention. [Figure 149] FIG. 2 is a diagram showing an example of a source program for executing various processes in a flowchart of the illegal hit check process in the first embodiment of the present invention. [Figure 150] 10 is a flowchart showing an example of a winning check medal payout process in the first embodiment of the present invention. [Figure 151] A figure showing an example of a source program for executing various processes in the flowchart of the winning check and medal payout process in the first embodiment of the present invention. [Figure 152] 10 is a flowchart showing an example of a medal payout number check process in the first embodiment of the present invention. [Figure 153] FIG. 10 is a diagram showing an example of a source program for executing various processes in the flowchart of the medal payout number check process in the first embodiment of the present invention. [Fig. 154]10 is a flowchart illustrating an example of a BB check process in the first embodiment of the present invention. [Figure 155] 10 is a flowchart showing an example of an RT check process in the first embodiment of the present invention. [Figure 156] 10 is a flowchart showing an example of an RT check process in the first embodiment of the present invention. [Figure 157] 10 is a flowchart showing an example of CZ·ART termination processing in the first embodiment of the present invention. [Figure 158] 5 is a flowchart showing an example of interrupt processing executed by a main control circuit of the gaming machine according to the first embodiment of the present invention. [Figure 159] 5 is a flowchart showing an example of a 7-segment LED drive process in the first embodiment of the present invention. [Figure 160] FIG. 3 is a diagram showing an example of a source program for executing various processes in a flowchart of the 7-segment LED drive process in the first embodiment of the present invention. [Figure 161] 5 is a flowchart illustrating an example of a 7-segment display data generation process according to the first embodiment of the present invention. [Figure 162] FIG. 2 is a diagram showing an example of a source program for executing various processes in the flowchart of the 7-segment display data generation process in the first embodiment of the present invention. [Figure 163] FIG. 3 is a diagram showing an example of the configuration of a 7-segment cathode table that is actually referenced in a source program of a 7-segment display data generation process in the first embodiment of the present invention. [Fig. 164] 10 is a flowchart illustrating an example of a timer update process in the first embodiment of the present invention. [Figure 165] FIG. 3 is a diagram showing an example of a source program for executing various processes in the flowchart of the timer update process in the first embodiment of the present invention. [Figure 166] 10 is a flowchart showing an example of a test firing signal control process (non-regular) in the first embodiment of the present invention. [Figure 167]4 is a flowchart showing an example of a reel braking signal generation process in the first embodiment of the present invention. [Figure 168] 10 is a flowchart showing an example of a prize signal control process in the first embodiment of the present invention. [Figure 169] 5 is a flowchart showing an example of a condition device signal control process in the first embodiment of the present invention. [Figure 170] 5 is a flowchart showing an example of a condition device signal control process in the first embodiment of the present invention. [Figure 171] 5 is a flowchart showing an example of a sub-side navigation control process executed by a sub-control circuit of the gaming machine in the first embodiment of the present invention. [Fig. 172] 10 is a flowchart showing an example of a player registration process in the first embodiment of the present invention. [Figure 173] 5 is a flowchart illustrating an example of a history management process in the first embodiment of the present invention. [Fig. 174] A diagram showing the flow of play during the CT premonition in variant example 1 of the present invention. [Figure 175] FIG. 10 is a diagram showing the correspondence between internal winning combinations and stopped symbol combinations in Modification 2 of the present invention. [Figure 176] FIG. 11 is a diagram showing the correspondence between main-side navigation data and sub-side navigation data in Modification 3 of the present invention. [Figure 177] FIG. 10 is a diagram showing the correspondence between the pressing order and the lock state in variant example 5 of the present invention. [Figure 178] A diagram showing the transition flow of the gaming state between the bonus state and the non-bonus state of a pachislot in the second embodiment of the present invention. [Figure 179] FIG. 10 is a diagram showing an example of a symbol arrangement table in the second embodiment of the present invention. [Figure 180] FIG. 10 is a diagram showing an example of an internal lottery table in the second embodiment of the present invention. [Figure 181] FIG. 10 is a diagram showing an example of an internal lottery table in the second embodiment of the present invention. [Figure 182]FIG. 10 is a diagram showing an example of an internal lottery table in the second embodiment of the present invention. [Figure 183] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 184] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 185] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 186] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 187] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 188] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 189] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 190] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 191] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 192] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 193] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 194] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 195] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 196] FIG. 10 is a diagram showing an example of a symbol combination determination table in the second embodiment of the present invention. [Figure 197] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 198]FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 199] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 200] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 201] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 202] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 203] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 204] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second embodiment of the present invention. [Figure 205] FIG. 10 is a diagram showing the correspondence between internal winning combinations and stopped symbol combinations in the second embodiment of the present invention. [Figure 206] A diagram showing the transition flow of the game state taking into account notifications of pachislot in the second embodiment of the present invention. [Figure 207] A diagram showing the transition conditions of the game state taking into account notifications of pachislot in the second embodiment of the present invention. [Figure 208] FIG. 10 is a diagram showing the correspondence between internal winning combinations and lottery flags in the second embodiment of the present invention. [Figure 209] FIG. 10 is a diagram showing the flow of a game in a normal state in the second embodiment of the present invention. [Figure 210] A diagram showing the flow of play during a CZ in the second embodiment of the present invention. [Figure 211] A diagram showing the flow of play during a CZ in the second embodiment of the present invention. [Figure 212] A diagram showing the flow of play during the ART state in the second embodiment of the present invention. [Figure 213] A diagram showing the flow of play during the ART state in the second embodiment of the present invention. [Figure 214]FIG. 10 is a diagram showing the flow of a game during a bonus state in a second embodiment of the present invention. [Figure 215] FIG. 10 is a diagram showing an example of a mode transition lottery table in the second embodiment of the present invention. [Figure 216] FIG. 10 is a diagram showing an example of the configuration of a mode transition lottery table that is actually referenced on a source program in the second embodiment of the present invention. [Figure 217] A figure showing an example of a state transition lottery table in the second embodiment of the present invention. [Figure 218] A figure showing an example of a state transition lottery table in the second embodiment of the present invention. [Figure 219] FIG. 11 is a diagram showing an example of a high guarantee game number lottery table in the second embodiment of the present invention. [Figure 220] A figure showing an example of a mode-specific CZ lottery table in the second embodiment of the present invention. [Figure 221] A figure showing an example of the configuration of a mode-specific CZ lottery table actually referenced on a source program in the second embodiment of the present invention. [Figure 222] A figure showing an example of a CZ lottery table by state when BB is won in the second embodiment of the present invention. [Figure 223] A figure showing an example of a state-specific CZ lottery table in the second embodiment of the present invention. [Figure 224] A figure showing an example of a CZ premonition game number lottery table in the second embodiment of the present invention. [Figure 225] FIG. 11 is a diagram showing an example of an ART lottery table when a BB win is made in the second embodiment of the present invention. [Figure 226] FIG. 10 is a diagram showing an example of a normal time ART lottery table in the second embodiment of the present invention. [Figure 227] FIG. 10 is a diagram showing an example of an ART premonition game number lottery table in the second embodiment of the present invention. [Figure 228] A figure showing an example of an ART lottery table during CZ in the second embodiment of the present invention. [Figure 229]A figure showing an example of an ART lottery table during CZ in the second embodiment of the present invention. [Figure 230] A figure showing an example of a stock lottery table during ART in the second embodiment of the present invention. [Figure 231] A figure showing an example of a stock lottery table during ART in the second embodiment of the present invention. [Figure 232] A figure showing an example of a stock lottery table during ART in the second embodiment of the present invention. [Figure 233] A figure showing an example of a stock lottery table when a BB win occurs during ART in the second embodiment of the present invention. [Figure 234] FIG. 10 is a diagram showing an example of a stock number lottery table at the time of ART winning in the second embodiment of the present invention. [Figure 235] A figure showing an example of a special CZ transition lottery table in the second embodiment of the present invention. [Figure 236] A figure showing an example of an ART winning rank lottery table in the second embodiment of the present invention. [Figure 237] A figure showing an example of an ART winning rank lottery table in the second embodiment of the present invention. [Figure 238] A figure showing an example of an ART winning rank lottery table in the second embodiment of the present invention. [Figure 239] A figure showing an example of an ART winning rank lottery table in the second embodiment of the present invention. [Figure 240] A figure showing an example of an ART winning rank lottery table in the second embodiment of the present invention. [Figure 241] FIG. 10 is a diagram showing an example of a stock release order lottery table in the second embodiment of the present invention. [Figure 242] A figure showing an example of a rank promotion lottery table during rank determination ART in the second embodiment of the present invention. [Figure 243] A figure showing an example of a navigation high probability game number acquisition lottery table in the second embodiment of the present invention. [Figure 244]A figure showing an example of a CZ game number acquisition lottery table in the second embodiment of the present invention. [Figure 245] FIG. 10 is a diagram showing an example of an ART game number acquisition lottery table in the second embodiment of the present invention. [Figure 246] FIG. 10 is a diagram showing an example of a fall mode lottery table in the second embodiment of the present invention. [Figure 247] FIG. 10 is a diagram showing an example of a fall mode transition lottery table in the second embodiment of the present invention. [Figure 248] FIG. 11 is a diagram showing an example of a lottery table for transition to a falling mode when a BB win occurs in the second embodiment of the present invention. [Figure 249] FIG. 10 is a diagram showing an example of a BB ART lottery table, a BB CZ lottery table, and a BB EP stock lottery table in the second embodiment of the present invention. [Figure 250] A diagram showing the lottery contents during the normal state of a pachislot in the second embodiment of the present invention. [Figure 251] A diagram showing the lottery contents during the CZ premonition of a pachislot in the second embodiment of the present invention. [Figure 252] A diagram showing the lottery contents during the ART premonition of a pachislot in the second embodiment of the present invention. [Figure 253] A diagram showing the lottery contents for the first winning CZ of a pachislot in the second embodiment of the present invention, and the next game after the first winning CZ ends. [Figure 254] A diagram showing the lottery contents during ART preparation in a pachislot in the second embodiment of the present invention. [Figure 255] A diagram showing the lottery contents during the rank determination ART of a pachislot in the second embodiment of the present invention. [Figure 256] A diagram showing the lottery contents during the normal ART of a pachislot in the second embodiment of the present invention. [Figure 257] A diagram showing the lottery contents during EP preparation for a pachislot in the second embodiment of the present invention. [Figure 258] FIG. 10 is a diagram showing the lottery contents in the EP of the pachislot in the second embodiment of the present invention. [Figure 259] A diagram showing the lottery contents during the CZ (after ART), the next game after the CZ (after ART) ends, and the special CZ of a pachislot in the second embodiment of the present invention. [Figure 260] A diagram showing the lottery contents during the normal flag interval of a pachislot in the second embodiment of the present invention. [Figure 261] FIG. 10 is a diagram showing the lottery contents during normal BB of a pachislot in the second embodiment of the present invention. [Figure 262] A diagram showing the lottery contents during the flag interval during ART of a pachislot in the second embodiment of the present invention. [Figure 263] A diagram showing the lottery contents during BB in ART of a pachislot in the second embodiment of the present invention. [Figure 264] A diagram showing the relationship between the number of remaining games in the CZ of a pachislot in the second embodiment of the present invention and each lottery during the CZ. [Figure 265] A diagram showing the relationship between the presence or absence of stock during the CZ of a pachislot in the second embodiment of the present invention and each lottery. [Figure 266] A figure showing an overview of the ART lottery during the RT4 state or RT5 state of a pachislot in the second embodiment of the present invention. [Figure 267] A diagram showing the correspondence between the push order and pattern combination when the push order bell is drawn in a pachislot in the second embodiment of the present invention. [Figure 268] A diagram showing the correspondence between the push order and RT control when the push order bell is drawn in a pachislot in the second embodiment of the present invention. [Figure 269] A figure showing another example of the correspondence between the push order and RT control when the push order bell is drawn in a pachislot in the second embodiment of the present invention. [Figure 270] A diagram showing a method for managing the number of navigation high probability games in pachislot in the second embodiment of the present invention. [Fig. 271] A diagram showing the relationship between the presence or absence of high probability of navigation in pachislot and each lottery in the second embodiment of the present invention. [Fig. 272] FIG. 10 is a diagram showing a memory map of the main RAM of a pachislot in a second embodiment of the present invention. [Fig. 273] FIG. 11 is a diagram showing the configuration of a random value storage area that is actually referenced in a source program in the second embodiment of the present invention. [Fig. 274] FIG. 10 is a diagram showing the configuration of a state transition lottery table (for the end of BB) that is actually referenced on the source program in the second embodiment of the present invention. [Figure 275] A diagram showing the bit configuration of the composite data of the offset value of the random number storage area and the number of lotteries, as specified in the state transition lottery table (for the end of BB) in the second embodiment of the present invention. [Figure 276] FIG. 11 is a diagram showing a correspondence table between random number designation offset numbers actually referenced in a source program and their labels in the second embodiment of the present invention. [Figure 277] A figure showing the bit configuration of the lottery designation data defined in the state transition lottery table (for BB end) in the second embodiment of the present invention. [Fig. 278] FIG. 10 is a diagram showing the configuration of the ART lottery table during BB (for normal BB, or for BB during ART) actually referenced on the source program in the second embodiment of the present invention. [Figure 279] FIG. 10 is a diagram showing the configuration of a coefficient table for determining whether a result is correct or incorrect, which is actually referenced in a source program in the second embodiment of the present invention. [Figure 280] FIG. 10 is a diagram showing the configuration of CZ lottery tables (A) to (C) by state at the time of BB winning that are actually referenced on the source program in the second embodiment of the present invention. [Figure 281] FIG. 10 is a diagram showing the configuration of ART lottery tables (A) to (H) during CZ that are actually referenced on the source program in the second embodiment of the present invention. [Figure 282] 10 is a flowchart illustrating an example of a setting change confirmation process in the second embodiment of the present invention. [Figure 283] FIG. 11 is a diagram showing an example of a source program for executing part of the processing in the flowchart of the setting change confirmation processing in the second embodiment of the present invention. [Fig. 284]10 is a flowchart showing an example of a setting value 7-segment display process in the second embodiment of the present invention. [Figure 285] FIG. 10 is a diagram showing an example of a source program for executing part of the processing in the flowchart of the setting value 7-segment display processing in the second embodiment of the present invention. [Figure 286] 10 is a flowchart showing an example of main processing (main operation processing) executed by a main control circuit of a slot machine according to a second embodiment of the present invention. [Figure 287] 10 is a flowchart showing an example of a design setting process in the second embodiment of the present invention. [Figure 288] 10 is a flowchart showing an example of a design setting process in the second embodiment of the present invention. [Figure 289] FIG. 10 is a diagram showing an example of the configuration of a bonus activation small combination winning number conversion table that is actually referenced in the source program of the symbol setting process in the second embodiment of the present invention. [Figure 290] FIG. 10 is a diagram showing converted small winning lottery numbers in the second embodiment of the present invention. [Figure 291] FIG. 10 is a diagram showing an example of a source program for executing part of the processing in the flowchart of the symbol setting processing in the second embodiment of the present invention. [Figure 292] 10 is a flowchart showing an example of a game lock setting process in the second embodiment of the present invention. [Figure 293] FIG. 10 is a diagram showing an example of a source program for executing part of the processing in the flowchart of the game lock setting processing in the second embodiment of the present invention. [Fig. 294] FIG. 10 is a diagram showing an example of the configuration of an unspecified output port storage area that is actually referenced in a source program of a test firing signal control process (unspecified) in the second embodiment of the present invention. [Figure 295] 10 is a diagram showing the relationship between the bit configuration of each test signal stored in an unspecified output port storage area and the information content assigned to each bit in the second embodiment of the present invention. FIG. [Figure 296]10 is a flowchart showing an example of a test firing signal control process (non-regular) in the second embodiment of the present invention. [Figure 297] 10 is a flowchart showing an example of a reel braking signal generation process in the second embodiment of the present invention. [Figure 298] 10 is a flowchart showing an example of a prize signal control process in the second embodiment of the present invention. [Figure 299] 10 is a flowchart showing an example of a prize signal control process in the second embodiment of the present invention. [Figure 300] 10 is a flowchart showing an example of a condition device signal control process in the second embodiment of the present invention. [Figure 301] 10 is a flowchart showing an example of a condition device signal control process in the second embodiment of the present invention. [Figure 302] 10 is a flowchart illustrating an example of a test signal output process in the second embodiment of the present invention. [Figure 303] FIG. 10 is a diagram showing an example of a source program for executing a test signal output process in the second embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0016] Hereinafter, a pachislot will be taken as an example of a gaming machine according to various embodiments of the present invention, and its configuration and operation will be described with reference to the drawings. In this embodiment, a pachislot equipped with a bonus activation function and an ART function will be described.

[0017] 1. First embodiment <Function flow> First, the functional flow of the pachislot will be explained with reference to Figure 1. In the pachislot of this embodiment, medals are used as game media for playing games. Note that, in addition to medals, other game media such as coins, game balls, game point data or tokens can also be applied.

[0018] When a player inserts a medal into a pachislot and operates the start lever, one value (hereinafter referred to as a random number value) is extracted from random numbers within a predetermined range of numbers (for example, 0 to 65535).

[0019] The internal lottery means draws a lottery based on the extracted random number value and determines an internal winning combination. This internal lottery means is one of various processing means (processing functions) provided in the main control circuit described below. The determination of the internal winning combination determines the combination of symbols that are permitted to be displayed along the activated line (winning determination line) described below. The types of symbol combinations include "winning" combinations that provide the player with benefits such as the payout of medals, the activation of a replay, and the activation of a bonus, and other so-called "losing" combinations. Hereinafter, a combination that results in the payout of medals will be referred to as a "minor combination," and a combination that results in the activation of a replay will be referred to as a "replay combination." A combination that results in the activation of a bonus (bonus game) will also be referred to as a "bonus combination."

[0020] Furthermore, when the start lever is operated, multiple reels are spun. After that, when the player presses the stop button corresponding to a predetermined reel, the reel stop control means controls the stopping of the rotation of the corresponding reel based on the internal winning combination and the timing when the stop button was pressed. This reel stop control means is one of the various processing means (processing functions) provided in the main control circuit described below.

[0021] In pachislot machines, basically, control is performed to stop the rotation of the corresponding reel within a specified time (190 msec) from when the stop button is pressed. In this embodiment, the number of symbols that move as the reel rotates within this specified time is called the "number of sliding pieces." In this embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum number of sliding pieces) is set to four symbols.

[0022] When an internal winning combination that allows the display of a winning symbol combination is determined, the reel stop control means stops the rotation of the reels so that the symbol combination is displayed along the pay line as much as possible within a specified time of usually 190 msec (equivalent to four symbols). Also, the reel stop control means uses the specified time to stop the rotation of the reels so that symbol combinations that are not permitted to be displayed by the internal winning combination are not displayed along the pay line.

[0023] In this way, when all of the reels have stopped spinning, the winning determination means determines whether the combination of symbols displayed along the pay line is related to a winning prize. This winning determination means is also one of the various processing means (processing functions) provided in the main control circuit, which will be described later. Then, when the winning determination means determines that the displayed combination of symbols is related to a winning prize, a bonus such as a payout of medals is awarded to the player. In pachislot, the above series of steps is performed as one game (unit game).

[0024] In addition, in pachislot, various effects are produced during the series of gaming operations described above, such as displaying images on a display device, outputting light from various lamps, outputting sound from a speaker, or a combination of these.

[0025] Specifically, when the start lever is operated, a random number value for the effect is extracted in addition to the random number value used to determine the internal winning combination described above. When the random number value for the effect is extracted, the effect content determination means determines by lottery the effect to be executed this time from multiple types of effect contents associated with the internal winning combination. This effect content determination means is one of various processing means (processing functions) provided in the sub-control circuit described below.

[0026] Next, when the effect content is determined by the effect content determination means, the effect execution means executes the corresponding effect in conjunction with each trigger, such as when the reels start to spin, when each reel stops spinning, when it is determined whether or not a prize has been won, etc. In this way, in a pachislot, for example, by executing the effect content associated with the internal winning combination, the player is provided with an opportunity to know or predict the determined internal winning combination (in other words, the combination of symbols to aim for), which can increase the player's interest.

[0027] <Pachislot Structure> Next, the structure of the slot machine according to the first embodiment of the present invention will be described with reference to FIGS.

[0028] [Exterior structure] FIG. 2 is a perspective view showing the external structure of the pachislot 1. As shown in FIG.

[0029] As shown in Fig. 2, the pachislot 1 includes an exterior body (main body of the gaming machine) 2. The exterior body 2 includes a cabinet 2a that houses reels, a circuit board, etc., and a front door 2b that is attached to the opening of the cabinet 2a so as to be able to open and close.

[0030] Inside the cabinet 2a, three reels 3L, 3C, and 3R (variable display means, display row) are arranged in a horizontal row. Hereinafter, the reels 3L, 3C, and 3R (main reels) will also be referred to as the left reel 3L, center reel 3C, and right reel 3R, respectively. Each of the reels 3L, 3C, and 3R has a cylindrical reel body and a translucent sheet material attached to the circumferential surface of the reel body. A plurality of (e.g., 20) symbols are drawn on the surface of the sheet material at predetermined intervals along the circumferential direction (the direction of rotation of the reel).

[0031] The front door 2b includes a door body 9, a front panel 10, a lower panel 12, and a base 13. The door body 9 is attached to the cabinet 2a using a hinge (not shown) so as to be able to open and close. The hinge is provided at the left side edge of the door body 9 when viewed from the front side (player side) of the pachislot 1.

[0032] The front panel 10 is provided on the upper part of the door main body 9. The front panel 10 is made of a frame-shaped member having an opening 10a. The opening 10a of the front panel 10 is covered by a display device cover 30, which is disposed opposite a display device 11 (described below) disposed inside the cabinet 2a.

[0033] The display device cover 30 is made of a black, semi-transparent synthetic resin. Therefore, a player can view the video (image) displayed by the display device 11 (described later) through the display device cover 30. In this embodiment, the display device cover 30 is made of a black, semi-transparent synthetic resin, which prevents external light from entering the cabinet 2a, allowing the video (image) displayed by the display device 11 to be clearly viewed.

[0034] A lamp group 21 is provided on the front panel 10. The lamp group 21 includes, for example, lamps 21a and 21b provided on the upper part of the front panel 10 when viewed from the player's side. Each lamp constituting the lamp group 21 is made up of an LED (Light Emitting Diode) or the like (see LED group 85 in FIG. 7 described later), and turns on and off light in a pattern corresponding to the content of the performance.

[0035] The lower back panel 12 is provided in approximately the center of the door body 9. The lower back panel 12 has a decorative panel on which an arbitrary image is drawn, and a light source (an LED included in an LED group 85 described later) that emits light to illuminate the decorative panel from the rear side.

[0036] The base 13 is provided between the front panel 10 and the lower panel 12. The base 13 is provided with a symbol display area 4 and various devices to be operated by the player (a medal insertion slot 14, a MAX BET button 15a, a 1 BET button 15b, a start lever 16, three stop buttons 17L, 17C, and 17R, a settlement button (not shown), etc.).

[0037] The symbol display area 4 is an area that overlaps the three reels 3L, 3C, and 3R when viewed from the front, and is positioned closer to the player than the three reels 3L, 3C, and 3R, and is sized to allow the three reels 3L, 3C, and 3R to be seen. This symbol display area 4 functions as a display window, and is configured so that the reels 3L, 3C, and 3R located behind it can be seen. Hereinafter, the symbol display area 4 will be referred to as the reel display window 4.

[0038] The reel display window 4 is configured so that, when the rotation of the three reels 3L, 3C, and 3R behind it is stopped, three consecutively arranged symbols among the multiple symbols provided on the periphery of each reel are displayed within its frame. That is, when the rotation of the three reels 3L, 3C, and 3R is stopped, one symbol each is displayed in the upper, middle, and lower areas of each reel (a total of three symbols) within the frame of the reel display window 4 (the symbols are displayed in a 3-row by 3-column format within the frame of the reel display window 4). In this embodiment, a pseudo-line (center line) connecting the middle area of ​​the left reel 3L, the middle area of ​​the middle reel 3C, and the middle area of ​​the right reel 3R within the frame of the reel display window 4 is defined as a pay line for determining whether or not a win has occurred.

[0039] The reel display window 4 is formed by an opening in a frame member 31 provided in the base portion 13. A substantially horizontal base area is provided below the frame member 31 that defines the reel display window 4. When viewed from the player's side, a medal insertion slot 14 is provided on the right side of the base area, and a MAX BET button 15a and a 1 BET button 15b are provided on the left side.

[0040] The medal insertion slot 14 is provided to accept medals dropped by a player from outside into the pachislot 1. The medals accepted through the medal insertion slot 14 are used in one game up to a preset number (for example, three medals), and any medals exceeding the predetermined number can be deposited inside the pachislot 1 (so-called credit function (game medium storage means)).

[0041] The MAX BET button 15a and the 1 BET button 15b are provided to determine the number of medals to be used in one game from those stored inside the cabinet 2a. The MAX BET button 15a is provided with a bet button LED (not shown) that lights up when medals can be inserted. The settlement button is provided to withdraw (discharge) medals stored inside the pachislot 1 to the outside.

[0042] When the player presses the MAX BET button 15a, medals equal to the bet number for a unit game (3 medals) are inserted, and the active line is activated. On the other hand, one medal is inserted each time the 1 BET button 15b is pressed. When the 1 BET button 15b is pressed three times, medals equal to the bet number for a unit game (3 medals) are inserted, and the active line is activated.

[0043] In the following description, the operation of the MAX BET button 15a, the operation of the 1 BET button 15b, and the operation of inserting medals into the medal insertion slot 14 (the operation of inserting medals to play a game) are all referred to as "insertion operations."

[0044] A start lever 16 is provided to start the rotation of all reels (3L, 3C, 3R). Stop buttons 17L, 17C, and 17R are provided to correspond to the left reel 3L, center reel 3C, and right reel 3R, respectively, and each stop button is provided to stop the rotation of the corresponding reel. Hereinafter, the stop buttons 17L, 17C, and 17R will also be referred to as the left stop button 17L, center stop button 17C, and right stop button 17R, respectively.

[0045] An information display 6 is provided in the approximate center of the base area on the approximately horizontal plane below the reel display window 4. The information display 6 is covered with a transparent window cover (not shown).

[0046] The information display 6 is provided with a two-digit seven-segment LED (hereinafter referred to as a "7-segment LED") for digitally displaying (notifying) to the player information such as the number of medals paid out as a bonus (hereinafter referred to as the "payout number") and the number of medals deposited inside the pachislot 1 (hereinafter referred to as the "credit number"). In this embodiment, the two-digit seven-segment LED for displaying the number of medals paid out is also used as a two-digit seven-segment LED for digitally displaying (notifying) to the player information regarding the occurrence of an error and the type of error. Therefore, when an error occurs, the display mode of the two-digit seven-segment LED for displaying the number of medals paid out switches from the display mode of the payout number to the display mode of information regarding the type of error.

[0047] Furthermore, the information display 6 is provided with an instruction monitor (not shown) that notifies the player of information on the stop operation required to display, along the pay line, the symbol combination corresponding to the role determined as the internal winning role. The instruction monitor (instruction display) is composed of, for example, a two-digit seven-segment LED. The instruction monitor notifies the player of the information on the required stop operation by lighting, blinking, or extinguishing the two-digit seven-segment LED in a manner that uniquely corresponds to the information on the stop operation to be notified.

[0048] Here, the mode that uniquely corresponds to the information on the stop operation to be notified means, for example, a mode in which the number "1" is displayed on the instruction monitor when notifying the push order "1st (performing the first stop operation on the left reel 3L)," a mode in which the number "2" is displayed on the instruction monitor when notifying the push order "2nd (performing the first stop operation on the center reel 3C)," and a mode in which the number "3" is displayed on the instruction monitor when notifying the push order "3rd (performing the first stop operation on the right reel 3R)." The mode in which the information on the stop operation is notified on the instruction monitor (navigation data determined on the main side, which will be described later) will be described in detail later with reference to Figure 63, which will be described later.

[0049] As shown in Fig. 7, the information display 6 is electrically connected to the main control board 71 via a door relay terminal board 68 and a game operation display board 81, and the display operation of the information display 6 is controlled by a main control circuit 90, which will be described later, in the main control board 71. The control method for the various 7-segment LEDs described above is dynamic lighting control.

[0050] In addition, the pachislot 1 of this embodiment is provided with a configuration for notifying information about the stop operation using other means controlled by the sub-control board 72 in addition to the instruction monitor controlled by the main control board 71. Specifically, information about the stop operation is notified by a display device 11 (described later) that is composed of a projector mechanism 211 and a display unit 212 (see FIG. 3 and FIG. 7 (described later)).

[0051] When such a configuration is applied, the notification mode on the instruction monitor and the notification mode on other means controlled by the sub-control board 72 may be different modes. In other words, the instruction monitor only needs to notify in a mode that uniquely corresponds to the information on the stop operation to be notified, and does not necessarily need to notify the information on the stop operation directly (for example, even if the number "1" is displayed on the instruction monitor, some players may not be able to identify the content of the notification, and this does not constitute a direct notification). On the other hand, notifications on the sub-side (sub-control board side) by other means, such as the display device 11 described below, may directly notify the information on the stop operation. For example, when notifying the push order "1st," the instruction monitor displays the number "1" that uniquely corresponds to the push order to be notified, but other means (for example, the display device 11, etc.) may directly notify instruction information for performing the first stop operation on the left reel 3L.

[0052] In the pachislot 1 configured as described above, information on the stop operation required according to the internal winning combination can be notified not only by the control of the sub-control board 72 but also by the control of the main control board 71. Moreover, whether or not to notify such information on the stop operation may be controlled according to the gaming state. For example, information on the stop operation may not be notified in the below-described normal gaming state (non-ART gaming state), but may be notified in the below-described ART gaming state (see FIG. 14 below).

[0053] Additionally, when viewed from the player's side, a sub-display device 18 is provided to the left of the reel display window 4. As shown in FIG. 2, the sub-display device 18 is provided on the front surface of the door main body 9, standing approximately vertically from the base area on the approximately horizontal surface of the base part 13. The sub-display device 18 is composed of a liquid crystal display or an organic EL (Electro-Luminescence) display, and displays various information.

[0054] A touch sensor 19 is provided on the display surface of the sub-display device 18 (see FIG. 7, described later). The touch sensor 19 operates according to a predetermined operating principle, such as a capacitance system, and upon receiving a player's operation, outputs a signal corresponding to the operation as touch input information. The pachislot 1 of this embodiment has a function that enables the display of the sub-display device 18 to be switched in accordance with the player's operation received via the touch sensor 19 (touch input information output from the touch sensor 19). The sub-display device 18 is controlled by a sub-control board 72 (see FIG. 7, described later) based on the touch input information output from the touch sensor 19.

[0055] A medal payout outlet 24, a medal receiving tray 25, and two speaker holes 20L and 20R are provided at the bottom of the door main body 9. The medal payout outlet 24 guides medals that are dispensed by driving a medal payout device 51 (described below) to the outside. The medal receiving tray 25 stores the medals dispensed from the medal payout outlet 24. In addition, sound effects, music, and other sounds corresponding to the performance content are output from the two speaker holes 20L and 20R.

[0056] [Internal structure] Next, the internal structure of the pachislot 1 will be described with reference to Figures 3 and 4. Figure 3 is a diagram showing the internal structure of the cabinet 2a, and Figure 4 is a diagram showing the internal structure on the back side of the front door 2b.

[0057] 3, the cabinet 2a has a top panel 27a, a bottom panel 27b, left and right side panels 27c and 27d, and a back panel 27e. A display device 11 is disposed in the upper part of the cabinet 2a.

[0058] The display device 11 has a projector mechanism 211 and a box-shaped projection target 212a onto which the image light projected from the projector mechanism 211 is projected, and performs image display by projection mapping. Specifically, the display device 11 generates image light based on the position (projection distance, angle, etc.) and shape of the projection target 212a, which is a three-dimensional object, and the image light is projected onto the surface of the projection target 212a by the projector mechanism 211. By providing such a performance function, it is possible to perform advanced and powerful performances. Furthermore, although not shown in FIG. 3 , another projection target with a curved display surface is provided on the back side of the box-shaped projection target 212a, and either one of the projection targets is used as a screen onto which the image light is projected depending on the game status. Therefore, the cabinet 2a is also provided with a function (not shown) for switching the projection target depending on the game status.

[0059] A medal payout device (hereinafter referred to as a hopper device) 51, an auxiliary medal storage 52, and a power supply device 53 are disposed in the lower part of the cabinet 2a.

[0060] The hopper device 51 is attached to the center of the bottom panel 27b of the cabinet 2a. This hopper device 51 has a structure that can store a large number of medals and discharge them one by one. The hopper device 51 pays out medals when the number of stored medals exceeds, for example, 50, or when the settlement button is pressed and medal settlement is executed. The medals paid out by the hopper device 51 are then discharged from the medal payout opening 24 (see FIG. 2).

[0061] Auxiliary medal storage 52 stores medals that overflow from hopper device 51. When looking at the interior of cabinet 2a from the front, auxiliary medal storage 52 is located on the right side of hopper device 51. Auxiliary medal storage 52 is detachably attached to bottom panel 27b of cabinet 2a.

[0062] The power supply device 53 has a power switch 53a and a power supply board 53b (power supply means) (see FIG. 7 described later). When looking at the interior of the cabinet 2a from the front, the power supply device 53 is located on the left side of the hopper device 51 and is attached to the left side panel 27c. The power supply device 53 converts 100V AC power supplied from a sub-power supply device (not shown) into DC voltage power required by each section, and supplies the converted power to each section.

[0063] Additionally, above the power supply device 53 within the cabinet 2a, a sub-control board case 57 is disposed, which houses a sub-control board 72 (see FIG. 7, which will be described later). The sub-control board 72 housed in the sub-control board case 57 is equipped with a sub-control circuit 200 (see FIG. 10, which will be described later). This sub-control circuit 200 is a circuit that controls the execution of effects such as the display of images. The specific configuration of the sub-control circuit 200 will be described later.

[0064] A sub-relay board 61 is disposed above the sub-control board case 57 within the cabinet 2a. This sub-relay board 61 is a relay board on which wiring is mounted that connects the sub-control board 72 to a main control board 71 (described later). The sub-relay board 61 is also a relay board on which wiring is mounted that connects the sub-control board 72 to boards and various device sections (units) disposed around the sub-control board 72.

[0065] Although not shown in Fig. 3, a cabinet-side relay board 44 (see Fig. 7 described later) is disposed inside the cabinet 2a. This cabinet-side relay board 44 is a relay board on which wiring is mounted that connects the main control board 71 (see Fig. 7 described later) with the hopper device 51, the game medal auxiliary storage switch 77 (see Fig. 7 described later), and the medal payout count switch (not shown).

[0066] As shown in Fig. 4, a middle door 41 is disposed in the center of the rear side of the front door 2b, and is attached so that a reel display window 4 (see Fig. 2) can be opened and closed from the rear side. Although not shown in Fig. 4, three reels 3L, 3C, and 3R are attached to the reel display window 4 side of the middle door 41, and a main control board case 55 that houses a main control board 71 (see Fig. 7 described below) is attached to the opposite side of the middle door 41 from the reel display window 4 side. A stepping motor (not shown) is connected to the three reels 3L, 3C, and 3R via gears with a predetermined reduction ratio.

[0067] The main control board 71 housed in the main control board case 55 has a main control circuit 90 (see FIG. 9 described later) which will be described later. The main control circuit 90 (main control means) is a circuit that controls the main flow of the game in the pachislot 1, such as determining the internal winning combination, spinning and stopping the reels 3L, 3C, and 3R, and determining whether or not a prize has been won. In this embodiment, the main control circuit 90 also controls, for example, the lottery process for determining whether or not an ART has been selected, the display process of navigation information on the instruction monitor, and the transmission process of various test signals. The specific configuration of the main control circuit 90 will be described later.

[0068] On the rear side of the front door 2b, speakers 65L and 65R are disposed below the middle door 41. The speakers 65L and 65R are disposed at positions facing the speaker holes 20L and 20R (see FIG. 2), respectively.

[0069] Additionally, above the speaker 65L, a selector 66 and a door open / close monitoring switch 67 are disposed. The selector 66 is a device that selects whether or not the material, shape, etc. of medals are appropriate, and guides appropriate medals inserted into the medal insertion slot 14 to the hopper device 51. A medal sensor (game medium detection means: not shown) that detects the passage of appropriate medals is provided on the path along which the medals pass within the selector 66.

[0070] When viewed from the rear side of the front door 2b, the door opening / closing monitoring switch 67 is disposed diagonally below and to the left of the selector 66. This door opening / closing monitoring switch 67 outputs a security signal to the outside of the slot machine 1 to notify the opening or closing of the front door 2b.

[0071] Although not shown in Fig. 4, a door relay terminal board 68 is disposed behind the front door 2b in an area opened and closed by the middle door 41 and below the reel display window 4 (see Fig. 7 described later). The door relay terminal board 68 is a relay board on which wiring is mounted that connects the main control board 71 in the main control board case 55 with various buttons and switches, the sub-relay board 61, the selector 66, the game action display board 81, the first interface board for test machine 301, and the second interface board for test machine 302. Examples of the various buttons and switches include a MAX BET button 15a, a 1 BET button 15b, a door open / close monitoring switch 67, a BET switch 77 (described later), a start switch 79, etc.

[0072] <Example of display on the sub display device> Here, various display screens displayed on the sub display device 18 will be described with reference to Fig. 5A to Fig. 5E. Fig. 5A is a diagram showing a top screen 221 displayed on the sub display device 18, and Fig. 5B is a diagram showing a menu screen 222 displayed on the sub display device 18. Figs. 5C to 5E are diagrams showing game information screens 223, 224, and 225 displayed on the sub display device 18.

[0073] Various display screens are displayed on the sub-display device 18 in response to touch operations by the player, and as shown in Figures 5A to 5E, various display screens are displayed, including a top screen 221, a menu screen 222, and game information screens 223, 224, and 225. These display screens are switched based on operation signals received from the player via the touch sensor 19.

[0074] The top screen 221 is the initial screen among the display screens displayed on the sub-display device 18, and displays a "MENU" button 221a and a game summary 221b on the top screen 221. The "MENU" button 221a is an operation button for calling up the menu screen 222 shown in FIG. 5B, and when a predetermined operation (e.g., tap) is performed by the player on the "MENU" button 221a, the menu screen 222 is called up. Furthermore, the top screen 221 displays a part of the game history (game summary) of the pachislot 1 as the game summary 221b. In this embodiment, for example, the number of bonuses, the number of ARTs, and the number of games (number of games played) are displayed as the game summary 221b.

[0075] The menu screen 222 is a screen that displays menus that can be displayed on the sub-display device 18, and the menu screen 222 displays a "Back" button 222a, a "Register" button 222b, a "Explanation" button 222c, an "Array Payout" button 222d, a "Reach Eye" button 222e, a "Website" button 222f, and a "Volume" button 222g. The "Back" button 222a is an operation button for calling up the top screen 221, and when the player operates the "Back" button 222a, the top screen 221 is called up. Furthermore, the "Register" button 222b to the "Volume" buttons 222g are operation buttons for calling up display screens for the corresponding menu contents, and when the player operates each button, the display screen for the corresponding menu contents is called up.

[0076] For example, when a player operates the "Register" button 222b on the menu screen 222, a registration screen (not shown) for registering a player currently playing is called up on the display screen of the sub-display device 18. In recent years, services have become common in pachislot machines in which players are registered for each model and various information such as the player's playing history and the status of completion of specified missions is managed. The registration screen called up by the "Register" button 222b is a display screen for registering a player when receiving this service.

[0077] Furthermore, for example, when the "Explanation" button 222c on the menu screen 222 is operated by the player, an explanation screen (not shown) for the pachislot 1 is called up on the display screen of the sub-display device 18. Information displayed on the explanation screen includes, for example, an explanation of the specifications of the pachislot 1, such as the bonus winning probability and ART winning probability for each setting value, and an introduction to the characters that appear in the effects of the pachislot 1.

[0078] Furthermore, for example, when the "arrangement payout" button 222d on the menu screen 222 is operated by the player, an arrangement payout screen (not shown) of the pachislot 1 is called up on the display screen of the sub-display device 18. The arrangement payout screen displays, for example, the correspondence (payout table) between the combination of symbols determined to be a winning combination on the pachislot 1 and the benefits when a winning combination is determined, the symbol rows (reel arrangement) drawn on each of the reels 3L, 3C, and 3R, and the like.

[0079] Furthermore, for example, when the player operates the "Reach Eye" button 222e on the menu screen 222, a reach eye screen (not shown) of the slot machine 1 is called up on the display screen of the sub-display device 18. The reach eye screen displays information about a symbol combination called a "Reach Eye" set in the slot machine 1. A symbol combination called a "Reach Eye" is a symbol combination that, when displayed along an active line, grants a special bonus. In the slot machine 1 of this embodiment, this symbol combination corresponds to the symbol combination corresponding to the abbreviation "Reach Eye Lip" shown in the content field of the winning activation flag storage area in Figures 28 to 30 described below. In this embodiment, when a symbol combination related to a "Reach Eye Lip" is displayed along an active line, it is determined that the player will subsequently transition to a state advantageous to the player (for example, a bonus state, a normal ART, or a CT (see Figure 14 described below)).

[0080] Furthermore, for example, when the player operates the "WEB SITE" button 222f on the menu screen 222, a web introduction screen (not shown) for the pachislot 1 is called up on the display screen of the sub-display device 18. The web introduction screen displays a two-dimensional code (e.g., a QR code (registered trademark)) indicating the URL of any website, such as a special website provided for each model of pachislot 1 or the website of the manufacturer of the pachislot 1. The player can access the corresponding website by reading the two-dimensional code displayed on the web introduction screen with a mobile phone or the like.

[0081] Furthermore, for example, when the "volume" button 222g on the menu screen 222 is operated by the player, a volume adjustment screen (not shown) that allows the player to adjust the volume of the sounds output from the speakers 65L, 65R is called up on the display screen of the sub-display device 18. The player can adjust the volume of the effect sounds of the pachislot 1 via the volume adjustment screen.

[0082] The sub-display device 18 is provided separately from the display device 11 (the projector mechanism 211 and the display unit 212), and can be controlled separately from the display device 11. Therefore, in the pachislot machine 1 of this embodiment, the display screen of the sub-display device 18 can be switched by a player's operation even during play (while the display device 11 is executing a performance). As a result, for example, if a player wants to know about the characters appearing in the performance of the display device 11, the player can grasp information such as the relationships between the characters while playing the game by operating the "Explanation" button 222c to call up an explanation screen. Furthermore, for example, if a player wants to know the symbols that should be used as a guide to win a rare combination during reel rotation if a so-called "rare combination" is drawn during play, the player can grasp the reel arrangement by operating the "Arrangement Payout" button 222d to call up an arrangement payout screen.

[0083] The game information screens 223, 224, and 225 are display screens that display detailed game history information including the summary game history displayed on the top screen 221 from the game history of the pachislot 1.

[0084] The game information screen 223 displays a "Back" button 223a, a "MENU" button 223b, a "Previous" button 223c, a "Next" button 223d, and a game history 223e. The "Back" button 223a and the "MENU" button 223b are operation buttons for calling up the top screen 221 and the menu screen 222, respectively, on the display screen of the sub-display device 18, and when the player operates each button, the corresponding display screen is called up. The "Previous" button 223c and the "Next" button 223d are operation buttons for switching the game information screen in a predetermined order, and when the player operates the "Previous" button 223c, the display screen switches from the game information screen 223 to the game information screen 225, and when the player operates the "Next" button 223d, the display screen switches from the game information screen 223 to the game information screen 224. As shown in FIG. 5C, the gaming history 223e displays the number of games (number of games played), the number of bonuses, the number of ARTs, and the number of CZs (chance zones).

[0085] The game information screen 224 displays a "back" button 224a, a "menu" button 224b, a "previous" button 224c, a "next" button 224d, and a game history 224e. The "back" button 224a and the "menu" button 224b are operation buttons for calling up the top screen 221 and the menu screen 222, respectively, on the display screen of the sub-display device 18, and when the player operates each button, the corresponding display screen is called up. The "previous" button 224c and the "next" button 224d are operation buttons for switching the game information screen in a predetermined order, and when the player operates the "previous" button 224c, the display screen switches from the game information screen 224 to the game information screen 223, and when the player operates the "next" button 224d, the display screen switches from the game information screen 224 to the game information screen 225. The game history 224e also displays the number of times a CZ (chance zone) described below has been entered and the number of times it has been successful. As will be described later, in this embodiment, three types of CZs, CZ1, CZ2, and CZ3, are provided. Therefore, the game history 224e displays the number of times each of CZ1 to CZ3 has been entered and the number of times it has been successful, as shown in FIG. 5D.

[0086] The gaming information screen 225 displays a "Back" button 225a, a "MENU" button 225b, a "Previous" button 225c, a "Next" button 225d, and a gaming history 225e. The "Back" button 225a and the "MENU" button 225b are operation buttons for calling up the top screen 221 and the menu screen 222, respectively, on the display screen of the sub-display device 18. When the player operates each button, the corresponding display screen is called up. The "Previous" button 225c and the "Next" button 225d are operation buttons for switching the gaming information screen in a predetermined order. When the player operates the "Previous" button 225c, the display screen switches from the gaming information screen 225 to the gaming information screen 224, and when the player operates the "Next" button 225d, the display screen switches from the gaming information screen 225 to the gaming information screen 223. As shown in FIG. 5E, the number of times a small winning combination has been won and the winning probability (a fraction with a numerator of 1) are displayed as the gaming history 225e.

[0087] As a method for switching the display screen displayed on the sub-display device 18, for example, a method for switching based on a tap operation on an operation button displayed on each display screen may be adopted, or a method for switching based on a swipe operation on the display screen may be adopted.

[0088] <Various display screen switching functions for the sub-display device> Next, various switching functions of the display screen of the sub-display device 18 in the slot machine 1 of this embodiment will be described.

[0089] [Example of transition of the display screen on the sub display device] First, referring to Figures 6A and 6B, a transition example (switching mode) of the display screen of the sub-display device 18 in the pachislot 1 of this embodiment will be described. Figure 6A is a diagram showing a transition example of the display screen of the sub-display device 18 in a situation where the player registration status is not set, and Figure 6B is a diagram showing a transition example of the display screen of the sub-display device 18 in a situation where the player registration status is set.

[0090] When the player registration status is not set, as shown in FIG. 6A , the display screen of the sub-display device 18 can transition only between a top screen 221 and a menu screen 222, and between the menu screen 222 and various display screens that can be transitioned from the menu screen 222. The transition between these display screens is controlled by the sub-control board 72 (the sub-CPU 201, described below). For example, the sub-control board 72 switches the display screen between the top screen 221 and the menu screen 222 based on touch operations (e.g., tapping on a specific button or swiping on the display screen) acquired via the touch sensor 19. However, when the player registration status is not set, the sub-control board 72 controls the sub-display device 18 so that the game information screens 223, 224, and 225 cannot be displayed. In other words, when the player registration status is not set, the player cannot display the game information screens 223, 224, and 225 on the sub-display device 18.

[0091] On the other hand, when the player registration status is set, as shown in FIG. 6B , the display screen of the sub-display device 18 can transition between the top screen 221 and the menu screen 222, and between the menu screen 222 and various display screens to which the menu screen 222 can be transitioned, as well as between the menu screen 222 and game information screens 223, 224, and 225. The transitions between these display screens are controlled by the sub-control board 72 (the sub-CPU 201, described below). That is, the sub-control board 72 can switch the display screen not only between the top screen 221 and the menu screen 222, but also between each of the top screen 221 and the menu screen 222 and the game information screens 223, 224, and 225, based on touch operations acquired via the touch sensor 19. Therefore, in this embodiment, when the player registration status is set, the player can display the game information screens 223, 224, and 225 on the sub-display device 18.

[0092] 6B, the order of transition of display screens among the top screen 221, the menu screen 222, and the game information screens 223, 224, and 225 is arbitrary. Therefore, for example, a configuration may be adopted in which direct transition is possible from the top screen 221 to the game information screens 223, 224, and 225, or a configuration may be adopted in which transition is possible from the top screen 221 to the game information screens 223, 224, and 225 only via the menu screen 222.

[0093] The pachislot 1 of this embodiment employs a configuration in which transition from the top screen 221 to the game information screens 223, 224, and 225 is possible only via the menu screen 222 (a configuration in which direct transition from the top screen 221 to the game information screens 223, 224, and 225 is not possible). Note that, in the pachislot 1 of this embodiment, the display screen can be transitioned from the menu screen 222 to the game information screens 223, 224, and 225 by the player performing a swipe operation (not a menu selection operation) on the display screen on the menu screen 222.

[0094] In this embodiment, the game information screens 223, 224, and 225 are display screens provided completely independent of the menu screen 222. That is, in the pachislot 1 of this embodiment, the game history, which is information indicating the game results in which the player is particularly interested during play, is displayed independently as information unrelated to the game results, such as payout arrangements and volume adjustments. In this embodiment, when the player registration status is set, the game information screens 223, 224, and 225 can be displayed without the player performing a menu selection operation on the menu screen 222. Therefore, in this embodiment, when the player registration status is set, the player can easily access the game history information he or she desires.

[0095] Furthermore, in this embodiment, a menu selection operation on the menu screen 222 cannot transition the display screen to the game information screens 223, 224, and 225. A swipe operation (an operation not specified in the menu display) on the menu screen 222 is required to transition the display screen to the game information screens 223, 224, and 225. Therefore, in the pachislot 1 of this embodiment, a swipe operation for transitioning the display screen to the game information screens 223, 224, and 225 can be treated as a hidden command when the player registration status is set. In this case, from the player's perspective, their own knowledge of the pachislot 1 allows them to view more detailed game history information that other players with less knowledge cannot view. This allows them to play more advantageously than the other players, and as a result, it can be expected that players will play more aggressively.

[0096] [Display switching function from game information screen to top screen] The pachislot 1 of this embodiment has a function of transitioning the display screen of the sub-display device 18 from the game information screens 223, 224, and 225 to the top screen 221 either manually by the player or automatically. Specifically, in this embodiment, when the "back" button is operated on the game information screens 223, 224, and 225, the display screen transitions from the game information screens 223, 224, and 225 to the top screen 221 (manual transition function). Also, in this embodiment, when a predetermined condition is met while the game information screens 223, 224, and 225 are displayed, the display screen automatically transitions to the top screen 221 regardless of the player's operation (automatic transition function).

[0097] More specifically, in the pachislot 1, when a coin insertion operation (operation of the MAX BET button 15a, operation of the 1 BET button 15b, or insertion of a coin into the coin insertion slot 14) is performed while the game information screens 223, 224, and 225 are displayed, the display screen of the sub-display device 18 automatically transitions to the top screen 221. Note that in a game state (high replay state) where a replay combination is highly likely to be determined as an internal winning combination, such as in the ART game state, a coin is automatically inserted when a replay is activated in response to a winning replay combination. As a result, opportunities to display the game information screens 223, 224, and 225 may be limited in the high replay state. Therefore, in the pachislot 1 of this embodiment, when a coin is automatically inserted due to the replay activation, the display screen automatically transitions from the game information screens 223, 224, and 225 to the top screen 221, triggered not by the insertion of a coin but by the start operation.

[0098] That is, in this embodiment, when the replay is activated and the game information screens 223, 224, and 225 are displayed, a start operation is triggered to automatically transition the display screen from the game information screens 223, 224, and 225 to the top screen 221. On the other hand, when the replay is not activated, a throw operation is triggered to automatically transition the display screen from the game information screens 223, 224, and 225 to the top screen 221.

[0099] [Display switching function from menu content display screen to top screen (or menu screen)] The pachislot 1 of this embodiment has a function of transitioning the display screen of the sub-display device 18 from various menu content display screens (registration screen, explanation screen, array payout screen, reach symbol screen, WEB introduction screen, and volume adjustment screen) that can be transitioned to by a menu selection operation on the menu screen 222, to the top screen 221 (or the menu screen 222), either manually by the player or automatically. Specifically, in this embodiment, when a predetermined button (e.g., a "return to TOP" button) is operated on the menu content display screen, the display screen transitions from the menu content display screen to the top screen 221 (manual transition function). Also, in this embodiment, when a specific button (e.g., a "back" button) is operated on the menu content display screen, the display screen transitions from the menu content display screen to the menu screen 222 (manual transition function).

[0100] Furthermore, in this embodiment, when a predetermined time has elapsed while the menu content display screen is displayed, the display screen automatically transitions to the top screen 221 (or the menu screen 222) regardless of the player's operation (automatic transition function). Note that the predetermined time that triggers the automatic transition to the top screen 221 (or the menu screen 222) differs depending on the type of menu content display screen currently being displayed. For example, if the volume adjustment screen for adjusting the volume output from the slot machine 1 is displayed for a long period of time, not only may the volume be adjusted to an unintended volume due to an erroneous operation, but the erroneous operation may also cause discomfort to other players. Therefore, the volume adjustment screen is set to automatically transition to the top screen 221 (or the menu screen 222) in a shorter time than other menu content display screens. On the other hand, the registration screen is set to automatically transition to the top screen 221 (or the menu screen 222) in a longer time than other menu content display screens to make it easier for players to register.

[0101] That is, for each menu content display screen, the elapsed time (automatic transition time) that triggers automatic transition to the top screen 221 (or menu screen 222) is set appropriately according to the type of the menu content display screen, and the volume adjustment screen is set with an automatic transition time that is shorter than that of other menu content display screens, and the registration screen is set with an automatic transition time that is longer than that of other menu content display screens.

[0102] [Menu operation availability selection function] In the pachislot 1 of this embodiment, the display screen of the sub-display device 18 can be changed from the menu screen 222 to a registration screen, an explanation screen, an array payout screen, a reach symbol screen, a web introduction screen, and a volume adjustment screen, allowing the player to perform various operations according to these menu content display screens and to check various information. Note that a function (a function for selecting whether or not to operate the menu) may be provided that limits the menu selection functions that the player can make according to settings by the gaming parlor.

[0103] For example, the gaming establishment may set it so that the display screen cannot be switched from the menu screen 222 to a volume adjustment screen (for example, the "volume" button 222g is not displayed on the menu screen 222). In this case, it is possible to make it impossible for the player to adjust the volume.

[0104] <Control system of pachislot machines> Next, the control system of the pachislot 1 will be described with reference to Fig. 7. Fig. 7 is a circuit block diagram showing the configuration of the control system of the pachislot 1.

[0105] The slot machine 1 has a main control board 71 provided in the middle door 41 and a sub-control board 72 provided in the front door 2b. The slot machine 1 also has a reel relay terminal board 74, a setting key switch 54 (setting switch), and a cabinet-side relay board 44, all connected to the main control board 71. The slot machine 1 also has an external centralized terminal board 47, a hopper device 51, a medal auxiliary storage switch 75, a reset switch 76, and a power supply device 53, all connected to the main control board 71 via the cabinet-side relay board 44. The configuration of the hopper device 51 has been described above, so a detailed description thereof will be omitted here.

[0106] The reel relay terminal board 74 is disposed inside the reel body of each of the reels 3L, 3C, and 3R. The reel relay terminal board 74 is electrically connected to the stepping motor (not shown) of each of the reels 3L, 3C, and 3R, and relays signals output from the main control board 71 to the stepping motor.

[0107] The setting key switch 54 is provided in the main control board case 55. The setting key switch 54 is used when changing the settings of the pachislot 1 (settings 1 to 6) or when checking the settings of the pachislot 1.

[0108] The cabinet-side relay board 44 is a relay board on which wiring is mounted that connects the main control board 71 with the external centralized terminal board 47, hopper device 51, auxiliary medal storage switch 75, reset switch 76, and power supply device 53. The external centralized terminal board 47 is provided to output signals such as medal insertion signals, medal payout signals, and security signals to the outside of the pachislot 1. The auxiliary medal storage switch 75 is provided in the auxiliary medal storage 52, and detects whether the auxiliary medal storage 52 is full of medals. The reset switch 76 is used, for example, when changing the settings of the pachislot 1.

[0109] The power supply device 53 has a power supply board 53b and a power switch 53a connected to the power supply board 53b. The power switch 53a is pressed when supplying the necessary power to the pachislot 1. The power supply board 53b is connected to the main control board 71 via the cabinet-side relay board 44, and is also connected to the sub-control board 72 via the sub-relay board 61.

[0110] The pachislot 1 also has a door relay terminal board 68, and a selector 66, a door opening / closing monitoring switch 67, a BET switch 77, a settlement switch 78, a start switch 79, a stop switch board 80, a game action display board 81, a sub-relay board 61, a first interface board 301 for the test machine, and a second interface board 302 for the test machine, which are connected to the main control board 71 via the door relay terminal board 68. Note that the selector 66, the door opening / closing monitoring switch 67, and the sub-relay board 61 have been described above, so their explanation will be omitted here.

[0111] The BET switch 77 (insertion operation detection means) detects that the MAX BET button 15a or the 1 BET button 15b has been pressed by a player. The settlement switch 78 detects that the settlement button (not shown) has been pressed by a player. The start switch 79 (start operation detection means) detects that the start lever 16 has been operated by a player (start operation).

[0112] The stop switch board 80 (stop operation detection means) includes a circuit for stopping the spinning main reels and a circuit for indicating which main reels can be stopped using an LED or the like. The stop switch board 80 is also provided with a stop switch (not shown). The stop switch detects that each of the stop buttons 17L, 17C, 17R has been pressed by the player (stop operation).

[0113] The game operation display board 81 is connected to an information display (7-segment display) 6 and LEDs 82. The LEDs 82 include, for example, three LEDs (hereinafter referred to as "first LED" to "third LED") for displaying the number of inserted medals, which light up in accordance with the number of medals inserted in the current game (hereinafter referred to as "inserted number"), and LEDs that light up a mark indicating that medals can be inserted, a mark indicating that a game has started, a mark indicating that a replay will be performed, and the like, based on a signal input from the game operation display board 81. Of the first to third LEDs (display means), when one medal is inserted, the first LED lights up; when two medals are inserted, the first and second LEDs light up; and when three medals (the number that allows a game to be started) are inserted, the first to third LEDs light up. Note that the information display 6 has been described above, and therefore a description thereof will be omitted here.

[0114] Both the first interface board 301 for the test machine and the second interface board 302 for the test machine are relay boards used to output various game-related signals to the test machine during a certification test (test firing test) of the pachislot 1. (Note that, because these relay boards are not installed in the pachislot 1 as a released product for sale, the main control circuit 90 of the main control board 71 for sale does not also have the various electronic components required to connect to the first interface board 301 for the test machine and the second interface board 302 for the test machine.) For example, test signals for controlling major game-related operations (e.g., internal lottery, reel stop control, etc.) are output via the first interface board 301 for the test machine, and test signals related to the push order navigation determined by the main control board 71 are output via the second interface board 302 for the test machine.

[0115] The sub-control board 72 is connected to the main control board 71 via the door relay terminal board 68 and the sub-relay board 61. The slot machine 1 also has a speaker group 84, an LED group 85, a 24-hour door open / close monitoring unit 63, a touch sensor 19, and a display unit 212, which are connected to the sub-control board 72 via the sub-relay board 61. As the touch sensor 19 has been described above, its description will be omitted here.

[0116] The speaker group 84 is configured to include speakers 65L, 65R and various other speakers not shown. The LED group 85 is configured to include the lamp group 21 provided on the front panel 10 and a light source that emits light to illuminate the decorative panel of the lower panel 12 from the back side. The 24-hour door opening / closing monitoring unit 63 saves historical information on the opening and closing of the middle door 41. When the middle door 41 is opened, the 24-hour door opening / closing monitoring unit 63 outputs a signal to the sub-control board 72 (sub-control circuit 200) to display an error on the display device 11. The display unit 212 is configured to include, for example, a projection target 212a that constitutes the display device 11 and another projection target with a curved display surface provided on the back side of the projection target 212a.

[0117] The pachislot 1 also has a ROM cartridge board 86 and a liquid crystal relay board 87 connected to the sub-control board 72. The ROM cartridge board 86 and the liquid crystal relay board 87 are housed in the sub-control board case 57 together with the sub-control board 72.

[0118] The ROM cartridge board 86 is a board for managing various control programs executed by the sub-CPU 201, as well as images (video), sound (speaker group 84), light (LED group 85) and communication data for performances. The liquid crystal relay board 87 is a board for relaying the connection wiring between the sub-control board 72 and the projector mechanism 211 constituting the display device 11 and the sub-display device 18. Note that the projector mechanism 211 and the sub-display device 18 have been described above, so a description thereof will be omitted here.

[0119] <Main control circuit> Next, the configuration of the main control circuit 90 mounted on the main control board 71 will be described with reference to Fig. 8. Fig. 8 is a block diagram showing an example of the configuration of the main control circuit 90 of the pachislot 1.

[0120] The main control circuit 90 includes a microprocessor 91, a clock pulse generating circuit 92, a power management circuit 93, and a switching regulator 94 (power supply means).

[0121] The microprocessor 91 is a microprocessor with a security function for a gaming machine. As will be described later, the microprocessor 91 of this embodiment is provided with various instruction codes specific to the microprocessor 91 that can be defined in a source program (for example, the "LDQ" instruction described later, hereinafter referred to as "main CPU 101-exclusive instruction codes"). In this embodiment, the use of these main CPU 101-exclusive instruction codes achieves improved processing efficiency and reduced program capacity. The internal configuration of the microprocessor 91 will be described in detail with reference to FIG. 9, which will be described later. The main CPU 101-exclusive instruction codes provided in the microprocessor 91 will be described in detail in the section on various processes executed by the main control circuit, which will be described later.

[0122] The clock pulse generating circuit 92 generates a clock pulse signal for operating the main CPU, and outputs the generated clock pulse signal to the microprocessor 91. The microprocessor 91 executes a control program based on the input clock pulse signal.

[0123] The power supply management circuit 93 manages fluctuations in the DC 12V power supply voltage supplied from the power supply board 53b (see FIG. 7). When the power supply is turned on (when the power supply voltage rises from 0V to the startup voltage value (10V)), the power supply management circuit 93 outputs a reset signal to the "XSRST" terminal of the microprocessor 91, and when a power interruption occurs (when the power supply voltage falls from 12V to the power interruption voltage value (10.5V)), the power supply management circuit 93 outputs a power interruption detection signal to the "XINT" terminal of the microprocessor 91. In other words, the power supply management circuit 93 serves as a means (startup means) for outputting a reset signal (startup signal) to the microprocessor 91 when the power supply is turned on, and as a means (power interruption means) for outputting a power interruption detection signal (power interruption signal) to the microprocessor 91 when a power interruption occurs.

[0124] The switching regulator 94 is a DC / DC conversion circuit that generates a DC drive voltage (a power supply voltage of DC 5V) for the microprocessor 91 and outputs the generated DC drive voltage to the “VCC” terminal of the microprocessor 91.

[0125] <microprocessor> Next, the internal configuration of the microprocessor 91 will be described with reference to Fig. 9. Fig. 9 is a block diagram showing the internal configuration of the microprocessor 91.

[0126] The microprocessor 91 has a main CPU 101, a main ROM 102 (first storage means), a main RAM 103 (second storage means), an external bus interface 104, a clock circuit 105, a reset controller 106, an arithmetic circuit 107, a random number circuit 110 (random number generating circuit), a parallel port 111, an interrupt controller 112, a timer circuit 113, a first serial communication circuit 114, and a second serial communication circuit 115. These components constituting the microprocessor 91 are connected to each other via a signal bus 116.

[0127] The main CPU 101 executes various control programs and performs control over the overall game operation based on the clock pulses generated by the clock circuit 105. Here, reel stop control will be described as an example of the control operation of the main CPU 101.

[0128] The main CPU 101 counts the number of times pulses are output to the stepping motors of each reel 3L, 3C, 3L (main reels) after detecting the reel index. In this way, the main CPU 101 manages the rotation angle of each reel (mainly, the number of symbols the reel has rotated through). The reel index is information indicating that the reel has rotated once. This reel index is detected by a reel position detection unit (not shown), which includes, for example, an optical sensor having a light-emitting element and a light-receiving element, and a detection piece that is provided at a predetermined position on each reel and is interposed between the light-emitting element and the light-receiving element as each main reel rotates.

[0129] Here, the management of the rotation angle of each reel 3L, 3C, 3L (main reel) will be specifically described. The number of pulses output to the stepping motor is counted by a pulse counter provided in the main RAM 103. Then, each time the pulse counter counts the predetermined number of pulses required for the rotation of one symbol, the symbol counter provided in the main RAM 103 is incremented by one. A symbol counter is provided for each reel. The value of the symbol counter is cleared when a reel index is detected by a reel position detection unit (not shown).

[0130] In other words, in this embodiment, the number of rotations of symbols that have occurred since the reel index was detected is managed by managing the symbol counter. Therefore, the position of each symbol on each reel is detected based on the position where the reel index was detected.

[0131] The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, data for sending various control instructions (commands) to the sub-control circuit 200, etc. The main RAM 103 has a storage area for storing various data such as internal winning combinations determined by the execution of the control programs. The internal configurations (memory maps) of the main ROM 102 and main RAM 103 will be described in detail later with reference to FIG. 12.

[0132] The external bus interface 104 is an interface circuit for electrically connecting the microprocessor 91 to an external signal bus (not shown) to which various components (e.g., reels, etc.) provided outside the microprocessor 91 are connected. The clock circuit 105 is configured to include, for example, a frequency divider (not shown), and converts a clock pulse signal for operating the CPU input from the clock pulse generating circuit 92 into a clock pulse signal of a frequency used by other components (e.g., timer circuit 113). The clock pulse signal generated by the clock circuit 105 is also output to the reset controller 106.

[0133] The reset controller 106 resets an IAT (Illegal Address Trap) and a WDT (Watchdog Timer) based on a reset signal input from the power management circuit 93. The arithmetic circuit 107 includes a multiplication circuit and a division circuit. For example, when a "MUL (multiplication)" instruction (see FIG. 93B) described later is executed in the source program, the arithmetic circuit 107 executes a multiplication process based on the "MUL" instruction.

[0134] The random number circuit 110 generates random numbers within a predetermined range (e.g., 0 to 65535 or 0 to 255). Although not shown, the random number circuit 110 is configured with a random number register 0 for generating a 2-byte hard-latch random number, random number registers 1 to 3 for generating a 2-byte soft-latch random number, and random number registers 4 to 7 for generating a 1-byte soft-latch random number. The main CPU 101 extracts one value from the random numbers within a predetermined range generated by the random number circuit 110, for example, as a random number value for internal lottery. The parallel port 111 is a port (memory-mapped I / O) for signals input and output between the microprocessor 91 and various circuits (e.g., the power management circuit 93) external to the microprocessor 91. The parallel port 111 is also connected to the random number circuit 110 and the interrupt controller 112. The start switch 79 is connected to one of the input ports PI0 to PI4 of the parallel port 111, and when the start switch 79 is turned on (on edge), a latch signal is output from the parallel port 111 to the random number register 0 of the random number circuit 110. Then, in the random number circuit 110, the latch signal is input, causing the random number register 0 to be latched, and a 2-byte hard-latch random number is obtained.

[0135] The interrupt controller 112 controls the execution timing of interrupt processing by the main CPU 101 based on a power interruption detection signal input from the power management circuit 93 via the parallel port 111 or a timeout signal input from the timer circuit 113 at 1.1172 ms intervals. When a power interruption detection signal is input from the power management circuit 93 or a timeout signal is input from the timer circuit 113, the interrupt controller 112 outputs an interrupt request signal indicating an interrupt processing start command to the main CPU 101. Based on the interrupt request signal input from the interrupt controller 112 in response to the timeout signal from the timer circuit 113, the main CPU 101 performs various interrupt processing (see FIG. 158 described below), such as input port check processing, reel control processing, communication data transmission processing, 7-segment LED drive processing, and timer update processing.

[0136] The timer circuit 113 (PTC) operates (counts the elapsed time) with a clock pulse signal (a clock pulse signal having a frequency obtained by dividing the clock pulse signal for operating the main CPU by a frequency divider (not shown)) generated by the clock circuit 105. The timer circuit 113 outputs a timeout signal (trigger signal) to the interrupt controller 112 at a period of 1.1172 msec.

[0137] The first serial communication circuit 114 is a circuit that controls the serial transmission operation when data (various control commands) is transmitted from the main control board 71 to the sub-control board 72. The second serial communication circuit 115 is a circuit that controls the serial transmission operation when data is transmitted from the main control board 71 to the second interface board 302 for testing equipment.

[0138] <Sub-control circuit> Next, the configuration of the sub-control circuit 200 (sub-control means) mounted on the sub-control board 72 will be described with reference to Fig. 10. Fig. 10 is a block diagram showing an example of the configuration of the sub-control circuit 200 of the pachislot 1.

[0139] The sub-control circuit 200 is electrically connected to the main control circuit 90, and performs processes such as determining and executing the content of the performance based on commands sent from the main control circuit 90. The sub-control circuit 200 basically includes a sub-CPU 201, a sub-RAM 202, a rendering processor 203, a drawing RAM 204, and a driver 205.

[0140] The sub-CPU 201 is connected to the ROM cartridge board 86. The driver 205 is connected to the liquid crystal relay board 87. That is, the driver 205 is connected to the projector mechanism 211 and the sub-display device 18 via the liquid crystal relay board 87.

[0141] The sub-CPU 201 controls the output of video, sound, and light in accordance with the control program stored in the ROM cartridge board 86 in response to commands sent from the main control circuit 90. The ROM cartridge board 86 basically comprises a program storage area and a data storage area.

[0142] The program storage area stores control programs executed by the sub-CPU 201. For example, the control programs include various programs for executing a main board communication task for controlling communication with the main control circuit 90, and a performance registration task for extracting random numbers for performance and determining and registering performance content (performance data). The control programs also include various programs for executing a drawing control task for controlling the display of images by the display device 11 based on the determined performance content, a lamp control task for controlling the light output from light sources such as the LED group 85, and an audio control task for controlling the sound output from the speaker group 84.

[0143] The data storage area includes a storage area for storing various data tables, a storage area for storing performance data constituting each performance content, a storage area for storing animation data related to the creation of video, a storage area for storing sound data related to background music and sound effects, a storage area for storing lamp data related to light on / off patterns, etc.

[0144] The sub-RAM 202 is provided with a storage area for registering determined effect contents and effect data, and a storage area for storing various data such as a sub-flag (internal winning combination) transmitted from the main control circuit 90.

[0145] The sub-CPU 201, rendering processor 203, drawing RAM (including frame buffer) 204, and driver 205 create images according to animation data specified by the performance content, and display the created images on the display device 11 (projector mechanism 211) and / or the sub-display device 18. The display device 11 (projector mechanism 211) and the sub-display device 18 are each individually controlled by the sub-control board 72.

[0146] The sub-CPU 201 also outputs sounds such as background music from the speaker group 84 in accordance with sound data specified by the performance content. The sub-CPU 201 also controls the turning on and off of the LED group 85 in accordance with lamp data specified by the performance content.

[0147] <Various registers in the main CPU> Next, various registers included in the main CPU 101 will be described with reference to Fig. 11. Fig. 11 is a schematic diagram of the various registers included in the main CPU 101.

[0148] The main CPU 101 has, as its main registers, an accumulator A (hereinafter referred to as the "A register"), a flag register F (flag register), a general-purpose register B (hereinafter referred to as the "B register"), a general-purpose register C (hereinafter referred to as the "C register"), a general-purpose register D (hereinafter referred to as the "D register"), a general-purpose register E (hereinafter referred to as the "E register"), a general-purpose register H (hereinafter referred to as the "H register"), and a general-purpose register L (hereinafter referred to as the "L register"). The main CPU 101 also has, as its sub-registers, an accumulator A', a flag register F', a general-purpose register B', a general-purpose register C', a general-purpose register D', a general-purpose register E', a general-purpose register H', and a general-purpose register L'. Each register is a 1-byte register.

[0149] In this embodiment, the B register and the C register are used as a pair of registers (hereinafter referred to as "BC registers"), and the D register and the E register are used as a pair of registers (hereinafter referred to as "DE registers"). Furthermore, in this embodiment, the H register and the L register are used as a pair of registers (hereinafter referred to as "HL registers").

[0150] As shown in Fig. 11, predetermined flag information indicating the result of the arithmetic processing is set in each bit of the flag registers F, F'. For example, data (zero flag) indicating whether the arithmetic result is "0" or not is set in bit 6 (D6) in the arithmetic result determination process. Specifically, if the arithmetic result is "0", data "1" is set in bit 6, and if the arithmetic result is not "0", data "0" is set in bit 6. Then, in the arithmetic result determination process, the main CPU 101 makes a determination (YES / NO) by referring to the data "0" / "1" in bit 6.

[0151] The main CPU 101 also has an extension register Q (hereinafter referred to as the "Q register"). The Q register is a one-byte register. In this embodiment, as will be described in the various processing flows described later, various instruction codes dedicated to the main CPU 101 that use the Q register to specify addresses are provided in the source program. The use of these instruction codes improves processing efficiency and reduces the capacity of the main ROM 102. In the various instruction codes dedicated to the main CPU 101 that use the Q register to specify addresses, the Q register stores address data (address value) at the upper end of the address. Immediately after resetting the main CPU 101, the Q register is set to "F0H" as its initial value. In the "LD Q,n (8-bit data)" instruction using the Q register, the value of the Q register can be changed by setting any one-byte data to "n" and executing the instruction.

[0152] Furthermore, the main CPU 101 has dedicated registers, an interrupt page address register I and a memory refresh register R, each consisting of a 1-byte register, and an index register IX, an index register IY, a stack pointer SP, and a program counter PC, each consisting of a 2-byte register.

[0153] <Internal structure of main ROM and main RAM (memory map)> Next, the internal configurations (hereinafter referred to as "memory maps") of the main ROM 102 and main RAM 103 included in the main control circuit 90 (microprocessor 91) will be described with reference to Figures 12A to 12C. Figure 12A is a diagram showing the memory map of the entire memory, Figure 12B is a diagram showing the memory map of the main ROM 102, and Figure 12C is a diagram showing the memory map of the main RAM 103.

[0154] In the memory map of the entire memory provided in the main control circuit 90 (microprocessor 91), as shown in Figure 12A, from the top address (0000H), the memory area of ​​the main ROM 102, the memory area of ​​the main RAM 103, the built-in register area, and the XCS decode area are each located at a predetermined address in this order, with unused areas in between.

[0155] In the memory map of main ROM 102, as shown in Figure 12B, from the top address (0000H) of main ROM 102, the program area, data area, non-standard area, trademark recording area, program management area, and security setting area are arranged in this order at predetermined addresses.

[0156] The program area stores control programs for various processes executed by the main CPU 101 in various control processes related to the playability of games played by players. The data area stores various data (for example, data tables such as an internal lottery table, data for sending various control instructions (commands) to the sub-control circuit 42, etc.) used by the main CPU 101 in various control processes related to the playability of games played by players. That is, the game ROM area (game storage area) consisting of the program area and data area stores various programs and data required for control processes (processing related to playability) related to the playability of games actually played by players at gaming establishments.

[0157] In addition, the non-regulation area stores control programs and data for various processes (processes that do not affect the playability) that are not directly related to the playability of the game played by the player. For example, the non-regulation area stores programs and data used in the certification test (test firing test) of the pachislot 1, control programs and data used in the checksum generation process when the power is cut off and the checksum process when the power is restored, as well as anti-fraud programs and the data required for them.

[0158] In the memory map of the main RAM 103, as shown in Figure 12C, from the top address (F000H) of the main RAM 103, the game RAM area (predetermined storage area, game temporary memory area) and the non-regular RAM area (non-regular temporary memory area) are arranged in this order at predetermined addresses, respectively.

[0159] The gaming RAM area is provided with a working area and a stack area for temporarily storing various data, such as internal winning combinations, determined by the execution of a control program related to the playability of a game played by a player. Each of the various data is stored in the working area at a predetermined address within the gaming RAM area.

[0160] The non-regular RAM area also includes a non-regular work area and a non-regular stack, which serve as work areas for various processes that are not directly related to the playability of the game played by the player. In this embodiment, the non-regular RAM area is used to execute various processes that are not directly related to the playability of the game played by the player, such as a sum check process.

[0161] As described above, in the pachislot 1 of this embodiment, various programs and various data (tables) used for various processes not directly related to the playability of the game performed by the player are stored in a non-regular ROM area (non-regular storage area) located at an address different from the game ROM area in the main ROM 102. Furthermore, various processes not directly related to the playability of the game performed by the player are performed using a non-regular RAM area located at an address different from the game RAM area in the main RAM 103.

[0162] In this configuration of the main ROM 102, it is possible to place programs and data that are not necessary for the actual game that the player plays in a ROM area (non-regular ROM area) where programs and the like were not allowed to be placed under the conventional rules. Therefore, in this embodiment, it is possible to avoid pressure on the capacity of the game ROM area.

[0163] <Game state transition flow> Next, various game states and their transition flows managed by the main control circuit 90 (main CPU 101) of the slot machine 1 of this embodiment will be explained with reference to Figures 13 and 14. Figure 13A is a transition flow diagram of the basic game states of the slot machine 1, and Figure 13B is a table summarizing the transition conditions of the game states. Figure 14A is a transition flow diagram of the game states taking into account whether or not the notification (ART) function is activated, and Figure 14B is a table summarizing the transition conditions of the game states.

[0164] [Basic game state transition flow] In the pachislot 1 of this embodiment, a big bonus (hereinafter referred to as "BB") is provided as a type of bonus game. The BB is a device for continuously operating a special bonus related to a regular bonus (hereinafter referred to as "RB") called a first-class special bonus, and operates the RB continuously.

[0165] Therefore, in this embodiment, the main control circuit 90 manages the gaming state based on whether or not a bonus role has been won / activated (a prize has been awarded). Specifically, as shown in Fig. 13A, the main control circuit 90 manages three types of gaming states, called a "bonus non-winning state," a "flag state," and a "bonus state," based on whether or not a bonus role (internal winning roles named "F_BB1" and "F_BB2" to be described later) has been won / activated (a prize has been awarded).

[0166] The bonus non-winning state is a state in which the bonus has not been won and the bonus has not been activated (awarded), and the bonus state is a state in which the bonus is activated. In this embodiment, when a bonus role is determined as an internal winning role, a state occurs in which the bonus role is carried over as an internal winning role over multiple games until the bonus is won. The flag-between state is a state in which the bonus role is carried over as an internal winning role, that is, a state in which the bonus role has been won and the bonus has not been activated.

[0167] Whether or not a bonus combination has been won is managed based on data stored in a win request flag storage area (see later-described Figures 28 to 30) and a carryover combination storage area (see later-described Figure 31) provided in the main RAM 103. Also, whether or not a bonus has been activated (won) is managed based on data stored in a game status flag storage area (see later-described Figure 32) provided in the main RAM 103.

[0168] In this embodiment, as shown in FIG. 13A, in a gaming state where a bonus is not activated (a bonus non-winning state and a flag interval state), six types of gaming states, from an RT0 gaming state to an RT5 gaming state (hereinafter referred to as the "RT0 state" to the "RT5 state"), in which the type of internal winning combination related to the replay and its winning probability are different from one another are provided. Note that the RT0 state, RT2 state, and RT5 state are gaming states in which the probability that a replay combination will be determined as an internal winning combination is low, and the RT1 state is a gaming state in which the probability that a replay combination will be determined as an internal winning combination is medium. Also, the RT3 state and the RT4 state are gaming states in which the probability that a replay combination will be determined as an internal winning combination is high. Note that in this embodiment, the RT state in a bonus non-winning state is any one of the RT0 state to the RT4 state, and the RT state in the flag interval state is the RT5 state.

[0169] Therefore, in this embodiment, in a gaming state where a bonus is not activated (bonus non-winning state and flag interval state), the main control circuit 90 also manages six types of states, RT1 state to RT5 state, based on the type of internal winning role related to the replay and its winning probability.

[0170] The RT0 state to the RT5 state are managed based on data stored in a game state flag storage area (see FIG. 32) provided in the main RAM 103, which will be described later. Specifically, in the pachislot 1 of this embodiment, flags indicating five RT states, namely, the RT1 state flag to the RT5 state flag, are provided, and the RT state is managed by managing the on / off states of these flags by the main RAM 103. The main control circuit 90 then specifies the RT state corresponding to the RT state flag that is in the on state as the current RT state. If all the RT state flags are in the off state, the main control circuit 90 specifies that the current RT state is the RT0 state.

[0171] 13A and 13B, when a bonus role (internal winning roles named "F_BB1" and "F_BB2" described later) is determined as an internal winning role in a non-bonus winning state (when transition condition (1) is established), the main control circuit 90 transitions the gaming state from the non-bonus winning state to the inter-flag state. Also, when a bonus role is won in the inter-flag state (when transition condition (2) is established), the main control circuit 90 transitions the gaming state from the inter-flag state to the bonus state.

[0172] Furthermore, when medals exceeding the specified number (216 medals) are paid out during the bonus state and the bonus state ends (when transition condition (3) is met), the main control circuit 90 transitions the game state from the bonus state to the RT1 state (bonus non-winning state).

[0173] In the RT1 state, when 20 games have elapsed (when transition condition (4) is met), the main control circuit 90 transitions the gaming state from the RT1 state to the RTO state. Also, in the RT1 state, when a symbol combination referred to as "bell drop" (see FIG. 28 described later) is displayed on an active line before 20 games have elapsed (when transition condition (5) is met), the main control circuit 90 transitions the gaming state from the RT1 state to the RT2 state.

[0174] In the RT0 state, when a symbol combination abbreviated as "bell drop" is displayed on an active line (when transition condition (5) is met), the main control circuit 90 transitions the game state from the RT0 state to the RT2 state. In the RT2 state, when a symbol combination abbreviated as "RT3 transition lip" (see FIG. 28 described later) is displayed on an active line (when transition condition (6) is met), the main control circuit 90 transitions the game state from the RT2 state to the RT3 state.

[0175] In the RT3 state, when a symbol combination (see FIG. 28 described later) associated with the abbreviation "RT4 transition lip" is displayed on an active line (when transition condition (7) is met), the main control circuit 90 transitions the gaming state from the RT3 state to the RT4 state. Also, in the RT3 state, when a symbol combination (see FIG. 28 described later) associated with the abbreviation "bell spill" or "RT2 transition lip" is displayed on an active line (when transition condition (8) is met), the main control circuit 90 transitions the gaming state from the RT3 state to the RT2 state. Furthermore, in the RT4 state, when a symbol combination (see FIG. 28 described later) associated with the abbreviation "bell spill" or "RT2 transition lip" is displayed on an active line (when transition condition (8) is met), the main control circuit 90 transitions the gaming state from the RT4 state to the RT2 state.

[0176] The symbol combination referred to as "Bell Drop" is a symbol combination that is displayed when an internal winning role (minor role) corresponding to the names "F_3-choice Bell_1st," "F_3-choice Bell_2nd," or "F_3-choice Bell_3rd," described below, is determined, and the order of the stop operations is incorrect for the push order determined for each type of minor role (see Figure 24, described below). The symbol combination referred to as "RT2 Transition Replay" is a symbol combination that is displayed when an internal winning role (replay role) corresponding to the names "F_Maintenance Replay_1st," "F_Maintenance Replay_2nd," or "F_Maintenance Replay_3rd," described below, is determined, and the order of the stop operations is incorrect for the push order determined for each type of replay role.

[0177] The symbol combination associated with the abbreviation "RT3 transition lip" is a symbol combination that is displayed when an internal winning role (replay role) associated with the names "F_RT3 lip_1st", "F_RT3 lip_213", "F_RT3 lip_231" or "F_RT3 lip_3rd" described below is determined and the order of stop operations is correct for the push order determined for each type of replay role. Also, the symbol combination associated with the abbreviation "RT4 transition lip" is a symbol combination that is displayed when an internal winning role (replay role) associated with the names "F_RT4 lip_123", "F_RT4 lip_132", "F_RT4 lip_2nd" or "F_RT4 lip_3rd" described below is determined and the order of stop operations is correct for the push order determined for each type of replay role.

[0178] [Game state transition flow taking into account whether or not the notification (ART) function is activated] In this embodiment, the main control circuit 90 (main CPU 101) determines whether or not to activate the function (ART function) that notifies the player of a stop operation that is advantageous to the player. Therefore, in this embodiment, the activation / non-activation state of the ART function in the bonus non-activation state is also managed as a game state.

[0179] In the slot machine 1 of this embodiment, as shown in Fig. 14A, the main control circuit 90 manages a "regular game state" and an "ART game state" as separate game states based on the presence or absence of an alarm (ART) in a non-bonus operating state. That is, in the management of the game state taking into consideration the presence or absence of an alarm (ART), as shown in Fig. 14A, the main control circuit 90 manages three types of game states as broad classifications: a "bonus state," a "regular game state," and an "ART game state."

[0180] In addition, the normal gaming state is basically a gaming state (non-ART) that does not notify the information of the stop operation advantageous to the player, and is a gaming state that is disadvantageous to the player. In addition, the normal gaming state is any of the RT0 to RT4 states, and is a gaming state that does not win ART.

[0181] On the other hand, the ART game state is a game state that notifies the player of information about the stop operation that is advantageous to the player, and is a game state that is advantageous to the player. Also, the ART game state is basically an RT4 state and a game state during the ART lottery. In this embodiment, after the ART lottery is won, when the RT state transitions to the RT4 state, the ART game starts.

[0182] In addition, in this embodiment, as shown in FIG. 14A, two types of states called "normal gaming state" and "CZ (chance zone)" are provided as the general gaming state.

[0183] The normal gaming state is the most disadvantageous gaming state for a player, but a lottery for transitioning to the CZ is conducted during normal gaming. As shown in Figures 14A and 14B, when a player wins the lottery for transitioning to the CZ during normal gaming (when transition condition (A) is met), the main control circuit 90 transitions the gaming state from the normal gaming state to the CZ.

[0184] The CZ is a gaming state (chance zone) with a high expectation of transitioning to the ART gaming state, and a lottery for transitioning to the ART gaming state is held during CZ play. As shown in Figures 14A and 14B, if the lottery for transitioning to the ART is not won during CZ play (if transition condition (B) is met), the main control circuit 90 transitions the gaming state from the CZ to the normal gaming state. On the other hand, if the lottery for transitioning to the ART is won during CZ play (if transition condition (C) is met), the main control circuit 90 transitions the gaming state from the CZ to the ART gaming state. At this time, although not shown in Figure 14A, the main control circuit 90 transitions the gaming state from the CZ to the ART gaming state (normal ART or CT, described below) via the ART preparation state, described below.

[0185] As described above, the ART gaming state begins when the RT state transitions to the RT4 state after the ART win. As shown in FIG. 13A, the RT4 state transitions from the RT0 to RT2 states via the RT3 state, so the ART gaming state does not begin immediately even after the ART win. Therefore, in the pachislot 1 of this embodiment, the gaming state from the time the ART win is reached until the RT state transitions to the RT4 state is called the ART ready state. Then, during play in this ART ready state, information on the stop operation required to transition the RT state to the RT4 state is announced.

[0186] In this embodiment, as shown in FIG. 14A, two types of ART gaming states, called "normal ART" and "CT (addition chance)", which have different gameplay characteristics, are provided.

[0187] The normal ART is a game state in which, for a predetermined number of games, advantageous stop operations for the player (for example, stop operations for displaying a symbol combination with a large number of medals to be paid out, or stop operations required to maintain the RT4 state) are announced. Also, during play during the normal ART, a lottery is held to transition to the CT.

[0188] CT is a game state in which a stop operation advantageous to the player is notified and the duration of the normal ART can be extended for a specific period (a period of 8 games per set), and it functions as an additional chance zone. Also, during CT, the game is played without consuming the duration of the normal ART. The gameplay during CT will be described in detail later with reference to Figures 52A to 52C.

[0189] As shown in Figures 14A and 14B, when a player wins the lottery to transition to the CT during play in the normal ART (when transition condition (D) is met), the main control circuit 90 transitions the game state from the normal ART to the CT. Furthermore, when the duration of the normal ART ends (when transition condition (E) is met), the main control circuit 90 transitions the game state from the normal ART to the normal game state (normal game state or CZ). In this embodiment, the duration of the normal ART is managed by the number of games played, but the present invention is not limited to this, and any method for managing the duration of the normal ART may be used. For example, the duration of the normal ART may be managed by the number of medals paid out during the normal ART or the difference in the number of medals, or by the number of notifications (navigation count) that affect the payout of medals during the normal ART.

[0190] As shown in Figures 14A and 14B, when the duration of the CT (8 games in one set) ends during play in the CT (when the transition condition (F) is met), the main control circuit 90 transitions the game state from the CT to the normal ART.

[0191] Also, as shown in Figure 14A, when a bonus role is won in the general gaming state (normal gaming state or CZ) or the ART gaming state (normal ART or CT) (when the transition condition (2) described in Figures 13A and 13B is met), the main control circuit 90 transitions the gaming state from the general gaming state or the ART gaming state to the bonus state.

[0192] In bonus state play, as described above, a lottery for transition to ART is conducted, and if the lottery for transition to ART is not won during bonus state play (when the transition condition (G) is met), the main control circuit 90 transitions the game state from the bonus state to the normal game state (normal game state or CZ). However, if the game has transitioned from the ART game state (normal ART or CT) to the bonus state, even if the ART transition lottery is not won during bonus state play, the main control circuit 90 transitions the game state from the bonus state to the ART game state (normal ART or CT). On the other hand, when the lottery for transition to ART is won during bonus state play (when the transition condition (H) is met), the main control circuit 90 transitions the game state from the bonus state to the ART game state (normal ART or CT). As mentioned above, when the bonus state ends, the RT state transitions to the RT1 state, so when the game state transitions from the bonus state to the ART game state, the main control circuit 90 transitions the game state to the ART game state via the ART preparation state.

[0193] <Data table configuration stored in main ROM> Next, the configuration of various data tables stored in the main ROM 102 will be described with reference to Figures 15 to 27. Note that various data tables used in various lotteries relating to gameplay in the general gaming state and the ART gaming state (gameplay of CZ, normal ART, and CT) will be described separately below together with an explanation of each gameplay.

[0194] [Pattern placement table] First, the symbol arrangement table will be described with reference to Figure 15. The symbol arrangement table defines the correspondence between the position of each symbol in the rotation direction of the left reel 3L, center reel 3C, and right reel 3R, and data specifying the type of symbol arranged at each position (hereinafter referred to as symbol code (see symbol code table in Figure 15)).

[0195] In the symbol arrangement table, when a reel index is detected, the position of the symbol located in the middle area of ​​each reel within the frame of the reel display window 4 is defined as "0." Then, for each reel, "0" to "19" corresponding to the value of the symbol counter are assigned as symbol positions in the order of progression in the reel rotation direction (from symbol position "19" toward symbol position "0" in FIG. 15) based on symbol position "0."

[0196] That is, by referring to the value of the symbol counter ("0" to "19") and the symbol arrangement table, it is possible to identify the type of symbol displayed in the upper, middle, and lower regions of each reel within the frame of the reel display window 4. In this embodiment, ten types of symbols are used: "White 7," "Blue 7," "Up Chill 1," "Up Chill 2," "Down Chill," "Replay," "Hat," "Cactus 1," "Cactus 2," and "Cactus 3."

[0197] In this embodiment, as shown in the symbol code table, the symbol "White 7" (symbol code 1) is assigned the data "00000001", the symbol "Blue 7" (symbol code 2) is assigned the data "00000010", the symbol "Dust Up 1" (symbol code 3) is assigned the data "00000011", and the symbol "Dust Up 2" (symbol code 4) is assigned the data "00000100".

[0198] The "Chili Under" symbol (symbol code 5) is assigned the data "00000101," and the "Replay" symbol (symbol code 6) is assigned the data "00000110." The "Hat" symbol (symbol code 7) is assigned the data "00000111," and the "Cactus 1" symbol (symbol code 8) is assigned the data "00001000." The "Cactus 2" symbol (symbol code 9) is assigned the data "00001001," and the "Cactus 3" symbol (symbol code 10) is assigned the data "00001010."

[0199] [Internal lottery table] Next, the internal lottery table referred to when determining the internal winning combination will be described with reference to Figures 16 and 17. Note that Figure 16 is an internal lottery table referred to in each of the RT0 state to RT4 state. Also, Figure 17A is an internal lottery table referred to in the RT5 state, and Figure 17B is an internal lottery table referred to in the bonus state.

[0200] The internal lottery table is provided for each gaming state and defines the correspondence between various internal winning combinations and the lottery value when each internal winning combination is determined. The lottery value is defined for each setting (settings 1 to 6) for adjusting the expected value of the internal winning combination such as a preset bonus combination or a small combination. This setting is changed, for example, using the reset switch 76 and the setting key switch 54 (see FIG. 7).

[0201] In the internal lottery process of this embodiment, first, the random number register 0 of the random number circuit 110 sequentially adds a random number value extracted from a predetermined range of numbers (for example, 0 to 65535) to a lottery value defined corresponding to each internal winning combination. Next, it is determined whether the lottery result (lottery value + random number value) exceeds 65535 (whether the lottery result has overflowed). Then, when the lottery result exceeds 65535 for a predetermined internal winning combination, it is determined that the internal winning combination has been won. In the internal lottery processing of this embodiment, an example has been described in which a lottery value is added to an extracted random number value to draw a lottery, but the present invention is not limited to this, and the lottery value may be subtracted from the random number value, and the result of the subtraction (lottery result) may be determined to be below "0" (whether the lottery result has underflowed) to determine whether the internal lottery is a winning or losing lottery.

[0202] Therefore, in the internal lottery process of this embodiment, the larger the numerical value specified as the lottery value of an internal winning combination, the higher the probability of it being determined. The winning probability of each internal winning combination can be expressed as "lottery value specified for each winning number / the number of all random number values ​​that can be extracted (random number denominator: 65536)".

[0203] In the internal lottery table referenced in each of the RT0 state to the RT4 state, as shown in FIG. 16, the type and winning probability of the replay combination determined as the internal winning combination basically change depending on the type of RT state. For example, the replay combinations named "F_ChiliRip (No. 25)" to "F_ReachEyeRip D (No. 31)" are not determined as internal winning combinations in the RT0 state to the RT3 state, but are determined as internal winning combinations only in the RT4 state. In the pachislot 1 of this embodiment, when the replay combinations named "F_ChiliRip (No. 25)" to "F_ReachEyeRip D (No. 31)" are determined as internal winning combinations during the RT4 state, special control (flag conversion, described later) is performed. This flag conversion will be described in detail later.

[0204] Also, as shown in FIG. 16, in the RT0 state to the RT3 state, the internal winning roles named "F_Reach Eye Replay A" to "F_Reach Eye Replay D" may be determined in overlap with the bonus role named "F_BB1" or "F_BB2" (see Nos. 3 to 6, 15 to 18), but the internal winning roles (replay roles) named "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are never determined as internal winning roles alone. Therefore, in this embodiment, when a replay role named "F_Reach Eye RIP A" to "F_Reach Eye RIP D" is determined as an internal winning role during the RT0 state to the RT3 state (when a symbol combination corresponding to a replay role named "F_Reach Eye RIP A" to "F_Reach Eye RIP D" is displayed to the player), a bonus role (named "F_BB1" or "F_BB2") is simultaneously determined as an internal winning role.

[0205] In addition, the RT5 state, which is an inter-flag state, is a gaming state in which the bonus role is carried over as an internal winning role as described above. Therefore, as shown in FIG. 17A, in the internal lottery table referred to in the RT5 state, the carried-over bonus role is always determined as an internal winning role. In addition, as shown in FIG. 17B, in the internal lottery table referred to in the bonus state, an internal winning role related to any of the names "F_RB role 1" to "F_RB role 4" is always won (a "loser" is never won).

[0206] [Table of correspondence between internal winning combinations and symbol combinations (winning roles) (symbol combination determination table)] Next, a correspondence table (symbol combination determination table) between internal winning combinations and symbol combinations will be described with reference to Figures 18 to 23. The symbol combination determination table defines the correspondence between various internal winning combinations and symbol combinations (combinations) that can be displayed on the active line (center line) associated with each internal winning combination. In other words, when an internal winning combination is determined, the type of symbol combination that can be displayed on the active line (type of winning display combination) is uniquely determined.

[0207] The various data written in the symbol combination column in each symbol combination determination table is data for identifying symbol combinations that are permitted to be displayed along the activated lines set across the left reel 3L, center reel 3C, and right reel 3R. The relationship between each name written in the symbol combination (display combination) column and the specific symbol combination is shown in the winning activation flag storage area in Figures 28 to 30, which will be described later.

[0208] In addition, the "○" mark in the symbol combination determination table indicates a symbol combination (combination) that can be displayed on the activated line for the determined internal winning combination, that is, a winning display combination. For example, when the internal winning combination "F_Chililip" is determined, as shown in Figures 18 and 19, symbol combinations related to the combination names "C_Maintenance Lip A_01" to "C_Maintenance Lip G_01" and "C_Chililip A_01" to "C_Chililip D_01" can be stopped and displayed. Note that the symbol combination determination table does not specify when the "internal winning combination" will be a "miss," which means that the display of all symbol combinations specified in the symbol combination tables shown in Figures 18 to 23 is not permitted.

[0209] In the pachislot 1 of this embodiment, the main control circuit 90 (main CPU 101) varies stop control depending on the internal winning combination and the game status, and when a predetermined combination is determined as the internal winning combination, performs spin stop control of the left reel 3L, center reel 3C, and right reel 3R so that the corresponding symbol combinations shown in Figures 18 to 23 can be displayed. Note that in the correspondence tables shown in Figures 18 to 23, all symbol combinations that can be displayed for the determined internal winning combination are listed with a "○" mark, but even symbol combinations marked with a "○" may not be displayed.

[0210] In this embodiment, there is a function to change the stop control (for example, the symbol to be drawn with priority) depending on the symbol combination that can be stopped and the current game state, and even a symbol combination marked with a "○" may not be displayed due to the relationship between the symbol combination that is drawn with priority. The correspondence between the type of internal winning combination and the symbol combination that is actually displayed will be explained with reference to Figures 24 and 25 described later.

[0211] [The relationship between winning combinations and stop-displayed symbols during non-flag states] Here, referring to Fig. 24, the correspondence between the internal winning combinations and the symbol combinations that are stopped and displayed in a game state (non-flag state) excluding the flag state will be explained. Note that Fig. 24 is a diagram showing the correspondence between various internal winning combinations that can be determined in the non-flag state and the symbol combinations (abbreviations) that are stopped and displayed when each internal winning combination is determined (some roles are omitted). Note that the names of the symbol combinations shown in Fig. 24 are the "abbreviations" listed in the content column shown in the winning activation flag storage area in Figs. 28 to 30 described later.

[0212] In the pachislot 1 of this embodiment, a role in which different symbol combinations are displayed depending on the order of the player's stop operations (push order), known as a "push order role," is provided. The symbol combination associated with the "correct push order" shown in FIG. 24 is a symbol combination that is advantageous to the player among the symbol combinations displayed according to the push order, while the symbol combination associated with the "incorrect push order" is a symbol combination that is disadvantageous to the player among the symbol combinations displayed according to the push order. When an advantageous stop operation for the player is notified, the correct push order is notified, and if the stop operation is performed according to that notification, the symbol combination associated with the "correct push order" is displayed. Even in the ART game mode, an incorrect push order may be notified, the details of which will be described later.

[0213] In this embodiment, for some of the push order combinations, the correct push order is indicated at the end of their names. Specifically, the suffix "1st" in the name of an internal winning combination means that the correct push order is that the first stop operation (the first stop operation performed) is for the left reel 3L, the suffix "2nd" in the name of an internal winning combination means that the correct push order is that the first stop operation is for the center reel 3C, and the suffix "3rd" in the name of an internal winning combination means that the correct push order is that the first stop operation is for the right reel 3R. In addition, the suffix "123" in the name of the internal winning role means that the correct button press order is "left, center, right," the suffix "132" in the name of the internal winning role means that the correct button press order is "left, right, center," the suffix "213" in the name of the internal winning role means that the correct button press order is "center, left, right," and the suffix "231" in the name of the internal winning role means that the correct button press order is "left, right, center."

[0214] In the following, the stop operation sequence when the first stop operation is performed on the left reel 3L, specifically the pressing order of "left, center, right" and "left, right, center", will also be referred to as "normal pressing". Furthermore, in the following, the stop operation sequence when the first stop operation is performed on the center reel 3C or the right reel 3R, specifically the pressing order of "center, left, right", "center, right, left", "right, center, left", and "right, left, center", will also be referred to as "irregular pressing".

[0215] In this embodiment, as shown in Fig. 24, the internal winning combination "F_Chililip" is a push order combination in which the symbol combination displayed varies depending on the push order, and when the push order is correct, one of the symbol combinations related to the abbreviation "Chililip" (see Fig. 28 described later) that can be displayed as shown in Figs. 18 to 23 is displayed along the active line. On the other hand, when the push order is incorrect, one of the symbol combinations related to the abbreviation "Replay" (see Fig. 28 described later) that can be displayed as shown in Figs. 18 to 23 is displayed along the active line. In addition, when the internal winning role "F_Chililip" is determined, as shown in Figures 18 to 23, the symbol combinations related to the combination names "C_Chililip A_01", "C_Chililip B_01" or "C_Chililip C_01" (abbreviated as "single Chililip" or "double Chililip": corresponding to the abbreviation "Chililip (not triple)" in Figure 28 described later) can be displayed, but the symbol combinations related to the combination names "C_Chililip D_01" to "C_1 sure Chililip D_01" (abbreviated as "triple Chililip": corresponding to the abbreviation "Chililip (triple)" in Figure 28 described later) cannot be displayed. In other words, the internal winning role "F_Chililip" is a role that cannot display the symbol combination related to the abbreviation "triple Chililip".

[0216] In addition, both the internal winning combinations "F_sure Chililip" and "F_1 sure Chililip" are push order combinations in which the symbol combinations displayed vary depending on the push order, and if the push order is correct, one of the symbol combinations related to the abbreviation "Chililip" (see FIG. 28 described later) that can be displayed as shown in FIGS. 18 to 23 will be displayed along the valid line. On the other hand, if the push order is incorrect, one of the symbol combinations related to the abbreviation "Replay" (see FIG. 28 described later) that can be displayed as shown in FIGS. 18 to 23 will be displayed along the valid line. In addition, if the internal winning combination "F_sure Chililip" or "F_1 sure Chililip" is determined, a symbol combination related to the abbreviation "3 consecutive Chililip" can be displayed as shown in FIGS. 18 to 23. In other words, the internal winning roles "F_sure Chililip" and "F_1 sure Chililip" are roles that can display a pattern combination related to the abbreviation "3 consecutive Chililip".

[0217] In addition, the internal winning roles "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are push order roles in which the symbol combinations displayed vary depending on the push order, and if the push order is correct, one of the symbol combinations associated with the abbreviation "Reach Eye Replay" (see Figures 28 and 29 described below) that can be displayed as shown in Figures 18 to 23 will be displayed along the active line. On the other hand, if the push order is incorrect, one of the symbol combinations associated with the abbreviation "Replay" (see Figure 28 described below) that can be displayed as shown in Figures 18 to 23 will be displayed along the active line.

[0218] In this embodiment, the correct press order when the internal winning combinations "F_ChiliRip", "F_Sure ChiliRip", "F_1Sure ChiliRip", and "F_Reach Eye Rip A" to "F_Reach Eye Rip D" are won is to perform the first stop operation on the left reel 3L. Therefore, for example, in a game in which the internal winning combination "F_Reach Eye Rip A" has been determined, if the player performs the first stop operation on the left reel 3L, the symbol combination associated with the abbreviated "Reach Eye Rip" is stopped and displayed. Note that the present invention is not limited to this, and the correct press order when the internal winning combinations "F_ChiliRip", "F_Sure ChiliRip", "F_1Sure ChiliRip", and "F_Reach Eye Rip A" to "F_Reach Eye Rip D" are won can be set arbitrarily.

[0219] In addition, the internal winning roles "F_Maintenance Replay A" and "F_Maintenance Replay B" are not push order roles, and regardless of the push order, one of the displayable pattern combinations shown in Figures 18 to 23 among the pattern combinations associated with the abbreviation "replay" (see Figure 28 described below) is displayed along the valid line.

[0220] In addition, the internal winning roles "F_Maintenance Replay_1st" to "F_Maintenance Replay_3rd" are all push order roles in which the symbol combinations displayed vary depending on the push order, and if the push order is correct, one of the symbol combinations associated with the abbreviation "Replay" (see FIG. 28 described later) that can be displayed as shown in FIG. 18 to FIG. 23 will be displayed along the active line. On the other hand, if the push order is incorrect, one of the symbol combinations associated with the abbreviation "RT2 Transition Replay" (see FIG. 28 described later) that can be displayed as shown in FIG. 18 to FIG. 23 will be displayed along the active line.

[0221] In addition, the internal winning combinations "F_RT3 replay_1st" to "F_RT3 replay_3rd" are all push order combinations in which the symbol combinations displayed vary depending on the push order, and if the push order is correct, the symbol combination (see Figure 28 below) related to the abbreviation "RT3 transition replay" is displayed along the active line. On the other hand, if the push order is incorrect, one of the symbol combinations (see Figure 28 below) related to the abbreviation "replay" that can be displayed as shown in Figures 18 to 23 is displayed along the active line.

[0222] In addition, the internal winning combinations "F_RT4 replay_123" to "F_RT4 replay_3rd" are all push order combinations in which the symbol combinations displayed vary depending on the push order, and if the push order is correct, the symbol combination (see Figure 28 below) related to the abbreviation "RT4 transition replay" is displayed along the active line. On the other hand, if the push order is incorrect, one of the symbol combinations (see Figure 28 below) related to the abbreviation "replay" that can be displayed as shown in Figures 18 to 23 is displayed along the active line.

[0223] In addition, the internal winning roles "F_3-choice bell_1st" to "F_3-choice bell_3rd" are all push order roles in which the symbol combination displayed varies depending on the push order, and if the push order is correct, the symbol combination (see Figure 19 below) related to the abbreviation "bell" is displayed along the active line. On the other hand, if the push order is incorrect, the symbol combination (see Figure 28 below) related to the abbreviation "bell spill" or the symbol combination (see Figure 30 below) related to the abbreviation "1 coin out" is displayed.

[0224] In addition, the internal winning combination "F_Common Bell" is not a push order combination, and regardless of the push order, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations related to the abbreviation "Bell" (see Figure 29 described later) is displayed along the effective line. In addition, both the internal winning combinations "F_Sabo1" and "F_Sabo2" are not push order combinations, and regardless of the push order, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations related to the abbreviation "Cactus" (see Figure 30 described later) is displayed along the effective line.

[0225] In addition, the internal winning combination "Weak Cherry" is not a push order combination, and regardless of the push order, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations associated with the abbreviation "Weak Cherry" (see Figure 30 described later) is displayed along the effective line. In addition, both the internal winning combinations "F_Strong Chili 1" and "F_Strong Chili 2" are not push order combinations, and regardless of the push order, any of the displayable symbol combinations shown in Figures 18 to 23 among the symbol combinations associated with the abbreviation "Strong Cherry" (see Figure 30 described later) is displayed along the effective line.

[0226] [The relationship between winning combinations during the flag state and the symbol combinations that are displayed] Next, the correspondence relationship between the internal winning combination and the symbol combination stopped and displayed in the flag interval state will be explained with reference to Fig. 25. Note that Fig. 25 is a diagram showing the correspondence relationship between the internal winning combination and the symbol combination stopped and displayed (some roles are omitted) in the flag interval state, and in particular, a diagram showing whether or not the symbol combination (combination name "C_BB1" or "C_BB2") related to the bonus role (BB role) can be displayed in the flag interval state.

[0227] In the correspondence table of FIG. 25, the "○" mark in the "BB formation possibility" column indicates that the symbol combination related to the BB role can be displayed, and the "×" mark indicates that the symbol combination related to the BB role cannot be displayed. In addition, if the symbol combination related to the BB role cannot be displayed, the symbol combination related to the role that is determined to overlap with the bonus role as the internal winning role will be displayed. For example, if the internal winning role "F_BB1+F_Chililip" is won (if the internal winning role "F_BB1" and the internal winning role "F_Chililip" are won overlappingly), as shown in FIG. 25, the symbol combination related to the internal winning role "F_BB1" cannot be statically displayed, and the symbol combination related to the internal winning role "F_Chililip" is statically displayed.

[0228] In addition, in the flag interval state, when the symbol combination related to the BB role cannot be displayed and the symbol combination related to the role that has been determined to overlap with the bonus role is displayed, only the symbol combination when the pressing order is correct as described in Figure 24 may be displayed, or only the symbol combination when the pressing order is incorrect may be displayed.

[0229] For example, when the internal winning role "F_BB1+F_3-choice bell_1st" is won, as shown in Fig. 25, the symbol combination related to the internal winning role "F_BB1" cannot be stopped and displayed, so the symbol combination related to the internal winning role "F_3-choice bell_1st" is stopped and displayed, but at this time, only the symbol combination related to the abbreviation "bell" that is displayed when the pressing order is correct may be made to be displayable, and the symbol combination related to the abbreviation "bell spill" or "1 piece out" that is displayed when the pressing order is incorrect may be made to be undisplayable (see Fig. 24). Also, for example, when the internal winning role "F_BB1+F_RT3 replay_1st" is won, only the symbol combination related to the abbreviation "replay" that is displayed when the pressing order is incorrect may be made to be displayable, and the symbol combination related to the abbreviation "RT3 transition replay" that is displayed when the pressing order is correct may be made to be undisplayable (see Fig. 24).

[0230] In addition, in the flag interval state, as shown in Figure 25, if the bonus role (BB role) and any of the internal lottery roles "Miss", "F_Special 1", "F_Special 2" and "F_Special 3" are determined to overlap, the pattern combination related to the BB role can be displayed in a stopped state.

[0231] [Reel stop initial setting table] Next, the reel stop initial setting table will be described with reference to Fig. 26. The reel stop initial setting table defines the correspondence between internal winning combinations and various data used in the reel stop control process described later.

[0232] The reel stop initial setting table shown in Figure 26 defines the correspondence between the internal winning combination (small winning combination number), the attraction priority table selection table number, the attraction priority table number, and the stop table number. Note that Figure 26 also lists the game state and the name of the internal winning combination to be referenced.

[0233] The attraction priority table selection table number and the attraction priority table number are data used in the attraction priority table selection process. For example, if an attraction priority table number corresponding to a stop table number is specified in the reel stop initial setting table, data regarding the priority of the display role corresponding to the attraction priority table number specified in the attraction priority table (see Figure 27 described below) can be obtained. On the other hand, if an attraction priority table number corresponding to a stop table number is not specified in the reel stop initial setting table, the attraction priority table number corresponding to the attraction priority table selection table number is determined by referring to the attraction priority table selection table (not shown).

[0234] Here, a brief description will be given of the reel stop control (method of determining the stop symbol position) in the pachislot 1 of this embodiment. In this embodiment, after a stop operation is detected by the stop switch, the reel stop control is performed so that the rotation of the corresponding reel stops within 190 msec. Specifically, one of the sliding symbol numbers "0" to "4" is added to the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected, and the symbol position corresponding to the obtained value is determined as the symbol position where the rotation of the reel stops (hereinafter referred to as the "expected stop position"). Note that the symbol position corresponding to the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected is the symbol position where the rotation of the reel starts to stop (hereinafter referred to as the "stop start position").

[0235] That is, the number of sliding symbols is the amount of rotation of the reel from when the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. In other words, it is the number of symbols that pass through the middle area of ​​the corresponding reel in the reel display window 4 during the period from when the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. This is determined by the value of the symbol counter that is updated after the stop operation is detected by the stop switch.

[0236] By referencing a stop table (not shown), the number of sliding pieces is obtained according to the stop start position of each reel. In this embodiment, the number of sliding pieces is obtained based on the stop table, but this is provisional, and the obtained number of sliding pieces does not immediately determine the expected stop position of the reels. In this embodiment, if there is a more appropriate number of sliding pieces than the number of sliding pieces obtained based on the stop table (hereinafter referred to as "number of sliding pieces determination data"), the number of sliding pieces is changed by referring to the later-described pull-in priority table (see Figure 27 below). The sliding piece number determination data is then referenced to determine the search order when comparing priorities for each pattern from the stop start position to the pattern position four positions ahead, which is the maximum number of sliding pieces.

[0237] [Intake Priority Table] Next, the attraction priority table will be described with reference to Fig. 27. The attraction priority table defines the correspondence between attraction data (winning activation flag data) for each type of winning activation flag storage area (see Figs. 28 to 30 described later) and its predetermined priority in each of the attraction priority table numbers "00" to "05".

[0238] The attraction priority table is used to search for whether there is a more appropriate number of sliding pieces other than the number of sliding pieces obtained based on the stop table (not shown). The priority is data that specifies the order in which winning symbol combinations (winning activation flags) are preferentially stopped and displayed (attracted in) among the types of winning symbol combinations (winning activation flags). Also, in Figure 27, for the sake of convenience, the attraction data (winning activation flag data) column lists the combination names of the winning activation flags, but in an actual attraction priority table, each attraction data is represented by one byte of data, as shown in the winning activation flag storage area (see Figures 28 to 30 described below), and a unique symbol combination (winning activation flag) is assigned to each bit in the one byte of data.

[0239] In the reel stop control of this embodiment, the number of sliding pieces is first obtained based on a stop table (not shown). However, if a more appropriate number of sliding pieces exists based on priority, the number is changed to that more appropriate number. In other words, in this embodiment, regardless of the number of sliding pieces obtained from the stop table, the more appropriate number of sliding pieces is determined based on the priority of the symbol combinations that are allowed to be stopped by the internal winning combination.

[0240] In this embodiment, the stop display (pulling-in) of a symbol combination with a higher priority is given priority over the stop display of a symbol combination with a lower priority.

[0241] Furthermore, in this embodiment, as shown in Fig. 27, not only does the priority of the symbol combination (winning activation flag) differ depending on the attraction priority table number, but the number of priority divisions also differs. Specifically, when the attraction priority table number is "00", the number of priority divisions is 5, and when the attraction priority table number is "01" or "04", the number of priority divisions is 4. Furthermore, when the attraction priority table number is "02" or "03", the number of priority divisions is 2, and when the attraction priority table number is "05", the number of priority divisions is 3.

[0242] Here, we will explain the priority when the pull-in priority table number is "00", and will omit explanations of the priority for other pull-in priority table numbers. When the pull-in priority table number is "00", the priority "1" (highest priority) is set to the pull-in data corresponding to the combination names "C_9 coins A_01", "C_1 sure chili lip C_01", "C_1 sure chili lip D_01" and "C_RT3 lip_01".

[0243] When the pull-in priority table number is "00", the priority "2" specifies the pull-in data corresponding to the combination names "C_Strong 2 C_01" to "C_Strong 2 C_09", "C_Weak 2 B_01" to "C_Weak 2 B_03", "C_3 E_01", "C_3 E_02", "C_9 F_01" to "C_9 F_03", "C_1 Guaranteed Chililip B_01", "C_Chililip D_01" and "C_Chililip C_01".

[0244] When the pull-in priority table number is "00", the priority "3" is set to the pull-in data corresponding to the combination names "C_1 Confirmed Chililip A_01", "C_Chililip A_01", "C_Chililip B_01" and "C_Maintained Chililip E_01" to "C_Maintained Chililip E_04".

[0245] When the pull-in priority table number is "00", the priority level "4" includes the combination names "C_SP1_01", "C_SP2_01", "C_Reach Eye Reply P_01", "C_Reach Eye Reply P_02", "C_Reach Eye Reply O_01", "C_Reach Eye Reply O_02", "C_Reach Eye Reply N_01", "C_Reach Eye Reply N_02", "C_Reach Eye Reply M_01", "C_Reach Eye Reply M_02", "C_Reach Eye Reply L_01" to "C_Reach Eye Reply L_03", "C_Reach Eye Reply K_01" to "C_Reach Eye Reply K_03", "C_Reach Eye Reply J_01", "C_Reach Eye Reply I_01" to "C_Reach Eye Reply I_09", "C_Reach Eye Reply H_01" to "C_Reach Eye Reply H_02", "C_Reach Eye Reply H_01" to "C_Reach Eye Reply H_03 ... "C_Reach Eye Reply H_03", "C_Reach Eye Reply G_01", "C_Reach Eye Reply F_01", "C_Reach Eye Reply F_02", "C_Reach Eye Reply E_01", "C_Reach Eye Reply D_01", "C_Reach Eye Reply D_02", "C_Reach Eye Reply C_01" ~ "C_Reach Eye Reply C_03", "C_Reach Eye Reply B_01", "C_Reach Eye Reply B_02", "C_Reach Eye Reply A_01", "C_Maintenance Reply F_01", "C_Maintenance Reply F_02", "C_Maintenance Reply D_01" to "C_Maintenance Reply D_04", "C_Maintenance Reply C_01" to "C_Maintenance Reply C_03", "C_Maintenance Reply B_01", "C_Maintenance Reply B_02" and "C_Maintenance Reply A_01" are specified.

[0246] Furthermore, in the case where the attraction priority table number is "00", the attraction data corresponding to the combination names "C_BB1" and "C_BB2" are defined as the priority "5" (the lowest priority).

[0247] <Configuration of storage area provided in main RAM> Next, the configuration of various storage areas provided in the main RAM 103 will be described with reference to FIGS.

[0248] [Hit request flag storage area and winning activation flag storage area] First, the configuration of the winning request flag storage area (internal winning combination storage area) and the winning activation flag storage area (display combination storage area) will be described with reference to Figures 28 to 30. In this embodiment, the winning request flag storage area (flag data storage area, winning flag data storage area) and the winning activation flag storage area (winning flag data storage area) have the same configuration.

[0249] In this embodiment, the win request flag storage area is made up of win request storage areas 0 to 11, each represented by 1 byte of data, and the win activation flag storage area is made up of win activation storage areas 0 to 11, each represented by 1 byte of data. Note that the data stored in each storage area of ​​the win request flag storage area and the win activation flag storage area is only the 1 byte of data in the "Data" column in Figures 28 to 30, but for ease of explanation, Figures 28 to 30 also list the symbol combinations of each reel (in the figures, the symbols of the left reel 3L, the center reel 3C, and the right reel 3R are listed in this order), their names (combination names), abbreviations, and the number of medals to be paid out, which are associated with the bits of each storage area.

[0250] In each of the win request flag storage areas 0 to 11, when "1" is stored in a predetermined bit, it indicates that the internal winning combination corresponding to the predetermined bit has been internally won. Also, in each of the win activation storage areas 0 to 11, when "1" is stored in a predetermined bit, it indicates that the display combination (win activation flag) corresponding to the predetermined bit has been won. In other words, when "1" is stored in a predetermined bit, it indicates that various symbol combinations of the internal winning combination corresponding to the predetermined bit have been displayed on the activated line.

[0251] In addition, in the winning request flag storage area and the winning activation flag storage area, as shown in Figures 28 to 30, multiple symbol combinations are assigned to one bit (flag) in each storage area. In other words, this means that there are multiple symbol combinations that can be stopped and displayed (winning combinations) for such a flag.

[0252] For example, bit 5 of the win request storage area 5 and the winning activation storage area 5 are assigned three symbol combinations: "Cactus 2"-"White 7"-"Hat" (combination name "C_Maintain Rep C_01"), "Cactus 2"-"Chili 1"-"Hat" (combination name "C_Maintain Rep C_02"), and "Cactus 2"-"Cactus 2"-"Hat" (combination name "C_Maintain Rep C_03"). Therefore, when bit 5 of the win request storage area 5 is set to "1," it indicates that these three symbol combinations can be displayed on an active line. Also, when bit 5 of the winning activation storage area 5 is set to "1," it indicates that any of these three symbol combinations has been displayed on an active line.

[0253] [Carryover role storage area] Next, the configuration of the carryover combination storage area will be described with reference to Fig. 31. In this embodiment, the carryover combination storage area is configured as a 1-byte data storage area.

[0254] When the internal winning role "F_BB1" or "F_BB2" is determined as a result of the internal lottery, the internal winning role (BB role) is stored in the carryover role storage area as a carryover role. The carryover role stored in the carryover role storage area is kept without being cleared until the corresponding symbol combination is displayed on the active line. Also, while the carryover role is stored in the carryover role storage area, in addition to the internal winning role determined by the internal lottery, the carryover role is stored in the win request storage area.

[0255] [Game status flag storage area] Next, the configuration of the game status flag storage area will be described with reference to Figure 32. The game status flag storage area is configured as a 1-byte data storage area. In this embodiment, as shown in Figure 32, a unique bonus type or RT type is assigned to each bit of the game status flag storage area.

[0256] In the gaming status flag storage area, when "1" is stored in a predetermined bit, it indicates that the bonus game or RT corresponding to that predetermined bit is operating. For example, when "1" is stored in bit 0 of the gaming status flag storage area, it indicates that the big bonus "BB" is operating and the gaming status is in the BB gaming status. Also, for example, when "1" is stored in bit 3 of the gaming status flag storage area, it indicates that the gaming status is in the RT3 status.

[0257] [Operation stop button storage area] Next, the configuration of the operation stop button storage area will be described with reference to Fig. 33. The operation stop button storage area is configured as a 1-byte data storage area and stores an operation stop button flag consisting of 1 byte. In the operation stop button flag, each bit is assigned to the operation state of the stop button.

[0258] For example, if the left stop button 17L is the stop button that has been pressed this time, i.e., the activated stop button, then "1" is stored in bit 0 of the activated stop button storage area. Also, for example, if the left stop button 17L is a stop button that has not yet been pressed, i.e., a valid stop button, then "1" is stored in bit 4. The main CPU 101 distinguishes between the stop button that has been pressed this time and a stop button that has not yet been pressed, based on the data stored in the activated stop button storage area.

[0259] [Press order storage area] Next, the configuration of the pressing order storage area will be described with reference to Fig. 34. The pressing order storage area is configured as a 1-byte data storage area, and stores a pressing order flag consisting of 1 byte.

[0260] In the pressing order flag, each bit is assigned a type of pressing order of the stop buttons. For example, if the pressing order of the stop buttons is "left, center, right", "1" is stored in bit 0 of the pressing order storage area.

[0261] [Pattern code storage area] Next, the configuration of the symbol code storage area will be described with reference to Fig. 35. In this embodiment, the symbol code storage area is composed of symbol code storage areas 0 to 11, each represented by 1-byte data. The symbol code storage area has the same configuration as the winning request flag storage area and the winning activation flag storage area (see Figs. 28 to 30).

[0262] In the symbol code storage area, a "1" is stored in the bit corresponding to the symbol combination that can be stopped on the active line. After all the reels have stopped, the symbol code storage areas 0 to 11 store the symbol code corresponding to the displayed role (winning activation flag).

[0263] [Internal winning combinations and sub-flags] In the normal gaming mode and the ART gaming mode, the main control circuit 90 refers to various data tables for various lotteries. In this embodiment, the parameters used in this process are not only the internal winning combination, but also various parameters with different names corresponding to the internal winning combination (hereinafter referred to as "subflag (first subflag)," "subflag EX (second subflag)," and "subflag D"). Therefore, in this embodiment, the main control circuit 90 performs a process of converting the internal winning combination into various subflags (see the subflag conversion process, flag conversion process, and subflag compression process in Figure 104 described later). In this embodiment, the subflag is set in the start command as information (communication parameters) related to the internal winning combination, and is transmitted from the main control circuit 90 to the sub-control circuit 200.

[0264] Here, the correspondence between the internal winning combination and various sub-flags will be explained with reference to Figures 36 and 37. Figure 36 is a diagram showing the correspondence between the internal winning combination (small winning combination number) and various sub-flags, and Figure 37 is a diagram showing the correspondence between the internal winning combination (special prize winning number) and sub-flags.

[0265] In the flag conversion process of this embodiment, first, a plurality of internal winning combinations belonging to the same type are grouped into one sub-flag. In this embodiment, as shown in FIG. 36, this flag conversion process converts 32 types of internal winning combinations (small winning combination numbers) related to small winning combinations and replay combinations into 18 types of sub-flags ("01" to "18": flag data). For example, the internal winning combinations "F_maintenance replay_1st (10: small winning combination number)" to "F_maintenance replay_3rd (12)" are grouped into the sub-flag "push order replay 1 (09: flag data)". In addition, the sub-flag "miss (00)" is assigned to the internal winning combination "miss".

[0266] Furthermore, in the flag conversion process of this embodiment, as shown in FIG. 36, 19 types of sub-flags ("00" to "18"), including the sub-flag "miss (00)", are converted into 9 types of sub-flags EX ("00" to "08": flag data). Therefore, this conversion process can further compress the sub-flag data. In this case, in this embodiment, the sub-flags are converted into sub-flags EX by lottery (flag conversion lottery). Specifically, the conversion is performed as follows:

[0267] The sub-flag "Miss (00)" will be converted to the sub-flag EX "Miss (00)" regardless of the result of the flag conversion lottery, and the sub-flag "Double Chili Replay (01)" will be converted to the sub-flag EX "Replay (01)" regardless of the result of the flag conversion lottery.

[0268] If the sub-flag "3 consecutive chili replay A (02)" and the sub-flag "3 consecutive chili replay B (03)" win the flag conversion lottery (in the case of "with conversion" described below), they will be converted to the sub-flag EX "Determined role (06)" or "3 consecutive chili replay (07)", and if they do not win the flag conversion lottery (in the case of "without conversion" described below), they will be converted to the sub-flag EX "Replay (01)".

[0269] If the subflags "Reach Eye Replay 1 (04)" to "Reach Eye Replay 4 (07)" are drawn in the flag conversion lottery, they are converted into the subflag EX "Confirmed Role (06)" or "Reach Eye Replay (08)", and if they are not drawn in the flag conversion lottery, they are converted into the subflag EX "Replay (01)".

[0270] The sub-flags "Replay (08)" and "Push Order Replay 1 (09)" to "Push Order Replay 3 (11)" are converted to the sub-flag EX "Replay (01)" regardless of the result of the flag conversion lottery, and the sub-flags "Push Order Bell (12)" and "Common Bell (13)" are converted to the sub-flag EX "Bell (02)" regardless of the result of the flag conversion lottery.

[0271] The subflags "Cactus (14)", "Weak Cherry (15)", and "Strong Cherry (16)" are converted to the subflags EX "Cactus (03)", "Weak Cherry (04)", and "Strong Cherry (05)", respectively, regardless of the result of the flag conversion lottery. Also, the subflags "Reach 1 (17)" and "Reach 2 (18)" are converted to the subflag EX "Miss (00)", regardless of the result of the flag conversion lottery.

[0272] As described above, in this embodiment, only the sub-flags "3 consecutive chili lip A (02)", "3 consecutive chili lip B (03)", and "reach eye lip 1 (04)" to "reach eye lip 4 (07)" are subject to the flag conversion lottery. The lottery table used in the above-mentioned flag conversion lottery will be described in detail later.

[0273] Furthermore, in the flag conversion process of this embodiment, as shown in FIG. 36, nine types of sub-flags EX ("00" to "08") are converted into seven types of sub-flags D ("00" to "06"). Therefore, this conversion process can further compress the sub-flag data. Note that this conversion process does not involve lottery selection, but rather involves conversion by associating sub-flags EX and sub-flags D as follows.

[0274] Subflag EX "Miss (00)", "Replay (01)", and "Bell (02)" are converted to subflag D "Miss (00)". Subflag EX "Cactus (03)" is converted to subflag D "Cactus (01)", subflag EX "Weak Cherry (04)" is converted to subflag D "Weak Cherry (02)", and subflag EX "Strong Cherry (05)" is converted to subflag D "Strong Cherry (03)".

[0275] In addition, the subflag EX "Determined Role (06)" is converted to the subflag D "Determined Role (04)", the subflag EX "3 consecutive Chili-Rip (07)" is converted to the subflag D "3 consecutive Chili-Rip (05)", and the subflag EX "Reach Eye Rip (08)" is converted to the subflag D "Reach Eye Rip (06)".

[0276] In the flag conversion process of this embodiment, as shown in FIG. 37, both the internal winning combinations "F_BB1 (01: special prize winning number)" and "F_BB2 (02)" are converted to the sub-flag "BB".

[0277] [Gameplay when subflag is converted to EX] Here, the process of converting the above-mentioned internal winning combination into a sub-flag and a sub-flag EX, and an example of gameplay at the time of sub-flag EX conversion will be explained with reference to Figures 38A and 38B. Figure 38A is a diagram showing the flag conversion process when the internal winning combination "F_sure chili lip" or "F_1 sure chili lip" is determined, and Figure 38B is a diagram showing the flag conversion process when any of the internal winning combinations "F_reach eye lip A" to "F_reach eye lip D" is determined.

[0278] In the pachislot 1 of this embodiment, when any of the internal winning combinations "F_sure chili lip", "F_1 sure chili lip" and "F_reach eye lip A" to "F_reach eye lip D" is determined as an internal winning combination alone during the RT4 gaming state, a flag conversion lottery is held. In this embodiment, if the flag conversion lottery is won, a special benefit (for example, an additional ART game number or a CT win) is awarded.

[0279] For example, when the internal winning role "F_sure Chililip" or "F_1 sure Chililip" is determined, as shown in FIG. 38A, the internal winning roles "F_sure Chililip" and "F_1 sure Chililip" are converted into sub-flags "3 consecutive Chililip A (02)" and "3 consecutive Chililip B (03)", respectively.

[0280] Next, if the subflags "3 consecutive chili replay A (02)" and "3 consecutive chili replay B (03)" are selected in the flag conversion lottery, they are converted into the subflag EX "3 consecutive chili replay (07)" or "Determined role (06)". On the other hand, if the flag conversion lottery is not selected, both the subflags "3 consecutive chili replay A (02)" and "3 consecutive chili replay B (03)" are converted into the subflag EX "Replay (01)".

[0281] 24, when the internal winning combination "F_sure Chililip" or "F_1 sure Chililip" is won, if the pressing order is correct, a symbol combination related to the abbreviation "3 consecutive Chililip" is displayed, and if the pressing order is incorrect, a symbol combination related to the abbreviation "replay" is displayed. Therefore, in this embodiment, when the internal winning combination "F_sure Chililip" or "F_1 sure Chililip" is determined and the flag conversion lottery is won, both the internal winning combination "F_sure Chililip" and "F_1 sure Chililip" are treated as the combination of the subflag EX "3 consecutive Chililip (07)" or "confirmed combination (06)".

[0282] Then, when the internal winning role "F_sure chililip" or "F_1 sure chililip" is converted into the subflag EX "triple chililip (07)" or "confirmed role (06)" by this flag conversion process, information for displaying the symbol combination related to the abbreviation "triple chililip" is announced (for example, information to the effect that the player should aim for the chili symbol by pressing in order is announced). On the other hand, in this flag conversion process, when the flag conversion lottery becomes a non-winning lottery and the internal winning role "F_sure chililip" or "F_1 sure chililip" is converted into the subflag EX "replay (01)", information for displaying the symbol combination related to the abbreviation "replay" is announced (for example, a pressing order other than the normal pressing (irregular pressing) is announced).

[0283] Also, for example, when any of the internal winning roles "F_Reach Eye Lip A" to "F_Reach Eye Lip D" is determined, as shown in FIG. 38B, the internal winning roles "F_Reach Eye Lip A" to "F_Reach Eye Lip D" are converted into sub-flags "Reach Eye Lip 1 (04)" to "Reach Eye Lip 4 (07)", respectively.

[0284] Next, if the subflags "Reach Eye Replay 1 (04)" to "Reach Eye Replay 4 (07)" win the flag conversion lottery, they are converted to the subflag EX "Reach Eye Replay (08)" or "Determined Role (06)". On the other hand, if the flag conversion lottery is not won, the subflags "Reach Eye Replay 1 (04)" to "Reach Eye Replay 4 (07)" are converted to the subflag EX "Replay (01)".

[0285] 24, when any of the internal winning roles "F_reach-eye-reply A" to "F_reach-eye-reply D" is won, if the push order is correct, a symbol combination associated with the abbreviation "replay" is displayed, and when the push order is incorrect, a symbol combination associated with the abbreviation "replay" is displayed. Therefore, in this embodiment, when any of the internal winning roles "F_reach-eye-reply A" to "F_reach-eye-reply D" is determined and the flag conversion lottery is won, the internal winning roles "F_reach-eye-reply A" to "F_reach-eye-reply D" are all treated as roles of the subflag EX "reach-eye-reply (08)" or "fixed role (06)".

[0286] Then, when the internal winning roles "F_Reach Eye Rep A" to "F_Reach Eye Rep D" are converted into, for example, the subflag EX "Reach Eye Rep (08)" or "Determined Role (06)" by this flag conversion process, information for displaying the symbol combination related to the abbreviation "Reach Eye Rep" is announced (for example, information to the effect that the player should aim for the symbol "White 7" by pressing in order is announced to the player). On the other hand, in this flag conversion process, when the flag conversion lottery is not a winning lottery and the internal winning roles "F_Reach Eye Rep A" to "F_Reach Eye Rep D" are converted into the subflag EX "Replay (01)", information for displaying the symbol combination related to the abbreviation "Replay" is announced (for example, a pressing order other than the normal pressing (irregular pressing) is announced).

[0287] 38A or 38B, when the player wins the flag conversion lottery and performs a stop operation in accordance with the notification, a symbol combination abbreviated as "3-line Chili Lip" or "Reach Eye Lip" is displayed stopped on the pay line, and a special benefit is awarded. This awarding process essentially awards a special benefit to the player in response to the pachislot 1 winning the flag conversion lottery, but the player can feel that a special benefit has been awarded because the symbol combination abbreviated as "3-line Chili Lip" is displayed.

[0288] To enhance the playability of a pachislot machine, it may be preferable for the frequency of appearance of the symbol combination that awards a bonus to vary depending on the state, rather than being constant. Because the stop control (the symbol combination displayed) differs depending on the type of internal winning combination, one possible method for varying the frequency of appearance of the symbol combination that awards a bonus depending on the state is to vary the winning probability of the internal winning combination. (In pachislot machines 1, the winning probability of the internal winning combination can be varied depending on whether a bonus is activated or the RT state. For example, it is possible to provide other RT states, such as an RT6 state or an RT7 state, in addition to the RT4 state, as the RT state corresponding to the ART game state.) However, because the triggers for varying the winning probability of the internal winning combination (the triggers for transitioning between RT states) are limited, this method lacks flexibility in terms of improving playability (interest).

[0289] In contrast, in the pachislot 1 of this embodiment, by performing a flag conversion lottery and a notification based on the lottery result in addition to the internal lottery for determining the internal winning combination without changing the winning probability of the internal winning combination, the appearance frequency of the symbol combination that awards the benefit can be flexibly changed depending on the state. That is, in a state where it is easy to win the flag conversion lottery, the appearance frequency of the symbol combination that awards the benefit can be increased, and conversely, in a state where it is difficult to win the flag conversion lottery, the appearance frequency of the symbol combination that awards the benefit can be decreased.

[0290] <Gameplay during normal gameplay> Next, the flow of the game during the normal game state will be explained with reference to Figures 39A to 39C. In the slot machine 1 of this embodiment, during the normal game state, the game state transitions from the normal game state to the CZ, and then the game state transitions from the CZ to the ART game state, thereby transitioning from the normal game state (non-ART game state) to the ART game state (see Figures 14A and 14B).

[0291] Figure 39A is a diagram showing the flow of play when the game state transitions from the normal game state to the CZ during the normal game state. As shown in Figure 39A, the normal game state has a low probability state and a high probability state as the lottery state of the CZ. The low probability state and the high probability state have different expectations for winning the CZ lottery held during the normal game state, with the low probability state being a state in which it is difficult to win the CZ lottery, and the high probability state being a state in which it is easy to win the CZ lottery. If a player wins the CZ lottery held during play in the normal game state, the game state transitions from the normal game state to the CZ.

[0292] In the pachislot 1 of this embodiment, multiple CZ (chance zones) are provided, namely, "CZ1," "CZ2," and "CZ3." CZ1 to CZ3 are chance zones with different expectations of winning the ART lottery performed during play in the CZ. CZ3 is a chance zone where the player is guaranteed to win the ART lottery, while CZ1 and CZ2 are chance zones where the player has a predetermined probability of winning the ART lottery. In the CZ lottery performed during play in the normal play state, not only is the CZ lottery a win / loss, but also the type of CZ (one of CZ1 to CZ3) to which the player will move upon winning is determined (see FIG. 41 described later).

[0293] Figure 39B shows the flow of play when the game state transitions from the normal game state CZ1 or CZ2 to the ART game state. Both CZ1 and CZ2 consist of a first half and a second half. The first half is a period in which the rank of the expectation of winning the ART lottery held during play in the CZ is promoted, and the second half is a period in which the lottery result of the ART lottery based on the rank is announced through a predetermined presentation (in this embodiment, a battle presentation by characters).

[0294] During CZ1, six rank modes (modes 1 to 6) are prepared, and the higher the mode, the higher the expectation of winning the ART lottery. In the first half of CZ1, play continues for a first predetermined number of games (for example, up to 12 games), and a mode promotion lottery is held based on the internal winning combination. Then, in the first game of the second half of CZ1, an ART lottery is held based on the mode promoted in the first half (the mode at the end of the first half).

[0295] Additionally, during CZ2, 10 levels of points are prepared as ranks, and the higher the points, the higher the expectation of winning the ART lottery. In the first half of CZ2, play continues for a period of a second predetermined number of games (for example, a maximum of 15 games), and a lottery for point promotion is held based on the internal winning combination. Then, in the first game of the second half of CZ2, the ART lottery is held based on the points promoted in the first half (points at the end of the first half).

[0296] In the latter half of CZ1, a battle performance is performed in which the ally character and enemy character A battle, and in the latter half of CZ2, a battle performance is performed in which the ally character and enemy character B battle. This battle performance is performed over a period of play of a third predetermined number of games (for example, a maximum of four games). In addition, the outcome of the battle performance is managed (determined) based on the result of the ART lottery, and if the ART lottery is won, the ally character wins the battle performance, and if the lottery is not won, the enemy character wins the battle performance.

[0297] In addition, in the latter half of CZ1 and CZ2 (during the battle performance), an ART lottery is held for each game based on the internal winning combination. If this ART lottery is won, the result of the battle performance is rewritten. For example, if a so-called "rare" combination is determined as the internal winning combination during the battle performance, an ART lottery is held, and the result of the battle performance is rewritten based on the result.

[0298] In CZ1 and CZ2, if you do not win the ART, you will lose in the battle performance in the latter half, and basically, the game state will then transition to the normal game state. On the other hand, if you win the ART in CZ1 and CZ2, you will win in the battle performance in the latter half, and then the game state will transition from CZ to the normal ART via the ART preparation state. In this embodiment, a freeze may occur in the game in the first half of CZ1 and CZ2, and in that case, the game state will transition from CZ to the ART preparation state and then to the CT (add-on chance zone) instead of the normal ART.

[0299] Figure 39C shows the flow of play when the game state transitions from the normal game state CZ3 to the ART game state. CZ3 is played continuously for a period of a fourth predetermined number of games (for example, a maximum of 17 games). Then, in CZ3, an ART lottery is held for each game based on the internal winning combination.

[0300] CZ3 ends when the ART lottery is won, and from the next game onwards, the game state transitions from CZ3 to CT (add-on chance zone) via ART preparation state. Also, a freeze may occur in CZ3, and in that case, from the next game onwards, the game state transitions from CZ3 to CT (add-on chance zone) via ART preparation state. On the other hand, in CZ3, if the CZ3 play period (fourth predetermined number of games) has elapsed without winning the ART lottery, the game state transitions from CZ3 to normal ART via ART preparation state. That is, in this embodiment, CZ3 is a chance zone where transition to the ART game state is confirmed.

[0301] <Various data tables used during normal gaming> Next, various data tables used in the lottery process relating to gameplay performed in the normal gaming state will be described with reference to Figures 40 to 45. The various data tables described below are stored in the main ROM 102.

[0302] The various data tables shown below conceptually show lottery value information. "0" in the data tables indicates that a lottery value equivalent to a winning probability of "0%" is specified, "extremely low" indicates that a lottery value equivalent to a winning probability of "0% to less than 1%" is specified, and "extremely low" indicates that a lottery value equivalent to a winning probability of "1% to less than 10%" is specified. Also, "low" in the data tables indicates that a lottery value equivalent to a winning probability of "10% to less than 30%" is specified, "medium" indicates that a lottery value equivalent to a winning probability of "30% to less than 60%" is specified, and "high" indicates that a lottery value equivalent to a winning probability of "60% to less than 80%" is specified. Furthermore, "Extremely High" in the data table means that a lottery value equivalent to a winning probability of "80% to less than 99%" is specified, "Extremely High" means that a lottery value equivalent to a winning probability of "99% to less than 100%" is specified, and "Definite" means that a lottery value equivalent to a winning probability of "100%" is specified.

[0303] In the various data tables shown below, the random number register 1 of the random number circuit 110 sequentially subtracts a specified lottery value from a lottery random number value extracted from a predetermined range of numbers (0 to 65535), and determines whether the result of the subtraction is negative (whether so-called "overflow" occurs). In this embodiment, an example has been described in which a lottery value is subtracted from a lottery random number value in a lottery process related to gameplay performed during a general gaming state to determine whether a lottery has been won or not. However, the present invention is not limited to this, and a lottery value may be added to the extracted lottery random number value, and whether the addition result exceeds 65536 (whether so-called "overflow" occurs) may be determined to determine whether a lottery has been won or not.

[0304] [Normal medium to high probability lottery table] First, with reference to Figures 40A and 40B, the normal / high probability lottery table used in the transition lottery to the CZ lottery state (low probability and high probability) will be described. In the pachislot 1 of this embodiment, not only is a transition lottery to the CZ lottery state conducted based on the internal winning combination for each game, but also, for example, when a bonus or a CZ or ART ends, a transition lottery to the CZ lottery state is conducted. Figure 40A is a diagram of the normal / high probability lottery table referenced for each game during the normal game state, and Figure 40B is a diagram of the normal / high probability lottery table referenced, for example, when a setting is changed, when a bonus or a CZ or ART ends, etc. The names of the internal winning combinations shown in Figure 40A correspond to the names of the sub-flags described above.

[0305] The normal medium to high probability lottery table shown in Figure 40A specifies the correspondence between each combination of the current CZ lottery state and internal winning role, the lottery result (low probability / high probability) of the CZ lottery state after the transition, and the lottery value information associated with each lottery result.

[0306] As is clear from the normal medium-high probability lottery table shown in Figure 40A, when the current CZ lottery state is low probability, the CZ lottery state is likely to transition to high probability when the internal winning combination is a combination corresponding to the sub-flag "Weak Cherry." On the other hand, when the current CZ lottery state is high probability, the CZ lottery state is maintained at high probability when the internal winning combination is a combination corresponding to any of the sub-flags "Common Bell," "Cactus," "Weak Cherry," and "Strong Cherry."

[0307] The normal medium to high probability lottery table shown in Figure 40B defines the correspondence between each situation when referring to the table, the lottery result of the CZ lottery state after the transition (low probability / high probability), and the lottery value information associated with each lottery result. As is clear from the normal medium to high probability lottery table shown in Figure 40B, the CZ lottery state always transitions to high probability when the bonus ends.

[0308] [CZ lottery table] Next, referring to Figures 41A and 41B, the CZ lottery table used in the CZ lottery will be explained. Figure 41A is a diagram of the CZ lottery table used when performing a CZ lottery based on an internal winning combination during normal gaming, and Figure 41B is a diagram of the CZ lottery table used when performing a CZ lottery to determine whether or not to pull back the CZ, for example, when the CZ fails or when the ART ends. The names of the internal winning combinations shown in Figure 41A correspond to the names of the sub-flags described above.

[0309] The CZ lottery table shown in Figure 41A defines the correspondence between each combination of the current CZ lottery state and internal winning combination, the winning / losing (lottery results) of CZ1, CZ2, and CZ3, and the lottery value information associated with each lottery result. As is clear from the CZ lottery table shown in Figure 41A, when the current CZ lottery state is in the high probability range, the probability of winning the CZ lottery is higher than when the current CZ lottery state is in the low probability range.

[0310] The CZ lottery table shown in Figure 41B defines the correspondence between the winning / losing results of CZ1, CZ2, and CZ3 when the CZ fails or the ART ends, and the lottery value information associated with each lottery result. When the CZ fails (when the ART lottery during CZ1 or CZ2 does not win) or when the ART game state ends, a CZ withdrawal lottery is performed using this CZ lottery table.

[0311] [CZ1 Mode Up Lottery Table] Next, referring to Fig. 42, we will explain the CZ1 mode up lottery table used in the CZ1 mode up lottery held in the first half of CZ1. Fig. 42 is a configuration diagram of the CZ1 mode up lottery table. The names of the internal winning combinations shown in Fig. 42 correspond to the names of the sub-flags described above.

[0312] The CZ1 mode up lottery table defines the correspondence between each combination of the current mode and the internal winning combination, the result of the mode up lottery (winning / not winning), and the lottery value information associated with each lottery result. As shown in Figure 44A described below, in CZ1, the higher the mode (the higher the mode value), the higher the probability of winning the ART lottery, and when the mode goes up to mode 6, the ART lottery is always won.

[0313] In addition, the lottery result "Mode 1 UP" in FIG. 42 means that the CZ1 mode will increase by one level, and the lottery result "Mode 2 UP" means that the CZ1 mode will increase by two levels. Therefore, for example, when the current mode is Mode 2, if the lottery result "Mode 2 UP" is won, the CZ1 mode will increase from Mode 2 to Mode 4. Also, for example, if the lottery result "Mode 6 UP_Freeze Occurred" is won, a freeze will occur, and the ART lottery will be won and the CT will be awarded.

[0314] [CZ2 Points Lottery Table] Next, referring to Fig. 43, a CZ2 point lottery table used in the CZ2 point-up lottery held in the first half of CZ2 will be described. Fig. 43 is a configuration diagram of the CZ2 point lottery table. The names of the internal winning combinations shown in Fig. 43 correspond to the names of the sub-flags described above.

[0315] The CZ2 point lottery table defines the correspondence between each combination of current points and internal winning combinations, the result of the point-up lottery (win / no win), and the lottery value information associated with each lottery result. As shown in Figure 44B (described later), in CZ2, the higher the points, the higher the probability of winning the ART lottery. When the points reach "10 points," the ART lottery is guaranteed to be a win. Note that the lottery result "Point 2UP" in Figure 43 means that "2" is added to the current CZ2 points. For example, if the current points are "2," and the lottery result "Point 2UP" is won, the CZ2 points will increase from "2" to "4." Also, for example, if the lottery result "Points 10UP_Freeze Occurs" is won, a freeze will occur, and it will be decided whether the ART lottery will be won and whether CT will be awarded.

[0316] [CZ ART lottery table] Next, with reference to Figures 44A to 44C and 45, the CZ ART lottery table used in the ART lottery executed during the CZ will be described. Note that Figure 44A is a diagram of the CZ ART lottery table (for CZ1) used in the first game of the second half of CZ1, Figure 44B is a diagram of the CZ ART lottery table (for CZ2) used in the first game of the second half of CZ2, and Figure 44C is a diagram of the CZ ART lottery table (for CZ1 and CZ2 common second half battle) used in the second half of CZ1 and CZ2. Also, Figure 45 is a diagram of the CZ ART lottery table (for CZ3) used in the ART lottery executed during CZ3. Note that the names of the internal winning combinations shown in Figures 44C and 45 correspond to the names of the sub-flags described above.

[0317] The ART lottery table (for CZ1) during CZ shown in Figure 44A defines the correspondence between the current mode, the ART lottery result (whether or not there is a winning lottery), and the lottery value information associated with each lottery result. Also, the ART lottery table (for CZ2) during CZ shown in Figure 44B defines the correspondence between the current points, the ART lottery result (whether or not there is a winning lottery), and the lottery value information associated with each lottery result.

[0318] As is clear from the CZ ART lottery table (for CZ1) and the CZ ART lottery table (for CZ2), the higher the rank (mode or points) in the first half of CZ1 and CZ2, the easier it is to win the ART lottery.

[0319] The ART lottery table during CZ (common to CZ1 and CZ2, for use during the latter half of the battle) shown in Figure 44C defines the correspondence between the internal winning combination, the ART lottery result (whether or not there is a winning combination), and the lottery value information associated with each lottery result. As is clear from the ART lottery table during CZ (common to CZ1 and CZ2, for use during the latter half of the battle), when a rare combination (a combination corresponding to the sub-flag "Weak Cherry," "Cactus," or "Strong Cherry") is determined as the internal winning combination in the latter half of CZ1 and CZ2, there is a predetermined probability that the ART lottery will be won.

[0320] The ART lottery table (for CZ3) during CZ shown in Figure 45 specifies the correspondence between each combination of the number of games played in CZ3 and the internal winning combination, the result of the ART lottery (whether or not there is a winning combination), and the lottery value information associated with each lottery result. As is clear from the ART lottery table (for CZ3) during CZ, in this embodiment, if you win the ART lottery during CZ3, you will always win the CT.

[0321] <Gameplay during normal ART> Next, referring to Figures 46A and 46B, the flow of the game during the game ART will be explained. In the pachislot 1 of this embodiment, as described above, the ART game state is provided with the normal ART and the CT (see Figures 14A and 14B), and the CT is the added chance zone. Therefore, in this embodiment, the player will play during the game during the normal ART, aiming to transition to the CT.

[0322] [Transition from regular ART to CT] Figure 46A is a diagram showing the transition of the gaming state from normal ART to CT. In the pachislot 1 of this embodiment, as shown in Figure 46A, if a CT lottery performed during normal ART is won, the gaming state transitions from normal ART to CT. In addition, as shown in Figure 46A, the pachislot 1 of this embodiment has an ART level and a CT lottery state as parameters that affect various lotteries performed during normal ART.

[0323] There are four levels of ART levels, from level 1 to level 4, and this ART level is mainly controlled (determined) based on the number of continuation (consumption) games during normal ART. The ART level also affects the determination of the CT lottery state and the flag conversion lottery during normal ART, which will be described later.

[0324] There are four stages of CT lottery states: low probability, normal, high probability, and ultra-high probability. The CT lottery state is mainly controlled (determined) based on the ART level and the internal lottery role during normal ART. The CT lottery state affects the CT lottery performed during normal ART and the flag conversion lottery during normal ART, which will be described later.

[0325] [Flag conversion during normal ART] As described above, in the pachislot 1 of this embodiment, during the RT4 state, that is, during the ART game state, when any of the internal winning combinations "F_sure chili lip", "F_1 sure chili lip" and "F_reach eye lip A" to "F_reach eye lip D" is determined as an internal winning combination alone, a flag conversion lottery is conducted, and a special benefit (for example, an additional number of ART games or a CT winning combination) is awarded according to the lottery result. Figure 46B is a diagram showing an outline of the method of flag conversion lottery conducted during the normal ART.

[0326] In this embodiment, as shown in Figure 46B, during normal ART, a flag conversion lottery is performed with reference to the ART level and CT lottery status. As a result, if the flag conversion lottery is won, a special benefit is granted, and navigation (for example, notification of information that a predetermined pattern should be aimed for by pressing in order) is performed to stop and display a symbol combination related to the abbreviation "3-line Chili-Rip" or a symbol combination related to the abbreviation "Reach Eye Rip" on an effective line. On the other hand, if the flag conversion lottery is not won, navigation (for example, notification of a push order other than the push order) is performed to stop and display a symbol combination related to the abbreviation "Replay" on an effective line.

[0327] When the player performs a stop operation in accordance with this notification (navigation), a symbol combination according to the notification content is stopped and displayed on the effective line. Specifically, if the flag conversion lottery is won, a symbol combination related to the abbreviation "3 consecutive chili lip" or a symbol combination related to the abbreviation "reach eye lip" is stopped and displayed on the effective line, and if the flag conversion lottery is not won, a symbol combination related to the abbreviation "replay" is stopped and displayed on the effective line.

[0328] <Various data tables normally used during ART> Next, various data tables used in the lottery process during normal ART will be described with reference to Figures 47 to 51. The various data tables described below are stored in the main ROM 102.

[0329] [ART Flag Conversion Lottery Table] Figures 47A and 47B are diagrams of the configuration of the flag conversion lottery table during ART used in the flag conversion lottery normally performed during ART.

[0330] In the pachislot 1 according to this embodiment, the flag conversion lottery during the normal ART is conducted in two stages. Specifically, if the internal winning combination "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is won, the first stage of flag conversion lottery is conducted first. If the first stage of flag conversion lottery is won, the second stage of flag conversion lottery is conducted. If the second stage of flag conversion lottery is won, the internal winning combination "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is converted to the subflag EX "3 consecutive Chili Lip". On the other hand, if the first stage of flag conversion lottery or the second stage of flag conversion lottery is not won, the internal winning combination "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is converted to the subflag EX "replay" (treated as a normal replay combination). In addition, if any of the internal winning roles "F_Reach Eye Lip A" to "F_Reach Eye Lip D" is won, only the second stage flag conversion lottery will be held.

[0331] Figure 47A is a diagram of the configuration of the flag conversion lottery table during ART used in the first stage of flag conversion lottery, and Figure 47B is a diagram of the configuration of the flag conversion lottery table during ART used in the second stage of flag conversion lottery.

[0332] The flag conversion lottery table during ART shown in Figure 47A specifies the correspondence between the internal winning role ("F_sure Chililip" or "F_1 sure Chililip"), the lottery result of the first stage flag conversion lottery (no conversion / conversion (tentative)), and the lottery value information associated with each lottery result.

[0333] The ART flag conversion lottery table shown in Figure 47B defines the correspondence between each combination of internal winning combination, ART level, and CT lottery state, the lottery result of the second stage flag conversion lottery (no conversion / conversion), and the lottery value information associated with each lottery result. In addition, in the normal ART, in the game until the CT is won once, the table in the "First time (until the CT is won once)" column of the item "ART level" in Figure 47B is referenced.

[0334] In this embodiment, as shown in Figures 47A and 47B, in the first and second stage flag conversion lotteries using the ART flag conversion lottery tables, the lotteries are conducted using random numbers (0 to 255) whose probability denominator is "256". Therefore, in this embodiment, the above-mentioned two-stage flag conversion lottery can be considered to be substantially the same lottery as when a single lottery is conducted using a random number whose probability denominator is "65536".

[0335] In recent years, pachislot machines have been required to perform lotteries (such as ART lotteries) for ball payouts, which were previously performed on the sub-control board 72 side (hereinafter referred to as the "sub-side"), on the main control board 71 side (hereinafter referred to as the "main side"). However, since the capacity of the main side storage means (main ROM 102) is limited to a small capacity, there is a demand for a system that enables lotteries without impairing playability while suppressing an increase in processing capacity.

[0336] In this regard, in the pachislot 1 of this embodiment, by performing a lottery with a probability denominator of "256" in two stages, it is possible to perform a lottery with a probability denominator of "65536", thereby suppressing an increase in the capacity of the main side related to lottery processing. Also, in the second stage lottery, the ART level and CT lottery status are referenced, so it is possible to perform a flag conversion lottery according to not only the internal winning combination but also the current status, and as a result, it is possible to perform a flag conversion lottery with a variety of playability.

[0337] [ART level determination table] Figures 48A and 48B are diagrams of the ART level determination table used when determining the ART level. The ART level determination process is performed when the ART is drawn and the transition to the ART game state is determined, and during the normal ART. Figure 48A is a diagram of the ART level determination table used when the ART is drawn, and Figure 48B is a diagram of the ART level determination table used during the normal ART.

[0338] The ART level determination table shown in Figure 48A defines the correspondence between ART levels 1 to 4 (lottery results) and the lottery value information associated with each ART level. In this embodiment, if a freeze occurs when an ART is won, the ART level is determined to be ART level 2.

[0339] The ART level determination table shown in Figure 48B defines the correspondence between each combination of the current ART level and the number of games played (consumed) in the normal ART, the various ART levels to which the player will transition, and the information on the lottery value associated with each ART level to which the player will transition. Also, the ART level determination table shown in Figure 48B defines the correspondence between each combination of the current ART level and the number of games played (consumed) in the normal ART when the CT is entered, the various ART levels to which the player will transition, and the information on the lottery value associated with each ART level to which the player will transition. In other words, during the normal ART, the ART level can be shifted not only when the number of games played (consumed) in the normal ART reaches a predetermined number of games, but also when the CT is entered during the normal ART.

[0340] [Normal ART High Probability Lottery Table] Figure 49 is a diagram of the high probability lottery table during normal ART used to determine the CT lottery state during normal ART.

[0341] The normal ART high probability lottery table defines the correspondence between each combination of the current CT lottery state and the internal winning combination, the various CT lottery states to which the player will move, and the lottery value information associated with each CT lottery state. The names of the internal winning combinations shown in Figure 49 correspond to the names of the sub-flags described above.

[0342] As is clear from the high probability lottery table during normal ART, when the internal winning combination corresponding to the subflag "3 consecutive Chililip (3 consecutive Chililip A and 3 consecutive Chililip B)" or the subflag "Reach Eye Lip (Reach Eye Lip 1-4)" is won, the CT lottery state is likely to transition (fall) to "low probability". However, as shown in Figure 50 below, when the internal winning combination corresponding to the subflag "3 consecutive Chililip" or "Reach Eye Lip" is won, even if the CT lottery state falls, the CT lottery is always won.

[0343] [ART CT lottery table] Figure 50 is a diagram of the configuration of the ART CT lottery table used in the CT lottery normally performed during ART.

[0344] The CT lottery table during ART defines the correspondence between the current CT lottery state and each combination of internal winning combinations, various lottery results of CT lottery (non-winning / normal CT / high probability CT), and the information on the lottery value associated with each lottery result. Note that the name of the internal winning combination shown in Figure 50 corresponds to the name of the sub-flag described above.

[0345] In this embodiment, when a role corresponding to the sub-flag "Cactus", "Weak Cherry", "Strong Cherry", "3 consecutive Chili Lip (3 consecutive Chili Lip A and 3 consecutive Chili Lip B)", "Reach Eye Lip (Reach Eye Lip 1 to 4)" or "BB" is determined as the internal winning role, in the CT lottery process using the CT lottery table during ART, a CT lottery is performed using a random number value within a range in which the probability denominator is "256". In addition, when an internal winning role other than these roles (for example, a role corresponding to the sub-flag "Replay", "Common Bell", "Push Order Bell", etc.) is determined as the internal winning role, in the CT lottery process using the CT lottery table during ART, a CT lottery is performed using a random number value within a range in which the probability denominator is "65536".

[0346] In the pachislot machine 1 of the present embodiment, two types of CTs, referred to as "normal CT" and "high-probability CT", are provided as CTs. In the normal CT and the high-probability CT, the expected number of ART games added during CT (the bonus chance zone) is different from each other, and the high-probability CT is a CT in which a larger number of ART games are more likely to be added compared to the normal CT (see FIG. 55 described later).

[0347] [ART during normal play bonus lottery table] FIG. 51 is a configuration diagram of the ART during normal play bonus lottery table used in the bonus lottery for the number of ART games played during normal ART. The names of the internal winning roles shown in FIG. 51 correspond to the names of the above-described sub-flags.

[0348] The ART during normal play bonus lottery table defines the correspondence relationship between the internal winning roles, various lottery results of the bonus lottery (non-winning / bonus 10G to 300G), and the information of the lottery values associated with each lottery result.

[0349] [Gameplay during CT]< Next, referring to FIGS. 52A to 52C, the flow of the game during CT will be described. FIGS. 52A and 52B are mainly diagrams showing an overview of the game flow during CT when the sub-flag EX "3 consecutive chiri rips" wins, and FIG. 52C is a diagram showing an overview of the flag conversion process performed during CT.

[0350] [Game content during CT]< In the pachislot machine 1 of the present embodiment, during CT, a game of 1 set of 8 times (8 games) is played. During the CT period, for each game, a bonus lottery for the number of ART games is performed based on the internal winning role. When winning the bonus lottery, the subtraction of the unit number of games (number of games) of the CT game is not performed, while when the bonus lottery is non-winning, the subtraction of the unit number of games (number of games) of the CT game is performed. Therefore, during the CT period, in a game in which the number of ART games is added, CT does not end, and when 8 games in which the number of ART games is not added are performed within the same set, CT ends.

[0351] 52A and 52B, if the subflag EX "3 consecutive chili lip" is drawn during the CT period, that is, if the internal winning combination "F_ sure chili lip" or "F_1 sure chili lip" is drawn and the flag conversion lottery is drawn, one set of 8 CT games is reset (stocked). Then, this reset (stocked) set of CT games starts after the set of CT games is completed.

[0352] For example, if seven unit games are played within the same set that do not result in a winning lottery for the number of ART games, and then one CT game is played that does not result in the number of ART games being added, the CT ends. However, if the sub-flag EX "3-in-1 Chili-Lip" is won in this game, the CT game is reset. As a result, after the CT game is reset, the CT does not end until eight unit games that do not result in a winning lottery for the number of ART games are played. Therefore, the more sub-flag EX "3-in-1 Chili-Lip" is won, the longer the CT play period becomes.

[0353] [Flag conversion during CT] Next, referring to FIG. 52C, the method of the flag conversion lottery performed during the CT will be described. As described above, in this embodiment, if the sub-flag EX "3 consecutive chili lip" is drawn during the CT period (if the internal winning combination "F_certain chili lip" or "F_1 certain chili lip" is drawn and the flag conversion lottery is drawn), the CT is reset (stocked). Also, as shown in the flag conversion lottery table during CT in FIG. 54 described later, if the internal winning combination "F_certain chili lip" or "F_1 certain chili lip" is drawn during the CT, the flag conversion lottery is always drawn (it is always converted to the sub-flag EX "3 consecutive chili lip"). That is, in this embodiment, if the internal winning combination "F_certain chili lip" or "F_1 certain chili lip" is drawn during the CT, the CT is always reset.

[0354] Also, in the flag conversion lottery when any one of the internal lottery winners "F_Reach Eye Lip A" to "F_Reach Eye Lip D" wins the lottery, the winning probability of the flag conversion lottery is controlled based on three types of flag conversion tables (Tables 0 to 2). Specifically, as shown in FIG. 52C, Table 0 is the flag conversion table with the lowest probability of being converted to the sub-flag EX "Reach Eye Lip", Table 1 is the flag conversion table with the second lowest probability of being converted to the sub-flag EX "Reach Eye Lip", and Table 2 is the flag conversion table with the highest probability of being converted to the sub-flag EX "Reach Eye Lip". When winning the lottery for the sub-flag EX "Reach Eye Lip" during CT, as shown in the CT in-set number addition lottery table of FIG. 56 described later, a new CT is assigned.

[0355] Also, in this embodiment, in the normal CT, as shown in FIG. 52C, the flag conversion table is determined based on the ART level. On the other hand, in the high-probability CT, Table 0 is always determined as the flag conversion table regardless of the ART level.

[0356] <Various data tables used during CT> Next, referring to FIGS. 53 to 56, various data tables used in the lottery process during CT will be described. The various data tables described below are stored in the main ROM 102.

[0357] [Table lottery table during CT] FIG. 53 is a configuration diagram of the table lottery table during CT used when determining the table to be used for the flag conversion lottery from the three-stage flag conversion tables (Tables 0 to 2).

[0358] The table lottery table during CT defines the correspondence relationship between each state such as the ART level and the type of CT to be executed next, the type of the flag conversion table (Tables 0 to 2), and the information of the lottery value associated with each type. The table lottery table during CT is referred to when it is determined to win the CT lottery and transition to CT, or at the start of CT.

[0359] [CT Flag Conversion Lottery Table] FIG. 54 is a diagram showing the configuration of a flag conversion lottery table during a CT used in a flag conversion lottery performed during a CT.

[0360] The flag conversion lottery table during CT specifies the correspondence between the internal winning role (any of "F_Sure Chili Lip", "F_1 Sure Chili Lip" and "F_Reach Eye Lip A" to "F_Reach Eye Lip D"), the lottery result of the flag conversion lottery in each flag conversion table (tables 0 to 2) (no conversion / conversion), and the lottery value information associated with each lottery result. As is clear from the flag conversion lottery table during CT, if the internal winning role "F_Sure Chili Lip" or "F_1 Sure Chili Lip" is won during CT, the flag conversion lottery will always be won (it will always be converted to sub-flag EX "3 consecutive Chili Lip").

[0361] [CT Extra Lottery Table] Figure 55 is a diagram of the CT additional lottery table used in the ART game number additional lottery held during the CT.

[0362] The CT additional lottery table specifies the correspondence between each combination of the current CT state and the internal winning combination, various lottery results of the additional lottery (non-winning / additional 10 games / ... / additional 300 games), and information on the lottery value associated with each lottery result. Note that the names of the internal winning combinations shown in Figure 55 correspond to the names of the above-mentioned sub-flags, and if a combination other than the internal winning combination (sub-flag) shown in Figure 55 is internally won, the additional lottery during CT will not be won.

[0363] In addition, in the additional lottery during the normal CT of this embodiment, the form in which the number of additional games is awarded changes depending on the number of times the sub-flag ``3 consecutive Chililip'' (internal winning role ``F_sure Chililip'' or ``F_1 sure Chililip'') is won.

[0364] Specifically, if the number of times the sub-flag "3-in-a-row Chililip" is drawn in the same CT set is 1 to 8, the number of additional games awarded by the lottery results "ADD_10G" and "ADD_20G" shown in FIG. 55 will be 10 and 20, respectively. Therefore, in this case, 10 games will be more likely to be determined as the number of additional games for the ART. Also, if the number of times the sub-flag "3-in-a-row Chililip" is drawn in the same CT set is 9 to 16, the number of additional games awarded by the lottery results "ADD_10G" and "ADD_20G" shown in FIG. 55 will both be 20. In other words, the number of additional games (lottery result) corresponding to the lottery value "Extremely High" of the sub-flag "3-in-a-row Chililip" in FIG. 55 is promoted to 20 games. Therefore, in this case, 20 games will be more likely to be determined as the number of additional games for the ART.

[0365] Also, if the number of times the sub-flag "3-in-a-row Chililip" is drawn in the same CT set is 17 to 24, the number of additional games awarded in the lottery results "ADDED_10G" and "ADDED_20G" shown in FIG. 55 will both be 30 games. That is, the number of additional games (lottery result) corresponding to the lottery values ​​"Very High" and "Very Low" of the sub-flag "3-in-a-row Chililip" in FIG. 55 will be upgraded to 30 games. Therefore, in this case, it is easier to determine "30 games" as the number of additional games for ART. Furthermore, if the number of times the sub-flag "3-in-a-row Chililip" is drawn in the same CT set is 25 or more, the number of additional games awarded in the lottery results "ADDED_10G" and "ADDED_20G" shown in FIG. 55 will both be 50 games. That is, the number of additional games (lottery result) corresponding to the lottery value "extremely high" and "extremely low" of the sub-flag "3 consecutive chili lip" in Figure 55 is promoted to 50 games. Therefore, in this case, it becomes easier to determine "50 games" as the number of additional games of ART.

[0366] As described above, in the pachislot 1 of this embodiment, the number of ART games that can be added with one additional lottery can be increased depending on the number of times the sub-flag "3-in-1 Chili-Rip" is drawn during the CT. Also, as described above, in this embodiment, as long as the number of ART games is being added, the CT does not end. Furthermore, if the sub-flag EX "3-in-1 Chili-Rip" is drawn, the CT is reset (stocked). Therefore, in this embodiment, the longer the CT continues, the more the player can expect an increase in the amount of added money per game, which can increase the interest during the CT. Furthermore, the number of times the sub-flag "3-in-1 Chili-Rip" is drawn, which is the trigger for increasing the amount of added money per game, is more (9 or more) than the number of basic games (8) for one set of the CT. This prevents excessive profits from being given to players, and balances profits between players and gaming parlors.

[0367] In this embodiment, the number of times the above-mentioned subflag "3 consecutive Chililip" (internal winning combination "F_ sure Chililip" or "F_1 sure Chililip") has been won is the number of times counted in the same CT set, but the present invention is not limited to this. For example, a new CT that is granted when a set number addition lottery performed during the CT is won may also be included in "the same CT set."

[0368] [CT Set Add-on Lottery Table] Figure 56 is a diagram of the CT set number addition lottery table used in the CT set addition lottery held during the CT.

[0369] The CT set number addition lottery table specifies the correspondence between each combination of the current CT state and the internal winning role (sub-flag "Reach Eye Rip (Reach Eye Rip 1-4)"), various lottery results of the addition lottery (non-winning lottery / normal CT winning lottery / high probability CT winning lottery), and lottery value information associated with each lottery result.

[0370] As is clear from the CT set number addition lottery table, if you win any of the internal winning roles "F_Reach Eye Lip A" to "F_Reach Eye Lip D" during CT, you will always win the CT set addition lottery (CT sets will always be stocked). In addition, the stocked CT set will start after the currently active CT set has ended.

[0371] <Gameplay during bonus state> Next, the flow of the game during the bonus state will be explained with reference to Figures 57A to 57C. Figure 57A is a diagram showing the flow of the game when the game state shifts to the bonus state during the normal game state (ART non-winning), Figure 57B is a diagram showing the flow of the game when the game state shifts to the bonus state during the normal ART, and Figure 57C is a diagram showing the flow of the game when the game state shifts to the bonus state during the CT.

[0372] In addition, in the pachislot 1 of this embodiment, as shown in Figures 57A to 57C, in terms of playability, normal BB and special BB are provided as types of bonuses, and the type of bonus is determined when transitioning to the bonus state. At this time, if the special BB is determined, after the bonus state ends, the game state transitions to the CT via the ART preparation state. On the other hand, if the normal BB is determined, the game state to transition to differs depending on the state before transitioning to the bonus state.

[0373] When the game state shifts from the normal game state to the normal BB, as shown in Figure 57A, in the game during the normal BB, an ART lottery is performed based on the internal winning combination. If this ART lottery is won, after the bonus state ends, the game state shifts to the normal ART via the ART preparation state. In this case, in the game during the bonus state after the ART lottery is won, an additional lottery for the number of ART games is performed.

[0374] When the game state transitions from normal ART to normal BB, as shown in Figure 57B, a CT lottery is held at the end of normal BB. The winning probability of this CT lottery is 50%, and if it is won, after the bonus state ends, the game state transitions to CT via ART preparation state. On the other hand, if the CT lottery is not won, after the bonus state ends, the game state transitions to normal ART via ART preparation state. In addition, during play during the bonus state transitioned from normal ART, an additional lottery for the number of ART games is also held.

[0375] When the game state shifts from CT to normal BB or special BB, as shown in Figure 57C, after the bonus state ends, the game state shifts to CT via the ART preparation state. In addition, during the game during the bonus state shifted from CT, an additional lottery for the number of ART games is also held.

[0376] <Various data tables used in games during bonus mode> Next, various data tables used in the lottery process performed in a game during the bonus state will be described with reference to Figures 58 to 60. The various data tables described below are stored in the main ROM 102.

[0377] [Bonus type lottery table] FIG. 58 is a diagram showing the configuration of a bonus type lottery table used when determining the bonus type (normal BB, special BB).

[0378] The bonus type lottery table defines the correspondence between each game state (CT and others) before transitioning to the bonus state, various lottery results (bonus type: normal BB / special BB), and information on lottery values ​​associated with each lottery result. Note that the bonus type determination process referring to the bonus type lottery table is performed at the start of the bonus state.

[0379] [Bonus ART game number addition lottery table] FIG. 59 is a diagram of the bonus ART game number addition lottery table used in the ART lottery and ART game number addition lottery conducted during play in the bonus state.

[0380] The bonus ART game number addition lottery table specifies the correspondence between each combination of the current bonus type and internal winning role, various lottery results of the addition lottery (non-winning / 5 games / ... / 300 games), and lottery value information associated with each lottery result.

[0381] In this embodiment, in the state of ART non-winning (the state until the ART lottery is won in the normal BB transitioned from the normal game state), the bonus ART game number addition lottery table is used for the ART lottery. Specifically, in the state of ART non-winning, when the number of additional games is determined by lottery using the bonus ART game number addition lottery table, which is 1 game or more (50 games or more in the example shown in FIG. 59), the ART lottery is won and the corresponding number of games is awarded as the number of ART games. On the other hand, in the state after the ART wins, the bonus ART game number addition lottery table is used only for the lottery to add the number of ART games.

[0382] [CT lottery table at the end of the bonus] FIG. 60 is a diagram showing the configuration of a bonus end CT lottery table used in the CT lottery held at the end of the bonus state.

[0383] The bonus end CT lottery table specifies the correspondence between each combination of bonus type (normal BB, special BB) and the game state before transitioning to the bonus state (normal CT, high probability CT), various lottery results of the CT lottery (non-winning lottery / normal CT winning lottery / high probability CT winning lottery), and the lottery value information associated with each lottery result.As is clear from the bonus end CT lottery table, for example, if a normal BB is performed during normal ART, there is a 50% chance of winning the CT at the end of the bonus state.

[0384] <Exceptional gameplay during normal gameplay> Next, with reference to FIG. 61, an exceptional game flow during the normal game state will be described.

[0385] In the basic gaming flow of the pachislot 1 of this embodiment, the gaming state transitions from the normal gaming state to the CZ during the normal gaming state, and when an ART lottery is won in the CZ, the gaming state transitions to the ART gaming state. In this embodiment, the ART gaming state is realized by announcing in the RT4 state. In addition, in this embodiment, as shown in FIG. 61, the transition of the RT state is controlled according to the symbol combination displayed in the stopped state.

[0386] In addition, the symbol combination for transitioning to the RT state is displayed according to the order of the player's stop operations (push order) (see Figure 24), so the RT state may transition to the RT4 state by chance even if no notification is made. Also, in the RT4 state, there is a possibility that one of the internal winning combinations "F_Reach Eye Lip A" to "F_Reach Eye Lip D" will be determined, so even during the general gaming state (non-ART), it is possible to display a reach eye (a symbol combination related to the "Reach Eye Lip" for short) that will grant a special benefit.

[0387] Therefore, in the pachislot 1 of this embodiment, as shown in Figure 61, if the RT state happens to transition to the RT4 state during the general game state (non-ART) and a pattern combination related to the abbreviation "reach eye lip" can be displayed, the game state can be transitioned to the ART game state (normal ART) without going through the CZ.

[0388] More specifically, when one of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined in the general gaming state and during the RT4 state, a flag conversion lottery is conducted, and if this flag conversion lottery is won, a notification (navigation) is made to display a symbol combination related to the abbreviation "Reach Eye Replay", and the right to ART is granted. On the other hand, when one of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined in the general gaming state and during the RT4 state, if the flag conversion lottery is not won, a notification is made to display a symbol combination related to the abbreviation "Replay", and control is performed so that the symbol combination related to the abbreviation "Reach Eye Replay" is not displayed.

[0389] <Various data tables used for exceptional game control during normal game play> Next, a data table used in the lottery process performed in the exceptional game control during the normal game state will be described with reference to Fig. 62. The data table described below is stored in the main ROM 102.

[0390] [Non-ART Flag Conversion Lottery Table] Figure 62 is a diagram of the non-ART flag conversion lottery table used in the flag conversion lottery performed in the normal game state and in the RT4 state.

[0391] The non-ART flag conversion lottery table specifies the correspondence between the internal winning roles ("F_Reach Eye Lip A" to "F_Reach Eye Lip D"), the lottery results of the flag conversion lottery (no conversion / conversion), and the lottery value information associated with each lottery result.

[0392] <Alarm function controlled by the main unit> In conventional pachislot machines, information on reel stop operations (such as push order) was notified (navigated) by the sub (sub-control board 72) during ART. However, because the presence or absence of this notification affects the player's profits (so-called payouts), in recent years, it has become necessary for the main (main control board 71) that manages the player's profits to provide the notification. Therefore, in the pachislot machine 1 of this embodiment, as described above, an instruction monitor (not shown) for notifying information on stop operations is provided on the information display 6 controlled by the main side, and a function for notifying information on reel stop operations is provided by control of the main side.

[0393] Here, Figures 63A to 63D show the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side in the pachislot 1 of this embodiment. Note that Figure 63A is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side in the ART preparation state, and Figure 63B is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side during ART (normal ART or CT). Also, Figure 63C is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side during the RT5 state (between BB1 flags), and Figure 63D is a diagram showing the correspondence between the notification (navigation) performed on the main side and the notification (navigation) performed on the sub side during the RT5 state (between BB2 flags).

[0394] In this embodiment, as shown in Figures 63A to 63D, the main (main control board 71) side notifies information about the reel stop operation by displaying numbers from "1" to "11" on the instruction monitor. Note that these numbers from "1" to "11" displayed on the instruction monitor uniquely correspond to the content of the stop operation that each is notifying.

[0395] Specifically, the numbers "1" to "3" each indicate the type of reel on which the first stop operation is performed, with the number "1" meaning that the first stop operation is performed on the left reel 3L, the number "2" meaning that the first stop operation is performed on the center reel 3C, and the number "3" meaning that the first stop operation is performed on the right reel 3R.

[0396] In addition, the numbers "4" to "9" each indicate the order in which buttons should be pressed to be notified, with the number "4" meaning that the order is "left, center, right", the number "5" meaning that the order is "left, right, center", the number "6" meaning that the order is "center, left, right", the number "7" meaning that the order is "center, right, left", the number "8" meaning that the order is "right, left, center", and the number "9" meaning that the order is "right, center, left".

[0397] In addition, the numbers "10" and "11" respectively indicate bonus roles, with the number "10" meaning the symbol combination associated with the combination name "C_BB1" (symbol "white 7" - symbol "white 7" - symbol "white 7"), and the number "11" meaning the symbol combination associated with the combination name "C_BB2" (symbol "blue 7" - symbol "blue 7" - symbol "blue 7").

[0398] Although the numbers "1" to "11" displayed on the main side (instruction monitor) uniquely correspond to the contents of the stop operation to be notified, not all players can necessarily understand the contents of the notification based on the numbers. For example, if the number "6" is displayed on the instruction monitor on the main side, some players may not be able to understand the contents of the notification.

[0399] Therefore, in the pachislot 1 of this embodiment, information related to the stop operation of the stop button is notified on the sub-side in addition to the notification on the main side. Specifically, the display device 11 (projector mechanism 211 and display unit 212) controlled on the sub-side is used to notify information related to the stop operation under the control of the sub-side.

[0400] For example, when announcing the push order for the first stop operation on the left reel 3L, the main side displays the number "1" on the instruction monitor, and the sub side displays the number "1" above the left reel 3L on the display screen of the display device 11, thereby announcing that the left reel 3L is the target of the first stop operation. Also, when announcing the push order "middle, left, right," the main side displays the number "6" on the instruction monitor, and the sub side displays the number "1" above the middle reel 3C, the number "2" above the left reel 3L, and the number "3" above the right reel 3R on the display screen of the display device 11, thereby announcing that the push order is "middle, left, right." Furthermore, when the internal winning combination "F_BB1" is determined, the main side displays the number "10" on the instruction monitor, and the sub side displays information about the pattern combination "white 7"-"white 7"-"white 7" on the display screen of the display device 11, informing the player of the pattern to aim for.

[0401] The timing of the notification on the main side can be set to any timing as long as it is at least within the period of one game in which the notification is made. For example, the notification on the main side may be made when the player's start operation is detected (accepted), when the reels start spinning, or when any of the first to third stop operations is detected. On the other hand, the notification on the sub side is preferably made at least before the first stop operation. Therefore, in the pachislot 1 of this embodiment, notifications (navigation) are made on both the main side and the sub side when the start operation is detected or when the reels start spinning. As a result, information about the stop operation is notified on both the main side instruction monitor and the sub side display device 11 before the player performs the stop operation.

[0402] In the ART preparation state, as shown in FIG. 63A, notifications (navigations) called "Bell Navi," "Maintenance Replay Navi," "RT3 Transition Replay Navi," and "RT4 Transition Replay Navi" are performed under the control of the main side. In "Bell Navi," when the internal winning combinations "F_3-choice Bell_1st" to "F_3-choice Bell_3rd" are determined, the push order to stop and display the symbol combination (see FIG. 29) associated with the abbreviation "Bell" on the active line is announced. In "Maintenance Replay Navi," when the internal winning combinations "F_Maintenance Replay_1st" to "F_Maintenance Replay_3rd" are determined, the push order to stop and display the symbol combination (see FIG. 28) associated with the abbreviation "Replay" on the active line is announced. In "RT3 Transition Lip Navigation", when the internal winning combinations "F_RT3 Transition Lip_1st" to "F_RT3 Transition Lip_3rd" are determined, the push order to stop and display the symbol combination (see Figure 28) related to the abbreviation "RT3 Transition Lip" on the active line is announced. Also, in "RT4 Transition Lip Navigation", when the internal winning combinations "F_RT4 Transition Lip_123" to "F_RT4 Transition Lip_3rd" are determined, the push order to stop and display the symbol combination (see Figure 28) related to the abbreviation "RT4 Transition Lip" on the active line is announced.

[0403] Also, in the ART gaming state (normal ART or CT), as shown in Fig. 63B, notifications (navigations) called "Bell Navi", "Maintenance Replay Navi", "RT3 Transition Replay Navi", and "RT4 Transition Replay Navi" are performed under the control of the main side. In addition, in the ART gaming state (RT4 state), a flag conversion lottery is performed, and based on the result of this lottery, the push order to display the symbol combinations related to the abbreviations "3-repeated chili replay", "reach eye replay", or "replay" is announced, but this announcement is made only on the sub side, not on the main side.

[0404] As described above, the symbol combinations referred to as "3-line Chili-Rip" or "Reach Eye Rip" are related to the awarding of special benefits, so the presence or absence of a notification appears to affect the player's profits (ball payouts). However, in reality, in the pachislot 1 of this embodiment, the special benefits are awarded based on the results of the flag conversion lottery, so the displayed symbol combination does not affect the awarded benefit. Therefore, for example, even if a symbol combination referred to as "Replay" is displayed as a static display when the flag conversion lottery is won, the special benefit is awarded. On the other hand, even if a symbol combination referred to as "3-line Chili-Rip" or "Reach Eye Rip" is displayed as a static display when the flag conversion lottery is not won, the special benefit is not awarded. In the pachislot 1 of this embodiment, if the pattern combination displayed in this manner does not affect the player's profit (ball payout), no notification is made on the instruction monitor on the main side, but only on the display device 11 controlled on the sub side.

[0405] Also, in the RT5 state (flag interval state), as shown in Figures 63C and 63D, information is announced to prompt the player to aim for the symbol combination related to the bonus role carried over as the internal winning role. For example, when the internal winning role "F_BB1" is carried over, as shown in Figure 63C, an announcement (navigation) called "white 7 navigation" is made by the control of the main side, and when the internal winning role "F_BB2" is carried over, as shown in Figure 63D, an announcement (navigation) called "blue 7 navigation" is made by the control of the main side.

[0406] "White 7 Navigation" notifies information on the stopping operation for stopping and displaying the symbol combination corresponding to the internal winning combination "F_BB1", i.e., the symbol combination related to the combination name "C_BB1" ("White 7"-"White 7"-"White 7": see FIG. 28) on the activated line. Also, "Blue 7 Navigation" notifies information on the stopping operation for stopping and displaying the symbol combination corresponding to the internal winning combination "F_BB2", i.e., the symbol combination related to the combination name "C_BB2" ("Blue 7"-"Blue 7"-"Blue 7": see FIG. 28) on the activated line.

[0407] In the flag state, when a bonus role and one of the internal winning roles "Missing," "F_Special 1," "F_Special 2," and "F_Special 3" are determined, the symbol combination associated with the bonus role (BB role) can be stopped and displayed on the active line, as described in FIG. 24. However, when an internal winning role other than the internal winning role "Missing," "F_Special 1," "F_Special 2," and "F_Special 3" and a bonus role are won, the symbol combination associated with the bonus role cannot be stopped and displayed on the active line. Therefore, in this embodiment, as shown in FIGS. 63C and 63D, a notification called "White 7 Navigation" or "Blue 7 Navigation" is issued by the main control only when a carried-over bonus role and one of the internal winning roles "Missing," "F_Special 1," "F_Special 2," and "F_Special 3" are won. Therefore, in this embodiment, the notification (navigation) called "white 7 navigation" or "blue 7 navigation" under the control of the main side can be performed at an appropriate timing that allows a bonus combination to be won.

[0408] In addition, the pachislot 1 of this embodiment is also provided with a function of notifying a bonus by, for example, displaying a bonus determination screen or lighting up a bonus determination lamp, etc. Therefore, on the main side, a navigation called "white 7 navigation" or "blue 7 navigation" may be performed only after notifying that a bonus role has been determined as an internal winning role (bonus announcement).

[0409] A typical bonus notification involves, for example, a performance that spans multiple game periods (so-called continuous performance), and a bonus confirmation screen is displayed depending on the results of this continuous performance. If the main side performs a "white 7 navigation" or the like during such a continuous performance, the results of the continuous performance will be revealed midway, which may ruin the game's enjoyment. Therefore, in this embodiment, after the bonus notification is performed, the main control board 71 performs a notification (navigation) called "white 7 navigation" or "blue 7 navigation" under the control of the main side.

[0410] Note that any method may be used to enable the main side to grasp the timing of the bonus announcement. One possible method is that, when a bonus role is determined as an internal winning role, the main control board 71 determines the number of games required until the bonus announcement ends, and after this number of games have been played, issues a notification (navigation) called a "white 7 navigation" or a "blue 7 navigation." More specifically, after determining the number of games required until the bonus announcement ends, the main control board 71 notifies the sub-control board 72 of this number of games. The sub-control board 72 controls the presentation according to this number of games, and displays a bonus confirmation screen when this number of games have been played, thereby enabling the main side to grasp the timing of the bonus announcement. That is, the main control board 71 counts the number of unit games since the bonus role was determined as the internal winning role when the bonus role has not been carried over, and after the counting result reaches a predetermined number of times, if the bonus role and any of the internal winning roles "Miss", "F_Special Role 1", "F_Special Role 2" and "F_Special Role 3" are determined as the internal winning role, it performs "White 7 Navigation" or "Blue 7 Navigation".

[0411] Another possible method is to control the bonus announcement on the main side rather than the sub side. More specifically, when the main control board 71 determines a bonus role as an internal winning role when the bonus role has not been carried over, it determines the effect to be executed on the display device 11 (at least the number of games required for the effect) and notifies the sub-control board 72. The sub-control board 72 executes the notified effect and displays a bonus determination screen, thereby making it possible to know the timing when the bonus announcement was made on the main side.

[0412] Note that a configuration other than the two methods described above may be used to enable the main side to determine the timing of the bonus announcement. In this case, since the main control board 71 cannot accept signals from the sub-control board 72 or the like, it is necessary to determine the timing of the bonus announcement based on signals that the main control board 71 can accept. For example, since the main control board 71 can accept signals associated with a stop operation, a method of notifying a bonus when a predetermined stop operation (e.g., other than sequential push) is performed when a bonus role has been determined as an internal winning role is also conceivable. Specifically, the sub-control board 72 obtains information related to the internal winning role and information related to the stop operation from the main control board 71, and notifies a bonus when the combination of this information is a predetermined combination. By adopting such a bonus announcement method, the main control board 71 can also determine the trigger for the bonus announcement, allowing the main side to determine the timing of the bonus announcement.

[0413] <Main control circuit operation explanation> Next, with reference to FIGS. 64 to 170, the contents of various processes executed by the main CPU 101 of the main control circuit 90 using programs will be described.

[0414] [Power-on (reset interrupt) processing] First, the power-on (reset interrupt) processing of the pachislot 1, which is performed under the control of the main CPU 101, will be described with reference to Figures 64 and 65. Figure 64 is a flowchart showing the procedure of the power-on (reset interrupt) processing, and Figures 65A to 65C are diagrams showing an example of a source program for executing the processing of S2, S7, S8, and S13 in the flowchart, respectively. Note that the power-on (reset interrupt) processing shown in Figure 64 is executed based on an interrupt request signal output from the interrupt controller 112 of the microprocessor 91 to the main CPU 101 when the power management circuit 93 detects that the supply of power voltage to the microprocessor 91 has started, by outputting a reset signal to the "XSRST" terminal of the microprocessor 91.

[0415] First, the main CPU 101 determines whether or not the power supply monitoring port (power supply monitoring means) is in an ON state (S1).

[0416] In S1, when the main CPU 101 determines that the power supply monitoring port is in the ON state (YES in S1), the main CPU 101 repeats the process of S1. Note that the power supply monitoring port being in the ON state here means that the power supply voltage (DC +5V) supplied to the main CPU 101 is unstable.

[0417] On the other hand, when the main CPU 101 determines in S1 that the power supply monitoring port is not in the ON state (when S1 is judged as NO), the main CPU 101 performs initialization processing of the timer circuit 113 (PTC) (S2). In this processing, the main CPU 101 performs initial settings of the timer circuit 113. Specifically, the main CPU 101 sets a division ratio in a timer prescaler register (not shown), sets a timer control register (not shown) to enable interrupts, etc., and sets an initial count value for a timer counter (not shown).

[0418] Next, the main CPU 101 initializes the first serial communication circuit 114 (SCU1) between the main control circuit 90 and the sub-control circuit 200, and the second serial communication circuit 115 (SCU2) for the second interface board (S3). Next, the main CPU 101 initializes the random number circuit 110 (RDG) (S4). Next, the main CPU 101 performs a write test on the main RAM 103 (S5).

[0419] Next, the main CPU 101 determines whether or not the writing to the main RAM 103 was performed normally as a result of the writing test (S6).

[0420] In S6, when the main CPU 101 determines that writing to the main RAM 103 was not performed normally (if the judgment in S6 is NO), the main CPU 101 performs the processing of S13, which will be described later. On the other hand, in S6, when the main CPU 101 determines that writing to the main RAM 103 was performed normally (if the judgment in S6 is YES), the main CPU 101 acquires the state of a timer control register (not shown) of the timer circuit 113 (S7).

[0421] Next, the main CPU 101 determines whether the current state is the timing for generating an interrupt process based on the acquired state of the timer control register (S8). Specifically, the main CPU 101 determines whether 1.1172 ms has elapsed since the timer started counting based on the acquired state of the timer control register.

[0422] In this embodiment, when the timer time of 1.1172 ms is set by the initialization process of the timer circuit 113 in S2, the counting process of the timer built in the CPU is started. After that, the status of the timer circuit 113 can be obtained by reading information from a timer control register (not shown). In this embodiment, the timer control register is provided with a bit (determination bit) that can determine (reference) whether the current state is the timing for generating an interrupt process (whether the timer is in an interrupt state).

[0423] Therefore, in the process of S7 above, the main CPU 101 reads information from a timer control register (not shown), and in the process of S8 above, the main CPU 101 determines whether the current state is the timing for interrupt processing to occur by referring to the on / off state ("1" / "0") of the determination bit in the timer control register. Note that when 1.1172 ms has elapsed since the timer circuit 113 started counting (if the count value of the timer circuit 113 is 0), the determination bit is turned on.

[0424] In S8, when the main CPU 101 determines that the current state is not the timing for interrupt processing to occur (NO in S8), the main CPU 101 returns the process to S7 and repeats the processes from S7 onwards.

[0425] On the other hand, when the main CPU 101 determines in S8 that the current state is the timing for interrupt processing to occur (YES in S8), the main CPU 101 performs a sum check process (non-standard) (S9). In this process, the main CPU 101 performs a sum check process on the main RAM 103, and the work for this process is performed in a non-standard work area in the main RAM 103 (see FIG. 12C). The program used in this sum check process is stored in a non-standard area in the main ROM 102 (see FIG. 12B). Details of the sum check process will be described later with reference to FIGS. 79 and 80.

[0426] Furthermore, in S8, when the main CPU 101 determines that the current state is the timing for interrupt processing (YES determination in S8), the main CPU 101 executes the interrupt processing (see FIG. 158 described later) before the processing of S9. Then, by this interrupt processing, a no-operation command is sent from the main control circuit 90 (main control board 71) to the sub-control circuit 200 (sub-control board 72).

[0427] After the process of S9, the main CPU 101 determines whether the setting key switch 54 is in the ON state (S10).

[0428] If the main CPU 101 determines in S10 that the setting key switch 54 is on (YES in S10), the main CPU 101 performs the process of S15, which will be described later. On the other hand, if the main CPU 101 determines in S10 that the setting key switch 54 is not on (NO in S10), the main CPU 101 determines whether the sum check result was normal or not based on the result of the sum check process in S9 (S11).

[0429] In S11, when the main CPU 101 determines that the sum check judgment result is not normal (if S11 is a NO judgment), the main CPU 101 performs the processing of S13, which will be described later. On the other hand, in S11, when the main CPU 101 determines that the sum check judgment result is normal (if S11 is a YES judgment), the main CPU 101 performs a game return processing (S12). In this processing, the main CPU 101 performs a processing to return the game state to the state before the power interruption was detected. Details of the game return processing will be explained later with reference to FIG. 66, which will be described later.

[0430] If the determination in S6 or S11 is NO, the main CPU 101 displays the character string "rr" indicating the occurrence of an error on the information display 6 (7-segment LED display) (S13). Thereafter, the main CPU 101 repeats the WDT clear process (S14).

[0431] Returning to the process of S10 again, if the determination in S10 is YES, the main CPU 101 performs a setting change confirmation process (S15). In this process, the main CPU 101 mainly performs a process of generating and storing a setting change command at the start of the setting change. Details of the setting change confirmation process will be described later with reference to FIG. 68.

[0432] Next, the main CPU 101 performs RAM initialization processing (S16). In this processing, the main CPU 101 sets the address of "RAM abnormality or setting change start time" in the game RAM area of ​​the main RAM 103 shown in Fig. 12C as the initial address for starting initialization, and erases (clears) information from the initial address to the final address of the game RAM area. Then, after processing S16, the main CPU 101 starts the main processing (see Fig. 82 described later).

[0433] In this embodiment, the power-on (reset interrupt) processing is performed as described above. The processing of S2 during the power-on (reset interrupt) processing described above is performed by the main CPU 101 sequentially executing each source code defined in the source program of Fig. 65A.

[0434] In the source program of Fig. 65A, the CPU clock is set to 10 MHz (the supplied clock is 20 MHz), the prescaler register setting value is set to 228, and the initial count value is set to 49. As a result, the timer time (execution period) for interrupt processing is calculated to be 1.1172 ms (= 1 / (10 MHz / 288) × 49).

[0435] Furthermore, the processes of S7 and S8 during the above-described power-on (reset interrupt) processing are performed by the main CPU 101 sequentially executing each source code defined in the source program of Fig. 65B. Specifically, the acquisition process of the timer control register state in S7 is executed by the "LD" instruction in Fig. 65B, and the determination process of S8 is executed by the "JBIT" instruction in Fig. 65B. The "LD" instruction in Fig. 65B and the "JBIT" instruction in Fig. 65B are then repeatedly executed until 1.1172 ms has elapsed since the timer circuit 113 started counting. When 1.1172 ms has elapsed since the timer circuit 113 started counting, an interrupt request signal is output from the timer circuit 113 to the main CPU 101 via the interrupt controller 112. In response to the input of this interrupt request signal, the main CPU 101 starts interrupt processing for the first 1.1172 ms period after power is restored.

[0436] In addition, in the first 1.1172 ms interrupt process immediately after power is restored (after initialization when power is turned on), no commands related to game operation are set, so a no-operation command is sent from the main control circuit 90 to the sub-control circuit 200. By allowing interrupt process immediately after power is restored in this way, the no-operation command is sent in the shortest time possible after power is restored, and a communication connection between the main control circuit 90 and the sub-control circuit 200 can be established, thereby stabilizing communication operation between the main control circuit 90 and the sub-control circuit 200.

[0437] Furthermore, when power is restored, the communication parameters 1 to 5 constituting the no-operation command transmitted in this communication operation are set with the data stored in the L register, H register, E register, D register, and C register, respectively. Therefore, in this embodiment, the data set in the communication parameters 1 to 5 of the no-operation command transmitted in the first interrupt process after power is restored can be made different (undefined) each time power is restored. In other words, the sum value (BCC) of the no-operation command transmitted in the interrupt process immediately after power is restored (after initialization when power is turned on) can be made different each time power is restored. In this case, fraudulent acts such as cheating can be prevented.

[0438] Furthermore, the processing of S13 (interrupt disable processing) during the above-mentioned power-on (reset interrupt) processing is performed by the main CPU 101 by sequentially executing each source code defined in the source program of Fig. 65C. In the control for displaying the error code "rr" on the two-digit 7-segment LED in the information display 6, as shown in Fig. 65C, first, the source code "LD HL,cPA_SEGCOM" is executed to specify a two-byte address for output to the 7-segment LED, and then the source code "LDW (HL),100H*cZCHRAR+cBX_PAYSEG" is executed to simultaneously output the 7-segment common output data and the 7-segment cathode output data to the two-digit 7-segment LED.

[0439] That is, in the pachislot 1 of this embodiment, when dynamic lighting control of two-digit 7-segment LEDs is performed, 7-segment common output data and 7-segment cathode output data are output simultaneously. In this case, the number of instruction codes required for dynamic lighting control of the 7-segment LEDs in the source pro...

Claims

1. A calculation processing means for performing calculation processing to control game operations; a first storage means for storing information necessary for the execution of the arithmetic processing by the arithmetic processing means; a second storage means for storing information necessary for the execution of the arithmetic processing by the arithmetic processing means; An internal winning combination determining means for determining an internal winning combination with a predetermined probability at the start of a game; A bonus award determination means for determining by lottery whether or not to award a gaming state advantageous to a player as a bonus based on information about the internal winning combination determined by the internal winning combination determination means; A lottery table referred to by the benefit award determination means and provided for each type of information relating to the internal winning combination; a lottery table selection table stored in the first storage means and used to select the lottery table associated with information relating to the currently determined internal winning combination; a general-purpose register in which data is stored when the arithmetic processing means executes the arithmetic processing; an extension register in which data is stored when the arithmetic processing is executed by the arithmetic processing means, and which is capable of specifying a part of an address in the first storage means or the second storage means by the stored data; In the lottery table selection table, A selection value is defined for each type of information relating to the internal winning combination, which can determine whether or not the information relating to the internal winning combination of the type is a lottery target, and which can specify a location of the lottery table associated with the information relating to the internal winning combination of the type; The selected value of the information on the internal winning combination that is not subject to lottery is defined as a loss value that treats the lottery result by the benefit granting determination means as a loss, The selected value of the information regarding the internal winning combination to be selected is specified as data other than the losing value, The benefit granting determination means, based on the address of the lottery table selection table set in the general-purpose register, specifies the address of the lottery table in which the selection value of the information on the internal lottery role to be selected is stored, and acquires the selection value, when an instruction using the extension register is executed. A gaming machine characterized by:

2. A calculation processing means for performing calculation processing to control game operations; a first storage means for storing information necessary for the execution of the arithmetic processing by the arithmetic processing means; a second storage means for storing information necessary for the execution of the arithmetic processing by the arithmetic processing means; An internal winning combination determining means for determining an internal winning combination with a predetermined probability at the start of a game; A bonus award determination means for determining by lottery whether or not to award a gaming state advantageous to a player as a bonus based on information about the internal winning combination determined by the internal winning combination determination means; A lottery table referred to by the benefit award determination means and provided for each type of information relating to the internal winning combination; a lottery table selection table stored in the first storage means and used to select the lottery table associated with information relating to the currently determined internal winning combination; a plurality of general-purpose registers in which data is stored when the arithmetic processing is performed by the arithmetic processing means, In the lottery table selection table, A selection value is defined for each type of information relating to the internal winning combination, which can determine whether or not the information relating to the internal winning combination of the type is a lottery target, and which can specify a location of the lottery table associated with the information relating to the internal winning combination of the type; The selected value of the information on the internal winning combination that is not subject to lottery is defined as a loss value that treats the lottery result by the benefit granting determination means as a loss, The selected value of the information regarding the internal winning combination to be selected is specified as data other than the losing value, The benefit granting determination means obtaining lottery determination data using two or more general-purpose registers among the plurality of general-purpose registers; When the lottery determination data is a lottery object, a lottery is executed using three or more general-purpose registers among the plurality of general-purpose registers based on a one-byte random number value. A gaming machine characterized by:

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